- Home
- Guides
- Ghost of Yotei
- Ghost of Yotei: the useful collectibles guide — health, spirit, charms and shamisen tracking
Ghost of Yotei: the useful collectibles guide — health, spirit, charms and shamisen tracking
In brief
Ghost of Yotei scatters about ten families of collectibles across six regions, with very disparate uses. Only six really matter for progression: hot springs (health), bamboo (spirit), shrines and fox dens (charms), reliquaries (evolving defensive charm) and wolf dens (skills). The shamisen is your ally, with each melody you learn targeting a specific category to speed up the hunt.
Across the six regions of Ezo, Ghost of Yotei scatters around ten families of collectibles that have almost nothing in common. Some permanently boost Atsu's stats, others only reward you with a hat. Sorting the two out before launching into a cleanup session saves you from wasting ten hours for nothing.
Only six families actually affect the character sheet: hot springs (maximum health), training bamboo (spirit gauge), shrine ascents and fox dens (charms), reliquaries (a defensive charm that grows in power), and wolf dens (the wolf skill branch). The rest feeds into the wardrobe, trophies, and historical context.
Another thing the game doesn't explain well: you're not meant to hunt for these locations with your naked eye on the map. The shamisen is Ghost of Yotei's built-in tracker, and each melody learned points to a specific family.
What each collectible family actually rewards
Here's the breakdown, from most useful in combat to purely cosmetic, with counts from the most complete French-language surveys.
| Family | Counted | What it rewards |
|---|---|---|
| Hot springs | 15 to 16 | Maximum health on each first bath, Meditative Recovery Charm up to level III |
| Training bamboo | 15 | Increased spirit gauge per completed trial, plus younger bamboo and a few masks |
| Shrine ascents | 13 | One charm per shrine |
| Fox dens | 11 | One charm per den, a fox mask upon completing all eleven |
| Reliquaries | 5 | Mount Yōtei Charm, one damage reduction tier per puzzle, plus a cosmetic item |
| Wolf dens | 10 | A skill from the wolf branch |
| Reflection altars | 53 | The place where skill tree abilities are confirmed |
| Sumi-e paintings | 15 | Hats and masks |
| Nine-Tails puzzles | 12 | Two charms, a war mask, otherwise cards, resources and coins |
| Ainu artifacts | 30 | Upgrade tiers for the Sitturaynu outfit |
The only serious discrepancy concerns the hot springs: jeuxvideo.com lists fifteen, ActuGaming sixteen, and their lists don't perfectly overlap on Teshio Ridge. Trust the tracking melody rather than a total count.
Shamisen melodies, the real completion tool
Each melody learned adds a themed radar: you play the shamisen, and the game points Atsu toward the nearest undiscovered element in the chosen category. Seven melodies are used for tracking:
- Melody of the Spirit — points toward undiscovered training bamboo.
- Melody of Wellness — guides you to hot springs.
- Melody of Shrines — locates remaining shrine ascents.
- Melody of the Wolf — points to wolf dens and makes the wolf more likely to appear by your side.
- Melody of the Ainu — directs you to missing Ainu artifacts.
- Melody of Vanity — leads to cosmetic items, including memorial pillars and headgear.
- Melody of Vengeance — reveals still-intact camps of the Yōtei Six.
They are obtained in different ways: side quests, shamisen training spots, or an encounter at a campsite. The Wolf's Melody is a special case: it drops automatically after the fourth den is saved. So the first four dens have to be found by hand, while the following six can be tracked down.
Hot springs: maximum health and the Meditative Recovery Charm
The principle is the same as in Ghost of Tsushima: each first bath in a given onsen grants a permanent bonus to maximum health. Bathing again in the same spring gives nothing more.
The hidden bonus is the Meditative Recovery Charm, obtained during your very first bath, in the Yōtei Plains, at the end of the episode where Atsu helps a horse groom round up his horses. It goes up to level III, and it's successive baths that make it progress. That's the real reason to complete the category even when your health bar is already enough for you.
Training bamboo: the spirit gauge above all
The fifteen bamboo stands recorded work through sequences of button inputs: three bamboo, then five, then seven, with an increasingly tight input window. Each site completed permanently increases the spirit gauge, the one that fuels healing and execution techniques.
This is the category to prioritize, even before the hot springs. A longer health bar lets you survive one more mistake; a longer spirit gauge lets you heal one more time and land a technique out of a parry. The second effect weighs more heavily on long fights.

Shrines and fox dens: the charm bank
There are thirteen shrine climbs, spread across the six regions. The starting point is always marked by a torii, and the climb is more of a platforming sequence than a fight. Each one ends with a charm: Kanayago at Autumn's Rest, Mother at Mount Yōtei Shrine, Amenowakahiko at Flowering Ridge, Futsunushi at Leap of Faith, Izanagi at Sun's Peak…
There are eleven fox dens, and each plays out like a micro-adventure: escort, rescue, small puzzle. The fox then leads you to an Inari altar where prayer delivers the charm. The full list:
- Charm of Stunning Aim
- Charm of the Assassin's Resolve
- Charm of Brutal Barrage
- Charm of the Archer's Luck
- Charm of Swift Reward
- Charm of Galvanizing Victory
- Charm of Relentless Resolve
- Charm of Generous Foes
- Charm of Convenience
- Charm of Lingering Shadows
- Charm of Adequate Preparation
Completing all eleven triggers the awarding of the Cunning Mask of Inari, to be collected at the Grove Refuge, on Teshio Ridge — this is also the condition for the "Guardian of Inari" trophy, whose official description leaves no doubt: "Receive the fox mask after completing all fox dens."
Reliquaries: five puzzles, one charm that grows
It's the most cost-effective new feature in the game, and the easiest to miss. A reliquary is a small altar where you rotate statuettes according to a set instruction: as a rule, foxes must face Mount Yōtei or the reliquary, and demons the opposite direction. The difficulty comes from the fact that turning one statuette moves others as well.
| Region | Reliquary | Reward |
|---|---|---|
| Yōtei Grasslands | Reliquary of Bravery | Mount Yōtei Charm |
| Ishikari Plains | Reliquary of Strength | Yōtei Shelter Hat |
| Tokachi Mountains | Reliquary of Resilience | Yōtei Charge Sword Kit |
| Teshio Ridge | Reliquary of Compassion | Yōtei Mercy Mask |
| Oshima Coast | Reliquary of Faith | Yōtei Blessing Color for the Ronin Outfit |
There is no reliquary in the Nayoro Wilds. The important point: the Mount Yōtei Charm, obtained at the first reliquary, reduces damage taken and gains a tier with each additional puzzle solved. Five puzzles for one of the best defensive charms in the game—no other collectible offers this time-to-power ratio. The five also unlock the "Child of the Mountain" trophy.
Wolf Dens: the Wolf skill branch up to Primal Bond
Ten dens: two in the Yōtei Grasslands, two in the Tokachi Mountains, two in the Ishikari Plains, one in the Nayoro Wilds, two on the Teshio Ridge, and one on the Oshima Coast. Each unlocks a skill from the branch dedicated to the wolf: more frequent appearances in combat, more effective attacks, longer presence.
The Waterfall Den, on the Oshima Coast, is the exception: it grants Primal Bond, the culmination of the branch. Save it for last, once the other nine have been cleared.
Mokuzo Shrines: where skill points are spent
Many players look for a classic upgrade menu and don't find one. That's normal: you unlock a skill by bowing before a mokuzo shrine, with a downward swipe on the DualSense touchpad. Each shrine therefore equals one skill point.
There are fifty-three across the six regions, with a heavy concentration on the Teshio Ridge (seventeen), and the Yōtei Grasslands and Ishikari Plains (thirteen each). The "Moment of Reflection" trophy only requires thirty: no need to hunt them all down, as they'll come naturally along the way if you clear out the other categories region by region.

The second tier: cosmetics, Ainu outfit, and trophies
Once the six useful families are wrapped up, there's still enough content to keep you busy for a good ten hours, though without any impact on your stats:
- Sumi-e paintings (15) — a hat or a mask per completed painting, feeding into the "For the Sake of Beauty" trophy and its thirty cosmetic items.
- Nine-Tails puzzles (12) — their display name depends on the order in which they're picked up, but neither their content nor their location changes. Two yield charms (wary opponent, drunk opponent), another a war mask, and the remaining nine cards, resources, or coins.
- Ainu artifacts (30) — the only ones in this second circle that affect equipment. Bring them to Kaeka the weaver, in Husko Katan, in the Nayoro Wilds: she crafts the Sitturaynu outfit and upgrades it according to the number of artifacts handed over.
- Pillars of the dead and places of tribute — the "Communion with Nature" trophy requires bowing or playing the shamisen in ten specific locations across Ezo.
The most efficient order
A sequence that avoids backtracking: first learn the Spirit's Melody and the Melody of Wellness, then rescue four wolf dens to trigger the Melody of the She-Wolf. You'll then have all three trackers covering the pure power categories.
Next, tackle things region by region rather than category by category: along the same route, you'll come across reflection altars, a mausoleum, one or two dens, and two to three hot springs. Finish each region with its mausoleum, so the Mount Yōtei Charm builds up in step with your progress.
Save the Oshima Coast for last: it holds the mausoleum of faith and the Waterfall den, meaning the final rewards of the two most rewarding categories. That way you'll finish on the complete version of the defensive charm and on Primal Bond, rather than on a hat.
One last benchmark, whatever stage you're at: Atsu's power ceiling isn't her health bar, it's her charms. Twenty-seven of them come from shrines, fox dens, mausoleums, and puzzles. If you only tick off one line on this list, make it that one.
Share this article
When hunting for collectibles, what do you check first?
Frequently asked questions
How many collectibles are actually useful in combat?
How do I avoid wasting ten hours searching for collectibles unrelated to progression?
Do I really need to finish all the reliquaries?
Why keep bathing in hot springs once your health bar is full?
When should I look for the Waterfall Den?
Key takeaways
- Training bamboo and hot springs are priority collectibles, well beyond the cosmetic.
- The Mount Yōtei Charm from the reliquaries gains a damage reduction tier with each puzzle, making it disproportionately powerful for just five small puzzles.
- Shamisen melodies aren't just flavor text: they're the real radar to avoid blindly scouring the map.
- The She-Wolf's Melody arrives automatically after four dens have been saved, freeing up the last six from manual searching.
- The Meditative Recovery Charm rises up to level III over successive baths, which is why you should rinse every hot spring even once your health bar is full.
Comments
No comments yet. Be the first to react!
Leave a comment
Similar guides
Latest articles
Rate Ghost of Yotei
Click a star to rate
Android
iOS
Mac
Meta Quest 3
Nintendo Switch
Nintendo Switch 2
PC
PlayStation 4
PlayStation 5
PS VR2
Steam Deck
SteamVR
Xbox One
Xbox Series