You reach Ginger Island by repairing Willy's boat in the back room of his fish shop — it needs 200 Hardwood, 5 Iridium Bars and 5 Battery Packs, all handed over at once — and after that, every trip costs 1,000g and a click on the boat. Getting the parts together is the actual bottleneck; the trip itself is trivial once the boat is fixed.
The real prerequisite: get into Willy's back room at all
The back room stays locked until you've finished either the Community Center bundles or the Joja Community Development Form — whichever route your save took. Clear that, and Willy mails you about the room himself. Nothing about repairing the boat cares which route you took, only that one of them is done.
What the boat actually needs
The repair is split across three stations, and you can drop materials into each one as you get them rather than hoarding everything first:
Hardwood is the slow part: it doesn't drop on your farm, it comes from chopping the ordinary-looking stumps and logs inside the Secret Woods, a handful at a time. Iridium Bars need Iridium Ore smelted in a furnace — from the Skull Cavern, Volcano Dungeon, or a high-level mining run — plus Battery Packs, which only come from placing Lightning Rods and collecting what they generate after a thunderstorm hits your farm. That last one is the real pacer: you can't buy your way past a storm, you can only have rods up and waiting for one.
Once all three stations are stocked, sleep and you'll get a cutscene of Willy and Robin finishing the repair. From then on, the boat is parked in his back room, and a ticket is 1,000g whenever you want to sail.
What's on the island when you first land
The dock area is the whole island at first: a beach, Willy's tent, and a resort that's clearly under construction rather than open. Two things are blocked off immediately and stay that way until you've found some golden walnuts — a sleeping turtle seals off the west side, and a boulder with someone trapped behind it (Professor Snail, calling for help) blocks the dig site to the north. A single bomb clears the boulder and frees him, which opens his field office; the turtle needs a parrot fed walnuts instead.
Past those two chokepoints sit the areas that make repeat trips worth it: a farmable plot on the west side, a volcano with a ten-floor dungeon to the north, and — once you've cleared the way — a dig site that behaves like a quarry.
The island farm: no scarecrows, no seasons
The plot on the west side works like a second farm, and it skips two things that matter on the mainland: there are no crows on the island, so scarecrows are never necessary, and the plot ignores seasons entirely — anything you can plant will grow there in any month, the same way a greenhouse works back home. Sprinklers and fruit trees work normally. The catch is that it starts overgrown, so the first visits go into clearing weeds and debris rather than planting.
The currency that only exists here: golden walnuts
Golden Walnuts are Ginger Island's own currency, found by exploring, farming, fishing, digging, mining, and breaking crates around the volcano dungeon — none of it counts toward anything on the mainland. They pay for the things blocking your path: 10 walnuts wake the turtle, 10 more repair the bridge to the dig site, and 20 build out the Island Resort. The big one is Qi's Walnut Room, which needs 100 found (counting quirk aside, the game wants you to have collected 101 total) and holds a Perfection Tracker, a Special Order board, and a vending machine that trades Qi Gems for late-game items. Stardew Valley's 1.6 update added a second option for stragglers: a Golden Joja Parrot near the volcano entrance that sells any walnuts you haven't found yet for 10,000g each.
Why it's worth starting earlier than it feels like
Nothing about Ginger Island is time-gated the way a festival is, but almost everything there runs on its own slow clock: hardwood trickles in from the Secret Woods a few pieces a day, battery packs wait on the weather, and even after you're farming the island, a banana sapling planted in its cave takes a full season plus ten more days before it fruits (a Stardrop reward is tied to bringing a banana to Old Master Cannoli). None of that compresses just because you decided to start later. Getting the boat repaired even a season sooner means all of those clocks are already running while you're doing other things on the mainland — the alternative is discovering, deep into a save, that the walnut hunt and the fishing spots and the banana tree all still have to start from zero.