Overview
A standalone Tale of Tsushima in the Iki Island region, told by the people living under the occupation rather than by anyone commanding it.
A Mother’s Law is a standalone Tale of Tsushima in Iki Island — not attached to an ally questline, and told from inside the occupation rather than above it.
The side tales are where the game shows what the invasion costs people who were never going to be defended by eighty samurai on a beach. They are short, and collectively they are most of the game’s texture.
In the game’s own framing: Fune plans another raid. What she is actually doing is going after the daughter she is estranged from, and her crew do not agree.
What to bring
What this tale expects you to have on you.
- RequiredComplete all Iki Island main tales, through "Epilogue: Last Words"This tale does not appear until then.
Objectives
- Go to Fune’s refuge
- Spend time in the camp
- Board the ship
- Speak with Fune
- Travel to the scout
- Hear the report
- Attack the Mongol ship
- Release the prisoners
- Defeat the mutineers
Full walkthroughSpoilers
- 01Go to Fune’s refuge
Upstairs into her room; wait until she has finished speaking.
- 02Spend time in the camp
Optional and worth it: warm your hands at the bonfire, drink with the man outside Fune’s building, eat and listen inside it, and bet on white in the Go game behind it.
- 03Board the ship
Near the Bokken tournament ring, and sleep on the deck.
- 04Speak with Fune
At the front of the ship, about the raid.
- 05Travel to the scout
Down the ship and along the beach with her.
- 06Hear the report
From Fune’s scout.
- 07Attack the Mongol ship
Board and clear it — Shamans and archers first. Kill the Shaman before anything else — while he is chanting every Mongol near him hits harder, moves faster and blocks better, so removing him is worth more than removing two ordinary soldiers. Deal with the archers first. Everything else in the fight is harder while arrows are landing, and archers fold quickly once you are on them — or take them at range before you commit.
- 08Release the prisoners
In the cave, where Fune admits her daughter is among them.
- 09Defeat the mutineers
Her own crew, who will not go along with it.
Enemies in this tale, and how to fight them
Strengths
- Shaman — Kill first, before anything else on this list. A Shaman does not fight you directly — he chants, and while he is chanting every Mongol around him hits harder, moves faster and blocks better. Killing him is worth more than killing any two of the others. Kunai to stagger, then a heavy attack, is the fastest answer; sustained Wind Stance pressure also works. Shamans usually stand back from the line, often on rocks or ruins, so the bow is frequently the cleanest route.
- Archers — Deal with them before you commit to the melee, because everything else in the fight becomes harder while arrows are landing. Take them with your own bow, drop them from stealth before the fight opens, or close the distance immediately — archers are poor at close range and fold quickly once you are on them. Where the tale gives you high ground, use it: an elevated position means only one side of the field can answer you.
Rewards
- Minor Legend IncreaseA smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
- Minor Melee CharmA silver charm. Minor charms are weaker than major ones and go in the minor slots — you start with two major slots and unlock up to four minor ones by honouring Inari Shrines, for six equipped at once.
- +2 SilkUpgrade material. Silk, linen and leather are what armourers and swordsmiths charge to improve your gear.
Sources
- Ghost of Tsushima Walkthrough — PowerPyx
- Ghost of Tsushima Walkthrough — All Tales — PowerPyx