TaleminorTale of TsushimaAct I — Rescue Lord Shimura

A Place to Call Home

A standalone Tale of Tsushima in the Izuhara region, told by the people living under the occupation rather than by anyone commanding it.

RoleSide tale
Importanceminor
  • TypeSide Tale
  • Act1 – Rescue Lord Shimura
  • RegionIzuhara
  • Quest giverPeasant on the road east of River Falls Bridge
  • PrerequisiteDiscover the location in the open world
  • RewardsMinor Legend Increase, Minor Utility Charm, +10 Linen
  • Steps10

Overview

A standalone Tale of Tsushima in the Izuhara region, told by the people living under the occupation rather than by anyone commanding it.

A Place to Call Home is a standalone Tale of Tsushima in Izuhara — 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: Raiders took a man’s home and his wife and son. He ran for help, and this is what help turns out to mean.

What to bring

The stances are a counter-table, not a preference: each one is the answer to a specific enemy, and this tale fields the ones below.

  • RecommendedMoon StanceMoon staggers Brutes; nothing else in the melee kit reliably does.

Objectives

  1. Meet the peasant
  2. Travel to his home
  3. Prepare for the fight
  4. Defeat them
  5. Enter the home
  6. Search near the dock
  7. Find the overturned laundry bags
  8. Follow the bloody footprints
  9. Find them
  10. Return to the peasant

Full walkthroughSpoilers

  1. 01
    Meet the peasant

    On the road near River Falls Bridge.

  2. 02
    Travel to his home

    Following the guiding wind.

  3. 03
    Prepare for the fight

    About seven Mongols, including two brutes and two archers. Switch to Moon Stance for the Brutes: they shrug off ordinary damage and Moon's heavy overheads are what actually stagger them. Their big swings are unblockable, so dodge rather than block and answer in the gap afterwards. 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.

    TipMoon staggers Brutes; nothing else in the melee kit reliably does.

  4. 04
    Defeat them

    Standoff, or work the grass and cover. Open with the standoff. Hold until the enemy actually commits rather than pressing early, and each won standoff kills outright — against unarmoured ronin it can gut a group before the fight starts.

  5. 05
    Enter the home

    And try to speak to the family.

  6. 06
    Search near the dock

    For any sign of where they went.

  7. 07
    Find the overturned laundry bags

    By the dock — the first evidence.

  8. 08
    Follow the bloody footprints

    Along the shore toward the path across the river.

  9. 09
    Find them

    At the end of the trail.

  10. 10
    Return to the peasant

    At the dock, and tell him.

    Checkpoint

Enemies in this tale, and how to fight them

Strengths

  • 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.
  • Brutes — Moon Stance. Brutes soak an enormous amount of ordinary damage, and Moon's heavy overhead strikes are what actually stagger them. Their big swings are usually unblockable — red marker — so dodge those rather than trying to block, and answer in the window afterwards rather than trading. Some carry explosives. If you have Resolve banked, a Brute is the right place to spend it.

Rewards

  • Minor Legend Increase
    A smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
  • Minor Utility Charm
    A 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.
  • +10 Linen
    Upgrade material. Silk, linen and leather are what armourers and swordsmiths charge to improve your gear.

Sources