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
- Meet the peasant
- Travel to his home
- Prepare for the fight
- Defeat them
- Enter the home
- Search near the dock
- Find the overturned laundry bags
- Follow the bloody footprints
- Find them
- Return to the peasant
Full walkthroughSpoilers
- 01Meet the peasant
On the road near River Falls Bridge.
- 02Travel to his home
Following the guiding wind.
- 03Prepare 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.
- 04Defeat 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.
- 05Enter the home
And try to speak to the family.
- 06Search near the dock
For any sign of where they went.
- 07Find the overturned laundry bags
By the dock — the first evidence.
- 08Follow the bloody footprints
Along the shore toward the path across the river.
- 09Find them
At the end of the trail.
- 10Return to the peasant
At the dock, and tell him.
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 IncreaseA smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
- Minor Utility 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.
- +10 LinenUpgrade 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