Overview
A standalone Tale of Tsushima in the Toyotama region, told by the people living under the occupation rather than by anyone commanding it.
A Thief of Innocence is a standalone Tale of Tsushima in Toyotama — 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: A woman in Umugi Cove is calling for her missing daughter.
Objectives
- Speak with the peasant woman
- Investigate at the dojo
- Find the ronin
- Follow him
- Learn the location
- Travel to Numanaka Inn
- Defeat the bandits
- Find Kuma
- Escort her to safety
- Duel Sanetoki
- Speak with Kuma and her mother
Full walkthroughSpoilers
- 01Speak with the peasant woman
She is calling out for her daughter.
- 02Investigate at the dojo
Three people to speak to, none of whom help.
- 03Find the ronin
A Straw Hat behind the dojo wants a private word.
- 04Follow him
Somewhere he cannot be overheard.
- 05Learn the location
The girl, Kuma, is at the Numanaka Inn in central Toyotama.
- 06Travel to Numanaka Inn
Fast travel if you can.
- 07Defeat the bandits
About a dozen, none of them elite.
- 08Find Kuma
On the upper floor.
- 09Escort her to safety
Toward the gate marker.
- 10Duel Sanetoki
He is holding Kuma’s mother. Watch for the glow on his weapon to time the dodge or parry. Blue-marked attacks can be parried; red-marked ones cannot and have to be dodged. Reading the colour matters more than reacting fast. Duels disable your tools, so this is stances, parries and dodges only. Let them commit first and take the recovery window rather than opening yourself.
- 11Speak with Kuma and her mother
To finish.
Enemies in this tale, and how to fight them
Strengths
- Straw Hats / ronin — Japanese swordsmen rather than Mongols, and they fight like it — faster and more technical than the invaders, with less armour. Stone Stance still applies. Standoffs work well against them, and against unarmoured ronin a won standoff often kills outright.
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.
- +6 LeatherUpgrade 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