TaleminorTale of TsushimaAct II — A Gathering Storm

A Thief of Innocence

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

RoleSide tale
Importanceminor
  • TypeSide Tale
  • Act2 – Retake Castle Shimura
  • RegionUmugi Cove, Toyotama
  • Quest giverA peasant woman
  • PrerequisiteDiscover Umugi Cove, then find the start in the open world
  • RewardsMinor Legend Increase, Minor Melee Charm, +6 Leather
  • Steps11

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

  1. Speak with the peasant woman
  2. Investigate at the dojo
  3. Find the ronin
  4. Follow him
  5. Learn the location
  6. Travel to Numanaka Inn
  7. Defeat the bandits
  8. Find Kuma
  9. Escort her to safety
  10. Duel Sanetoki
  11. Speak with Kuma and her mother

Full walkthroughSpoilers

  1. 01
    Speak with the peasant woman

    She is calling out for her daughter.

  2. 02
    Investigate at the dojo

    Three people to speak to, none of whom help.

  3. 03
    Find the ronin

    A Straw Hat behind the dojo wants a private word.

  4. 04
    Follow him

    Somewhere he cannot be overheard.

  5. 05
    Learn the location

    The girl, Kuma, is at the Numanaka Inn in central Toyotama.

  6. 06
    Travel to Numanaka Inn

    Fast travel if you can.

  7. 07
    Defeat the bandits

    About a dozen, none of them elite.

  8. 08
    Find Kuma

    On the upper floor.

  9. 09
    Escort her to safety

    Toward the gate marker.

  10. 10
    Duel 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.

  11. 11
    Speak with Kuma and her mother

    To finish.

    Checkpoint

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 Increase
    A smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
  • Minor Melee 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.
  • +6 Leather
    Upgrade material. Silk, linen and leather are what armourers and swordsmiths charge to improve your gear.

Sources