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.
Bloodletting 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: Sugi, formerly of Yamaneko’s crew, wants the alliance between the raiders and the Mongols who have the hwachas broken.
What to bring
What this tale expects you to have on you.
- RequiredComplete "Troubled Waters"This tale does not appear until then.
- RecommendedGrappling HookThe route through this tale requires it.
Objectives
- Go to the fishing village
- Defeat the enemies there
- Free the captive
- Speak with Sugi
- Cross the river
- Sit at the campfire
- Survey
- Light all three fires
- Let them fight
- Regroup with Sugi
- Examine the debris
- Find Sugi’s hat
Full walkthroughSpoilers
- 01Go to the fishing village
The marker after the previous tale.
- 02Defeat the enemies there
Sugi is not waiting for you when you arrive.
- 03Free the captive
Held on the boat dock.
- 04Speak with Sugi
Once she turns up at the dock.
- 05Cross the river
And kill three archers on a hill about fifty metres away. 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.
- 06Sit at the campfire
Where the archers were, to pass the time to nightfall. 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.
- 07Survey
Three objects marked with white rings: a boat on the beach to the left, a campfire behind an enemy in the centre, and a distant campfire on rocks to the right. Survey points are not decoration — each one you mark puts an objective or a hazard on your map, and skipping them means finding the same things the hard way.
- 08Light all three fires
The beach fire behind an enemy; the rock outcropping, which needs a climb and a guard killed; and the cliffside fire, reached by grapple and defended by several. Hold the grapple prompt until the line catches before jumping; releasing early drops you.
- 09Let them fight
The Mongols and the raiders turn on each other on the beach. Take what is left.
- 10Regroup with Sugi
Follow the shoreline north toward the burning ship.
- 11Examine the debris
Washed ashore. The tale appears to end here.
- 12Find Sugi’s hat
Go to Thieves Rest village and read the note on the corpse pinned to a tree — she faked her death.
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.
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.
- +4 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