TaleminorTale of TsushimaAct II — A Gathering Storm

Flesh and Stone

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
  • RegionBenkei’s Falls, Toyotama
  • Quest giverMamoru, Master Izo’s son
  • PrerequisiteReach Toyotama (Act 2)
  • RewardsMinor Legend Increase, Minor Defense Charm, +6 Leather
  • Steps9

Overview

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

Flesh and Stone 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 famous statue somewhere nearby that a man has not seen in years, and would like to see again.

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.

  • RecommendedStone StanceStone breaks swordsmen, who make up most of every Mongol group.
  • RecommendedWind StanceWind gets through spear reach, which otherwise keeps you out of range.
  • RecommendedMoon StanceMoon staggers Brutes; nothing else in the melee kit reliably does.

Objectives

  1. Speak with Mamoru
  2. Climb the stairs
  3. Meet the Mongols
  4. Defeat them
  5. Enter the workshop
  6. Find Master Izo
  7. Escort him back
  8. Fight on the way
  9. Speak with Izo at the statue

Full walkthroughSpoilers

  1. 01
    Speak with Mamoru

    At the starting location.

  2. 02
    Climb the stairs

    Toward the sculptor’s property.

  3. 03
    Meet the Mongols

    They are at the entrance to the home.

  4. 04
    Defeat them

    Under ten — swordsmen, spearmen, brutes and 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. Wind Stance for the spearmen: they will hold you at the end of their reach all day otherwise, and Wind's kicks and spins are built to close that gap. 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.

    TipStone breaks swordsmen, who make up most of every Mongol group.

  5. 05
    Enter the workshop

    On the far side of the property.

  6. 06
    Find Master Izo

    Alive, and being made to carve for the Mongols.

  7. 07
    Escort him back

    To the broken statue.

  8. 08
    Fight on the way

    More Mongols near the statue.

  9. 09
    Speak with Izo at the statue

    And find out what the Mongols did to Mamoru.

    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.
  • Spearmen — Wind Stance. Spears have reach on you and will keep you at the end of it indefinitely if you fight them at their distance. Wind's kicks and spinning attacks are built to close that gap. With the deflection skills unlocked you can deflect spear attacks outright, which turns their advantage into an opening.
  • Swordsmen — Stone Stance, whose heavy attacks do extra stagger damage to sword-wielders and break their guard. Swordsmen are the backbone of nearly every Mongol group, so Stone is the stance you will spend the most time in. Parry timing matters more here than anywhere else: blue attacks can be parried, red ones cannot and have to be dodged.

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 Defense 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