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
- Speak with Mamoru
- Climb the stairs
- Meet the Mongols
- Defeat them
- Enter the workshop
- Find Master Izo
- Escort him back
- Fight on the way
- Speak with Izo at the statue
Full walkthroughSpoilers
- 01Speak with Mamoru
At the starting location.
- 02Climb the stairs
Toward the sculptor’s property.
- 03Meet the Mongols
They are at the entrance to the home.
- 04Defeat 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.
- 05Enter the workshop
On the far side of the property.
- 06Find Master Izo
Alive, and being made to carve for the Mongols.
- 07Escort him back
To the broken statue.
- 08Fight on the way
More Mongols near the statue.
- 09Speak with Izo at the statue
And find out what the Mongols did to Mamoru.
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 IncreaseA smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
- Minor Defense 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