TaleminorTale of TsushimaAct I — Rescue Lord Shimura

Incident at Hiyoshi Pass

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

RoleSide tale
Importanceminor
  • TypeSide Tale
  • Act1 – Rescue Lord Shimura
  • RegionIzuhara
  • Quest giverPeasant rumor
  • PrerequisiteComplete the opening and reach the open world
  • RewardsMinor Legend Increase, Minor Defense Charm, +10 Linen
  • Steps9

Overview

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

Incident at Hiyoshi Pass is a standalone Tale of Tsushima in Izuhara — 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: The Mongols hold the bridge into Hiyoshi Springs, which closes the ravine to everyone.

What to bring

What this tale expects you to have on you.

  • RequiredComplete the opening and reach the open worldThis tale does not appear until then.

Objectives

  1. Find the marker
  2. Speak with him
  3. Travel to the bridge
  4. Identify the positions
  5. Shoot from the cliff edge
  6. Or fight from the riverbank
  7. Clear the archers
  8. Rescue Banta
  9. Speak with his uncle

Full walkthroughSpoilers

  1. 01
    Find the marker

    A peasant near Hiyoshi Pass.

  2. 02
    Speak with him

    His nephew Banta is hurt on the bridge and pinned by archers. 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.

  3. 03
    Travel to the bridge

    Between Hiyoshi and Ariake.

  4. 04
    Identify the positions

    About a dozen archers on both sides of the ravine. 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.

  5. 05
    Shoot from the cliff edge

    Taking the high ground means only one side can answer you.

  6. 06
    Or fight from the riverbank

    Going in below lets you pick up dropped arrows as you work.

  7. 07
    Clear the archers

    All of them. 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.

  8. 08
    Rescue Banta

    Approach the injured man.

  9. 09
    Speak with his uncle

    To close it out.

    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.

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.
  • +10 Linen
    Upgrade material. Silk, linen and leather are what armourers and swordsmiths charge to improve your gear.

Sources