TaleminorTale of TsushimaAct II — A Gathering Storm

The Generosity of Lady Sanjo

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 giverLady Sanjo
  • PrerequisiteComplete "A Message in Fire" and "The Delicate Art of Negotiation"
  • RewardsMinor Legend Increase, Minor Stealth Charm, +14 Linen
  • 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.

The Generosity of Lady Sanjo 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: Lady Sanjo wants a map back from the people holding it in a gambling den.

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.

  • RequiredComplete "A Message in Fire" and "The Delicate Art of Negotiation"This tale does not appear until then.
  • RecommendedStone StanceStone breaks swordsmen, who make up most of every Mongol group.
  • RecommendedGrappling HookThe route through this tale requires it.

Objectives

  1. Visit Lady Sanjo
  2. Travel to Three Paths Well
  3. Locate the gambling den
  4. Approach the house
  5. Find another way in
  6. Get onto the roof
  7. Enter through the roof
  8. Leave the den
  9. Defeat three ronin
  10. Collect the map
  11. Return to Lady Sanjo

Full walkthroughSpoilers

  1. 01
    Visit Lady Sanjo

    At the tavern in Umugi Cove.

  2. 02
    Travel to Three Paths Well

    Northeast, where the den is supposed to be.

  3. 03
    Locate the gambling den

    The circular structure near the well — walk clockwise along the cliffside to find the way in.

  4. 04
    Approach the house

    A cutscene has Jin try to talk his way inside.

  5. 05
    Find another way in

    Grapple from the large rock to the overhead branch. Hold the grapple prompt until the line catches before jumping; releasing early drops you.

  6. 06
    Get onto the roof

    Across from the branch.

  7. 07
    Enter through the roof

    Down inside.

  8. 08
    Leave the den

    To confront the man responsible.

  9. 09
    Defeat three ronin

    Swordsmen, in the open. Stone Stance handles the swordsmen; its heavy attacks do extra stagger damage and break their guard.

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

  10. 10
    Collect the map

    From the ronin leader.

  11. 11
    Return to Lady Sanjo

    Fast travel back to Umugi Cove.

    Checkpoint

Enemies in this tale, and how to fight them

Strengths

  • 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.
  • 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 Stealth 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.
  • +14 Linen
    Upgrade material. Silk, linen and leather are what armourers and swordsmiths charge to improve your gear.

Sources