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
- Visit Lady Sanjo
- Travel to Three Paths Well
- Locate the gambling den
- Approach the house
- Find another way in
- Get onto the roof
- Enter through the roof
- Leave the den
- Defeat three ronin
- Collect the map
- Return to Lady Sanjo
Full walkthroughSpoilers
- 01Visit Lady Sanjo
At the tavern in Umugi Cove.
- 02Travel to Three Paths Well
Northeast, where the den is supposed to be.
- 03Locate the gambling den
The circular structure near the well — walk clockwise along the cliffside to find the way in.
- 04Approach the house
A cutscene has Jin try to talk his way inside.
- 05Find 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.
- 06Get onto the roof
Across from the branch.
- 07Enter through the roof
Down inside.
- 08Leave the den
To confront the man responsible.
- 09Defeat 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.
- 10Collect the map
From the ronin leader.
- 11Return to Lady Sanjo
Fast travel back to Umugi Cove.
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 IncreaseA smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
- Minor Stealth 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.
- +14 LinenUpgrade 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