TalesupportingTale of TsushimaAct II — A Gathering Storm

The Proud Do Not Endure

A Tale of Tsushima in Toyotama, yuriko tale 1 of 2 — part of a herbalist from Jin’s childhood, and the only ally arc the invasion does not drive.

RoleYuriko questline
Importancesupporting
  • TypeSide Tale (Yuriko Tale 1 of 2)
  • Act2 – Retake Castle Shimura
  • RegionKubara Forest, Toyotama
  • Quest giverYuriko
  • PrerequisiteComplete "Ghosts from the Past"
  • RewardsMinor Legend Increase, Minor Ranged Charm, Hallucination Dart
  • Steps21

Overview

A Tale of Tsushima in Toyotama, yuriko tale 1 of 2 — part of a herbalist from Jin’s childhood, and the only ally arc the invasion does not drive.

The Proud Do Not Endure belongs to Yuriko’s questline: a herbalist from Jin’s childhood, and the only ally arc the invasion does not drive. It is yuriko tale 1 of 2, set in Toyotama.

The ally questlines are the game’s best writing and they run in order, so this tale assumes the ones before it. Yuriko’s arc rewards being followed as a sequence rather than picked at.

In the game’s own framing: Yuriko may have remembered the ingredients for the poison Jin asked her about. Gathering them is the tale; what her memory is doing is the point of it.

This is tale 1 of 2 in Yuriko’s arc. The ally questlines run in order and assume the ones before them, so they reward being followed as a sequence rather than picked at.

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 "Ghosts from the Past"This tale does not appear until then.
  • RecommendedStone StanceStone breaks swordsmen, who make up most of every Mongol group.
  • RecommendedMoon StanceMoon staggers Brutes; nothing else in the melee kit reliably does.
  • RecommendedHallucination DartsGiven and used inside this tale.

Objectives

  1. Talk to Yuriko
  2. Ride with Yuriko
  3. Reach the encounter area
  4. Open with a standoff
  5. Clear the cemetery
  6. Kill the archers
  7. Finish the swordsmen
  8. Speak with Yuriko
  9. Ride to the second cemetery
  10. Rest at the lakeside
  11. Reach the right cemetery
  12. Gather three spider lilies
  13. Speak with Yuriko
  14. Follow her to the enemy camp
  15. Equip the hallucination darts
  16. Use them
  17. Clear the camp
  18. Exploit the distracted
  19. Speak with Yuriko
  20. Follow her to the last stop
  21. Write a haiku together

Full walkthroughSpoilers

  1. 01
    Talk to Yuriko

    About the poison.

  2. 02
    Ride with Yuriko

    To the first cemetery.

  3. 03
    Reach the encounter area

    At the graveyard.

  4. 04
    Open with a standoff

    It thins them efficiently. Open with the standoff. Hold until the enemy actually commits rather than pressing early, and each won standoff kills outright — against unarmoured ronin it can gut a group before the fight starts.

  5. 05
    Clear the cemetery

    A brute and ordinary swordsmen. 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. 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.

  6. 06
    Kill the archers

    Around the graveyard perimeter — stealth or bow. 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.

  7. 07
    Finish the swordsmen

    Several clusters across the area. Stone Stance handles the swordsmen; its heavy attacks do extra stagger damage and break their guard.

  8. 08
    Speak with Yuriko

    Once it is clear.

  9. 09
    Ride to the second cemetery

    Following her.

  10. 10
    Rest at the lakeside

    A brief stop on the way.

  11. 11
    Reach the right cemetery

    The one with orange spider lilies.

  12. 12
    Gather three spider lilies

    Marked on screen, on the right-hand side of the graveyard.

  13. 13
    Speak with Yuriko

    After the flowers.

  14. 14
    Follow her to the enemy camp

    Where she makes the darts.

  15. 15
    Equip the hallucination darts

    Through the weapon wheel.

  16. 16
    Use them

    They have short range, so you have to be closer than is comfortable.

  17. 17
    Clear the camp

    Mixing the darts with ordinary combat.

  18. 18
    Exploit the distracted

    The other clusters give you stealth openings while they are dealing with their own.

  19. 19
    Speak with Yuriko

    Once the camp is clear.

  20. 20
    Follow her to the last stop

    On horseback. Whistle the horse rather than walking back to it, and remember a charge is itself an opening move against a loose group.

  21. 21
    Write a haiku together

    Kneel beside her.

    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.
  • 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 Ranged 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.
  • Hallucination Dart

What this unlocks

Yuriko’s tales

Characters in this tale

Sources

Relationships