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
- Talk to Yuriko
- Ride with Yuriko
- Reach the encounter area
- Open with a standoff
- Clear the cemetery
- Kill the archers
- Finish the swordsmen
- Speak with Yuriko
- Ride to the second cemetery
- Rest at the lakeside
- Reach the right cemetery
- Gather three spider lilies
- Speak with Yuriko
- Follow her to the enemy camp
- Equip the hallucination darts
- Use them
- Clear the camp
- Exploit the distracted
- Speak with Yuriko
- Follow her to the last stop
- Write a haiku together
Full walkthroughSpoilers
- 01Talk to Yuriko
About the poison.
- 02Ride with Yuriko
To the first cemetery.
- 03Reach the encounter area
At the graveyard.
- 04Open 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.
- 05Clear 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.
- 06Kill 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.
- 07Finish the swordsmen
Several clusters across the area. Stone Stance handles the swordsmen; its heavy attacks do extra stagger damage and break their guard.
- 08Speak with Yuriko
Once it is clear.
- 09Ride to the second cemetery
Following her.
- 10Rest at the lakeside
A brief stop on the way.
- 11Reach the right cemetery
The one with orange spider lilies.
- 12Gather three spider lilies
Marked on screen, on the right-hand side of the graveyard.
- 13Speak with Yuriko
After the flowers.
- 14Follow her to the enemy camp
Where she makes the darts.
- 15Equip the hallucination darts
Through the weapon wheel.
- 16Use them
They have short range, so you have to be closer than is comfortable.
- 17Clear the camp
Mixing the darts with ordinary combat.
- 18Exploit the distracted
The other clusters give you stealth openings while they are dealing with their own.
- 19Speak with Yuriko
Once the camp is clear.
- 20Follow 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.
- 21Write a haiku together
Kneel beside her.
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 IncreaseA smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
- Minor Ranged 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.
- Hallucination Dart
What this unlocks
Yuriko’s tales
Characters in this tale
Sources
- Ghost of Tsushima Walkthrough — PowerPyx
- Ghost of Tsushima Walkthrough — All Tales — PowerPyx