TalecoreMythic TaleHardAct III — The Fate of Tsushima

The Undying Flame

The Kamiagata Mythic Tale that sends Jin up Mount Jogaku through killing cold to duel Bettomaru — and rewards Way of the Flame, the technique that sets the katana alight.

RoleMythic Tale
Importancecore
RewardWay of the Flame technique and Incendiary Oil
  • TypeMythic Tale
  • Act3 – Reclaim the Island
  • RegionKamiagata
  • Quest giverPeasant in Kawachi Whaling Village
  • PrerequisiteLiberate Kawachi Whaling Village
  • RewardsModerate Legend Increase, Way of the Flame, Sword Kit
  • Steps17

Key takeaways

  • The cold is the real obstacle. The ascent of Mount Jogaku will kill Jin if he stays exposed. Move between shelter and fire rather than pushing straight up.
  • Way of the Flame costs Incendiary Oil. It is not Resolve-powered like the other techniques — it uses a separate resource unlocked with the technique itself.
  • Bettomaru is a duel. The summit fight is one-on-one at the dojo. Parry-focused play, as with every Mythic Tale duellist.
  • It is a Kamiagata tale, not an Iki Island one. Some lists file it under Iki; it belongs to the game's third mainland region.

Overview

Most Mythic Tales are a trail and a fight. This one is a mountain that is actively trying to kill you, and then a fight.

The Undying Flame is the seventh Mythic Tale and the one set in Kamiagata, the game's third region. It begins with a musician at a campfire at Mount Jogaku, and its central challenge is the ascent itself: the cold is a hazard that will kill Jin if he lingers, so the climb has to be managed rather than simply walked.

At the summit, Bettomaru waits at the dojo. Beating him earns Incendiary Oil for the katana and the Way of the Flame technique — a special move powered by that oil, which sets the blade burning.

In the game’s own framing: A fire at the top of Mount Jogaku that has never gone out, and a technique kept beside it. The tale is the climb.

What to bring

What this tale expects you to have on you.

  • RequiredLiberate Kawachi Whaling VillageThis tale does not appear until then.
  • RecommendedGrappling HookThe route through this tale requires it.

Objectives

  1. Find the musician
  2. Begin the ascent
  3. Reach the first campfire
  4. Cross the wooden bridge
  5. Reach the second campfire
  6. Grapple across
  7. Reach the third campfire
  8. Clear the wolf path
  9. Reach the fourth campfire
  10. Cross the fallen trunk
  11. Light the fifth campfire
  12. Light the sixth
  13. Approach the dojo
  14. Speak with Bettomaru
  15. Duel Bettomaru
  16. Descend the mountain
  17. Return to the musician

Full walkthrough

  1. 01
    Find the musician

    At the base of Mount Jogaku.

  2. 02
    Begin the ascent

    West along the path to your left, then climb the ledges at the end of the trail.

  3. 03
    Reach the first campfire

    Before the large wooden bridge. Resting resets the freezing meter — that is the mechanic the whole climb is built on.

  4. 04
    Cross the wooden bridge

    Two wolves on the path; take them with arrows from distance. Kill the dogs on sight rather than managing them — they close instantly and interrupt whatever you were mid-way through.

  5. 05
    Reach the second campfire

    Up a ledge after the bridge and to the right.

  6. 06
    Grapple across

    One wolf, then swing from the overhead branch. Kill the dogs on sight rather than managing them — they close instantly and interrupt whatever you were mid-way through. Hold the grapple prompt until the line catches before jumping; releasing early drops you.

  7. 07
    Reach the third campfire

    Climb the ledges directly ahead.

  8. 08
    Clear the wolf path

    North of the third fire, four wolves. Climb the ledges at the end. Kill the dogs on sight rather than managing them — they close instantly and interrupt whatever you were mid-way through.

  9. 09
    Reach the fourth campfire

    There is a man here worth speaking to.

  10. 10
    Cross the fallen trunk

    Left of the fire, then grapple to the tree stump. Hold the grapple prompt until the line catches before jumping; releasing early drops you.

  11. 11
    Light the fifth campfire

    This one is not lit — light it yourself.

  12. 12
    Light the sixth

    Keep climbing until you can light another.

  13. 13
    Approach the dojo

    Toward the peak. A bear is on the path; fight it or run past, and fall back to the last fire if it goes wrong.

  14. 14
    Speak with Bettomaru

    At the dojo entrance.

  15. 15
    Duel Bettomaru

    Step into the ring and pick up the rock. Winning teaches the Way of the Flame. Duels disable your tools, so this is stances, parries and dodges only. Let them commit first and take the recovery window rather than opening yourself.

  16. 16
    Descend the mountain

    There is a prompt on the steps that takes you down fast.

  17. 17
    Return to the musician

    At the base, to close the tale.

    Checkpoint

Enemies in this tale, and how to fight them

Strengths

  • Dogs — They close instantly and interrupt whatever you were doing, so they are worth killing on sight rather than managing. A single light attack usually does it. Where the tale gives you distance, the bow is cleaner — a dog that reaches you at the wrong moment costs more than its health suggests.

Rewards

  • Moderate Legend Increase
    Between the two: the size a Mythic Tale awards.
  • Way of the Flame
  • Sword Kit
    A cosmetic kit for the katana — saya, tsuba and grip.

Sources