Key takeaways
- Do the Toyotama Mythic Tales now. Kojiro, Gosaku and Yarikawa's Vengeance all live in this region and all award build-defining gear. Act 2 is long enough to fit them in.
- Upgrade before pushing on. Toyotama's camps assume the equipment Act 1 gave you. Visit a swordsmith and an armourer before the Yarikawa missions.
Overview
Act 1 was about one man. Act 2 is about an island, and A New Horizon is where the scope changes.
The mission acts as the segue between the two acts, moving the story north into the Toyotama region and reframing the objective: no longer freeing Lord Shimura, but retaking Castle Shimura and the territory around it.
It also opens the map's second region, with its own settlements, camps and Mythic Tales — including The Six Blades of Kojiro, The Unbreakable Gosaku and The Spirit of Yarikawa's Vengeance.
In the game’s own framing: With Lord Shimura free, the two of them prepare to take Castle Shimura back. That means scouting the ground, breaking Fort Ito, and what is waiting at the lighthouse.
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 "Shadow of the Samurai"This tale does not appear until then.
- RecommendedWind StanceWind gets through spear reach, which otherwise keeps you out of range.
Objectives
- Walk to the keep with Yuna
- Speak with Lord Shimura
- Speak with your allies
- Ready your horse
- Speak with Yuna
- Mount up
- Wait for the gate
- Ride with Lord Shimura
- Clear the way to the lighthouse
- Ride on
- Fight outside Fort Ito
- Fight inside Fort Ito
- Reach the alarm
- Speak with Lord Shimura
- Return to the front gate
- Destroy the caravan
- Speak with Yuna
- Travel to the lighthouse
- Climb the lighthouse
- Listen to the woman
- Speak with the warrior monk
- Follow Norio
- Leave by the northern gate
Full walkthroughSpoilers
- 01Walk to the keep with Yuna
Across the stream and through the town.
- 02Speak with Lord Shimura
Up the stairs and inside for a cutscene.
- 03Speak with your allies
Optional. Your sensei is outside the keep, between the two archery targets at the side of the building. 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.
- 04Ready your horse
Rear left of the keep, through the small gap in the stone wall and down. Whistle the horse rather than walking back to it, and remember a charge is itself an opening move against a loose group.
- 05Speak with Yuna
She is waiting at the stables.
- 06Mount up
The horse is a few steps ahead. Whistle the horse rather than walking back to it, and remember a charge is itself an opening move against a loose group.
- 07Wait for the gate
It opens on its own.
- 08Ride with Lord Shimura
Dialogue as you ride, ending at a burned village above a valley full of Mongols.
- 09Clear the way to the lighthouse
Dismount and fight. Stone Stance is the right answer to this group.
- 10Ride on
Whistle the horse back with left on the D-pad and continue. Whistle the horse rather than walking back to it, and remember a charge is itself an opening move against a loose group.
- 11Fight outside Fort Ito
The first wave outside, then more when the gates open.
- 12Fight inside Fort Ito
Archers, spearmen and axemen. Wind Stance for the spearmen: they will hold you at the end of their reach all day otherwise, and Wind's kicks and spins are built to close that gap. 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.
TipWind gets through spear reach, which otherwise keeps you out of range.
- 13Reach the alarm
Far right corner, through a large number of enemies and a Leader.
- 14Speak with Lord Shimura
Approach him, or wait for it to trigger.
- 15Return to the front gate
Follow Shimura back.
- 16Destroy the caravan
One arrow into the incoming caravan does most of the work; finish the survivors.
- 17Speak with Yuna
Which triggers the next cutscene.
- 18Travel to the lighthouse
The large green-roofed building at the back left of Fort Ito.
- 19Climb the lighthouse
Cross the bridge and up two ladders.
- 20Listen to the woman
Stand still while she approaches and speaks.
- 21Speak with the warrior monk
The waypoint at the centre of the fort — this is Norio.
- 22Follow Norio
He moves off a little; walk up to him again.
- 23Leave by the northern gate
The opposite gate from the one you came in by, near the alarm. A cutscene closes the tale.
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.
- Spearmen — Wind Stance. Spears have reach on you and will keep you at the end of it indefinitely if you fight them at their distance. Wind's kicks and spinning attacks are built to close that gap. With the deflection skills unlocked you can deflect spear attacks outright, which turns their advantage into an opening.
Rewards
- Major Legend IncreaseA large step toward the next Legend rank. Legend gates your Ghost Weapon unlocks and your health and Resolve upgrades, so main and Mythic Tales are the fastest way to raise it.
What this unlocks
- The Last Warrior MonkSide Tale (Norio Tale 1 of 9) — lists this tale as a prerequisite
- The Tale of YunaSide Tale (Yuna Tale 1 of 4) — lists this tale as a prerequisite
- Ghosts From The PastMain Tale — lists this tale as a prerequisite
- The Walls of YarikawaMain Tale — lists this tale as a prerequisite
- a Message in FireMain Tale — lists this tale as a prerequisite
- The Unbreakable GosakuMythic Tale — lists this tale as a prerequisite
- The Six Blades of KojiroMythic Tale — lists this tale as a prerequisite
Sources
- Ghost of Tsushima Walkthrough — PowerPyx
- Ghost of Tsushima Walkthrough — All Tales — PowerPyx
- Ghost of Tsushima: 'The Walls of Yarikawa' Walkthrough — Game Rant