TalemajorJin's JourneyModerateAct II — A Gathering Storm

A New Horizon

The bridge out of Act 1 and into Toyotama — the mission that turns a rescue operation into a campaign to retake Castle Shimura.

RoleMain story
Importancemajor
  • TypeMain Tale
  • Act2 – Retake Castle Shimura
  • RegionToyotama
  • Quest giverAutomatic after the "Shadow of the Samurai" cutscene
  • PrerequisiteComplete "Shadow of the Samurai"
  • RewardsMajor Legend Increase
  • Steps23

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

  1. Walk to the keep with Yuna
  2. Speak with Lord Shimura
  3. Speak with your allies
  4. Ready your horse
  5. Speak with Yuna
  6. Mount up
  7. Wait for the gate
  8. Ride with Lord Shimura
  9. Clear the way to the lighthouse
  10. Ride on
  11. Fight outside Fort Ito
  12. Fight inside Fort Ito
  13. Reach the alarm
  14. Speak with Lord Shimura
  15. Return to the front gate
  16. Destroy the caravan
  17. Speak with Yuna
  18. Travel to the lighthouse
  19. Climb the lighthouse
  20. Listen to the woman
  21. Speak with the warrior monk
  22. Follow Norio
  23. Leave by the northern gate

Full walkthroughSpoilers

  1. 01
    Walk to the keep with Yuna

    Across the stream and through the town.

  2. 02
    Speak with Lord Shimura

    Up the stairs and inside for a cutscene.

  3. 03
    Speak 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.

  4. 04
    Ready 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.

  5. 05
    Speak with Yuna

    She is waiting at the stables.

  6. 06
    Mount 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.

  7. 07
    Wait for the gate

    It opens on its own.

  8. 08
    Ride with Lord Shimura

    Dialogue as you ride, ending at a burned village above a valley full of Mongols.

  9. 09
    Clear the way to the lighthouse

    Dismount and fight. Stone Stance is the right answer to this group.

  10. 10
    Ride 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.

  11. 11
    Fight outside Fort Ito

    The first wave outside, then more when the gates open.

  12. 12
    Fight 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.

  13. 13
    Reach the alarm

    Far right corner, through a large number of enemies and a Leader.

  14. 14
    Speak with Lord Shimura

    Approach him, or wait for it to trigger.

  15. 15
    Return to the front gate

    Follow Shimura back.

  16. 16
    Destroy the caravan

    One arrow into the incoming caravan does most of the work; finish the survivors.

  17. 17
    Speak with Yuna

    Which triggers the next cutscene.

  18. 18
    Travel to the lighthouse

    The large green-roofed building at the back left of Fort Ito.

  19. 19
    Climb the lighthouse

    Cross the bridge and up two ladders.

  20. 20
    Listen to the woman

    Stand still while she approaches and speaks.

  21. 21
    Speak with the warrior monk

    The waypoint at the centre of the fort — this is Norio.

  22. 22
    Follow Norio

    He moves off a little; walk up to him again.

  23. 23
    Leave by the northern gate

    The opposite gate from the one you came in by, near the alarm. A cutscene closes the tale.

    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.
  • 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 Increase
    A 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

Sources