TalecoreJin's JourneyHardAct II — A Gathering Storm

The Fate of Tsushima

The Act 2 chapter where the campaign for the island reaches its decisive point — and Jin's choice of method stops being reversible.

RoleMain story
Importancecore
  • TypeMain Tale
  • Act2 – Retake Castle Shimura
  • RegionToyotama
  • Quest giverLord Shimura
  • PrerequisiteComplete "A Reckoning in Blood"
  • RewardsMajor Legend Increase
  • Steps18

Key takeaways

  • Finish the Toyotama Mythic Tales first. Kojiro's Kensei Armor and Gosaku's set are both in this region and both are still available. Act 3 assumes a stronger loadout.
  • Expect a difficulty step. The act's closing chapters put more armoured and disciplined units in play than its opening ones.

OverviewSpoilers

The title is the game's thesis question, and Act 2 is where it stops being rhetorical.

One of the closing chapters of Act 2, The Fate of Tsushima brings the Toyotama campaign to its decisive point. Everything Jin has built — the Yarikawa alliance, the reputation, the tools he was never supposed to use — is committed here.

It sits immediately before From the Darkness, which closes the act and awards the Ghost Armor.

In the game’s own framing: The Straw Hats are routed, Ryuzo has escaped and Taka is dead. Check on Yuna, then join Lord Shimura for the battle at Castle Shimura.

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 "A Reckoning in Blood"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.

Objectives

  1. Travel to Lord Shimura’s camp
  2. Speak with your allies
  3. Find Yuna
  4. Find Lord Oga
  5. Ride to the tower
  6. Meet Lord Shimura
  7. Fight in the courtyard
  8. Breach the first gate
  9. Fight at the second gate
  10. Assault the third gate
  11. Scout ahead
  12. Survive the hwacha barrage
  13. Clear the watchtower archers
  14. Man the hwacha
  15. Rejoin your allies
  16. Fight on the bridge
  17. Climb the gatehouse
  18. Fire on the charging riders

Full walkthroughSpoilers

  1. 01
    Travel to Lord Shimura’s camp

    A cutscene plays as the samurai reinforcements arrive.

  2. 02
    Speak with your allies

    Optional. Kenji is by the battering ram, Norio meditating with the monks in the stable, Masako at the swordsmen’s training yard, Ishikawa drilling archers. 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. 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.

  3. 03
    Find Yuna

    In the house next to the Trapper merchant.

  4. 04
    Find Lord Oga

    At the front entrance to the camp.

  5. 05
    Ride to the tower

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

  6. 06
    Meet Lord Shimura

    Climb the watchtower ladder to your uncle.

  7. 07
    Fight in the courtyard

    Kill the archers on the battlements first — arrows, and the explosive barrels where they are available. 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. Shoot the powder before the group spreads out. Once they scatter, the barrel is worth one kill instead of four.

  8. 08
    Breach the first gate

    The battering ram takes it in a cutscene.

  9. 09
    Fight at the second gate

    Again, archers before ground troops. 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.

  10. 10
    Assault the third gate

    The largest force. Run for the back and clear the fire archers on the raised platforms, either by bow or by climbing the ladder. Ghost Stance handles the ground troops. 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.

  11. 11
    Scout ahead

    Ladder left of the gate, loot the ammunition in the room, then through for a cutscene.

  12. 12
    Survive the hwacha barrage

    White circles mark incoming fire. Dodge those while fighting Brutes, then climb the boxes to move on. 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. The white circles on the ground are where the volley lands. Keep moving through them rather than stopping to fight, and heal between salvos.

    TipMoon staggers Brutes; nothing else in the melee kit reliably does.

  13. 13
    Clear the watchtower archers

    Turn left, up the ladder, two archers. 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.

  14. 14
    Man the hwacha

    Clear the courtyard below, sweep left into the next one, then hit the bridge where they mass. The white circles on the ground are where the volley lands. Keep moving through them rather than stopping to fight, and heal between salvos.

  15. 15
    Rejoin your allies

    Climb down and run for the bridge.

  16. 16
    Fight on the bridge

    Swordsmen, Brutes and archers. Spend the Ghost Stance charges you have built on the Brutes. 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. 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. 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.

  17. 17
    Climb the gatehouse

    The ladder at the bridge gatehouse, for a cutscene.

  18. 18
    Fire on the charging riders

    Arrows into the cavalry to end 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.
  • 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.
  • Straw Hats / ronin — Japanese swordsmen rather than Mongols, and they fight like it — faster and more technical than the invaders, with less armour. Stone Stance still applies. Standoffs work well against them, and against unarmoured ronin a won standoff often kills outright.

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