Last Stand at Fushimi
Last Stand at Fushimi is scenario 4 of Act I: Japan in The Asian Dynasties, set during the 1600 siege of Fushimi Castle. Kichiro must clear the eastern road and get 30 Villagers to safety before the Castle falls, combining a combat advance with a timed evacuation.

Scenario setting & objectives
Destroy all enemies along the eastern road and escort 30 Villagers to freedom before Fushimi Castle is lost. Optional objectives free Naginata Riders and a Yabusame Archer, destroy a Trading Post and prisoner camp, and make contact with roaming Ninja. Each rescue can add useful support, but none replaces the required Villager count or road clearance.
Mission approach
Keep a force between the Castle and incoming attackers while a separate escort clears the eastern road and moves Villagers. Free nearby troops when doing so strengthens that route; do not delay the evacuation for optional objectives. Watch the Castle’s condition throughout the mission and send the required group to safety as soon as the passage is open.
Mission objective and setting
Last Stand at Fushimi is the fourth scenario in Act I: Japan in The Asian Dynasties. It is based on the 1600 siege of Fushimi Castle and follows General Kichiro as he remains loyal to Tokugawa and joins Torii Mototada at the castle. The primary objectives are to destroy all enemies along the eastern road and escort 30 Villagers to freedom before the Castle falls. The mission begins with pressure from Ishida's forces to the south and west, so the player's first task is to preserve the Castle while opening a route for the civilians. Fushimi is protected by upgraded Fort Walls, Outposts, and a garrison of Ashigaru Musketeers and Yumi Archers. Barracks near the outer perimeter continue producing defenders, but the Castle can still be overwhelmed if the enemy forces are allowed to attack unchecked.
Starting resources and defense
The map includes Wood and mines in the north, which let the player develop an economy while the Castle is under attack. Those resources are not unlimited: when mines run out, build Rice Paddies to keep Food and Coin income available. Maintain enough production to replace defenders and support the Villager escort, but do not spend the entire reserve on optional units before the route is secure. The eastern road objective requires clearing enemies along the approach, while the Villagers must reach freedom before the Castle falls. Keep the main force close enough to defend the walls and send a separate group to open the road only when the Castle can withstand another attack. Ashigaru and Yumi form the core garrison; add mobile units or artillery support where the enemy's composition creates a gap.
Optional rescue objectives
Several secondary objectives reward experience and additional troops. Freeing the Naginata Riders grants 800 experience; destroying the Trading Post at the Zen Temple encampment grants 800; making contact with roaming Ninja grants 700; freeing the captive Yabusame Archer grants 750; and destroying the prisoner camp grants another 750. These objectives can strengthen the final push, but each requires movement away from the Castle. Secure the immediate defense first, then complete nearby rescues along the same route as the main objective. The roaming Ninja are hidden near the top of the map, so scouting and detection help make contact. The prisoner camp and captive archer are guarded, and should be approached with a force that can also return to the main road. Optional objectives are most efficient when a single army clears them in sequence rather than sending isolated units into separate enemy positions.
Enemy composition and route planning
Ishida's Western Army fields Ninja, Samurai, Flaming Arrows, Naginata Riders, Yabusame, and large numbers of Ashigaru Musketeers and Yumi Archers. Enemy reinforcements arrive automatically from the south and west, and encampments have guard troops. Ishida also holds a walled town south of the map and Outposts that must be destroyed for the route to remain safe. A direct assault on every guarded structure can consume the time needed to escort civilians. Use the northern resources to build a force, clear the road in controlled stages, and destroy Outposts that threaten the path. Bring units suited to enemy artillery and cavalry, and keep the escort group behind the fighting line. If the Castle is close to falling, prioritize the Villagers and required enemy forces over the remaining optional objectives.
Historical context and mission tactics
Fushimi Castle was built as a residence near Kyoto, destroyed by an earthquake in 1596, and rebuilt by Tokugawa before the siege by Ishida's troops in 1600. In the scenario, Kichiro's loyalty and the defense of Mototada's garrison form the story around the escape of civilians. Treat the Castle's health as a deadline: each additional raid reduces the time available for exploration and optional rescues. Keep defenders on the approaches, use the Outposts and walls to buy time, and avoid sending the full army far from the base. Once the eastern road is open, escort the Villagers with enough protection to survive the remaining guards. The mission succeeds by balancing defense, rescue, and a timely counterattack rather than by razing the whole enemy base.
Escort discipline
Keep the 30 Villagers behind the combat force while the eastern road is being cleared. The escort objective has a deadline set by the Castle's survival, so do not allow the civilians to walk through unscouted Outposts or enemy patrols. Once the road is open, move the Villagers in a protected group and leave enough defenders at Fushimi to withstand pressure from the south. If the Castle is under attack, pause optional rescues and reinforce the garrison before continuing. A successful escort is more important than clearing every stockade or capturing every available Treasure, because the main objectives combine survival with evacuation.
When to pursue optional rewards
The Ninja contact objective and Yabusame rescue are far from the immediate Castle defense, so attempt them only after confirming that the garrison can hold. The Naginata Riders and prisoner camp can be included in an eastern road sweep, but avoid turning the escort into a long detour. Keep one group watching the southern approaches while the rescue force moves between objectives.
Preserving the Castle garrison
Use the existing walls and Outposts to delay attackers instead of moving every defender outside the perimeter. Replacing lost Ashigaru and Yumi takes time and resources that are also needed for the escort, so hold a compact garrison and send only enough troops to clear the road. This keeps the deadline under control.
Evacuate thirty Villagers before the Castle falls
The fourth Act I: Japan scenario is based on the 1600 Siege of Fushimi Castle. The main task is to destroy enemies along the eastern road and escort 30 Villagers to freedom before the Castle is destroyed. The Castle’s condition makes this a timed evacuation, not a mission to defeat every enemy on the map. Keep a route open for the Villagers, remove threats that can intercept the column and avoid sending the escort into a narrow road before it is clear. Optional objectives free Naginata Riders and a Yabusame Archer, make contact with roaming Ninja, destroy an enemy Trading Post and clear a prisoner camp; these rewards can help, but each detour must be weighed against the Castle timer. Start with the closest optional force that supports the evacuation, then return to the road objective. Keep the Villagers grouped with protection and continue moving them once the route is safe instead of waiting for the whole enemy base to fall.