Phantom Blade Zero Walkthrough Part 3: Crimson Forest, the Sword Fanatic, and the Outlaw
Step-by-step Crimson Forest walkthrough with Sword Fanatic and Outlaw boss strategies, memory echo locations, Quick Hand Zhang's rescue, and the road to Pangzhen.
Overview: What Part 3 of the Run Covers
Episode three of the full playthrough opens with a complaint many players will recognize: theRadBrad was told Phantom Blade Zero was easy, and the Crimson Forest is about to prove otherwise. Across roughly seventy-three minutes, the run covers the first stretch of the forest, two of the hardest boss fights so far — the drunken Sword Fanatic and the spike-throwing Outlaw — a full set of three memory echoes, the rescue of treasure trader Quick Hand Zhang, a shopping and upgrade binge at the bells, and a closing stack of story scenes that set up the road to Pangzhen and the Village of Lu.
This guide follows the video beat by beat. Timestamps are approximate. Skip anything you want to discover yourself, but if you are stuck on a boss, a locked door, or a caged NPC, the section you need is here.
Arriving in the Crimson Forest (0:00 – 9:30)
The third chapter moves Soul into the Crimson Forest proper. The presenter has heard the game ramps up in difficulty right after the first region, and the episode's mood — nervous laughter, a fresh save file made before the serious exploration begins — reflects that. One practical tip worth copying: make a new manual save at the start of each long session. If a boss walls you or a choice goes sideways, you keep a clean rollback point.
The Memory Flower and Echoes of the Past
Shortly after entering the forest, the game prompts Soul to check the memory flower left behind by Anonyas. The flavor text explains that whether living or dead, everyone leaves traces of memory drifting through the discordance in places thick with Sha Chi, and the flower helps you see those memories crystallized as flowers. Mechanically, interacting with it lets you reveal echoes of the past scattered around the region.
The important line the tutorial gives you: collect enough echoes and your maximum HP increases. In this region the echoes come in a set of three, and each one you pick up in this episode is flagged at a 7% HP increase, with a counter reading "one of three," "two of three," and finally "the third one." Grab the first echo near the flower before moving on — the extra health is not optional comfort here, it is survival margin for the two bosses waiting down the line.
First Loot Loop: Charcoal, Talismans, and Upgrade Materials
The early forest is a dense but readable loop: a linear critical path with side pockets. The video sweeps it thoroughly, and the following pickups all appear before the first major fight:
- A body holding Twinned Metal, plus a lore note titled Letter to His Uncle.
- Breakable scenery concealing hidden loot — smash the pots and debris; several hide items.
- Dark Fire Charcoal — the run banks six in short order, which the presenter calls "actually a lot."
- A Universal Talisman floating in the woods.
- A menu entry labeled Snake's Reflection that shows a figure pushing 2,000 — steep for this stage of the game.
- Forged Metal and Broad Plate Metal, the core weapon-upgrade ores.
- A Blackstone Shard, after which an on-screen counter ticks to 204.
Two movement notes from this stretch: the grapple unlocked in earlier episodes lets you pull yourself to select anchor points, and the forest introduces wall-running along marked surfaces. The presenter also clocks some terrain stutter and chalks it up to the engine — annoying, but not fight-breaking.
Why the No-Respawn Rule Matters So Much Here
The presenter leans on the game's most distinctive rule all episode: defeated enemies do not respawn. He finished the entire first area at only 53% completion and plans to circle back, because a cleared region stays cleared. Remnant Dust, the currency earned from kills and pickups, is "kind of easy to get now" — scattered thin, but a few finds keep you funded, since everything at the bells is bought with it. Treat the forest the same way: every fight you win permanently thins the map.
Pushing Deeper: Wagon Tracks to the Drunken Grove (9:30 – 18:20)
Past the opening loop the forest branches, and the video reaches a spot labeled Wagon Tracks. When the path offers going down or climbing up, the run chooses up every time — high ground shows you what you are walking into before you commit. That instinct pays off here: the upper route reveals enemy placements and a guarded chest you would otherwise blunder into.
Crowd-Control Skirmishes
The mid-forest encounters throw multiple enemies at once, and the presenter calls out crowd control as the core skill. Breaking shields with heavy attacks, isolating targets, and staying calm when a third fighter joins gets you through the Wagon Tracks camps. One amusing artifact of the no-respawn system: enemies occasionally seem to just fade away mid-fight, and he is never sure whether he clipped them or the game cleaned them up. Either way, dead is dead.
The shielded enemies deserve respect. His read is simple and true: "eventually that shield's going to break no matter what." Chip the guard, stay patient, punish the stagger.
The Shieldbreaker Charm: Situational or Trap?
A chest after one of these fights drops a charm whose text reads: increases damage dealt to shield durability by 50%, and reduces damage taken from spike shields by 30%. The presenter deliberates and decides not to equip it. His reasoning is worth repeating:
- He prefers broad, always-active charms over ones that only matter in specific matchups.
- A shield-oriented charm is worth slotting only when you know a shield-heavy boss is next.
- Swapping gear because a charm looks shiny "feels like a trap."
He files it away for a shield boss and moves on. Nearby, a shop entry priced at 4,000 draws an immediate "are you kidding?" — the bells stock at least one big-ticket item long before you can comfortably afford it.
Ranged Disciples, the Rider, and the Lotus Structure
Standout moments before the first boss:
- Disciple-type enemies appear with serious reach; the presenter marvels at their attack range, so close the gap instead of trading from mid-distance.
- A horse with a rider is visible on a high ledge — noted now, relevant later.
- An event labeled Protect the Young Lady triggers, with dialogue implying the confrontation is not about the horse at all, but about Soul himself.
- Ancient Timber shows up in a shop listing tied to Phantom Edges and ranged weapon upgrades; the presenter wonders whether shop stock ever resets, decides it might, and holds off buying.
- A giant lotus-petal structure looms over a grove where the enemies "look different — they're like drunk or whatever." That drunken theme is boss foreshadowing; everything in this grove is a walking advertisement for the fight ahead.
He also notes he has not died this episode — his only series death so far was in episode one, against a boss he arguably was not supposed to fight yet. That streak is about to end spectacularly.
Boss Fight: The Sword Fanatic (18:20 – 26:20)
The grove's cutscene introduces a wine-swilling swordsman the chapter titles the Sword Fanatic. The exchange establishes the history: he muses "delicious, delicious," mocks killing "those righteous fools," recalls having been a sect leader in the Mandate himself, and confirms it has been three years since he left. The sting: "So it was you who broke my blade." Soul's answer is flat — "You lost that battle" — and the boss laughs the fight open with a line about swallowing a seed.
Why He Wrecks People
The presenter's first attempts are a massacre:
- At the start he "can't even do damage" — the opening phase punishes brute force.
- The boss "is doing insane amounts of damage and I can barely keep up" — a few hits put Soul near death.
- The fight runs long, and the mistake count compounds.
When the win finally lands he is genuinely rattled — he checks his pulse and declares it "the toughest thing in the entire game right now," direct proof that whoever called the game easy was lying. Off camera, this fight alone cost a long stretch of retries; he admits being embarrassed by how long it took.
The Strategy That Actually Worked
The post-fight recap is the most useful thirty seconds of the episode for anyone stuck on this boss:
- Let him wear himself down. The boss's aggression is a resource you drain, not a wall you smash.
- Play defensive late in the fight — the presenter was "not doing too much near the end other than just blocking."
- Watch for the drink. When the boss pauses to take a drink of wine, that is your window.
- Charge your attack from well away, then unleash it into the drinking animation. A fully charged strike "instantly breaks him" — the guard-crush opens the fight-ending damage.
In short: patience, blocking, and punishing the wine sip with a max charge. Do not stand in front of him mashing; the episode's death montage is what that earns you.
Rewards and the Drunken Weapon Test
The boss drops equipment the presenter immediately equips. Its description references a "while drunk" effect, a drunken encounter, "Drunken Clarity," and "a strong drink." He leans toward upgrading it — he has the materials — but decides to test it before spending, explicitly not wanting to burn resources on an unproven weapon.
The test happens shortly after, on the disciple packs: the drunken weapon does a lot less damage than his long-time main. He swaps straight back, saying his original pick has been his "saving grace the entire game" and that his philosophy is to pick one weapon and rock with it. The lesson for players: boss weapons are not automatic upgrades; benchmark them before committing ores. Also note the surrounding UI noise — the stage list (Reflections, Crimson Forest) updates after the kill, and a new medicine becomes available at the bells, though he sticks with the Focus Pill he already likes.
The Forest Quiets: Echoes and a Plea for Mercy (26:20 – 29:30)
With the boss dead, exploration resumes and the presenter grabs a Tainted Crystal Shard. Checking the map shows nothing new — a deliberate quiet stretch, he suspects, building toward the next big thing. The stillness breaks with one of the episode's best story beats.
The Mask Walker Who Begged for His Life
A lone mask walker recognizes Soul — or mistakes him for someone — asking about a brother and faltering, "why is your face..." Soul presses: "Who turned you into this thing?" The creature collapses into begging: don't kill me, let me go, then offers a deal: "Go follow the mountain path. Leave this forest. I won't tell the others. I'll pretend I never saw you." The video spares it and moves on. Immediately after this encounter the first echo counter appears: "one of three," a 7% HP increase.
Two systems notes from this stretch:
- The presenter relishes that the Sword Fanatic "ain't coming back." Bosses obey the no-respawn rule too — a boss you beat is beaten forever.
- Fighting enemies near a bell is a soft exploit for hard camps: because kills persist, you can fight a few, die, respawn at the bell, and re-engage with fewer enemies each attempt.
Drunken Leftovers and the Bubbles
The disciples keep coming in mixed packs. Testing the drunken weapon here (covered above) also produces a comic aside — the drunk enemies get little bubbles over their heads, dubbed "the UE5 bubbles." Flavor, but it tells you these are the same drunken-style fighters as the boss, just in mob form.
Rescuing Quick Hand Zhang (29:30 – 37:30)
A voice calls out from a suspended cage: "Great hero, please look this way... get me down quickly, I'll reward you with something valuable." The prisoner introduces himself as Quick Hand Zhang — the captions render it variously, but the trade screen later calls him Quick Hand — a traveler who collects rare treasures and relics. When trouble struck Pangzhen, he stashed his treasures in a nearby cave. His exposition is the key story unlock of the episode:
- The main bridge into Pangzhen is gone — you cannot walk in the front way.
- This forest is where the Mandate ambushed the mask walkers years ago; it stretches for miles.
- If you push through it, you reach the Village of Lu at the foot of Pangzhen.
- Associates of his dug a hidden tunnel under the Village of Lu years ago, used for moving loot, and it leads straight into a wine cellar in Pangzhen.
- Find that smuggler's tunnel and you find your way into the city.
Asked whether the Village of Lu was spared what happened in Pangzhen, his answer is blunt: it is much worse. Agree to help, and when Soul asks how to open the cage, the answer is the cave up ahead — the crank mechanism sits on the other side of that passage.
The Second Echo: A Brother's Mercy
En route, the second echo (two of three) plays a Mandate flashback: a junior brother is confronted for hesitating to finish a faltering mask walker — "it was once human," he pleads. The senior brother's reply is doctrine: the Mandate's orders are absolute, root out all evil without exception, show mercy where you should not and you will be cast out. He ends with a threat: forsake the cause for personal sentiment again, and their brotherhood is forfeit. File this scene away; the third echo pays it off.
The between-fights commentary here doubles as a vibe check: the presenter finds the game "very therapeutic" apart from the boss, praises the soundtrack's range — heavy metal for some fights, a treble hip-hop feel elsewhere — and notes Remnant Dust pickups of 2,000 apiece are now routine, cementing it as the run's main currency.
Turning the Crank
The crank spot is found by feel: "this is the spot — turn that crank, it'll lower the cage." It works; Zhang drops, still caged but "at least on solid ground." Nearby, a charm turns up with a different flavor: increased damage dealt to mounted enemies. The presenter immediately connects it to the horseman spotted earlier on the cliff. Freed, Zhang is effusive — "you truly have the heart of a hero" — and makes two promises: his stashed treasures are in a cave up ahead where he will give you something special, and "I've got plenty more treasures in my collection, but for you, I'll give you a good deal." In gameplay terms: a merchant and a treasure-cave objective just unlocked.
A navigation tip from the same stretch: the region is dense with bells, and they double as fast travel points. Backtracking for treasure is cheap once a bell is rung.
Betrayal at the Tree Line (37:30 – 42:40)
The Floating Assassin
Heading deeper — drawn, he says, by the same weeping that has haunted the run — the presenter picks up a story item titled Betrayal, noting it is "the very first one." Then the forest serves up the hardest regular encounter of the episode: an assassin-type fighter whose movement he cannot parse. It floats, drifts, and repositions in ways that repeatedly catch him mid-attack; his first attempt dies with the admission "they caught me off guard — the movement was crazy." The takeaway: respect this enemy's mobility. Do not commit to long strings; watch the drift, then punish landings.
The Mounted Enemy and the Bell Loop
The mounted enemy glimpsed earlier is engaged here, and the presenter narrates the correct preparation as a reusable technique: hit the bell first (full restore and checkpoint), walk over and fight the mounted enemy, then come back and ring the bell again to re-top before moving on. The bell loop turns any nasty optional fight into a low-risk outing. He also floats a plan to return to the first region for missed gear — the bow and similar toys — once the current objective clears, since fast travel makes the round trip painless.
The Third Echo: Brothers at Arms
The final echo delivers the payoff to the earlier flashback: open combat between the brothers. "Stop all of you — we trained under the same master, we are brothers," someone pleads, and the answer is cold: "Wake up, junior brother. He is no longer one of us. Don't let him get away. Kill him." The senior brother falls, and the survivor breaks: "How did it come to this? This is all my fault. I thought I saw a flicker of the man he once was. I should have listened to you." He closes over the body with a vow — rest now, senior brother; I will hunt him down; I will eradicate him and every mask walker in this world. With all three echoes banked, the HP bonus from the memory flower set is complete.
Shopping Spree and the Upgrade Bench (42:40 – 45:00)
After a rest at the bell, the presenter commits to a hoarder's policy: buy everything. His reasoning is sound — he is sitting on a mountain of Remnant Dust, does not own most of the stock, and everything costs exactly the same. The on-screen prices confirm it: 1,040 for one item, 1,040 for the next. Uniform pricing means no optimization puzzle, only a wallet check. Is buying it all a waste? "Maybe," he shrugs — but the dust has nowhere better to go.
At the upgrade bench the same mood applies:
- Multiple upgrades are purchased back to back ("several times, excuse me").
- Forged Metal immediately becomes the bottleneck — the exact ore the forest has been rationing all episode.
- The next weapon tier sits at level 10, which he believes is the current cap — "that's like the highest I can go for right now, I'm pretty sure."
He also confirms a system question players ask constantly: yes, you can fast travel back to earlier regions at any point. The map screen jumps him straight back to the first area, no strings attached. Anything skipped in earlier episodes can be cleaned up whenever you like.
The Treasure Cave and the Reward Wing (45:00 – 53:40)
Fragment, Crank, and the Metroidvania Moment
A side cave off the main path turns into a fight, and the payout is twofold: a Preservation Talisman Fragment (marked one) and a story item, the Tunnel Crank. The presenter immediately wonders whether a nearby area needs it, and names the feeling correctly — the game has "that Metroidvania vibe." Locks and cranks you cannot use yet are the genre's promise that you will be back.
The reward wing behind the cave is guarded anyway — "this is like a reward area, so there shouldn't be a lot of... well, this BS over here" — and the guards hit with the same crazy floating movement as the assassin. He loves it even while it kills him. The assumed prize loop: these elite guards plausibly drop a cell key or door key, which is why they are worth clearing rather than sprinting past.
Jar, Door, Floor, and Shard
A cluster of environmental puzzles and pickups fills the back half of this wing:
- A jar-type charm reduces poison damage taken by 50%. The presenter passes — "I'm good, not necessary" — no poison pressure in his current route.
- A locked-looking door turns out to need nothing at all: "You just walk on in." The lesson: not every imposing door is a gate.
- A stretch where the ground can open up beneath you. His policy is simply to stay away from the suspect flooring as best he can.
- An Amber Shard — a small but permanent stat increase; he takes it happily.
- A locked object that clearly needs "something I do not have." Logged, ignored, remembered.
Better Gear and a Tradeable Relic
Emerging from the caves, the run hits a moment of genuine surprise — "yo, where are we right now?" — and finds a piece of equipment that seems outright better than what is currently equipped, prompting an immediate swap. A chest in the same area springs an ambush (his pick: go left), and a guarded treasure turns out to be tradeable to Quick Hand. The merchant thread from the cage rescue is now paying out: find his tradeable relics in the world, bring them back to his cave. The presenter grins that it is "all coming together."
This stretch also contains the episode's most honest reflection: the game is growing on him. He came in thinking he had seen this design plenty of times, and now name-checks the lineage — Wuchang, Onimusha, Black Myth Wukong, a dash of Devil May Cry — while insisting the combination feels its own. Each area may be structurally similar to the last, but the vibe shifts hard.
Dead Ends to Remember
Three classic gated secrets are logged for later:
- A gardening nook that seems like a dead end.
- A breakable wall that visibly continues beyond it, but refuses to break — "to be continued."
- A climbable ledge on the far side of a gap with no visible crossing — you can climb up, but "how are you going to get across?" A traversal tool is clearly missing.
A ladder shortcut opens the loop back toward the bells, another 2,000-dust pickup is grabbed, the medicine is restocked, and the presenter congratulates himself on doing side content "for once." Then the ground falls quiet, and around a corner waits a boss.
Boss Fight: The Outlaw (53:40 – 1:00:45)
Surprise Engagement and the Loadout Swap
The Outlaw announces himself with a bounty hunter's bark — "Your head is mine" — and the first attempt dies fast enough that the presenter changes policy on the spot: now that he knows what he is fighting, he opens the menu and re-gears specifically for this enemy before trying again. That is the transferable lesson: first contact with an unknown boss is a scouting run. Spend the death on information, then equip for what you saw.
While re-gearing he also pokes around the appearance menu for the first time and finds:
- An option to hide headgear.
- A first alternate skin, plus two named forms — Blood Steel Form ("that is sick") and Legacy.
Cosmetics do not win fights, but the Outlaw will make you want every morale boost available.
Reading the Spike Attacks
The Outlaw's signature threat is a barrage of spiked projectiles. The presenter's post-fight autopsy is unusually detailed because the mechanic genuinely confused him:
- The boss knocks the spikes loose and they come flying at you.
- You cannot block them — blocking still bleeds you, or as he puts it, you take "bleed effect damage or whatever."
- You cannot out-dodge either — dodge too much and a few still connect.
- You cannot spam the parry button and have it keep working — repeated parry attempts stop being reliable.
His conclusion, half-laughing, "so I have no idea," but the footage shows the wins coming from measured spacing, selective parries rather than mash, and accepting chip damage as the tax for aggression. One more combat log detail: during one attempt he was "taking damage the entire time and didn't even realize it" — watch your health bar, not just the boss. The Outlaw also calls out "another victim of my blade" mid-fight; the flavor is cocky, the damage numbers are not.
The kill finally lands, and the presenter is spent: "two boss fights back to back in this video that have absolutely torn me to shreds." He suspects this one might be optional — the horseman from earlier, he hoped, would be a side encounter — but is honest that he is not sure whether the story requires it. Either way, the rewards are real:
| Reward from the Outlaw | Notes from the Video |
|---|---|
| New weapon drop | Grabbed immediately after the kill — "get that weapon" |
| Training ability purchase | Costs 20,000; described as chance-based ("have a chance... I'll take it") |
| Fight difficulty verdict | Comparable to the Sword Fanatic; roughly half an hour of retries off camera |
His final equipment loadout for the fight, recapped from the inventory screen, combined three charms: the spike-shield protection charm, the shield-durability charm, and the mounted-enemy charm — "my favorite three," assembled specifically from everything this region had thrown at him.
Decrees, Conspiracies, and the Bells That Remember (1:00:45 – 1:11:00)
After the Outlaw, the episode pivots hard into story. Grab the pickup in the back of the boss area first (the presenter snags it "just in case" before dropping down and nearly gets caught out doing so), then let the scenes play.
The Decree: The War Is Lost on This Front
A recovered decree explains the silence that has hung over the region: forces have been "bleeding out here for half a month with no reinforcements in sight." Two pillars of Kunlun are gone — Yu Yin and her fellow pillar were both driven from the battlefield — and the scene sneers at "the eastern commander handpicked by the Nine Heavenly Thrones." There is more: Master Hong Xing now holds command at the northeastern base camp, and the speakers pin their hopes on the "Perfect Transcension" plan: "if it succeeds, we may still be able to turn everything around." A map check after this scene shows the current region at 26% completion — the presenter notes he finished the last area at 53%, so there is a mountain of optional content still on the table.
The Baishan Sisters' Plea
A friendly enclave follows (nobody attacks — enjoy it). Overheard: one sister defends having agreed to hide Junior's sister; another accuses her of naivety and of being "fixated on that Perfect Transcension — she's lost all reason." A pointed question hangs in the air: why did the mask walkers surround the lodge the moment the Master and the others left? The actionable plea comes next: Junior Sister M is still trapped in the tunnel under the lodge, and she is running out of time. "Hero, if you pass by the mountain lodge, please save her. The Baishan sect will forever be in your debt — if it's not too late." That is a rescue side objective, on a timer in story terms, and it is now on your list.
The Green Bell Riddle: The General's Treasure
Touching the green memory bell plays a riddle that is clearly a dungeon hint, worth quoting almost in full because every line is a mechanic:
- Deep in the dungeon, arrows lie, and a general's treasure waits inside.
- Raise your shield through the rain; hold your stance and you feel no pain.
- With a shield you reach the treasure side; no shield, rush in and you surely die.
Translation: there is an arrow-trap vault ahead. Bring a shield, walk the gauntlet guarding rather than dodging, and the treasure is yours. Rush it naked and the riddle's last line becomes a prophecy. A locked door nearby (the video notes "need a key") presumably guards the same dungeon, and the presenter detours left to finish exploring before committing.
The Crane Bell: The Plot Against Yu Yin
The crane bell's memory is the episode's biggest lore bomb. An agent of the Mandate — addressed at one point as Master Huang — meets with Master Hong Xing and lays out the region's ugly truth: rumor says the region has already been abandoned, and no reinforcements are coming; Master Yu Yin already knows, being one of the Mandate's elites. Then the knife: the agent proposes that during an already-agreed joint operation between the Order and the sect, he could arrange for Master Yu Yin to simply disappear. In exchange, the Order will send a puppet master, and a puppet "like no other" — if Hong can subdue her and deliver her to a location of the agent's choosing, whatever happens to Yu Yin will be untraceable to him. "No one will trace it back to you." The scene closes with the agent toasting the deal: "Let us cleanse the rot and corruption of this world — starting with the Mandate itself."
Missing Thieves, the Life-Saving Pill, and the Sign-Off (1:11:00 – End)
The final stretch belongs to the side cast. A young woman from the valley — the healer who has been threading through the run — finds Soul in the forest: she had planned to wait for him in the valley, but hearing there were still wounded people here, she could not stay put, and she insists she stayed hidden the whole way in. Soul does not sugarcoat it: this place is far more dangerous than the valley, do not wander off again. He promises that once he reaches Pangzhen he will come back for her.
Nearby, the wounded confirm her medicine worked — "the brother's bleeding has finally stopped" — and ask one more favor: a few more brothers are still hiding in the forest; if their locations could be written down, the medicine will be delivered. The note that changes hands is titled Missing Thieves, and the presenter counts it out: "there's only four of them." The reward for taking this on is a Life-Saving Pill — a genuinely strong healing item for a fetch-and-rescue errand. Do not skip it.
The episode's very last beat is a threat scene: bandits and raiders corner someone — "you're the one they're after" — who begs to talk, insists no one will ask him anything, and that even if they do, "I don't know anything." Cut to black, and the presenter signs off with a confession any player who just fought these two bosses will understand: the two boss fights took it out of him, and the video length understates the truth — off camera, he figures he spent close to thirty minutes per boss just dying over and over before each kill finally landed.
Key Numbers and Drops from This Episode
Everything below is stated or shown in the video; nothing is inferred.
| Item / System | Figure from the Video |
|---|---|
| Memory echoes (this region) | Set of three; each grants a 7% maximum HP increase |
| Shieldbreaker-type charm | +50% damage to shield durability; -30% damage taken from spike shields |
| Mounted-enemy charm | Increases damage dealt to mounted enemies (no percentage shown) |
| Poison jar charm | -50% poison damage taken |
| Bell shop pricing | Everything costs the same: 1,040 each |
| Big-ticket shop entry | 4,000 (passed on) |
| Training ability after the Outlaw | 20,000, chance-based effect |
| Remnant Dust pickups | 2,000 per grab in the late forest |
| Dark Fire Charcoal banked | Six in the early forest |
| Current weapon upgrade cap | Level 10 |
| Map completion after the decree scene | 26% (previous area finished at 53%) |
| Sword Fanatic flashback timeline | Three years since he left the Mandate |
Frequently Asked Questions
Q: Is Phantom Blade Zero actually an easy game? A: Not this stretch of it. The presenter was explicitly told the game was easy, then spent this episode calling the Sword Fanatic "the toughest thing in the entire game right now" — until the Outlaw matched it. He estimates close to thirty minutes of failed attempts per boss off camera. The exploration between fights is relaxed; the bosses are walls.
Q: Do enemies respawn in the Crimson Forest? A: No. Defeated enemies stay dead everywhere in the game, bosses included. That is why the presenter fights hard camps near bells: die, respawn at the bell, and re-engage with fewer enemies each time, since your kills persisted.
Q: How do I increase my maximum HP? A: Collect the memory-echo sets revealed through Anonyas's memory flower. In the Crimson Forest the set is three echoes, each worth a 7% HP increase — one after the spared mask walker, one on the way to the crank cave, and one deeper in the forest.
Q: The bridge to Pangzhen is destroyed. How do I get into the city? A: Free Quick Hand Zhang from the cage (the crank is reached through the cave he points out), and he explains the route: cross the forest to the Village of Lu, find the smugglers' tunnel his associates dug there, and follow it into a wine cellar inside Pangzhen. He warns the village itself is in even worse shape than the city.
Q: Was the Outlaw an optional boss? A: The video is honestly unsure — the presenter hoped the horseman would be optional and says he has no idea whether the story requires the kill. He still calls it one of the two hardest fights of the run, and it pays out a weapon and access to a 20,000-cost training ability either way.
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