GUIDESPUBLISHEDLast updated 2026-10-30

Phantom Blade Zero Beginner Guide: What to Do in Your First Hours

Your first hours in Phantom Blade Zero: the three opening moves, the settings to change, the shortest Chapter 1 route, difficulty, and early weapons.

Your first few hours go better or worse depending on the order you do things in, not on how good your parry timing is. What follows is that order: what to do first, which road to walk, what to pick up, what to spend on, and what not to waste time on.

The first three things to do

Open the bell. The bell is the game's only hub facility. Saving, fast travel, the shop and skill upgrades all live there, and touching one also restores your health and recharges your Phantom Edges. Once you have met the merchant, you never need to walk back to town to buy or upgrade anything — just find the nearest bell.

Clear the enemies on your way through. This is the single most misread rule in the opening hours. Enemies do not respawn, and resting at a bell does not bring them back. They are also the only source of early upgrade materials, and some of them drop trinkets. So the usual open-world habit — push the story now, farm materials later — does not work here, because later there is nothing left to farm. Players on launch day were already complaining that the trash mobs vanish permanently, to the point where they had nowhere to practise combos. That complaint is really a description of the economy: kill what you walk past.

Exhaust every line of NPC dialogue. Quest pointers, key locations and map information are buried in conversation. Skipping a line usually costs you a second trip later.

Three settings to change before you start

Check the keybinds. The PC default layout: guard/stance on right mouse, dodge on left Shift, light attack on left mouse, heavy attack on F, weapon swap on 1, lock-on on a mouse-wheel click. All of it is visible and rebindable under Settings > Controls, so fix anything that feels wrong now rather than ten hours in.

The right button does two different jobs. Hold it and you are in a guard stance: normal attacks get blocked automatically, but Sha-Chi drains the entire time you hold and every absorbed hit costs extra on top — empty the bar and you are breached on the spot, so treat the stance as an emergency answer, not a posture to sit in. Colored attacks want a tap instead: tap to parry a blue attack into the Perfect Defense window, and red attacks cannot be guarded at all, so left Shift is the only reply. One wrinkle that costs people fights: mashing guard does nothing — repeated presses are not read as blocks, and holding the button never triggers the tap-parry. One press per attack.

If hits feel light, use the audio sliders. Under Audio, put weapon-impact strength (武器碰撞强度) at maximum and weapon-impact pitch (武器碰撞音调) at 80%; weapon-on-weapon feedback gets noticeably clearer. It changes sound only — hit detection and animation feedback are untouched — and whether it feels better is personal.

After those three, the rules themselves are unchanged: blue means parry, red means dodge, Sha-Chi is your second health bar. Our combat system breakdown goes deeper on stance versus tap, Ghost Step, and the breach-and-finisher window.

The shortest Chapter 1 route

Walk it in this order. Exactly one boss on the way is better left alone for now:

  1. The opening bell (开端之地) — activate it; this is your save and resupply point for the chapter.
  2. The crack in the Goddess statue — the boss here is far too strong this early. Skip it and walk on.
  3. First meeting with Yu'er.
  4. The red-thread barrier — you cannot pass yet.
  5. The puppet valley floor to the west — destroy the red threads here, and the barrier drops.
  6. Jagged Steel, the Frenzied Brute — the chapter's first real boss.
  7. The courtyard in front of the post station.
  8. North side — pick up the cell key.
  9. Open the cell.
  10. Axe Boss Peng Meng — the first boss with a black-light move. Black light can be perfect-guarded, but it eats a large amount of your own Sha-Chi; if you cannot read it in time, just dodge.
  11. Smash the chain gate with the axe.
  12. The Sha-Chi tower — the ghost bride Ah Hua inside, then Zhuiming.
  13. The great waterfall, then the Blood-Coloured Forest.

How to answer red and blue attacks, and how to use the guard-break window, is covered in more detail in our combat system breakdown. Black light only starts appearing from the Axe Boss onward, and one line covers it for now: it can be perfect-guarded, but it is expensive, so dodging is cheaper.

Picking a difficulty

Three tiers are open on a first run. The fourth, Sixty-Six Days, is locked behind a second playthrough:

  • Wayfarer — built for story and exploration. Being surrounded tends to trigger the flashier multi-execution animations.
  • Pathbreaker — the standard tier, and the balance point the rest of the design assumes. Some launch-day guides render the Chinese name as 破阵者 instead of 破局者; it is the same tier.
  • Hellwalker — enemies read your spacing, your whiffs and your repeated habits, and punish a combo you have used too often.
  • Sixty-Six Days — unlocked in a second run. Hellwalker rules plus a death countdown: every loss burns days, and you cannot reload a save.

The gap between tiers sits mainly in enemy behaviour and aggression, not in a flat multiplier on health and damage. That is why the low tier does not turn into a walkthrough — the crowd-fight choreography and the execution animations still show up as designed.

Pick Pathbreaker if you have action-RPG experience. Pick Wayfarer if this is your first game of the kind, or if you mainly want to see the world: the official line confirms every achievement can be earned on the first three tiers, so choosing the easy one does not cost you trophies. If you want the enemies to take you seriously, go straight to Hellwalker — the community consensus on launch day was that even Hellwalker is not unreasonable.

Whether you can drop the difficulty mid-run is where the sources disagree. Some launch-day guides say the setting can be changed at any time from the menu; others only describe three tiers being available on a first run. We could not confirm which is right, so the safe move is to open the difficulty menu in settings and look — if it lets you change it, change it; if it does not, you lose nothing by switching approach or restarting on another tier, since achievements stay available either way. The full Sixty-Six Days rules, including how deaths are counted, are in our one-run platinum and Sixty-Six Days guide.

Weapons and gear you can grab early

Main hand and off hand

The opening pair is the Cangang Blade (残钢刃) in your main hand and the Hongzhuang Guizhan (红妆鬼斩) in your off hand. The Cangang Blade applies bleed for damage over time; the Hongzhuang Guizhan is the only early answer to shields. Together they are the bleed build people mean when they say "bleed build": stack bleed with the Cangang Blade, then swap to the Hongzhuang Guizhan when something raises a shield.

One exception is worth memorising. Do not bring bleed to the ghost bride Ah Hua. She is a puppet-type enemy, bleed does nothing to her, and that fight wants the black-scar weapon line instead.

The swap itself is the core loop, because switching weapons refills your Sha-Chi. Two main-hand slots are not two sets of animations; they are a resource engine. Slots, Phantom Edges and the wider build picture are covered in weapon builds and difficulty.

Two free pickups

  • The long two-handed black-scar greatsword — launch-day guides place it at the post station in Beiqi Valley (悲泣溪谷), at the gold glint behind the blacksmith. The black-scar line is exactly what you are missing for Ah Hua.
  • The feather bow (羽弓) — launch-day guides list it as the reward for the "Clearing the House" (清理门户) side quest.

The first two skills to buy

Skills are trained at a bell and cost Consciousness Dust (意识尘埃). There are 32 of them, priced from 0 all the way up to 85,000, so the first two purchases shape your opening hours more than anything else you do with currency.

  1. Xuanhu (悬壶), 5,000 — one extra elixir charge. The most direct purchase available: one more heal is one more chance to walk out of a boss fight alive.
  2. Hainabaichuan, Form One (海纳百川·一式), 10,000 — one extra trinket slot. An extra slot is an extra counter, and your build space starts here.

Buy Xuanhu first, then Hainabaichuan: survivability before build width.

What actually matters is that pressing P resets every skill and refunds all of it — both the Dust and the Bodhi Hearts (菩提心) come back in full. So do not agonise over the early tree. Buy something, try it, reset if it does not fit. The cost of a mistake is zero. Each of the tree's three rows is labelled on the far left with the material it needs (Blackstone, Sha-Chi Amber, Large Memory Flower), so a node you cannot take is usually a material problem, not a money problem.

Keep the two healing systems apart, too. Bottles and elixirs are counted separately, and Xuanhu adds elixir charges, not bottle charges.

Pitfalls worth knowing before you hit them

  • A red item you cannot pick up means you are missing the matching Phantom Edge. Every Phantom Edge sits on the critical path, and you can come back for the item whenever you like afterwards — nothing here is missable. Do not stand there retrying.
  • A region you cannot enter is labelled on the map with the key or item it needs. Take the label as an answer and go somewhere else instead of circling the same wall.
  • Hold V (the map button on a controller) to show the direction of a marked objective. Use it whenever the map has a marker but you cannot work out the route.
  • Do not rush to Pangzhen. It is the game's key node and it shapes the ending. Clearing Pangzhen opens the snake-statue collection quest, and finishing that is what opens the final stage. Arriving early costs you a large amount of ending-related story.
  • Turn the exploration prompts off if you want to find things yourself. Settings > Interaction Prompts > OFF. The key markers on the map stay visible either way.
  • The first launch compiles shaders, and it takes a long time. Player reports start at 15–20 minutes and go up from there. It is not a freeze. If it genuinely hangs, see our stutter and frame-rate troubleshooting.
  • Not every upgrade material comes back. Weapon upgrade materials refund in full — one 兵刃逆炼符 talisman after level 10, two after level 20 and skill materials refund at any time, but trinket and bottle upgrade materials do not. Do not scatter your early investment.

FAQ

  • Can I rebind the keys? Yes — Settings > Controls shows the full layout and lets you change it, and the new bindings apply right away.
  • How do I fast travel or get back? Travel from any bell. The bell is also the save point, the shop and the skill-upgrade spot, all in one.