
Regions & map
The Wulin is split into nine handcrafted, interconnected regions, not an open world. Each has an ink-wash map that gives a direction rather than a marker trail, bells for resting and fast travel, and a tracker of what it still hides.


Weeping Creek Valley
The first region of the story, a dark valley of cliffs, bridges and a great waterfall. Its ink map names the spots where Peng Meng, the Axemaster, is held and falls, a Sha-Chi tower you climb floor by floor, a camp of archers and a field of Flesh Lilies.
Spots that need a Phantom Edge are marked on the map automatically, and a marker turns green once you own the matching one: here, a Ranged-type Phantom Edge and the Hunter's Chain Sickle.
The Feather Bow, from the Old Archer at the outpost, covers the first; The Hunt drops the sickle at the Great Waterfall.
One of the sickle's passages sits between the Creek Valley Plains Entrance bell and the Sha-Chi tower, and a door near the tower is marked Does not open from this side.
A red key marks a door that stays shut until you find the Cell Key; behind it is a Blackstone Shard. Later the map also tracks a Rusted Loong Key as a usable item, just east of the Sha-Chi tower.
On the east side stands the Lóng Pillar, whose trial starts the quest Bloodline Awakening. Peng Meng drops the Dread Axe, which breaks the iron chains across some paths, starting with a Chain Barrier on Against the Flow.
Its collection tracker counts 23 bells, 7 weapons and Phantom Edges, 11 accessories and Medicines, one challenge, four Sha-Chi Amber Fragments, four Blackstone Fragments and a single Memory Flower remnant.
- 23
- Bells
- 7
- Weapons & Phantom Edges
- 11
- Accessories & Potions
- 1
- Challenge Locations
- 4
- Sha-Chi Amber Fragments
- 4
- Blackstone Shards
- 1
- Memory Flowers
Crimson Forest
The second region of the story, a forest of red leaves that the chapter Snake's Reflection opens. Hua Qianxiao, the Sword Fanatic, waits at its start on a bridge deck by the Pangzhen Bridge Overlook bell.
The book page Reflections: Crimson Forest, near the Abandoned Main Road bell, explains the colour. The forest was green until the Pillars of Kunlun led the Mandate into an ambush on the Maskwalkers here, two years before the story; the Sha-Chi of that battle soaked into the roots and leaves. Bandits altered with the relics left behind still roam it. At the way in, the Illusion of Inanis waits by a Crane Bell and starts Illusion of Inanis: "Search for the illusion of Inanis".
A quest banner asks you to collect all the treasures in the Crimson Forest for the merchant Quick Hand Zhang.
Launch-day boss footage places the next three fights: Jing Ye by the Outlaw Trap bell, Stone Hand Iron Fever by the Mirrorwood Entrance bell, then Bai Chilian by the Threadbound Great Tree, where the region ends and Soul wakes in the Village of Lu. Launch-day guides call that last fight a point of no return: the Mandate outpost and the Thieves' Camp turn hostile after it.
Some of the forest waits for gear from later regions. The map marks a spot in the north-east, near the Cliffside Lodge bell, with Phantom Edge not yet obtained: Tiger Cannon. Near the Thieves' Camp, a mine tunnel swept by crossbow bolts only opens once Zhuo Bi's Bastion can block them; the Brass Chest Guard waits at its end.
Its tracker counts 19 bells, three of them at a Sha-Chi Tower you reach only after Mirage Estate, 6 weapons and Phantom Edges, 14 accessories and Medicines, two challenges, six Sha-Chi Amber Fragments, six Blackstone Fragments and 18 Memory Flower remnants.
- 19
- Bells
- 6
- Weapons & Phantom Edges
- 14
- Accessories & Potions
- 2
- Challenge Locations
- 6
- Sha-Chi Amber Fragments
- 6
- Blackstone Shards
- 18
- Memory Flowers
Village of Lu
The third region: Soul wakes there after the fight with Bai Chilian, the White Serpent & Crimson Viper blades in hand.
Zhuo Bi, the Gatekeeper, waits near the Old Man Gen's Hideout bell, and Yuzan by the Puppet Testing Grounds bell. A launch-day run fought the region in this order: Zhuo Bi, Master Bi Yuan of the Tianxuan Sect, Master Bi Hai of Kuye Temple, Acolyte Yanru, Dusk, the Puppeteer, Yuzan, No. 3 Musician Puppet, then Mu Xiaokui, Young Mistress of the Order, by the Lakeside bell at the end. Acolyte Yanru and Dusk are optional.
The book Reflections: Village of Lu places it between the mountains and the water, close to Pangzhen; smugglers once dug a tunnel between the two, and the quest Heartless Remnants ends by going through it. North of Meigu Lake, the Lu Clan Shrine stands on the Mountain of Imprisonment.
Examine Mu Xiaokui's five ribbons around the village, the quest Young Mistress, before you face her: only then do Iron Fiend and the Jade Dancer join once her first two phases are down, and only that fight drops the Fiend Saws. The Wild Oriole Sword lies on the dock right after her, and the lift breaks behind you, so it is easy to miss.
Jewel, Forge's triplet sister, polishes accessories here. She sends Soul to Myst, the third sister, who hides in a secret tavern in Pangzhen and is the only one besides Inanis who can restore the Chord's broken pipa.
The map flags two Phantom Edge spots. A red marker, Phantom Edge not yet obtained: Bashpole, sits in the middle of the misty area between Old Man Gen's Hideout and the Well of the Three Puppets. A green one, Usable Phantom Edge: Dread Axe, marks an iron chain in the north of the village that the axe breaks.
Map & locations
Pangzhen
A town where martial artists from across the Wulin have gathered. Its map in the State of Play is a dense settlement dotted with bells, and the soundtrack uses a restless seven-beat metre here to keep you uneasy.
Rival factions have turned the town into a trap, and the State of Play's tour of the lands around it passes a bandit valley, a warehouse of hanging puppets, a steam-powered iron tower and a vast lake crossed by boat.
Launch-day guides, not yet checked in our footage, make it the fourth region. They open it with Flame, the Mask-Bound Lion Dance Grandmaster, then Blaze, Shadow Warden Captain, near the South Gate Bridge bell, Cavalrybane, Wu Xuan, the Fallen General, Gu Wanyue at the Pond of Fading Song, and Soulclaimer in the courtyard below Dockside Warehouse, on the way to Meigu Lake. Soul Tempering, the one-time upgrade that can transform a weapon, opens here with Myst, they say.
Map & locations
Mandate Encampment
The only region whose collection tracker has been shown in full. It lists how much each map hides: bells, weapons, accessories and potions, a challenge location, and the three skill-tree currencies.
Wan Jun, the Coppermaul, the Red Wraith and the Chief Disciple of the Seven-Stars Formation, fought in what the 2025 demos called Justice Camp, are here in the released game. Launch-day guides, not yet checked in our footage, add Corpse-Eating Xue, Wu Lengshuang, the Soft Sword, by The Confinement bell, and Yubi, No. 21 Swordfighter Puppet, at the end of the region.
- 18
- Bells
- 3
- Weapons & Phantom Edges
- 7
- Accessories & Potions
- 1
- Challenge Locations
- 4
- Sha-Chi Amber Fragments
- 4
- Blackstone Shards
- 20
- Memory Flowers
Meigu Lake
The sixth region, a lake crossed by boat from dock to dock. Launch-day guides, not yet checked in our footage, list mostly optional fights here: Heartpiercer, Elite Shadow Warden, at White Serpent House, then You Loong, Yan Qiansui the Zither Maiden and the One-Eyed Archer, the three behind the trophy Master of the Misty Waters.
The same guides put Zhu Yuan, the Searing Blade, in the Pangzhen Sha-Chi Tower reached from the lake, and say he is needed for the true ending.
Map & locations
Mountain of Imprisonment
A mountain region shown on the world scroll between the other maps. Like every region it is drawn as a stylised ink painting that gives a rough direction rather than a marker-by-marker route.
Launch-day guides, not yet checked in our footage, make it the seventh region. They place Bi Feng, Giant Saber Commander, at the Cavern Passage bell, Jade-Face at The Lady's Shrine, Huangxing, the Kunlun Renegade, at the end of the region, and the Blizzard Blademaster at Whiteshadow's Fall, past the Phantom Illusionist Ruins. Bi Feng is one of the two optional fights the true ending needs.
Map & locationsMirage Estate
The northern part of Pangzhen: launch-day guides count it with the town on the map but apart in the Archive. They place Yuding, No. 12 Crescent Blade Puppet, at the Training Grounds, Qiu Feng, the Crimson Boneblade, and Mo Yuan, Leader of the Bastion of Mo, at the last Lóng Pillar, and end the region with Lei Dang, the Order's Envoy, at the Perfect Vessel Pond bell.
Entering Mirage Estate is also the first limit for the true ending, those guides say: The Four Serpent Houses has to be done before you go in. We have not checked any of this in footage yet.
Map & locationsMount Soulrend
The last region, where the story ends. Launch-day guides, which we have not checked in footage yet, place The Crusher and the Saw at The Giant's Lair, then Leng Tu, Herald of the Veil, then Meng Hua, the Merciful Lady of the Blossom Veil, at Soulrend Cliff: the final boss of the normal ending.
The bell The Last Chance gives a final warning before her. On the true ending, one more fight follows at The Fallen Dream.
Map & locations
Justice Camp
The Allied Justice camp played in the 2025 demos: a single chapter slice that runs from the camp gate to the Seven Stars' training ground, with Coppermaul, the Red Wraith and the Chief Disciple along the way.
In the released game those fights take place in Mandate Encampment.
Map & locations
How the world fits together
Phantom Blade Zero is not open world. The Wulin is nine handcrafted regions joined to one another and drawn on a single ink scroll: from the world map you switch between them.
In story order: Weeping Creek Valley, Crimson Forest, Village of Lu, Pangzhen, Mandate Encampment, Meigu Lake, Mountain of Imprisonment, Mirage Estate (the north of Pangzhen) and Mount Soulrend, where the story ends.
Past Weeping Creek Valley, the bosses and bells listed on each region come from launch-day guides.
Coppermaul and the Chief Disciple, fought in what the 2025 demos called Justice Camp, are in Mandate Encampment in the released game.
Each region has its own ink-wash map, painted with brush on Xuan paper by artists from the Central Academy of Fine Arts.
The maps give a direction, not a route. There is no marker trail and no icon clutter, and ringing a bell reveals the part of the map around it.
Bells and fast travel
Bells are the checkpoints. Resting at one refills your potions and your Phantom Edge charges, and you can travel between any bells you have found, across regions: see fast travel.
A red thread appears near a bell you have not rung yet. On 66 Days the game saves only when you touch a bell.
Locked paths and backtracking
The regions loop back on themselves. About ten kinds of keys and locks gate them.
Some are opened by Phantom Edges: the Bashpole breaks weakened floors and walls, and one door in the State of Play opens only to an axe. Coming back with a new edge opens routes that were shut the first time.
What each region tracks
Every region has a collection tracker and a map completion percentage. Mandate Encampment's tracker is the one shown in full; its counts are on its card above.
Each tracker counts bells, weapons and Phantom Edges, accessories and potions, challenge locations, and the three skill tree currencies: Sha-Chi Amber Fragments, Blackstone Shards and Memory Flowers.
By Edwin Galibert · Last checked Oct 29, 2026 · How we source · Report an error