Phantom Blade Zero  ›  Locations  ›  Three Towers
Phantom Blade Zero / Mandate Encampment

Three Towers.

Part of Mandate Encampment with towers, two bells, and an optional battle against the Chief Disciple of the Seven-Stars Formation.

Updated

Phantom Blade Zero wiki artwork
Phantom Blade Zero wiki artwork
Key points

Three Towers at a Glance

  • Bell point: begin on the scaffolding route at the Dovecote and fall from its far end to land at the Three Towers Bell.
  • Optional boss: facing the Chief Disciple of the Seven-Stars Formation is not required, and it awards the Swordsman's Summon Phantom Edge.
  • Red matters: wanting the extra loot she brings to the boss fight means sparing Red, the Mysterious Swordswoman, while you climb.
  • Tower Rear Exit: this second bell, next to the boss arena, opens onto a riverside route where Moji's House Key lies.
  • Collectibles: the arena provides two Memory Flowers, a Twin Fish Pendant and the Phantom Edge, and it is possible to miss two of these.

Overview

You reach Three Towers after passing Main Encampment Gate and the Dovecote. This named section belongs to Mandate Encampment, region number five in Phantom Blade Zero, and contains a bell plus the duel against the Chief Disciple of the Seven-Stars Formation.

You reach Three Towers after passing Main Encampment Gate and the Dovecote. This named section belongs to Mandate Encampment, region number five in Phantom Blade Zero, and contains a bell plus the duel against the Chief Disciple of the Seven-Stars Formation.

Closer look

Chief Disciple of the Seven-Stars Formation

The enemy stands in the arena of the Towers with 6,500 HP at base, and it withstands 30 per cent of electrical harm, whether direct hits or the status they build up. Victory yields the Swordsman's Summon, a Phantom Edge that brings fighters of the Mandate to your side.

When Red was left alone earlier, she enters the battle as an enemy midway through the second phase. If you kill both, you get two Memory Flowers rather than one, and a Twin Fish Pendant as well. Should you have killed Red before, she is absent and you miss those additional drops.

More Memory Flowers

A further Memory Flower can be had by the Three Towers Bell. Go down to the left, vault the fence, take the ramp on your right, and continue along the path to a friendly NPC. When the enemies around him are beaten, he turns on you after a short delay, and the flower comes off his body. It occasionally fails to appear, in which case load the latest autosave. Striking him down prior to the hostile turn seems to help.

Routes and movement

Getting to the Towers

Begin at the Dovecote Bell, climb inside the structure until a ladder appears, and step out onto the scaffolding. Red, the Mysterious Swordswoman, waits at the top. Leave her alive and swing over the chain beside her, since two later drops hinge on her surviving. Past the chain, the Bashpole smashes a floor panel, letting you drop to the shortcut leading back to the Dovecote Bell; further on, a wooden staircase ends at a Memory Flower on the path.

Head back up to the scaffolding top and follow it until it ends. Jumping from the tower lands you right before the Three Towers Bell.

Tower Rear Exit

The arena has the Tower Rear Exit Bell next to it. Trace the river to where it ends and Moji's House Key is there; it additionally satisfies objective three in the Xue, Admirer of Heroes tale. You can open a door nearby as well, but entering it is not needed at this point.

Quick answers

Frequently Asked Questions

Is fighting the Chief Disciple compulsory?

No. Though optional, the fight pays out the Swordsman's Summon Phantom Edge.

What if Red is killed prior to reaching the Towers?

She stays out of the boss battle, so her bonus Memory Flower and the Twin Fish Pendant do not drop.