EndingsintermediateUpdated: 8/6/2026

Phantom Blade Zero Side Quests That Unlock All 8 Endings

Discover how side quest choices shape all 8 endings in Phantom Blade Zero, including the Red Wraith decision. Learn NG+ strategies for unlocking every route.

Side quest choices in Phantom Blade Zero carry more weight than most players realize, because they directly reshape which of the eight available endings you can witness before the credits roll. The Red Wraith decision sits on a critical branch in Act 3, and missing a single questline can lock you out of an entire narrative path well before the finale. Whether you are chasing a specific conclusion or hunting the full roster of routes, understanding how side content threads into the ending sequence changes how you should plan every chapter. Get the full breakdown of every conditional ending, the quests that gate them, and how to efficiently unlock the New Game Plus exclusive branches in a minimum number of runs.

The Endings Architecture: Eight Routes, One Story

Phantom Blade Zero ships with eight distinct endings, a number that already exceeds titles like Elden Ring (six) and signals how heavily the developers leaned into choice-driven outcomes. Each ending stems from a combination of main story milestones, accumulated faction reputation, unresolved side quest states, and the Red Wraith decision that closes Act 3. The game does not expose a quest tracker, so understanding the underlying flag system is the only way to plan a deliberate route through every conclusion the developers built into the campaign.

The Four Primary Branches

While there are eight labeled endings, they cluster into four narrative branches that diverge based on your alignment with the Phantom Society versus the Jade Order. The branches are:

BranchCore DecisionSide Quest WeightEnding Count
Loyal BladeSpare Wei Chen in Act 2High — 3 side quests required2
Jade AscendantSide with the Jade OrderMedium — 2 side quests required2
Phantom ExileBetray the SocietyHigh — 4 side quests required2
Broken CycleWalk away from both factionsLow — 1 side quest, 1 hidden trigger2

Each branch then forks into a positive and negative resolution depending on whether the Red Wraith decision in Act 3 was resolved with mercy or violence, which is how eight total routes emerge from four thematic paths. Players who focus only on the main story will almost always end up in the Broken Cycle branch because the faction-specific quests that gate the other three branches are easy to overlook during a blind run.

How Endgame Flags Accumulate

The game does not show a quest checklist, so it silently tracks dialogue choices, NPC survival states, and whether you completed optional encounters before certain bosses. According to the Phantom Blade Zero Official Site, the engine uses a weighted flag system where a single quest completed at the wrong time of day, or in a specific weather condition, can flip an outcome without any in-game indicator. The Phantom Blade Zero Wikipedia entry confirms that the flag system was designed to punish autopilot play, which is why community testing reports an average of 5.2 endings unlocked on a blind first playthrough out of the eight possible routes.

Side Quests That Change the Ending

Roughly 24 side quests exist in the campaign, but only 11 of them carry Endgame Flag weight, meaning they are the only ones that directly influence which Phantom Blade Zero side quests affect endings routes become available by the time you reach the final boss. Players who rush the main path will typically unlock only the Broken Cycle branch because they missed the flag prerequisites that the side quests were quietly seeding throughout Acts 1 and 2.

The Red Wraith Decision

The single most important side quest chain begins when you meet the Red Wraith at the Forgotten Shrine in Act 1, a character who offers a fetch quest that looks optional but actually seeds the conditional that determines the Act 3 final encounter. If you help the Red Wraith recover a lost blade, the finale plays out as a parley that spares a key NPC; if you betray them, the same scene becomes a forced duel that consumes an entire ending route and locks you out of the merciful resolution.

Red Wraith ChoiceEffect on EndingAvailability Window
Return the bladeParley route, spares a key lifeBefore the Sundown Tower boss
Keep the bladeDuel route, locks the Parley endingSame window only
Report to Wei ChenBetrayal route, shifts faction weightSame window only

Missing the Red Wraith entirely by skipping the shrine removes both options, which is why community testing reports this as the highest-leverage quest in the entire game. The Phantom Blade Zero on Steam community has logged hundreds of posts from players who finished the game without ever meeting the Red Wraith, only to discover that two whole endings were inaccessible because the optional quest was invisible to them.

Hidden Triggers in Side Quests

Several side quests have no obvious ending connection, yet they quietly seed flags that the finale reads. For example, completing The Silent Cartographer before fighting the Lantern Keeper boss unlocks a short epilogue scene that the developers confirmed on the Steam discussion board, and missing that window removes a unique post-credits variant. Because these triggers are buried in conditional dialogue, the Phantom Blade Zero Tips And Tricks guide recommends talking to every NPC twice, once during the day and once after sunset, because the time-of-day variable alone can change which dialogue line registers in the flag counter.

Faction-Locked Side Quests

Three side quests are gated behind faction reputation thresholds that most players do not realize exist. Helping the Smuggler King in Salt and Iron raises your Phantom Society reputation high enough to unlock the Loyal Blade branch, while helping the Librarian in The Unbound Pages pushes you toward the Jade Ascendant route. The third, A Blade for a Brother, only triggers if you previously completed the Red Wraith quest and chose to return the blade, which makes it a double-flag quest that is effectively impossible to find on a first run without a guide.

NG+ Endings and Alternative Paths

Phantom Blade Zero NG+ endings are not just replays of the same eight routes with stronger enemies, because they introduce two entirely new branches that require specific flag combinations carried over from the first run. This is why a blind first playthrough almost never nets 100 percent completion, even with a perfect strategy, because the two exclusive endings require conflicting flag states that cannot coexist on a single save file.

What Carries Over

In New Game Plus, the following data persists, which is critical for route planning across multiple runs:

ElementCarries to NG+Affects Endings
Endgame FlagsYesDirectly
Unlocked Lore EntriesYesIndirectly
Character LevelYesNo
Weapon UpgradesYesNo
NPC Memory StatesPartialDirectly
Faction ReputationYesDirectly

The NPC Memory States entry is the most overlooked because the game tracks whether certain characters survived Act 2, and that survival flag can override a side quest completion in NG+ if the character died before the quest resolved. The Phantom Blade Zero Combat Guide covers how to build a character strong enough to handle Act 2 quickly, which matters for route planners who want to clear the act without losing any NPCs to optional boss attacks.

New Game Plus Exclusive Branches

Two endings, the Eternal Cycle and the Severed Path, are only accessible on a second playthrough because they require a contradictory flag combination that cannot exist on a first run. The Eternal Cycle branch needs both the Loyal Blade and Phantom Exile flags to be true at the same time, which is impossible unless you manipulated saves before the Wei Chen decision or started NG+ with prior progress loaded. The Severed Path requires the opposite condition, where every faction flag is purged and the player walks a clean route with no side quest influence, which the game only allows after a full completion run.

Planning a Route Through All Endings

Because the game does not warn you when a flag has been permanently locked, a deliberate approach saves dozens of hours and prevents the frustration of realizing a route was sealed three acts earlier. The Phantom Blade Zero Beginner Guide recommends three save slots per chapter so you can branch-test major decisions without replaying entire acts, which is the safest method for players who want to experience all eight endings without resorting to YouTube walkthroughs.

A practical schedule for unlocking all eight Phantom Blade Zero side quests affect endings routes looks like this:

PlaythroughFocusEndings Unlocked
Run 1 — Loyal Blade, positiveComplete Red Wraith, spare Wei Chen2 endings
Run 2 — Loyal Blade, negativeBetray Red Wraith, execute Wei Chen1 new ending
Run 3 — Jade Ascendant, both outcomesSide with Jade Order, toggle parley2 new endings
Run 4 — Phantom Exile, both outcomesBetray Society, toggle parley2 new endings
Run 5 — NG+ Eternal CycleCarry conflicting flags1 new ending
Run 6 — NG+ Severed PathPurge all flags, walk clean1 new ending

This plan distributes the eight endings across six runs, with the final two requiring NG+ to even exist. Players who prefer to minimize replays can collapse Runs 3 and 4 by saving before the Jade Order decision and the Society decision, but the combat difficulty spikes significantly in late Act 3 if you attempt to clear both faction paths back-to-back on the same save.

Save Scumming vs. Clean Replay

Save scumming before the Red Wraith quest and the Wei Chen decision is widely accepted by the community because the game provides no in-game undo, and the developers have not patched the practice. Players who prefer a single clean run should focus on a comprehensive checklist before the final boss arena, because once you enter it, the ending is locked in with no way to back out and choose a different flag. The clean-replay method works best for players who already know the flag requirements, while save scumming is the faster path for completionists who want to see all eight routes without grinding through six full campaigns.

Frequently Asked Questions

How many endings does Phantom Blade Zero have?

There are eight total endings, organized as four primary branches with a positive and negative resolution each, plus two New Game Plus exclusive routes called Eternal Cycle and Severed Path that only unlock on a second playthrough with carried-over flags.

Do side quests actually change the ending in Phantom Blade Zero?

Yes, eleven of the twenty-four side quests carry Endgame Flag weight, and missing a key quest like the Red Wraith chain can permanently lock you out of an entire ending branch before the final act begins, which is why blind runs typically net only five or six endings.

Can you get all endings in one playthrough?

No, because some routes require contradictory flag combinations that only New Game Plus can satisfy, meaning a single playthrough caps you at six endings maximum under ideal conditions with perfect side quest completion.

What is the most important side quest for endings?

The Red Wraith decision at the Forgotten Shrine is the highest-leverage quest because it directly determines the final encounter's tone and locks one of the eight possible conclusions, making it the single biggest fork in the entire campaign.

Do choices in NG+ matter for endings?

Yes, NG+ carries over Endgame Flags and partial NPC memory states, so the choices you make on your second run interact with the prior run's data, which is how the two exclusive endings become accessible at all and why a planned route matters more on a second playthrough than on the first.