Official Phantom Blade Zero footage establishes several named or developer-described encounters, but the Steam retail fights are not publicly playable. This hub is therefore a boss evidence index and preparation guide, not a set of invented weaknesses. It tells you what an official source demonstrates, what kind of problem to expect, and which fields need a reproducible retail clear before a dedicated walkthrough is warranted.
Known encounter Dex
Coordinated encounter
Seven Stars
Type: seven elite swordsmen acting together
Source: Year of the Snake trailer notes
Observed effect: coordinated pressure and overlapping attack lanes
Best preparation: camera control, spacing, short commitments
Verification: official complete, unedited showcase sequence; retail details pending
Multi-phase encounter
String Puppet
Type: named combat showcase
Source: Year of the Snake trailer notes
Observed effect: the official article calls attention to a second phase
Best preparation: preserve resources until the transition is understood
Verification: identity and phase change confirmed; full route unavailable
Showcase encounter
Lion Dance
Type: combat presentation referenced by S-GAME
Source: creative director letter
Observed effect: no complete retail move record published
Best preparation: wait for direct phase and cue evidence
Verification: official name/context, tactics unverified
Showcase encounter
Drunken Sword
Type: combat presentation referenced by S-GAME
Source: creative director letter
Observed effect: no complete retail move record published
Best preparation: treat irregular-looking rhythm as a visual theme, not frame data
Verification: official name/context, tactics unverified
How to use this index now
Use the Dex to identify the combat problem a showcase is meant to communicate. Seven Stars demonstrates that some major encounters cannot be reduced to one target and one parry rhythm. String Puppet establishes that a later phase can invalidate an early pattern. Those are sound preparation ideas even without damage values or exact buttons.
Do not use the cards to choose a “weakness weapon.” S-GAME has not published a boss resistance table, elemental taxonomy, stagger threshold, health value, or loot table for these encounters. Visual effects and costume themes do not establish a damage type.
Prepare for coordinated enemies
Against a group like Seven Stars, position is part of defense. Try to keep active threats within the camera view and prevent the group from surrounding Soul. Use short actions until you understand how one swordsman’s attack overlaps another. A successful deflect against the front enemy is not a complete solution if a second attack arrives from outside the frame.
Give the second main weapon or a Phantom Edge a crowd-management job only after the retail tool demonstrates one. Wide animation alone does not prove safety, interruption strength, or invulnerability. Record whether the action actually stops, separates, or bypasses multiple enemies.
Prepare for phase changes
When an encounter transitions, stop assuming the previous punish length remains valid. Observe the new opening cue, movement speed, reach, and follow-up count. If the game allows it, enter the transition with healing or combat resources available rather than spending everything to accelerate phase one.
Record phases separately. A guide should state which cue belongs to which phase and whether a response works in both. For String Puppet, the official source only establishes that viewers should pay attention to the second phase; it does not supply a safe response list.
Build a retail boss record
Watch an official uninterrupted sequence
The PlayStation Year of the Snake trailer is useful because S-GAME describes the Seven Stars combat as complete and unedited. Watch once for formation and camera pressure, then once for Soul’s transitions between defense and offense. Do not translate the footage into fixed Steam bindings before the PC input menu exists.
Decide when a full guide is ready
A boss earns a separate canonical page when the fight can be located, its major phases reproduced, several important moves answered, and the advice tied to a difficulty and build. A short official clip, a demo recollection without build context, or a single successful clear is not enough.
Until then, use Combat Basics to practice the observation loop and Weapons to assign roles without fictional matchup bonuses. Future boss pages will link from the existing names in this Dex rather than creating duplicate routes for aliases.
Recovery and attempt planning
When the retail game arrives, identify the nearest checkpoint and the cost of another attempt before optimizing damage. Note whether consumed healing or combat resources return after defeat, whether equipment can be changed at the checkpoint, and how long the approach takes. A strategy that depends on a scarce item is less practical than one built around repeatable tools.
Use the first attempt in a new phase to map survival, not to force a clear. Spend one run testing distance, another testing the safest defensive response, and a third measuring the shortest punish. If a checkpoint does not let you replay the phase directly, record phase-one consistency as part of the route. This makes the eventual walkthrough useful to players who must execute the full encounter rather than a clipped final phase.