Gaming Guide

Shadow Puppet Play Walkthrough in Phantom Blade Zero: All 8 Lanterns and Acts

How to start the shadow puppet play past the Opera House, where each of its eight lanterns hangs, what every act shows, and where the Jade Mask is.

How to start the shadow puppet play past the Opera House, where each of its eight lanterns hangs, what every act shows, and where the Jade Mask is.

Meng Hua, the Lady on the stage screen in the last act of the shadow puppet play, Phantom Blade Zero

Quick answer: Get the Opera Ticket, use it to unlock the masked red entrance beside the Opera House, and continue down the masked passage to its red double doors. Press E there, then activate the eight lanterns in sequence.


How to enter the shadow puppet play in the Mirage Estate

Go to the Training Grounds bell and head past the training yard to a red-carpeted stair. At the top, a lit altar table sits inside a nest of red ropes. Take the Opera Ticket from it.
The E prompt at the lit altar table in the nest of red ropes, Opera Ticket, Phantom Blade Zero
From the Opera House bell, make your way across the pond lit by lanterns to the red double doors bearing a horned red-and-green mask, roughly 43 m away. With the ticket in your possession, press E; the chained mask swings and the doors open.
The horned mask tilts on its chains as the masked red door opens, Phantom Blade Zero
Walk through the study past the yard, moving away from the Opera House. A chest in the study holds the Gold-and-silver Sachet, so open it on the way.
Travel down the long passage, where demon masks and puppet arms line both walls and a red carpet runs along the middle. In a straight line, the corridor’s end is about 140 m from the Opera House bell.
The long corridor hung with demon masks and puppet arms past the masked red door, Mirage Estate, Phantom Blade Zero
At the corridor’s end, use E on the red double door. Masks hang over it, and a lit lantern stands beside it; the screen then turns black.
The red double door with masks and a lantern at the end of the masked corridor, with its E prompt, Phantom Blade Zero

Your arrival begins as you awaken on a shadowy stone causeway, facing a three-roofed gate; a distant lantern shines through the mist.

The dark stone causeway and three-roof gate at the start of the shadow puppet play, Phantom Blade Zero

How the lanterns and fog walls work

The play is a chain of foggy stages, and each one is gated by a lantern. The rules are the same on every stage.

  • Each lantern hangs on a long chain and shows an E prompt when you get close.
  • Press E to watch an act unfold on the illuminated stage screen, where the storyteller and characters speak.
  • When the act ends, you stand where you were and the fog wall ahead is open.
  • The lantern is positioned roughly 7 to 12 m ahead of the point where the fog barrier halts you in that stage.
  • A finished lantern keeps its E prompt but goes unlit.
  • There is no bell inside the play, and no enemies appeared in it.

All 8 lantern locations in the shadow puppet play

LanternStageDistanceTravel
1Flooded hall past the three-roof gateAbout 73 m from where you wakeOn foot
2Rubble field of fallen temple roofsAbout 61 m from lantern 1On foot
3Bamboo grove and rock gardenAbout 91 m from lantern 2On foot
4Cave of gnarled tree rootsAbout 109 m from lantern 3On foot
5Ash field with chains and anchorsAbout 135 m from lantern 4On foot
6Open dark waterAbout 140 m of rowingBoat
7Past the reclining statue’s feetAbout 160 m of rowingBoat
8Red rock islet past a jettyAbout 130 m rowing, 38 m walkingBoat, then on foot

Lanterns 3 and 4 show their E prompt as soon as you arrive on the stage. Lantern 8 is red rather than orange, which makes it easy to tell apart from the rest.


Acts 1 to 5: The stages on foot

Act 1

Walk through the three-roof gate into a flooded hall thick with fog and strung with red ropes between the pillars. The lantern hangs over the water in the middle.

The first hanging lantern over the water in the flooded hall of the shadow puppet play, Phantom Blade Zero

The Storyteller opens on a violent Wulin where the Silk Sect makes medicines. The Viper of Seven Venoms studies with his junior, Leng Tu, and brews two poisons. Silence Poison kills, and Still Poison only fakes death. “Silence Poison brings certain death to any who partake,” the Storyteller says, just before disaster arrives.

Act 1 of the shadow puppet play on the lit stage screen, Storyteller line, Phantom Blade Zero

Act 2

Beyond the opened fog, enter a field of rubble scattered with fallen temple roofs, red ropes and drifting embers.

The second hanging lantern with its E prompt in the rubble field, shadow puppet play, Phantom Blade Zero

The Twisted Master attacks the Silk Sect to avenge an old grudge against its leader, Master Si Wuya. When the disciples prepare to fight to the death, Leng Tu intervenes: “Everyone, please! Don’t be hasty. I have a plan.” He proposes that Si Wuya pretend to die. Si Wuya accepts and dispatches the Viper to fetch the medicine.

Act 2 of the shadow puppet play, the Twisted Master on the stage screen, Phantom Blade Zero

Act 3

Next comes a bamboo grove and a rock garden shrouded in mist, marked by a large circular stone carving.

The third hanging lantern with its E prompt in the bamboo rock garden, shadow puppet play, Phantom Blade Zero

Si Wuya takes the Still Poison as the Viper questions the plan. The Twisted Master discovers Si Wuya lying motionless and celebrates: “His soul is gone, his hatred buried at last!”

Act 3 of the shadow puppet play on the stage screen, Phantom Blade Zero

Act 4

The route continues into a shadowy cavern filled with enormous tree roots, yellow banners and stone lanterns above the water.

The fourth hanging lantern with its E prompt in the tree root cave, shadow puppet play, Phantom Blade Zero

The medicine has been switched, leaving Si Wuya unable to wake. Leng Tu blames the Viper for replacing it with Silence Poison to take control of the sect. The Viper replies briefly: “I’m innocent!”

Act 4 of the shadow puppet play, the Viper of Seven Venom on the stage screen, Phantom Blade Zero

Act 5

At the root cave’s exit, chains drape across a massive iron lattice that cuts off the forward route. Take the way around its side, then enter an ash-covered expanse marked by enormous chains, anchors, and red smoke.

The fifth hanging lantern with its E prompt in the chain field, shadow puppet play, Phantom Blade Zero

In this act, the Viper is sentenced over Si Wuya’s death and confined in a phantom realm for nine hundred days, nearly at the point of breaking. The Lady of the Veil appears with an escape route: “Only I can lead you out of it.”

Act 5 of the shadow puppet play, the Lady of the Veil at the prison gate, Phantom Blade Zero

Acts 6 and 7: Rowing the boat

Past the ash field, the path ends at a wooden jetty over dark water, with burning debris and glowing chains around it. Press E on the moored boat to board it. The on-screen controls are A and D for Direction, S for Back and W for Forward.

The moored boat at the end of the wooden jetty with its E prompt, shadow puppet play, Phantom Blade Zero

Act 6

Row roughly 140 m onward. Over the open water, lantern 6 is suspended alongside the boat’s course; press E aboard when its prompt appears.

The sixth lantern hanging beside the boat with its E prompt, shadow puppet play, Phantom Blade Zero

Three years have gone by, and the Silk Sect is on the verge of collapse. Leng Tu comes to the Viper in prison and confesses that he engineered the entire affair as a trap. “In the chaos, I was the one who took his life.” He says he has come to take the Viper’s life, while the Lady of the Veil asks the Viper to recite the Purification Mantra alongside her. At the act’s conclusion, you find yourself back aboard the boat.

Act 6 of the shadow puppet play, Leng Tu at the prison, Phantom Blade Zero

Act 7

Continue rowing for about 160 m across red water dotted with floating sky lanterns, until you reach a huge reclining statue partly submerged, its stone head and robe above the water. The boat triggers no prompt at its first meeting with the statue. Instead, row around its feet. Just beyond them on the north side, a lantern hangs from a long rope over open water.

The boat beside the giant reclining statue in the red water, shadow puppet play, Phantom Blade Zero

A focus circle appears from about 20 m away, but the E prompt only shows when the boat is almost directly under the lantern, within about 3 m. Hitting the statue or rocks slows the boat to a crawl, so stay in open water.

The boat under the seventh lantern with its E prompt past the statue's feet, shadow puppet play, Phantom Blade Zero

Act 7 is short. The Lady of the Veil says that, after almost three years, the Viper has settled his greatest grudge and should pass on her teachings. “Take on a new name and a new identity.”

Act 7 of the shadow puppet play, the Lady of the Veil on the stage screen, Phantom Blade Zero

Act 8 and the Jade Mask

From lantern 7, row about 130 m over open water to a wooden jetty with an E prompt and a floating sky lantern beside it. Press E to step off the boat.

The wooden jetty with its E prompt to step off the boat, shadow puppet play, Phantom Blade Zero

Walk the jetty about 38 m onto rocky red ground, where a red lantern hangs on a rock islet with a gold flame burning on the ground a few metres away.

The red Act 8 lantern and the gold flame of the Jade Mask on the rock islet, Phantom Blade Zero

The gold flame is the Jade Mask. Use E on it before activating the red lantern, since that lantern completes Act 8. The item’s card says “Weapon Soul Tempering Materials” and “Used to Soul Temper Seamless Death.”

Jade Mask item card, Weapon Soul Tempering Materials, Phantom Blade Zero

Afterward, activate the red lantern with E.

The red Act 8 lantern with its E prompt on the rock islet, shadow puppet play, Phantom Blade Zero

The Storyteller recounts that a flash of violet light transforms the Viper into Leng Tu, who takes on the borrowed identity. In this role, he joins the Thread-Binding Sect, aiming to throw the Wulin into turmoil and observe the result. Meng Hua, the Lady, ends the act: “Only the Herald remains from this day.”

Act 8 of the shadow puppet play, Leng Tu on the stage screen, Phantom Blade Zero

Where the shadow puppet play leaves you

Once Act 8 is over, the screen fades to black and you reappear at the Mirage Estate, in a red cave filled with broken puppet bodies, red ropes and lantern strings dangling from above.

The red cave full of broken puppet bodies in the Mirage Estate after the shadow puppet play, Phantom Blade Zero

From there, the exit leads to the Mourning Hall bell, about 110 m away on foot; it’s the nearest bell for resting.

The Mourning Hall bell post with its E prompt after the shadow puppet play, Mirage Estate, Phantom Blade Zero