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Strengthen +10% (Chilly Gold Spear) (Subsequent Visits)
Phantom Blade Zero

Strengthen +10% (Chilly Gold Spear) (Subsequent Visits)

Learn how to strengthen your Chilly Gold Spear by +10% in Phantom Blade Zero. This guide covers subsequent visits and optimal strategies for this challenging encounter.

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Learn how to strengthen your Chilly Gold Spear by +10% in Phantom Blade Zero. This guide covers subsequent visits and optimal strategies for this challenging encounter.

Alright, let's talk about getting that Chilly Gold Spear to its next level, a nice +10% boost! This is for when you're revisiting the area, so you should have a good handle on things. Don't worry, we'll get through this together.

First off, if you're struggling and need a little help, remember you can revive the Witch and Soldier. They're conveniently close to the golem, so one revive spell should bring them both back. Handy!

Now, get ready to position your crew. We're giving directions based on Marona facing the golem. On Marona's right, have your archer lock onto the Ichiban Crystal. On her left, assign Ash to the fine Crystal. After that, Marona needs to slide her way to the far north end of the map. The trick here is to take very short movements. Let that slippery surface and your momentum do the work for you. I managed to get her close to the Danger Sacred Tree in the far northwest corner (that's the one that gives +50% Defense). If she can't quite reach it, just attack the Tree or end Marona's turn there.

Next up is Ash's turn. Send him down the west side, heading towards that Danger Sacred Tree (the +50% Defense one). You need to destroy it, either by attacking it directly or by using a burst/flying Bomb to get it out of bounds. Once that's done, it's your archer's turn. Have them do the same thing on the opposite side, targeting the other Danger Sacred Tree (this one gives +30% Strengthen). At this point, the Golem should make a move, but it shouldn't be able to reach any of your characters.

On Marona's second turn, make sure you destroy the Tree if you haven't already. Then, start making your way towards the warp Tree. It's directly across from where the first Tree was. Destroy that warp Tree and then begin moving towards the golem. Now, start bringing Ash and your Archer closer to the golem. You'll want to confine more members with Marona to help take him down.

STAGE CLEAR!

After the battle, enjoy the cutscene and then head back to Vapor Island. You'll watch another scene there and receive your reward: 10,000 Bordeaux. You'll also get some backstory on Scarlet the Brave. After that, return to Phantom Isle for more story. It seems Putty has vanished again and was spotted heading towards Phantom Isle. Ringmaster Hamm will search Marona's house but finds nothing. Then, you'll hear a crash inside Marona's house, and you'll see Putty shaking... SOOO CUTE!

Check the mailbox to kick off the next episode, Episode 9: Duel Duelists. This episode introduces new titles, rank 4 and rank 5! The battles here are pretty straightforward, mostly slime-class enemies, which are easy to handle. This means you can safely collect titles from objects using your Bottlemail without much worry. Let's head for Desert Island!

STAGE: 9-1 Minus World

Enemies: LV 29 Great! Blob, LV 28 Fine Mimic, LV 27 Fine Shade x2, LV 22 Ichiban Slime x4

Items/Objects: Cactus x7, Weed x4, Rock x2, Anthill x2, PoisonRck, SacredRck, Famous SacredRck

Items/Objects Title Ranks: 4

Items/Objects Levels: 20 -> 25

Protection: Experience x2 & Heal 20% HP (Famous SacredRck)

This is a very easy battle to start the episode. Feel free to use your Bottlemail to grab some new titles. Confine a mage to a nearby Weed, then move Marona northeast towards another Weed and a Cactus. Confine another mage and Ash to those respectively. After that, confine some more fighters to the nearby Anthills. End Marona's turn and start hunting the slimes. The only real threat here is the Shades' magic, but with their low HP, they'll go down in one hit. For the Blob, try to exploit its elemental weakness.

STAGE CLEAR!

Next up is Stage 9-2, A Test of Will.

STAGE: 9-2 A Test of Will

Enemies: LV 29 Great! Blob x2, LV 27 Fine Mimic x2, LV 27 Fine Shade x2, LV 23 Fine Slime x3

Items/Objects: Cactus x7, Weed x3, Rock x2, PoisonRck x2, Anthill, Smarty Rock, SacredRck

Items/Objects Title Ranks: 4-5

Items/Objects Levels: 20 -> 22 (1 at Level 25)

Protection: Experience x2 & Strengthen +10% (Smarty Rock)

This battle is similar to the last one. Grab some rank 5 titles by confining your Bottlemails to the objects. The enemies shouldn't move on their first turn in many story stages, so take advantage of that. Start by moving Marona towards the two Weeds. You'll want to take out the Shades quickly since their magic is the only real threat. So, confine Ash to a Cactus and two mages to the Weeds. On Ash's turn, have him take out the nearest Shade on the bridge. Follow that up with your mages, and you likely won't need to confine any other characters. It's another very easy fight.

STAGE CLEAR!

After returning to Phantom Isle, you might be able to create a Shade if you fought slimes in a random dungeon and accumulated 20 kills. The next stage is the Boss Battle, and it's a back-to-back fight!

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