
JUMP KING QUEST Phantom Tower Guide: All Floors, Enemies, Bosses & Rewards
Complete Phantom Tower guide for JUMP KING QUEST. Floor-by-floor layout, enemy types, boss fights, trap strategies, co-op tips, and how to prepare your Redfin for the 1.0 endgame challenge.
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Phantom Tower Guide
10-floor endgame challenge. Floor-by-floor guide covers enemies, traps, strategies. Nine enemy types with specific counters. Co-op recommended for floors 6-10.
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Jump King Quest Phantom Tower guide
Tower10-floor endgame challenge from the 1.0 Phantom Update. Prepare with maxed stats. Floor-by-floor guide covers enemies, traps, and strategies for all 10 floors.
Jump King Quest Phantom Tower floors
Floors10 floors: Crumbling Gate, Whispering Corridor, Frozen Ascent, The Armory, Kael rematch, Looming Depths, Flame Crucible, Soulrend Queen Vex, Unstable Spire, Tower Warden. Each has unique enemies and traps.
Jump King Quest Phantom Tower enemies
EnemiesNine enemy types from Skeletal Sentries to Gravity Mages. Each has specific counter strategies detailed in the enemy guide.
Jump King Quest Phantom Tower co-op
Co-opOnline co-op works in the Tower. Scout + cover roles. Communication is critical. Co-op recommended for floors 6-10.
Phantom Tower Overview
| Step | Do this | Why it matters |
|---|---|---|
| What it is | The Phantom Tower is the 1.0 endgame challenge added with the Phantom Update on May 25, 2026. It is a multi-floor gauntlet with unique enemies, traps, and bosses. Each floor has a distinct theme — from crumbling crypts to frozen ledges and spectral arenas. | Steam news labels the full launch as the '1.0 Phantom Update.' The difficulty ramps significantly past floor 5. |
| Preparation | Max your Redfin's core stats before attempting. Bring a build you are comfortable with — the Tower punishes experimentation. Practice platforming with combat pressure in earlier areas first. | The Tower combines climbing precision with combat. Neither skill alone is enough past the first three floors. |
| Floor-by-floor approach | Each floor has a checkpoint at its entrance. Use deaths to study enemy patrol routes, trap timings, and safe ledges. Push for speed only after you have mapped the layout. | The Tower rewards patience. Rushing past an enemy or trap you haven't mapped leads to repeated falls on the same section. |
| Co-op approach | Online co-op changes the Tower dynamic. One player scouts ahead while the other covers from behind. Communicate before every jump — desync in tight sections pulls both players down. | Steam lists Online Co-op. Two players can cover each other's blind spots, but uncoordinated jumps double the risk. |
Floor-by-Floor Guide
1 — The Crumbling Gate▼
Enemies
Skeletal Sentries (slow melee, telegraphed swings)
Traps
Collapsing platforms, spike pits
Strategy
Use the wide ledges to learn enemy timing. Skeletons die in 2-3 hits. Do not rush the collapsing platforms — wait for the respawn cycle.
2 — Whispering Corridor▼
Enemies
Wraith Archers (ranged, fire from fixed positions), Phantom Rats (fast, low HP)
Traps
Arrow slits, pressure plate darts
Strategy
Clear archers first from cover. Rats bait you into darts — kill them after you map the pressure plates. Survivor build recommended here.
3 — Frozen Ascent▼
Enemies
Ice Wraiths (slow AoE frost breath), Crystal Crawlers (cling to walls, leap attack)
Traps
Slippery ice ledges, falling icicles
Strategy
Ice Wraiths freeze you if you stand still. Keep moving. Crawlers are easy to dodge on open ledges. Climber build excels here.
4 — The Armory▼
Enemies
Phantom Knights (shielded, block front attacks), Animated Armor (charge attack)
Traps
Swinging pendulums, floor spikes
Strategy
Flank Knights by jumping over them. Armor charges in a straight line — sidestep and punish. Brawler build clears this floor fastest.
5 — Boss: Grimwarden Kael (rematch)▼
Enemies
Kael with faster ground pound recovery, adds spawn at 50% HP
Traps
Arena edges crumble after each shockwave
Strategy
Same as the first fight but faster. Kill adds immediately. Balanced build handles both the boss and adds best.
6 — The Looming Depths▼
Enemies
Shadow Stalkers (invisible until attack, high damage), Leaping Horrors (gap closers)
Traps
Darkness sections (limited vision), false platforms
Strategy
Stalkers appear when you approach hidden runes — trigger them from a safe ledge. Tap-test false platforms with a quick jump. Survivor build for safety.
7 — Flame Crucible▼
Enemies
Lava Elementals (projectile spam in phase 2), Ember Sprites (explode on death)
Traps
Rising lava, fire jets on timers
Strategy
Control the high ground. Elementals are stationary — use them as platforms. Sprites explode — kill them at range. Climber build to control positioning.
8 — Boss: Soulrend Queen Vex▼
Enemies
Vex (3 phases), Crystal Adds (spawn in P2)
Traps
Arena shrinks in P3, outer platforms collapse
Strategy
P1: dodge orbs behind pillars. P2: dodge scythe combo, kill adds. P3: stay on inner platforms, do not chase damage. Survivor build recommended.
9 — The Unstable Spire▼
Enemies
Phase Shifters (teleport behind you), Gravity Mages (reverse your jump direction)
Traps
Rotating platforms, wind gusts that push you off
Strategy
Phase Shifters punish turning around — keep forward pressure. Gravity Mages require quick counter-jumps. Balanced build with high mobility.
10 — Boss: The Tower Warden▼
Enemies
The Warden (4 phases), Spectral Adds (phase 3 onward)
Traps
Arena layout shifts each phase, floor breaks in phase 4
Strategy
Phase 1: projectiles, dodge behind cover. Phase 2: melee combos, bait and punish. Phase 3: adds spawn, kill them fast. Phase 4: all attacks faster, focus on survival. Survivor or Balanced build.
Enemy Types & Counters
| Enemy | Behavior | Counter |
|---|---|---|
| Skeletal Sentry | Patrols a fixed path, swings a slow weapon when you approach | Wait for the swing, then jump past and attack from behind. 2-3 hits to kill. |
| Wraith Archer | Fires arrows from a fixed position, will not chase | Use cover to approach. Rush the Archer's platform — it cannot fight in melee. |
| Phantom Rat | Fast, low HP, charges at you in groups | Kill them individually from ledges before jumping down. Do not fight a group on a narrow platform. |
| Ice Wraith | Slow AoE frost breath that freezes you in place | Keep moving horizontally. Attack during the breath cooldown window. |
| Phantom Knight | Shielded front, blocks frontal attacks, slow turn speed | Jump over the Knight or use a ledge to attack from above. |
| Shadow Stalker | Invisible until it attacks, high single-hit damage | Trigger it from a safe ledge by approaching the rune. Dodge the lunge, then punish the recovery. |
| Lava Elemental | Stationary, fires projectiles in arcs | Use Elemental platforms as climbing steps. Kill Sprites at range before they reach you. |
| Phase Shifter | Teleports behind you when you pass a threshold | Keep forward momentum. Attack immediately after the teleport sound plays. |
| Gravity Mage | Casts a field that reverses jump direction for 5 seconds | Wait out the debuff on a safe platform. Do not jump while reversed. |
How to Prepare
Max your Redfin
Core stats matter more in the Tower than anywhere else. If you have been spreading points thin, respec before entering. Climbing speed and survivability are the priority.
Practice combat + platforming
The Tower combines both. If you have been avoiding fights during climbs, spend time in earlier areas mixing the two. You cannot skip combat in the Tower.
Learn from deaths
Each floor resets at its entrance. Use this. Study the layout, enemy positions, and trap triggers. Do not rush — the Tower rewards patience.
Bring a familiar build
Not the time to experiment. Use the Redfin build you have been running all game. The Tower punishes unfamiliar movement patterns.
Co-op in the Tower
Online co-op changes how the Tower plays. Two players means two hitboxes on tight platforms, two sets of jump timing, and two people who can panic and drag each other down. But it also means someone can scout ahead while the other covers from behind. Co-op is strongly recommended for floors 6 through 10.
Scout + Cover: one player moves ahead, the other watches for enemies and calls out traps.
Call your jumps. A surprise leap in co-op can knock your partner off a ledge.
If one player falls, the other stays put. Do not chase — wait for them to climb back.
Assign roles before entering: who leads, who follows, who handles combat.
On boss floors, assign one player to handle adds while the other focuses the boss.
Official Video Reference

Next Guides
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Beginner Guide
Spoiler-light first-hour guidance for climbing, combat, exploration, solo play, co-op starts, and players coming from Jump King.
Multiplayer & Controller
Steam-listed single-player, online co-op, online PvP, controller support, party setup cautions, and what still needs player-side checks.
Is JUMP KING QUEST Worth It?
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All Bosses & Best Class Guide
Every boss fight broken down with attack patterns and openings. Best starting class picks, Redfin customization tips, and build recommendations.

Frequently Asked Questions
Q: What is the Phantom Tower in JUMP KING QUEST?
The 1.0 endgame challenge, added with the Phantom Update on May 25, 2026. A 10-floor gauntlet of platforming, combat, and bosses. Death resets you to the current floor entrance — not the bottom. Each floor has distinct enemies, traps, and a unique theme.
Q: How do I prepare for the Phantom Tower?
Max your Redfin's core stats. Bring a build you know well — the Tower does not forgive experimentation. Practice platforming under combat pressure in earlier areas. Survivor or Balanced builds are recommended for first clear attempts.
Q: What enemies are in the Phantom Tower?
Nine enemy types including Skeletal Sentries, Wraith Archers, Phantom Knights, Shadow Stalkers, and more. Each has a specific counter strategy — see the enemy guide below for details.
Q: Can I do the Phantom Tower in co-op?
Yes, online co-op is supported. Assign a scout and a cover player. Communication matters more than usual — a mistimed jump in a tight section pulls both players down. Co-op is recommended for floors 6-10.