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PROTECTION: Experience x2 (Barrel) (Subsequent Visits)
Phantom Blade Zero

PROTECTION: Experience x2 (Barrel) (Subsequent Visits)

Learn how to steal the powerful Iron Ktna early in Phantom Blade Zero's 'PROTECTION: Experience x2 (Barrel)' chapter. Master enemy placement and item throwing for this crucial gear grab.

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Learn how to steal the powerful Iron Ktna early in Phantom Blade Zero's 'PROTECTION: Experience x2 (Barrel)' chapter. Master enemy placement and item throwing for this crucial gear grab.

Alright, so in this chapter, there are a few new objects you can have your characters 'confine' to, which is basically Phantom Brave's way of saying 'equip' or 'use'. But the real prize here is that Iron Ktna the enemy is holding. You can't buy it from the merchant until he's level 24, so this is your chance to snag one way ahead of schedule!

Here's the game plan: first, move your characters north and have them confine to some of these objects. I had my merchant, who was level 13 at the time, try to steal it. She had a 52% chance, and I actually got it on the first try! Once you've successfully stolen the Ktna, it's time to bring out your heavy hitters. Go all out and defeat the GradeA Fighter, and especially that Omni Blacksmith – they're the main threats.

Now, when it's your merchant's turn again, have them throw the Iron Ktna onto the ground. This is a bit of a puzzle: you need to make sure Marona's turn is coming up *very* soon after your merchant's. If the enemy gets a turn between your merchant throwing the item and Marona's turn, you need to throw the Ktna to a spot where the last enemy can't possibly reach it. Then, on Marona's turn, have her confine your Bottlemail to the thrown Ktna. This is how you secure it.

Finally, just let 3 turns pass for your Bottlemail to finish obtaining the Ktna. After that, you can mop up the remaining enemies, including the final one.

After the Battle:

Once the stage is cleared, you might notice some new enemies popping up. I went back to fight them, and after that particular fight, I'd defeated enough Manticores to unlock the ability to create my own! Just remember, defeating 20 of any monster class lets you create it, so the exact timing of when you can make a new monster depends entirely on how often you replay stages or battle in the random dungeons. It's not something I can list in the walkthrough itself.

Now, let's get ready for the next stage: '7-2 Road of the Lost'. Watch the short scene to kick things off.

STAGE 7-2: Road of the Lost

Enemies (One Time Only)

  • LV 20 Raven Captain (Amazon)
  • LV 15 Plain Amazon x3
  • LV 14 Subtle Amazon x3

Enemies (Subsequent Visits)

  • LV 23 Ichiban Funguy
  • LV 22 Ichiban Funguy
  • LV 20 Serious Scrabbit
  • LV 19 Danger Funguy
  • LV 18 Drunk Lizardman
  • LV 18 Danger Lizardman
  • LV 18 Nature Lizardman

Items/Objects

  • Rock x4
  • Flower x2
  • Anthill
  • Danger Anthill (One Time Only)
  • Happy Skull
  • Happy Rock
  • Happy Bone
  • Bomb
  • Danger Cactus (One Time Only)
  • Ichiban Sliver Axe* (One Time Only)
  • Rank 0 Dagger x3** (One Time Only)

Item/Object Details

  • Title Ranks: 3
  • Levels: 12-14

Protections Available

  • Avoid 10dm (Bone)
  • Speed +10% (Happy Bone)
  • Defense +10% (Happy Skull)
  • Attack +10% (Happy Rock)
  • Warp (Flower)
  • Defense -30% (Danger Cactus) (One Time Only)
  • Defense -10% (Danger Anthill) (One Time Only)

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