Phantom Blade Zero difficulty modes: what each one changes and which to pick
Wayfarer, Pathbreaker, Hellwalker and 66 Days compared, plus how to switch difficulty mid-game and what the permadeath mode keeps from your first run.

Quick answer
The four modes are Wayfarer, Pathbreaker, Hellwalker and 66 Days. Start on Pathbreaker, which is already selected on the new-save screen. Wayfarer, Pathbreaker and Hellwalker can be swapped from the Game tab in Settings whenever you are out of combat. 66 Days unlocks after your first clear, plays as Hellwalker with a cap of 66 deaths and can only be chosen on a new game. No trophy depends on the mode you play.
Just one mode is locked, and the other three are open from your first save with free movement between them. The first pick matters less than it looks, because dying costs nothing, bosses save their progress between phases and defeated enemies stay down.
All four difficulty modes
| Mode | What changes | Available |
|---|---|---|
| Wayfarer | Enemies attack less, hit softer and lose their guard sooner. Stance breaks come quicker, so executions turn up more | From the start |
| Pathbreaker | The balanced setting. Enemies that keep up the pressure without swamping you, middling damage, guards that only give way to sustained hits | From the start, selected by default |
| Hellwalker | Blocking drains Sha-Chi faster, ordinary enemies keep full health and combos leave smaller gaps. Bosses get tougher moves and adapt to how you fight | From the start |
| 66 Days | Hellwalker with a budget of 66 deaths from first fight to last. Spend them all and it is over | After one clear, on a new game only |
Wayfarer
The easy setting, with nothing removed from the combat. Blue and red flashes still call for a parry or a dodge and Sha-Chi still drains when you block, but you get more room to mistime them.
Take it for the story, or for the first hours while the flash system sinks in. No story content sits behind a higher mode.
Pathbreaker
Pathbreaker is the setting the game is balanced around. Enemies keep a steady pace and guards take sustained hits to break. Combos leave visible gaps between strings, and your attacks go into those gaps.
Parry and dodge windows are generous, closer to a character-action game than a Souls-style one. A tricky boss tends to take two or three tries. If a few action games are behind you, start here.
Hellwalker
Hellwalker is open from the first save. Blocking costs more Sha-Chi and the combo gaps you used on Pathbreaker shrink, so you have to make your own openings with parries and dodges. Each hit does the same damage as on Pathbreaker. A guard only breaks in good time if you parry cleanly. Groups do the most damage. A surrounded Soul loses health faster than you expect, so bring crowd control, either a weapon or a Phantom Edge.

Bosses gain skills and moves that the lower modes never show, and their AI reacts to what you do. They read habits the way a fighting game opponent does, picking the next move from how the last attack went. Answer the same attack the same way twice and the boss starts countering it.
The deflect window is eight frames, the same as Pathbreaker, so the timing you learned there still works.
66 Days
66 Days is Hellwalker with a death limit. Enemy numbers are the same, but the deflect window tightens to six frames and bosses pick up a few extra behaviours. Your budget is 66 deaths from the first fight to the last, one for each day Soul has left. Spend them all and the save for that run is wiped.
It stays locked until you have finished the game once on another mode. After that you pick it when you start a new save. There is no switching into it or out of it mid-run. The mode keeps its own save file, which records automatically and cannot be reloaded to undo a mistake. Your normal save is left alone.
Weapons, upgrades and builds from your first run carry over. Quest items do not. Early bosses meet late-game gear and go down far faster than before, and the 66 deaths get spent on clean play across a campaign of 25 to 30 hours. Do it as a second run, since neither the trophies nor the Platinum need it.
How to change difficulty
- Get out of combat. The game refuses the change mid-fight.
- Open Settings from the pause menu. The title screen settings have no difficulty row.
- Find Select Difficulty under the Game tab. Choose Wayfarer, Pathbreaker or Hellwalker and confirm. It applies at once.
Dropping a mode for one boss and going back up afterwards costs nothing. 66 Days is the exception, since it can only be chosen on a new game.
Trophies and difficulty
Every trophy can be earned on Wayfarer, Pathbreaker or Hellwalker, including a run on Wayfarer from start to finish. Switching modes leaves your weapons, upgrades and quest progress alone. Side quests decide which ending you get, and the Perfect ending checklist has nothing to do with difficulty.
Which difficulty to pick
Pathbreaker for a first run. Wayfarer if the story is the draw or action games are new to you. Hellwalker if you got through Sekiro or Nioh and want bosses that push back. 66 Days after the credits, once the bosses are familiar.
Starting a step too high is a cheap mistake. You can lower the mode from Settings whenever you are out of combat, and the fight you lost keeps its phase progress.

Difficulty tips
- Change the loadout first. Swap a weapon or accessory before you touch the mode. Weapon upgrades refund in full up to level 10, so a different build costs nothing to try.
- Drop a mode for one boss. Win the fight, then go back up. The game does not mind.
- Drill the flashes on the Gold-Masked One. The first Long Pillar fight gives you the parry and dodge rules and nothing else to lean on, which suits a warm-up before Hellwalker.
- Keep 66 Days for a second run. Early bosses fold to late-game weapons, and that is what makes 66 deaths enough.
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Guide by
George
George grew up on Dark Souls and Call of Duty, and he still has strong opinions about both. He also plays Arma, where he walks a very long way to get shot by someone he never saw. He says it’s part of the experience.
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