Collectibles and permanent upgrades
Facts checked 2026-10-28
Amber Shards raise your maximum sha-chi, Blackstone Shards permanently raise attack and defence, and Memory Flowers carry story fragments. Fast travel bells and challenge locations fill out the rest.
Phantom Blade Zero hides six kinds of collectible, and they are not equivalent. Two permanently raise your character, one carries the story, two unlock convenience, and one is just the arsenal.
Spend your detour time in that order. A Memory Flower is worth reading; an Amber Shard is worth fighting for.
The six types
| Collectible | What it does | Priority |
|---|---|---|
| Sha-Chi Amber Shards | Permanently raise maximum sha-chi | Highest |
| Blackstone Shards | Permanently raise attack and defence | Highest |
| Memory Flowers | Story fragments; ten needed for a trophy | High |
| Fast travel bells | Unlock fast travel in a region | High, early |
| Challenge locations | Optional fights with rewards | Medium |
| Weapons and accessories | Arsenal and build pieces | Medium |
The Amber and Blackstone shards are the two that change every fight afterwards. In the demo build, four Amber Chip fragments raised the sha-chi gauge by 30%, which is a larger swing than most weapon upgrades.
Amber Shards and Blackstone Shards
Amber Shards raise the ceiling on the resource that pays for blocking and heavy attacks. More maximum sha-chi means more mistakes absorbed and more heavies inside a break window. If you find one, take the detour.
Blackstone Shards are the flatter upgrade: permanent attack and defence. They are less exciting and more reliable, especially before a boss you are under-geared for.
Both are usually off the main path, in the kind of place the game expects you to notice: a side corridor, a ledge, a mechanism you saw earlier and could not open.

Memory Flowers
Memory Flowers are the story collectible. The trophy Listen to Every Flower asks for ten, and the Memory Flowers page covers how they work and how to search for them without turning the game into a checklist.
Fast travel bells
Every region has one. Ring it and the region's travel point activates, which turns a five-minute walk into a menu selection. Do this before you explore, not after.
Challenge locations
Optional fights, usually against a named or elite enemy, with a reward worth the risk. They are the best source of upgrade materials outside the main path, and two of the trophy bosses live in or near them.
What not to chase
Do not farm ordinary enemies for Remnant Dust. The drop rate is fine for normal play, and the pre-order Treasure Basin adds 10% if you have it. The bottleneck is materials, not currency, and materials come from challenges, bosses and region clears.
FAQ
Are collectibles marked on the map?
Fast travel bells and challenge locations appear once discovered. Shards and flowers do not get map markers, which is why region clearing beats targeted hunting.
Do Amber Shards respawn?
No. Each shard is a one-time pickup, and the permanent increase is the point.
Can I miss collectibles?
Regions stay accessible, so most collectibles can be picked up later. Quest-linked items are the exception, which is why Tales should be finished before you leave a region.
How many collectibles are there in total?
S-GAME has not published a total count. The trophy thresholds are ten Memory Flowers and 30 accessories; the shard counts are region-based and not documented as a single number.


