GUIDESPUBLISHEDLast updated 2026-11-08

Phantom Blade Zero's 97% Collection Cap Is Fixed: How to Reach 100%, and the Memory Flower You Can Still Lose for Good

About 15 unobtainable items sat in the collection denominator. Players report 100% after patch 1.0302256, and platinum never required it.

On November 3, Ali213 reported a complaint circulating among completionists: after finishing the map, collecting every weapon and fully upgrading every Phantom Edge, the collection counter in Phantom Blade Zero still sat at 97 percent, with no missing item left to find. On November 7, Gamersky followed up with the other half of the story — after updating to the current build, players report the counter now reaches 100 percent.

Between those two reports sits the game's first patch. Its notes never mention the collection counter at all, which means the "it's fixed" conclusion comes from player testing rather than an official statement. That distinction decides how much weight each of the following recommendations can carry.

A straw-hatted figure walking a rain-soaked wooden bridge, trailing teal energy

Why the Counter Stalled at 97%: About 15 Items Nobody Can Pick Up

According to Ali213's November 3 report, the problem surfaced among players chasing full completion: the map explored, the weapons collected, the Phantom Edges upgraded one by one, and the counter parked near 97 percent with no gap left to close. Players then unpacked the game files and found roughly 15 deprecated items that cannot be obtained in the retail build but were still counted in the denominator of the completion total.

That explains why backfilling did nothing. A completion percentage is a ratio: the numerator is what a player has obtained, the denominator is what the game considers the total. If the denominator carries 15 entries that nobody can reach, the ratio stops at the same number no matter how thoroughly the numerator is filled. Ali213 described the result as a percentage diluted by discarded data — permanently short by a sliver.

What made the finding hold up was consistency. Players with different inventories were reporting the same figure, which points at the denominator rather than at any individual save.

The source of that finding matters. The unpacking and the denominator analysis come from the player community, not from an official technical explanation, and as of November 3 S-GAME had not commented on how the counter is calculated. The company's only public statement at that point came in the announcement marking four million copies sold: feedback from players had been logged, work on fixes was underway, and a batch of obvious bugs would be addressed shortly.

The Patch Notes Never Named It, but Players Report 100% Now

On November 4, S-GAME released the first patch: version 1.0302256 on PC, 1.302.289 on PS5. The official notes run to 15 entries covering hit-sound and impact-sound intensity options, interact-and-talk remapping on PC, performance in certain areas, adjusted combat behavior for some bosses and enemies, a reduced grab frequency for Hua, Deadly Betrothed on the Wayfarer and Pathbreaker difficulties, the shader compilation process, Bluetooth controller stutter, and hair rendering on certain AMD cards.

The closest line to this problem sits in the bug-fix list: an issue that could prevent progression under certain conditions has been fixed. It does not name the collection counter, and it does not say whether the denominator was changed. Reading only the official text, the honest conclusion is that the fix may have covered collection progress — not that the company confirmed the counter was repaired.

The rest of that block is unrelated to a percentage: environmental issues that could leave the character stuck, various cutscene and visual problems, several combat-related issues, and incorrect hair rendering on certain AMD cards with specific driver versions. Of the five fix entries, only the progression line could plausibly touch a counter with no reachable items left, which is why the community treated this patch as the likely fix and then went looking for in-game confirmation.

The player side is more direct. Gamersky wrote on November 7 that later community feedback shows the issue has been handled and that players should now be able to reach 100 percent, while stating plainly that the conclusion comes from player verification rather than an official announcement. The same report notes that the patch notes themselves never addressed the collection logic.

For a save still stuck at 97 percent there is only one order of operations: confirm the game is on 1.0302256 (1.302.289 on PS5) or newer, then open the progress screen and check the number again. Re-walking the map on an unpatched build accomplishes nothing, because what was changed was the counting logic, not a flower sitting somewhere in the world.

Platinum and 100% Are Two Different Checklists

Ten days of a stuck counter led plenty of players to assume the platinum trophy was stuck with it. Both the November 3 Ali213 report and the November 7 Gamersky report cite the same community checklist, and it does not require 100 percent collection. Platinum and full achievements ask for four things: the perfect ending, some of the key white side quests, all of the black stones and killing-intent amber, and full upgrades for 10 weapons and 10 Phantom Edges.

Those two lists measure different things. Trophies track whether specific milestones were reached — which ending branch was taken, whether a handful of white quests were finished, whether the stones and amber were all gathered, whether the arsenal was maxed out. The collection counter tracks a ratio across everything the game counts, map exploration and deprecated entries included. A stuck 97 percent is irritating, but it never blocked the platinum.

Both reports credit that checklist to a community compilation rather than to an official trophy guide, so it describes what players found sufficient in practice, not what the developers published.

What difficulty actually affects is a separate question: whether all achievements can be earned in a single playthrough. That involves the real differences between the four difficulty tiers and the unlock conditions for the sixty-six days mode, which a separate guide covers.

Three armed figures crossing mid-air and on the ground, blades and blood spray in frame

The Order to Backfill In: Update First, Then Check Three Categories

The three categories named in the reporting map onto the three places worth auditing: map exploration, weapons, and Phantom Edges. The first two are questions of whether a location was reached and whether an item was picked up. The third carries an extra step — owning it is not the same as finishing it. The phrase that keeps appearing in community reports, that every weapon and Phantom Edge was fully upgraded, is exactly this step: an item sitting in the inventory does not count until it has been upgraded, and the Chinese build calls that step 铸魂 (zhuhun, literally "soul forging"); no official English name for it has been confirmed.

A fourth category is easy to overlook: Memory Flowers. They are not just codex entries, because they feed into character growth. Per Gamersky's November 7 report, losing one large Memory Flower in the current playthrough affects both maximum health and ability training. Missing one is not only a cosmetic blemish on a percentage — the character's underlying numbers end up genuinely lower.

The common misjudgment while backfilling is treating exploration as collection. Clearing the fog from a region and lighting up every map marker does not mean the objects inside it entered the numerator, and in the other direction an item already in hand may not register where expected if its follow-up step was skipped. Working through the categories one at a time is faster than staring at the map for gaps.

The Flower You Can Still Lose: The Bumie Xiadan Side Quest

If only one warning survives from this article, it should be this quest. Gamersky reported on November 7 that a low-traffic side quest called 不灭侠胆 (Bumie Xiadan, roughly "undying chivalry"; no official English name has been confirmed) starts at the 幻鬼酒馆 tavern in Pangzhen, where a purple-robed leader called 狼 (Wolf) hands it out. The quest then moves to the 正道大营 camp and asks the player to gather six Memory Flowers scattered across Pangzhen and the camp.

The failure point sits in the middle step. The quest requires defeating swordsmen corrupted by the 怪面 before they finish transforming. If the situation is misread, or the player is simply too slow, the swordsman completes the transformation — and killing him at that point no longer yields a Memory Flower, which fails the quest outright. The game gives no in-game warning about this, and the report says a large number of players have already been caught by it.

The cost is permanent. That playthrough ends up one large Memory Flower short, with maximum health and ability training both affected, and there is no way to repair it afterwards. For a save chasing full completion, that single flower carries far more weight than it appears to: it sits on the collection counter and on character growth at the same time.

Two details make the quest easier to fail than its length suggests. Its six flowers are split between Pangzhen and the camp, so the stretch between accepting it and finishing it runs through a large part of the mid-game, and every corrupted swordsman met along the way is a separate chance to lose it. The report also notes that players simply pushing the main story are the ones most likely to trip over it, which fits a quest that never announces its own failure condition.

In practice, once the quest is accepted, deal with the corrupted swordsmen along the way before pushing the main story to its end. A transformation cannot be undone, and the quest's failure condition is decided inside a fight rather than in the quest log.

S-GAME has not published the formula behind the collection counter, and has not said whether those 15 deprecated entries were deleted, dropped from the denominator, or replaced by some other check. The patch notes' line about an issue that could prevent progression also does not itemize which cases it covers. Those gaps will close with the next announcement, or with more player testing.

Until then, only two things sit within a player's control: being on the current build, and not letting Bumie Xiadan turn into a failed entry in the quest log without noticing.