Coins
The base currency scattered across every region.
Spent at the Traveler’s shop on objects and upgrades.
100% completion
Every pickup type, why it matters, and a region index so you can clean up after the story instead of hunting blind.
The base currency scattered across every region.
Spent at the Traveler’s shop on objects and upgrades.
Fragments of memory hidden off the main path.
Fills in backstory around the Master Clockmakers.
Wind-up boxes tucked into hard-to-reach corners.
Returned to Arpeggio for rewards.
The highest-value pickup in the game.
Spent with Crystals across the three upgrade trees.
Decorative panes, often behind a platforming challenge.
Completes region collections.
Shattered pieces found in Scorched Grove, Meridian Village and the Great Library.
Restores broken glass sets.
Strays that need rescuing and returning.
Side-quest rewards.
Rare metal bars with one of the game’s dedicated achievements.
Crafting and a standalone achievement.
Colour flasks used for cosmetic customisation.
Unlocks outfit and colour options.
Heart fragments concentrated in Clockmaker’s Rest.
Extends your health pool.
Late-game fragments tied to Clockmaker’s Rest.
Feeds Temporal Energy upgrades.
Diary pages that tell Tanion’s side of the story.
Lore completion.
A collectible card set spread across the whole game.
Completing the set unlocks an achievement.
Tick Town Collectibles
The opening region, built around a massive Clock Tower with giant gears and neon lights. Home to the Temporal Anchor.
Ezarus Forest Collectibles
A dense woodland stretch that opens up your first real platforming routes.
Route in progress.
Scorched Grove Collectibles
Burnt-out grove holding Broken Shard Glass among its collectibles.
Route in progress.
Starstone Mines Collectibles
Vertical mine shafts that lean hard on grapple and air dash chains.
Route in progress.
Mount Cinder Collectibles
A climbing region where timed traversal starts to matter.
Route in progress.
Meridian Village Collectibles
Village hub with rooftop routes and more Broken Shard Glass.
Route in progress.
Lantern Port Collectibles
Harbour district with swing-heavy collectible routes.
Route in progress.
Clockwork Academy Collectibles
The Master Clockmakers’ school, split into multiple wings and one of the densest collectible regions in the game.
Canal Hamlet Collectibles
Waterway village with tight platforming between rooftops.
Route in progress.
Celestial Kingdom Collectibles
Sky-bound region that introduces the longest glide chains.
Route in progress.
Royal Highroads Collectibles
Elevated roads leading toward the Auric Palace.
Auric Palace Collectibles
Gilded palace interiors with layered vertical collectible routes.
Route in progress.
Deepthorne Collectibles
Overgrown depths with some of the most awkward collectible placements.
Stonetusk Canyon Collectibles
Wide canyon region built for grapple-to-glide movement.
Route in progress.
Clockmaker’s Rest Collectibles
Late-game region holding Clock Heart pieces and Star Core Fragments.
Desert of the Last Memory Collectibles
The final open region before the endgame.
Route in progress.
The Tower Collectibles
The endgame ascent. Also where the “Fall from the top of the Tower” achievement lives.
Route in progress.
Collector, Rainbow Ingots, Music Boxes, cards, Wally, Shopaholic and both bar-max achievements all depend on this list. Achievements
Most pickups remain available after the credits. Exceptions are one-off interactions (Temporal Anchor, Cloudie jars, falling from The Tower).
Duskfade has 203 collectibles across 13 types.
Yes. Plan on a dedicated cleanup pass after The Tower. A few interactions are still missable.
All 203 pickups, plus the achievement-tied sets: Music Boxes, Rainbow Ingots, cards, Wally’s hiding spots, and the Traveler’s full shop.