Complete Shard 10 with no Items, without taking damage, and only Perfect Landings
Complete all of Shard 10 with an empty item record, no damage and only Perfect landings. This includes the final boss. It does not require S ranks, although a fast enough clean run can also earn Perfection.
Before entering
Finish the story first and learn the final machine on an ordinary equipped attempt. Obtain Sage's Cowl from Daro, equip it through the ability selection and practise its upward bursts. It is an ability, not a prohibited shop item. Permanent Captain upgrades are allowed.
Use ordinary Shard 10 on the Chill preset with Disaster level 0. Check your assigned Dive and Ability buttons before entering. Avoid all damaging collisions and health loss, and judge every landing by its label. The route does not rely on a force-close or save rollback.
Choose a route that stays item-free
Check the next map node before entering it. Avoid question marks and any Fragment Disruption that grants an item. Do not buy from a shop, even at zero cost. Decline optional rewards after difficult or Void Fragments. There is no need to take a risky reward node merely to make the run's path look shorter.
Look at the item bar after any interaction. If an item has been acquired, do not assume donating it later will restore eligibility. Start again for a clean attempt.
Make every landing deliberate
- Before leaving a ramp, identify the next downward slope you can reach.
- Hold your Dive input when a shorter descent is needed. Release when the selected slope is in range.
- Use the left stick to adjust the direction of approach. A slight sideways line can turn an uphill collision into a smooth downhill contact.
- Use your Ability input for a Cowl burst if you are short of the safe landing. Correct early enough that the next contact is still controllable.
- Check that the landing says Perfect. The sound cue can help, but the word is the useful confirmation.
Do not force long airborne lines without checking where they end. Small bumps can create extra landings, and a Good landing fails just as surely as a Bad one. If an unfamiliar set piece appears, prioritise a readable line over a risky Spark pickup. Sparks are not needed to buy anything on this attempt.
Prepare for the final boss
The final arena is the hardest part of this route. Practise it on an ordinary story clear before carrying a flawless attempt through the whole Shard. Use the fifteen-part encounter explanation in The End Of Everything, then add the landing discipline below.
Equip Sage's Cowl and buy useful permanent energy upgrades from the Captain beforehand. During this no-item attempt, clean movement supplies the energy needed for corrections. Repeated Cowl bursts can drain the bar faster than landings refill it. Keep enough charge for the next gap instead of spending everything to reach a target faster.
Do not break the first part immediately. Its destruction starts the countdown. Use the approach beforehand to build controlled speed and energy, locate the blue-linked parts, and choose your first target together with the ground you will use after it. Plan a circuit in one direction around the centre, taking reachable outer and inner parts as you pass. Clockwise is a useful starting plan, but the next safe landing matters more than a rigid target order.
Break a part, then solve the next landing
The ground rises, falls and separates as the fight progresses. A line that was safe before a part broke may now lead into the near face of a mound or over an opening. The dangerous moment is often the landing after the hit, rather than the target contact itself.
Repeat this sequence for each part:
- Look beyond the target before hitting it. Identify a broad patch of ground you can use afterwards. Prefer the far, downward side of a mound to its steep approaching face. If there is no readable exit, adjust the approach before committing.
- Strike the part, then look back at the ground. Recheck its height and the gap immediately after the break. Do not steer straight at the next blue connection while assuming the old landing line still exists.
- Clear a raised face early. If the ground ahead has risen or you are short of the next platform, release Dive and use the Cowl while there is still room to gain height. Carry over the lip towards usable ground beyond it. Waiting until Zoe is already against the face leaves little room to recover.
- Adjust a steep descent separately. When you already have clearance but are dropping too sharply, a Cowl burst before contact can flatten the approach. Practise the timing over broad slopes first. One burst does not guarantee Perfect, especially after a steep dive, and repeated bursts can leave no charge for the next crossing.
- Check the actual landing label. It must say Perfect. Then use that landing to regain flow and read the next part together with its exit. Target destruction does not exempt any intervening landing from the restriction.
Use Dive only when a shorter arc will reach the selected surface. Holding it through an uncertain post-hit descent makes the correction harder. If the direct line would hit an uphill face, steer across the slope or take another reachable platform to approach from a better angle. A little extra travel is preferable to a guaranteed imperfect impact.
Keep the last parts controlled
Follow the remaining blue connections to locate intact parts. As the floor fragments, avoid diving into a low pocket without first seeing how you will leave it. Do not spend the last available Cowl charge merely to touch a part when the ground beyond it is out of reach.
If a part ends up behind you, turn through a controlled loop over usable ground instead of forcing a sharp reversal above a pit. Recheck the timer while airborne on a safe line. The answer to a late remaining target is a clean reachable approach, rather than rushing into whichever face is closest.
Keep checking labels through the final part and any remaining contact before the ending takes over. Let the ending and run result finish. A full health bar and an empty item bar are useful checks, but neither proves that every earlier landing was Perfect.
| What went wrong |
Adjustment for the next attempt |
| Good immediately after a part broke |
Read the new ground height after the hit and choose the descent again. |
| Hit the approaching face of a raised mound |
Begin the clearance burst earlier or approach across the slope. |
| Reached the platform but landed too steeply |
Release Dive earlier and practise a Cowl correction before contact. |
| Ran out of energy between parts |
Use fewer unnecessary bursts and favour reachable clean landings that restore energy. |
| Missed a target while focusing on the floor |
Use the blue connection to find it again, then return on a controlled loop. |
External video: Perfect-only final-boss route with no items (SullySyde). This focused boss demonstration shows the changing ground, Cowl corrections and target approaches. The complete trophy attempt also needs the earlier Shard 10 Fragments to satisfy all three restrictions.
Recognise a failed attempt
Any imperfect landing, actual damage or acquired item is a reason to stop treating that run as eligible. You can still use it for boss practice. A fresh restricted attempt begins at the start of Shard 10, and Same Seed repeats the layout without undoing the earlier mistake.
The developer fixed an issue where an imperfect landing after entering a portal could incorrectly prevent this trophy. Install the current patch before attempting repeated clean runs. If every condition looks correct but nothing appears, let the result screens finish and check the PS5 trophy list before restarting the game normally.