MIO: Memories in Orbit

Difficulty: 5/10
Time: 20h
Number of Playthroughs: 1
Missable Trophies: None
Online Trophies: None

INTRODUCTION

Welcome to our MIO: Memories in Orbit trophy guide! This visually stunning Metroidvania follows the journey of MIO through the Vessel, a living organism filled with varied ecosystems. The game places a strong emphasis on fluid movement and traversal, though newly unlocked abilities can also be used to great effect in combat.

You should earn the Platinum Trophy in roughly 15-20 hours. However, the time may vary depending on how much you explore on your own and how many attempts you need for the numerous boss fights and challenging platforming sections.

Be aware that while the game allows you to check which named collectibles you have or have not found yet (Modifiers and Curios), there is no tracking available for the locations of more general collectibles, such as Coating Components or Old Cores! You can find an overview of every required collectible in the supplementary Collectibles Guide. We’ve also included a supplementary Boss Guide showcasing all boss fights required to earn the Platinum Trophy.

And that’s it! Ready to uncover the Vessel’s many secrets? Then let’s begin!

TROPHY ROADMAP

Step 1: Reach the Ending

The first step on the way to the Platinum Trophy is to play through the game and reach the end credits. After getting the regular ending, you’ll be able to continue on the same save file and clean up everything you’ve missed, including completing the steps necessary to fight the true final boss and reach the True Ending.

While playing, make sure to keep track of the location of trophy-relevant collectibles! This is especially important for the generic collectible types Old Core and Coating Component, and noting down which ones you’ve already collected will make the clean-up process much smoother.

Our recommendation is that you head over to the dedicated Collectibles Guide and note down the number of the items you pick up as you play.

Step 2: Collectible Clean-Up

Now that you’ve defeated the final boss, the next step is to go out of your way to collect everything required for the Platinum Trophy, including visiting optional areas and defeating optional bosses.

While seeking out required collectibles, you’ll also have to perform the steps required to unlock the path to the true final boss, including completing The Crucible, arguably one of the toughest platforming challenges in MIO: Memories in Orbit.

Step 3: True Ending

With everything else completed, the only remaining task is to defeat the true final boss, which will grant you the true ending and unlock MIO‘s Platinum Trophy!

PROGRESSION ROADMAP

The following is a rough roadmap for a smooth progression through MIO: Memories in Orbit. If you follow this roadmap, make sure to scour each area for collectibles, keeping track of the ones you find.

  • Head into Dwellings from The Severed Spine.
    • Boss: EGIS.
    • Ability: Hairpin.

  • Explore the path to Metropolis.
    • Boss: ACAT.

  • Use Silo Access Badge to access Feral Underground and reach Haven.
    • Boss: FLORA.
    • Boss: CROW.
    • Ability: Harvester.
    • Ability: Dodge.

  • Return to Metropolis and explore the upper parts to get Bell Tower Visitor Pass.
    • Boss: CALDERON.

  • Explore Haven and The Bell Tower, and awaken ASMA, The Eye.
    • Ability: Sail.

  • Head to Promenade and Promenade Tower to awaken AMYTIS, The Breath.
    • Boss: LOMBRE.
    • Boss: NABUU.

  • Explore Foundations, the area below Metropolis, and awaken LIHO, The Blood.
    • Boss: ATMOS.
    • Ability: Striders.

  • Explore the eastern part of <redacted> and the Vaults. Complete MEL‘s rescue sidequest and awaken HALYN, The Hand.
    • Ability: Slingshot.
    • Boss: DEBBY
    • Boss: SAWLONG (chase sequences)
    • Boss: ANRA

  • Reach the regular ending.
    • Boss: ATI

  • Collectibles clean up in Canopy, Dwellings, Metropolis, <redacted>, Manufactory and The Pit.
    • Boss: FRIENDS
    • Boss: POLTERGATES
    • Boss: VLAD

  • Unlock and complete The Crucible.
    • Ability: Flowing Steps.

  • Collectibles clean up with Flowing Steps.
    • Boss: SOL & VIN.

  • Reach the true ending.
Memories in Orbit

Get every trophies

The Platinum Trophy for MIO: Memories in Orbit will unlock after earning all other trophies!

Fully Modded

Find every modifier

There are a total of 42 Modifiers in MIO: Memories in Orbit. These can be equipped at the various Attunement Points throughout the Vessel, and grant MIO new perks and abilities.

Modifiers are named in the inventory, making it easy to identify which ones you’re missing.

For an overview of all available Modifiers and their locations, consult our supplementary Collectibles Guide.

Fully Shielded

Find every Coating Components

There are a total of 24 Coating Components in MIO: Memories in Orbit. For every four collected, MIO gains an additional layer of protection.

Coating Components are not named in the inventory or marked on the map, thus it is important to keep track of the locations of the ones you’ve already found.

For an overview of all available Coating Components and their locations, consult our supplementary Collectibles Guide.

Tribute

Honour Asma’s Memory

You’ll earn this trophy for collecting and offering all 12 Candles to the Shard of the Eye above The Severed Spine.

Candles are not named in the inventory or marked on the map, thus it is important to keep track of the locations of the ones you’ve already found.

For an overview of all available Candles and their locations, consult our supplementary Collectibles Guide.

Wait…what?

Find a new way to get around

You’ll unlock this trophy as part of the strory progression at around the time you visit The Lab.

Light Source

Reach the Haven’s rooftop

You’ll earn this trophy for reaching Canopy, an optional area that you can enter from the top of The Bell Tower, where MIO learns the Sail ability.

You won’t be able to enter this area the first time you reach the top of the tower, as Striders is required to reach the entrance leading to Canopy.

Once inside, proceed through the area, and eventually you’ll reach a slope with running water and bounce pads coming down. Here is where Canopy starts properly, and where the trophy will unlock.

Not Welcome

Reach the Vaults

You’ll unlock this trophy through natural story progression while looking for The Hand.

Once you become Dr. Halyn’s Assistant, you can open the door left of the Attuner in Promenade, then descend via the shuttle to reach the Vaults and earn this trophy.

Now We Can Go On

Finish the game

You’ll earn this trophy for beating MIO: Memories in Orbit and reaching the regular ending.

After severing the four pearls The Eye, The Breath, The Blood and The Hand, you can talk to SHII and you’ll be brought to The Spine. Speak with ATI to trigger the final fight.

All Bosses

This is one of the few fights where you should significantly tone down your aggression. ATI is a very mobile opponent and has enough HP that trying to end the fight early by going all-in will most likely result in defeat. Instead, keep your distance and observe ATI carefully.

My personal choice of offensive modifiers for this fight is Defense Mechanism, Kinetic Thrust, and The Hand’s Greed.

ATI has quite a few attacks in its arsenal, but they are all very generously telegraphed. The main attack you want to punish is the four-move combo. ATI will attack twice before jumping into the air and then dashing downward. Avoid the initial hits, then walk toward ATI. The boss will appear above you for the dive but will miss if you keep moving. This creates a great opportunity to damage ATI with two full three-hit combos. However, watch out for a possible close-range follow-up: ATI may attack with its tendrils to both sides. Jump over the attack when you see it coming.

Other attacks include a ranged move where ATI fires an energy ball, as well as a charge attack, telegraphed by ATI burying two tendrils into the ground. This charge can be jumped over. You may attempt to punish it, but watch out for a possible follow-up attack.

When ATI disappears and conjures five floating energy spheres, use Striders to walk up the wall and move to the other side of the arena across the ceiling. The distance between the spheres and the ceiling is large enough that you can outrun them this way.

You can avoid the move where ATI electrifies the ground in the same way – move to the ceiling and wait there while ATI performs its three air dashes. You cannot be hit up there.

One of ATI’s more dangerous moves is a grab using its tendrils. This attack has a deceptively long range, so use Dodge if you cannot move out of reach in time.

Once the ground has been electrified for the first time, ATI will begin mixing and matching attacks while also introducing new ones. The tendril-telegraphed dash is now followed by an aerial dash and between one and three dives. This also applies to the two-hit combo you have been punishing – the number of dives may vary.

The ranged energy attack is now performed twice in a row, once from each side of the arena. ATI also fires three projectiles in a spread pattern instead of just one. A second version of this attack has been added in which ATI performs it from each upper corner of the arena.

A third projectile-based attack is introduced as well. During this move, ATI fires three projectiles straight downward and then finishes with three more in a spread pattern. This attack can easily be avoided by simply walking.

This encounter requires patience. ATI’s moves are not difficult to avoid if you watch for their telegraphs, but the fight may last longer than previous encounters. Punish the attacks you feel confident dealing with – especially the two-hit combo – and you will bring ATI down in no time.

Out Of Stock

Buy every item from Mel

MEL is the merchant NPC in MIO, the shop can be accessed from The Severed Spine.

As you progress though the game and rescue MEL‘s three minions (refer to The Pie), the shop’s inventory will expand. A bit further into the game, while looking for The Hand, MEL will go missing, and you’ll have to rescue them in Vaults. This rescue sidequest will have you activate four different Water Pumps and complete the boss fight against DEBBY (refer to Rescued).

After saving MEL, one final modifier, Gratitude, will become available in the shop. The trophy will then unlock once you’ve purchased everything available in the shop.

Fully Upgraded

Get every upgrade

There are a total of 7 Abilities in MIO: Memories in Orbit. Six of them are unlocked automatically through story progression, while the final ability Flowing Steps – is optional, but required for the True Ending. You’ll get the ability as a reward for completing The Crucible, one of MIO‘s toughest platforming challenges.

Please refer to Welcome Home for an overview of the steps required to reach the True Ending.

Welcome Home

Reach the Promised Land

You will earn this trophy upon unlocking the True Ending, which involves unlocking and completing The Crucible to gain the final movement ability, and defeating the true final boss. You can start the preparations once you have severed four pearls as part of the story: The Eye, The Breath, The Blood and The Hand.

Unlocking The Crucible
  • Start at the Vaults Attuner. Drop down to the right, and get into the pipe below.
  • Follow the first and second pipe, then continue left. You’ll reach the place where you were previously grabbed by The Hand during the story.
  • Drop down and head right. After climbing the wall, you’ll be able to collect the Severed Fingertip.
  • Fast travel to The Lab. Head through the gap just above the Attuner and mend The Wheel.
    • Once repaired, spin the mechanism so that it states Alignment: 0.
  • Left of the Attuner, you should now be able to mend the Torn Overseer corresponding to the Vaults shuttle (the roots were too far away before spinning The Wheel).
  • Spin The Wheel to set Alignment: 120, then fast travel to the Vaults Attuner and head through the pipe to its left to reach the shuttle.
    • You won’t be able to activate the shuttle. Instead, you must climb through the shaft.
    • When you’ve reached the top, unlock the Vaults‘ shuttle Attuner on the right.
  • Head back to The Lab and spin The Wheel to set Alignment: 240.
  • Fast travel to the Vaults‘ shuttle Attuner and drop down the shuttle shaft to reach The Crucible.
The Crucible

The Crucible consists of two pure platforming sections, one focusing mostly on rising and falling levels of lava, the second one on rotating blades. Completing both sections is required for the True Ending.

I heavily recommend equipping the modifier Gratitude, which regenerates a single shield after staying on the ground for roughly three seconds, and let it regenerate between attempts. Consider equipping the Maintenance Hack modifier as well, as multiple Nacre Basins can be found in The Crucible.

True Final Boss
  • Fast travel to Canopy. From here, climb up to reach the open space with the waterfalls, and use the new ability you received for completing The Crucible, Flowing Steps, to climb the rightmost one. At the top, you’ll reach the entrance to The Library, and an elevator on the right.
    • Take the elevator to L-2: Lecture Hall to find the Attuner, and prepare for the upcoming boss fight.
    • When you are ready, take the elevator to L-3: Precious Samples.
Boss Fight: SHII, Keeper of The Spine

This is it – the final true boss. SHII has a large health pool and a wide variety of attacks, but as usual, they are heavily telegraphed. My preferred loadout for this fight consists of Resources Shortage, Nacre Draught, and Split Process for the extra slots in the Allocation Matrix, along with Protective Overlay, Kinetic Thrust, The Hand’s Greed, Foolish Ideal, and Sharpened Hairpin.

I use Sharpened Hairpin whenever SHII appears in the center of the screen. This allows you to deal some damage and then react to the incoming attack while airborne.

When SHII flies away and spirals across the screen, use Sail if you are already airborne to avoid the attack and land safely. Immediately prepare for the follow-up: as soon as you see SHII appear above MIO, use Hairpin to move out of the way. If you fail, you will be grabbed and lose two shields. Once you have moved away, do not retaliate yet. SHII will create an expanding circle of light – use Dodge to avoid taking damage.

For several of its other attacks, SHII will remain in the center of the arena. It may use a melee attack, which can be followed by pillars of light. Dodge the melee attack while airborne to avoid the follow-up sweep, then position yourself between two of the pillars. Alternatively, SHII may extend its scarves and fire a ray of lightning from one side of the arena to the other. During this attack, you can pogo off SHII to avoid the beam and attack safely from the opposite side.

When the screen turns black, SHII can perform three different attacks. It may summon crystals that track MIO’s position before firing after a short delay – these crystals can be destroyed. Another attack summons a rotating web of lightning that slowly closes in on MIO; use Sail in the center of the heptagon to avoid it. The final possibility is an attack where SHII strikes four times from behind the arena. The pattern is always the same: move to the side to avoid the first and third strikes, and jump over the second and fourth.

When the arena returns to normal, SHII will no longer appear in the center but instead on one side of the arena. From there, it can perform one of two attacks. It may fire a ray of lightning from its head, move to the opposite side, and repeat the attack. Alternatively, it may use its scarves to swipe across the arena. In either case, use the grappling point to move behind SHII and attack safely from there. From this point onward, these attacks may occur at any time during the fight, not just after the transition back from darkness.

After dealing enough damage, SHII will electrify the entire ground and summon two waves of tracking crystals. Pogo off SHII’s head and use Hairpin to destroy one or two crystals, making it easier to avoid the shots from the remaining ones.

From this point forward, the attacks become more dangerous. For example, the sweeping laser is now performed twice in succession, moving from one side of the arena to the other. The grab attack can also occur without warning, even without SHII spiraling across the arena beforehand, so you must stay alert.

SHII also gains a new and deadly attack: it curls into itself while rays of lightning emanate from its body, then creates an expanding circle of light.

The fight can last a while, and the multitude of attacks can make it challenging to avoid taking damage. Foolish Ideal should help speed up the fight if you start taking damage toward the end.

The Collector

Find every old core

There are a total of 39 Old Cores in MIO: Memories in Orbit. They are required in addition to Nacre (currency) to purchase items from MEL.

Old Cores are not named in the inventory or marked on the map, thus it is important to keep track of the locations of the ones you’ve already found.

For an overview of all available Old Cores and their locations, consult our supplementary Collectibles Guide.

Progress

Repair the Nexus

You will earn this trophy naturally through story progression by donating Nacre to the basin. You can either donate actively by speaking to SHII in The Severed Spine, or alternatively passively. Every time you die, your collected, uncrystallised Nacre is donated automatically.

  • By offering ~200 Nacre, you’ll be able to see the map through SHII‘s eyes.
  • By offering ~350 Nacre, you’ll unlock the ability to see the map from anywhere.

Once enough Nacre has been donated, speak with SHII and the trophy will unlock.

The Blood

Attune Liho’s Voice

This is a story-related trophy. You will earn it after interacting with the LIHO, The Blood in the sanctum to the west of Metropolis. A strong air current will prevent you from entering the sanctum, and you’ll have to obtain the ability Striders to fight against it.

After interacting with LIHO, speak with SHII to earn this trophy.

The Eye

Attune Asma’s Voice

This is a story-related trophy. You will earn it after interacting with the Broken Shard above The Severed Spine to awaken ASMA, The Eye.

After doing so, interact with SHII to earn this trophy.

The Hand

Attune Halyn’s Voice

This is a story-related trophy. You will earn it after fighting ANRA, Anti-Rat Weapon and The Hand in The Lab.

Boss Fight: ANRA – Anti-Rat Weapon

Prepare for two consecutive fights. Fortunately, neither encounter is particularly challenging, and both bosses have relatively small HP pools. I decided to bring a lot of damage to these fights: Kinetic Thrust, The Hand’s Greed, and Foolish Ideal. ANRA, in particular, is a highly mobile boss that remains airborne for much of the fight. Use Hairpin to reach it and take advantage of the additional damage from Foolish Ideal as the fight progresses.

Fight 1 – ANRA
The first fight is against ANRA, a mobile boss that moves freely across the arena. This boss has two distinct states.

State 1: Melee-focused – ANRA attacks with a large sword and has several moves, including a charge across the battlefield, a spinning sword attack, and regular swings. There is a lot of downtime between attacks, so stay aggressive while dodging to avoid damage. Chase ANRA relentlessly and use Hairpin to close the distance quickly.

After a while, DR HALYN will summon a yellow crystal that shields ANRA, rendering it invulnerable. Destroy the crystal as quickly as possible to force ANRA to switch states.

State 2: Ranged-focused – ANRA ditches the sword for a cannon, favoring ranged attacks over melee. Don’t change your approach: continue chasing and attacking while dodging occasional lasers or projectiles. If you remain aggressive, you can finish the fight before ANRA switches back to its melee-focused state.

Fight 2 – DR HALYN
Once ANRA is defeated, you’ll face DR HALYN. The Hand grabs ANRA and uses it as a weapon, swinging it and dragging it across the battlefield to attack MIO. Fortunately, many of DR HALYN’s attacks have long animations that won’t hurt MIO, and there is still plenty of downtime between strikes. DR HALYN also has a relatively small HP pool.

After emerging victorius, interact with SHII to earn this trophy.

The Breath

Attune Amytis’s Voice

This is a story-related trophy. You will earn it after interacting with the Chimes in Promenade Tower to awaken AMYTIS, The Breath.

After doing so, interact with SHII to earn this trophy.

Greedy

Gather 2000 Nacre Droplets

The trophy unlocks once you’ve collected 2000 Nacre Droplets, which will happen naturally as you play.

Note that this is cummulative; you don’t need to hold 2000 Nacre at once.

First Kill

Defeat Egis

EGIS is the first mandatory boss in the game, located in the lower part of Dwellings.

Boss Fight: EGIS – Worn Out Sentinel

As the first boss you’ll encounter, EGIS is not too difficult to defeat. It doesn’t have many different attacks, and all of them are heavily telegraphed.

EGIS’s attacks include close-range melee strikes and an aerial charge. It also has two attacks it can perform after briefly disappearing: a swift charge and a ground slam.

To more easily avoid EGIS, try to stay on the ground while attacking, saving your double jump to leap over it when it telegraphs a melee attack. When EGIS disappears, jump over it if it uses the swift charge, and jump away from it if it uses the ground slam.

Since EGIS has enough downtime between attacks to safely use your full three-hit combo, equipping the Kinetic Thrust modifier is a good way to shorten the fight.

Aerial Skirmish

Defeat 3 enemies without touching the ground

You’ll have a few opportunities to earn this trophy during your playthrough. However, one relatively early and great place to earn it is the combat room in Haven, west of the location of the Glitch Trail Modifier.

If you miss the opportunity to unlock it in that fight, you can earn it with the three flying robots outisde the combat room.

Aerial Maneuver

Hairpin an enemy 3 times in a row without touching the ground

You will earn this trophy at the start of the second chase sequence with SAWLONG in the Vaults.

Right at the start of this second sequence, you’ll have to use Hairpin on three enemies consecutively, recharging your energy by pogoing off bombs. Perform this without touching the ground to earn the trophy.

Getting Stronger

Repair your Protective Coat using a Coating Component

The trophy will unlock once you find your fourth Coating Component.

For an overview of all available Coating Components and their locations, consult our supplementary Collectibles Guide.

Modifier Overload

Open at least 100 modifier slots

You will earn this trophy by having at least 100 modifier slots available in the Allocation Matrix. You can increase the number of available slots in two ways:

  1. Collect Modifier Extensions.
  2. Equip Modifiers that incrase the number of slots available.
Where You Come To Die

Enter the Crucible

You’ll have to enter and complete The Crucible, one of MIO‘s toughest platforming challenges, as one of the steps required for the True Ending.

Please refer to Welcome Home for an overview of the steps required to reach the true ending, including footage of how to complete The Crucible.

Welcome To The City

Enter Metropolis

You will visit the large city of Metropolis as part of the story, and unlock the trophy upon entering the area through the main gate.

Where They Come To Die

Enter the Pit

The Pit is an optional area located at the very bottom of the map. There are a few prerequisites to access the area:

  • Collect all six Fragmented Serial Numbers and defeat VLAD, Exiled Sycophant. Refer to Washing Machine.
  • Find and donate all 12 Candles to the Shard of the Eye. Refer to Tribute.

Your reward for donating all 12 Candles is the modifier Defective Core. Make sure to equip it, then return to VLAD‘s boss arena, and exit it through the northeast to reach a door leading to The Pit.

Déjà Vu

Find a way to the Celestial Bay

Celestial Bay is an optional area located high above The Severed Spine.

In the room with the Shard of the Eye above The Severed Spine, you can spot a ledge above the Shard that you can reach from the pipe by the door and a combination of movement abilities.

You’ll reach an elevator that connects to The Severed Spine below.

Climb this area using the generously placed pink flowers to recharge your energy. If you’ve completed all other platforming challenges up to this point, getting through the area won’t be any trouble.

Eventually, you’ll reach the proper start of the area, and a bit further ahead, the area’s Attuner.

Alchemist

Crystallise 500 Nacre Droplets at once

To earn this trophy, gather at least 500 Nacre Droplets, then interact with a Crystalliser to crystallise them all at once. While this amount might seem like quite a lot initially, it will be quite easy to gather in later parts of the game.

The guide author earned this trophy while exploring the Promeade Tower for the first time.

Shame On You

Defeat the Last Embedders

This trophy refers to SOL & VIN, The Last Embedders, an optional boss located above Metropolis. This is arguably one of the hardest bosses in the game, and should be left alone until the endgame.

Starting in The Severed Spine, take the elevator to L2: Apartments and head into Dwellings. After the first ice surface, you can spot a sneaky grappling point behind an ice pillar.

Climb up and proceed through this upper area. Eventually, you’ll reach an elevator, which will lead you to this boss fight.

Boss Fight: SOL & VIN, The Last Embedders

This could potentially be the toughest fight in the game – not because of an overly complex moveset, but due to the fight’s main gimmick: a single attack from SOL & VIN removes all of your protective shields. This effectively means that two hits are enough to end the fight.

Because of this, you can approach the encounter with a glass-cannon build. Personally, I equipped Defective Core and Thinner Frame, which – given the fight’s gimmick – do not have meaningful drawbacks if you enter the fight with a single shield generated by Gratitude. In addition, I used Counter Measures, The Hand’s Greed, The Heart’s Favourite, and, most importantly, Sharpened Hairpin.

The key to success is understanding when to stay on the ground (potentially recharging a shield with Gratitude) and when to remain airborne.

There are two charge attacks that can be avoided by jumping over the bosses. In both cases, SOL and VIN charge from opposite sides of the arena and meet in the middle. One variation is a completely horizontal charge at ground level, while the second follows an arcing path.

Aside from these, there are two types of attacks that require different responses. When one of the entities appears on screen before the other, they will perform one of two sequential attack combos. Regardless of the variation, use Sharpened Hairpin on the entity that appears first. This will deal damage while simultaneously launching you into the air, allowing you to avoid the remainder of the attack. Take the opportunity to deal additional damage before the bosses transition out of the combo.

The other type of attack occurs when both bosses spiral upward. They will then simultaneously perform a downward smash, either with their swords facing outward or inward. Regardless of the variation, use a well-timed Dodge to activate Counter Measures and land a few hits while you can.

Eventually, the arena will be reduced to the circular platform only. The bosses’ attacks do not change during this phase, but they may appear and disappear several times before committing to an attack. Wait for them to commit, then use Sharpened Hairpin as before.

After dealing enough damage, the arena will disappear completely, leaving you unable to land. This is not as problematic as it may seem. Choose either the left or right grappling point and continuously pogo off it. Jump after each pogo instead of using Sail, conserving your energy for Sharpened Hairpin as soon as the bosses come within reach. Attack after using Hairpin while you can, then return to pogoing off the grappling point to recharge your energy.

Rinse and repeat – with this setup, the final phase should not take too long.

Rescued

Defeat Dr Halyn’s Collector

This trophy refers to DEBBY, Dr. Halyn’s Collector, a boss you’ll fight as part of the story in the lower part of Vaults, while looking for The Hand.

Boss Fight: DEBBY – Dr. Halyn’s Collector

The fight against DEBBY is fairly straightforward. You don’t need to use complex abilities or worry much about energy management. Instead, focus on dodging and chasing down the boss.

Dodging is the key here: DEBBY has multiple attacks that create drops of water that must be carefully avoided, and the boss frequently retreats into the background, out of reach.

While DEBBY is away from the battlefield, focus on reading and reacting to the boss’s attacks. DEBBY can create a large splash of water or shoot three water projectiles in a spread pattern – this attack is usually used twice in a row. You can find a gap to evade the drops, though timing a Dodge is the easiest way to avoid damage during the spread attack.

The other off-screen attacks involve bombs. DEBBY will either place bombs on two of the grating tiles that make up the arena – when the bombs explode, the corresponding tiles are temporarily destroyed, and the explosions create small splashes of water – or place bombs on all tiles except the center one. When these bombs explode, DEBBY jumps onto the remaining tile, damaging you. Either use a well-timed Dodge or jump out of the way, while being cautious of the falling droplets of water caused by the explosions.

When DEBBY returns to the battlefield, switch to a more aggressive playstyle. Chase DEBBY down and keep attacking. The boss has only one melee attack, where it swipes its cannon arm in an upward arc, and this move is very generously telegraphed. Timing a Dodge to avoid damage allows you to stay close and maximize your damage output.

DEBBY can shoot two bombs onto different tiles or place a single bomb on the tile it’s standing on before jumping away. Similar to the off-screen bomb attacks, these bombs temporarily remove the affected tiles and create splashes of water.

DEBBY also has three attacks involving shooting water with its cannon. It may fire three drops of water upward (simply keep attacking and Dodge) or jump away and rapidly fire three drops of water toward your position. In the latter case, the attack can be completely avoided by chasing DEBBY down, as MIO’s movement speed is fast enough to outrun the projectiles.

For the final attack, DEBBY moves to a corner and rapidly fires water. Jump toward DEBBY and attack while remaining airborne to avoid taking damage.

Washing Machine

Defeat the Twisted Baron

This trophy refers to VLAD, Exiled Sycophant, an optional boss found in Manufactory. Before you can access the boss arena, you’ll have to find six Fragmented Serial Numbers, three in each of the two sections of <redacted>.

For an overview of all Fragmented Serial Numbers and their locations, consult our supplementary Collectibles Guide.

Once you have all six Fragmented Serial Numbers, you can access Manufactory by heading right from the Vaults Attuner past the shuttle, then dropping down between saws at the first opportunity.

Proceed through this area, and eventually you’ll reach the boss arena.

Boss Fight: VLAD, Exiled Sycophant

The fight against VLAD is as much about avoiding hazards as it is about damaging the boss. In addition to the circular, rotating arena filled with damaging shards, the main gimmick of this encounter is that you do not recharge energy while on the ground. This means you cannot rely on abilities such as Hairpin to reach the boss.

While VLAD summons shards, try to jump up to the boss and deal damage, while being mindful of the shards launched in your direction. These moments are some of the few opportunities to damage VLAD, as it will soon retreat into the background to make the arena spin. VLAD cannot be attacked during these sequences, so focus entirely on jumping over the spikes and avoiding the electricity.

After these sequences, VLAD crashes onto the ground, shattering all the crystals. This is the best opportunity to deal damage, as VLAD remains stationary for an extended period of time and does not retaliate.

During the final phase of the fight, the constantly spinning arena will no longer contain shards, but VLAD will begin bouncing all over the place. Its movements are highly unpredictable, which makes avoiding damage more difficult. Fortunately, VLAD does not have a large health pool, so a few well-placed attacks should be enough to finish the fight.

Depending on shard placement and other hazard arrangements, the spinning sequences can be quite challenging to complete without taking damage. With this in mind, it may take a few attempts to emerge victorious – so don’t give up!

Maybe Knock Next Time?

Defeat Dr Halyn’s Experiment #223

This trophy refers to POLTARGATES, Dr. Halyn’s Experiment #223, an optional boss located in Metropolis. From the Attuner located in City Gates, head out the right door and look for a gap in the stairs. At the end of the stairs, you’ll reach the boss.

Boss Fight: POLTERGATES, Dr. Halyn’s Experiment #223

This fight caught me by surprise – I was completely unprepared and managed to beat it without any proper setup. POLTERGATES does not have a particularly complex moveset: jump over its two charge variations, move away from the ground smashes, and focus on the summoned adds when they appear.

During the second phase, two POLTERGATES will be on screen at the same time. When they both dash simultaneously, use Dodge to avoid taking damage – and if you have Counter Measures equipped, that is even better.

Otherwise, the fight does not change much when two bosses are on screen. The second POLTERGATES may cling to the ceiling and create a waterfall of goo. Try not to get cornered or leave yourself without enough space to avoid the second boss.

A Web Of Lies

Defeat your Friends

This trophy refers to FRIENDS :), — nothing to worry about —, an optional boss in Canopy.

Before you can fight the boss, you’ll have to find the Friendly Invitation: Proceed through the Canopy area and eventually you’ll find an NPC called HARPAGON.
From HARPAGON‘s location, continue left, then drop down and head right into a dead end. At the end of the path, you’ll find the Friendly Invitation.

Backtrack to the start of the dead-end and drop down a bit further left to reach a door and the boss fight.

Boss Fight: FRIENDS, — nothing to worry about —

The main challenge during this fight is energy management. My offensive modifiers of choice were Kinetic Thrust, The Hand’s Greed, Defense Mechanism, and Foolish Ideal.

What makes this boss encounter stand out is the arena. FRIENDS is composed of many small creatures held together by a blob of goo. The boss spends the entire battle clinging to the grating in the background and moves somewhat like a spider. During the first half of the fight, you can still stand on solid ground. However, in the second half, FRIENDS will completely cover the arena in goo, so you should get used to fighting without touching the ground.

In terms of movement, use Striders to move freely along the grating in the background, chasing FRIENDS and attacking to replenish energy. Be ready to use Dodge at any time, as the irregular form of the boss can make it difficult to correctly read its attacks.

In addition to charge attacks and sweeping movements across the arena, FRIENDS has an attack where it spits four balls of goo that hang from the ceiling. You can attack the tips of these drops to destroy them and recharge energy. If left untouched, small robot enemies will hatch from them and begin chasing you.

Overall, the fight is not too difficult once you get used to the movement required, especially with the increasing damage output thanks to Foolish Ideal.

Buried

Defeat the Intrusive Fertiliser

The trophy refers to LOMBRE, Intrusive Fertiliser, an optional boss found in the lower part of Promenade. Drop down below the bridge to the right of the area’s Attuner and follow the narrw path to reach the boss.

Boss Fight: LOMBRE – Intrusive Fertiliser

This boss is fairly straightforward, as its moveset is very limited. This is especially true during the first half of the fight, when there are no additional sources of damage other than the boss itself.

The key is to take your time and react to the telegraphs. Vertically, LOMBRE will either emerge from the ground and briefly cling to the ceiling – this is a perfect opportunity to punish – or dive from the ceiling before burrowing again. Both attacks are accompanied by drops of water that must be avoided.

LOMBRE also has two horizontal charges across the arena: one at ground level and one starting from the ceiling. In either case, wait for it on the opposite side and jump over LOMBRE. It will chain several of these attacks before eventually becoming stuck on the wall for a moment, giving you a great opportunity to deal damage.

The second half of the fight does not change significantly. Attacks are executed at a higher tempo, and there are additional drops of water to dodge. There is also a new attack in which LOMBRE briefly moves into the background and creates dense groups of water droplets. Find the safe spaces or use Dodge when things get tight.

Cutting the Weeds

Defeat the Sentient Pearltrap

The trophy refers to FLORA, the Sentient Pearltrap, an optional boss found early in the lower part of Feral Underground.

Boss Fight: FLORA – Sentient Pearltrap

FLORA is a simple boss with one straightforward rule: stay airborne and attack. This fight teaches you that even after using your double jump, you can jump again by attacking an enemy.

Use the grappling point to propel yourself toward FLORA, perform your three-hit combo while airborne, jump to reset your aerial movement, perform a second three-hit combo, then retreat. Repeat this pattern.

Most of FLORA’s attacks cover the ground in front of it, so with this strategy the risk of being hit is minimal. You can continue using the same approach after FLORA covers the ground with hazardous water at about the halfway point of the fight.

The Pie

Find all Mel’s minions

After unlocking MEL‘s shop in The Severed Spine, you’ll be tasked with finding all three of MEL‘s scraplings.

  • COS: Head into Haven through Aviaries go up as soon as possible, then continue right over the bridge. At the end of the path, you’ll reach a container guarded by four enemies (containing Candle #1), and a bounce pad that allows you to get to the top of the room. In the next chamber on the right you’ll find the first of MEL‘s scraplings.
  • SIN: The second of MEL‘s scraplings is located early in Foundations, the area below Metropolis. Once you reach the elevator that leads back to The Hall of History, drop down and free SIN from the ice.
  • TAN: The third scrapling is located in Metropolis, and is trapped by an air currant. Once you have the Striders ability, you can pass the current and flip a switch to deactivate it, freeing TAN.
Speed

Use the Striders boost

Once you obtain the Striders Ability, you can unlock this trophy by holding L2 and pressing Triangle to activate the Striders boost.

Not This Time

Defeat the Terror of the Ledge before it can attack

The Terror of the Ledge is an enemy that you encounter quite early on, but to earn this trophy, you will have to wait until you have found a few offensive modifiers or damage upgrades.

From The Severed Spine, take the elevator up to L2: Apartments. Kill the two enemies on the ground, and climb up to reach the door leading to Dwellings, but ignore the enemy sitting on the ledge with the large staff: This is the Terror of the Ledge.

From Dwellings, retrace your steps and drop onto the lamp above the enemy. If you moved enough far away, it should have de-aggroed (if not, enter Dwellings again and come back).

Now, drop to the back of the enemy and attack it, killing it before it can attack. If done successfully, this will unlock the trophy.

Now We Know

Help Capucine to find her way

To earn this trophy, you’ll have to find all 7 Curios and bring them to CAPUCINE, MIO‘s personal assistant.

For an overview of all available Curios and their locations, consult our supplementary Collectibles Guide.

CAPUCINE does also change location after every interaction:

  1. You’ll meet CAPUCINE for the first time after defeating FLORA, Sentient Pearltrap.
  2. The second location is in the Nexus, close to SHII.
  3. CAPUCINE‘s third location is also in the Nexus, on the right side.
  4. The next location is Haven, to the right of OLLANTAY.
  5. The fifth location is next to the Attuner in Promenade.
  6. CAPUCINE will then move to Metropolis, outside the entrance to The Blood‘s sanctum.
  7. The seventh location is in upper Metropolis. You’ll run into it after the fight against SOL & VIN.
  8. The final location is in The Severed Spine, through the left door in L1: The Spine.
Reach The Bottom

Use the downward dash

This trophy is unlocked by dropping through a platform by pressing Down + Jump. A good spot to earn it is in Aviaries, on any of the platforms on branches.

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