MIO: Memories in Orbit - Abilities
The traversal and combat kit MIO builds up across the Vessel. Abilities are granted as the campaign advances and are the backbone of the game's Metroidvania gating: each one reopens routes that were previously blocked, and the seven ability pickups in total cover the whole movement set used in the l...
We are updating the data
These pages are being expanded and corrected right now, so some entries may be
incomplete or out of date. Check back soon for the full dataset.
of 7 entries
· updated 2026-09-15
| Name | Type | Description | Cost | Prerequisite | Abilities |
|---|---|---|---|---|---|
| Hairpin (Grapple) | Traversal Ability | The signature ability of the game. The Hairpin fires at energy shards, enemies and bosses and pulls MIO toward the target, which makes it both the main long-distance traversal tool and a combat opener. | Energy bar (full drain per use) | Story progression in the early Vessel | Grapple to energy shards, enemies and bosses Airstall to hold position and reset momentum Full energy bar cost per use |
| Double Jump | Traversal Ability | The first vertical upgrade in the kit. A second jump in mid-air doubles MIO's reach, opens the upper routes of the early areas and is the prerequisite for the aerial combat loops that the later bosses assume. | None | Early campaign | Second jump in mid-air Aerial jump reset during combat |
| Dash / Deflect | Combat Technique | The defensive core of the combat system. | None | Early campaign | Fast ground and air dash Deflect incoming attacks |
| Gliding | Traversal Ability | Gliding extends MIO's horizontal reach from any height, turning long drops into controlled crossings and opening gaps that are too wide for a double jump alone. | None | Mid campaign | Controlled horizontal descent Extends jump distance across wide gaps |
| Arachnid Locomotion | Traversal Ability | MIO's spider movement, which lets her cling to and crawl across walls and ceilings instead of dropping off them. | None | Mid campaign | Wall and ceiling crawling Access to vertical shafts and hidden routes |
| Striders | Traversal Ability | The climbing ability that lets MIO scale walls and reach ledges that are otherwise out of reach, and one of the upgrades most often cited as a turning point in how open the map feels. | None | Mid to late campaign | Wall climbing Access to high ledges and sequence breaks |
| Harvester | Utility Ability | The harvesting tool that lets MIO extract materials from fallen creatures rather than only from the environment. | None | Early to mid campaign | Harvest materials from defeated creatures Feeds the Nacre and upgrade economy |
No matching entries
Try a different search term.