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For Definitive Edition on PC. Find help when you cannot save, cross an obstacle, locate an ability or get through an escape.
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What is Ori and the Blind Forest?
For Definitive Edition on PC. Find help when you cannot save, cross an obstacle, locate an ability or get through an escape.
Edition: Ori and the Blind Forest: Definitive Edition on Steam PC (app 387290), using Normal difficulty as the baseline. The 2015 original, Switch-specific changes, and the equipment, shards and abilities of Will of the Wisps are outside scope.
Verification scope: Public sources checked on 2026-10-04. The current installed Steam build number and hands-on demonstrations of every control have not been verified. PC controls follow the QWERTY layouts in the official 2016 Quickstart Guide; use the in-game display for remapped controls.
Sources checked: 2026-10-04
12 / 12 rows
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This guide covers Definitive Edition on PC
An exploration-based 2D action game in which the spirit Ori travels through Nibel. New movement abilities let you return to platforms and passages that were previously out of reach. This guide covers standard progression on Normal in the Steam Definitive Edition.
- First check that the title screen says Definitive Edition. Added regions and backtracking conditions differ from the original.
- Then check difficulty and control settings. Do not apply Easy escape checkpoints to Normal instructions.
- To avoid learning about later regions, read only the controls and saving sections in the beginner guide.
Region names, acquisition locations and puzzle solutions are placed in closed sections. You can check the controls without learning the story's ending.
Choose your current problem
Wide tables scroll horizontally.
| Goal | Abilities or state to check | Next article | Edition note |
|---|---|---|---|
| Cannot save | Current energy, footing, nearby hazards and cooldown | Beginner guide: creating a Soul Link | They cannot be created everywhere. |
| Blocked by a wall or high platform | Whether you obtained the ability itself or only bought a tree upgrade | Ability guide: acquired abilities table | DE's Dash upgrades and Dash itself are separate. |
| Unsure where to go | Map objective, region name, last ability or key item obtained | Regional walkthrough: main-route connections | Do not confuse added areas with the mandatory main route. |
| Failing at the same point in an escape | Targets to launch from, where to open or close the feather, and the next landing | The relevant escape in the regional walkthrough | Normal instructions do not assume freely placed saves during an escape. |
| Want to return for missed items | Activated Spirit Wells and the ability needed at your destination | Beginner guide: revisiting areas / ability guide | DE supports revisits and travel between Spirit Wells. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
When stuck, check input, resources and acquisition in that order
- Input: check whether you are mixing Keyboard with Keyboard & Mouse. With the QWERTY mouse layout, WASD moves Ori, left click attacks and right click uses Bash.
- Resources: blue energy also powers saves and some abilities. Empty capacity does not let you act if no energy remains to spend.
- Acquisition: buying an upgrade in the tree is different from obtaining a new ability through exploration. An upgrade alone does not grant the underlying move.
- Route: before trying a direct jump, check whether projectiles, lanterns or moving platforms can provide intermediate steps.
Try the input once on safe ground and watch the response before returning to danger. This helps distinguish a control problem from a route problem.
Answer 4 (spoilers)
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How acquired abilities connect to major regions
This is an overview of ordinary progression. For each region's entrance, gate requirements and specific actions, use the regional walkthrough.
Wide tables scroll horizontally.
| Stage reached | Main acquisition or goal | Movement opened next | Where to read more |
|---|---|---|---|
| Sunken Glades〜Hollow Grove | Spirit Flame、Wall Jump、Charge Flame | Vertical walls and compatible breakable walls | Regional walkthrough: opening areas |
| Moon Grotto/Gumo’s Hideout | Double Jump and Water Vein | Jump again in midair and enter Ginso Tree | Regional walkthrough: caves |
| Ginso Tree〜Thornfelt Swamp | Bash, followed by Stomp | Travel using projectiles and lanterns; break compatible floors and pegs | Regional walkthrough: tree and swamp |
| Valley of the Wind〜Misty Woods | Kuro’s Feather、Climb、Gumon Seal | Gliding, holding onto walls and entry to the ruins | Regional walkthrough: valley and mist |
| Forlorn Ruins〜Sorrow Pass | Restored winds, Charge Jump and Sunstone | Ride the wind and make powerful jumps | Regional walkthrough: ruins and pass |
| Mount Horu | Stop the lava flow in each room | Continue to the final main-story escape | Regional walkthrough: mountain |
| Optional: Black Root Burrows / Lost Grove | Dash、Light Burst | Explore using fast movement and a ball of light | Ability guide: added regions |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Dash and Light Burst are DE additions. This table does not verify a fastest route or minimum acquisition requirements. It separates the ordinary story route from optional exploration.
Reduce repeated work with saves and retries
During exploration, consider saving after a difficult section when you reach safety as well as before it. Items collected before a save may be lost if you die first.
- Create a new Soul Link on stable, safe ground after checking the required energy and cooldown.
- Use each Spirit Well when you reach it to heal, save and activate a destination for return travel.
- During escapes, follow the next platform or target one at a time. Isolate the failing move instead of changing every input on every attempt.
Neither “you will always clear it in a few tries” nor “a first-attempt clear is impossible” is guaranteed. Each article explains how to adjust inputs and identify useful targets.
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