Ori ability guide: locations, PC controls and obstacle uses
Separate exploration-acquired abilities from point-based upgrades. Ordinary acquisition routes, PC inputs, suitable terrain and Definitive Edition additions are organized here.
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
32 / 32 rows
Searching does not open answer tables. Choose the answer you want to reveal.
Acquired abilities and the ability tree are separate systems
Abilities such as Wall Jump and Bash are new actions obtained mainly from Ancestral Trees. The ability tree instead spends points from experience and Ability Cells to improve existing actions, healing and exploration.
Wide tables scroll horizontally.
| Category | How to obtain it | What changes | Caution |
|---|---|---|---|
| Abilities obtained through exploration | Trees or main-story events | New movement and interactions with obstacles become possible. | More points alone cannot substitute for them. |
| Ability-tree upgrades | Open the tree at a Soul Link or Spirit Well and spend points. | Improves recovery, attacks, movement or collection. | Check preceding upgrades in the branch and the required points. |
| Purchasing upgrades early in DE | Upgrades can be bought before the underlying acquired ability. | They become effective after you gain that ability. | Buying Air Dash alone does not grant Dash itself. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
This page shows ordinary acquisition routes, rather than minimum requirements for skips using bugs or difficult maneuvers. It also excludes the sequel's Spirit Shard equipment and weapon purchases.
Reading the PC inputs in the tables
Acquired-ability tables use Keyboard & Mouse (QWERTY) as the baseline: WASD moves, Space jumps, left click attacks and right click uses Bash. Keyboard-only mode instead uses arrows to move, X to attack and C for Bash.
- Distinguish tapping the attack button from holding it and releasing a charged attack.
- Shift is shared by grabbing and gliding. The result depends on whether you are on a wall or airborne and whether the ability has been acquired.
- To charge a ground Charge Jump, upward input is W with a mouse or the up arrow in Keyboard-only mode.
- If you have changed controls, prioritize your current in-game bindings over the key names below.
The official manual's gamepad layout uses A to jump, X to attack and Y for Bash. Do not read these as the PC X key.
Answer 3 (spoilers)
Answer — reveal (spoilers)Close
Main-story abilities: acquisition and uses
Wide tables scroll horizontally.
| Acquired ability | Ordinary route requirements / location | Keyboard & Mouse input | Compatible obstacles / next exploration example | Applicable edition |
|---|---|---|---|---|
| Spirit Flame | Meet Sein in Sunken Glades. | Click the left mouse button repeatedly. | Nearby enemies and breakable objects; first repel the early enemies. | Original and DE |
| Wall Jump | The first tree, in Spirit Caverns in Sunken Glades | Press toward the wall and repeatedly press Space. | Vertical walls; return from underground to the upper passage. | Original and DE |
| Charge Flame | Loop through underground Hollow Grove using Wall Jump. | Hold left click and release after the charge completes. | Compatible blue-cracked walls and ceilings; open the return route. | Original and DE |
| Double Jump | Gumo's Hideout in Moon Grotto, beyond the Keystone gate | Press Space to jump, then Space again in midair. | Extend distance or adjust your landing; reach the upper route following Gumo. | Original and DE |
| Bash | The tree inside Ginso Tree, entered using the Water Vein | Hold right click near a target, aim and release. | Travel using lanterns, enemies and projectiles. Send shots in the opposite direction to break compatible walls. | Original and DE |
| Stomp | The tree in Thornfelt Swamp after Ginso Tree | Press S / down in midair. | Breakable floors and pegs sticking out of the ground; the route west from the swamp. | Original and DE |
| Kuro’s Feather | Main-story event in upper Valley of the Wind | Hold Shift in midair to open it; release to close. | Glide across long valleys and rise through restored winds; cross to Misty Woods. | Original and DE |
| Climb | Enter Misty Woods with the feather and reach the tree inside. | Hold Shift on a wall and move up or down. | Stay on or climb walls; appearing plant walls and interactions beyond them. | Original and DE |
| Charge Jump | The tree in Sorrow Pass after restoring the wind | On the ground, hold W then press Space. On a wall, hold Shift, charge away from the wall and press Space. | Compatible ceilings and side walls, or high platforms; reach the top of the pass. | Original and DE |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Acquisition requirements describe the state needed on the ordinary route. These moves do not break every floor or wall; some obstacles require projectiles or an enemy to break them. Check the terrain and nearby mechanisms instead of deciding from an ability name alone.
Answer 4 (spoilers)
Answer — reveal (spoilers)Close
DE's two added abilities and their entrances
Wide tables scroll horizontally.
| Acquired ability | Entrance / acquisition requirements | Key steps to the acquisition point | Controls and uses | Relation to the main story |
|---|---|---|---|---|
| Dash | East of the first Spirit Well in Sunken Glades. Wall Jump reaches the entrance. | Carry the light through Black Root Burrows and operate the statue mechanism to reach the tree. | Ctrl moves you in the direction you face. Distinguish the initial ground Dash from upgraded Air Dash. | Optional DE addition. Ordinary story progression works without it. |
| Light Burst | Beyond Dash, Stomp the floor that opens Lost Grove. | Take the left route around the laser area to the tree. Light the lanterns to create return platforms. | Press R, or hold it to aim and throw. Light lanterns or Bash from your own orb for movement. | Optional DE addition; not counted as a mandatory main-story ability. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Some sources include Lost Grove within the larger Black Root Burrows area. Distinguishing Dash in the dark cave from Light Burst in the deeper, Stomp-accessed area makes them easier to locate.
Answer 5 (spoilers)
Answer — reveal (spoilers)Close
Bash: send Ori and the projectile in opposite directions
Bash chooses a direction at a target's position. Aim differently when moving Ori across a gap and when sending a shot into a wall.
Wide tables scroll horizontally.
| Intended result | Check before holding the input | Arrow direction | Check after releasing |
|---|---|---|---|
| Send Ori to an upper platform | Approach a lantern, enemy or projectile. | Upward toward Ori's destination | Can you reach the next target or correct the gap with Double Jump? |
| Send a projectile into the right wall | Is anything else between the projectile and the wall? | Left | Did the shot travel right and hit the wall? |
| Return an enemy's shot | Check the shot's source and relative position. | Away from the enemy | Is Ori's landing safe too? |
| Use your own Light Burst as a stepping stone | Throw it overhead in an arc you can reach by jumping. | Toward the high place you want to reach | Is there somewhere to land after leaving the orb? |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Defeating every projectile-firing enemy first can remove needed Bash targets. Use them for movement first, while defeating required enemies in rooms where combat opens a gate.
Answer 6 (spoilers)
Answer — reveal (spoilers)Close
Choose charged attacks, Stomp or charged jumps for breakable terrain
Wide tables scroll horizontally.
| Visible obstacle | Move to try | Where the move starts | Common mistake |
|---|---|---|---|
| Compatible wall broken by a nearby blast | Charge Flame | Charge an attack near the obstacle and release. | Repeated ordinary Spirit Flame attacks from afar are not equivalent. |
| Breakable floor or peg below Ori | Stomp | Downward from midair | Pressing down while standing does not perform the falling attack. |
| Compatible ceiling above Ori | Charge Jump | Charge upward on the ground, then jump. | Different from repeatedly pressing Double Jump |
| Compatible wall to the side | Charge Jump from a wall | Hold with Climb and charge toward the outside of the wall. | Continuing to press up and climbing the wall instead |
| Wall opened by an enemy projectile | Bash the projectile into it. | Near the incoming shot | Do not assume it is a Charge Flame wall. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
For Charge Jump from a wall, keep Shift held, press away from the wall, watch the charge indicator and press Space. Holding only W as on the ground may make you climb instead.
Answer 7 (spoilers)
Answer — reveal (spoilers)Close
Choosing ability-tree upgrades by purpose and prerequisites
Choose candidates for the problem you face, rather than treating this as a strength ranking. Points shown are the upgrade's own cost, excluding earlier prerequisites. Only early upgrades whose Normal costs agree across the checked sources are given numbers here.
Wide tables scroll horizontally.
| Upgrade | Point cost / prerequisites | Purpose | Exceptions / cautions |
|---|---|---|---|
| Rekindle | 1 point. Start of the blue branch. | Reuse the most recent Soul Link to update its save more easily. | Does not unlock respawning. Cooldown seconds are not specified. |
| Regroup | 1 point. Follows Rekindle. | Restore one cell of life when creating a Soul Link. | Neither increased maximum life nor full healing |
| Charge Flame Efficiency | 1 point. Follows Regroup. | Reduces Charge Flame's cost, helping preserve energy for saving. | Purchasing it does not let you use the move before acquiring the ability itself. |
| Air Dash | Earlier blue-branch upgrades required. Check the current display for cost. | Allows an acquired Dash to be used in midair. | DE addition; Dash itself must be acquired separately. |
| Ultra Soul Link | Earlier blue-branch upgrades required. Check the current display for cost. | Increases healing when creating Soul Links. | Not the same full recovery as a Spirit Well |
| Water Breath | Earlier blue-branch upgrades required. Check the current display for cost. | Removes the need to surface for air in clean water. | Does not make polluted water or all hazards harmless. |
| Triple Jump | Earlier blue-branch upgrades and Double Jump itself. Check current cost on screen. | Adds another jump in midair. | DE adds Dash-related upgrades to the branch. Do not reuse the original's shortest total point cost. |
| Spirit Magnet/Map Markers | Purple branch. Map Markers requires preceding upgrades; check the displayed cost. | Helps collect recovery items and light or check the map. | Map Markers alone does not necessarily reveal every hidden collectible. |
| Attack branch, including Quick Flame | Check the earlier orange-branch upgrades and cost. | Improves Spirit Flame in combat. | Does not substitute for a new movement ability or door key. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Hard changes point requirements, so this table's numbers do not apply. Sources differ on Ultra Defense's reduction percentage, total upgrade costs and fine details of what map upgrades reveal; these are not quantified here.
Three checks after gaining an ability
- Try the input on nearby compatible terrain immediately after acquisition.
- Check the direction and distance needed to land on the next platform. Activating a move and landing safely are separate matters.
- Return to safe ground where you can save and check resources before the next attempt.
How long you hold an input is part of movement: distinguish slow descent with the feather open from faster descent with it closed. See the closed tables for specific ability uses.
Frequently asked questions
I bought Air Dash, but Ctrl does nothing
Air Dash in the ability tree upgrades Dash itself. You can buy it early, but it will not work until you obtain Dash through exploration. Check the added-abilities table for the location.
Are Dash and Bash the same move?
No. Dash moves quickly in the direction Ori faces; Bash launches from a target such as a lantern, enemy or projectile in a chosen direction. Their default PC inputs also differ: Ctrl versus right click / C.
FAQ answer 3 (spoilers)Close
Bash will not send a shot into the wall I want
The arrow points Ori's way, not the projectile's. Point away from the wall you want to hit. Also check that Ori will land safely.
FAQ answer 4 (spoilers)Close
Do I need the added abilities to finish the game?
Dash and Light Burst are optional abilities acquired in Definitive Edition's added regions. The ordinary story route connects without them. They are used in the added areas' own puzzles, so keep the main route and added regions separate.
FAQ answer 5 (spoilers)Close
Charging a wall Charge Jump makes me climb instead
After gripping the wall with Shift, charge away from it rather than using the ground version's upward input. Press Space when ready.