Ori regional walkthrough: entry requirements, puzzles and escapes

Ordinary Definitive Edition progression organized by region entrances and the next exit. Open puzzle and escape solutions only for the section you need.

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

31 / 31 rows

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Read against your location and last acquired ability

This chart connects the main route on Normal, from the opening to the ordinary ending. It does not cover 100% collection, every achievement or routes that skip ahead for speed. English region names are included to help with cross-checking.

  1. Check the map's region name and objective.
  2. Open your current location and compare its entry requirements with your acquired abilities.
  3. After solving an obstacle, check that the next landmark is visible.
  4. If you emerge elsewhere, return to the table and review the entry conditions.

All progression tables and specific solutions below contain spoilers. Intermediate restart points during Normal escapes and the current installed build have not been tested in-game, so instructions assume completing each escape from its beginning side.

Answer 2 (spoilers)

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Main-story entrances and exits

Wide tables scroll horizontally.

Main-story entrances and exits: 10 entries
RegionEntry requirements / preceding stateCurrent goalExit / next landmark
Sunken Glades/Spirit CavernsAfter the prologueSpirit Flame, Wall Jump and Keystone gatesThrough the Spirit Tree to Hollow Grove
Hollow Grove〜Thornfelt SwampWall JumpCharge Flame; check the Ginso Tree entranceFollow the Water Vein toward Moon Grotto
Moon Grotto/Gumo’s HideoutFollow Gumo undergroundDouble Jump、Water VeinReturn to the Ginso Tree entrance
Ginso TreeWater VeinBash; clear obstacles on both sides of the tree; restore the waterEscape upward to Thornfelt Swamp
Thornfelt SwampAfter the water is restoredUnderwater keys, Stomp and the floor leading westThrough Hollow Grove to Valley of the Wind
Valley of the Wind〜Misty WoodsBash and StompFeather, Climb and Gumon SealFrom the lower valley to Forlorn Ruins
Forlorn RuinsGumon SealCross the interior using the light orb and restore the windBack to the valley after the escape and hiding section
Sorrow PassRestored wind and the featherCharge Jump and the summit's SunstoneEnter the mountain from northern Hollow Grove
Mount HoruSunstone and the abilities obtained on the ordinary routeStop each room's lava flow, starting from the upper levelThe final escape beyond the lowest level
Optional added regionsWall Jump for Black Root Burrows; Stomp and other abilities for deeper Lost GroveDash and Light BurstReturn to the main route using a Spirit Well

Later abilities let you collect optional items on return visits. This table does not require 100% of each region before entering the next.

Answer 3 (spoilers)

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Opening: gain an attack and wall movement, then head east through the forest

Entrance: Sunken Glades after the prologue. Add movement, saving and attack functions in turn, then head for the tree in Spirit Caverns.

  1. Head left and descend the low platforms to collect the first Energy Cell. Check how to create a Soul Link before approaching danger.
  2. Let the charging enemy break the breakable wall, then meet Sein on the fallen tree beyond. Spirit Flame becomes available afterward.
  3. Use the Spirit Well to the east. For the next gate's Keystones, check beyond the movable rock and past the swinging obstacles.
  4. Beyond the gate, descend to Spirit Caverns and obtain Wall Jump from the Ancestral Tree. Kick off the walls to return to the high passage.
  5. Use the rock as a platform and the lever to create a log crossing as you climb. Collect the Keystones required by each gate and continue toward the Spirit Tree.
  6. In Hollow Grove, lure the jumping enemy onto the breakable floor to reach the underground area, then loop over the wall to the Charge Flame tree. Use the new ability on compatible walls to return to the upper passage.

Exit check: head east through Hollow Grove until the Thornfelt Swamp and Ginso Tree objective is visible. You do not need to fill every unexplored part of the map.

Answer 4 (spoilers)

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Caves: follow the entrance key and return with Double Jump

Entrance: after checking Ginso Tree's door. It requires the Water Vein, so follow Gumo down into Moon Grotto.

  1. At blocking floors or walls, lure nearby projectiles into a position where they can hit. Cross lasers just after they switch off, using small intermediate platforms as waiting spots.
  2. Use the Spirit Well in the shaft, then continue through Gumo's Hideout after falling through his trap.
  3. Defeat the enemies in the sealed room to continue. Gather two Keystones around the moving pillars and open the eastern gate.
  4. Obtain Double Jump at the Ancestral Tree ahead. On the return, use the upper passages now reachable with Double Jump rather than only retracing the approach.
  5. Follow Gumo west and loop upward. In the falling-rock section, move out of the impact areas and climb the platforms. Receive the Water Vein after rescuing him.
  6. Return to Ginso Tree's entrance by Spirit Well travel or the route you used, then enter with the Water Vein.

Do not confuse the optional gate costing four energy with the conditions for obtaining the Water Vein. You can collect the key first and return to the main route.

Answer 5 (spoilers)

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Ginso Tree: separate portal routes from projectile direction

Entrance: use the Water Vein to enter Ginso Tree. Climb through portals to the left and right rather than only moving straight upward.

  1. Enter the first portal on the right, check the platform at its exit and proceed to the upper portal. At exits surrounded by spikes, decide which side to land on before entering.
  2. Push the wooden projectile reflectors to reposition them. Arrange them so a shot hits a board and then travels toward an obstacle or portal.
  3. Gather the Keystones, open the upper gate and obtain Bash at the tree. Cross the lanterns by catching a target, setting the arrow and releasing.
  4. When breaking obstacles with projectiles, Ori and the shot travel in opposite directions. To send a shot toward a wall, point the arrow away from that wall.
  5. Return projectiles to the strong shooting enemy using Bash. Save at the next Spirit Well before proceeding to the tree's center.
  6. Climb the passages on both sides of the center. Use projectiles to break the upper obstacles and clear the corruption on each side. Return to the center and interact to restore the water and start the escape.

Exit check: have you cleared the obstacles on both sides of the center? Confirm Bash's opposing directions before beginning the escape.

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Ginso Tree escape: follow the next Bash target

Wide tables scroll horizontally.

Ginso Tree escape: follow the next Bash target: 3 entries
Section landmarkInput / movement orderMistake to avoidAfter failing on Normal
Rising water and a line of lanternsApproach a lantern, aim Bash toward the next upper platform and release.Launching straight up every time and drifting too far sideways from the next targetRetry from the beginning side of the escape.
Middle section using enemies and projectilesFind the next target before using Bash, then adjust the landing with Double Jump.Defeating an enemy that you need as a stepping stoneIf the same target causes failure, adjust your catch position and arrow one at a time.
Walls and the last climbChain reachable targets and connect Wall Jump with Double Jump where needed.Detouring sideways for collectibles and letting the water catch upPrioritize passage and repeat the same route.

Bash aiming does not give unlimited thinking time. Rather than trying to outrun the water with ordinary jumps alone, link targets to climb out.

Answer 7 (spoilers)

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Swamp: collect keys with air stops, then open the floor

Entrance: after the Ginso Tree escape. You can now enter the water, but watch the air display as you swim.

  1. Dive and use the cavities on either side for air. Collect two Keystones in the far small room and beyond the moving pillars, then return to the upper gate.
  2. Beyond the gate, keep the projectile enemy alive and Bash toward the upper wall. Obtain Stomp at the tree reached through the lanterns.
  3. Jump directly above a peg and press down to Stomp it, opening the route. Pass through the sealed enemy room.
  4. If water prevents you from breaking the floor leading west, return to the first pool. Beyond the left waterway, break the blue-cracked ceiling with Charge Flame.
  5. Once the water falls, Stomp the breakable floor left of the Map Stone. Exit west and head for Valley of the Wind through upper Hollow Grove.

You can lower the water before or after obtaining Stomp. If you cannot reach the exit floor, check the drainage route instead of repeatedly using Stomp in the same spot.

Answer 8 (spoilers)

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Valley and mist: obtain the feather and follow changing paths

Entrance: Valley of the Wind from upper-west Hollow Grove. Rather than descending directly into the valley, first open the upper route toward Misty Woods.

  1. Stomp the peg to open the route, then climb using Bash on lanterns and projectiles. When a large bird blocks the way, loop up to the rocks above.
  2. Bash from lanterns and birds to the top of the rock. Stomp the loose rock to move the bird, collect the fallen feather and glide left toward Misty Woods.
  3. Check the unlit lantern in Misty Woods and head west. After collecting a key, turning back from a dead end changes the route connections, so do not identify your position only from an old map.
  4. Obtain Climb at the tree. On plant walls that appear or disappear when you jump, hold the wall with Shift and climb; avoid extra jumps that remove your footing.
  5. Collect four Keystones and open the gate beyond the enemy room. Carry the light back to the Shrouded Lantern near the entrance and obtain the Gumon Seal.
  6. Return to the valley and descend. Loop through the lower cave, Bash from a bouncing enemy to the lever and open the Forlorn Ruins entrance on the left.

You cannot use your usual abilities in the same way while carrying the light. If a ledge blocks you, check what you are holding. The upper and lower valley lead to different objectives; descend after obtaining the Gumon Seal.

Answer 9 (spoilers)

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Forlorn Ruins: use the light orb and changing gravity

Entrance: enter Forlorn Ruins with the Gumon Seal. Separate the orb-carrying sections from the wind-powered escape.

  1. Go left from the entrance and pick up the light orb. While carrying it, you can cross the compatible hot floors and walls and move along walls and ceilings.
  2. The face of a square platform you stand on changes the direction of your next jump. Move to the side opposite your desired landing before leaving it.
  3. Collect Keystones as you proceed. To return to normal platforms, put down the orb and distinguish gravity-based movement from ordinary jumping.
  4. In the laser section, check the beam's location before changing platform faces. The light orb does not make lasers harmless.
  5. Place the orb in the receptacle at the center of the broken bridge, cross it and climb the upper platforms to the central device to restore the wind.

Exit check: are you trying to solve everything with ordinary Double Jump or Bash while holding the orb? Putting it down also removes protection from hot surfaces, so move to ordinary ground before releasing it.

Answer 10 (spoilers)

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Ruins escape: alternate climbing and taking cover

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Ruins escape: alternate climbing and taking cover: 5 entries
LandmarkControls / movement stepsWhat to checkRestart after failure
Wind and falling iceJump, open the feather to rise and avoid standing directly beneath falling objects.Leave room to dodge sideways instead of only climbing continuously.On Normal, restart from the beginning side of the escape.
Jets from the wallsHold onto a safe wall and wait for the jet to stop, then open the feather and proceed.Is your waiting place directly in front of a vent?Adjust where you wait at the vent that hit you last time.
Brittle wall along the horizontal routeMove onto the right wall and proceed after an enemy projectile breaks it.Do not kill the enemy and remove the shot you need.Repeat the route from the beginning side.
Collapsing ceiling that opens the floorAvoid the falling ceiling and descend through the opening, using the feather to dodge spikes.Do not keep the feather open and remain beneath falling objects.Learn where to switch to descending.
Shaft with a large stone moving verticallyHold the small refuge on the right; rise after the stone passes below.Do not wait in the stone's central path.Follow the same order to the exit.

Outside the ruins, hide from the bird's gaze. Stomp the ice, dive into the water and move to the trees on the right. Use enemy projectiles on the log and Bash an explosive enemy into the obstacle, then move right with the cover of the pushable log. Back in the valley, ride the wind to upper Sorrow Pass.

Answer 11 (spoilers)

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Pass: open wind routes and collect the last main ability and entrance stone

Entrance: rise through the restored wind in Valley of the Wind using the feather, then take the upper-right route to Sorrow Pass.

  1. Ride the wind with the feather and gather the Keystones for each gate. Distinguish energy-gated side paths from the upward wind route.
  2. Bash the round stone into the wind and move it to block a laser. After repositioning it, check the beam-free area before crossing.
  3. Stomp pegs and breakable floors to release blocked wind. Once the wind route opens, use the feather to rise.
  4. Obtain Charge Jump at the tree beyond the keys in the spike section. On the ground, charge upward input and press Space; on a wall, hold with Shift, charge away from the wall and press Space.
  5. Break compatible ceilings and side walls with Charge Jump, then return to the vertical wind route. Stomp the floor blocking its base to release the wind and collect the Sunstone at the upper-left end.
  6. Return to a Spirit Well and head to northern Hollow Grove. Bash a charging enemy into the green wall blocking the mountain route, then use projectiles to cross the lava area. Enter Mount Horu using the Sunstone.

Charge Jump cannot be repeated freely in midair. Find ground or a grippable wall, confirm the charged state and then jump.

Answer 12 (spoilers)

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Mount Horu: stop the flows in eight rooms from the top down

Entrance: use the Sunstone to enter Mount Horu. Lava blocks the lower central area. Clear the upper-left and upper-right rooms, then descend to the next level opened by stopping their flows. Either side of the same level is not necessarily restricted to a single mandatory order.

Wide tables scroll horizontally.

Mount Horu: stop the flows in eight rooms from the top down: 8 entries
Room as seen from the central hallInterior landmarkWhat to doReturning to the hall
Top level, rightFalling rocks and the large rock at the backBash from projectiles and lanterns to the back. Approach the rock and use Sein's displayed interaction prompt to drop it and stop the flow.Avoid falling rocks and retrace the route.
Top level, leftTwo platforms moved by a leverBring the platforms closer with the lever, switch it and board them. Use Charge Jump to the high platform and Stomp the peg at the back.Watch the platforms and lasers on the return.
Second level from the top, rightProjectile-firing stone enemies and the closed upper doorCross to the platform side you need before returning shots with Bash to defeat the enemies. Once all are defeated, Stomp the peg in the opened upper area.Do not remove movement projectiles too soon.
Second level from the top, leftRotating laser and pushable rockStomp the peg and wait for the rotating beam to break the wall. Use the rock as cover while pushing it into the lava opening.Maintain your position behind the rock as you move.
Third level from the top, leftPlatforms above lava and enemy projectilesStomp the floor to enter and chain Bash targets to the back. Approach the rock and use Sein's interaction prompt to drop it.Use projectiles and the feather again to return toward the exit.
Third level from the top, rightLever-raised platform and lasers on both sidesHold the moving platform and shift to the safe side according to the lasers. Drop the upper rock.Check the newly opened lower route in the center.
Lowest level, rightThree levels of passages and one round stonePull out the stone and Bash it to the upper level. Use the lever-controlled moving platform to carry it farther upward and block the flow.After taking the stone to the top, still use Sein's interaction prompt at the rock farther in. Confirm that the flow has stopped before leaving.
Lowest level, leftA chain of lanterns and a peg at the backCross to the back and Stomp the peg. Return toward the entrance ahead of the lava; when the floor opens, also deal with the lower peg.Do not stop after the upper round trip; check the lower part too.

After clearing all eight rooms, the left and right sides at the bottom center open. Save at the Spirit Well and continue beyond the door opened by the lower fight. This chart does not cover every collectible location in these rooms. Rooms are identified by level and side from the central hall rather than copied map numbers. Follow the local interaction prompt for Sein's rock action; the PC key for this contextual input remains unconfirmed.

Answer 13 (spoilers)

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Final escape: change movement abilities in short stages

Wide tables scroll horizontally.

Final escape: change movement abilities in short stages: 5 entries
LandmarkInput / directionTransition to the next stageNormal restart
Platforms and falling rocks leading rightJump right, then use Double Jump from the platform formed by the falling rock.Watch for the direction change after entering the cave.After failure, restart from the beginning side of the escape.
Vertical passage of lanternsBash upward through the left and right lanterns.After reaching the top, Stomp the breakable floor on the right.Check the arrow at each lantern.
Horizontal breakable wallClimb onto the left wall and Charge Jump right.Bash from the projectile on the right to cross the lava.Reach the wall before charging.
Burning branches and waterwayOpen and close the feather to descend into the water below, then swim right.After leaving the water, move into the next updraft.Do not keep gliding and slow yourself too much.
Late wind and falling rocksRise with the feather and Charge Jump onto the platform. Bash from lanterns and falling rocks to climb.Finish at the exit on the right.Freely placed saves are unavailable during the sequence.

Passing this section reaches the ordinary ending; its events are not described here. In DE, loading a cleared save lets you return to exploration. Think of this as returning from the late mountain section to collect items, rather than freely exploring a new post-ending world.

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Optional added regions: the dark cave and the area beyond

Black Root Burrows and Lost Grove are DE's added detours. This is not a route that requires Dash or Light Burst to finish the ordinary story. Finding the entrance early does not mean you must clear the entire area at once.

  1. Wall Jump up the wall east of the first Spirit Well in Sunken Glades to enter Black Root Burrows.
  2. Follow the darkness downward and carry the light. Cross platforms and doors revealed by the light and continue along the route opened by lighting lanterns.
  3. On the platforms toward the statue, place the light on the second-to-last platform before jumping to the lever. Raise the statue, then set down the light to illuminate the area.
  4. Obtain Dash at the tree on the right. Open the timed door sufficiently with the lever, then Dash along the path. Use the Spirit Well beyond the rolling-rock section.
  5. Open the breakable floor into Lost Grove with Stomp. Beyond the lasers, take the left route to the tree and obtain Light Burst.
  6. Use Light Burst to light lanterns and move platforms or doors. You can Bash from your own thrown orb to reach high places. The Spirit Well beyond the added region can return you to the main route.

If you came early without Stomp, return to the main story instead of forcing through the deeper floor. This does not cover every collectible or the last scene of the detour.

Checks for revisiting areas

DE supports returning to cleared regions. Do not directly apply old original-version warnings about points of no return or unusable cleared saves to DE on PC.

  1. Check that you have used the destination Spirit Well.
  2. If the destination is not activated, return through the ordinary connecting route and use its Spirit Well for future travel.
  3. Separate returning to a region from replaying its escape event in the same state as the first visit.
  4. If exploring before the final section, note your current in-game objective so you can return to the main route's entrance requirements after collecting items.

We have not verified every collectible's respawn behavior, methods for freely replaying escape events or all current checkpoint locations. Backtracking support does not mean everything can be collected again in every state.

Frequently asked questions

I reached the destination door but cannot enter

Check the key item as well as the region name. Specific entrance conditions are in this page's closed progression table. Acquiring an ability and carrying a door-opening item are separate requirements.

FAQ answer 2 (spoilers)Close

A projectile inside the tree flies away from the wall

Bash's arrow shows Ori's direction. To send the projectile into a wall, aim the arrow away from that wall. Where portals transport shots, first identify the projectile's exit.

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I finished one mountain room but still cannot descend

Each cleared room stops part of the lava on that side. Proceed downward from the upper-left and upper-right rooms. In the lowest-left room, returning ahead of the lava also opens a lower section to clear; check that you did more than make the upper round trip.

FAQ answer 4 (spoilers)Close

I entered the dark added region early. Must I restart?

It is an optional detour separate from the main route. If you cannot open the deeper breakable floor beyond Dash, obtain Stomp in the story before returning. You do not need to clear all added areas at the start.

Will this chart give me 100%?

It covers major story progression, rather than listing every Life Cell, Energy Cell, Ability Cell or achievement. It does not guarantee 100% completion.

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