Ori and the Blind Forest: Definitive Edition · Guides

Ori and the Blind Forest: Definitive Edition 100% guide

Published by Chubuggles

A chronological four-file route to all 57 achievements, covering the full collectible run, the Easy challenge run, Hard, and One Life.

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  • ETA

    Estimated time, as the guide’s author estimates: 20-30 hours

  • Difficulty

    7/10, as the guide’s author rates it

Your Progress

57 achievements in this guide

Sign in with Xbox to see which of them you have already earned.

Before You Start

Ori and the Blind Forest: Definitive Edition has 57 achievements worth 1,250 Gamerscore. This is its own list, separate from the original 2015 Ori and the Blind Forest. The Windows 10 / Microsoft Store version shares this same Xbox list and supports cloud saves. Nothing is online, there is no DLC, and nothing is unobtainable as of October 2026.

Playthrough Plan

You need several save files because the difficulty and challenge achievements are tracked per file. This route uses four:

  1. Normal 100% run. Story, every collectible, the full Ability Tree, all counters and all skill-trick achievements. This is the bulk of the guide.
  2. Easy challenge run. Finish in under 3 hours, spend no Ability Points and don't die. That gets Supersonic, Elite and Immortal on one file.
  3. Hard run. Story only, for Formidable.
  4. One Life run. Story only, for Unhinged. It usually awards Immortal too, which backs up run 2.

Difficulty is picked per save slot when you create a new file. Pick it at creation and never change it on that file. Lowering a file to Easy makes the game count the whole file as Easy, so it can no longer earn Formidable. One Life cannot be changed once started.

Speedrunning ability helps but is not required. A clean story route on Easy fits comfortably inside 3 hours.

Missables and Points of No Return

The Definitive Edition added full backtracking. The Ginso Tree, Forlorn Ruins and the original foggy Misty Woods can all be revisited, and Mount Horu does not lock you out of the world. This is the biggest difference from the original game. Older guides that warn about lockouts in these areas are describing the 2015 version.

  • The only real cutoff is the final escape in Mount Horu. It starts after you have cleared Mount Horu's gate rooms and head left at the bottom of the mountain to face Kuro. You can leave Mount Horu freely at any point before that. After the credits, your save reloads around the start of that escape, and you can walk out of Mount Horu and free-roam Nibel again. Even so, finish every collectible and counter before you trigger it. Cleanup is much simpler that way.
  • Do before endgame: Light Burst Master. It isn't confirmed whether Light Burst kills still count after the game is finished, so get all 50 before the final escape to be safe. Treat every other counter the same way.
  • Escape sequences can't be replayed. The Ginso Tree escape, the Forlorn Ruins escape and the final Mount Horu escape are one-way runs. No secret area, Energy Cell or Health Cell is inside any of them.

Collectible Totals and Tools

  • 45 secret areas (So many secrets, Seasoned Explorer, No stone unturned)
  • 9 Map Stones (Marking the way, Halfway There, World at your feet)
  • 12 Spirit Wells (Safe and Sound)
  • 15 Energy Cells (Powerhouse)
  • 12 Health Cells (Master Guardian)
  • 33 Ability Cells (feeds Phenom)

On Easy, Normal and One Life, the full Ability Tree costs 54 Ability Points. That is comfortably covered by the 33 Ability Cells plus level-ups from a full-clear run. Hard raises the cost to 75, which would need a long XP grind, so Phenom belongs on the Normal file.

Every secret area, Energy Cell and Health Cell is routed in the area sections below. The Collectibles section at the end lists them all by area for checking off.

An area's map only fills in once you restore its Map Stone. The Exploration branch of the Ability Tree is one chain, and each skill needs the one before it:

  • Map Markers is the second skill (2 points into the branch). It marks Spirit Wells, Map Stones and fragments, Keystone doors, energy doors, breakable walls and Spirit Light Containers. It does not mark cells.
  • Ability Markers (8 points into the branch) marks Ability Cells. Life Markers (12) marks Health Cells and Energy Markers (14) marks Energy Cells. Buy Map Markers early and the rest when you have points to spare.
  • Sense, the last skill in the branch (17), makes a secret area's fake wall partly see-through once you are very close to it. It does not mark secret-area entrances on the map. It is reported to make the pickups inside secret rooms show up on the map, though. Buy it before the final 100% cleanup.
  • Treat all marks as a helper. Before you have Sense, pickups inside secret rooms may not be marked.

The game has no count of the secrets you've found. The only running count is the Xbox achievement progress for No stone unturned.

Each region's map shows its own completion percentage. It counts the terrain you've physically entered and pickups such as Spirit Light Containers. Entering a secret area is tracked separately, for the secret achievements. Any pickups inside a secret room still count toward that region's map percentage.

All counters below track per save file. Do the whole Normal run on one slot and don't hop between saves mid-run.

Counters to Run All Game

Life Saver

Required: create 50 Soul Links on the Normal file. A Soul Link is your manual save and checkpoint, and it costs energy. Make one whenever you have spare energy, especially before tough rooms. If you are short near the end, a practical option is to create links next to a Spirit Well and use the well to refill your energy between them.

Power Player

Required: collect 200 Energy Shards, the small blue energy drops from enemies and plants. This builds up on its own through normal play.

Flame Master

Required: 500 kills with the basic Spirit Flame. Kill everything you pass on the Normal run. If you are short at the end, farm weak enemies in Sunken Glades or Hollow Grove. Stay on one save file for the whole run, since this counter has been reported to stall.

Blast Master

Required: 100 kills with Charge Flame. Use Charge Flame on groups whenever it is convenient. Any shortfall can be farmed in the early areas before the final escape.

Playthrough 1: Normal 100% Run

Create a new file on Normal. Each area section below lists the secret areas and cells to take on that visit. Anything that needs a later ability is listed in the section where you return for it.

Prologue and Sunken Glades

Collectibles 7 collectibles
  • Sunken Glades: first log — Left end of the first long log just after the prologue.

  • Sunken Glades: under Sein's log — Under the sloping log where you find Sein.

  • Sunken Glades: opening — Far left across the purple water right after the opening.

  • Sunken Glades: Wall Jump rocks — Rocks just right of the Wall Jump tree.

  • Sunken Glades: mushroom ledge — Fungus-topped ledge past the first door; hop the bluish mushrooms left to a small cavity.

  • Sunken Glades: spinning-spike room — Floor level under the far-left ledge of the pushable-rock room with three spinning spikes. After Wall Jump.

  • Sunken Glades: turret climb (right) — Turret-lined log climb before the four-Keystone door, right side, one level above the second-tier left Keystone. Holds an energy door; entering counts.

The Journey Begins

Story. Unlocks when the prologue ends.

After the prologue, pick up Spirit Flame (Sein) at the far left of Sunken Glades, then head right to the first Spirit Well. Wall Jump comes from Ancestral Tree Fil. After that, the Map Stone Fragment is on a small ledge to the right of a lever past the spinning-spike room. Drop back right through the next log to the Glades Map Stone. Then collect the four Keystones for the gate leading to the Spirit Tree, which has another Spirit Well beside it.

Collect on this visit:

  • Secret area: walk to the left end of the first long log just after the prologue, into its solid-looking end.
  • Secret area: go down the sloping log where you find Sein, then turn back underneath it.
  • Energy Cell: far left across the purple water right after the opening.
  • Energy Cell: on the rocks just right of the Wall Jump tree. Wall-jump up.
  • Health Cell: on the fungus-topped ledge past the first door. Hop the bluish mushrooms left to a small cavity.
  • Secret area: in the room with the pushable rock and three spinning spikes overhead, go under the far-left ledge at floor level before climbing.
  • Secret area: on the turret-lined log climb just before the four-Keystone door, one level above the second-tier left Keystone, to the right. It contains an energy door you can't open yet. Just entering counts.

Safe and Sound

Required: actually save at each of the 12 Spirit Wells. Walking past one is not enough. Interact and save at every well you find, starting with this first one. The route below reminds you at each one. The full list, in route order:

  1. Sunken Glades: the first well, right after Spirit Flame, below the Black Root Burrows entrance.
  2. Hollow Grove: beside the Spirit Tree.
  3. Thornfelt Swamp: just outside the Ginso Tree entrance.
  4. Moon Grotto: in the main shaft.
  5. Ginso Tree: on the right just before the heart room.
  6. Horu Fields: up near the Mount Horu entrance, reachable early.
  7. Black Root Burrows: in the lower Burrows on the Dash-door and boulder route.
  8. Lost Grove: after the wall climb near Naru's memory.
  9. Valley of the Wind: on the way to Misty Woods.
  10. Forlorn Ruins: in the room above the early Keystones, beside the Forlorn Map Stone.
  11. Sorrow Pass: on the upper-right side.
  12. Mount Horu: at the bottom of the main area, on the right.

Marking the way

Unlocks when you restore your first Map Stone. Pick up the Sunken Glades Map Stone Fragment and bring it to the Map Stone.

The Ancient Being

Story. Unlocks when you meet the Spirit Tree.

So many secrets

Unlocks when you enter your first secret area. That is normally the first log right after the prologue. Secret areas sit behind fake walls and foreground scenery that fade as you move into them. Some are opened by breaking a log or floor instead.

Choices Choices

Unlocks when you spend your first Ability Point. Spirit Magnet is the standard first pick, and Map Markers right after it is worth having early.

Hollow Grove

Collectibles 4 collectibles
  • Hollow Grove: webbed-rock drop — Drop the webbed rock with Charge Flame, ride it down, go left. Holds an Energy Cell.

  • Hollow Grove: webbed-rock secret — Inside the secret room left of the bottom of the webbed-rock drop. After Charge Flame.

  • Hollow Grove: web climb — From the energy-door side of the webbed-rock area, wall-jump up the webs, break the upper-right wall, drop in below the spikes.

  • Hollow Grove: Pink Jelly ledge — Past the purple-water posts and bounce pads, directly left of the ledge with a wall-clinging Pink Jelly.

Charge Flame comes from Ancestral Tree Ano here, just past the Spirit Tree. It breaks the cracked barriers and opens shortcuts. The Hollow Grove Map Stone Fragment is on the far side of the big tree, upper left: take the bounce pads over the tree and drop through the fungus on the left. The Map Stone is just to the right, one level below.

Collect on this visit:

  • Secret area and Energy Cell: drop the web-covered rock with Charge Flame, ride it down, and go left at the bottom. The Energy Cell is inside the secret room.
  • Health Cell: in the web-covered rock area, wall-jump up the webs from the energy-door side, break the upper-right wall and drop in below the spikes.
  • Secret area: past the purple-water posts and the bounce pads, on the ledge with a wall-clinging Pink Jelly. The room is directly to the left.

A New Path

Required: open 5 shortcuts with Charge Flame. Some barriers are mandatory, and the rest are optional walls nearby. This unlocks naturally before long.

Deadly Detonation

Required: kill 4 enemies at once with a single Charge Flame. Large Blobs split into smaller blobs, which makes them the easy target. Hit one with Spirit Flame once to make it split, then blast the pieces with one charged shot. There is a large Blob right after you get Charge Flame, and another right of the Hollow Grove Spirit Well.

Flying Fury

Required: kill 3 enemies without touching the ground. Use the same Blob. Jump, release a Charge Flame in mid-air into the Blob, and stay airborne while the pieces die. Don't glide (Kuro's Feather comes later): gliding is reported to break the chain. One well-aimed airborne Charge Flame on a big Blob often gets this and Deadly Detonation together.

Get back here!

Story. After Charge Flame, restore the Hollow Grove Map Stone and save at the next Spirit Well, the Thornfelt Swamp well just outside the Ginso Tree. You then meet Gumo near the sealed Ginso Tree, and this unlocks.

Deadly Dodge

Required: trick an enemy into killing another enemy, 5 times in total. Ground Worms are the easy method, and the best spot is on the Gumo chase, before the purple laser door into Moon Grotto. At the spot where a weak log covers a second worm hole, let the upper worm's shot break the log. Then stand over the lower hole until the upper worm fires again, and step away so the lower worm surfaces into the projectile. Repeat until it unlocks.

Moon Grotto and Gumo

Collectibles 7 collectibles
  • Moon Grotto: hanging-log room — West of the Ram-and-two-Stompers room, past a Stomper over a pit; cross the hanging log, room on its left.

  • Moon Grotto: crusher ride — Ride a dropping Stomper up in the Ram-and-two-Stompers room.

  • Moon Grotto: beam loop — Upper loop that doubles back; drop through the wooden beam. After Double Jump.

  • Moon Grotto: upper-right shaft — Chain Double Jumps and wall grabs into the small shaft in the upper right.

  • Moon Grotto: cheap energy door — Behind the low-cost energy door off the first main shaft. Precise Double Jumps now, or Bash off the jellies after the Ginso Tree.

  • Moon Grotto: 4-energy door — Behind the 4-energy door, solved by redirecting a projectile into the ceiling with the stone blocks. Finish it on the first visit.

  • Moon Grotto: boulder shaft — Upper-right corner at the top of the falling-boulder shaft during the Gumo chase. Needs Double Jump.

Go through the laser door into Moon Grotto and save at the Spirit Well in the main shaft. You get Double Jump from Ancestral Tree Leru, and the chase after Gumo continues from there. The Moon Grotto Map Stone Fragment is in the lower-left corner of the room with moving stone columns. The Map Stone is at the bottom of the main shaft. The stone you can see behind a barrier to the left belongs to Black Root Burrows.

Collect on this visit:

  • Secret area: from the Ram-and-two-Stompers room, head left past a Stomper over a pit to a room with a Jumper and a hanging log. Cross the log. The room is to its left.
  • Energy Cell: in the room with the two Stompers and the Ram, ride a dropping Stomper up.
  • Energy Cell: after Double Jump, take the upper loop that doubles back and drop through the wooden beam.
  • Health Cell: after Double Jump, chain Double Jumps and wall grabs into the small shaft in the upper right.
  • Health Cell: behind the cheap energy door off the first main shaft. Double Jump with precise wall-jumps gets it now. Otherwise come back after the Ginso Tree and Bash off the jellies on the left.
  • Energy Cell: once you hold four Energy Cells, open the 4-energy door and solve the stone-block puzzle that redirects a projectile into the ceiling. Finish this puzzle on this visit. Returning to the lower lasers later has been reported to leave a laser on.
  • Secret area: at the top of the falling-boulder shaft during the Gumo chase, in the upper-right corner, just before the rescue.

Self Destruction

Required: make an enemy kill itself. Use the Stompers with a Ram. The room is in Moon Grotto's first main shaft after its Spirit Well, left of the Detonator and Pink Jelly. Stand so the Ram charges you under the first Stomper, then move out of the way as it comes down. A crushed Ram also counts for Crushing Blow.

Crushing Blow

Required: crush a Ram with a Stomper. Same setup as above. Both usually unlock together.

Lets be Friends

Story. After Double Jump, chase Gumo up the falling-boulder shaft. This unlocks when you rescue him at the end of the chase. Gumo then helps you reach the Ginso Tree. Head back to its entrance via the Spirit Wells.

Thornfelt Swamp and the Ginso Tree

Collectibles 5 collectibles
  • Ginso Tree: first room — Top-right corner of the first room of the climb.

  • Ginso Tree: crawler room — Top-right corner of the second room, with orange spiky crawlers on hanging platforms.

  • Ginso Tree: lower top-left exit — Through the lower of the second room's two top-left exits, at the top centre.

  • Ginso Tree: beside the tunnel mouth — In the second room, jump up just right of that tunnel's mouth.

  • Ginso Tree: worm-shot floor — After Bash, redirect a Ground Worm's shot to break the far-left floor, then take the tunnel. Before the heart.

Save at the Ginso Tree's Spirit Well, on the right just before the heart room. All four Ginso secrets are on the climb, before the escape:

  • Secret area: top-right corner of the first room of the climb.
  • Secret area: top-right corner of the second room, the one with orange spiky crawlers on hanging platforms.
  • Secret area: take the lower of the second room's two top-left exits. The room is at the top centre.
  • Secret area: back in the second room, jump up just right of that tunnel's mouth.
  • Energy Cell: in the climb after you get Bash, redirect a Ground Worm's shot to break the far-left floor and take the tunnel. It comes before the heart.

Rotten Inside

Story. Unlocks when you enter the Ginso Tree.

Airborne

Required: Double Jump 5 times in a row without touching the ground. The reliable spot is the Ginso Tree's portal room, which has two Keystones and portal tunnels at the top and bottom. Drop into a tunnel, and every time you come out of the top, Double Jump before falling through again. After the fifth, land on a platform. This comes before you get Bash, and Bash-chain attempts elsewhere are unreliable.

Bash comes from the Ancestral Tree in the middle of the Ginso Tree.

Run for your Life

Story. Unlocks when you restore the heart of the Ginso Tree, which starts the rising-water escape.

Close call

Story. Unlocks when you finish the rising-water escape. If you die in the escape, you restart at a checkpoint. The tree itself can be revisited afterwards, so nothing is lost.

After the Water Is Restored

Collectibles 11 collectibles
  • Thornfelt Swamp: lake branch — Spike-lined underwater branch, middle right of the big lake left of the Spirit Gate. Needs cleansed water.

    Return later

  • Thornfelt Swamp: behind the waterfall — Bash up the right-hand platforms, then cross to the platform behind the water. Needs Bash.

    Return later

  • Thornfelt Swamp: Map Stone tree — Top of the tree just left of the Thornfelt Map Stone.

  • Thornfelt Swamp: pool under a log — Small separate pool under a breakable log on the Stomp-down route west of the Map Stone. Needs Stomp and cleansed water.

    Return later

  • Thornfelt Swamp: Frog beam — West of the drained room, Stomp the weak beam beside a Frog. Needs Stomp.

    Return later

  • Sunken Glades: underwater pocket — Narrow underwater corridor to an air pocket at the far left. Needs cleansed water.

    Return later

  • Moon Grotto: under the Spirit Well — Right-hand branch of the first main shaft, directly under the Spirit Well. Needs Bash.

    Return later

  • Hollow Grove: high cave secret — Inside the secret cave in western Hollow Grove, reached by Bashing a Spider's shot to the wall above the pole. Needs Bash and Double Jump.

    Return later

  • Hollow Grove: high Health Cell cave — Western Hollow Grove, level with the Map Stone, over spikes. Needs Double Jump and Bash (Bash an enemy shot twice). Holds a Health Cell.

    Return later

  • Hollow Grove: underwater pole door — Stomp the tall centre pole to open an underwater door, Stomp the two pillars to block the lasers. Needs Stomp and cleansed water.

    Return later

  • Hollow Grove and Moon Grotto border: empty room — Below the Hollow Grove Map Stone, up and right of the Moon Grotto hanging-log room, beside a stompable floor. Empty. After Stomp.

    Return later

With the water clean, Thornfelt Swamp opens up. Get Stomp from Ancestral Tree Ilo there. The Thornfelt Map Stone Fragment is in the bottom-right underwater branch, past the second set of crushing rocks. The Map Stone is on the left side of the lake after the Stomp tree, near a Ram. Cleansed water also opens pickups in Sunken Glades, Moon Grotto and Hollow Grove. Sweep them now. The Spirit Well up near the Mount Horu entrance, in Horu Fields, can already be reached, so save there now for Safe and Sound.

Thornfelt Swamp:

  • Secret area: in the big lake left of the Spirit Gate, swim into the spike-lined underwater branch on the middle right.
  • Health Cell: at the waterfall, Bash up the right-hand platforms, then cross to the platform behind the water.
  • Secret area: climb the tree just left of the Thornfelt Map Stone. The room is at the top. Its Ability Cell needs Stomp.
  • Secret area: on the Stomp-down route west of the Map Stone, a small separate pool sits under a breakable log. Break the log and dive in.
  • Secret area: west of the drained room, next to a Frog, Stomp the weak wooden beam in the floor. The room opens below.

Back through the earlier areas:

  • Energy Cell (Sunken Glades): swim the narrow underwater corridor to an air pocket at the far left.
  • Health Cell (Moon Grotto): in the right-hand branch of the first main shaft, directly under the Spirit Well. Needs Bash. Also take the other Moon Grotto Health Cell now if you skipped it.
  • Secret area and Health Cell (Hollow Grove): in western Hollow Grove, level with and well west of the Map Stone, is a small high cave holding a Health Cell. Bait an enemy shot and Bash it, usually twice, to reach the wall above the pole. Then wall-jump into the corridor that looks like a dead end. Expect a spike hit before you have Charge Jump. The Health Cell is inside the secret room.
  • Health Cell (Hollow Grove): Stomp the tall centre pole several times to open an underwater door, then Stomp the two pillars to block the lasers. The cell is on the floor.
  • Secret area (Hollow Grove and Moon Grotto border): almost straight below the Hollow Grove Map Stone, up and to the right of the Moon Grotto hanging-log secret, is a small empty room beside a stompable floor. It is one of the most commonly missed secrets.

Deadly Deflection

Required: kill 25 enemies with their own projectiles by Bashing off them. Spiders are perfect: Bash off their shots and aim back at them. Thornfelt and Moon Grotto have several pairs of Spiders. Do some at every group you meet. This counter adds up.

Bash Master

Required: Bash off enemies 10 times in a row without touching the ground. Bashing the same enemy repeatedly counts. Find a large Blob, Bash straight up off it, and hold Bash again as you fall back to it. Repeat. Don't glide. Later, the line of owls near the top of Sorrow Pass is a good backup spot.

Stomp Master

Required: kill 50 enemies with Stomp. Stomp kills don't happen much on their own, so make Stomp your finisher on small enemies from now on. Top up during cleanup if needed.

Black Root Burrows and Lost Grove

Collectibles 6 collectibles
  • Lost Grove: laser corridor — Pocket above the green-laser corridor on the lower route, halfway along. Dash helps.

  • Lost Grove: above the open Ability Cell — Upper-right wall above the Ability Cell after the lever room. Light Burst up and Bash off it.

  • Lost Grove: pond passage — Bottom right of the pond, a long underwater passage to a tiny room with an Ability Cell.

  • Black Root Burrows: past the boulder — After the lever door and boulder chase, Stomp the boulder, pound the post, cross the hanging platform above.

  • Sunken Glades: turret climb (left) — Just left of and below the right-side turret-climb room, the hidden way into the Ability Cell. Bash off a Light Burst.

    Return later

  • Sunken Glades: laser-rock room — Behind a 4-energy door; push the rock into the hole to block the laser and use it as a step.

    Return later

Black Root Burrows is a Definitive Edition area. It is optional for the story but required for 100%. Teleport to the first Spirit Well in Sunken Glades. The entrance is above it. The entrance only needs Wall Jump, and you can reach Dash without Stomp. But Stomp breaks the floor down into Lost Grove and the boulder at the end, so coming now, with Stomp, finishes the whole area in one visit. You get Dash in Black Root Burrows, and Light Burst from the Ancestral Tree in Lost Grove, which is reached through the Burrows. Save at both wells (Black Root Burrows and Lost Grove). The Black Root Burrows Map Stone Fragment is to the right of the Dash tree, past a line of Stompers. The Map Stone is in the upper-right corner of the lower room, after the boulder chase.

Collect on this visit:

  • Secret area: in the green-laser corridor on the lower route, jump up into the pocket halfway along. Dash helps with the laser timing.
  • Secret area: after the lever room, in the upper-right wall above the Ability Cell that sits in the open. Throw a Light Burst up and Bash off it.
  • Secret area: dive to the bottom right of the pond and follow the long passage to a tiny room with an Ability Cell.
  • Health Cell: after the lever door and the boulder chase, Stomp the boulder, pound the post, then cross the hanging platform above.

On the way out, back in Sunken Glades:

  • Secret area: on the same turret-lined log climb as the earlier Glades secret, just left of it and slightly lower, at the height of the out-of-reach Ability Cell. Throw a Light Burst upward and Bash off it to get in.
  • Energy Cell: open the hidden room's 4-energy door, push the rock into the hole to block the laser, and use it as a step.

Explosive Lobb

Required: light 3 torches with Light Burst. Right after you get Light Burst, the path out of Lost Grove makes you throw it at three torches in a row: a log, then a platform, then the exit door. The third one unlocks it.

Out of the Darkness

Unlocks when you watch Naru's memory scene in Lost Grove. Follow Lost Grove's route through the pressure plates and Light Burst barriers to the door that leads to the memory. This is part of the Lost Grove path, so you will get it as you finish the area.

Raider Run

Required: escape the boulder in Black Root Burrows. Go back to the shaft where you got Dash. Drop down, hit the small lever at the bottom and get through the barrier before it closes. A boulder falls behind you. Run down the slope, jump the wall midway, Dash under the Stompers as they fall, and climb the wall at the end. If you die, you respawn and can try again.

Light Burst Master

Required: kill 50 enemies with Light Burst. Do before endgame. Start now, and use Light Burst as your main ranged attack whenever enemies give you time. The fastest top-up is Sunken Glades and Hollow Grove, whose enemies die in one hit. Make sure all 50 are done before you start the final escape.

Lightning Fast

Required: kill 5 enemies with Charge Dash, not the normal Dash. Charge Dash is a Utility skill that needs Dash, so buy it once you have spare points. Hold the charge button and Dash into an enemy. One kill at a time is fine. Weak enemies in the early areas make this quick.

Valley of the Wind

Collectibles 4 collectibles
  • Hollow Grove: above the Spirit Tree — Up and left of the Spirit Tree chamber on the route west, before the Charge Flame wall into the Valley. Light Burst plus Bash.

    Return later

  • Valley of the Wind: crusher corridor — Underwater corridor with crushing stones; lever on a spiked ledge; surface on the left. Needs Dash and Light Burst.

  • Valley of the Wind: Map Stone Fragment corner — Bottom-left corner with Frogs and a Ram, where the Valley fragment is.

  • Valley of the Wind: past the bird lever — Upper right of the room past the lever above the Birds. Holds an Ability Cell. Bash, Double Jump, glide.

On the upper route west from the Spirit Tree toward the Valley:

  • Secret area: up and to the left of the Spirit Tree chamber, just before the Charge Flame wall into the Valley, is a high room holding a Spirit Light Container. Throw a Light Burst up and Bash off it.

Get Kuro's Feather in the Valley by Stomping loose rocks down onto Kuro, then picking up the feather he drops. It lets you glide. Remember it cancels Bash Master and Flying Fury chains, so don't glide while working on those. Save at the Valley's Spirit Well. The Valley's Map Stone and the Forlorn Ruins fragment are both on the path down to the Forlorn Ruins, so they're covered in the Forlorn Ruins section.

Collect in the Valley:

  • Energy Cell: in the underwater corridor with crushing stones, hit the lever on the spiked ledge and surface on the left platform. Needs Dash and Light Burst.
  • Secret area: the bottom-left corner of the Valley with Frogs and a Ram, where the Valley's Map Stone Fragment is.
  • Secret area: past the lever above the Birds, in the upper right of that room. It holds an Ability Cell and needs Bash, Double Jump and glide.

If either Valley secret isn't reachable on your way through, take it on your way back from Misty Woods.

Seasoned Explorer

Unlocks when you enter your 23rd of the 45 secret areas. If you have taken every secret listed so far, the one above the Spirit Tree is the 23rd.

Misty Woods

Collectibles 4 collectibles
  • Misty Woods: spike drop alcove — After the third shift, drift right into an alcove while floating down through spikes below a ceiling Ground Worm. Fog version.

  • Misty Woods: hanging lights corner — On landing, with a Frog and a Jumper to the left, Bash up through the hanging lights to the upper-right corner.

  • Misty Woods: between two lights — From a lower ledge with two hanging lights to the right, Bash straight up between them.

  • Misty Woods: above the sealed tunnel — Late in the maze, directly above the landing left of a barrier sealing a small tunnel. Most often missed.

Misty Woods is a navigation maze, and you get Climb from Ancestral Tree Tatsu on the way through it. Its four secrets are in the fog maze, so get all of them before you place the orb in the Shrouded Lantern. If you miss one, taking Atsu's Torch back out of the lantern brings the fog version back.

  • Secret area: after the third shift, as you float down through spikes below a ceiling Ground Worm, drift right into an alcove.
  • Secret area: on landing, with a Frog and a Jumper to the left, Bash up through the hanging lights to the upper-right corner.
  • Secret area: on a lower ledge with two hanging lights to the right, Bash straight up between them. Enter it even if the achievement progress doesn't visibly move.
  • Secret area: late in the maze, cross the gap right of a Ground Worm ledge to the spot left of a barrier sealing a small tunnel. The room is directly above where you land. This is the one most often missed.

Good Eye

Required: find the lost corridor in Misty Woods, a hidden route on the far west side of the woods that ends at an Ability Cell. It is not one of the secret areas. There are two ways in:

  • During the fog maze, before the orb goes into the Shrouded Lantern: from the west, use the bounce pad and Bash off Ground Worm projectiles, then drop to the first Keystone on the left, which shifts the surroundings. Head right, get past the bird, float down through the spikes, and land right of a pink jelly with a Keystone to its left. Get over the branch above that Keystone with Triple Jump or a Bash off a Light Burst. The corridor is beyond it.
  • After the Forlorn Ruins restore the winds, with the lantern lit and the fog gone: go to the far west end of Misty Woods and ride the updraft with Kuro's Feather up and over the end wall.

If the fog route gives you trouble, skip it. The second route works any time later.

Obtaining Clarity

Story. Unlocks when you clear Misty Woods. If a Misty Woods pickup is left, revisit later. At Atsu's Torch you can toggle the old foggy Misty Woods on and off.

Forlorn Ruins

Collectibles 4 collectibles
  • Forlorn Ruins: entrance ceiling — Directly above a room near the entrance route. Light Burst up and Bash off it.

  • Forlorn Ruins: Spider corner — Upper-left corner of the first room with a hanging Spider, by Bashing the Spider or its shot.

  • Forlorn Ruins: death-beam pit — Bottom left past two death beams, after the light vessel is placed. Holds a Health Cell.

  • Forlorn Ruins: death-beam pit secret — After the light vessel is placed: far upper right past the beams, Stomp the post, then the bottom-left pit behind a fake wall.

On the path down from the Valley of the Wind toward the ruins, Bash Exploders into breakable walls. The first Exploder you launch to the right breaks a wall hiding a Map Stone Fragment. Carry it into the ruins, because it's for the Forlorn Ruins stone. Another breakable wall on this path hides the Valley of the Wind Map Stone. Place the Valley fragment from the bottom-left corner there. Inside the ruins, save at the Spirit Well in the room above the early Keystones. The Forlorn Ruins Map Stone is just to its right.

Collect on this visit:

  • Secret area: directly above a room near the entrance route. Throw a Light Burst up and Bash off it.
  • Secret area: in the first room with a hanging Spider, reach the upper-left corner by Bashing the Spider or its shot.
  • Secret area and Health Cell: after the light vessel is placed, before you restore the winds. Go to the far upper right past the beams, Stomp the post, then head to the bottom-left pit past two death beams. The Health Cell is behind its fake wall.

Solid Ground

Story. Unlocks when you restore the winds of Nibel at the end of the Forlorn Ruins. Restoring the winds also opens a Thornfelt Swamp Energy Cell and a Hollow Grove Health Cell. Both are routed after Sorrow Pass.

Fight to live another day

Story. Unlocks when you escape Kuro. The Forlorn Ruins can be revisited afterwards. Charge Flame clears the boulder at the entrance.

Sorrow Pass

Collectibles 8 collectibles
  • Sorrow Pass: first shaft — Left side of the first spike-lined shaft coming in from the Valley. Holds an Ability Cell.

  • Sorrow Pass: Detonator alcove — Ceiling alcove of the first main room near a pink Detonator. Holds a Keystone.

  • Sorrow Pass: Frog-shot ceiling — Past two lava jets, up and left after Bashing a Frog's shot through the ceiling. Holds a lever.

  • Sorrow Pass: boulder shaft — Upper-left corner at the top of the lava-jet shaft with the boulder. Holds an Energy Cell.

  • Sorrow Pass: boulder-shaft secret — Inside the secret room at the top of the lava-jet shaft with the boulder.

  • Sorrow Pass: ceiling spike gap — Gap in the ceiling spikes past two vertical spike walls. Holds the last Keystone.

  • Sorrow Pass: above the Frog — Past the four-Keystone door and the Charge Jump tree, just above a Frog. Needs Charge Jump.

  • Sorrow Pass: wall left of the first room — Break the wall with the exploding enemy or Charge Jump, then Charge Jump through the ceiling inside.

Save at the Spirit Well on the upper-right side. The Sorrow Pass Map Stone Fragment and Map Stone are both in the kidney-shaped area: Bash up off Birds and boulders, or come back down with Charge Jump from above. Get Charge Jump from Ancestral Tree Nir here. Charge Jump opens many walls and pickups across the map, so the sweep after this section becomes worthwhile now.

Collect on this visit:

  • Secret area: in the first spike-lined shaft coming in from the Valley, on the left side. It holds an Ability Cell.
  • Secret area: in a ceiling alcove of the first main room, near a pink Detonator. It holds a Keystone. The breakable wall just left of it is not a secret.
  • Secret area: past two lava jets, go up and left after Bashing a Frog's shot through the ceiling. The lever inside opens a gate to an Ability Cell.
  • Secret area and Energy Cell: at the top of the vertical lava-jet shaft with the Keystones and a boulder, in the upper-left corner. The Energy Cell is inside, and it's the same spot as Juggle Master.
  • Secret area: a gap in the ceiling spikes just past two vertical spike walls. It holds the last Keystone.
  • Secret area: past the four-Keystone door and the Charge Jump tree, just above a Frog. Needs Charge Jump.
  • Health Cell: left of the first main room. Break the wall by Bashing the exploding enemy into it, or Charge Jump into it from the ledge. Then Charge Jump through the ceiling inside.

Deadly Dash

Required: kill 5 enemies with Charge Jump. Charge up and launch into enemies. Five kills come quickly in Sorrow Pass and the areas after it.

Juggle Master

Required: Bash a rock 5 times without it hitting the ground. Use the boulder in the upper left of the vertical Sorrow Pass shaft with the lava jets and Keystones. Bash down off the boulder while it's against the ceiling, glide back up on the wind current, and Bash again. Repeat until it unlocks.

Top of the World

Story. Unlocks when you take the Sunstone at the top of Sorrow Pass.

Charge Jump Sweep Before Mount Horu

Collectibles 5 collectibles
  • Hollow Grove: wind-stream corridor — Left wall: ride the wind stream up to a corridor that looks like solid rock. Needs the winds restored.

    Return later

  • Thornfelt Swamp: updraft trunk — Updraft from the bottom-right log up and left to a broken trunk. Needs the winds restored and Kuro's Feather.

    Return later

  • Hollow Grove: ceiling-spike corridor — Pole-hop to the vertical shaft, wall-jump up, Charge Jump across the ceiling spikes, follow the corridor right.

    Return later

  • Hollow Grove: lava trunk cave — Horu Fields side: Bash over the lava off enemies and shots, land on the fallen trunk, go down into a small cave. Needs Kuro's Feather.

    Return later

  • Hollow Grove: under Horu Fields — Beneath the Horu Fields cavern, west of the lava Energy Cell. Push a rock through the weak floor and drop in.

    Return later

With the winds restored and Charge Jump in hand, pick these up on your way to Mount Horu:

  • Health Cell (Hollow Grove): on the left wall, ride the wind stream up to a corridor that looks like solid rock.
  • Energy Cell (Thornfelt Swamp): take the updraft from the bottom-right log up and left to a broken trunk.
  • Energy Cell (Hollow Grove): pole-hop to the vertical shaft, wall-jump up, Charge Jump across the ceiling spikes and follow the corridor right.
  • Energy Cell (Hollow Grove, Horu Fields side): Bash over the lava using enemies and their shots, land on the fallen trunk and go down it into a small cave. This needs Kuro's Feather, so you can also take it any time after the Valley.
  • Secret area (upper Hollow Grove): just beneath the Horu Fields cavern, a little west of that lava Energy Cell. Push a rock so it breaks the weak floor, then drop into the room.

If Good Eye is still missing, take the cleared-woods route now: ride the updraft at the far west end of Misty Woods with Kuro's Feather.

Checkpoint: you should now have all 12 Health Cells and 14 of 15 Energy Cells. The last Energy Cell is in Mount Horu.

Horu Fields and Mount Horu

Collectibles 7 collectibles
  • Mount Horu: falling-platform wall — Top-right branch, left wall under the second falling platform. Holds a Map Stone Fragment.

  • Mount Horu: boulder ceiling — Top-right branch, ceiling beside the boulder drop. Charge Jump. Holds an Energy Cell.

  • Mount Horu: boulder ceiling — Top-right branch: after the boulder drop that stops the lava, Charge Jump into the ceiling beside it.

  • Mount Horu: Map Stone alcove — Left of the central shaft just below the first energy-ball enemy. Leads to the Map Stone.

  • Mount Horu: bottom-right gap — Bottom-right branch after the lava is off, upper-left corner across the gap. Empty.

  • Mount Horu: under the entry platform — Same bottom-right branch, alcove under the entry platform. Empty.

  • Mount Horu: last ceiling — Bottom level, far right, upper-right ceiling just before the final-escape route. Take it before the escape.

After the Sunstone, head to Horu Fields, the area outside the mountain, and go in.

Into the Fire

Story. Unlocks when you enter Mount Horu.

Clear Mount Horu's gate rooms and collectibles, and save at the Spirit Well at the bottom of the main area, on the right. Don't skip it, because it's usually the last one for Safe and Sound. Don't start the final escape yet. The escape begins when you head left at the bottom of the mountain to face Kuro. Until then you can leave Mount Horu at any time through its front door or its Spirit Well.

Mount Horu's six secrets and its Energy Cell:

  • Secret area: in the top-right branch, in the left wall under the second falling platform. It holds a Map Stone Fragment.
  • Secret area and Energy Cell: in the top-right branch, after the boulder drop that stops the lava, Charge Jump into the ceiling beside it. The Energy Cell is inside.
  • Secret area: an alcove left of the main central shaft, just below the first energy-ball enemy. It leads to the Mount Horu Map Stone.
  • Secret area: in the bottom-right branch after the lava is shut off, the upper-left corner across the gap.
  • Secret area: in the same bottom-right branch, the alcove under the entry platform at its bottom.
  • Secret area: on the bottom level at the far right, in the upper-right ceiling just before the route that starts the final escape. Take it last.

Now go back out for the full cleanup below if anything is missing.

Full World Cleanup Before the Final Escape

You now have every ability. Check each region's map completion percentage, and use the Collectibles section to see which secret areas and cells are still unchecked. Per-area totals for checking:

  • Secret areas: Sunken Glades 5, Hollow Grove 6, Moon Grotto 2, Ginso Tree 4, Thornfelt Swamp 4, Black Root Burrows and Lost Grove 3, Misty Woods 4, Valley of the Wind 2, Forlorn Ruins 3, Sorrow Pass 6, Mount Horu 6.
  • Energy Cells: Sunken Glades 4, Hollow Grove 3, Moon Grotto 3, Ginso Tree 1, Thornfelt Swamp 1, Valley of the Wind 1, Sorrow Pass 1, Mount Horu 1.
  • Health Cells: Sunken Glades 1, Hollow Grove 4, Moon Grotto 3, Thornfelt Swamp 1, Black Root Burrows 1, Forlorn Ruins 1, Sorrow Pass 1.
  • Ability Cells: Sunken Glades 4, Hollow Grove 6 (including Horu Fields), Moon Grotto 2, Thornfelt Swamp 4, Black Root Burrows and Lost Grove 7, Valley of the Wind 6, Misty Woods 1, Sorrow Pass 3. None are in Mount Horu. Most maps count the cell behind the underwater door in the Moon Grotto hanging-log room under Hollow Grove.

Ability Cells: these are delegated to Ability Markers. With it bought, Ability Cells you haven't collected show on restored maps. Cells in secret rooms may not show until you have Sense, so check these by hand:

  • Sunken Glades turret-climb secret on the left side.
  • Thornfelt Map Stone tree secret. Its cell needs Stomp.
  • Lost Grove pond passage and the cell below the Light Burst secret after the lever room.
  • Valley of the Wind room past the bird lever.
  • Sorrow Pass: the first shaft secret, the gate opened by the lever in the Frog-shot ceiling secret, and the secret above the Frog past the Charge Jump tree.
  • The Good Eye corridor in Misty Woods.

Several Valley, Hollow Grove and Sunken Glades cells need Charge Jump, and some also need Climb or Light Burst. That's why this cleanup is where the last ones come together.

No stone unturned

Required: enter all 45 secret areas. Every room counts once you're inside, even the empty ones. If you are short, check the most commonly missed rooms first: the empty room beside the stompable floor on the Hollow Grove and Moon Grotto border, the last Misty Woods pocket near the sealed tunnel, the small Thornfelt pool under a breakable log, the long underwater passage in Lost Grove, and the two empty rooms in Mount Horu's bottom-right branch. A 100% map does not mean every secret is entered.

HISTORICALLY REPORTED BUG: secrets occasionally don't register on first entry, or the achievement fails after the 45th. Leave and re-enter the room, then quit to the menu and reload, then restart the game before you hunt for a missing room.

Halfway There

Unlocks when you restore half of the 9 Map Stones. On this route it normally pops around the Thornfelt Swamp stone (your fourth) or the next one.

World at your feet

Required: restore all 9 Map Stones: Sunken Glades, Hollow Grove, Moon Grotto, Thornfelt Swamp, Valley of the Wind, Forlorn Ruins, Sorrow Pass, Mount Horu and Black Root Burrows.

Powerhouse

Required: all 15 Energy Cells. On this route the last one is in Mount Horu's top-right branch. If you are short, check the cells inside secret rooms first (Hollow Grove webbed-rock room, Sorrow Pass boulder shaft, Mount Horu boulder ceiling). Then check the ones gated by cleansed water, restored winds or Charge Jump. Energy Markers help, and Sense makes the cells inside secret rooms show too.

Master Guardian

Required: all 12 Health Cells. On this route the last one is normally the Hollow Grove wind-stream cell. If you are short, check the cells inside secret rooms first (the Hollow Grove high cave and the Forlorn Ruins death-beam pit). Then check the ones gated by cleansed water, restored winds or Charge Jump. Life Markers may help with the rest.

Master of the Forest

Required: every region's map at 100%, including Misty Woods and Mount Horu. In the Definitive Edition the percentage counts terrain you've physically entered plus pickups such as Spirit Light Containers. Entering secret areas doesn't add to it, and neither does restoring Map Stones. But pickups inside secret rooms do count. Buy Sense before this cleanup. To track down a missing percent:

  1. Open the map and note which regions are below 100%. Only those need work.
  2. With Map Markers and Ability Markers bought, look for any remaining marker in those regions, such as a Spirit Light Container, a breakable wall or an Ability Cell. Collect or open it.
  3. If no marker is left, the gap is most likely unexplored terrain. Walk every dead-end alcove, ceiling nook, pressure plate and torch-gated passage in the region. Small nooks often don't look like gaps on the map, so approach suspicious spots from a different side.
  4. With Sense bought, pickups inside secret rooms should also show on the map. If a region is still short, re-check its secret rooms from the Collectibles list for anything still inside.
  5. Ginso Tree short: return to the cleansed tree and sweep the escape shaft. Its Spirit Light Containers are reported to count, and they can still be reached afterwards.

Commonly missed spots: the blue dome in Moon Grotto that only registers if you jump up into it, and a recessed blue-crystal spot nearby; the upper-right corner above the Stompers in Black Root Burrows; the pressure plate in Lost Grove; the locked wooden barrier container at the end of Misty Woods; and Mount Horu's locked-off lower-left area and the orb between the falling platforms in its top-right branch. Misty Woods is the most common 99% culprit. Taking Atsu's Torch out of the lantern brings the fog version back if you need to replay it.

Safe and Sound

Make sure you have saved at all 12 Spirit Wells from the list in the Sunken Glades section. The easy ones to miss are Horu Fields, Ginso Tree, Black Root Burrows, Lost Grove and Mount Horu. The final save completes it.

Soul Master

Unlocks when you own every Efficiency skill in the Ability Tree.

Utility Master

Unlocks when you own every Utility skill.

Combat Master

Unlocks when you own every Combat skill.

Phenom

Unlocks when you own every skill in all three trees, 54 points on Normal. With all 33 Ability Cells and a kill-everything route, you'll have enough with a few points to spare. If you are short, kill enemies for XP during cleanup.

Final checks: Before you start the final escape, confirm every region's map reads 100%, Ability Markers show no uncollected cells, and these counters are done: Light Burst Master, Stomp Master, Flame Master, Blast Master, Life Saver, Power Player, Deadly Deflection, Lightning Fast and Deadly Dash. Farm any stragglers in Sunken Glades or Hollow Grove.

Final Escape and Ending

Preventative precaution: once Mount Horu's gate rooms and the world cleanup are finished, and right before you head left to start the final escape, copy this save to a spare slot from the save menu. It protects the post-credits free-roam save if anything goes wrong.

Rekindle

Story. Unlocks when the final escape from Mount Horu begins. Sometimes it is delayed until the chase is over.

Love

Story. Unlocks during the ending, when Ori is reunited with Naru.

The Journey Ends

Story. Unlocks when the game is complete. Let the credits finish on their own. After the credits, loading the file puts you around the start of the final escape, and you can walk back out of Mount Horu if anything is still missing. If a finished file only loops into the escape, pressing up on the left stick on the save slot may show older backups (not confirmed). Your copied slot is the reliable fallback.

Playthrough 2: Easy Challenge Run

Run Rules

Create a new file on Easy. This run gets three achievements together. Skip all collectibles and Black Root Burrows, and play only the story.

  • Don't spend any Ability Points, not even one. Soul Links cost energy, not points, so creating them is fine.
  • Don't die.
  • Finish within 3 hours of in-game time. Check playtime in the pause menu. Skip cutscenes when the game allows it, and don't idle. It isn't confirmed whether cutscene or menu time counts, so leave yourself a margin.

Safest route: copy the save to a spare slot after each major story beat, such as after the Ginso escape, after Forlorn Ruins and on entering Mount Horu. If you are about to die, pause and quit to the menu before the death registers, then reload. This is reported to keep the death counter clean but isn't guaranteed, so check that the death counter in the pause menu still reads 0 afterwards. If a death does register, load your last copied slot. A rough pace that leaves time to spare: out of the Ginso Tree by about 45-50 minutes, out of Misty Woods by about 1:15, and into Mount Horu by about 2:00.

Supersonic

Unlocks when you finish the game with under 3 hours on the file's play timer.

Elite

Unlocks when you finish the game without spending a single Ability Point.

Immortal

Unlocks when you finish the game with zero deaths on the file. If this run fails, Unhinged in the One Life run usually awards it as well.

Playthrough 3: Hard

Hard Run

Create a new file on Hard and play the story only. Enemies and hazards hit far harder, and the tree costs more. Prioritize survival skills and Spirit Magnet, and grab easy Health Cells and Energy Cells on your way. Soul Link often before escapes and difficult rooms. Don't lower the difficulty on this file at any point.

Formidable

Unlocks when you finish the game on a file that was on Hard the whole time.

Playthrough 4: One Life

One Life Run

Create a new file on One Life. Damage is tuned like Normal, but one death ends the file. You can't copy a One Life save, so there is no backup. The quit-before-death trick from the Easy run does not work on One Life. Play the story only, collect Health Cells and Energy Cells that are on the way, and spend points on survival. The escapes and Mount Horu's laser rooms are the main run killers. Your Hard run is good practice for them.

CURRENTLY COMMUNITY-FLAGGED / BUGGY (reports through June 2026): One Life offers Try Again after a death, and you can still load the dead file. Continuing a file after a death is reported to permanently record a lower difficulty on it, so it won't award Unhinged at the end. If you die, quit to the menu, delete that file and start a brand-new One Life file. Let the credits finish on their own. As a quick check, the save slot shows a difficulty colour. Compare yours with a brand-new One Life slot, since reports disagree on which colour is which.

If you play on PC through the Xbox app and a clean run awards nothing, check that the Xbox Live Auth Manager, Xbox Live Networking Service and Connected User Experiences and Telemetry Windows services aren't disabled. An April 2026 report had both achievements unlock once those services were running again. That is an achievement-delivery problem, not a ruined run.

Unhinged

Unlocks when you finish the game on One Life. Immortal normally unlocks at the same time if it is still missing.

Collectibles

Reference

Secret Areas

45 in the game

Hidden rooms behind fading foreground walls, or opened by breaking a log or floor. Each counts once you're inside, whatever it holds. The first gives So many secrets, the 23rd Seasoned Explorer, and all 45 No stone unturned. Entering one doesn't add to map percentage, though pickups inside do. The game shows no count of secrets, and none is inside an escape sequence. Every area can be revisited, including after the credits.

  • Sunken Glades: first log — Left end of the first long log just after the prologue.

    View in guide

  • Sunken Glades: under Sein's log — Under the sloping log where you find Sein.

    View in guide

  • Sunken Glades: spinning-spike room — Floor level under the far-left ledge of the pushable-rock room with three spinning spikes. After Wall Jump.

    View in guide

  • Sunken Glades: turret climb (right) — Turret-lined log climb before the four-Keystone door, right side, one level above the second-tier left Keystone. Holds an energy door; entering counts.

    View in guide

  • Hollow Grove: webbed-rock drop — Drop the webbed rock with Charge Flame, ride it down, go left. Holds an Energy Cell.

    View in guide

  • Hollow Grove: Pink Jelly ledge — Past the purple-water posts and bounce pads, directly left of the ledge with a wall-clinging Pink Jelly.

    View in guide

  • Moon Grotto: hanging-log room — West of the Ram-and-two-Stompers room, past a Stomper over a pit; cross the hanging log, room on its left.

    View in guide

  • Moon Grotto: boulder shaft — Upper-right corner at the top of the falling-boulder shaft during the Gumo chase. Needs Double Jump.

    View in guide

  • Ginso Tree: first room — Top-right corner of the first room of the climb.

    View in guide

  • Ginso Tree: crawler room — Top-right corner of the second room, with orange spiky crawlers on hanging platforms.

    View in guide

  • Ginso Tree: lower top-left exit — Through the lower of the second room's two top-left exits, at the top centre.

    View in guide

  • Ginso Tree: beside the tunnel mouth — In the second room, jump up just right of that tunnel's mouth.

    View in guide

  • Thornfelt Swamp: lake branch — Spike-lined underwater branch, middle right of the big lake left of the Spirit Gate. Needs cleansed water.

    Return laterView in guide

  • Thornfelt Swamp: Map Stone tree — Top of the tree just left of the Thornfelt Map Stone.

    View in guide

  • Thornfelt Swamp: pool under a log — Small separate pool under a breakable log on the Stomp-down route west of the Map Stone. Needs Stomp and cleansed water.

    Return laterView in guide

  • Thornfelt Swamp: Frog beam — West of the drained room, Stomp the weak beam beside a Frog. Needs Stomp.

    Return laterView in guide

  • Hollow Grove: high Health Cell cave — Western Hollow Grove, level with the Map Stone, over spikes. Needs Double Jump and Bash (Bash an enemy shot twice). Holds a Health Cell.

    Return laterView in guide

  • Hollow Grove and Moon Grotto border: empty room — Below the Hollow Grove Map Stone, up and right of the Moon Grotto hanging-log room, beside a stompable floor. Empty. After Stomp.

    Return laterView in guide

  • Lost Grove: laser corridor — Pocket above the green-laser corridor on the lower route, halfway along. Dash helps.

    View in guide

  • Lost Grove: above the open Ability Cell — Upper-right wall above the Ability Cell after the lever room. Light Burst up and Bash off it.

    View in guide

  • Lost Grove: pond passage — Bottom right of the pond, a long underwater passage to a tiny room with an Ability Cell.

    View in guide

  • Sunken Glades: turret climb (left) — Just left of and below the right-side turret-climb room, the hidden way into the Ability Cell. Bash off a Light Burst.

    Return laterView in guide

  • Hollow Grove: above the Spirit Tree — Up and left of the Spirit Tree chamber on the route west, before the Charge Flame wall into the Valley. Light Burst plus Bash.

    Return laterView in guide

  • Misty Woods: spike drop alcove — After the third shift, drift right into an alcove while floating down through spikes below a ceiling Ground Worm. Fog version.

    View in guide

  • Misty Woods: hanging lights corner — On landing, with a Frog and a Jumper to the left, Bash up through the hanging lights to the upper-right corner.

    View in guide

  • Misty Woods: between two lights — From a lower ledge with two hanging lights to the right, Bash straight up between them.

    View in guide

  • Misty Woods: above the sealed tunnel — Late in the maze, directly above the landing left of a barrier sealing a small tunnel. Most often missed.

    View in guide

  • Valley of the Wind: Map Stone Fragment corner — Bottom-left corner with Frogs and a Ram, where the Valley fragment is.

    View in guide

  • Valley of the Wind: past the bird lever — Upper right of the room past the lever above the Birds. Holds an Ability Cell. Bash, Double Jump, glide.

    View in guide

  • Forlorn Ruins: entrance ceiling — Directly above a room near the entrance route. Light Burst up and Bash off it.

    View in guide

  • Forlorn Ruins: Spider corner — Upper-left corner of the first room with a hanging Spider, by Bashing the Spider or its shot.

    View in guide

  • Forlorn Ruins: death-beam pit — Bottom left past two death beams, after the light vessel is placed. Holds a Health Cell.

    View in guide

  • Sorrow Pass: first shaft — Left side of the first spike-lined shaft coming in from the Valley. Holds an Ability Cell.

    View in guide

  • Sorrow Pass: Detonator alcove — Ceiling alcove of the first main room near a pink Detonator. Holds a Keystone.

    View in guide

  • Sorrow Pass: Frog-shot ceiling — Past two lava jets, up and left after Bashing a Frog's shot through the ceiling. Holds a lever.

    View in guide

  • Sorrow Pass: boulder shaft — Upper-left corner at the top of the lava-jet shaft with the boulder. Holds an Energy Cell.

    View in guide

  • Sorrow Pass: ceiling spike gap — Gap in the ceiling spikes past two vertical spike walls. Holds the last Keystone.

    View in guide

  • Sorrow Pass: above the Frog — Past the four-Keystone door and the Charge Jump tree, just above a Frog. Needs Charge Jump.

    View in guide

  • Hollow Grove: under Horu Fields — Beneath the Horu Fields cavern, west of the lava Energy Cell. Push a rock through the weak floor and drop in.

    Return laterView in guide

  • Mount Horu: falling-platform wall — Top-right branch, left wall under the second falling platform. Holds a Map Stone Fragment.

    View in guide

  • Mount Horu: boulder ceiling — Top-right branch, ceiling beside the boulder drop. Charge Jump. Holds an Energy Cell.

    View in guide

  • Mount Horu: Map Stone alcove — Left of the central shaft just below the first energy-ball enemy. Leads to the Map Stone.

    View in guide

  • Mount Horu: bottom-right gap — Bottom-right branch after the lava is off, upper-left corner across the gap. Empty.

    View in guide

  • Mount Horu: under the entry platform — Same bottom-right branch, alcove under the entry platform. Empty.

    View in guide

  • Mount Horu: last ceiling — Bottom level, far right, upper-right ceiling just before the final-escape route. Take it before the escape.

    View in guide

Energy Cells

15 in the game

All 15 are needed for Powerhouse. Three are inside secret rooms and may not show with Energy Markers until you have Sense. None is inside an escape sequence.

  • Sunken Glades: opening — Far left across the purple water right after the opening.

    View in guide

  • Sunken Glades: Wall Jump rocks — Rocks just right of the Wall Jump tree.

    View in guide

  • Hollow Grove: webbed-rock secret — Inside the secret room left of the bottom of the webbed-rock drop. After Charge Flame.

    View in guide

  • Moon Grotto: crusher ride — Ride a dropping Stomper up in the Ram-and-two-Stompers room.

    View in guide

  • Moon Grotto: beam loop — Upper loop that doubles back; drop through the wooden beam. After Double Jump.

    View in guide

  • Moon Grotto: 4-energy door — Behind the 4-energy door, solved by redirecting a projectile into the ceiling with the stone blocks. Finish it on the first visit.

    View in guide

  • Ginso Tree: worm-shot floor — After Bash, redirect a Ground Worm's shot to break the far-left floor, then take the tunnel. Before the heart.

    View in guide

  • Sunken Glades: underwater pocket — Narrow underwater corridor to an air pocket at the far left. Needs cleansed water.

    Return laterView in guide

  • Sunken Glades: laser-rock room — Behind a 4-energy door; push the rock into the hole to block the laser and use it as a step.

    Return laterView in guide

  • Valley of the Wind: crusher corridor — Underwater corridor with crushing stones; lever on a spiked ledge; surface on the left. Needs Dash and Light Burst.

    View in guide

  • Thornfelt Swamp: updraft trunk — Updraft from the bottom-right log up and left to a broken trunk. Needs the winds restored and Kuro's Feather.

    Return laterView in guide

  • Hollow Grove: ceiling-spike corridor — Pole-hop to the vertical shaft, wall-jump up, Charge Jump across the ceiling spikes, follow the corridor right.

    Return laterView in guide

  • Hollow Grove: lava trunk cave — Horu Fields side: Bash over the lava off enemies and shots, land on the fallen trunk, go down into a small cave. Needs Kuro's Feather.

    Return laterView in guide

  • Sorrow Pass: boulder-shaft secret — Inside the secret room at the top of the lava-jet shaft with the boulder.

    View in guide

  • Mount Horu: boulder ceiling — Top-right branch: after the boulder drop that stops the lava, Charge Jump into the ceiling beside it.

    View in guide

Health Cells

12 in the game

All 12 collectible Health Cells (called Life Cells in game) are needed for Master Guardian. Two are inside secret rooms and may not show with Life Markers until you have Sense.

  • Sunken Glades: mushroom ledge — Fungus-topped ledge past the first door; hop the bluish mushrooms left to a small cavity.

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  • Hollow Grove: web climb — From the energy-door side of the webbed-rock area, wall-jump up the webs, break the upper-right wall, drop in below the spikes.

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  • Moon Grotto: upper-right shaft — Chain Double Jumps and wall grabs into the small shaft in the upper right.

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  • Moon Grotto: cheap energy door — Behind the low-cost energy door off the first main shaft. Precise Double Jumps now, or Bash off the jellies after the Ginso Tree.

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  • Moon Grotto: under the Spirit Well — Right-hand branch of the first main shaft, directly under the Spirit Well. Needs Bash.

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  • Hollow Grove: high cave secret — Inside the secret cave in western Hollow Grove, reached by Bashing a Spider's shot to the wall above the pole. Needs Bash and Double Jump.

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  • Hollow Grove: underwater pole door — Stomp the tall centre pole to open an underwater door, Stomp the two pillars to block the lasers. Needs Stomp and cleansed water.

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  • Thornfelt Swamp: behind the waterfall — Bash up the right-hand platforms, then cross to the platform behind the water. Needs Bash.

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  • Black Root Burrows: past the boulder — After the lever door and boulder chase, Stomp the boulder, pound the post, cross the hanging platform above.

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  • Forlorn Ruins: death-beam pit secret — After the light vessel is placed: far upper right past the beams, Stomp the post, then the bottom-left pit behind a fake wall.

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  • Sorrow Pass: wall left of the first room — Break the wall with the exploding enemy or Charge Jump, then Charge Jump through the ceiling inside.

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  • Hollow Grove: wind-stream corridor — Left wall: ride the wind stream up to a corridor that looks like solid rock. Needs the winds restored.

    Return laterView in guide

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