up-to-date All Cells guide [clean water route]
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up-to-date All Cells guide [clean water route]
Updated 6 years ago by Jitaenow

[section=Introduction] In the last month or so the route for All Cells has changed quite a lot thanks to quite a few tricks that have been discovered and saved about 30 seconds or so: since the revisit routing has changed and we have a few new tricks to learn, I decided to step in and create a full guide for anyone interested in the new tricks or in picking the category up in general. All Cells is a glitch-unrestricted category that only requires ending the game with all the 12 Health Cells, 15 Energy Cells and 33 Ability Cells available in the game. This guide assumes good command over the All Skills No OOB no TA category, and will only delve into details about anything that is not done in ASnOOBnTA. Please refer to the very well-made guides we have on that category should you have any doubts on tricks this article doesn't explain.

[section=Terra clips] The most relevant trick that this category has to offer that is not in All Skills is called Terra clipping, and is the main way of clipping out of bounds in this game: it is performed by setting up a Save Anywhere, dashing or cdashing towards a wall or obstacle while unlocking an ability (which will automatically save the game), then dying far enough from the same wall or obstacle to have the game unload it. Doing so, Ori will respawn dashing through the wall before the game loads it, successfully moving out of bounds and allowing a series of extremely useful sequence breaks throughout the run. https://i.imgur.com/LeEZq5s.gif Due to the cost in both energy and ability points, failing terra clips can be extremely costly to the overall run time, and sometimes it can go as far as corrupting the save, making it impossible to continue the run without loading a backup save: being consistent at terra clips is crucial, but don't be discouraged as the trick itself is really not hard to pull off.

[section=Early game route changes] In this guide I will refer to anything before unlocking Glide (Kuro's Feather) as "early game", anything from there to unlocking Light Grenade as "mid-game" and anything past that as "late game". This section will quickly underline the early game differences from All Skills routing in this category, since the overall route is the same, but having access to OOB and needing a longer experience route requires some changes.

  • OOB tricks: Blackroot Burrows to Moon Grotto boulder clip: performed by positioning Ori leaning on the square wall at the end of the boulder escape section, ducking and waiting for the boulder to push you under the floor, then waiting for it to move past the spikes and dashing several times to the right while ducking until you reach the far right of the screen. This will deal 2 points of damage to Ori so make sure to have more than that at that point. https://i.imgur.com/K8Pu7C2.gif Ginso puzzle room boulder clip: performed by saving between the wall and the boulder on the upper left corner of the puzzle room in Ginso, then moving the boulder to the wall, letting go of it, rekindling the save and quit+reloading the game while holding the "movement down" button. This will let Ori phase through the ground, past the wall you would be supposed to break with a flower projectile. The save must be placed far enough from the wall but also to the left of the wall below it, because having the save too much on the right would leave Ori stuck between the ground and the wall. https://i.imgur.com/biEil8r.gif
  • Experience route changes: GET: 15xp at Grotto Skip, 100xp by the cutscene skip before Water Vein, 100xp before the Gumo lasers after getting out of Thornfelt Swamp (DO NOT get this pickup before entering ginso). SKIP: nothing.
  • Another important thing to be aware of is that you will need the Ginso and Valley Spirit Wells as available teleport locations, so make sure you do step on Ginso’s Well after successfully doing core skip and on Valley’s Well after obtaining Glide, otherwise you will lose several minutes.

[section=Mid-game] Here All Cells diverges from the All Skills route and makes its own way through the content to unlock fast movement before proceeding to collect every cell in the game: since unlocked skills are no requirement for the category, the Climb tree will be completely ignored as there is nothing to collect in Misty Woods past a certain point, and the skill itself is not worth the time investment required to get it. On top of that, it will also be necessary to visit Forlorn as there is one Health Cell there, two rooms away from the core room, from which the escape sequence will be then skipped altogether through Save Anywhere. Since describing every single cell pickup in the game might be a little inefficient, a link will be provided at the end of this guide showing a full run, from which you will be able to discern all the pickups and their order.

  • Moving into Sorrow Pass thanks to the scary Sorrow Bash trick, it will be necessary to take a detour before reaching Charge Jump to collect a few cells on the way. After picking up Charge Jump, Sunstone will not be collected and you will only need to get a Health Cell and an Ability Cell on the way out.
  • Misty Woods is the next place we will see now, and the movement is exactly the same as in All Skills all the way up to the Atsu's Torch cutscene, although right before getting there you will need to get an Ability Cell to the left. After seeing Atsu's Torch, place yourself leaning on the wall, then move ever so slightly to the left and set up a Save Anywhere, then dash or charge dash to the right and save on the same frame (it is suggested to create a keybind containing RIGHT+DASH+PROCEED and one with LEFT+DASH+PROCEED to make terra clips much easier), then die all the way to the left in the spikes near the slime and hold "movement right" as you respawn, which will let you dash through the wall successfully. Once all this is done, move to the edge of the ground, and dash glide into the void, hold right, double jump and keep holding right until you see Ori's white trail of particles disappear: this means the next zone has been loaded, and you're approaching the last room of the Forlorn Ruins.

https://i.imgur.com/rbEjrBa.gif

  • Once you see Ori's trail disappear, hold Glide and make sure you don't hit the long ice spikes below you, then safely drop down to the room below where the laser cycle will start: from here you need to open the door to the right by stomping a peg below it, then move in that direction through three lasers to obtain a Health Cell, the only cell in this area. Move back to the core room and set up a Save Anywhere, then restore the Wind Element; wait until the screen goes black and you see a different room, then save by getting an ability and reload the save, this will warp Ori near the teleporter, effectively skipping the entirety of Forlorn Escape and letting you teleport away to the Sunken Glades, our next stop.
  • From the Sunken Glades teleporter, enter Blackroot Burrows and pick up the Ability Cell in the first big room, then move down to Light Grenade in one of two ways: stomping the floor to the left of boulder escape, or terra clipping from where you first find the light orb directly to the tree. I didn't include this trick in the set-in-stone routing for the category since it makes the experience route a bit different and has not yet been perfectly timed. I would definitely recommend to go the intended way to newer runners.

From here on, what is called the “revisit” starts, as we now possess all the movement skills we need and we are on our merry way to collect every single cell in the game that we don’t already have.

[section=Late game] All Cells late game is all about collecting the remaining cells throughout the map and finishing the game as quickly as possible.

  • After picking up Light Grenade, it’s time to move up to the cutscene trigger, activate the grenade door to the right and pick up the Ability Cell, then go deeper down in the Burrows to the right. After picking up a Health Cell and and two Ability Cells, you should terra clip to skip opening a grenade door and fighting a forced battle: lean on the wall of one of the small stairs below the slime by the Ability Cell and, after killing said slime, terra clip towards that wall and go die past the laser, up in the spikes above a frog and a slime; upon respawn, hold left and immediately stomp down directly to the lantern that you will need to activate to proceed to the Lost Grove. Once all cells in Lost Grove have been picked up as well, you will need to perform another terra clip, this time twice, to move from the Grove to the very bottom of Moon Grotto: lean on the rightmost wall in the room you terra clipped in previously, make sure there are no enemies around and terra clip through it, then go die in the spikes down in Lost Grove to the right above the underwater crushers; hold right and stomp immediately. Now set up another Save Anywhere if you haven’t carried the previous one while dying, charge jump, charge dash and save manually to make sure you delay the save by a bit to save while hitting the loadzone. It’s very difficult to obtain a hyperspeed from this clip, but you can just charge dash a couple times while holding Glide to successfully make it through mostly unscathed.

https://i.imgur.com/JID7EtK.gif

  • Once in Moon Grotto, deactivate the lasers with the lever right above you and proceed to pick up the various cells one by one making your way up to the long vertical drop, but instead of going all the way up get th Ability Cell to the left and terra clip through the wall right by it, take the Health Cell and teleport away to the Valley of the Wind.
  • From the Valley teleporter move down and get the so-called FACS Ability Cell, either by using a frog shot to break the wall or by terra clipping to it from the petrified plant below the Spirit Well. Now move down towards the entrance of Forlorn to get the Ability Cell locked behind the grenade door, then go back to the room with three birds and move right in the direction of the Spirit Tree, only stopping to get the Energy Cell in the underwater maze.
  • Move past the Spirit Tree and drop down back into the Sunken Glades to the right of the Charge Flame tree, then go left and up to get the Ability Cell behind the grenade door, the one behind the 4 energy door and the Energy Cell above the laser; now get the underwater Energy Cell below the first keystone door of the game, the Ability Cell by the Fronkey Walk fronkey and move past the beginning of the game to the 4 energy door to grotto.
  • Clean up the gauntlet area, don’t forget to get the 2 energy door Health Cell if you didn’t earlier on and move up towards Thornfelt Swamp to the right: don’t go back in the post-Ginso escape area but instead move up to the entrance of the Ginso tree, collecting the cells you don’t have yet, then go left to the spider sack area in the Hollow Grove.
  • Rocket jump off the first spider you see hanging above the water and get the Energy and Health Cells up there, then move deeper into the spider nest to collect the remaining cells in there, and go back to enter the Horu Fields.
  • After taking the Health Cell, remember to open the baneling gate with a stomp or baneling and stomp the peg beyond it, to make the Spirit Well accessible; get the Energy Cell above the Elementals and the Ability Cell below the breakable ground, keeping in mind that the boulder you push down on the ground can softlock you: it is best to make a backup save in case that happens, though the chances are very low. Move back to the Spirit Well and teleport to Ginso for the final section of the game.
  • From the Ginso Tree Spirit Well, move up to left core room and terra clip through the wall in the upper left corner of the room, making sure to kill the spider first, and go die in the spikes in the right core room while still carrying the Save Anywhere: upon respawn, stomp almost immediately and make sure you drop down in the void at stomp speed as the timing is very precise and you will need the right dropping speed: if you are unsure or can’t see Ori drop through the Save Anywhere, stomp once again as soon as you’re sure you have no ground below you (it may take a second to unload the ground after you clip sometimes). Count exactly 5 seconds while dropping at stomp speed and then charge dash to the left+save two or three times with about one second delay each, this should throw you right into Horu, near a rock or just by the Energy Cell if you’re lucky. Pick the Energy Cell up and don’t interact with the rock; I highly recommend placing a save here since your last save is out of bounds and you don’t want to rely on it for any longer, then move backwards through the room to the entrance door, but instead of crossing it jump on the highest branch on the tree to its left, and terra clip through it, exit the room and die in the spikes. Don’t go back in the room, as that will trigger a 35-second cutscene that you don’t want to watch. Once you respawn while holding left, you’ll notice you are constantly flying to the leftmost edge of the screen through the tree and respawning in loop: your job now is to stomp at the right time to stop Ori past the tree, but before he touches the edge and respawns, it can take several tries but hopefully it works out painlessly. Should you respawn and not phase through the tree, just exit the room and die to the spikes again. Once you get on the other side of the tree, jump on the highest branch, place a save and set up a Save Anywhere, then charge jump exactly to the corner of the screen and save as you hit it, and this will let you clip to the water section in the escape without reloading the save: keep the Save Anywhere up, do Fish Strats™ and cross the ending trigger, then save just as soon as you see the burning tree with its upper trunk split in two, then quit and reload the save, only to hold right and end the run.

Ginso to Horu https://i.imgur.com/0DNeMAD.gif

Horu tree https://i.imgur.com/4gUhrr9.gif

Horu to Escape https://i.imgur.com/tFC9WQx.gif

To end this guide, here’s the fastest recorded run with the latest route so far: run by Sigmasin, with a time of 43:58. www.youtube.com/watch?v=UE5krzO8uAc

[section=Conclusions] Why play All Cells? While All Skills forbids OOB and ends the game shortly after obtaining all the late game movement skills, All Cells allows the player to truly optimize their movement throughout the revisit thanks to charge dashes and terra clips, and while All Skills is definitely the best category to start running this game, I would suggest All Cells to any player that enjoys not only moving out of bounds, but also soaring through the map spending a lot of energy thanks to constant refills and getting to see more of the game than just the ability trees.