All Cells No Restrictions terra clip guide
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All Cells No Restrictions terra clip guide
Updated 4 years ago by Jitaenow

[section=All in all, you're just another brick in the wall] Since the amount of terra clips the ACNR category now has can be quite daunting for those unfamiliar with the trick, this guide focuses on explaining each and every one of them.

First of all, what is a "terra clip"? Terra clipping is a trick that involves saving the game while dashing towards any unmovable obstacle from a very close distance but before touching it, then dying far enough from it to have the game unload it, and consequently moving through it before the game can load it again upon respawn. The save is usually placed thanks to the Save Anywhere trick. Here is an example of terra clipping through a wall: https://i.imgur.com/LeEZq5s.gif

How to perform a terra clip:

  • Start a save anywhere;
  • Place Ori as close as you can to the wall, without having him leaning on it;
  • Use Dash or Charge Dash towards the wall, and save before touching it: it's extremely useful to have a keybind for this, with Dash, the directional input you need and Proceed, or with Charge Jump, Dash and Proceed. Terra clips performed with the regular Dash will need to be accompanied by a directional input (towards the wall), while Charge Dash terra clips won't. Remember that if you have a bind with a directional input, the selected ability on the skill tree in the SA will move before the game can unlock one, so make sure you select the ability adjacent to what you actually intend to unlock to save the game.
  • Exit the SA, move Ori far enough so that the game unloads the scene containing the obstacle you're trying to clip through and die;
  • In most cases, you will need to keep holding the directional input towards the obstacle as you respawn, to maintain your speed and effectively clip.

[section=Types of terra clips] Since terra clipping only requires speed, a save and an obstacle to be performed, we have several ways of performing one, although some of them are mostly TAS-only and definitely not recommended in runs.

  • A mid-air terra clip is any terra clip performed while Ori is in the air. Obviously, you still need to be very close to the wall and perform the exact same movement as any other clip, so not many mid-air terra clips are viable in RTA runs; some do have consistent setups, though, like the Windless clip that will be explained later in this guide.
  • A Wall Jump clip is a particular mid-air terra clip that consists in sliding down on a wall, pressing jump once while holding the directional input towards the wall and immediately dashing and saving. It is simple enough to perform and very effective when there is no solid ground to stand on.
  • A Rocket Jump clip / Meteor Kick clip is a terra clip performed by Rocket Jumping or Meteor Kicking an enemy and saving the frame before you touch the ceiling or ground: after dying as per usual, you will clip vertically. Being it a frame-perfect trick it is extremely risky and absolutely not suggested for use outside TAS runs.
  • A Climb clip is performed by clinging to the corner between a wall and ceiling or floor with Climb, readying a Charge Jump through said floor or ceiling and saving on the same frame you release it: by then dying with the wall unloaded Ori will respawn moving diagonally out of bounds. An important thing to note is that by performing a double jump while Ori moves diagonally he will start travelling horizontally instead, allowing some interesting movement.
  • A Grenade Jump clip works similarly to Rocket Jump clips, as you will need to not only perform a Grenade Jump successfully in the right direction, but you will also need to save one frame before touching the wall, ceiling or floor you want to phase through. Again, TAS-only trick that should not be used in RTA runs.

[section=ACNR clips] Now that we're familiar with the concept of terra clipping itself, we can move on to explaining the specific clips you can, or need to, perform in the All Cells No Restrictions route:

  • Atsu clip to Forlorn The Atsu clip in the Misty Woods takes you from where you see Atsu's Torch for the first time to the keystone door that leads to it: in this category this is used to perform specific movement and end up in Forlorn. After performing the clip as shown below, move to the edge of the ground to the right, Dash glide off, Double Jump and hold right until you see Ori's particle trail disappear, then hold Glide to safely enter Forlorn without touching any spikes. https://i.imgur.com/rbEjrBa.gif

  • Windless As the name says, this midair terra clip allows us to reach the Forlorn Spirit Well and leave without actually restoring the Element of Wind. To set it up, you'll need to place yourself close to the left wall on the platform in the vertical corridor leading to the Wind Core room, then simply Charge Jump and perform the Charge Dash save normally when at about maximum height. The positioning is very lenient, but it's important to have enough height when saving. When respawning, Ori will keep moving to through the wall and respawning in loop: you'll need to time a save when Ori is about to respawn, make sure that you're through, Double Jump and let yourself fall (or Stomp) through the ceiling. https://i.imgur.com/356uRWd.gif

  • Light Grenade clip This moves Ori from where you find the orb in Blackroot Burrows to the Light Grenade skill tree, skipping all the movement between them as well as the trigger for the cutscene about Naru playing with the children of the Spirit Tree. Clip through the wall as show below, then hold the left directional input and immediately Stomp down when respawning. https://i.imgur.com/SXkJebN.gif

  • Fight Room skip Down in lower Blackroot Burrows there is a forced fight in a closed room against two birds and two slimes: that fight can be skipped by terra clipping and immediately stomping down on respawn like shown below. The clip can be performed with a Charge Dash but the timing is more strict, so it would be recommended to at least start with regular Dash for this one. https://i.imgur.com/7k4nAQm.gif

  • Lost Grove swim skip This is an optional terra clip that allows Ori to only swim in poisoned water on the way out of the lowest Ability Cell in Lost Grove, which saves a significant amount of health and removes the need to regen with Regroup a few times before swimming out. The weird shape of the wall you need to clip through can make the trick a bit finnicky to perform, which is why it's not very popular: you need to time a stomp down to the cell at least somewhat precisely. https://i.imgur.com/JFCHzBv.gif

  • Lost Grove to Moon Grotto This is a very useful clip that takes Ori from Lost Grove to Moon Grotto, removing the need to use the Lost Grove Spirit Well to leave. To perform it, stand on the very small edge shown below, place Ori as per usual and clip, then keep the Save Anywhere open while Ori dies in the spikes down below; hold the right directional input while you respawn, wait about a second, then Charge Dash and save manually (don't use the bind, you need to save about halfway through the Charge Dash) and keep holding right. If Ori is stuck in place with nothing around him, Charge Dash once or twice to the right and you should be where you need to. https://i.imgur.com/NawAOae.gif

  • FACS terra clip "FACS" (Frog Ability Cell Skip) is an old trick we used to do to obtain an Ability Cell in Valley behind a Climb Charge Jump wall: even if we don't use the trick anymore, we still refer to that Ability Cell as FACS and, by extension, to this clip as FACS terra clip. There isn't much to say about this, place Ori as shown below, die on the right side of the spikes and practice timing the Stomp down to the Ability Cell, as it is very easy to miss by Stomping early or late. https://i.imgur.com/oplBSKn.gif

  • Ginso to end This is the most complex set of terra clips in the entire run, it can be very daunting at first but it becomes absolutely painless with practice. From the Ginso Tree Spirit Well, move up to left core room and 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 save to the left (you can use your bind here, Charge Dash and save can happen together) two or three times with about one second delay each, which should throw you right into Horu, near a big boulder or just by the Energy Cell if you’re lucky. https://i.imgur.com/0DNeMAD.gif

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 any longer, 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. https://i.imgur.com/4gUhrr9.gif 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 towards the upper-left 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, save as Ori falls down 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. https://i.imgur.com/xVGHoc3.gif

That's it ¯_(ツ)_/¯ Feel free to ask questions on the Ori Speedrunning discord if you are in doubt!