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		<updated>2026-08-01T07:44:33Z</updated>
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	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-08-07T03:32:24Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: /* Speedrun Timing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March 2015. An updated release titled Ori: Definitive Edition, containing additional content such as additional areas and two new skills, was released in March 2016 for Xbox One and April 2016 for PC.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
An autosplitter for the Definitive Edition of the game can be found here: https://github.com/ShootMe/LiveSplit.OriDE/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Techniques and Glitches|Techniques and Glitches]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skills and Abilities|Skills and Abilities]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skips and Tricks|Skips and Tricks]]==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;br /&gt;
&lt;br /&gt;
=Debug Mode=&lt;br /&gt;
&lt;br /&gt;
Ori has a debug mode accessible by players which can be useful for testing strategies, making practice saves, and other similar purposes. You can activate it by placing an empty text file in the following location:&lt;br /&gt;
&lt;br /&gt;
C:\temp\moonDebugPC.txt&lt;br /&gt;
&lt;br /&gt;
Once you have done this, start the game as normal. Create a new save file, because when you are in debug mode you may only load save files which you originally created in debug mode. Debug controls can be accessed any time in game by pressing the '8' key or R3 button.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches</id>
		<title>Ori/Techniques and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches"/>
				<updated>2016-08-06T10:26:53Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: /* Bash Techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.&lt;br /&gt;
&lt;br /&gt;
==Running and Jumping==&lt;br /&gt;
&lt;br /&gt;
;Basics&lt;br /&gt;
:Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.&lt;br /&gt;
&lt;br /&gt;
;Flip Jumps&lt;br /&gt;
:If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.&lt;br /&gt;
&lt;br /&gt;
;Backflips&lt;br /&gt;
:By holding down before jumping, you can make Ori perform a backflip with slightly greater height than a normal jump.&lt;br /&gt;
&lt;br /&gt;
;Wall Slides and Vaulting&lt;br /&gt;
:When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will &amp;quot;vault&amp;quot; up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.&lt;br /&gt;
&lt;br /&gt;
;Firsties&lt;br /&gt;
:A &amp;quot;firsty&amp;quot; is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a &amp;quot;firsty,&amp;quot; the game allows you to jump normally but will not restore your double or triple jump.&lt;br /&gt;
:The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.&lt;br /&gt;
&lt;br /&gt;
;Terra Jumps&lt;br /&gt;
:A &amp;quot;Terra jump&amp;quot; is an intentional use of a &amp;quot;firsty.&amp;quot; When you are in the middle of a &amp;quot;Bash glide&amp;quot; (covered below), performing a &amp;quot;firsty&amp;quot; from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel. Note that you can perform a Terra jump regardless of whether you have already consumed your double or triple jumps!&lt;br /&gt;
&lt;br /&gt;
==Bash Techniques==&lt;br /&gt;
&lt;br /&gt;
;Bash Gliding&lt;br /&gt;
:Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.&lt;br /&gt;
:While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!&lt;br /&gt;
&lt;br /&gt;
;Double Bash&lt;br /&gt;
:If you release a Bash one frame, then re-press the Bash button/key the next frame, Ori will be able to Bash twice off of the same target. When you perform this technique, the first Bash will determine the direction the target goes ('''opposite''' of the direction you aim it), and the second Bash will determine the direction Ori goes. Using this technique, you can move the target in a desired direction while following it closely.&lt;br /&gt;
:'''Important note:''' Bash has a 20 frame &amp;quot;windup&amp;quot; delay during which it cannot be released. If you release and re-press the Bash button/key during the windup delay, the Bash will simply not release. Make sure you wait for 20 frames (1/3 of a second) before trying to double Bash.&lt;br /&gt;
&lt;br /&gt;
The difficulty of double bashing can be eased by using your native keyboard/mouse drivers or a third-party program such as [https://www.highrez.co.uk/downloads/xmousebuttoncontrol.htm x-mouse button control] to simulate having 2 keyboards (or, actually use 2 keyboards). Note that macros are prohibited, but 1:1 key rebindings are allowed to prevent the inconvenience of using 2 keyboards. Specifically, having 2 keys bound to &amp;quot;C&amp;quot; allows for more consistent double bashes with the following method, where C1 and C2 are the two &amp;quot;C&amp;quot; binds:&lt;br /&gt;
&lt;br /&gt;
#Press and hold C1 to initiate the bash.&lt;br /&gt;
#Aim the first bash. (wait at least 20 frames)&lt;br /&gt;
#Tap C2 to trigger a double bash.&lt;br /&gt;
#Aim the second bash.&lt;br /&gt;
#Release C1.&lt;br /&gt;
&lt;br /&gt;
By using 2 &amp;quot;C&amp;quot; binds, essentially you trick the game into reading the release of C2 as the release of C1, then on the next frame, the game reads that C1 is held and causes a double bash.&lt;br /&gt;
&lt;br /&gt;
;Perfect Bash&lt;br /&gt;
:As it turns out, you don't need to perform a double Bash in order to accomplish having Ori and the projectile both go in the same direction. The game determines which direction to send the projectile one frame before it determines which direction to send Ori. During this extra frame, you can re-aim Bash to achieve the same effect as a double Bash. This saves less than a second per successful attempt compared to a double Bash, so it's not really recommended for anyone.&lt;br /&gt;
&lt;br /&gt;
==Save Manipulation==&lt;br /&gt;
&lt;br /&gt;
;Save Anywhere&lt;br /&gt;
:By opening the ability screen with the UI on, clicking on the experience counter to create a popup, then hitting A+B, left+right click, or esc+enter on the same frame, you gain the ability to move with the ability screen open. Then, you can save the game anytime by leveling up an ability.&lt;br /&gt;
&lt;br /&gt;
;Cutscene Skips&lt;br /&gt;
:By saving the game after a cutscene begins, either by using save anywhere or rekindling/leveling an ability on a pre-placed save, then exiting and reloading the file, you can gain control of Ori during the cutscene. Most cutscenes trigger their effects as soon as they begin, with the exception of opening the Mount Horu door and a few of the Gumo chase sequence cutscenes.&lt;br /&gt;
&lt;br /&gt;
;Save Drops&lt;br /&gt;
:By saving the game while in the air and reloading the file, Ori will (in most cases) drop to the closest solid ground directly below the save. This can be accomplished with save anywhere or saving while running off the edge of a platform. Tricks that use this include drainless and the lava drop in Horu.&lt;br /&gt;
&lt;br /&gt;
;Respawn Invulnerability&lt;br /&gt;
:For a short period of time after respawning at a save point, Ori will be invulnerable to all sources of damage except instant kill surfaces. This can be used to run or climb for a period of time on a damaging surface like spikes, extending the effective value of your health pool.&lt;br /&gt;
&lt;br /&gt;
==Key Doors and Energy Doors==&lt;br /&gt;
&lt;br /&gt;
;Keystone Duplication&lt;br /&gt;
:With the appropriate setup, it is possible to duplicate keystones. In order to do this, you must be able to place a soul link outside the &amp;quot;scene&amp;quot; (section of the world) containing the keystones. You must also be able to take damage while within range to place keystones in the door. This glitch requires a death.&lt;br /&gt;
:Create your soul link outside the scene containing the keystones, then begin collecting them as normal. Only pick up as many keystones as you need to duplicate; skip the others. Along the way, take damage to ensure that you are just shy of death. Reach the door, then place your keystones in it. Be sure not to place enough keystones to open the door! While the door remains locked with your keystones in it, and while remaining within range of the door, take damage and die. When you respawn, you will have been refunded the keystones, and they will also respawn in the world.&lt;br /&gt;
:There are only a few doors which permit effective keystone duplication: the first 4-key door in Sunken Glades, and the second 4-key door in Ginso Tree. These are covered in more detail in [[Ori/Skips and Tricks|Skips and Tricks]].&lt;br /&gt;
&lt;br /&gt;
;Energy Doors&lt;br /&gt;
:[to be added]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Mechanics==&lt;br /&gt;
&lt;br /&gt;
;Spirit Flame&lt;br /&gt;
:Spirit Flame attacks have a minimum delay of 0.2 seconds (12 frames). The basic Spirit Flame can fire two shots at this speed, then it incurs a 0.5 second cooldown (30 frames). However, if you wait at least 0.3 seconds (18 frames) between shots, the cooldown will not be triggered. Thus, optimal damage is inflicted by timing your shots 0.3 seconds apart, unless you are only firing two shots.&lt;br /&gt;
:The Quick Flame ability permits you to fire three shots at maximum speed before incurring the 0.5 second cooldown. Thus, if you fire two shots 0.2 seconds apart and then wait 0.3 seconds to fire again, you can avoid the cooldown. The Rapid Flame ability eliminates the 0.5 second cooldown entirely, so you may always fire at maximum speed.&lt;br /&gt;
&lt;br /&gt;
;Leveling Up&lt;br /&gt;
:When Ori levels up, her health and energy are refilled and she explodes for 20 damage to everything on screen. These effects are exploited to accomplish several major skips, but also can be leveraged for other minor time saves. The level up explosion is particularly potent for clearing enemies out of your way in the early game, and the health and energy refills allow you to perform additional damage boosts and Charge Flames.&lt;br /&gt;
&lt;br /&gt;
;Extended Charge Jumps&lt;br /&gt;
:By performing a save anywhere during a upwards-angled charge jump off of a wall, upon reloading the file, Ori will have extreme speed in the direction of the charge jump. Unlike a bash glide, this speed will decay over time to zero. Currently, this has no known use in a speedrun, as the setup time is too great.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Core_Skip</id>
		<title>Ori/Core Skip</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Core_Skip"/>
				<updated>2016-03-22T23:28:01Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Created page with &amp;quot;The core skip avoids doing the top-right room of the Ginso Tree by leveling up in the top left room, and allowing the level up explosion to clear both sides. This is generally...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The core skip avoids doing the top-right room of the Ginso Tree by leveling up in the top left room, and allowing the level up explosion to clear both sides. This is generally accomplished by bashing a red frog (containing 45 exp) close to the core, then killing it. [[Media:Core_skip.mp4|Here is a video of this skip in action.]] There are a variety of ways to get your experience at the right amount for this trick, ranging from level 4-6. It is not a bad idea to simply copy the experience route of someone running the same category as you, noting the experience that they take or skip in the grotto and ginso tree.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Core_skip.mp4</id>
		<title>File:Core skip.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Core_skip.mp4"/>
				<updated>2016-03-22T23:19:47Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Key_Duplication</id>
		<title>Ori/Key Duplication</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Key_Duplication"/>
				<updated>2016-03-22T23:15:59Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Key duplication is a trick that can be performed on any keystone door, provided that you can die while in range of the door. If your last save is outside of the scene containing the keys, then any keys inside the door will be returned to your inventory on death, and they will also respawn when the scene reloads. [[Media:Key_dupe.mp4|Here is a video of a common key dupe.]] Note that for safety, you could land next to the door first then edge off the platform, but the idea remains the same.&lt;br /&gt;
&lt;br /&gt;
In runs that use key duplication, the most common reason to duplicate keys is to skip the swimming section in the swamp, as key collection in Ginso is considerably faster.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Key_Duplication</id>
		<title>Ori/Key Duplication</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Key_Duplication"/>
				<updated>2016-03-22T23:13:35Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Created page with &amp;quot;Key duplication is a trick that can be performed on any keystone door, provided that you can die while in range of the door. If your last save is outside of the scene containi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Key duplication is a trick that can be performed on any keystone door, provided that you can die while in range of the door. If your last save is outside of the scene containing the keys, then any keys inside the door will be returned to your inventory on death, and they will also respawn when the scene reloads. [[Media:Key_dupe.mp4|Here is a video of a common key dupe.]] Note that for safety, you could land next to the door first then edge off the platform, but the idea remains the same.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Key_dupe.mp4</id>
		<title>File:Key dupe.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Key_dupe.mp4"/>
				<updated>2016-03-22T23:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Fronkey_Walk</id>
		<title>Ori/Fronkey Walk</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Fronkey_Walk"/>
				<updated>2016-03-22T22:48:40Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: /* Step 1: Experience Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to enter the Moon Grotto early by timing a level up to open the 4-energy door on the right side of the Sunken Glades.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Experience Setup ==&lt;br /&gt;
&lt;br /&gt;
A normal experience route will find you at level 2, with 0-5 experience collected by Wall Jump. Level 2 requires 50 exp, and the fronkey drops 4 exp. Thus, we need to have 46-49 exp by the time we reach the door. Typically, the experience you collect includes:&lt;br /&gt;
&lt;br /&gt;
* 0-6 exp from brambles on the way up from Wall Jump (target exp: 4-11)&lt;br /&gt;
* 17 exp from the ceiling flower, 2 slimes, brambles, and lantern (target exp: 21-28)&lt;br /&gt;
* 6-10 exp from the 2 slimes and 2 brambles during the walk (target exp: 31-34)&lt;br /&gt;
* 15 exp from the small spirit light container (target exp: 46-49)&lt;br /&gt;
* 4 exp from the fronkey&lt;br /&gt;
&lt;br /&gt;
Depending on how much exp you have after Wall Jump, you can modify the amount you take from brambles along the way. If something went amiss on the way to Wall Jump and your exp is too high, you can skip any of the ceiling flower, bramble exp, or the 2nd slime fairly easily. It is worth noting that in all cells and 100%, clearing the 2 brambles during the walk clears the way for a bash glide later on. In any%, leaving 1 bramble up allows for a quicker bash later, and in all skills, you do not revisit this area.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Avoid the Overhang ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey1.png|720px|Overhang Setup]]&lt;br /&gt;
&lt;br /&gt;
To prevent the fronkey from jumping on the overhanging mushroom, stand in front of the sign (on the red line in the above image) until the fronkey starts a jump from the platform you are on, then hold right until it does a short hop below the mushroom. Once the short hop begins, you can double back to get its attention again. If you are too close to the fronkey, it will do a high jump and land on the mushroom.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_overhang.mp4|Here is a video of this in action.]] Note that damaging the fronkey before it jumps onto the platform is not strictly necessary, but it is possible to lose the fronkey's attention here by breaking line of sight; shooting it once ensures that this will not happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 3: Avoid the Spikes ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey2.png|720px|Spike Setup]]&lt;br /&gt;
&lt;br /&gt;
The spikes to the right of the tree stump in the above image will kill the fronkey on contact. Fortunately, the fronkey is immune to all other spikes on the route, but we need a setup for these. Before you enter the tree, hop on the health flower, as it can interfere with the fronkey's jumps. Wait just to the left of the crack in the bark (in the area indicated by the red line in the above image) until the fronkey jumps at you from inside the tree, then hold right and jump over the spikes. [[Media:Fronkey_spikes.mp4|If done correctly, it looks like this.]] Being too far to the left/right, or moving too soon/too late will cause the fronkey to jump into the spikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 4: Avoid the Tree Frog ==&lt;br /&gt;
&lt;br /&gt;
After dropping down for the small spirit light container, there is a risk of putting the fronkey in the trees above. If the fronkey is on the left mushroom and Ori is below the right swing, the fronkey may jump onto the swing and then up into the tree. To avoid this, make sure you let the fronkey jump onto the low ground first. This is another good place to damage the fronkey so that it follows you even if it can't see you. If you do land the fronkey in the tree, it is possible to get it down by jumping off of the left swing and falling down between the swings, though this is rather time-consuming.&lt;br /&gt;
&lt;br /&gt;
Getting the fronkey to jump into the next tree cleanly can also be somewhat tricky. If the fronkey lands too close to the edge of the tree, it will slip off and land below. If this happens, you can make it follow you up by jumping straight up on the edge, then moving towards the middle of the tree. Not moving fast enough will cause the fronkey to slip off again, while moving too fast or too far will cause the fronkey to do a short hop and not make it up.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_tree2.mp4|Here is a video of this segment.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 5: Avoid the Pit ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey3.png|720px|Pit]]&lt;br /&gt;
&lt;br /&gt;
If the fronkey falls into the pit to the right of Ori in the above image, it can get stuck below the log and be unable to jump to the right. You can get it out by heading back to the left, but it is best to avoid this entirely by waiting for the fronkey to jump at you while standing just left of the pit, then head to the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 6: Damage Boost ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey4.png|720px|Damage boost]]&lt;br /&gt;
&lt;br /&gt;
To the left of the red line in the above image, the spikes will do 1 damage. To the right, they will do 2. If you haven't taken damage during the walk, you don't need to worry about where you land, and can simply jump into the spikes, then jump again to get over, but it is worth noting that you do only need to take 1 damage here. It is a good idea to damage the fronkey after it lands in the spikes to make sure it follows you over. After clearing these spikes, damage the fronkey until it has 1 hit remaining (it can take 5 shots total).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 7: Open the Door ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey5.png|720px|The fronkey just wanted to give us a hug]]&lt;br /&gt;
&lt;br /&gt;
As you climb the wall to the energy door, kill the fronkey at the top of one of its jumps, then quickly put 2 energy into the door while the experience magnets to you. After you level up, put 2 more energy in and the door will open. You can land up top before killing the fronkey, though you may need to jump straight up on the edge to get its attention. If you kill the fronkey too far away from the ledge, there is unfortunately no known backup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 8: Death Run ==&lt;br /&gt;
&lt;br /&gt;
When learning this section, it is '''''highly recommended''''' that you place a save after opening the door for practice, either by using debug mode or by going back after the frog walk to get energy. If the fronkey gives you an energy drop (~10% chance), you can save here, but otherwise, your last save will still be back at wall jump, and it is very easy to die here.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_deathrun.mp4|Here is a video of this section.]] Some notes:&lt;br /&gt;
&lt;br /&gt;
*Taking the health cell before Wall Jump will make this section (among others) more forgiving, and is recommended while learning the route.&lt;br /&gt;
*Jump as far as you can over the poison water, then start attacking the slime as soon as possible. If you attack soon enough, you will take only 2 damage from the water.&lt;br /&gt;
*Be close to the wall before you jump out of the water. Jumping from too far away will attract the attention of the fronkey up top, and you will meet a terrible fate.&lt;br /&gt;
*Once on top of the wall, run to the right and jump as soon as you touch the edge to get under the fronkey. Jumping too slowly here or up the wall can cause it to hit you.&lt;br /&gt;
*The crushers will never hit you if you hold right while passing under them.&lt;br /&gt;
*A short hop just after you run off the edge before the last slime will dodge the shots. You can also opt to hop over the edge (landing left of the slime), then jump again to do a more traditional slime dodge.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches</id>
		<title>Ori/Techniques and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches"/>
				<updated>2016-03-08T13:36:28Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: /* Running and Jumping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.&lt;br /&gt;
&lt;br /&gt;
==Running and Jumping==&lt;br /&gt;
&lt;br /&gt;
;Basics&lt;br /&gt;
:Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.&lt;br /&gt;
&lt;br /&gt;
;Flip Jumps&lt;br /&gt;
:If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.&lt;br /&gt;
&lt;br /&gt;
;Backflips&lt;br /&gt;
:By holding down before jumping, you can make Ori perform a backflip with slightly greater height than a normal jump.&lt;br /&gt;
&lt;br /&gt;
;Wall Slides and Vaulting&lt;br /&gt;
:When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will &amp;quot;vault&amp;quot; up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.&lt;br /&gt;
&lt;br /&gt;
;Firsties&lt;br /&gt;
:A &amp;quot;firsty&amp;quot; is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a &amp;quot;firsty,&amp;quot; the game allows you to jump normally but will not restore your double or triple jump.&lt;br /&gt;
:The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.&lt;br /&gt;
&lt;br /&gt;
;Terra Jumps&lt;br /&gt;
:A &amp;quot;Terra jump&amp;quot; is an intentional use of a &amp;quot;firsty.&amp;quot; When you are in the middle of a &amp;quot;Bash glide&amp;quot; (covered below), performing a &amp;quot;firsty&amp;quot; from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel. Note that you can perform a Terra jump regardless of whether you have already consumed your double or triple jumps!&lt;br /&gt;
&lt;br /&gt;
==Bash Techniques==&lt;br /&gt;
&lt;br /&gt;
;Bash Gliding&lt;br /&gt;
:Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.&lt;br /&gt;
:While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!&lt;br /&gt;
&lt;br /&gt;
;Double Bash&lt;br /&gt;
:If you release a Bash one frame, then re-press the Bash button/key the next frame, Ori will be able to Bash twice off of the same target. When you perform this technique, the first Bash will determine the direction the target goes ('''opposite''' of the direction you aim it), and the second Bash will determine the direction Ori goes. Using this technique, you can move the target in a desired direction while following it closely.&lt;br /&gt;
:'''Important note:''' Bash has a 20 frame &amp;quot;windup&amp;quot; delay during which it cannot be released. If you release and re-press the Bash button/key during the windup delay, the Bash will simply not release. Make sure you wait for 20 frames (1/3 of a second) before trying to double Bash.&lt;br /&gt;
&lt;br /&gt;
;Perfect Bash&lt;br /&gt;
:As it turns out, you don't need to perform a double Bash in order to accomplish having Ori and the projectile both go in the same direction. The game determines which direction to send the projectile one frame before it determines which direction to send Ori. During this extra frame, you can re-aim Bash to achieve the same effect as a double Bash. This saves less than a second per successful attempt compared to a double Bash, so it's not really recommended for anyone.&lt;br /&gt;
&lt;br /&gt;
==Save Manipulation==&lt;br /&gt;
&lt;br /&gt;
;Save Anywhere&lt;br /&gt;
:By opening the ability screen with the UI on, clicking on the experience counter to create a popup, then hitting A+B, left+right click, or esc+enter on the same frame, you gain the ability to move with the ability screen open. Then, you can save the game anytime by leveling up an ability.&lt;br /&gt;
&lt;br /&gt;
;Cutscene Skips&lt;br /&gt;
:By saving the game after a cutscene begins, either by using save anywhere or rekindling/leveling an ability on a pre-placed save, then exiting and reloading the file, you can gain control of Ori during the cutscene. Most cutscenes trigger their effects as soon as they begin, with the exception of opening the Mount Horu door and a few of the Gumo chase sequence cutscenes.&lt;br /&gt;
&lt;br /&gt;
;Save Drops&lt;br /&gt;
:By saving the game while in the air and reloading the file, Ori will (in most cases) drop to the closest solid ground directly below the save. This can be accomplished with save anywhere or saving while running off the edge of a platform. Tricks that use this include drainless and the lava drop in Horu.&lt;br /&gt;
&lt;br /&gt;
;Respawn Invulnerability&lt;br /&gt;
:For a short period of time after respawning at a save point, Ori will be invulnerable to all sources of damage except instant kill surfaces. This can be used to run or climb for a period of time on a damaging surface like spikes, extending the effective value of your health pool.&lt;br /&gt;
&lt;br /&gt;
==Key Doors and Energy Doors==&lt;br /&gt;
&lt;br /&gt;
;Keystone Duplication&lt;br /&gt;
:With the appropriate setup, it is possible to duplicate keystones. In order to do this, you must be able to place a soul link outside the &amp;quot;scene&amp;quot; (section of the world) containing the keystones. You must also be able to take damage while within range to place keystones in the door. This glitch requires a death.&lt;br /&gt;
:Create your soul link outside the scene containing the keystones, then begin collecting them as normal. Only pick up as many keystones as you need to duplicate; skip the others. Along the way, take damage to ensure that you are just shy of death. Reach the door, then place your keystones in it. Be sure not to place enough keystones to open the door! While the door remains locked with your keystones in it, and while remaining within range of the door, take damage and die. When you respawn, you will have been refunded the keystones, and they will also respawn in the world.&lt;br /&gt;
:There are only a few doors which permit effective keystone duplication: the first 4-key door in Sunken Glades, and the second 4-key door in Ginso Tree. These are covered in more detail in [[Ori/Skips and Tricks|Skips and Tricks]].&lt;br /&gt;
&lt;br /&gt;
;Energy Doors&lt;br /&gt;
:[to be added]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Mechanics==&lt;br /&gt;
&lt;br /&gt;
;Spirit Flame&lt;br /&gt;
:Spirit Flame attacks have a minimum delay of 0.2 seconds (12 frames). The basic Spirit Flame can fire two shots at this speed, then it incurs a 0.5 second cooldown (30 frames). However, if you wait at least 0.3 seconds (18 frames) between shots, the cooldown will not be triggered. Thus, optimal damage is inflicted by timing your shots 0.3 seconds apart, unless you are only firing two shots.&lt;br /&gt;
:The Quick Flame ability permits you to fire three shots at maximum speed before incurring the 0.5 second cooldown. Thus, if you fire two shots 0.2 seconds apart and then wait 0.3 seconds to fire again, you can avoid the cooldown. The Rapid Flame ability eliminates the 0.5 second cooldown entirely, so you may always fire at maximum speed.&lt;br /&gt;
&lt;br /&gt;
;Leveling Up&lt;br /&gt;
:When Ori levels up, her health and energy are refilled and she explodes for 20 damage to everything on screen. These effects are exploited to accomplish several major skips, but also can be leveraged for other minor time saves. The level up explosion is particularly potent for clearing enemies out of your way in the early game, and the health and energy refills allow you to perform additional damage boosts and Charge Flames.&lt;br /&gt;
&lt;br /&gt;
;Extended Charge Jumps&lt;br /&gt;
:By performing a save anywhere during a upwards-angled charge jump off of a wall, upon reloading the file, Ori will have extreme speed in the direction of the charge jump. Unlike a bash glide, this speed will decay over time to zero. Currently, this has no known use in a speedrun, as the setup time is too great.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Ginso_Backtrack_OOB</id>
		<title>Ori/Ginso Backtrack OOB</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Ginso_Backtrack_OOB"/>
				<updated>2016-03-08T13:31:22Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Created page with &amp;quot;The Ginso backtrack OOB is found in the room before the first miniboss, and can be used to leave Ginso after acquiring bash. This is used as a major skip in any%, since finish...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ginso backtrack OOB is found in the room before the first miniboss, and can be used to leave Ginso after acquiring bash. This is used as a major skip in any%, since finishing Ginso and acquiring stomp is not necessary to beat the game.&lt;br /&gt;
&lt;br /&gt;
To get out of bounds, stand on the redirect block below the center vertical portal, then do a high jump and double jump into the right side of the portal. If done correctly, you will come out to the right of the lower portal. Then, you can carry your momentum to the right, then when the screen pans down, double jump back to the left to enter the portal in the room below. Alternatively, you can land to the right of the portal, place a save, and then backflip to the right to recreate the momentum of going through the portal initially. Staying in the out-of-bounds area too long will reset you back to your previous save, and mistiming the double jump can cause you to get stuck in the wall.&lt;br /&gt;
&lt;br /&gt;
[[Media:Ginso_oob2.mp4|This video demonstrates 2 methods of doing the OOB -- first in one motion, then placing a safety save.]]&lt;br /&gt;
&lt;br /&gt;
Note that the second OOB method in the video does not oscillate between the portals as much -- this can be achieved with either OOB method, and is done by releasing left as you reach the lower portal (momentum to the left will carry you through the portals several times).&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Ginso_oob2.mp4</id>
		<title>File:Ginso oob2.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Ginso_oob2.mp4"/>
				<updated>2016-03-08T13:23:05Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Ginso_OOB_to_Miniboss</id>
		<title>Ori/Ginso OOB to Miniboss</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Ginso_OOB_to_Miniboss"/>
				<updated>2016-03-08T13:09:28Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Created page with &amp;quot;In the room before the first Ginso miniboss, you can use the top left redirect block to push yourself through the floor, skipping the puzzle. To accomplish this, jump to the l...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the room before the first Ginso miniboss, you can use the top left redirect block to push yourself through the floor, skipping the puzzle. To accomplish this, jump to the left side of the block and pull it all the way left, then briefly tap right and place a save. Next, jump to the right side of the block and push it up against the right wall. While pushing, rekindle the save, then exit and reload the file. Hold left while the file is loading, then immediately release it once the game begins to fade in. At these point, you will get one of the following outcomes:&lt;br /&gt;
&lt;br /&gt;
# You fall through to the portal. Success!&lt;br /&gt;
# You fall through the ground but get stuck in the wall. This is caused by holding left for too long. In this case, you can run to the left (off the screen) and you will immediately be sent back to your save. Releasing left at the right timing as you run off the screen will get you through.&lt;br /&gt;
# You do not clip through the ground, and the block is pushed away from you, but it stays on the platform. This is caused by not holding left long enough -- exit and reload the file to try again.&lt;br /&gt;
# You do not clip through the ground, and the block bounces away from you violently, falling off of the platform. In this case, the save position is incorrect. The best backup at this point is to just do the puzzle in the room.&lt;br /&gt;
&lt;br /&gt;
[[Media:Ginso_oob1.mp4|Here is a video of a successful OOB]]&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Ginso_oob1.mp4</id>
		<title>File:Ginso oob1.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Ginso_oob1.mp4"/>
				<updated>2016-03-08T13:09:20Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Telehopping</id>
		<title>Ori/Telehopping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Telehopping"/>
				<updated>2016-03-08T12:57:05Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Telehopping is a trick used in the second room of the Ginso Tree for a small time save. Going through a portal restores your double jump, so you can alternate between sides of the room while jumping to climb (right+jump, left+jump, right+jump, etc.)&lt;br /&gt;
&lt;br /&gt;
[[Media:Telehopping.mp4|Here is an example.]]&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Telehopping</id>
		<title>Ori/Telehopping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Telehopping"/>
				<updated>2016-03-08T12:56:47Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Created page with &amp;quot;Telehopping is a trick used in the second room of the Ginso Tree for a small time save. Going through a portal restores your double jump, so you can alternate between sides of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Telehopping is a trick used in the second room of the Ginso Tree for a small time save. Going through a portal restores your double jump, so you can alternate between sides of the room while jumping to climb (right+jump, left+jump, right+jump, etc.)&lt;br /&gt;
&lt;br /&gt;
[[Media:Telehopping|Here is an example.]]&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Telehopping.mp4</id>
		<title>File:Telehopping.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Telehopping.mp4"/>
				<updated>2016-03-08T12:55:33Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks</id>
		<title>Ori/Skips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks"/>
				<updated>2016-03-06T14:51:41Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as a hub for links to descriptions of tricks which are non-obvious and/or save a significant amount of time.&lt;br /&gt;
&lt;br /&gt;
The pages this links to are currently a work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trick !! Approximate Time Save !! Used in Categories&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Fronkey Walk|Fronkey Walk]] || 5:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Iceless|Iceless]] || 1:00 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Grotto Skip|Grotto Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Telehopping|Telehopping]] || 0:03 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso OOB to Miniboss|Ginso OOB to Miniboss]] || 0:10 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso Backtrack OOB|Ginso Backtrack OOB]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Key Duplication|Key Duplication]] || 1:00 || All skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Core Skip|Core Skip]] || 0:30 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Drainless|Drainless]] || 1:00 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Kuro CS Skip|Kuro CS Skip]] || 0:20 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Stompless|Stompless]] || 0:10 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sorrow Bash|Sorrow Bash]] || 15:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Laser Skip|Laser Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Frog Juggle|Frog Juggle]] || 1:00 || Any%, all skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Long Juggle|Long Juggle]] || 0:30 || All skills&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sunstone Skip|Sunstone Skip]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Misty to Forlorn OOB|Misty to Forlorn OOB]] || 1:30 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Slow zone skip|Slow zone skip]] || 0:10 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/R1 OOB|R1 OOB]] || 2:00 || All cells&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks</id>
		<title>Ori/Skips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks"/>
				<updated>2016-03-06T14:10:47Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as a hub for links to descriptions of tricks which are non-obvious and/or save a significant amount of time.&lt;br /&gt;
&lt;br /&gt;
The pages this links to are currently a work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trick !! Approximate Time Save !! Used in Categories&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Fronkey Walk|Fronkey Walk]] || 5:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Iceless|Iceless]] || 1:00 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Grotto Skip|Grotto Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso OOB to Miniboss|Ginso OOB to Miniboss]] || 0:10 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso Backtrack OOB|Ginso Backtrack OOB]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Key Duplication|Key Duplication]] || 1:00 || All skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Core Skip|Core Skip]] || 0:30 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Drainless|Drainless]] || 1:00 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Kuro CS Skip|Kuro CS Skip]] || 0:20 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Stompless|Stompless]] || 0:10 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sorrow Bash|Sorrow Bash]] || 15:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Laser Skip|Laser Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Frog Juggle|Frog Juggle]] || 1:00 || Any%, all skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Long Juggle|Long Juggle]] || 0:30 || All skills&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sunstone Skip|Sunstone Skip]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Misty to Forlorn OOB|Misty to Forlorn OOB]] || 1:30 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/R1 OOB|R1 OOB]] || 2:00 || All cells&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Grotto_Skip</id>
		<title>Ori/Grotto Skip</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Grotto_Skip"/>
				<updated>2016-03-06T14:08:23Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The grotto skip removes a minute-long sequence where Ori chases Gumo through the left side of the grotto. This is accomplished with a wall jump from a particular part of the wall, indicated by the red line:&lt;br /&gt;
&lt;br /&gt;
[[Image:Grotto.png|720px|:)]]&lt;br /&gt;
&lt;br /&gt;
Note that the part of the wall you want to grab is just above the top lantern in the background. From the top of the hanging platform, you can hit the spot on the wall with a partial jump, or with a full jump if you allow yourself to fall a bit before trying to wall jump. Jumping too early will cause Ori to hit the overhang and fall, while a well-timed wall jump will give you a noticeable fling up-left. After reaching the peak of the wall jump, double jump and switch to holding right, then wall jump up to the top.&lt;br /&gt;
&lt;br /&gt;
[[Media:Grotto_jumps.mp4|Here is a video of a few successful grotto skips.]] Note that not landing on top of the hanging beam is slightly faster, though it is more difficult. Taking or avoiding the 15 exp here is route-dependent. At the time, the only route that skips this exp is all skills (double jump) to set up for the [[Ori/Core Skip|core skip]].&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Grotto_Skip</id>
		<title>Ori/Grotto Skip</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Grotto_Skip"/>
				<updated>2016-03-06T14:07:57Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The grotto skip removes a minute-long platforming sequence where Ori chases Gumo through the left side of the grotto. This is accomplished with a wall jump from a particular part of the wall, indicated by the red line:&lt;br /&gt;
&lt;br /&gt;
[[Image:Grotto.png|720px|:)]]&lt;br /&gt;
&lt;br /&gt;
Note that the part of the wall you want to grab is just above the top lantern in the background. From the top of the hanging platform, you can hit the spot on the wall with a partial jump, or with a full jump if you allow yourself to fall a bit before trying to wall jump. Jumping too early will cause Ori to hit the overhang and fall, while a well-timed wall jump will give you a noticeable fling up-left. After reaching the peak of the wall jump, double jump and switch to holding right, then wall jump up to the top.&lt;br /&gt;
&lt;br /&gt;
[[Media:Grotto_jumps.mp4|Here is a video of a few successful grotto skips.]] Note that not landing on top of the hanging beam is slightly faster, though it is more difficult. Taking or avoiding the 15 exp here is route-dependent. At the time, the only route that skips this exp is all skills (double jump) to set up for the [[Ori/Core Skip|core skip]] 1 level earlier.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Grotto_Skip</id>
		<title>Ori/Grotto Skip</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Grotto_Skip"/>
				<updated>2016-03-06T14:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The grotto skip removes a minute-long platforming sequence where Ori chases Gumo through the left side of the grotto. This is accomplished with a wall jump from a particular part of the wall, indicated by the red line:&lt;br /&gt;
&lt;br /&gt;
[[Image:Grotto.png|720px|:)]]&lt;br /&gt;
&lt;br /&gt;
Note that the part of the wall you want to grab is just above the top lantern in the background. From the top of the hanging platform, you can hit the spot on the wall with a partial jump, or with a full jump if you allow yourself to fall a bit before trying to wall jump. Jumping too early will cause Ori to hit the overhang and fall, while a well-timed wall jump will give you a noticeable fling up-left. After reaching the peak of the wall jump, double jump and switch to holding right, then wall jump up to the top.&lt;br /&gt;
&lt;br /&gt;
[[Media:Grotto_jumps.mp4|Here is a video of a few successful grotto skips.]] Note that not landing on top of the hanging beam is slightly faster, though it is more difficult. Taking or avoiding the 15 exp here is route-dependent. At the time, the only route that skips this exp is all skills (double jump) to set up for the [Ori/Core Skip|core skip] 1 level earlier.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks</id>
		<title>Ori/Skips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks"/>
				<updated>2016-03-06T14:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as a hub for links to descriptions of tricks which are non-obvious and/or save a significant amount of time.&lt;br /&gt;
&lt;br /&gt;
The pages this links to are currently a work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trick !! Approximate Time Save !! Used in Categories&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Fronkey Walk|Fronkey Walk]] || 5:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Iceless|Iceless]] || 1:00 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Grotto Skip|Grotto Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso OOB to Miniboss|Ginso OOB to Miniboss]] || 0:10 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso Backtrack OOB|Ginso Backtrack OOB]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Core Skip|Core Skip]] || 0:30 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Key Duplication|Key Duplication]] || 1:00 || All skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Drainless|Drainless]] || 1:00 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Kuro CS Skip|Kuro CS Skip]] || 0:20 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Stompless|Stompless]] || 0:10 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sorrow Bash|Sorrow Bash]] || 15:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Laser Skip|Laser Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Frog Juggle|Frog Juggle]] || 1:00 || Any%, all skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Long Juggle|Long Juggle]] || 0:30 || All skills&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sunstone Skip|Sunstone Skip]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Misty to Forlorn OOB|Misty to Forlorn OOB]] || 1:30 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/R1 OOB|R1 OOB]] || 2:00 || All cells&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Grotto_Skip</id>
		<title>Ori/Grotto Skip</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Grotto_Skip"/>
				<updated>2016-03-06T06:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Created page with &amp;quot;The grotto skip removes a minute-long platforming sequence where Ori chases Gumo through the left side of the grotto. This is accomplished with a wall jump from a particular p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The grotto skip removes a minute-long platforming sequence where Ori chases Gumo through the left side of the grotto. This is accomplished with a wall jump from a particular part of the wall, indicated by the red line:&lt;br /&gt;
&lt;br /&gt;
[[Image:Grotto.png|720px|:)]]&lt;br /&gt;
&lt;br /&gt;
Note that the part of the wall you want to grab is just above the top lantern in the background. From the top of the hanging platform, you can hit the spot on the wall with a partial jump, or with a full jump if you allow yourself to fall a bit before trying to wall jump. Jumping too early will cause Ori to hit the overhang and fall, while a well-timed wall jump will give you a noticeable fling up-left. After reaching the peak of the wall jump, double jump and switch to holding right, then wall jump up to the top.&lt;br /&gt;
&lt;br /&gt;
[[Media:Grotto_jumps.mp4|Here is a video of a few successful grotto skips.]] Note that not landing on top of the hanging beam is slightly faster, though it is more difficult. Taking or avoiding the 15 exp here is route-dependent. At the time, the only route that skips this exp is all skills (double jump) to set up for the core skip 1 level earlier.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Fronkey_Walk</id>
		<title>Ori/Fronkey Walk</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Fronkey_Walk"/>
				<updated>2016-03-06T05:46:43Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to enter the Moon Grotto early by timing a level up to open the 4-energy door on the right side of the Sunken Glades.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Experience Setup ==&lt;br /&gt;
&lt;br /&gt;
A normal experience route will find you at level 2, with 0-5 experience collected by Wall Jump. Level 2 requires 50 exp, and the fronkey drops 4 exp. Thus, we need to have 46-49 exp by the time we reach the door. Typically, the experience you collect includes:&lt;br /&gt;
&lt;br /&gt;
* 0-6 exp from brambles on the way up from Wall Jump (target exp: 3-10)&lt;br /&gt;
* 18 exp from the ceiling flower, 2 slimes, brambles, and lantern (target exp: 21-28)&lt;br /&gt;
* 6-10 exp from the 2 slimes and 2 brambles during the walk (target exp: 31-34)&lt;br /&gt;
* 15 exp from the small spirit light container (target exp: 46-49)&lt;br /&gt;
* 4 exp from the fronkey&lt;br /&gt;
&lt;br /&gt;
Depending on how much exp you have after Wall Jump, you can modify the amount you take from brambles along the way. If something went amiss on the way to Wall Jump and your exp is too high, you can skip any of the ceiling flower, bramble exp, or the 2nd slime fairly easily. It is worth noting that in all cells and 100%, clearing the 2 brambles during the walk clears the way for a bash glide later on. In any%, leaving 1 bramble up allows for a quicker bash later, and in all skills, you do not revisit this area.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Avoid the Overhang ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey1.png|720px|Overhang Setup]]&lt;br /&gt;
&lt;br /&gt;
To prevent the fronkey from jumping on the overhanging mushroom, stand in front of the sign (on the red line in the above image) until the fronkey starts a jump from the platform you are on, then hold right until it does a short hop below the mushroom. Once the short hop begins, you can double back to get its attention again. If you are too close to the fronkey, it will do a high jump and land on the mushroom.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_overhang.mp4|Here is a video of this in action.]] Note that damaging the fronkey before it jumps onto the platform is not strictly necessary, but it is possible to lose the fronkey's attention here by breaking line of sight; shooting it once ensures that this will not happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 3: Avoid the Spikes ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey2.png|720px|Spike Setup]]&lt;br /&gt;
&lt;br /&gt;
The spikes to the right of the tree stump in the above image will kill the fronkey on contact. Fortunately, the fronkey is immune to all other spikes on the route, but we need a setup for these. Before you enter the tree, hop on the health flower, as it can interfere with the fronkey's jumps. Wait just to the left of the crack in the bark (in the area indicated by the red line in the above image) until the fronkey jumps at you from inside the tree, then hold right and jump over the spikes. [[Media:Fronkey_spikes.mp4|If done correctly, it looks like this.]] Being too far to the left/right, or moving too soon/too late will cause the fronkey to jump into the spikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 4: Avoid the Tree Frog ==&lt;br /&gt;
&lt;br /&gt;
After dropping down for the small spirit light container, there is a risk of putting the fronkey in the trees above. If the fronkey is on the left mushroom and Ori is below the right swing, the fronkey may jump onto the swing and then up into the tree. To avoid this, make sure you let the fronkey jump onto the low ground first. This is another good place to damage the fronkey so that it follows you even if it can't see you. If you do land the fronkey in the tree, it is possible to get it down by jumping off of the left swing and falling down between the swings, though this is rather time-consuming.&lt;br /&gt;
&lt;br /&gt;
Getting the fronkey to jump into the next tree cleanly can also be somewhat tricky. If the fronkey lands too close to the edge of the tree, it will slip off and land below. If this happens, you can make it follow you up by jumping straight up on the edge, then moving towards the middle of the tree. Not moving fast enough will cause the fronkey to slip off again, while moving too fast or too far will cause the fronkey to do a short hop and not make it up.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_tree2.mp4|Here is a video of this segment.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 5: Avoid the Pit ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey3.png|720px|Pit]]&lt;br /&gt;
&lt;br /&gt;
If the fronkey falls into the pit to the right of Ori in the above image, it can get stuck below the log and be unable to jump to the right. You can get it out by heading back to the left, but it is best to avoid this entirely by waiting for the fronkey to jump at you while standing just left of the pit, then head to the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 6: Damage Boost ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey4.png|720px|Damage boost]]&lt;br /&gt;
&lt;br /&gt;
To the left of the red line in the above image, the spikes will do 1 damage. To the right, they will do 2. If you haven't taken damage during the walk, you don't need to worry about where you land, and can simply jump into the spikes, then jump again to get over, but it is worth noting that you do only need to take 1 damage here. It is a good idea to damage the fronkey after it lands in the spikes to make sure it follows you over. After clearing these spikes, damage the fronkey until it has 1 hit remaining (it can take 5 shots total).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 7: Open the Door ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey5.png|720px|The fronkey just wanted to give us a hug]]&lt;br /&gt;
&lt;br /&gt;
As you climb the wall to the energy door, kill the fronkey at the top of one of its jumps, then quickly put 2 energy into the door while the experience magnets to you. After you level up, put 2 more energy in and the door will open. You can land up top before killing the fronkey, though you may need to jump straight up on the edge to get its attention. If you kill the fronkey too far away from the ledge, there is unfortunately no known backup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 8: Death Run ==&lt;br /&gt;
&lt;br /&gt;
When learning this section, it is '''''highly recommended''''' that you place a save after opening the door for practice, either by using debug mode or by going back after the frog walk to get energy. If the fronkey gives you an energy drop (~10% chance), you can save here, but otherwise, your last save will still be back at wall jump, and it is very easy to die here.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_deathrun.mp4|Here is a video of this section.]] Some notes:&lt;br /&gt;
&lt;br /&gt;
*Taking the health cell before Wall Jump will make this section (among others) more forgiving, and is recommended while learning the route.&lt;br /&gt;
*Jump as far as you can over the poison water, then start attacking the slime as soon as possible. If you attack soon enough, you will take only 2 damage from the water.&lt;br /&gt;
*Be close to the wall before you jump out of the water. Jumping from too far away will attract the attention of the fronkey up top, and you will meet a terrible fate.&lt;br /&gt;
*Once on top of the wall, run to the right and jump as soon as you touch the edge to get under the fronkey. Jumping too slowly here or up the wall can cause it to hit you.&lt;br /&gt;
*The crushers will never hit you if you hold right while passing under them.&lt;br /&gt;
*A short hop just after you run off the edge before the last slime will dodge the shots. You can also opt to hop over the edge (landing left of the slime), then jump again to do a more traditional slime dodge.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Grotto_jumps.mp4</id>
		<title>File:Grotto jumps.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Grotto_jumps.mp4"/>
				<updated>2016-03-06T05:46:42Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Grotto.png</id>
		<title>File:Grotto.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Grotto.png"/>
				<updated>2016-03-06T05:46:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey_tree2.mp4</id>
		<title>File:Fronkey tree2.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey_tree2.mp4"/>
				<updated>2016-03-06T05:45:50Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Fronkey_Walk</id>
		<title>Ori/Fronkey Walk</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Fronkey_Walk"/>
				<updated>2016-03-01T12:46:03Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: /* Step 1: Experience Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to enter the Moon Grotto early by timing a level up to open the 4-energy door on the right side of the Sunken Glades.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Experience Setup ==&lt;br /&gt;
&lt;br /&gt;
A normal experience route will find you at level 2, with 0-5 experience collected by Wall Jump. Level 2 requires 50 exp, and the fronkey drops 4 exp. Thus, we need to have 46-49 exp by the time we reach the door. Typically, the experience you collect includes:&lt;br /&gt;
&lt;br /&gt;
* 0-6 exp from brambles on the way up from Wall Jump (target exp: 3-10)&lt;br /&gt;
* 18 exp from the ceiling flower, 2 slimes, brambles, and lantern (target exp: 21-28)&lt;br /&gt;
* 6-10 exp from the 2 slimes and 2 brambles during the walk (target exp: 31-34)&lt;br /&gt;
* 15 exp from the small spirit light container (target exp: 46-49)&lt;br /&gt;
* 4 exp from the fronkey&lt;br /&gt;
&lt;br /&gt;
Depending on how much exp you have after Wall Jump, you can modify the amount you take from brambles along the way. If something went amiss on the way to Wall Jump and your exp is too high, you can skip any of the ceiling flower, bramble exp, or the 2nd slime fairly easily. It is worth noting that in all cells and 100%, clearing the 2 brambles during the walk clears the way for a bash glide later on. In any%, leaving 1 bramble up allows for a quicker bash later, and in all skills, you do not revisit this area.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Avoid the Overhang ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey1.png|720px|Overhang Setup]]&lt;br /&gt;
&lt;br /&gt;
To prevent the fronkey from jumping on the overhanging mushroom, stand in front of the sign (on the red line in the above image) until the fronkey starts a jump from the platform you are on, then hold right until it does a short hop below the mushroom. Once the short hop begins, you can double back to get its attention again. If you are too close to the fronkey, it will do a high jump and land on the mushroom.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_overhang.mp4|Here is a video of this in action.]] Note that damaging the fronkey before it jumps onto the platform is not strictly necessary, but it is possible to lose the fronkey's attention here by breaking line of sight; shooting it once ensures that this will not happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 3: Avoid the Spikes ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey2.png|720px|Spike Setup]]&lt;br /&gt;
&lt;br /&gt;
The spikes to the right of the tree stump in the above image will kill the fronkey on contact. Fortunately, the fronkey is immune to all other spikes on the route, but we need a setup for these. Before you enter the tree, hop on the health flower, as it can interfere with the fronkey's jumps. Wait just to the left of the crack in the bark (in the area indicated by the red line in the above image) until the fronkey jumps at you from inside the tree, then hold right and jump over the spikes. [[Media:Fronkey_spikes.mp4|If done correctly, it looks like this.]] Being too far to the left/right, or moving too soon/too late will cause the fronkey to jump into the spikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 4: Avoid the Tree Frog ==&lt;br /&gt;
&lt;br /&gt;
After dropping down for the small spirit light container, there is a risk of putting the fronkey in the trees above. If the fronkey is on the left mushroom and Ori is below the right swing, the fronkey may jump onto the swing and then up into the tree. To avoid this, make sure you let the fronkey jump onto the low ground first. This is another good place to damage the fronkey so that it follows you even if it can't see you. If you do land the fronkey in the tree, it is possible to get it down by jumping off of the left swing and falling down between the swings, though this is rather time-consuming.&lt;br /&gt;
&lt;br /&gt;
Getting the fronkey to jump into the next tree cleanly can also be somewhat tricky. If the fronkey lands too close to the edge of the tree, it will slip off and land below. If this happens, you can make it follow you up by jumping straight up on the edge, then moving towards the middle of the tree. Not moving fast enough will cause the fronkey to slip off again, while moving too fast or too far will cause the fronkey to do a short hop and not make it up.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_tree.mp4|Here is a video of this segment.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 5: Avoid the Pit ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey3.png|720px|Pit]]&lt;br /&gt;
&lt;br /&gt;
If the fronkey falls into the pit to the right of Ori in the above image, it can get stuck below the log and be unable to jump to the right. You can get it out by heading back to the left, but it is best to avoid this entirely by waiting for the fronkey to jump at you while standing just left of the pit, then head to the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 6: Damage Boost ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey4.png|720px|Damage boost]]&lt;br /&gt;
&lt;br /&gt;
To the left of the red line in the above image, the spikes will do 1 damage. To the right, they will do 2. If you haven't taken damage during the walk, you don't need to worry about where you land, and can simply jump into the spikes, then jump again to get over, but it is worth noting that you do only need to take 1 damage here. It is a good idea to damage the fronkey after it lands in the spikes to make sure it follows you over. After clearing these spikes, damage the fronkey until it has 1 hit remaining (it can take 5 shots total).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 7: Open the Door ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey5.png|720px|The fronkey just wanted to give us a hug]]&lt;br /&gt;
&lt;br /&gt;
As you climb the wall to the energy door, kill the fronkey at the top of one of its jumps, then quickly put 2 energy into the door while the experience magnets to you. After you level up, put 2 more energy in and the door will open. You can land up top before killing the fronkey, though you may need to jump straight up on the edge to get its attention. If you kill the fronkey too far away from the ledge, there is unfortunately no known backup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 8: Death Run ==&lt;br /&gt;
&lt;br /&gt;
When learning this section, it is '''''highly recommended''''' that you place a save after opening the door for practice, either by using debug mode or by going back after the frog walk to get energy. If the fronkey gives you an energy drop (~10% chance), you can save here, but otherwise, your last save will still be back at wall jump, and it is very easy to die here.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_deathrun.mp4|Here is a video of this section.]] Some notes:&lt;br /&gt;
&lt;br /&gt;
*Taking the health cell before Wall Jump will make this section (among others) more forgiving, and is recommended while learning the route.&lt;br /&gt;
*Jump as far as you can over the poison water, then start attacking the slime as soon as possible. If you attack soon enough, you will take only 2 damage from the water.&lt;br /&gt;
*Be close to the wall before you jump out of the water. Jumping from too far away will attract the attention of the fronkey up top, and you will meet a terrible fate.&lt;br /&gt;
*Once on top of the wall, run to the right and jump as soon as you touch the edge to get under the fronkey. Jumping too slowly here or up the wall can cause it to hit you.&lt;br /&gt;
*The crushers will never hit you if you hold right while passing under them.&lt;br /&gt;
*A short hop just after you run off the edge before the last slime will dodge the shots. You can also opt to hop over the edge (landing left of the slime), then jump again to do a more traditional slime dodge.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Fronkey_Walk</id>
		<title>Ori/Fronkey Walk</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Fronkey_Walk"/>
				<updated>2016-03-01T11:20:45Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: /* Step 8: Death Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to enter the Moon Grotto early by timing a level up to open the 4-energy door on the right side of the Sunken Glades.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Experience Setup ==&lt;br /&gt;
&lt;br /&gt;
A normal experience route will find you at level 2, with 0-5 experience collected by Wall Jump. Level 2 requires 50 exp, and the fronkey drops 4 exp. Thus, we need to have 46-49 exp by the time we reach the door. Typically, the experience you collect includes:&lt;br /&gt;
&lt;br /&gt;
* 0-6 exp from brambles on the way up from Wall Jump (target exp: 3-7)&lt;br /&gt;
* 18 exp from the ceiling flower, 2 slimes, brambles, and lantern (target exp: 21-28)&lt;br /&gt;
* 6-10 exp from the 2 slimes and 2 brambles during the walk (target exp: 31-34)&lt;br /&gt;
* 15 exp from the small spirit light container (target exp: 46-49)&lt;br /&gt;
* 4 exp from the fronkey&lt;br /&gt;
&lt;br /&gt;
Depending on how much exp you have after Wall Jump, you can modify the amount you take from brambles along the way. If something went amiss on the way to Wall Jump and your exp is too high, you can skip any of the ceiling flower, bramble exp, or the 2nd slime fairly easily. It is worth noting that in all cells and 100%, clearing the 2 brambles during the walk clears the way for a bash glide later on. In any%, leaving 1 bramble up allows for a quicker bash later, and in all skills, you do not revisit this area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 2: Avoid the Overhang ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey1.png|720px|Overhang Setup]]&lt;br /&gt;
&lt;br /&gt;
To prevent the fronkey from jumping on the overhanging mushroom, stand in front of the sign (on the red line in the above image) until the fronkey starts a jump from the platform you are on, then hold right until it does a short hop below the mushroom. Once the short hop begins, you can double back to get its attention again. If you are too close to the fronkey, it will do a high jump and land on the mushroom.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_overhang.mp4|Here is a video of this in action.]] Note that damaging the fronkey before it jumps onto the platform is not strictly necessary, but it is possible to lose the fronkey's attention here by breaking line of sight; shooting it once ensures that this will not happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 3: Avoid the Spikes ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey2.png|720px|Spike Setup]]&lt;br /&gt;
&lt;br /&gt;
The spikes to the right of the tree stump in the above image will kill the fronkey on contact. Fortunately, the fronkey is immune to all other spikes on the route, but we need a setup for these. Before you enter the tree, hop on the health flower, as it can interfere with the fronkey's jumps. Wait just to the left of the crack in the bark (in the area indicated by the red line in the above image) until the fronkey jumps at you from inside the tree, then hold right and jump over the spikes. [[Media:Fronkey_spikes.mp4|If done correctly, it looks like this.]] Being too far to the left/right, or moving too soon/too late will cause the fronkey to jump into the spikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 4: Avoid the Tree Frog ==&lt;br /&gt;
&lt;br /&gt;
After dropping down for the small spirit light container, there is a risk of putting the fronkey in the trees above. If the fronkey is on the left mushroom and Ori is below the right swing, the fronkey may jump onto the swing and then up into the tree. To avoid this, make sure you let the fronkey jump onto the low ground first. This is another good place to damage the fronkey so that it follows you even if it can't see you. If you do land the fronkey in the tree, it is possible to get it down by jumping off of the left swing and falling down between the swings, though this is rather time-consuming.&lt;br /&gt;
&lt;br /&gt;
Getting the fronkey to jump into the next tree cleanly can also be somewhat tricky. If the fronkey lands too close to the edge of the tree, it will slip off and land below. If this happens, you can make it follow you up by jumping straight up on the edge, then moving towards the middle of the tree. Not moving fast enough will cause the fronkey to slip off again, while moving too fast or too far will cause the fronkey to do a short hop and not make it up.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_tree.mp4|Here is a video of this segment.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 5: Avoid the Pit ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey3.png|720px|Pit]]&lt;br /&gt;
&lt;br /&gt;
If the fronkey falls into the pit to the right of Ori in the above image, it can get stuck below the log and be unable to jump to the right. You can get it out by heading back to the left, but it is best to avoid this entirely by waiting for the fronkey to jump at you while standing just left of the pit, then head to the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 6: Damage Boost ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey4.png|720px|Damage boost]]&lt;br /&gt;
&lt;br /&gt;
To the left of the red line in the above image, the spikes will do 1 damage. To the right, they will do 2. If you haven't taken damage during the walk, you don't need to worry about where you land, and can simply jump into the spikes, then jump again to get over, but it is worth noting that you do only need to take 1 damage here. It is a good idea to damage the fronkey after it lands in the spikes to make sure it follows you over. After clearing these spikes, damage the fronkey until it has 1 hit remaining (it can take 5 shots total).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 7: Open the Door ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey5.png|720px|The fronkey just wanted to give us a hug]]&lt;br /&gt;
&lt;br /&gt;
As you climb the wall to the energy door, kill the fronkey at the top of one of its jumps, then quickly put 2 energy into the door while the experience magnets to you. After you level up, put 2 more energy in and the door will open. You can land up top before killing the fronkey, though you may need to jump straight up on the edge to get its attention. If you kill the fronkey too far away from the ledge, there is unfortunately no known backup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 8: Death Run ==&lt;br /&gt;
&lt;br /&gt;
When learning this section, it is '''''highly recommended''''' that you place a save after opening the door for practice, either by using debug mode or by going back after the frog walk to get energy. If the fronkey gives you an energy drop (~10% chance), you can save here, but otherwise, your last save will still be back at wall jump, and it is very easy to die here.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_deathrun.mp4|Here is a video of this section.]] Some notes:&lt;br /&gt;
&lt;br /&gt;
*Taking the health cell before Wall Jump will make this section (among others) more forgiving, and is recommended while learning the route.&lt;br /&gt;
*Jump as far as you can over the poison water, then start attacking the slime as soon as possible. If you attack soon enough, you will take only 2 damage from the water.&lt;br /&gt;
*Be close to the wall before you jump out of the water. Jumping from too far away will attract the attention of the fronkey up top, and you will meet a terrible fate.&lt;br /&gt;
*Once on top of the wall, run to the right and jump as soon as you touch the edge to get under the fronkey. Jumping too slowly here or up the wall can cause it to hit you.&lt;br /&gt;
*The crushers will never hit you if you hold right while passing under them.&lt;br /&gt;
*A short hop just after you run off the edge before the last slime will dodge the shots. You can also opt to hop over the edge (landing left of the slime), then jump again to do a more traditional slime dodge.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Fronkey_Walk</id>
		<title>Ori/Fronkey Walk</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Fronkey_Walk"/>
				<updated>2016-03-01T11:19:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: /* Step 8: Death Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to enter the Moon Grotto early by timing a level up to open the 4-energy door on the right side of the Sunken Glades.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Experience Setup ==&lt;br /&gt;
&lt;br /&gt;
A normal experience route will find you at level 2, with 0-5 experience collected by Wall Jump. Level 2 requires 50 exp, and the fronkey drops 4 exp. Thus, we need to have 46-49 exp by the time we reach the door. Typically, the experience you collect includes:&lt;br /&gt;
&lt;br /&gt;
* 0-6 exp from brambles on the way up from Wall Jump (target exp: 3-7)&lt;br /&gt;
* 18 exp from the ceiling flower, 2 slimes, brambles, and lantern (target exp: 21-28)&lt;br /&gt;
* 6-10 exp from the 2 slimes and 2 brambles during the walk (target exp: 31-34)&lt;br /&gt;
* 15 exp from the small spirit light container (target exp: 46-49)&lt;br /&gt;
* 4 exp from the fronkey&lt;br /&gt;
&lt;br /&gt;
Depending on how much exp you have after Wall Jump, you can modify the amount you take from brambles along the way. If something went amiss on the way to Wall Jump and your exp is too high, you can skip any of the ceiling flower, bramble exp, or the 2nd slime fairly easily. It is worth noting that in all cells and 100%, clearing the 2 brambles during the walk clears the way for a bash glide later on. In any%, leaving 1 bramble up allows for a quicker bash later, and in all skills, you do not revisit this area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 2: Avoid the Overhang ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey1.png|720px|Overhang Setup]]&lt;br /&gt;
&lt;br /&gt;
To prevent the fronkey from jumping on the overhanging mushroom, stand in front of the sign (on the red line in the above image) until the fronkey starts a jump from the platform you are on, then hold right until it does a short hop below the mushroom. Once the short hop begins, you can double back to get its attention again. If you are too close to the fronkey, it will do a high jump and land on the mushroom.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_overhang.mp4|Here is a video of this in action.]] Note that damaging the fronkey before it jumps onto the platform is not strictly necessary, but it is possible to lose the fronkey's attention here by breaking line of sight; shooting it once ensures that this will not happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 3: Avoid the Spikes ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey2.png|720px|Spike Setup]]&lt;br /&gt;
&lt;br /&gt;
The spikes to the right of the tree stump in the above image will kill the fronkey on contact. Fortunately, the fronkey is immune to all other spikes on the route, but we need a setup for these. Before you enter the tree, hop on the health flower, as it can interfere with the fronkey's jumps. Wait just to the left of the crack in the bark (in the area indicated by the red line in the above image) until the fronkey jumps at you from inside the tree, then hold right and jump over the spikes. [[Media:Fronkey_spikes.mp4|If done correctly, it looks like this.]] Being too far to the left/right, or moving too soon/too late will cause the fronkey to jump into the spikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 4: Avoid the Tree Frog ==&lt;br /&gt;
&lt;br /&gt;
After dropping down for the small spirit light container, there is a risk of putting the fronkey in the trees above. If the fronkey is on the left mushroom and Ori is below the right swing, the fronkey may jump onto the swing and then up into the tree. To avoid this, make sure you let the fronkey jump onto the low ground first. This is another good place to damage the fronkey so that it follows you even if it can't see you. If you do land the fronkey in the tree, it is possible to get it down by jumping off of the left swing and falling down between the swings, though this is rather time-consuming.&lt;br /&gt;
&lt;br /&gt;
Getting the fronkey to jump into the next tree cleanly can also be somewhat tricky. If the fronkey lands too close to the edge of the tree, it will slip off and land below. If this happens, you can make it follow you up by jumping straight up on the edge, then moving towards the middle of the tree. Not moving fast enough will cause the fronkey to slip off again, while moving too fast or too far will cause the fronkey to do a short hop and not make it up.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_tree.mp4|Here is a video of this segment.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 5: Avoid the Pit ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey3.png|720px|Pit]]&lt;br /&gt;
&lt;br /&gt;
If the fronkey falls into the pit to the right of Ori in the above image, it can get stuck below the log and be unable to jump to the right. You can get it out by heading back to the left, but it is best to avoid this entirely by waiting for the fronkey to jump at you while standing just left of the pit, then head to the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 6: Damage Boost ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey4.png|720px|Damage boost]]&lt;br /&gt;
&lt;br /&gt;
To the left of the red line in the above image, the spikes will do 1 damage. To the right, they will do 2. If you haven't taken damage during the walk, you don't need to worry about where you land, and can simply jump into the spikes, then jump again to get over, but it is worth noting that you do only need to take 1 damage here. It is a good idea to damage the fronkey after it lands in the spikes to make sure it follows you over. After clearing these spikes, damage the fronkey until it has 1 hit remaining (it can take 5 shots total).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 7: Open the Door ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey5.png|720px|The fronkey just wanted to give us a hug]]&lt;br /&gt;
&lt;br /&gt;
As you climb the wall to the energy door, kill the fronkey at the top of one of its jumps, then quickly put 2 energy into the door while the experience magnets to you. After you level up, put 2 more energy in and the door will open. You can land up top before killing the fronkey, though you may need to jump straight up on the edge to get its attention. If you kill the fronkey too far away from the ledge, there is unfortunately no known backup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 8: Death Run ==&lt;br /&gt;
&lt;br /&gt;
When learning this section, it is '''''highly recommended''''' that you place a save after opening the door for practice, either by using debug mode or by going back after the frog walk to get energy. If the fronkey gives you an energy drop (~10% chance), you can save here, but otherwise, your last save will still be back at wall jump, and it is very easy to die here.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_deathrun.mp4|Here is a video of this section.]] Some notes:&lt;br /&gt;
&lt;br /&gt;
*Taking the health cell before Wall Jump will make this section (among others) more forgiving, and is recommended while learning the route.&lt;br /&gt;
*Jump as far as you can over the poison water, then start attacking the slime as soon as possible. Spamming shots instead of pacing them is fast enough to take only 2 damage from the water.&lt;br /&gt;
*Be close to the wall before you jump out of the water. Jumping from too far away will attract the attention of the fronkey up top, and you will meet a terrible fate.&lt;br /&gt;
*Once on top of the wall, run to the right and jump as soon as you touch the edge to get under the fronkey. Jumping too slowly here or up the wall can cause it to hit you.&lt;br /&gt;
*The crushers will never hit you if you hold right while passing under them.&lt;br /&gt;
*A short hop just after you run off the edge before the last slime will dodge the shots. You can also opt to hop over the edge (landing left of the slime), then jump again to do a more traditional slime dodge.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Fronkey_Walk</id>
		<title>Ori/Fronkey Walk</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Fronkey_Walk"/>
				<updated>2016-03-01T11:14:38Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to enter the Moon Grotto early by timing a level up to open the 4-energy door on the right side of the Sunken Glades.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Experience Setup ==&lt;br /&gt;
&lt;br /&gt;
A normal experience route will find you at level 2, with 0-5 experience collected by Wall Jump. Level 2 requires 50 exp, and the fronkey drops 4 exp. Thus, we need to have 46-49 exp by the time we reach the door. Typically, the experience you collect includes:&lt;br /&gt;
&lt;br /&gt;
* 0-6 exp from brambles on the way up from Wall Jump (target exp: 3-7)&lt;br /&gt;
* 18 exp from the ceiling flower, 2 slimes, brambles, and lantern (target exp: 21-28)&lt;br /&gt;
* 6-10 exp from the 2 slimes and 2 brambles during the walk (target exp: 31-34)&lt;br /&gt;
* 15 exp from the small spirit light container (target exp: 46-49)&lt;br /&gt;
* 4 exp from the fronkey&lt;br /&gt;
&lt;br /&gt;
Depending on how much exp you have after Wall Jump, you can modify the amount you take from brambles along the way. If something went amiss on the way to Wall Jump and your exp is too high, you can skip any of the ceiling flower, bramble exp, or the 2nd slime fairly easily. It is worth noting that in all cells and 100%, clearing the 2 brambles during the walk clears the way for a bash glide later on. In any%, leaving 1 bramble up allows for a quicker bash later, and in all skills, you do not revisit this area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 2: Avoid the Overhang ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey1.png|720px|Overhang Setup]]&lt;br /&gt;
&lt;br /&gt;
To prevent the fronkey from jumping on the overhanging mushroom, stand in front of the sign (on the red line in the above image) until the fronkey starts a jump from the platform you are on, then hold right until it does a short hop below the mushroom. Once the short hop begins, you can double back to get its attention again. If you are too close to the fronkey, it will do a high jump and land on the mushroom.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_overhang.mp4|Here is a video of this in action.]] Note that damaging the fronkey before it jumps onto the platform is not strictly necessary, but it is possible to lose the fronkey's attention here by breaking line of sight; shooting it once ensures that this will not happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 3: Avoid the Spikes ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey2.png|720px|Spike Setup]]&lt;br /&gt;
&lt;br /&gt;
The spikes to the right of the tree stump in the above image will kill the fronkey on contact. Fortunately, the fronkey is immune to all other spikes on the route, but we need a setup for these. Before you enter the tree, hop on the health flower, as it can interfere with the fronkey's jumps. Wait just to the left of the crack in the bark (in the area indicated by the red line in the above image) until the fronkey jumps at you from inside the tree, then hold right and jump over the spikes. [[Media:Fronkey_spikes.mp4|If done correctly, it looks like this.]] Being too far to the left/right, or moving too soon/too late will cause the fronkey to jump into the spikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 4: Avoid the Tree Frog ==&lt;br /&gt;
&lt;br /&gt;
After dropping down for the small spirit light container, there is a risk of putting the fronkey in the trees above. If the fronkey is on the left mushroom and Ori is below the right swing, the fronkey may jump onto the swing and then up into the tree. To avoid this, make sure you let the fronkey jump onto the low ground first. This is another good place to damage the fronkey so that it follows you even if it can't see you. If you do land the fronkey in the tree, it is possible to get it down by jumping off of the left swing and falling down between the swings, though this is rather time-consuming.&lt;br /&gt;
&lt;br /&gt;
Getting the fronkey to jump into the next tree cleanly can also be somewhat tricky. If the fronkey lands too close to the edge of the tree, it will slip off and land below. If this happens, you can make it follow you up by jumping straight up on the edge, then moving towards the middle of the tree. Not moving fast enough will cause the fronkey to slip off again, while moving too fast or too far will cause the fronkey to do a short hop and not make it up.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_tree.mp4|Here is a video of this segment.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 5: Avoid the Pit ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey3.png|720px|Pit]]&lt;br /&gt;
&lt;br /&gt;
If the fronkey falls into the pit to the right of Ori in the above image, it can get stuck below the log and be unable to jump to the right. You can get it out by heading back to the left, but it is best to avoid this entirely by waiting for the fronkey to jump at you while standing just left of the pit, then head to the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 6: Damage Boost ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey4.png|720px|Damage boost]]&lt;br /&gt;
&lt;br /&gt;
To the left of the red line in the above image, the spikes will do 1 damage. To the right, they will do 2. If you haven't taken damage during the walk, you don't need to worry about where you land, and can simply jump into the spikes, then jump again to get over, but it is worth noting that you do only need to take 1 damage here. It is a good idea to damage the fronkey after it lands in the spikes to make sure it follows you over. After clearing these spikes, damage the fronkey until it has 1 hit remaining (it can take 5 shots total).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 7: Open the Door ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey5.png|720px|The fronkey just wanted to give us a hug]]&lt;br /&gt;
&lt;br /&gt;
As you climb the wall to the energy door, kill the fronkey at the top of one of its jumps, then quickly put 2 energy into the door while the experience magnets to you. After you level up, put 2 more energy in and the door will open. You can land up top before killing the fronkey, though you may need to jump straight up on the edge to get its attention. If you kill the fronkey too far away from the ledge, there is unfortunately no known backup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 8: Death Run ==&lt;br /&gt;
&lt;br /&gt;
When learning this section, it is '''''highly recommended''''' that you place a save after opening the door for practice, either by using debug mode or by going back after the frog walk to get energy. If the fronkey gives you an energy drop (~10% chance), you can save here, but otherwise, your last save will still be back at wall jump, and it is very easy to die here.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_deathrun.mp4|Here is a video of this section.]] Some notes:&lt;br /&gt;
&lt;br /&gt;
*Taking the health cell before Wall Jump will make this section (among others) much more forgiving, and is recommended while learning the route.&lt;br /&gt;
*Jump as far as you can over the poison water, then start attacking the slime as soon as possible. Spamming shots instead of pacing them is fast enough to take only 2 damage from the water.&lt;br /&gt;
*Be close to the wall before you jump out of the water. Jumping from too far away will attract the attention of the fronkey up top, and you will meet a terrible fate.&lt;br /&gt;
*Once on top of the wall, run to the right and jump as soon as you touch the edge to get under the fronkey. Jumping too slowly here or up the wall can cause it to hit you.&lt;br /&gt;
*The crushers will never hit you if you hold right while passing under them.&lt;br /&gt;
*A short hop just after you run off the edge before the last slime will dodge the shots. You can also opt to hop over the edge (landing left of the slime), then jump again to do a more traditional slime dodge.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey5.png</id>
		<title>File:Fronkey5.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey5.png"/>
				<updated>2016-03-01T10:34:08Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey4.png</id>
		<title>File:Fronkey4.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey4.png"/>
				<updated>2016-03-01T10:33:58Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey3.png</id>
		<title>File:Fronkey3.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey3.png"/>
				<updated>2016-03-01T10:33:38Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey_deathrun.mp4</id>
		<title>File:Fronkey deathrun.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey_deathrun.mp4"/>
				<updated>2016-03-01T10:29:18Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey_tree.mp4</id>
		<title>File:Fronkey tree.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey_tree.mp4"/>
				<updated>2016-03-01T10:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey_spikes.mp4</id>
		<title>File:Fronkey spikes.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey_spikes.mp4"/>
				<updated>2016-03-01T10:22:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey2.png</id>
		<title>File:Fronkey2.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey2.png"/>
				<updated>2016-03-01T10:22:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Fronkey_Walk</id>
		<title>Ori/Fronkey Walk</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Fronkey_Walk"/>
				<updated>2016-03-01T09:25:10Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to enter the Moon Grotto early by timing a level up to open the 4-energy door on the right side of the Sunken Glades.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Experience Setup ==&lt;br /&gt;
&lt;br /&gt;
A normal experience route will find you at level 2, with 0-5 experience collected by Wall Jump. Level 2 requires 50 exp, and the fronkey drops 4 exp. Thus, we need to have 46-49 exp by the time we reach the door. Typically, the experience you collect includes:&lt;br /&gt;
&lt;br /&gt;
* 0-6 exp from brambles on the way up from Wall Jump (target exp: 3-7)&lt;br /&gt;
* 18 exp from the ceiling flower, 2 slimes, brambles, and lantern (target exp: 21-28)&lt;br /&gt;
* 6-10 exp from the 2 slimes and 2 brambles during the walk (target exp: 31-34)&lt;br /&gt;
* 15 exp from the small spirit light container (target exp: 46-49)&lt;br /&gt;
* 4 exp from the fronkey&lt;br /&gt;
&lt;br /&gt;
Depending on how much exp you have after Wall Jump, you can modify the amount you take from brambles along the way. If something went amiss on the way to Wall Jump and your exp is too high, you can skip any of the ceiling flower, bramble exp, or the 2nd slime fairly easily. It is worth noting that in all cells and 100%, clearing the 2 brambles during the walk clears the way for a bash glide later on. In any%, leaving 1 bramble up allows for a quicker bash later, and in all skills, you do not revisit this area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 2: Avoid the Overhang ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey1.png|720px|Overhang Setup]]&lt;br /&gt;
&lt;br /&gt;
To prevent the fronkey from jumping on the overhanging mushroom, stand in front of the sign (on the red line in the above image) until the fronkey starts a jump from the platform you are on, then hold right until it does a short hop below the mushroom. Once the short hop begins, you can double back to get its attention again. If you are too close to the fronkey, it will do a high jump and land on the mushroom.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_overhang.mp4|Here is a video of this in action.]]&lt;br /&gt;
&lt;br /&gt;
== Step 3: Avoid the Spikes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 4: Avoid the Tree Frog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 5: Avoid the Pit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 6: Damage Boost ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 7: Level Up ==&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Fronkey_Walk</id>
		<title>Ori/Fronkey Walk</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Fronkey_Walk"/>
				<updated>2016-03-01T09:21:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Created page with &amp;quot;This page describes how to enter the Moon Grotto early by timing a level up to open the 4-energy door on the right side of the Sunken Glades.  == Step 1: Experience Setup ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to enter the Moon Grotto early by timing a level up to open the 4-energy door on the right side of the Sunken Glades.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Experience Setup ==&lt;br /&gt;
&lt;br /&gt;
A normal experience route will find you at level 2, with 0-5 experience collected by Wall Jump. Level 2 requires 50 exp, and the fronkey drops 4 exp. Thus, we need to have 46-49 exp by the time we reach the door. Typically, the experience you collect includes:&lt;br /&gt;
&lt;br /&gt;
* 0-6 exp from brambles on the way up from Wall Jump (target exp: 3-7)&lt;br /&gt;
* 18 exp from the ceiling flower, 2 slimes, brambles, and lantern (target exp: 21-28)&lt;br /&gt;
* 6-10 exp from the 2 slimes and 2 brambles during the walk (target exp: 31-34)&lt;br /&gt;
* 15 exp from the small spirit light container (target exp: 46-49)&lt;br /&gt;
* 4 exp from the fronkey&lt;br /&gt;
&lt;br /&gt;
Depending on how much exp you have after Wall Jump, you can modify the amount you take from brambles along the way. If something went amiss on the way to Wall Jump and your exp is too high, you can skip any of the ceiling flower, bramble exp, or the 2nd slime fairly easily. It is worth noting that in all cells and 100%, clearing the 2 brambles during the walk clears the way for a bash glide later on. In any%, leaving 1 bramble up allows for a quicker bash later, and in all skills, you do not revisit this area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 2: Avoid the Overhang ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Fronkey1.png|thumb|Overhang Setup]]&lt;br /&gt;
&lt;br /&gt;
To prevent the fronkey from jumping on the overhanging mushroom, stand above the red line until the fronkey starts a jump, then hold right until it does a short hop below the mushroom. Once the short hop begins, you can double back to pick up its attention again. If you are too close to the fronkey, it will do a high jump and land on the mushroom.&lt;br /&gt;
&lt;br /&gt;
[[Media:Fronkey_overhang.mp4|Here is a video of this in action.]]&lt;br /&gt;
&lt;br /&gt;
== Step 3: Avoid the Spikes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 4: Avoid the Tree Frog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 5: Avoid the Pit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 6: Damage Boost ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 7: Level Up ==&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey1.png</id>
		<title>File:Fronkey1.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey1.png"/>
				<updated>2016-03-01T09:03:28Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Fronkey_overhang.mp4</id>
		<title>File:Fronkey overhang.mp4</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Fronkey_overhang.mp4"/>
				<updated>2016-03-01T09:00:14Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: An example of the setup to make the fronkey short hop under the overhang.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of the setup to make the fronkey short hop under the overhang.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks</id>
		<title>Ori/Skips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks"/>
				<updated>2016-02-29T14:35:32Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as a hub for links to descriptions of tricks which are non-obvious and/or save a significant amount of time.&lt;br /&gt;
&lt;br /&gt;
The pages this links to are currently a work in progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trick !! Approximate Time Save !! Used in Categories&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Fronkey Walk|Fronkey Walk]] || 5:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Iceless|Iceless]] || 1:00 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Grotto Skip|Grotto Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso OOB to Miniboss|Ginso OOB to Miniboss]] || 0:10 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso Backtrack OOB|Ginso Backtrack OOB]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Key Duplication|Key Duplication]] || 1:00 || All skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Drainless|Drainless]] || 1:00 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Kuro CS Skip|Kuro CS Skip]] || 0:20 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Stompless|Stompless]] || 0:10 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sorrow Bash|Sorrow Bash]] || 15:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Laser Skip|Laser Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Frog Juggle|Frog Juggle]] || 1:00 || Any%, all skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Long Juggle|Long Juggle]] || 0:30 || All skills&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sunstone Skip|Sunstone Skip]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Misty to Forlorn OOB|Misty to Forlorn OOB]] || 1:30 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/R1 OOB|R1 OOB]] || 2:00 || All cells&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Major_Skips</id>
		<title>Ori/Major Skips</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Major_Skips"/>
				<updated>2016-02-29T14:27:21Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Redirected page to Ori/Skips and Tricks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ori/Skips and Tricks]]&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks</id>
		<title>Ori/Skips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Skips_and_Tricks"/>
				<updated>2016-02-29T14:23:21Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Created page with &amp;quot;This page serves as a hub for links to descriptions of tricks which are non-obvious and/or save a significant amount of time.  {| class=&amp;quot;wikitable&amp;quot; |- ! Trick !! Approximate T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as a hub for links to descriptions of tricks which are non-obvious and/or save a significant amount of time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trick !! Approximate Time Save !! Used in Categories&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Fronkey Walk|Fronkey Walk]] || 5:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Iceless|Iceless]] || 1:00 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Grotto Skip|Grotto Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso OOB to Miniboss|Ginso OOB to Miniboss]] || 0:10 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso Backtrack OOB|Ginso Backtrack OOB]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Key Duplication|Key Duplication]] || 1:00 || All skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Drainless|Drainless]] || 1:00 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Kuro CS Skip|Kuro CS Skip]] || 0:20 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Stompless|Stompless]] || 0:10 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sorrow Bash]] || 15:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Laser Skip|Laser Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Frog Juggle|Frog Juggle]] || 1:00 || Any%, all skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Long Juggle|Long Juggle]] || 0:30 || All skills&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sunstone Skip|Sunstone Skip]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Misty to Forlorn OOB|Misty to Forlorn OOB]] || 1:30 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/R1 OOB|R1 OOB]] || 2:00 || All cells&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-02-29T14:22:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: /* Basic Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March 2015. An updated release titled Ori: Definitive Edition, containing additional content and possibly other significant changes, is currently slated for release in Spring 2016.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Techniques and Glitches|Techniques and Glitches]]==&lt;br /&gt;
&lt;br /&gt;
==Skills and Abilities==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skips and Tricks|Skips and Tricks]]==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Major_Skips</id>
		<title>Ori/Major Skips</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Major_Skips"/>
				<updated>2016-02-29T14:20:37Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as a hub for links to descriptions of tricks which are non-obvious and/or save a significant amount of time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trick !! Approximate Time Save !! Used in Categories&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Fronkey Walk|Fronkey Walk]] || 5:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Iceless|Iceless]] || 1:00 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Grotto Skip|Grotto Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso OOB to Miniboss|Ginso OOB to Miniboss]] || 0:10 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso Backtrack OOB|Ginso Backtrack OOB]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Key Duplication|Key Duplication]] || 1:00 || All skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Drainless|Drainless]] || 1:00 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Kuro CS Skip|Kuro CS Skip]] || 0:20 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Stompless|Stompless]] || 0:10 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sorrow Bash]] || 15:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Laser Skip|Laser Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Frog Juggle|Frog Juggle]] || 1:00 || Any%, all skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Long Juggle|Long Juggle]] || 0:30 || All skills&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sunstone Skip|Sunstone Skip]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Misty to Forlorn OOB|Misty to Forlorn OOB]] || 1:30 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/R1 OOB|R1 OOB]] || 2:00 || All cells&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Major_Skips</id>
		<title>Ori/Major Skips</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Major_Skips"/>
				<updated>2016-02-29T14:19:24Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as a hub for links to descriptions of tricks which are non-obvious and/or save a significant amount of time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trick !! Approximate Time Save !! Used in Categories&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Fronkey Walk|Fronkey Walk]] || 5:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Iceless|Iceless]] || 1:00 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Grotto Skip|Grotto Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso OOB to Miniboss|Ginso OOB to Miniboss]] || 0:10 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Ginso Backtrack OOB|Ginso Backtrack OOB]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Key Duplication|Key Duplication]] || 1:00 || All skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Drainless|Drainless]] || 1:00 || All skills, all cells, 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Kuro CS Skip|Kuro CS Skip]] || 0:20 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Stompless|Stompless]] || 0:10 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sorrow Bash]] || 15:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Laser Skip|Laser Skip]] || 1:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Frog Juggle|Frog Juggle]] || 1:00 || Any%, all skills, all cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Long Juggle|Long Juggle]] || 0:30 || All skills&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Sunstone Skip|Sunstone Skip]] || 5:00 || Any%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/Misty to Forlorn OOB|Misty to Forlorn OOB]] || 1:30 || All cells&lt;br /&gt;
|-&lt;br /&gt;
| [[Ori/R1 OOB|R1 OOB]] || 2:00 || All cells&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Major_Skips</id>
		<title>Ori/Major Skips</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Major_Skips"/>
				<updated>2016-02-29T13:39:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: Created page with &amp;quot;This page serves as a hub for links to descriptions of tricks which save a significant amount of time.  {| class=&amp;quot;wikitable&amp;quot; |- ! Trick !! Approximate Time Save !! Used in Cat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as a hub for links to descriptions of tricks which save a significant amount of time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trick !! Approximate Time Save !! Used in Categories&lt;br /&gt;
|-&lt;br /&gt;
| Fronkey Walk || 6:00 || All&lt;br /&gt;
|-&lt;br /&gt;
| Iceless || 1:00 || &lt;br /&gt;
|-&lt;br /&gt;
| Grotto Skip || 2:00 || All&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches</id>
		<title>Ori/Techniques and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori/Techniques_and_Glitches"/>
				<updated>2016-02-29T09:57:53Z</updated>
		
		<summary type="html">&lt;p&gt;Sigmasin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers basic movement techniques and glitches used in Ori speedruns. You can use this as a reference to understand how specific applications of these techniques work, and also to think about new and useful ways to apply them.&lt;br /&gt;
&lt;br /&gt;
==Running and Jumping==&lt;br /&gt;
&lt;br /&gt;
;Basics&lt;br /&gt;
:Basic movement is straightforward: as long as you hold the analog stick all the way in a direction, or hold the movement key, Ori will run at maximum speed. Jumping preserves Ori's full horizontal speed, and also saves a very small amount of time (frames?) per jump by reducing the effect of friction on Ori. The difference between running all the time and jumping all the time is very minimal, so it's okay not to get too crazy about this.&lt;br /&gt;
&lt;br /&gt;
;Flip Jumps&lt;br /&gt;
:If you jump repeatedly, every third jump Ori will perform a front flip. There is no known difference in height achievable through this flip jump.&lt;br /&gt;
&lt;br /&gt;
;Wall Slides and Vaulting&lt;br /&gt;
:When jumping into a wall, Ori will slide up the wall a small amount, dependent on the angle and friction of the wall. If Ori slides up far enough to clear the top of the wall, she will &amp;quot;vault&amp;quot; up and over it. This saves a few frames in horizontal movement compared to jumping over the top of the wall.&lt;br /&gt;
&lt;br /&gt;
;Firsties&lt;br /&gt;
:A &amp;quot;firsty&amp;quot; is when you perform a jump on the first frame that you are able to do so after landing from a previous jump. When you perform a &amp;quot;firsty,&amp;quot; the game allows you to jump normally but will not restore your double or triple jump.&lt;br /&gt;
:The most common case where you will experience this is in wall jumping. The unexpected loss of your double or triple jump will most likely cause you to fail a platforming section and fall down, costing you time. To avoid this, try to wait a very small amount of time after touching a wall before wall jumping.&lt;br /&gt;
&lt;br /&gt;
;Terra Jumps&lt;br /&gt;
:A &amp;quot;Terra jump&amp;quot; is an intentional use of a &amp;quot;firsty.&amp;quot; When you are in the middle of a &amp;quot;Bash glide&amp;quot; (covered below), performing a &amp;quot;firsty&amp;quot; from the ground will preserve your horizontal speed. This is called a Terra jump. You may also use a charge jump for this technique to increase your height and extend the horizontal distance you can travel. Note that you can perform a Terra jump regardless of whether you have already consumed your double or triple jumps!&lt;br /&gt;
&lt;br /&gt;
==Bash Techniques==&lt;br /&gt;
&lt;br /&gt;
;Bash Gliding&lt;br /&gt;
:Upon releasing a Bash, Ori is given a very large amount of speed in the aimed direction. Normally, your vertical speed returns to normal very quickly due to gravity. However, if you release all directional input (that is, don't press the analog stick or left/right keys), your horizontal speed will not decrease. When this is done with a horizontal or nearly-horizontal Bash, Ori can travel very quickly across very large distances.&lt;br /&gt;
:While you are Bash gliding, you can use and release Kuro's Feather at will, use your double and triple jumps, and also perform a Terra jump off the ground. As long as you don't provide any directional input and don't run into any obstacles, Ori will retain her horizontal speed. Note that gravity applies as normal, so Ori will eventually hit the ground!&lt;br /&gt;
&lt;br /&gt;
;Double Bash&lt;br /&gt;
:If you release a Bash one frame, then re-press the Bash button/key the next frame, Ori will be able to Bash twice off of the same target. When you perform this technique, the first Bash will determine the direction the target goes ('''opposite''' of the direction you aim it), and the second Bash will determine the direction Ori goes. Using this technique, you can move the target in a desired direction while following it closely.&lt;br /&gt;
:'''Important note:''' Bash has a 20 frame &amp;quot;windup&amp;quot; delay during which it cannot be released. If you release and re-press the Bash button/key during the windup delay, the Bash will simply not release. Make sure you wait for 20 frames (1/3 of a second) before trying to double Bash.&lt;br /&gt;
&lt;br /&gt;
;Perfect Bash&lt;br /&gt;
:As it turns out, you don't need to perform a double Bash in order to accomplish having Ori and the projectile both go in the same direction. The game determines which direction to send the projectile one frame before it determines which direction to send Ori. During this extra frame, you can re-aim Bash to achieve the same effect as a double Bash. This saves less than a second per successful attempt compared to a double Bash, so it's not really recommended for anyone.&lt;br /&gt;
&lt;br /&gt;
==Save Manipulation==&lt;br /&gt;
&lt;br /&gt;
;Save Anywhere&lt;br /&gt;
:By opening the ability screen with the UI on, clicking on the experience counter to create a popup, then hitting A+B, left+right click, or esc+enter on the same frame, you gain the ability to move with the ability screen open. Then, you can save the game anytime by leveling up an ability.&lt;br /&gt;
&lt;br /&gt;
;Cutscene Skips&lt;br /&gt;
:By saving the game after a cutscene begins, either by using save anywhere or rekindling/leveling an ability on a pre-placed save, then exiting and reloading the file, you can gain control of Ori during the cutscene. Most cutscenes trigger their effects as soon as they begin, with the exception of opening the Mount Horu door and a few of the Gumo chase sequence cutscenes.&lt;br /&gt;
&lt;br /&gt;
;Save Drops&lt;br /&gt;
:By saving the game while in the air and reloading the file, Ori will (in most cases) drop to the closest solid ground directly below the save. This can be accomplished with save anywhere or saving while running off the edge of a platform. Tricks that use this include drainless and the lava drop in Horu.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Mechanics==&lt;br /&gt;
&lt;br /&gt;
;Spirit Flame&lt;br /&gt;
:Optimal damage is inflicted by spirit flame when shots are paced 18 frames (300ms) apart. Firing 2 shots within 17 frames of each other will incur a 30 frame (500ms) cooldown before Sein can fire again. With quick flame, the cooldown is triggered if 2 shots are fired within 17 frames of each other, then a third shot is fired within 17 frames of the second.&lt;br /&gt;
&lt;br /&gt;
;Extended Charge Jumps&lt;br /&gt;
:By performing a save anywhere during a upwards-angled charge jump off of a wall, upon reloading the file, Ori will have extreme speed in the direction of the charge jump. Unlike a bash glide, this speed will decay over time to zero. Currently, this has no known use in a speedrun, as the setup time is too great.&lt;/div&gt;</summary>
		<author><name>Sigmasin</name></author>	</entry>

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