The movement set is seven items, each worth 2 percent of completion: the Mothwing Cloak from Hornet in Greenpath, the Mantis Claw above the Mantis Village in the Fungal Wastes, the Crystal Heart from the far east of Crystal Peak, the Monarch Wings from Broken Vessel in the Ancient Basin, the Shade Cloak from the Abyss, Isma's Tear from Isma's Grove in the Royal Waterways, and the King's Brand from the cliffs of Kingdom's Edge.
The spells are six: Vengeful Spirit in the Ancestral Mound and its upgrade Shade Soul in the Soul Sanctum, Desolate Dive from Soul Master and its upgrade Descending Dark in Crystal Peak, and Howling Wraiths in the Resting Grounds with its upgrade Abyss Shriek in the Abyss. There are also three nail arts, taught free by Nailmasters Mato, Sheo and Oro.
How to collect them
The practical order for a first run is Vengeful Spirit, Mothwing Cloak, Mantis Claw, Desolate Dive, Crystal Heart, Isma's Tear, Monarch Wings, then Shade Cloak and the King's Brand. That sequence never leaves you stuck, and each step opens the next area cleanly.
Whenever you get a new ability, go back and check the shortcuts you noted. Every ability retroactively opens rooms in areas you thought you had finished. Filter this map to the Abilities and Spells category to see what is still locked and which ability each one needs.
What you get
The seven equipment items are 14 percent of the 112 at 2 percent each. The six spells are 6 percent. The three nail arts are 3 percent, and the three Dream Nail milestones, meaning the Dream Nail itself, the Awoken Dream Nail at 1800 Essence and the Seer's final words at 2400 Essence, are another 3 percent. Together that is 26 percent of the total, and functionally it is the whole game, since almost nothing else is reachable without them.
All 16 locations by area
Forgotten Crossroads (1)
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Ancestral Mound, Forgotten Crossroads
Your first spell, a horizontal projectile that costs 33 Soul. The Snail Shaman in the Ancestral Mound grants it, so head there early.
Greenpath (2)
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Hornet's arena, central Greenpath
Your horizontal dash, the first real movement upgrade in the game. It lies on the body of a dead Vessel in the same room where you beat Hornet Protector.
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Nailmaster Sheo's hut, far west Greenpath
A wide, high damage horizontal Nail Art, usually the most practical of the three. Sheo teaches it for free, but reaching his hut in the far west of Greenpath needs the Monarch Wings or the super dash.
Fungal Wastes (1)
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Chamber above Mantis Village, Fungal Wastes
Wall cling and wall jump, the single most important traversal upgrade in the game. Climb the shaft above Mantis Village and take it from the sealed alcove.
City of Tears (3)
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Soul Sanctum, City of Tears
A downward slam that breaks floors and damages everything nearby. Dropped by Soul Master at the top of the Soul Sanctum.
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Locked side wing of the Soul Sanctum, City of Tears
Upgrades Vengeful Spirit into a stronger, faster projectile. The door needs the Elegant Key from Sly, and a Soul Warrior that keeps summoning Follies guards the room.
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The Nailsmith's workshop, west City of Tears
The Nailsmith forges four upgrades: Sharpened Nail for 250 Geo, Channelled Nail for 800 Geo and 1 Pale Ore, Coiled Nail for 2000 Geo and 2 Ore, and Pure Nail for 4000 Geo and 3 Ore. Each upgrade is a flat damage increase and is worth buying as soon as you can afford it.
Crystal Peak (2)
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Mining golem chamber, east Crystal Peak
The super dash that rockets you horizontally through long corridors and breaks certain walls. It sits inside an old mining golem at the end of a long platforming section in Crystal Peak.
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Crystallised Mound, east Crystal Peak
Upgrades Desolate Dive into a far larger shockwave with brief invulnerability, which is a reliable boss punish. It rests on a Snail Shaman corpse inside the Crystallised Mound, and the Lumafly Lantern makes the crossing much easier.
Howling Cliffs (1)
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Nailmaster Mato's hut, east Howling Cliffs
A spinning multi hit Nail Art that hits all around you, good against crowds and grounded bosses. Mato teaches it for free in his hut in the eastern Cliffs.
Fog Canyon (1)
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Overgrown Mound, west Fog Canyon
An upward cone of screaming spirits, ideal for enemies above you. It sits in the Overgrown Mound beside the route to Queen's Gardens, and you need the Mantis Claw to climb in.
Royal Waterways (1)
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Isma's Grove, east Royal Waterways
Lets you swim through acid safely, which unlocks Fog Canyon, the Lake of Unn and more. You need the super dash and a dead Dung Defender to open the route into the grove.
Ancient Basin (1)
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Chamber past Broken Vessel, Ancient Basin
The double jump, which opens up huge parts of the map. Defeat Broken Vessel in the Ancient Basin and continue into the room beyond. You need the super dash to reach this part of the Basin.
The Abyss (2)
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Pedestal in the south west Abyss
The upgraded Howling Wraiths, hitting harder and covering more of the screen. Stand on the pedestal in the south west room of the Abyss and cast Howling Wraiths to claim it.
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Void fountain, far east Abyss
Upgrades your dash so it passes through enemies and attacks without taking damage. Light the lighthouse on the west side of the Void sea to push back the Void Tendrils, then stand in the fountain at the far east.
Kingdom's Edge (1)
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Nailmaster Oro's hut, east Kingdom's Edge
A forward lunging Nail Art that also closes distance. Oro charges 800 Geo to teach it, and learning all three arts unlocks Nailmaster's Glory from Sly.