
Core Gameplay
Core Gameplay Overview
Ori and the Will of the Wisps is a Metroidvania action-platformer where you control Ori through the vast, interconnected world of Niwen. The core loop revolves around exploration → ability acquisition → combat & platforming challenges → progression → backtracking to previously inaccessible areas. Your primary resource is Spirit Light (experience/currency), used to purchase upgrades, abilities, and Shards. The game is structured around a sequence of main story quests that guide you through biomes, but a wealth of side content, collectibles, and optional bosses encourages thorough exploration.
Gameplay Systems Overview
- Movement & Platforming: Core to the experience. Ori gains mobility abilities (Wall Jump, Dash, Double Jump, Grapple, Glide, Burrow, Launch) that open new routes. Precision and timing are key.
- Combat: A mix of melee (Spirit Edge sword), ranged (Spirit Arc bow, Spirit Smash hammer), and defensive maneuvers (Dash, Bash). Combat encounters range from small enemies to massive boss fights.
- Quests & Missions: Main story quests advance the plot; side quests from NPCs (often Moki or other creatures) offer rewards like Shard slots, upgrades, or lore.
- Character Progression: Three skill trees (Vitality, Efficiency, Spirit) purchased with Ability Points (AP). Shards provide passive buffs with limited slots. Weapons and abilities unlock via story progression and exploration.
- Economy: Spirit Light (gold) is used to buy items/upgrades from vendors (Tuley, Lupo). Money bags, ore, and buried secrets yield additional currency.
- Endgame: After the story, the world remains open. Spirit Trials, boss refights, and full completion (Map, Shards, Sein collections) become the focus.
- Spirit Edge (sword) is your only weapon initially. Use for melee combos and ground-pounding enemies.
- Bash (acquired much later after Dash) is still unavailable; rely on dodging and basic attacks.
- Enemy types: Jellyfish, spiders, and spitters; all vulnerable to basic sword swings.
- Interact: Pressing button near NPCs triggers dialogue or quest acceptance.
- Ability Points (AP): Earned from defeating enemies, hidden collectibles (spirit orbs), and quest rewards. Invest in Vitality (health upgrades) and Efficiency (reduce ability costs) early.
- Skill Trees: Unlock first nodes: Vitality (extra health cells), Efficiency (fast swimming), Spirit (chance to refund AP).
- Health/Energy Cells: Found in the world or purchased; increases max HP and energy.
- Map: Partial; need to find map fragments from Tuley or Lupo to reveal area. Early areas: Inkwater Marsh, Wellspring Glades (hub).
- Ability Gates : Wall Jump (learned from a tree in the Marsh) is the first gate. Many areas require Dash or Double Jump – remains blocked.
- Secrets: Hidden rooms with Spirit Light, rarely money bags; Look for cracked walls (break with ground pound after getting Spirit Smash later).
- Main: "Find the Spirit Willow" – follow Opher to the Marsh. After Kwolok defeat, you unlock the ability to save Kwolok and get the first map fragment.
- Side: "The Moki Nest" – locate a lost Moki near the Wellspring entrance. Reward: 2 AP.
- Spirit Light: Use to buy maps (Lupo, 50–200 SL each), energy cells (300 SL), health cells (300 SL), or weapon upgrades (from Tuley: Spirit Arc bow costs 300 SL). Early game: prioritize health cell and map.
- Money Bags: Hidden around world; smash for 25–50 SL.
- Early build: Focus on Vitality to survive boss hits; Efficiency to use abilities (like Spirit Arc) more often. Equip Life Harvest Shard (if found) to get health from enemies.
- Weapon wheel: Unlock slot for a third weapon (Spirit Smash or Spirit Arc). Swap mid-combat.
- Bash (acquired in the Windswept Wastes, late mid-game): Allows deflect projectiles and bounce off enemies/thrown objects. Revolutions combat.
- Enemy variety: Exploding bugs, archers, shielded snails. Use Spirit Edge for quick hits, Spirit Smash to break shields, Spirit Arc for ranged.
- Shards provide passive buffs (e.g., Ultra Bash – increase bash damage, Catalyst – energy regen on enemy kill). Equip up to 3 slots (expandable via quests).
- Skill Trees: Unlock deeper nodes: Vitality 2 (extra health bar segment), Efficiency 2 (faster energy recovery), Spirit 2 (reduce Shard costs). Aim for Life Force and Soul Link.
- Weapon upgrades: Tuley offers upgrades for Spirit Edge (damage, speed), Spirit Arc (multishot), Spirit Smash (range). Costs Spirit Light and rare ore (found in ore deposits).
- Ability Points: Now find more in secret areas; each skill tree branch costs 2–4 AP.
- Ability gates are lifted: With Dash, Double Jump, and Grapple, return to early areas to collect missed items. Example: Inkwater Marsh hidden area behind a Dash wall, Luma Pools vertical sections with Grapple.
- Map completion: Lupo sells full area maps for 150–250 SL each. Biomes: Luma Pools, Baurs Reach, Windswept Wastes (late mid-game).
- Secrets: Breakable walls, hidden rooms under water (after Swim ability?), Quicksand Burrow sections.
- Main: After saving Kwolok, head to Luma Pools to find the second Spirit Willow. In Baurs Reach, free the trapped Spirit; boss fight with Howl.
- Side:
- Ore: Found in mineral deposits (break with Spirit Smash). Sell to Tuley for SL (50 per piece) or use to upgrade weapons.
- Spirit Light farming: Best done by killing enemies in groups and collecting from treasure chests. Money bags now contain 100–500 SL.
- Upgrade costs: Weapon upgrades cost 300–800 SL + ore. Shard slots cost 500 SL from Tuley.
- Mid-game builds:
- Recommendation: Equip Health Regen Shard and Energy Regen Shard to sustain long explorative runs.
- All weapons at max level: Spirit Edge has a wide arc, Spirit Arc fires 3 arrows, Spirit Smash creates shockwaves.
- Bash is now a reflex tool – use to chain in mid-air for extended combos.
- Heavy enemies: Large knights, aerial beasts. Use Burrow to dodge ground attacks and avoid damage.
- Shards: Now have 6+ slots (via side quests and purchases). Equip Shard of Dreams (auto-resurrect once per encounter) for boss fights.
- Skill tree completion: All nodes require 3 AP each for last tier. Unlock Spirit Mastery (activate abilities without energy), Overcharge (double damage but double damage taken).
- Ultimate weapon upgrades: Buy from Tuley after finding Steel Soul Ore in secret rooms. Each upgrade adds elemental damage (e.g., Spirit Edge becomes fire-infused).
- Full map reveal: With Glide, Burrow, Launch, every corner of Niwen is accessible. The map tracker in the pause menu shows completion percentage.
- Collectibles:
- Fast travel: Activate spirit wells (respawns) in each biome; you can warp between them from the pause menu.
- Main: After acquiring Burrow, enter the Silent Woods for the third Spirit Willow. Then ascend to the final area – the Decayed Willow. Boss fight with Shriek.
- Side:
- Costly: Final weapon upgrades cost 2000 SL each; Shard slots expansion costs 1000 SL. Use Spirit Well refills and farming: best method is killing the Worm boss in Baurs Reach repeatedly (respawns when you rest).
- Ore farming: In Windswept Wastes, there is a secret room with 2 ore deposits that respawn upon entering/exiting.
- Late-game builds:
- Everything unlocked: All abilities, all weapons maxed, all shards available. Combat is about style and speed rather than necessity.
- Spirit Trials change up combat: some require you to kill enemies quickly; others are pure platforming with no combat.
- No new abilities – but the full kit allows for creative combos: use Burrow + Launch to skip sections.
- No further upgrades: Skill trees complete, weapons maxed, health/energy cells all found.
- Achievements: 100% completion triggers achievements like "Completionist" (all items) and "A Master of the World" (all abilities).
- 100% Map: Every pixel uncovered. Use the map menu to see missing items: Spirit Light containers show as small dots, Shards as diamonds, Ore as circles.
- Hidden final area: The Spirit Willow final arena becomes accessible again after story; contains a treasure room with a bonus Shard.
- No new main quests. Side quests remaining are usually collectible hunting (e.g., find all 15 Sein).
- Spirit Trials:
- Maxed out: Normally you will have more Spirit Light than you can spend. Ore becomes useless after final upgrades.
- No new economy systems; the economy becomes irrelevant.
- Final optimal builds:
- No respec option: commit to your shard choices; you can swap freely at wells.
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Early Game (First 2–3 Hours / Inkwater Marsh & First Boss)
Main Gameplay Loop
1. Explore a linear path through the forest, learning basic controls (jump, attack, Spirit Edge).
2. Collect Spirit Light from glowing plants, enemies, and money bags.
3. Purchase first upgrades from Tuley at the Wellspring Glades after unlocking the Spirit Edge.
4. Complete quests like "Help the Moki", which reward early Ability Points and Shard slots.
5. First boss fight against the big frog (Kwolok) teaches pattern recognition and agile movement.
Combat/Interaction Systems
Progression
Exploration
Quests/Missions
Economy
Character/Build Growth
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Mid Game (After Dash/Second Boss – Through Luma Pools & Baurs Reach)
Main Gameplay Loop
1. Return to Great Forest with Dash to access new branching paths.
2. Acquire Double Jump (Luma Pools) and Grapple (Baurs Reach) – drastically expands mobility.
3. More complex combat with new weapons: Spirit Smash (hammer for ground pounds and spin attacks) and Spirit Arc (bow) become essential.
4. Hub grows: Wellspring Glades gains more vendors (Opher sells combat upgrades) and quest givers.
5. Mid-game bosses: Howl (giant wolf) and the worm boss in Baurs Reach.
Combat/Interaction Systems
Progression
Exploration
Quests/Missions
- "The Lost Compass" – find and return a compass to a Moki; reward: Shard slot.
- "Testing the Waters" – Lupo wants you to survey water bodies; reward: map fragments and SL.
- "Uncovering the Past" – collect ancient tablets for Opher; reward: AP.
Economy
Character/Build Growth
- Mobility Shards: Sticky (wall slide reset), Triple Jump (if unlocked late mid-game) – for tricky platforming.
- Combat Shards: Finesse (critical hits), Fragile (more damage but glass cannon).
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Late Game (After Windswept Wastes – Final Biomes & Story Climax)
Main Gameplay Loop
1. Acquire final movement abilities: Glide (from Windswept Wastes boss), Burrow (in the Silent Woods), Launch (from a tree after Burrow).
2. Return to every prior area with complete toolkit to 100% completion: break all walls, reach all platforms.
3. Final bosses: Spider boss (Silent Woods), Shriek (the final boss) in the Willow.
4. Max out skill trees: By this point you have ~20 AP; fill all trees for ultimate power.
5. Upgrade weapons to max: Requires rare ore and high SL costs (1500 SL per upgrade).
Combat/Interaction Systems
Progression
Exploration
- Sein (collectible currency for bonus energy cells) – 15 total.
- Keystones – open locked doors in hub.
- Hidden rooms: high above clouds, underwater caves, behind breakable walls.
Quests/Missions
- "The Last Moki" – rescue the final group of Moki from the woods; reward: ability point.
- "Complete the Map" – Lupo asks you to find all map fragments; reward: global map reveals all secrets.
- "Sprit Trials" – three time trials in each biome now unlock (endgame content).
Economy
Character/Build Growth
- Speedrunner: Sticky, Triple Jump, Glide shards – infinite air time.
- Tank: Life Harvest, Vitality boosts (health cells), Damage Reduction shards – survive boss hits.
- Glass Cannon: Finesse, Fragile, Catalyst – kill enemies in one combo but die in 2 hits.
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Endgame (Post-Story & Completionist)
Main Gameplay Loop
1. Story complete – final boss defeated, credits roll. The world remains open, but new game plus is not available. Instead, focus on 100% completion.
2. Finish all side quests – some only appear after main story (e.g., "The Last Moki" rescue final Moki).
3. Complete Spirit Trials – time-based platforming courses in each biome. Beating gold times unlocks unique Shards and achievements.
4. Collect all Shards, Spirit Light bags, ore, and Sein for full completion.
5. Boss refights – you can re-enter boss arenas (Kwolok, Howl, Spider, Shriek) for additional challenge or farming.
Combat/Interaction Systems
Progression
Exploration
Quests/Missions
- Each biome has 3 difficulty levels (Bronze, Silver, Gold).
- Rewards: Gold gives a powerful Shard (e.g., Spirit Magnet – increases pickup range).
- Trials are the only repeatable content.
Economy
Character/Build Growth
- For Spirit Trials: Sticky, Triple Jump, Glide, Agility (speed boost after actions).
- For boss refights: Shield shard (temporary immunity), Life Harvest, Overcharge.
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Summary Table of Systems by Tier
| System | Early Game | Mid Game | Late Game | Endgame |
|---|---|---|---|---|
| Movement | Basic jump, wall jump, swim | Dash, Double Jump, Grapple | Glide, Burrow, Launch | All unlocked |
| Combat | Spirit Edge only | Spirit Arc, Spirit Smash, Bash, 3 weapon slots | All max level weapons, all Shards | Full combat flexibility |
| Progression | First skill nodes, base health/energy | Skill tree mid tiers, weapon upgrades, 3-4 Shard slots | Full skill trees, max weapons, 6-8 Shard slots | All maxed |
| Exploration | Linear path, few ability gates | Many gates open, backtracking | Full ability gates removed, 100% access | No new areas |
| Quests | Main story + 2 side quests | Main story + 4-5 side quests | Main story finale + final side quests | Only Spirit Trials + collectibles |
| Economy | 50-200 SL costs | 300-800 SL costs, ore economy | 1000-2000 SL costs | SL overflow, economy irrelevant |
| Build Focus | Vitality, survivability | Mobility vs. damage balance | Specialized builds (speed, tank, glass cannon) | Optimization for speed or combat |
This tiered breakdown helps you understand what to expect and focus on at each stage of Ori and the Will of the Wisps. Remember to revisit old areas when you gain new abilities, and always talk to NPCs for quests. Good luck, and enjoy the breathtaking journey through Niwen!