Getting Through the Muck: An Ori and the Will of the Wisps Walkthrough for the Frustrated Gamer

Getting Through the Muck: An Ori and the Will of the Wisps Walkthrough for the Frustrated Gamer

You’re stuck. It’s okay. Most people get to that one jump in the Wellspring or the pitch-black terror of Mouldwood Depths and just... stop. Moon Studios didn't make this game to be a relaxing stroll through the woods. It’s a gorgeous, punishing, heart-wrenching masterpiece that wants to see if you can actually time a Bash jump under pressure. If you are looking for an Ori and the Will of the Wisps walkthrough that doesn't just list objectives but actually tells you how to survive the difficulty spikes, you're in the right spot.

The game is bigger than Blind Forest. Way bigger.

Honestly, the combat overhaul is what trips up returning players the most. You aren't just tapping a button to let a spirit flame do the work anymore. You have a sword. You have a bow. You have a hammer that feels like it weighs a ton. If you try to play this like the first game, the first boss—that big, angry beetle—will absolutely flatten you.

Getting Your Bearings in Inkwater Marsh

The start is deceptive. It feels like a tutorial because it is, but it’s also where you set the foundation for your entire run. You land in Inkwater Marsh after a heartbreaking cinematic, and your first goal is basically just finding Ku. But you can't do that without the Spirit Edge. This is your primary weapon. Unlike the auto-targeting of the previous game, you actually have to aim this thing.

Don't rush.

I see so many players try to speedrun the Marsh and end up missing the first Life Cell fragments. Explore the corners. You'll meet Tokk, the bird who loves shiny things. He’s your introduction to the side-quest system, which is actually vital for upgrades. When you reach the first real roadblock—the Howler—don't panic. You aren't supposed to "kill" him in the traditional sense yet. You just need to survive and use the environment.

The most important thing to grab early is the Triple Jump shard. Seriously. It’s a game-changer. It makes the platforming go from "pixel-perfect frustration" to "manageable flow." You can buy it from Twillen in Wellspring Glades once you gather enough Spirit Light.

The Mid-Game Hump: Where Most People Quit

Once you reach the Wellspring Glades, the game opens up. It’s non-linear, which is a fancy way of saying you can go get lost in three different directions. Most people go to Kwolok’s Hollow first. That’s the right move. You get the Dash ability there. If you don't have Dash, you're basically playing the game with one leg tied behind your back.

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But then comes the Wellspring.

The Watermill is a massive puzzle box. You have to rotate these giant rusted wheels to change the water flow. The "walkthrough" part of this is simple: follow the blue moss. The developers used blue moss to highlight the path you're supposed to take. If you’re staring at a wall wondering where to go, look for the moss. It’s the visual language of the game.

The escape sequence here is the first real skill check. It’s a vertical climb against rising water. You will die. Probably ten times. The key isn't speed; it's rhythm. You need to use the Grapple ability—which you just picked up—to hook onto those blue flowers. Don't spam the button. Wait for the indicator. If you mash, you’ll lose your momentum and fall into the drink.

The Horror of Mouldwood Depths

I hate this place. Everyone hates this place. It’s dark. Like, "can't see your hands in front of your face" dark. If you stay in the shadows for more than a few seconds, the darkness literally eats you.

You have to move between light sources. It’s a survival horror game for twenty minutes. You’ll find the Flash ability here, which lets you create a temporary aura of light. This uses Energy. If you run out of Energy in the middle of a dark corridor, you’re dead. This is why I tell people to prioritize Energy Cells over Health Cells in the early game. You can dodge an enemy, but you can't dodge the darkness.

The boss here, Mora the Spider, is a nightmare. She’s fast, she hits hard, and the arena changes halfway through. Pro tip: Use the Spike ability if you’ve bought it. It deals massive burst damage and can stun her, giving you a second to breathe.

Powering Up: Shards and Combat Arts

Let’s talk about build variety. You have limited slots. You might think "Resilience" (taking less damage) is the best shard. It's fine. But "Thorn" is better. It reflects damage back at enemies. In a game where you’re constantly getting swarmed by small fliers, having them kill themselves by touching you is a godsend.

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  • Magnet: Essential. It pulls in Spirit Light and life orbs. Without it, you’ll leave half your resources sitting on spikes.
  • Triple Jump: Non-negotiable for late-game platforming.
  • Quickshot: If you prefer the bow, this makes you a machine gun.

The combat in this Ori and the Will of the Wisps walkthrough isn't just about swinging your sword. It’s about the Bash. Bash is the single most important mechanic in the franchise. You can bash off enemies, projectiles, and even certain environmental objects. It resets your double jump. It resets your dash. If you master the Bash, you stay airborne indefinitely.

The Baur’s Reach and Luma Pools Divergence

After the Wellspring, you have to find the three Wisps. You can go to the frozen peaks of Baur’s Reach or the tropical Luma Pools.

Baur’s Reach is all about fire. You get the Light Burst ability, which lets you throw fireballs. Not only does this melt ice, but you can actually Bash off your own fireballs. This is how you reach the high platforms. Throw, jump, bash off the projectile, jump again. It feels incredible when you nail the timing, but it takes practice.

Luma Pools is the "water level." It’s actually beautiful, but the Swim Dash mechanic can be finicky. You’re looking for a Wisp called the "Memory of the Forest." The boss here, Kwolok (yeah, the big frog guy, it's tragic), is one of the toughest fights. He has a massive health pool. Stay in the air. The ground is a trap.

Dealing with the Windswept Wastes

This is the desert area. It introduces the Burrow mechanic. You’ll be diving into sand like a dolphin through water. It’s fast. It’s kinetic. It’s also where the game starts to demand near-perfect execution.

The "Feed the River" questline is often overlooked here. Do it. It helps rebuild the Glades and gives you access to more lore and upgrades. When you finally get to the heart of the Wastes, you’ll face the Sandworm escape. This is arguably the hardest sequence in the entire game. There are no checkpoints. One mistake and you start over.

The trick to the Sandworm? Don't look at the worm. Watch Ori. If you focus on the giant monster behind you, you’ll miss the Burrow cues in the sand ahead. Follow the trail of "soft" sand. It’s darker and looser. If you hit a hard rock surface, you’ll lose speed, and that’s when the worm gets you.

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The Final Ascent: Willow’s End

Once you have all the Wisps, you head to the Silent Woods and finally to Willow’s End. This place is corrupted. The water is poison. The air is poison. Everything wants you dead.

You’ll encounter portals here. It’s very Portal-esque. You go in one hole, you come out another with the same momentum. If you’re falling fast into a portal, you’re going to shoot out the other side fast. Use this to bypass the laser grids.

The final boss, Shriek, is a three-phase endurance test. It’s a sad fight. You’ve spent the whole game learning about her tragic backstory—how she was shunned because of her deformity—and now you have to finish it.

  • Phase 1: Standard ground combat. Avoid the wing slams.
  • Phase 2: The floor disappears. You have to stay airborne using Bash and Grapple.
  • Phase 3: Total chaos. She’ll rain down fire from the background.

The best strategy for Shriek is actually the "Launch" ability you got in the late game. It lets you fling yourself in any direction. It’s basically a manual Bash. Use it to stay above her. If you stay above Shriek, most of her attacks can't touch you.

Actionable Steps for Your Playthrough

If you're starting a fresh run or you're currently stuck, follow these steps to make your life easier:

  1. Farm Spirit Light in the Marsh: Don't leave until you have enough to buy the Triple Jump from Twillen. It costs 2200, which sounds like a lot, but it’s worth the twenty minutes of grinding.
  2. Focus on the Glades: Rebuilding Wellspring Glades isn't just cosmetic. Talk to Grom. Give him Ore. He opens up new paths that lead to permanent health and energy upgrades.
  3. Map Everything: Buy the maps from Lupo in every new area. You can't find what you can't see. If you're missing a Wisp, Lupo's map will usually show you the general vicinity of the objective.
  4. Swap Shards Constantly: You can change your loadout at any time. If you’re in a platforming section, put on "Agility" and "Triple Jump." If you’re fighting a boss, switch to "Resilience" and "Finesse."
  5. Use the Spirit Smash: The hammer is slow, but it breaks shields and floors. Many secret areas are hidden behind cracked ground that your sword won't dent.

The game is a masterpiece of movement. Once it clicks, you won't just be playing a game; you'll be flowing through a painting. Don't let the difficulty spikes discourage you. Every death is just a lesson in timing. Go find Ku, save the forest, and try not to cry too hard at the ending.