
Ori and the Will of the Wisps — Achievement Walkthrough
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Story-locked. Survive the storm sequence at the start. Unmissable.
Push enemies into spikes, lava, falling rocks, etc. Bash works for redirecting them. 10 hazard-kills cumulative across the game.
First mini-boss encounter. Stay mobile, use bash + air dash. Dodge his lunges and counter when he's vulnerable.
Wellspring Glades is your home hub. Complete its Projects (rebuild fountains, plant gardens, etc.) by completing side quests + delivering resources.
Story-locked. Defeat the Wellspring boss + restart the water flow. Unmissable on chapter completion.
Find a fight with multiple projectile-throwing enemies. Bash incoming shots to keep them in the air. Don't let any land. 5-second timer.
Story-locked. The Willow tree is the spiritual heart of the forest. Reach it during main story. Unmissable.
Shriek is the corrupted owl. Multi-phase fight in Silent Woods. Bash her projectiles back at her. Watch for her dive attacks.
Hidden achievement. Die from a specific in-world hazard at the right time. Wiki has the exact trigger.
Stay near heat sources (fires, hot vents). Cold drains health. Use the climbing tools to traverse fast. Final escape is a chase sequence.
Sand mechanics make ground unstable. Use grappling hooks + bash to avoid sinking. Final chase with the sand worm boss is brutal — stay above ground.
Use Double Jump + Dash + Bash to stay airborne. Find a group of 5+ enemies in a tight area. Air-attack chain them all. Triple Jump shard helps.
Mouldwood Depths has a chase sequence with laser-spider mini-boss. Run, use bash on projectiles, never stop moving.
Complete the main story. Reach the final boss sequence (Shriek's true form + the Will's End). Cinematic ending pops the achievement.
Mora is the spider-like guardian. Bash her projectiles + use launch to reach her weak spots. Phase 2 adds adds spawning. Big damage windows after web-spam attacks.
Spirit Shrines are combat-arena trials. Each is a horde battle. 13 across the map. Complete each for the achievement.
Visit Opher (the spirit smith). Pay Spirit Light to expand shard-equip slots. Max all three slots.
Each major area gives a new ability (Burrow, Dash, Grapple, etc.). Unmissable on full story completion.
Started by Tokk the merchant. Bring increasingly rare items in chain — each NPC trades up. Multi-region side quest. Wiki has the full trade chain.
Each ability has skill-tree upgrade tiers. Costs Spirit Light. Hunt mini-bosses + collectibles to fund max upgrades.
Lupo sells maps in each region. Buy each one. Spirit Light cost; easy by mid-game with normal earning.
Glades projects require gorlek ore (special crafting material). Gorlek ore in hidden caches across all regions. Each project rebuilds the Glades hub.
Life fragments hidden in chests. 3 fragments = 1 max-health upgrade. Collect all for max health.
Each region has 3-5 side quests. ~25+ total. Complete them all. Some require backtracking with later-game abilities.
Energy fragments hidden in chests + cells. 3 fragments = 1 max-energy upgrade. Collect all fragments for max energy.
Shards drop from chests, vendors, and mini-bosses. Wiki has full list. Some require side-quest progression to unlock.
Find a spike/trap that 3+ enemies can be pushed onto. Use bash to launch enemies into spikes simultaneously. Mouldwood Depths has good setups.
Each shard has upgrade tiers requiring multiple copies + Spirit Light. Buy duplicates from Twillen the shard vendor. Long grind.
Spirit Trials are timed parkour races. Beat each within the gold-medal time. Use Dash + Grapple chains for speed. Practice each individually.
Spirit Light shards, Energy fragments, Life fragments, gorlek ore, hidden items. Massive collection list. Wiki tracker essential.
Hard mode: more enemies, more damage, fewer health pickups. Use Triple Jump + Burrow shards. Avoid risky fights when possible.
Wellspring has corrupted water everywhere. Stay above via grappling + platforming. Wall-jumps + dashes only — no ground touch on water. One slip fails it.
Pick an easier boss (Howl or Wellspring boss). Memorise their patterns. Dodge every attack via bash + dash. One clean run pops it.
## The challenge
No shards in any slot for the entire run. Massive QoL loss — no resilience, no triple jump, no energy efficiency.
## Strategy
Master the base movement. Take it slow. Avoid risky combat. Focus story over side content. Hard mode brutal here.
Tight time. Skip all side content, master speed-running routes. Watch a Will of the Wisps speedrun video for the optimal path. Practice runs essential — most players need 3-5 attempts.
No purchases from any vendor (Opher, Twillen, Lupo, Tokk). No skill-tree upgrades. Pure base-Ori with starter equipment.
Brutal because you can't expand health/energy. Pure movement mastery required.
## The mountain
No deaths across the entire 15-20 hour playthrough. Lava + spikes + bosses can all kill you instantly.
## Strategy
- Use Resilience shard (damage reduction) + Life Pact (health from energy)
- Save before every boss; reload on death
- Take the safest movement routes
- Easy mode acceptable (achievement counts on any difficulty)
Massive patience tier.