Beginner’s Guide#
Ori and the Will of the Wisps is a metroidvania action-adventure game developed by Moon Studios and published by Xbox Game Studios. This page helps a new player build a correct picture of the game in minimum time: what it is, how to buy it, and how to start playing. All information is based on verified sources.
Three things to understand first#
- What it is: a metroidvania platform adventure with action elements, strictly single-player — no online or multiplayer play of any kind.
- Timeline: it is the second entry after 2015’s Ori and the Blind Forest, yet a prequel on the timeline — its story takes place before the first game. “Sequel and prequel at once” is not a contradiction; the words describe different dimensions.
- Hero and stage: you play the spirit Ori, adventuring across a land called Niwen. The Spirit Tree has withered and the light shattered into five Wisps scattered across the land; recovering them is the main quest.
Purchase information#
| Version | Release date | List price |
|---|---|---|
| Xbox One / Windows (Xbox Game Studios) | 2020-03-11 | NT$ 799 |
| Steam (Windows) | 2020-03-11 | NT$ 438 |
| Nintendo Switch (Iam8bit publishing) | 2020-09-17 | 3,520 yen (tax included) |
| Xbox Series X/S | 2020-11-10 | — |
- Some Chinese media list the Switch date as 09-18 — a time-zone difference;
- The game is part of the Xbox Play Anywhere program; the Xbox and Windows versions share entitlements;
- Languages include Traditional and Simplified Chinese, Japanese, Korean, English, Spanish, Portuguese, French, German, Italian, Dutch, Russian and more.
PC minimum requirements#
| Item | Requirement |
|---|---|
| OS | Windows 10 18362.0 or higher |
| CPU | AMD Athlon X4 or Intel Core i5 4460 |
| RAM | 8 GB |
| GPU | NVIDIA GTX 950 or AMD R7 370 |
| DirectX | 11 |
| Storage | 20 GB |
Recommended specs and graphics options are not in public verified sources; rely on the official store page.
The controls that matter most at the start#
| Item | Verified mechanic |
|---|---|
| Weapon wheel | Hold LT on a controller to open |
| Active slots | Attack abilities must be equipped into one of 3 active slots |
| Healing | Regenerate actively spends energy to heal at any time |
Regenerate is the biggest departure from the first game: the original’s Soul Link was a manual save-style mechanic, while this game lets you spend energy to heal at any time. From that moment, energy management is your survival subject — energy is both ammo and potion.
The opening progression logic#
In the opening area of Inkwater Marsh you can acquire 4 core abilities covering the basics of attack and movement:
| Order | Ability | Purpose |
|---|---|---|
| 1 | Spirit Edge | Main melee attack |
| 2 | Spirit Arc | Ranged damage supplement |
| 3 | Double Jump | Core mobility |
| 4 | Regenerate | Spend energy to heal |
Advice for the opening hours:
- Follow the main path: metroidvania areas are gated by abilities — wherever the story goes, abilities follow; don’t detour too early;
- Pick up every Spirit Light: it is the only currency, funding skill purchases (Opher’s first skill is half price at 400 Spirit Light) and shard upgrades;
- Don’t waste active slots: one melee, one ranged and one utility beats three of the same kind;
- When stuck, think abilities: a passage you can’t pass usually needs an ability you haven’t found — check the World Map for area gates.
What to do in the first hour#
A suggested rhythm for hour one (all based on verified flow structure):
- Head straight for Inkwater Marsh’s Ancestral Tree: Spirit Edge, Spirit Arc, Double Jump and Regenerate all live here — the combat and movement foundation of the whole game;
- Find Opher: the first skill at half price, 400 Spirit Light, is the best-value purchase in the game;
- Bank Spirit Light for the second skill: after Spirit Arc, the next 800-Light attack skill (Sentry / Spirit Star / Blaze / Spirit Smash / Spike, your pick) should be next on the list;
- Nudge the story along: don’t over-farm collectibles in the opening area — before your abilities are complete, collection efficiency is miserable;
- Note the shard vendor Twillen: the shard system is quick to buy into and pays off early.
Quick glossary#
Core terms used in this site’s guides and in the game itself, all in one place:
| Term | Meaning |
|---|---|
| Spirit Light | Universal currency for skills and upgrades |
| Spirit Shards | Passive equippables, 31 in total |
| Wisp | One of the five pieces of the shattered light; main collectible |
| Seir | The light reformed from the five Wisps; guides Ori |
| Ancestral Tree | Region-scattered spirit trees that grant abilities |
| Ancestral Light | The 50% damage bonus from two optional trees |
| Combat Shrines | Combat challenges that expand shard slots |
| Spirit Trials | Time-trial races against other players’ ghosts |
| Regenerate | Spend energy to heal at any time |
| Niwen | The setting of this game |
The verified main-story length is about 10–12 hours. The game received no post-launch DLC, so finishing the story shows you all of it; no reliable figure exists for 100% completion time, so none is given.
Common beginner misconceptions#
| Misconception | Correct understanding |
|---|---|
| Treating this as a chronological sequel | On the timeline it is a prequel — the story precedes the first game |
| Only thinking about energy when nearly dead | Energy is the price of healing; manage it through every fight |
| Equipping attack abilities at random | There are only 3 active slots — plan the combo before equipping |
| Assuming more shards are always better | Slots are limited; of 31 shards only a few can be worn — choosing wisely matters more than collecting |
| Hunting for multiplayer features | There is no multiplayer of any kind; Spirit Trials “ghosts” are asynchronous times, not online play |
Related pages#
- Abilities — the 18 core abilities and where they’re found
- Spirit Shards — the full passive-building guide
- FAQ — more common questions
- Walkthrough — the main-story route