Ori and the Will of the Wisps Boss Guide: How to defeat them


In our boss guide to Ori and the Will of the Wisps we show you

  • Where the weak point of the horned beetle lies
  • How to free the giant spider Morla from the darkness
  • What you need to do to clip the wings of boss Shriek

In Ori and the Will of the Wisps, sandworms chase you through temple ruins, giant spiders in the darkness and wolves through the night. Once you have successfully traversed Niwen on PC and Xbox One (), you will have seven defeated bosses on your list. In this guide, we'll show you how to defeat them all.

If you still need help along the way, check out our tips guide for Ori and the Will of the Wisps. In our Ori and the Will of the Wisps quest guide we show you the way to the last act.

Inkmoor: Howl the Wolf

When you encounter Howl, you are still unarmed. Run away to the right and jump whenever the wolf snaps at you. After a few meters you will reach a fireplace and Ori will meet Howl in a mini-sequence with a torch.

Howl, the wolf surprises you when you are still unarmed in Ori and the Will of the Wisps.

The wolf will snap and strike at you with its paw. Jump up at the right moment so he doesn't catch you and give him a triple combo attack with the torch. After that, immediately retreat and wait until he comes at you again.

But don't let him push you too far into the corner. If the monster makes a leap at you, you won't have a chance to escape. After two or three torch combos the wolf will run away.

Kwolok's Valley: The Horned Beetle

In Kwolok's valley a huge horned beetle surprises you. Its head and back are well armored, which makes the giant insect only vulnerable from behind. If the beetle breathes fire, it will leave a burn mark. Jump into the air with a double jump until the fire is extinguished on the ground.

Even a giant horned beetle can't stop Ori.

The horned beetle attacks with various jumping attacks to trample you. Even if he runs towards you, he will jump just before you. Sprint under him when he's in the air and hit him from behind with the Spirit Strike.

The Moldy Forest Depths: Mora, the Giant Spider

In round one, Mora will leap at you or strike from above with her front feet. Dodge both attacks with a sprint to the side. Concentrate your attacks on the head of the spider.

The giant spider Mora is actually a very friendly monster.

If you damage it a bit, Mora staggers. After that, she tears down a rock wall and a blue lantern appears in the middle. Use it to dodge and attack from the air.

In the second round, the spider slams its poisonous tusks into the ground - watch out for the yellow spots! In between, it keeps siccing smaller spiders on you, emitting a jet of fire and shooting small fireballs.

If you make Mora stagger again, she will start smashing the ground piece by piece. Swing upwards by the yellow balls and blue lights until you reach the next arena. If the spider catches you on the way, you'll die instantly.

If the spider slams its tusks into the ground in the last round, the entire area of the arena will ignite. Activate the Ghost Shard "Lightning" as soon as she makes it dark.

Fountain Spring and Lumaseen: The Rot

You'll meet the Rot for the first time at the end of the Wellspring. Opher will free you from her claw. Follow the monkey and run for all you're worth. Use every lamp, moss and bell to shimmy and swing your way further.

The rot grabs you in Ori and the Will of the Wisps for the first time in the well spring.

If you escape the rotten presence, you will land next to a Moki and have peace for the time being. The big fight against the rot will take place in the Luma Lakes. You can read how to find them in our Wisp Quest Guide to Oir and the Will of the Wisps.

The Rot has taken possession of Kwolok and is using him to hunt you. Jump over the canyons and dive through the underwater caves until you arrive at the arena. Once you are there, the hands of the rot will strike at you from the floor and walls.

The friendly giant frog Kwolok is soon seized by the rot.

It pushes Kwolok's head into the ground, causing an energy quake. She also makes his tongue snap out. Dodge it with sprints and quick jumps. To damage the rot, you'll have to attack Kwolok's head.

Once you have removed a third of his energy bar, the arena will fill with water. Use the spirit shard "Water Sprint", dash up and give Kwolok's head a spirit strike. Watch out for the explosive fish and the falling boulders.

Windy Desert: The Giant Sand Worm

Once the wisps have merged into Seir, a giant sandworm attacks you. Escape from the temple by jumping over the broken pillars and burrowing through the sand passages.

The giant sandworm wants to drive you out of its temple.

Use the blue plants and the sandbags hanging from the ceiling to pull yourself up. Once you have reached the top, you have to take cover in a small sand hole.

Just before the worm circles you once, jump out of the hole and run further to the left. Once you reach the exit of the temple, an avalanche of sand and stone will bury the worm.

The End of the Pasture: The Willow Stone

Once you've reached the end of the pasture, you'll encounter the Willow Stone at the northwest end of the map. The energy sphere is surrounded by protective stones and keeps raining laser beams down on you.

If the star starts doing this, jump into the blue portals. If the sphere drops the stones, fire at it with the ghost bow. While you take cover from their laser beams, let a few guards appear to continue working the Willow Star.

How do I escape from Shriek in Ori and the Will of the Wisps?

You will meet Shriek for the first time shortly after you find Ku. Stay hidden and sneak from cover to cover until you leave the danger zone. The next time you meet him in the Silent Forest, do the same.

The joy of seeing Ku again is not long-lasting.

Sprint to the right and pull yourself into the skull bone with the throwing hook. Wait until Shriek looks to the left, let go and glide up the air current with the spring. Jump right to the bar and hold still at the height of the red cloth. Avert the bird's eyes, jump over the platform to the left and hang on the blue plant with the throwing hook.

Crawl up and wait again until Shriek looks away. Jump onto the platform on the left and then continue over the gorge on the right. Run along the path until you fall into a gorge and land at its bottom at a ghost portal. Once you have found the will-o'-the-wisp on top of Baur, Shriek will chase you again.

Use every nook and cranny to hide from the mighty owl creature Shriek.

Jump over the first tree trunk with a triple jump and a sprint, as Shriek will break it from under you. After that, flee from an avalanche. Use the glide to get through the spikes and the throw hook to pull yourself out of the danger zone by the blue lights.

Shriek vs. Ori: The final clash

In the final showdown, the mutated owl will attack you from a standing position with its claws. Dodge it with a sprint to the left or right as it swoops its upper body down. Make sure that you can' t touch the walls without damage.

In the showdown of Ori and the Will of the Wisps, you'll finally meet villain Shriek.

Her blue energy beam travels from the outside to the inside. It's best to dodge it with a sprint. If Shriek jumps into the air, a small white vortex of air will appear where she will land. Place some guards there and run away to the side.

Her white energy missiles have a homing function. To escape them, use the thrust attack against them just before they hit you. If the owl flies off the side of the screen, it will ram you a short time later with an attack flat above the ground. Keep yourself in the air to avoid it.

The mighty owl Shriek doesn't surrender easily in Ori and the Will of the Wisps.

Shriek's weak point is its head. Fire a few arrows between her attacks and keep using guards to damage her while you focus on defense. Once you've done enough damage, there will be a short escape sequence.

This is how you finally finish the final boss Shriek

Jump from the collapsing stone platforms to the right until you reach the next arena. Shriek will now attack you almost exclusively from the air and with projectiles from the side. When she leaves the screen, stay in the air again to avoid her dive attacks. Things get hectic in the final third.

You can use the ghost bow to give Shriek a run for her money.

The owl rains energy shrapnel from the sky and rips out one piece of ground after another until you can't find your footing. Keep yourself in the air with shock attacks on the shrapnel and Ku's feather. Shriek now keeps darting through the screen from all sides, stopping left or right to fire a net of white energy balls. While doing so, attack her with guards and arrows until she finally crashes.

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