Ori and the Will of the Wisps
37 Achievements
1,000
20-25h
Hardcore Fan
Completed Hard Mode
100
1.08%
How to unlock the Hardcore Fan achievement in Ori and the Will of the Wisps - Definitive Guide
The other solution is good, but I found the following to be a much more useful combo as I wasn't a fan of Reckless on Hard. You should find 3 combat shrines relatively easily, so my main setup is based on a 6 shard layout. If you get the full 8 shard slots via finding all 5 combat shrines, I've mentioned 4 other shards that are beneficial after the main 6 shard setup. Beware of potential spoilers below!
On your way to meet up with Ku at the end of Act 1, make sure to go up through the first opening above you in the area with the grey one hit kill sludge to meet a guy who gives you a branch for a quest (talk to seed guy in town after than, then warp back and talk to him again for a seed, and finally seed guy again). This plants a tree in town that gives you a 25% damage boost.
You can also get another 25% damage boost from a hidden tree near the entrance to Midnight Burrows. The hanging light flowers match the stones nearby to the left (high flower = tallest stone, etc). Bash off them without touching the ground to open Midnight Burrows or the tree to the right. Numbering the flowers 1 2 3 from left to right, the order is 1 2 1 3 3 2 1 to open the tree door, and 1 2 3 3 1 2 1 to open Midnight Burrows. Can be obtained before finishing Act 1.
Also make sure to go to Windswept Wastes to get the burrow ability (needed to obtain Overflow) as soon as you finish Act 1 (can't go past Ku's location before then). Then carry on with Bauer's Reach, Mouldwood Depths, and Luma Pools.
Shards by order of importance:
1. Resilience (damage resistance) - Near the beginning of the game. There's a breakable wall to the left as you climb up out of the area where you got double jump. Beyond it there is blue moss on the ceilings that you can use to reach this shard to the left.
2. Overflow (converts energy to health and vice versa when the one you pick up is full). This is in the far northwest corner of Silent Woods and requires the Burrow ability from Windswept Wastes to obtain.
3. Catalyst (gain energy from melee hits, which converts to gaining health if you don't use any energy). This one is located near the lower entrance to Bauer's reach, just to the right and down beneath the guy standing by the big boiling pot at the northeast exit from the village. You can either use the feather to cause the pot to shoot a ball of fire and juggle it with bash to redirect it down to the frozen shrine to allow access to the water (and the shard) or come back for it after Bauer's Reach once you have the Light Burst ability, allowing a much easier thaw of that frozen shrine.
4. Triple Jump (purchaseable from the vendor for ~3400 spirit light on Hard)
5. Lifeforce (30% bonus damage when above half health ). This is in the northwest corner of Bauer's Reach and requires Burrow to obtain.
6. Spirit Surge (bonus damage from Spirit Light up to a 6000 spirit light cap)
If you get up to the full 8 shard slots, you could add Thorn (damage enemies when struck), Vitality (3 extra life), Finesse (20% chance to do 50% bonus damage when upgraded), or Sticky (cling to walls) to this list.
You also don't need to complete each area in its entirety. You can explore the four primary zones after Act 1 (Mouldwood Depths, Bauer's Reach, Luma Pools, and Windswept Wastes), then teleport to town and go explore another area. Bauer's Reach doesn't have a boss fight, just an escape. But Luma and Mouldwood you can just leave the boss for later and go get upgrades and shards as well as completing combat shrines to reach the above setup. There is literally only one difficult portion on Hard, and that is one escape sequence in particular. You'll know it when you get there. Good luck!
You will probably play once in normal mode to get the general feel for the game and know a bit more where to go and what to do.
There are spoilers regarding the story so don't read further if you don't want to have some boss name revealed or whatnot
In this mode, your focus will be on finding upgrade for your health and energy, as well as finding all five combat sanctuary (in order to equip more shards) and some shards which helped greatly deal with the x2damage in effect.
I went for the following shards in my setup:
Reckless (upgraded - increase damage dealt and received)
Resilience (upgraded - less damage received)
Catalyst (replenish energy while doing melee damage)
Overflow (convert excess life or energy to each other)
Thorn (upgraded - deal damage to enemy when you receive melee damage)
SPIRIT surge (deal more damage the more spirit light you carry)
Starting zone is the most dangerous one. Enemy deal a ton of damage and this mosquitoes can be a pain !
I went with the following route
Wellspring
Windswept wastes (to get the ability to move through sand and to be able to fulfill the quest where you get a seed.. which get you a bonus 25% in attack)
Mouldwood depths
Inkwater Marsh (so I can get a bonus 25% damage bonus with the bell puzzle)
Luma pool
Baur's reach
Willows end
Most tedious part where the fight against mora as I was kinda weak, the fight against worlok as you can't heal anymore mid fight, and the poursuit sequences (specially the one in windtorn ruins !) Were more complicated.
Overall, it was not that hard, and the game is definitely more forgiving than the first one in this regard. Took me 12 hours but I also went for collectibles (99% completion)
Good luck
difficulty is scaled along tougher ennemies, tougher poursuit sequences, and higher cost for the maps, upgrade and shards, i did some farming in the end with the correspondant shards and it didn't took too long to collect the necessary shards.
it's tough but not extremely tough so it could be a way to enjoy the game first hand.. i assume if you played the first one, you should be able to overcome the eventual frustration of some moments ;)
Hard difficulty can be selected right at the beginning, but once selected it cannot be lowered for the playthrough. Enemies have more health and deal more damage; Ori deals less damage and takes more damage from environmental hazards; the costs of all purchasable items are double what they are on Normal difficulty, and four times those on Easy. In addition, all chase sequences are significantly harder; there is much less room for platforming errors as the pursuers catch up with Ori much faster.
This playthrough is thus recommended to be done when going for 100% collectibles to maximise Ori's power. Proceed patiently, and try to read enemies' moves instead of spamming the attack command.
I can give one piece of advice - collect all spheres of life and energy, buy and upgrade the Spike to explosive, use all the damage enhancements that are possible, including those that allow you to reduce energy expenditure, even at the cost of your own health, because quickly and efficiently all bosses Only the Thorn can endure, but it requires a lot of energy.
This remark does not apply to the last boss, where you will need your life in the last stage, when the proud bird, fluttering across the screen between attacks, in the unfortunate event of circumstances (you were never able to dodge) can take out 4 life cells for you. I described everything in more detail in Stone Cold / Heart of Stone
It is very important to collect energy and health cells. Find spirit fragments for damage, upgrade the spike, change tactics depending on the boss, for me personally it was much easier, sometimes the damage was increased, sometimes mobility.
I thought it would be easy to defeat Mora without leveling up, but no... I had to grind.
The most difficult one turned out to be Kvolok, more than 45 minutes of fighting with him, you need to beat him from start to finish, the slightest mistake will lead to the fight from scratch.
Someone writes that the worm was incredibly difficult, but with a little dexterity, I managed to pass it in 1 try.
The final boss wasn't too difficult. Always heal whenever possible, since each bird hit during flights inflicts more than 4-5 life, which is fatal in the last phase.