Ghostrunner: Complete Guide
A player's guide to Ghostrunner: movement and combat fundamentals, Sensory Boost, the four special abilities, the upgrade grid, enemy-by-enemy tactics, bosses, collectibles and the tricky achievements, plus the Project_Hel DLC and extra modes.
Researched September 2026 — current as of the final PC version with the Project_Hel DLC, Wave Mode and Assist Mode. Live games change; check the linked sources if something differs.
Quick Start
- One hit kills you, and one hit kills most enemies. Every fight is a puzzle of angles and timing. Dying is normal; checkpoints are frequent.
- Never stop moving. Standing still in view of a gunner is death. Wallrun, slide and dash constantly.
- Dash in mid-air to trigger Sensory Boost. Time slows and you can sidestep bullets. It's the core combat tool.
- Plan your route before engaging. Pause at the edge of an arena, look at the enemy positions, and decide the order you'll kill them in.
- Kill the ranged enemies first. Melee enemies can be dodged; gunners in the back shoot you while you deal with them.
- Block bullets once you can. Holding block at the right time deflects projectiles, and it can send them back into enemies.
- Use your special ability meter. It fills as you kill. Blink, Surge, Tempest and Overlord each solve different problems.
- Tune the upgrade grid often. Your upgrades are pieces that must fit a grid, and different layouts suit different levels.
- Assist Mode exists. If a section is blocking you, the added accessibility options let you keep going without giving up.
Movement
| Move |
What it does |
Notes |
| Run / sprint |
Default speed |
Always keep momentum |
| Jump |
Standard jump |
Follow with an air dash to trigger Sensory Boost |
| Wallrun |
Run along walls |
Jump off to chain wallruns |
| Slide |
Slide on the ground |
Great for speed and dodging |
| Dash |
Short sidestep burst |
On the ground it's a quick dodge |
| Grapple |
Swing or pull to anchor points |
Lets you cross gaps and enter arenas from above |
Movement tips:
- Slide down slopes to pick up speed.
- Wallrun, jump, wallrun to cross large gaps.
- Grapple into an arena from above so you land among enemies before they react.
- Use Sensory Boost mid-air to change direction and dodge bullets.
- The Running Wild achievement asks you to dash, wallrun, slide and use the gap jammer within one second, so learn to chain them fast.
Combat
- Attack with the katana. Most enemies die in a single slash.
- Block to deflect melee attacks and, with the right timing, bullets. Blocking 5 projectiles in a row with your sword unlocks I Call It Luck.
- Deflected projectiles kill enemies. Thirty kills with reflected projectiles unlocks Sword To A Gunfight.
- Sensory Boost is the key to reaching gunners. Jump, dash in the air and sidestep incoming shots.
Special Abilities
Special abilities cost your ability meter, which fills as you fight.
| Ability |
What it does |
Best use |
| Blink |
Dash through a line of enemies, killing them |
Clearing groups of enemies in a line (Triple A achievement) |
| Surge |
A ranged energy wave |
Killing enemies you can't reach, including those behind Beacon shields |
| Tempest |
A telekinetic push that also deflects projectiles |
Crowd control and reflecting shots (Unstoppable Force, Homerunner) |
| Overlord |
Takes control of enemies so they turn on each other |
Big arenas with many enemies (Control Freak) |
Upgrades
- Upgrades are tetromino-like pieces on a grid. Each upgrade has a shape, and the grid has limited space.
- As you progress, the grid expands with more rows.
- Filling every slot unlocks Push It To The Limit.
- Rebuild your grid between levels. Combat-heavy levels want different upgrades than platforming-heavy ones.
Enemies
| Enemy |
Threat |
How to deal with it |
| Gunners (pistol and similar) |
Basic ranged |
Dodge with Sensory Boost and close in |
| Snipers |
Long range, lethal |
Break line of sight, then approach from cover; Surge kills them without getting close (Improvise Adapt Overrun) |
| Sluggers |
Heavy melee |
Dodge their swing and strike; Blink can kill them mid-air (Dead In The Air) |
| Splitters |
Splits into smaller units |
Kill them before they split (Preemptive Strike) |
| Beacons |
Protect allies with a shield |
Destroy the Beacon or use special abilities (Can't Run Can't Hide) |
| Drones |
Flying support |
Drop them onto groups (Strike achievement) |
Tips:
- Kill order: snipers and gunners first, then melee, then support.
- Beacon shields make nearby enemies immune to normal attacks. Target the Beacon.
- Use enemies' friendly fire. Overlord and reflected projectiles let them do the work.
How to Clear an Arena, Step by Step
Most deaths come from entering a room without a plan. A repeatable approach:
- Stop at the entrance. Checkpoints usually sit right before an arena, so a few seconds of scouting costs nothing.
- Count the enemies and find the gunners. Snipers and gunners on high platforms are the priority.
- Find your route. Look for wallrun surfaces, grapple points and cover that let you reach the first gunner without a long exposed run.
- Pick an opening kill. Ideally a gunner you can reach before anyone reacts.
- Chain kills along your route. Each kill should put you next to the next target. Air dash (Sensory Boost) to dodge anything shot at you between kills.
- Save your ability for the ugly part. If there's a Beacon-shielded group or a line of enemies, that's where Blink, Surge or Tempest goes.
- After a death, change one thing. A different first target or a different wall usually solves it.
Settings and Comfort
- Raise the field of view if fast first-person movement makes you queasy, and consider reducing motion blur and camera shake.
- Mouse sensitivity: you'll be turning quickly mid-air. A sensitivity where you can do a fast 180 without lifting the mouse helps a lot.
- Controller play works, but mouse aim makes Sensory Boost redirects and quick target switching easier.
- Assist Mode lets you tune the challenge if a section stops being fun.
Bosses
| Boss |
Achievement |
Tips |
| Hel |
Back To Hell |
Learn her dash patterns; attack after she commits. Stay mobile. |
| Tom |
Out Of Order |
A big set-piece fight. Watch the environment for the damage opportunities and keep moving. |
| The Keymaster (Mara) |
Artificial Selection |
The finale. Multiple phases; memorise each and take it slowly. |
General boss tips:
- Patterns are fixed. Each attempt should teach you one more piece of the fight.
- Checkpoints within fights are generous. Don't rush.
- Parry timing (blocking at the right moment) matters more in boss fights.
Collectibles
- Swords: hidden throughout levels. Completing your sword collection unlocks Fine Addition.
- Audiologs: collect all for About Adam.
- Story items: collect all for One Man's Trash.
- Every single collectible in the base game unlocks Junkrunner.
- Hel levels (Project_Hel DLC): collect all for Everyone Needs A Hobby.
Tips:
- Collectibles are often off the main path in side rooms, on high ledges and behind grates.
- Level select lets you replay levels for missing collectibles.
- Look for unusual wallrun or grapple opportunities; they often lead to collectibles.
Achievements Worth Planning For
| Achievement |
Requirement |
Tips |
| R Is For Running |
Complete a level without dying |
Pick a short, early level |
| A Grade |
Complete "Another Awakening" without dying |
Take it slow; route every fight |
| More Than Human |
Kill 23 enemies in a row without dying |
Choose an enemy-dense level |
| Upgrades Not Mandatory |
Kill 10 enemies in a row without Sensory Boost |
Early levels with melee enemies |
| Obedient Machine |
Complete "No Other Choice" without killing any enemies |
Pure movement run |
| Legacy Drivers |
Complete "My Friend" without using any upgrades |
Clear the upgrade grid first |
| Up Close And Personal |
Complete "Down Below" without using Surge on enemies |
Rely on the katana and other abilities |
| Just A Man |
Defeat Bakunin in under three minutes |
Learn the fight first, then speedrun it |
| Hit Me If You Can |
Block the Warden's attack five times in a row |
Practise parry timing |
| Wallrunner |
Kill 74 enemies right after jumping off a wall |
Make wall-jump kills your default arena opener |
| Sword Runner |
Kill 5 enemies within 10 seconds using just your sword |
A dense early arena, no abilities |
| Why Not Both |
Use 2 different special abilities within 10 seconds |
Needs two abilities unlocked; do it in any fight once the meter is full |
| Wave Of Mutilation |
Kill 3 enemies with a single use of Surge |
Line up a clustered group before firing |
| Longrunner |
Run 42 kilometres |
Comes naturally with enough play |
| Where Are My Keys |
Kill 1,000 enemies |
Comes naturally; Wave Mode helps |
| GR Project Complete |
Unlock every other achievement |
The platinum |
Project_Hel DLC
- Released March 3, 2022 (per Wikipedia). You play as Hel, a different cybernetic warrior with a more aggressive, combat-focused kit.
- Rage is Hel's key resource: fill the bar and stay Enraged for extra power (One Of Those Days, Sticks And Stones).
- Surge is part of her toolkit (Strafing Run is killing three enemies with Surge in a single jump).
- The DLC has its own collectibles (Everyone Needs A Hobby).
- Wave Mode: a roguelike survival challenge where you survive 20 waves of increasingly tough enemies. Good for practice and for Where Are My Keys.
- Assist Mode: accessibility options that make the game more approachable for newcomers.
Common Mistakes to Avoid
- Charging straight at gunners. Use Sensory Boost and cover.
- Standing still. Movement is your defence.
- Ignoring the upgrade grid. A tuned grid makes hard sections much easier.
- Using abilities too early. Save them for groups or awkward targets.
- Rushing boss fights. Patterns reward patience.
- Forgetting to look up. Many routes and collectibles are above you.
Advanced Tips
- Chain wallruns and dashes to keep speed through whole arenas.
- Use Blink on lines of enemies to clear several at once.
- Deflect shots back at snipers from safety.
- Use grapple points for fast approaches that skip the gunners' sight lines.
- Use Overlord in crowded arenas to let enemies fight each other.
- Speedrunning: skip optional fights where you can, and memorise routes.
FAQ
How long is Ghostrunner?
Around 7 to 10 hours for the story; longer with collectibles and achievements.
Is Ghostrunner hard?
Yes, it's a one-hit-kill game. Frequent checkpoints keep it fair, and Assist Mode is there if you need it.
What's in Project_Hel?
A DLC campaign as Hel, with an aggressive combat-focused kit, Rage and new levels.
Is there a sequel?
Yes. Ghostrunner 2 released on October 26, 2023, expanding beyond Dharma Tower with new environments and a motorcycle.
What does Sensory Boost do?
It slows time mid-air when you dash, letting you dodge bullets and reposition.
Can I replay levels?
Yes, via level select, which is how you clean up collectibles and level-specific achievements.
Sources