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…
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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).
Extra Modes
- 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
- Ghostrunner on Steam
- Ghostrunner Steam news (Wave Mode, Assist Mode, Project_Hel)
- Ghostrunner Steam achievements
- Ghostrunner on Wikipedia
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