Video Guide for Ghostrunner Walkthrough
Video Guide for Ghostrunner Walkthrough
Sorry for the delay. I used to take a break to play Days Gone during a hot weather, which got worse. I'm now finishing my third run through it on Survival II, so I expect to be back at Ghostrunner after uploading more videos about GRID 2019 and Monster Energy Supercross 3. Thanks for your patience.
OK, let's move forward to the next stage after a well-deserved break during the summer pause. This one is named The Forbidden Zone and brings turrets into play.
This stage isn't overly challenging, which made it appealing to attempt another run without dying. I reached over 5:30 into it but was eliminated by the final enemy encountered. Without dying, only one major environmental challenge remained to overcome. Several tries to improve my score didn’t yield the desired outcome—resulting in an 11-death run at 9:36, and around 7:30 after removing the fatalities.
The area is mainly filled with turrets, which require a bit of patience to bypass, as hitting their laser range instantly results in defeat. There are some tight passageways that can be frustrating until you discover a way to avoid accidentally sticking to walls while using Sensory Boost in slow motion. I decided to use Deflect Reflect to send the shot back at the first enemy at the end of a corridor rather than risking getting stuck on the walls (1:53). Then I jumped forward for the third enemy, dodged slightly left and right, keeping clear of walls until he fired (2:11).
This stage had some technical issues, as every tenth attempt to complete it without dying would have the Sluggers—melee enemies that leap far and cause instant damage or knock you down—failing to attack. Occasionally this happened even during a strong run like this one (2:56). I missed a jump onto a rail at 3:24, but at least I survived all enemies in that section without dying, and it’s the first area with shield users.
One reason I kept trying was hoping to clear the first turret in the large room by 4:18, without delay. It was nearly perfect—being hidden as you enter the room lets you stay out of its laser range if you start a wall run right away.
In the next section starting at 4:52, I was defeated by the second large mech, and the first ninja after jumping onto the high catwalk, at least once, after activating the checkpoint at the ramp at 4:18 (following my previous death). That final enemy is a shield user in a room with two more shield users, and the timing issue during my slow-mo movement made controls difficult.
The most frustrating part was the electrical hazard in the narrow corridor at 5:46. Those sections can feel like the toughest enemies in the game. Still, I completed the run without relying on instant-kill abilities, and Surge—newly obtained from the end of the previous level—can handle shields too. Maybe I should have tried using it.
I have completed the next stage, known as Reign in Hell. It adds two new foes, Wrecks and Shifters, also called Phase Shifters when not abbreviated. Wrecks are tiny, swift crawling beings that explode when close to you. Initially they looked tough, but avoiding them is quite manageable. Shifters are advanced humans who can vanish if you approach them. They also possess a strong attack similar to the previous boss I defeated, HEL, and their abilities resemble the Surge power you gain after defeating HEL. While they aren't overly challenging individually, the final sections of the level feature multiple enemies alongside them.
This stage also introduces the Overlord ability, which temporarily turns any AI you hit into an ally for a short duration. It proves useful toward the end of the level, though I struggled to use it effectively during both main battles due to its slow recharge time. I was fairly content with my completion time and the number of deaths, but what bothered me was the five unnecessary losses caused by careless platforming or forgetting to activate Overlord before an enemy faded.
I decided to capture all footage this time, including the failures, to demonstrate the effort needed to restore the ability meter. I believed it was important because Overlord is especially valuable in this stage.
Now there are only three levels remaining in the game.
The next stage presents unexpected challenges, introducing a new foe known as the Splitter. These entities resemble the earlier Keys enemies but differ in their ability to split into five identical forms. Despite this complexity, they remain manageable, especially when dealing with pairs. The original form is particularly dangerous because it fires harmful projectiles directly at you, while the others only cause minor visual disturbances upon impact. You can easily identify the original form using Sensory Boost, as the remaining four are highlighted distinctly. Once the original is eliminated, the others disappear entirely.
This stage features a complex layout with numerous optional routes and grapple points positioned on elevated wall panels. After finishing, compressing, and submitting this run, I observed during a speedrun that I overlooked a potential shortcut to efficiently eliminate all enemies by 1:45. This opportunity could have saved at least two lives.
I also encountered an issue at the 3:00 minute when, after respawning following a death, the game unexpectedly deducted my Overload meter instead of restoring it, despite having just achieved a kill. This occurred again after another failed attempt, as I was relying on my Overlord ability.
Additionally, during a challenging battle, the game experienced significant glitches at the 7:08 minute. I struggled to view the environment effectively, but this time I successfully completed the run without any deaths on my first attempt, marking a positive change from previous failures.
Overall, this level includes demanding platforming sections, some hidden by design. Many of my losses stemmed from careless mistakes or insufficient precision near electrified wall panels, especially toward the end of The Forbidden Zone two levels prior. I completed the run in just under 17 minutes and 41 seconds, accumulating 34 deaths—an outcome I accepted despite the difficulty. I also included any deaths that occurred after successfully filling my ability meter, refining the submission accordingly.
The final stage, known as The Summit, presents a challenging encounter against Mara. It marks my third attempt without losing in the game, highlighting how demanding the platforming sections can be at its climax. The battle begins smoothly through a lab facility, where Whisper informs the Ghostrunner about the location of our protagonist's creation. Shortly after, we enter a circular arena where Mara is positioned.
Mara possesses mechanical features, including several large tentacles that she uses to strike. Her attacks include sweeping motions, overhead slashes, punches, ground stabs followed by tentacle protrusions, and area-effect spells that charge a significant portion of the floor. The fight is divided into three phases, each featuring a substantial health bar. Notably, the final phase is relatively straightforward, relying mainly on jab attacks; the second phase introduces more complex maneuvers like sweeps and slashes, while the first phase demands precise timing to avoid her wide AOE strikes.
Typically, players jump and use sensory boosts to evade these assaults, but timing a sweep requires perfectly synchronized jumps. Many times I succumbed during earlier attempts by jumping too soon after escaping her area-of-effect attack. To navigate this challenge efficiently, it's crucial to position yourself in front of a functional control panel at the end of phases one and two, then dodge as she lands jabs. This forces her to insert a tentacle into the panel, which you can sever.
I managed only three failed attempts at the control panel, making this a remarkably successful run for me. I completed the challenge in 4 hours, 16 minutes, and 91 seconds, without any fatalities.
Now we arrive at the final level, called The Monster. This is a fairly short level, but can feel much longer than it is. There's no combat to speak of, just a lot of tough platforming. It's also unique in the sense that for the first time, we see tough platforming in the virtual world. This can also mess a bit with your perception and timing, due to slight distortion and panels that can dissolve. It takes pretty good timing and precision, and you're tasked to stay at it almost non stop the whole level.
I can't say my finish time and death toll was amazing, but not disastrous either. Knowing how tough it was, I was really only hoping for something under 30 deaths. Since it's definitely harder than the last level I suffered deaths on though, where I had 34, the 38 I wound up with here seemed about right. The finish time was also similar to that level, at just over 17.5 min. It also felt plenty adequate since I only made two full level attempts. I was also OK with how it looked edited.
The first attempt took a bit over an hour of play time, and resulted in well over 200 deaths. Most of the deaths by far were the first spot with the red orbs you have to dodge, where you have to use floating platforms that move laterally both directions. The second run I made it through that spot pretty well, with only 2 deaths by the checkpoint after. Most of the deaths on the 2nd run seemed to come at the shorter red orb sections near the end, where the space is pretty confined.
This was a fun game, and I look forward to the sequel they have already greenlit. You get a message after the credits saying Hardcore mode is unlocked. I may give it a go for a few levels, but I'm not sure I'll be able to do it. If I can manage to beat any levels on that mode, I'll post them though. Thanks to those of you whom took the time to watch these videos. I had no idea it would end up getting so many views. In fact it far exceeds the amount I've gotten on my other two video walkthroughs.