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Ghostrunner 2

Ghostrunner: movement guide for precise parkour

Get a move on.
This article is over 4 years old and may contain outdated information

Ghostrunner has the tendency to really put people through the ringer. You’re gonna die… a lot. But, you’ve got tricks at your disposal to stay alive. This guide is mostly going to focus on general movement. While things might be fairly simple, getting a feel for the way everything works and letting muscle memory kick in can make a large amount of difference. If a section is giving you a lot of trouble, just be patient. No matter how impossible it can seem, some memorization and a bit of luck can make all the difference in the world.

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The basics of moving Jack are mostly standard in Ghostrunner. You move around in first-person, and you can wall-run, grapple at blue grappling points, and dash forward or to the side. Wall-running is one of the most important aspects to get a feel for once you begin. As long as you touch a flat wall while moving forward, you’ll start wall-running automatically. You’ll often jump back and forth between walls as well. One thing that’s important is that you’re going to want to change direction before jumping.

It would make a certain kind of logical sense to merely leap off a wall via the jump button, but that won’t move you as much and it might not be enough to connect you to the other wall. Most of Ghostrunner‘s wall-running sections can be bested without using the side dash, but if you’re having trouble, that will certainly be the safest way to make sure you make contact. It’s also extremely important to try and land higher on walls rather than lower, as not being high enough on a wall prior to jumping to another one can result in you literally coming up short and not being able to touch the other one to begin with.

Ghostrunner 3

Dash, dash, dash

Jack’s dash is extremely valuable in Ghostrunner. It can either be used to move him forward or to the side. His dash can also be used on the ground or in the air. If you use it in the air, you slow down time for as long as the meter indicates. This is useful for both parkour and combat scenarios. If you’re jumping from one wall to another, you can slow down time by holding the button and moving directly to the side. This is the best way to ensure that you make it all the way to the other wall. The dash recharges quickly enough that you can use it for each jump. But you can only dash a single time per jump, which resets when you make contact with a wall or the ground.

There will also be times when you need to kick off a wall, dodge an obstacle, and then land back on said wall. Dashing is absolutely necessary to pull these off, and the slow-mo is very helpful. Dashing forward is also often necessary to make it to platforms in front of you that you wouldn’t be able to reach otherwise. It’s best to wait until you approach the edge of a platform, and then dash right at it. Jack will then pull himself up over the side. If Jack crouches while moving forward, he’ll slide, which you’ll need to dodge specific obstacles.

Any time you see a downward slope, make sure and slide down it, as it’s much faster than simply running. Jumping during a slide is also a fantastic way to get a large amount of momentum. Speaking of momentum, you don’t need to worry about that when using grapple points, as Jack will pull himself to these the same way regardless of how fast you’re going.


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Author
Image of Andrew Farrell
Andrew Farrell
Andrew Farrell has an extreme hearing sensitivity called hyperacusis that keeps him away from all loud noises.  Please do not throw rocks at his window.  That is rude.  He loves action and rpg games, whether they be AAA or indie.  He does not like sports games unless the sport is BASEketball. He will not respond to Journey psych-outs.