
Ghostrunner — Achievement Walkthrough
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Purely cumulative distance. Ghostrunner is built around constant movement, so 42 km stacks up on its own over a full playthrough plus a bit of level replay. Nothing to farm deliberately - if it has not popped by the credits, replaying a few movement-heavy levels will finish it.
You need five sword kills inside a 10-second window with no ability kills in between. Look for a room with a tight cluster of basic enemies and chain dash-into-slash on each one. Ghostrunner enemies die in one hit, so the limiter is travel time, not damage - pick a group standing close together and keep moving between them.
The game counts a kill as a wallrun kill when you strike shortly after leaving a wall. Because wallrunning is the main traversal tool, this accumulates by playing the way the game wants you to. If you want to speed it up, deliberately hop onto a wall before each engagement and jump off into the kill.
A story-progress achievement tied to completing the relevant part of the campaign. It cannot be missed - keep playing the main story and it unlocks on its own.
Story progress. Unlocks when you finish the associated campaign section. Unmissable on any playthrough.
Requires five consecutive successful blocks with no misses in between. Find an encounter with a shooting enemy that fires at a steady rhythm, stand at a distance where you can see the shots coming, and time the block on each one. Because it is consecutive, take it slow - a single missed block resets the streak.
Tempest is one of the unlockable abilities, so you need it available first. Get shot at, then use Tempest at the incoming projectile so it is sent back into an enemy. Easiest to set up in a room with a ranged enemy standing more or less in front of you, so the reflected shot travels straight back into them.
Cumulative across the whole game including all your deaths and retries. Because Ghostrunner restarts encounters constantly, kills stack much faster than the number suggests. Most players are close to this by the end of the campaign; replaying combat-dense levels closes any gap.
Boss fight achievement, unlocked by winning the fight. Like all Ghostrunner combat it is one-hit-kill both ways, so expect to learn the pattern over many quick retries. Pure story progress once you beat it - it cannot be missed.
The in-game description points at fully developing your abilities. Work through the upgrade system as you collect what the game gives you across the campaign. If you are short at the end of the story, the level select lets you go back for anything you missed.
You must have the Reflect module equipped in your upgrade grid - without it, blocked shots do not come back as kills. Once equipped, block incoming fire while facing the shooter so the reflected projectile returns into them. Thirty kills is cumulative, so keep the module slotted whenever you are fighting ranged enemies.
Another boss encounter, unlocked by finishing the fight. Unmissable on a normal playthrough.
Awarded for finishing the main campaign. Everyone who reaches the end of the game gets it.
Sensory Boost is the slow-motion air-dodge. For this you need a run of ten kills where you never trigger it. Pick an encounter that is mostly melee enemies rather than snipers, since Sensory Boost is the natural answer to incoming bullets. Playing aggressively and closing distance fast is usually safer here than trying to dodge.
You need two of your unlockable abilities available at once. Fire one, then the other, inside ten seconds. Any two different abilities count, so use whichever pair you have unlocked - there is no requirement that either one kills anything.
All four movement actions have to register inside a single second, so this needs a spot where they can be chained back to back - typically a wall next to a gap with room to slide on landing. Practise the input order somewhere safe rather than mid-combat. Expect several attempts; the timing window is the hard part, not the execution of any individual move.
Overlord turns an enemy against its allies. You need four ally kills caused this way - they can be spread across multiple uses. Best value comes from taking over an enemy in a group where several others are in its line of fire, rather than one standing alone.
Needs three enemies caught by one Surge activation. Wait for a moment when a group is bunched together rather than firing it at the first target you see. Rooms where enemies patrol toward you in a cluster are the natural spot.
Same idea as the Surge version - three kills from one Tempest. Hold the ability until a group lines up, then fire it into the tightest part of the cluster.
Two conditions at once: the targets must be Sluggers, and they must be airborne when the Blink kills land. You therefore need an encounter with several Sluggers and to catch them mid-jump. Look for the sections where multiple Sluggers approach together, and hold Blink until they leave the ground.
Beacon Shields block your sword, so abilities are the answer. Five kills, cumulative, on shielded enemies specifically. Any time you meet a shielded group, use an ability rather than closing to melee and the counter ticks up.
Three enemies must die to a single falling Drone. This needs the Drone to come down onto a group, so look for encounters where a Drone is positioned above clustered enemies. Positioning is everything - the kill itself is the easy part once the geometry lines up.
Any single level, start to finish, with zero deaths. In a one-hit-kill game this is a real challenge on first attempt but very manageable on a replay once you know the layout. Pick a short early level you have already memorised and run it clean.
Splitters divide when engaged, so you need to kill one before that happens. Approach fast and strike immediately rather than circling. Any Splitter encounter works - it is a matter of committing to the first hit.
The sniper must die without you closing the distance, so this is an ability or reflected-projectile kill from range. Pick a sniper you can see clearly with a straight line to them and use a ranged option rather than charging in.
Blink can chain targets in one activation. You need three of them in that single use, so wait for a group to be close together and within reach of the chain rather than firing it at an isolated enemy.
Twenty-three kills with no death in between. Deaths are frequent in Ghostrunner, so this effectively asks for a long clean stretch. Best attempted on a replay of a combat-dense level you already know, playing conservatively rather than for style.
The Rage state has a duration and is extended by continuing to fight, so the way to hold it for 20 seconds is to keep the kills coming rather than to stand still. Enter a busy encounter with Rage available and keep pushing forward.
GR-SCP is the upgrade grid. Every slot must be filled, which means gathering the upgrades the campaign hands out. If you finish the story with gaps, use level select to return to the levels you missed things in.
Swords are collectibles found through the levels. You need the full set, so this is a collectible hunt - use level select to go back for any you missed and check every side path.
This achievement is hidden on Steam, so its trigger is not published in the schema. We have not verified what unlocks it, so rather than guess we will point you at a community guide — see the Ghostrunner Steam community guides or discussions for the confirmed trigger.
This achievement is hidden on Steam, so its trigger is not published in the schema. We have not verified what unlocks it, so rather than guess we will point you at a community guide — see the Ghostrunner Steam community guides or discussions for the confirmed trigger.
Audiologs are a separate collectible track from the swords and story items. You need every one, so this is a full sweep of the campaign. Level select lets you clean up individual levels rather than replaying the game.
Only attemptable during the sections where you play as Hel. Three Surge kills must land within a single jump, so you need enemies grouped beneath or ahead of your jump arc. Replay the Hel level and look for the densest group.
A time-limited boss kill. Learn the fight normally first, then replay it for the time. Three minutes is generous once you know the pattern and stop dying, since deaths are what eat the clock.
Five consecutive blocks against the Warden with no miss. As with the other block achievements, patience beats aggression - focus purely on reading and blocking the attack rather than trying to damage in between.
The umbrella collectible achievement - everything the game tracks, across every level. Expect to use level select and a collectible reference to sweep each level. This is normally one of the last things to fall.
Story items are their own collectible category. Full sweep required, so treat it like the audiolog and sword hunts and clean up level by level.
The completion achievement. It pops automatically once every other achievement on this list is unlocked, so there is nothing to do for it directly.
A no-kill run of a specific level. Beacons are explicitly excluded, so those are fine to destroy. Everything else must be avoided - this is a pure movement and routing challenge, and you will want to know the level well before attempting it.
Run the level My Friend with no upgrades used. Strip your loadout before starting so there is nothing to accidentally trigger, then play it as a straight sword-and-movement level.
A collectible sweep restricted to the Hel levels specifically. Smaller in scope than Junkrunner but on the same principle - replay those levels and check side routes.
Only Surge is restricted, and only against enemies - your other tools and your sword are all fine. Play the level Down Below normally but solve every encounter another way.
The Deflect: Absorb upgrade must be equipped - it is what converts deflected shots into Rage. Then fill the entire bar from deflections alone, with no other Rage source contributing. Find an encounter with sustained incoming fire and focus purely on deflecting.
A no-death run of the level Another Awakening specifically. Same approach as R Is For Running - learn it first, then replay it carefully.











