Mirror's Edge Video Guide v1.0

Created by Lies
last edited by Lies 10 months, 3 weeks ago

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Version 1.0 Type Walkthrough
Permissions Owner Only Completeness Finished
Can all authors publish? No Date Created Nov. 12, 2008
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Introduction

Welcome to my guide for Mirror's Edge! Here you will find a full walkthrough of the games 9 chapters, a breakdown of the acrobatic moves at your disposal, and the locations of all 30 runner bags stashed throughout the game. I also have a guide to the achievements on the 360 version if you need to get a few of those still. While text can be helpful, I decided it would be counter-intuitive to write up full text walkthroughs for every level. Instead, I have provided a video runthrough of the level, with limited text hints and advice. I feel this format fits the style of Mirror's Edge better than a full text guide. Enjoy!

A thanks for the videos go to GiantBomb members PureRok, and his great capture setup who provided the prologue video, and Karmum, with his slightly lesser capture setup, but his heart of gold and willingness to help ( I actually did not use his video, but he was eager to help, so thank you for that). Another big thanks goes to Youtuber watuhboy, who gave me permission to use his videos for chapters 1-9. Big thanks to him, as he saved me a lot of trouble, and his capture setup is way better than what mine would have been.

Apologies for the odd formatting in some spots, GB's text editor gets a bit wonky sometimes.

Basic Movement and Controls

Mirror's Edge puts a few basic moves at you control, which you can string together to form longer combos.

  • Jump- LB when standing or running (not near an object)
  • Wallrun- LB (Hold) while running near a wall
  • Wallclimb- LB (Hold) while running straight at a wall
  • Grab pipe- Y will grab a pipe or nother object
  • 180- RB. If you hit RB while wallrunning, it will turn you 90 degrees instead of 180. This move strings together with wallruns and wallclimbs quite often
  • Slide/ Crouch- L while running will slide, L while standing or moving slowly will crouch. Generally, going over objects is faster than going under if you have the choice.

Combat

A disarm in progress
A disarm in progress
Your combat options are a bit different from your running options, and a bit less fluid. You essentially have two options in combat, disarm your opponent, or beat the crap out of them. Disarming is obviously the more elegant option, and can be performed by pressing Y or Triangle when behind an enemy, or when their gun turns red- when they're attempting to melee you. The best way to perform a disarm is to slow time using X or Square, which will make nailing the timing really easy- the gun should turn red as they rear back and prepare to melee you (After a bit of practice this is easy to perform even without slowing time). Press the button at the right time and you'll knock out the cop and take his gun for your own personal pleasure (Press right trigger to fire). However, a gun will restrict your mobility, an they have quite limited ammo, so they're hardly recommendable.

Your other combat option is to beat the guys up. Pressing the r trigger will throw a standard punch or kick, two or three of which will take down a regular enemy. However, with hand-to-hand combat, you can string punches into some of you acrobatic moves. If you slide then press r, you'll perform a slide kick, or a jump kick if you jump. The damage these moves do depends on your momentum, so if you're flying along, a slide-kick will do significantly more ammo than if you try to perform one from a standstill.

However, there's not all that much to the combat. Mash R to punch a guys lights out, or get the timing right and disarm him. Choice is yours. There are guns too, but like I said, they're pretty mediocre.

Prologue-The Edge

The prologue is a nice and short introduction to the game. It's probably one of the most fun courses to run is the entire game in my opinion. You'll face only six enemies, only two of whom you have to fight. Don't get used to the relaxed pace though- it doesn't last long.

  

Grabbing the pipe can be a bit hard your first couple times- use the slow-mo if you have it, and make sure to press Y to grab the pipe. Just remember to always keep moving after you run into that first group of cops, because if you stop they will catch you and kill you. Nothing much too challenging here, just try to keep your forward momentum and not miss too many jumps.

Bags

  1. The first bag is located right before you enter the first ventilation shaft. Impossible to miss.
  2. After you run into the first group of cops, head up the stairs and through the first red door. Turn left, and the bag is on top of those shelves in the corner.
  3. After you run into the two enemies you have to fight, there is a bag hidden under the blue walkways. You'll have to crouch under the platform to get to it.

Chapter 1-Flight

(There's a full text walkthrough for this one cause I wrote it before I realized videos would work much better. So yeah, full text here, but we also have a video)

  


Head left immediately after the cutscene, going along the edge of the building. Before you reach the end, ump off forward and to the left to land on the thing with the spinning fans on top. From there jump and coil to land on the next higher thing (hit near the corner or you'll miss the jump. From there jump over the fence and keep running (you don't need to roll out of the landing). Run slightly to the right of the ramp, and use LB to peform a speedvaul over the pipe and the railing, which will land you on the next roof (no roll needed). Wallrun up the platform in front of you, then jump across the gap from that one to the next one. Turn right from there, and you'll see a pipe. Jump and grab onto the pipe, then use it to swing forward and clear the barbed wire fence below you. Land, run forward, then wallrun up the building in front of you. From there, stick to the right side and run forward, and take the leap of faith towards the walkway below.

Land with a skill roll or you'll crush, then keep running forward and bust open the door with R. Turn left, then turn right with the corridor. Run through the open door, then turn left agin. Follow the corridor, then turn left once more. You'll see an elevator, which you should run up to and push the button with A. The door will open, walk inside, and push the button inside to head down. It's kinda a long ride. You'll come out into Pope's office, and you get to have a nice little conversation with your sister.

However, things go bad, as you find out. When you regain control, strafe right a bit then run forward and vault over the railing. Run forward until the path ends, then turn left. Go through that office-like area, exit through the open glass door, and go past the first left turn, hit the second. Head to the stairs at the end of the hall and take them up. RUn down that walkway until you see the elevator. Don't waste your time, it's inoperable. Turn left, then left again to go through the accounting offices. You can go the long way, or just smash through a glass pane to get to the next set of stairs. Walk to the top of those, then do a 180 and head back towards the wall. When you reach the green wall, do a wallrun to the right to land in the gap there. Jump out of the little alcove you found yourself in, and drop down to the floor again. Skill roll to land without crushing, and head to the white door that's down the little hall. Do a wallclimb, then a 180, then jump to land on a support higher up. From there, climb into the ventilation duct which is lined with red on the outside. Follow the duct until it stops, where you will have to jump up. Do so, and follow the higher duct until it drops down again. Get out of this new duct, go through the open door, and smash through the door.

Vault the railing as soon as you open the door, and you'll be doing an awesome slide down a sloping roof. Angle Faith off to the left- you're aiming for that rooftop down there. Jump off right before the slide ends to reach the next roof, and land with a skill roll.  Head to the left along that rooftop, and jump to the next one from between those square blocks. Run down the ramp, turn right and jump-land with a skill roll. Slide under the pipes, run forward and to the left, and jump to the next rooftop. Slide under the protruding duct, run forward, then vault over the next, smaller duct. Run forward and ump off the ramp at the end of the building to land on one of those soft cushiony trampoline things. From there climb up on to the adacent building, and jump off of there down to the roof, had over the obstacles there, and turn left at the corner. Run along until the building on the left ends, then turn left and jump on to the fire escape there. Climb it, then run along the top walkway When the vent appears on the right, wallrun along the left side, hit RB to turn, then jump with LB to start running along the vent. Wallrun the gap, the jump back to the left and land on the roof. Find your way over the fence, then run down the gap between the solar panels, and jump off the ramp. Land with a skill roll, get up, and smash through the door. Head right as soon as the hallway allows, and vault that fence. Run through the little area, vault the next fence, and run into the elevator and activate it.

Exit the elevator and turn right, then right again. Go through the red door, then turn left, and left again. Drop down (no roll needed), then wallrun and jump to clear the gap to the next door. Go through the door, turn right and head across the bridge. Jump over the railing or go down the stair, and break open the next door. Drop down a level, then jump over the railing to slide down. Run across the bridge while cops shoot at you, then look slightly right and ump over that barrier at the end of the bridge. Head for the blue corner to the right, the entrance to a subway station with a red sign at the top of the tunnel. Enter the tunnel, then take the first left. Head down those stairs, and slide under the half-closed gate at the bottom. Turn left to head through the pink area, then right at the end of the pink tunnel. Go on straight through the blue area, slide left through the closing grate on the left. If you were too slow, head forward and there's an alternate route. Turn right to head up some stairs to a mall pink area, which opens into a wider arena. There are cops here which you can fight if you want. You can also completely blow past them as long as you move fast enough and don't break your line.

Head towards the orange stairs, and run up them. Once you're up the stairs, turn around and head for the oange garage door. Wallclimb up the garage door, head to the left and climb that ladder. At the top of the ladder, turn around and run back along the narrow strip of path. Head to the zipline, grab onto it with LB, and ride it to the next roof. Vault over the railing on that roof to slide down a short slant to the end of the level. 

Bags

  1. On top of a building right before you have to jump off of the red ramp from rooftop to rooftop. Climb up the building to the left of there, and there is a bag between the vents.
  2. As the cops are shooting at you, you'll reach an area where you have to turn left to jump on a blue fire escape. Instead of jumping on the fire escape, keep going forward and jump onto a roof in front of you. There's a bag on this small roof, nothing else.
  3. When you enter the orange open area with a couple cops shooting at you, just keep left. Don't go up the stairs, but go underneath them and head left. There is a bag hidden back there behind a fence.

Chapter 2-Jacknife

  

The faster you descend that first construction hole, the quicker that chopper will get out of there. Keep on the move, and the damage it inflicts should be minimized.

In those big sewer towers,  it's a bit easy to get lost, but if you follow the red it serves as a pretty good path. The snipers shouldn't be much of a problem in these towers, but if they're annoying you, you can go hide on the other side of the pillars.

Once you get to the Jackknife chase, don't worry. If he gets too far ahead, he'll politely wait for you. Quite the gentleman, that Jacknife. The chase isn't that hard, your runner vision will lead you as always. When Jackknife gets knocked out, ou have to detour around. You can't reach him directly, so don't try.

Bags

  1. Stick to the left as you run along the drains at the beginning of the level. The bag in in one of those little indents. Pretty hard to miss.
  2. Once you get to the top of the giant towers and take out the first sniper, jump along to the other wall. Take out the two snipers, and the bag is on the next wall over.
  3. After exiting through the large hole with the construction equipment, the last bag is near a forklift along the side of an orange container.

Chapter 3-Heat

  

The atrium section with the colored blocks can be a bit of a pain, and it will probably take you a few tries to get right. If you don't make it out fast enough, a 4-man SWAT team will come up an elevator and rape you with guns. Hard. The key is to get your route down, and be able to pull it off fast enough that the SWAT team isn't a problem.

The jump from crane-to-crane is also a bit hard. Try not to jump early, and use the slo-mo if you have it, it makes the jump timing and the landing easier.

Bags

  1. In a hite room with orange hilights, right after dropping out of the ventilation ducts. Behind a box.
  2. Under the red cranes, laid against the wall near a fenced-in generator
  3. After you jump from one crane to the next, don't head through the door. Instead, jump onto the crane next to you. Climb up to the second level to find a bag- just be quick about it, as cops will be shooting at you.

Chapter 4-Ropeburn

  

The Ropeburn QTE is quite annoying here. As soon as you run out the door, you have no control> He'll toss you to a lower level, then jump down himself. Wait until he charges, and look at his club. the MOMENT it turns red, press Y or Triangle to disarm him. You only have one chance, and it's a pretty small window. Luckily, if you miss your timing, it only puts you back on the roof access, so it's not too far to restart.

The Train-to-train sequence is also a bit hard. Once you jump onto the first train, look ahead. There will be signs and obstacles you have to dodge. Some you have to jump over, some yu have to duck under, and other you have to dodge to the left or right. After a short amount of time on the first train, Merc will promt you to jump to another. Look to the right, and yiu'll see another train pull up next to it. Jump over to the train on the right- making sure not to hit any of the columns in the middle. You'll have to do the same dodging stuff on this train.

The train will start to grind to a halt, at that moment, head towards the back. It will crash into a wall, knocking you over. Hop off the train, and run back down the tracks. There's a door on the left,w hich you should smash through as quickly as possible, lest you be crushed by the next train coming down the tracks.

Bags

  1. This one is right in your path. You'll be heading towards a passage behind a billboard, the the bag is located along a wall right before the billboard. This is right near a door you have to go through that is down in kind of a hole in the roftops. You can climb up from that door via a pipe if you fall down.
  2. After you ride down on the top of the elevator, stay in that shaft. If you look around, you'll see a runner glyph. A SWAT guy will open a door near that glyph. Deal with the SWAT guy, then wallclimb up into the area where he came form to grab the bag.
  3. After going through the first train tunnel with the cops, go up the ladder, turn around, then go through the vent. You'll see some monkey bars. Swing over them (If you miss, you'll need to restart from checkpoint D from the main menu). If you make it through the monkey bars, look to th right, and you'll see a little ledge. Grab that, the turn right a bit and jump. Grab the ledge, climb up and get the bag. Check Youtube for videos if you need help. This one is really tough.

Chapter 5-New Eden

  

This level is pretty easy, as long as you follow the video. The only hard part should be inside the mall. If this is proving troublesome, killing the machine-gunner will make life much easier on yourself. Disarm a guard and kill the homie with the machine gun from an upper level

Bags

  1. After you see the first glyph, in between two box-structures in the middle of a barbed wire enclosure. Jump on tp of a nearby building, then clear the fence and walk between the buildings to get the bag.
  2. You'll see a large air conditioning unit you need to slide under, and to the left of it, a runner glpyh on the wall next to a door. Wallclimb on top of the air conditioning thing, turn around to look back the way you came, and wallrun over to a box in the corner, with a bag on top of it.
  3. In a garage lined with yellow and two trucks parked in the middle. Climb on top of one of the trucks, the bag in on top. Easy to grab.

Chapter 6-Pirandello Krueger

  

This level is fairly routine- the factory with all the boxes might give you a bit of trouble in terms of making the jumps and getting up to higher levels, but there are several routes and you should get there with a little patience.

The real problem here are the Ikarus pursuit cops. DO NOT TRY AND FIGHT THESE GUYS. THEY WILL WIN. Whenever you encounter pursuit cops from now on, run, and run fast. You will not beat them in a direct fight. This being the first time you encounter them, they'll be a bit tricky. They are quite annoying, but luckily you only encounter them like once more in the entire campaign. The key in this area is to keep climbing- your exit is a high-up door. The Ikarus cops will follow you, but as long as you keep moving they shouldn't pose a huge threat.

Bags

  1. After exiting the starting building, head down two flights of steps and turn right. You'll see a runner glyph painted on the wall just outside the stairs. Wallrun over he ledge to land along the ventialation duct, then drop down to the lower ventilation duct. Wallrun from that duct to the building in front of you, where the bag is located.
  2. After opening the gate into the red room full of enemies, kill the enemies and Merc will point you to someone's offices. You'll enter a blue corridor and hear a news story about Pope's murder. just walk forward along the corridor- the bag is stashed in a bookcase on the left side of the hallway on a lower shelf.
  3. In the orange room near the conveyor belts, there is an area with a bunch of shelves and a forklift. Head to the far corner, below a large A1. There ill be a little alcove between a shelf and the wall. Wllclimb up the wall, pull a 180, and jump to land in the area with the bag.

Chapter 7-The Boat

  


The interior sections are a bit of a pain here, but nothing TOO challenging. In the initial section, isolate the cops and deal with them one-by-one by hiding behind cars and disarming them.

The tough part is the top deck of the boat, where that sniper is taking potshots at you. Try not to move out in the open too much, or you'll get pegged by that sniper. Move from cover to cover as quickly as you can. You can take one or two shots at a time, without regenerating.

After you reach the sniper, you have a bit of a boss fight on your hands. Disarms are useless until the assassin's weapon turns red. Use jump kicks and low punches, then back off. If you try to do more than a two-hit combo, the assassin will use a devastating counter move. Whittle away the enemy's health until the weapon turns red, then perform a disarm. The assassin will counter your disarm, and a chase sequence initiates. This one, unlike previous ones, actually will punish you for falling behind, so stay close.

After you complete that chase sequence, you'll have another fight, exactly the same as the first. This time, when you perform the disarm though, the level ends.

Bags

  1. On the ground in a corner before you get in the truck and head to the boat. It's hidden in a corner near the forklift.
  2. After exiting the truck and dealing with the five enemies, climb up the red pipe to get to the upper floor.Head forward and you'll see a runner glyph. Turn right after the glyph, and don't take the hallway in front of you, but turn right again and head back along the ducts. You'll reach an area where the floor disappears and is replaced by bars every couple feet or so. Jump on the pipe to your right (There should be two slightly staggered- get on the lower one). Follow this pipe and you should end up at the bag, below a bit of graffiti that reads: "Are the Trackers Really Tracking Anyone?"
  3. After you get on to the top deck of the boat, a sniper will start taking shots at you. Head to your right immediately and you should see an open door (It'll just look black). Head through the door to get the bag, which is almost totally obscured by boxes.

Chapter 8-Kate

  


The atrium here is kinda crazy. Follow the vid and you should be fine though. When sniping the truck, aim for the front, below the windshield. It's not a tough shot.

When you get to that last multi-tiered room, run through it as fast as you can. All you need to do is make it into that rotating door one the bottom level for the chapter to end. You do NOT need to kill the machine gunners on the bottom level, which is quite hard to do. I recommend killing the guys on the upper levels, then just making a beeline for the door on ground floor, as trying to take on those guys is an exercise in frustration.

Bags

  1. The first bag is after yu get jumped by the Ikarus super ninjas. You'll have to make a long jump from buuilding to building, and land on one of those trampoline things that break your fall. Smash through the door, run down the hallway and turn right. You're in a room with a couple boxes, and a runner glyph on the left wall, and an elevator dead ahead. The bag is hidden behind a stack of boxes.
  2. After riding the elevator up into the atrium (giant, like five storied kinda yellowish brownish room) head forward and to the left. At the bottom of a scaffolding is a white covered box with a runner glyph on it. Climb up on the box, jump onto the scaffolding, then do a wallrun, 180, jump to claim the bag.
  3. After ascending the atrium and climbing into the vents, you'll drop down pretty far in the vent system. Just walk forward from where you land (You'll see a Runner glyph on the left), and you should go straight to the bag.

Chapter 9-The Shard

  

This is one of the toughest chapters in the game, especially if you're going for the Test of Faith achievement. THe sniper section is a pain, one that will only be beaten by trial and error. If you're NOT going for test of Faith, once you disarm one sniper, use his rifle to kill the rest. If you ARE going for Test of Faith, run like hell, and not in a straight line. Running in a straight line makes it easier for snipers to kill you.

After you beat the snipers, you still have to do the server room, which is even more of a pain. The key to this room is to isolate enemies and pick them off one by one. You only need to destroy one server in each bank (You can tell it's destroyed because it's smoking). To destroy a server, shoot or punch the spot where the vertical and horizontal black stripes intersect. Shooting a gun at the servers WILL NOT disable your test of Faith achievement. The machine gunner in the center of the crosswalk will be your biggest problem here, as he wil not move from that intersection, no matter what you do. Deal with everyone else before attempting to kill the machine gunner.

After meeting Jacknife on the roof, you'll see a short cinematic. After this is over, run forward towards the helicopter, then jump straight towards Jacknife. You'll kick him out, and somehow losing one guy in the back of the helicopter causes the entrire thing to catch fire and crash. Odd.

Bags

  1. After you exit the first blue hallay through the red door, you'll enter another blue hallway lined with horizontal pipes. Head right after entering this hallway, and you can see the bag through the ciling, right above it's runner glpyh (on the left of the hall). Wallrun up to snag it.
  2. In the blue-infested lobby, right after the cutscene with Miller. Head to the right wall and run along it until you see a red chair. Speedvault over the chair to pop up to the second level where the bag is.
  3. In the second set of gold-colored vents (You'll get out of the elevator shaft, go through some gold vents, then drop out into a more open area. After you cross that open area, you'll end up in another set of gold vents. After you make a long drop in the gold vents (You won't be able to get back up), you'll see two paths. One has a vent right in front of you giving off light, the other is to the left. Take the left path and you should see a runner glyph. You should be able to stand up in this section of vent. Do a wallrun, 180, then jump to get to a higher vent. Head to the "Where is November???" on the wall, then turn right to score the last runner bag.

Achievements Guide

We know you love your achievement points, so here's a breakdown of how to get all 1000 in Mirror's Edge. PS3 users, I really don't know. Your trophies are probably analogous.

Story Related


Prologue Complete-20 G

Chapter 1 Complete-20 G

Chapter 2 Complete-20 G

Chapter 3 Complete-20 G

Chapter 4 Complete-20 G

Chapter 5 Complete-20 G

Chapter 6 Complete-20 G


Chapter 7 Complete-20 G

Chapter 8 Complete-20 G

That's a Wrap-60 G
Complete the story on any difficulty mode.

Test of Faith-80 G
Complete the story without shooting an enemy. Pretty self-explanatory. You need to complete the whole game using only CQC. Whenever you disarm an enemy, immediately discard his weapon. There is one sequence in the game where you are forced to use a sniper rifle to proceed, but this will not affect your achievement. Just to be clear, you can shoot guns to your heart's content, you just CANNOT hit an enemy. If you press the back button, it will tell you in the top right corner if you have shot anybody yet.

Pro Runner-80 G
Complete the story mode on hard difficulty. Hard unlocks once you've beaten the game once, and makes you more susceptible to bullets, and enemies take more damage before they go down. You will have to use guns here, and use them well to survive.


Move Chains

Up, Over, Under, Onwards-25 G
String together a jump, coil over obstacle, slide under obstacle. Easily done during the very beginning of the prologue. Run up the second solar panel, jump, coil to clear the fence, then slide under the pipe. If you managed to do it all in one unbroken chain, the achievement should unlock.

Head Over Heels-20 G
Complete a chapter of the game without ending up in a heavy landing. Whenever you fall a long distance, make sure to press L right before you hit the ground which performs a skill roll. Land all of your jumps like this and you'll score the achievement when you finish he level. Easiest done on the prologue- just make sure not to crush coming out of the ventilation shaft.

Free-Flowing-25 G
String together a wallrun, jump, speedvault. Wallrun with LB, jump with LB, then perform a speedvault with LB again.

May I Have This Dance?-30 G
String together a wallrun, turn, jump, wallclimb, turn, jump. You'll need to be between two somewhat high walls to do this. An easy spot is in the proluoge before you have to cross the gap on the pipe. Get between two close walls, then start a wallrun, press RB to turn, then press LB to jump to the next wall, which you will start running up. Before you stop running up the next wall, press RB to turn and then LB to jump again and your achievement should unlock.

aaaand safe!-30 G
String together a wallrun, jump, coil over obstacle, skill roll. To do this, all you have to do is wallrun with LB, then jump off the wall with LB right before a fence, coil over the fence with L, and end the line with a skill roll by hitting L right before you hit the ground.

Vroom-40 G
Maintain sprint speed for 30 seconds. This is Faith's full speed, and you can't maintain it while pulling any crazy acrobatics. There's one spot in the campaign where this is really feasible. In Chapter 6, after the cutscene where Faith learns what Project Ikarus is about, run out into the big room with the weird blocks in the middle. Just speed up to full velocity and circle the room, making broad turns. Some enemies will chase you, but they shouldn't stop you. After you think you've gone for 30 seconds, slow down. The achievement will unlock once you get below sprint speed. If it doesn't unlock, just make a few more circuts of the room, making sue to make broad turns, nothing sharp.


Runner Bags

See the bag subsections in the full guide for bag locations.

Bag Lady-20G
Collect all 3 bags in a chapter. Easy enough.

Ran Out of Fingers-30 G
Find 11 hidden bags. Score any eleven runner bags to get this achievement.

Packrat-80 G
Find all 30 hidden bags. Slightly ore involved, but still achieveable. There are only 3 bags in each chapter, and most of them are pretty easy to get.

Speedruns

Speedruns are unlocked after you beat the game for the first time. They require you beat the level under a set time. You can do these any way you want, but it will be the full level exactly the way you played it in the campaign. There are no checkpoints like in Time Trial, so you have full reign to chose your route. Giant Bomb users PureRok and Karmum have graciously agreed to record speedrun videos for us, which are embedded with their respective achievements.

Prologue Speedrun-10 G
Complete a speedrun of the Prologue under the target time. Target Time: 3:00
  

Chapter 1 Speedrun-10 G
Complete a speedrun of Chapter 1 under the target time. Target time: 6:00
Chapter 2 Speedrun-10 G
Complete a speedun of chapter 2 under the target time. Target time: 11:00
  

Chapter 3 Speedrun-10 G
Complete a speedrun of Chapter 3 under the target time. Target time: 8:00
  

Chapter 4 Speedrun-10 G
Complete a speedrun of Chapter 4 under the target time. Target time: 9:00
  

Chapter 5 Speedrun-10 G
Complete a speedrun of Chapter 5 under the target time. Target time: 9:00
  

Chapter 6 Speedrun-10 G
Complete a speedrun of Chapter 6 under the target time. Target time: 7:00
  


Chapter 7 Speedrun-10 G
Complete a speedrun of Chapter 7 under the target time. Target time: 8:00

Chapter 8 Speedrun-10 G
Complete a speedrun of Chapter 8 under the target time. Target time: 8:00
Chapter 9 Speedrun-10 G
Complete a speedrun of Chapter 9 under the target time. Target time: 6:00
  


Time Trials

Baby Steps-20 G
Attain a Time Trial star rating of 20. There are 23 Time Trial courses in total, each with three times to beat. Beat the qualifying time and you get 1 star. Beat the second time you get two stars, beat the third time and you get all three. The best way to find out a 3-star route is to download a ghost off the leaderboards, and use their shortcuts and techniques. Getting 20 stars is fairly easy, but you'll need to be scoring 2 and 3-star ratings for some later achievements.

A For Effort-25 G
Attain a Time Trial star rating of 35. Sam strategies as Baby Steps. Check a ghost and try to follow it's route. 35 will require you to score some 2-star ratings.

Still Counting-30 G
Attain a Time Trial star rating of 50. This one is a pain. It'll require you to two-star every course in the game, and 3-star four.

On The Clock-10 G
Beat the qualifying time on any time trial course. All you have to do is score a 1-star rating on any time trial course to get this achievement. Quite easy.

Access all areas-20 G
Unlock all Time Trial stretches.

Combat

Martial Artist-10 G
Perform a melee hit from a wallrun. Simple enough, just chain a wallrun to an attack on an enemy. Run along a wall with rb, then press R to launch off and attack. Connect with an enemy using this move for the points.

Mine!-15 G
Perform 15 successful disarms (outside of the tutorial). Easy enough. Just use Y to pull a disarm when behind an enemy or when their weapon turns red. Do 15 and you'll get the achievement.

Tango Down-15 G
Knock out 20 enemies in melee combat. These will count from enemies you knock out with basic melee moves using the right trigger. Just knock out 20 using punches and kicks for the achievement.

Pacifist-15 G
Complete a chapter without firing a gun. Easiest done in the prologue, where you just have to fight two enemies, and avoid a couple more. Run from the first group of enemies, and knock out the two you have to fight without getting shot. After you trigger the cutscene, turn left right after it ends and run to the copter.

Untouchable-15 G
You have to not get shot at all, although you can take damage from falling. Strafe left and right as you run towards enemies, and give them a wide berth whenever possible. Don't try this anywhere besides the prologue.

Secret


Hey It's-a Me!-10 G
Perform a stomp move on an enemy. To do this, have the high ground on an enemy, then jump and use the attack button right before hitting an enemy. If you do it right Faith will do a cool pounce move and your achievement will unlock.

Sweet Goodbye-5 G
Triggered the flip-off move. To use this move, jump, then press RB to pull a quick 180, then press R to attack and Faith will just throw up two fingers. To score the achievement, pull this move off near an enemy.

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