Ghostrunner: All Puzzle Solutions

As a titular Ghostrunner, you’re tasked with restoring the AI called the Architect by using your speed, agility, and combat prowess to navigate and cleave your way through the Dharma Tower. The game can almost be overstimulating between the incredible speed and complexity you can push the gameplay to, not to mention the bright neon art style, so a few moments of respite can be nice. However, these cybervoid puzzles can push things too far in the opposite direction, bringing the game’s pacing to a halt. If one of these puzzles has you locked down, this guide will get you up and running again.

All Cybervoid Puzzle Solutions

There are a only a few of these cybervoid puzzles in the game you need to worry about, with additional ones just being platforming challenges, but just like everything else in the world of Ghsotrunner, they only get more difficult the further you get. This guide will show you how to solve each puzzle, but will otherwise be completely spoiler free.

The Climb

Your first cybervoid challenge comes in level three. Called The Climb, this is primarily a platforming challenge that asks you to interact with the correct shapes in the right order to arrange the platforms to match the pattern so you can open a path to drop down in the center and exit the void.

Each switch, as it were, has a different number of blocks that represent which platform they move on the map. The order you need to hit hem is:

  1. Four Blocks
  2. Two Blocks
  3. Four Blocks (again)
  4. Three Blocks

Once you hit them all in this order, you can jump to the center and get back to the game.

Breathe In

The level five puzzle is not at all like the first. You will be in a room with two giant disks on the wall that you need to spin so that a circuit is complete. All you need to do is connect the gold section to the red by using the switches to spin the disks. The first section is very basic. Just hit the right switch once, then the left.

The second area ramps up the difficulty by an almost unfair factor. You now have three switches connected to five spinning disks. Here is the solution facing the wall:

  1. Left switch
  2. Middle switch
  3. Left switch
  4. Right switch
  5. Middle switch
  6. Middle switch
  7. Middle switch
  8. Left switch

Once complete, a light will break open the exit and you’re free to go.

Reign In Hell

The last puzzle based cybervoid in the game comes at you in level 14. You’ll be in a courtyard of sorts with many doors, with a set number of lanterns hanging outside them. You need to determine the correct order you need to go through the doors to pick up all the orbs, starting with just two doors for the first room. Just grab the two orbs, walk through the door on the right with two lanterns, grab the third orb, turn around and take the one lantern door.

The order of the second room is:

  1. One lantern door
  2. Five lantern door
  3. Four lantern door
  4. One lantern door
  5. Three lantern door

The final room works just the same. Here’s the path:

  1. Five lantern door
  2. Go back through the five lantern door
  3. Three lantern door
  4. Two lantern door
  5. Go back through the two lantern door
  6. Four lantern door
  7. One lantern door
  8. Two lantern door
  9. Four lantern door
  10. Three lantern door

With that, you will escape the final puzzle cybervoid.

Next: Ghostrunner: All Artifacts Guide Part 1

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Jesse Lennox loves writing, games, and complaining about not having time to write and play games. He knows the names of more Japanese game devs than his own neighbors, and has a way better knowledge of the game industry at large than anything going on in “real” current events. You can catch him defending the plot of Kingdom Hearts and geeking out over awesome combo videos in character action games any day of the week.

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