The following walkthrough is for the PlayStation version of Ghost in the Shell. Unlike the games that were released for the PS2 and PSP, this version takes place entirely from the perspective of the Fuchikoma: Major Kusanagi’s red spider tank. It has the unique ability to crawl on just about every static surface in the game (walls and ceilings but not enemies). This game can be quite challenging and is very rewarding to play, and I highly recommend you get it if you can find it. Though there are only 12 levels, there is a surprising variety to the missions and bosses and several anime cut-scenes by Production I.G. that tell a story unique from the films and manga. If you get stuck or simply want to know what the game is all about, check out this walkthrough.
MISSION 1: THE BAY AREA
Destroy the 4 main targets. Keep an eye on your radar: red flashing dots represent your primary targets so head towards them and take them out; large flashing green dots represent the location where you’re supposed to be going; small green dots represent pick-ups (health or grenades); white dots represent enemies (really small white dots represent enemy fire).
After you destroy the main targets head for the warehouse, where you’ll face a large lumbering mech. Strafe around it until facing its back and fire at it. When it charges up blue energy, it’ll rotate around 360 degrees unleashing a huge laser blast. All you have to do is time a jump so that it misses you.
MISSION 2: THE SEWER
Work your way through the sewer system. Look out for proximity-based mines in the sewers (don’t rush or you’ll detonate them and lose a chunk of health), be patient and charge up your attack gauge (until your missile-launcher automatically targets any unseen mines) allowing you to proceed safely. Many enemies are hidden around corners and will shoot you just as you pop out. Charge up some missiles and take them out from behind the safety of the wall.
The boss for this stage is slightly more difficult than the last one. All you have to do is strafe up the side of the tunnel and fire at him. When he charges up his laser, he’ll rotate the laser-beam around the side of the tunnel, so you have to rotate in the opposite direction as he fires at you. Don’t let him back off too far, as you can’t hit him from very far away, but don’t get too close as he’s got a flame-thrower that will take off a chunk of health if you do.
MISSION 3: THE COMPLEX
In the first three areas, destroy all of the explosive-filled drums (use the radar) and then move onto the next area. Be careful though, as sometimes the drums are located above-ground (if you can’t seem to find the remaining drums, they’re probably on top of the steel girders above you). One of the drums (in the third area) is located at the center of a large cylindrical building (all you have to do is rotate around the structure until you find the opening at ground-level).
This boss is simple. Rotate around it shooting as you do, and when it fires the green blasts, just back off until it ceases before strafing closer to continue your attack.
MISSION 4: ON THE SEA
This is a strange level. Your fuchikoma is riding on a jet-ski. To control the jet-ski left and right, use your strafe buttons, and when you want to just rotate the fuchikoma in place, use the directional pad. Sometimes, you’ll need to avoid an obstacle (so use your strafe buttons to avoid them), and sometimes enemies will attack you from behind (so you have to use your directional pad to rotate your fuchikoma around to face them).
The boss consists of a large battleship and two smaller attack vessels. Destroy the smaller vessels (which will add about 30 seconds each to your time limit) otherwise they’ll become a nuisance, before trying to sink the big one.
AN INVISIBLE SHADOW
MISSION 5: THE OLD CITY
This is one of my favorite levels. Like in the first GITS movie, your main opponent is a criminal cyborg who has a cool cloaking device. During the course of the mission, you fight the cyborg until it cloaks itself, at which point you cannot attack it anymore. It runs off until it gets to the next big clearing, where it will reappear and you’ll have to fight it some more.
Once its energy is down about 50%, it’ll run off into a secluded area. It fires at you very quickly, so keep your distance and strafe wildly. When it jumps into the air, it will land with a huge shockwave. The shockwave is too fast to avoid most of the time, so strafe back and wait for the shockwave to dissipate before moving closer for the kill.
MISSION 6: THE SPEEDWAY
This mission has the same controls as the sea mission. There is a branching path, so you can beat it two different ways. At about the half-way mark, the road will split and you can go left or right. The left path is easier but a little longer. The right path is more difficult but shorter. On the right, you’ll have to jump across some gaps in the bridge (get as close to the edge before jumping — your fuchikoma will knock over the construction pylons without taking damage, so don’t bother jumping over them as you’ll probably jump too early to clear the gaps).
The boss is a huge semitrailer with three different forms. The first section has a jackhammer which punches holes in the speedway. Just strafe left or right or you can jump to dodge these holes. Fire at the thing as you do so. The next form has a machine gun and a tracking laser-beam. Jump the laser while strafing away from the machine-gun blasts, while firing. The last form is the simplest of all; it’s the front part of the semi, so just fire away, keeping it in your sights when it slows down and goes behind you.
VILLAINS LURKING IN THE CITY
MISSION 7: THE CITY
Just a few large mechs you’ve got to search out and destroy. Each one has a laser-beam attack which rotates around as well as heat-seeking missiles which can get you from afar. Once destroyed, head for the main boss encounter.
This one is fairly simple. He’s got 3 major attacks: he’ll jump in the air, and when he lands he’ll send out an electrically-charged shockwave. When he’s about to land, charge up some missiles, jump (dodge the shockwave) then land and fire your loaded missiles. The other two attacks are proximity-based. It’ll fire off two sets of large, green explosions. Just back off a bit and get closer when it’s safe. His last attack is a flame-thrower with minimal distance. Just rotate around him and shoot him from behind.
THE ENCOUNTER IN THE DARKNESS
MISSION 8: UNDERGROUND PASSAGE
This one is a fairly straight-forward corridor mission. Move through the passage until you get to the boss (a large arachnid-like mech). It can climb walls, cloak itself, etc.. Strafe constantly while shooting at it. When it fires off the cotton ball attack, just back-off to a suitable distance, wait for them to home-in on you, and strafe left or right. If it climbs up the walls, just wait on the floor and charge up some missiles (while dodging its bullets) and fire.
MISSION 9: AEROPOLIS II: THE GEOFRONT
This level can be really long or really short, depending on how you play it. Once you’re in the second room of the level (an underground base), there is one long corridor leading to the next part of the level, and several smaller rooms that open up if you get close to the shutters. The first time you play, you’ll probably want to check out each room; they contain power-ups (health, grenades) which you’ll need for the boss encounter. If you want to beat it really quickly, just dodge the enemies as you cruise through the main corridors. The boss is a huge security system designed to protect the nuclear reactor, which is located at the center of the circular vault. This can be a very difficult boss.
The key to success is to destroy it systematically. As soon as you’re in the room, stay where you are and charge up some missiles (they should target a laser-gun near the ceiling). Fire at it until it is destroyed, then charge up some more missiles and destroy the small canister (directly below where the laser-gun used to be). Then angle your fuchikoma at the right edge of the ledge, and take out the laser-gun and canister on that side. Then turn to the left and do the same. When you’ve destroyed all that you can, move to the next ledge and do the same thing.
Be careful to avoid getting too close to the center of the room, as this will trigger a suction defense mechanism that will pull you into the force-field (this will damage you). If you start getting pulled in by the suction, strafe in the opposite direction while trying to take out another canister. Once all the canisters have been destroyed, you’ve beaten the boss.
CUTTING OF THE CENTRAL NERVE
MISSION 10: AEROPOLIS II: THE GENERAL FLOOR
Make your way through the corridors, using your radar as a constant guide. There are some proximity-based mines in this level that are more advanced then level 2’s; they home-in on your fuchikoma and then detonate when they’re in range. The programmers delight in putting these things behind corners and such, so keep an eye on the radar and take out enemies with missiles from around the corners.
The main boss consists of 2 flying mechs that share a single energy bar. Just rotate around the room, firing at them (charging your missiles when you get the chance), and you should be okay.
PUSH UP FROM THE BOTTOM!
MISSION 11: AEROPOLIS II: THE DUCT
Not the best name for a mission, but this is actually a very cool level that really utilizes your fuchikoma’s ability to cling to any surface. You’ll eventually need to climb through a set of ducts going straight up. Cling to a side of the duct, and work your way up cautiously. There are mines in the first duct that will hurt you, but in the second part of the duct, there are little machines that drop explosives on you. If the explosives hit you, not only will they take off a hefty chunk of health, but can knock you off the wall and send you flying down dozens of floors! Charge missiles constantly as you go up (this will target the explosive-dispensers), and if there happens to be one of those machines directly above you, strafe to the adjacent wall to avoid the explosives.
When you make it to the boss, you’ll have to fight another difficult battle. This flying mech is huge and has several different attacks. He’s got a laser-sword, laser-beams, missiles, heat-seeking cotton balls, etc.. And he moves fairly quickly. Strafe around him constantly, using grenades and charged missiles as much as possible.
THE DARKEST HOUR IS THAT BEFORE THE DAWN
MISSION 12: AEROPOLIS II: THE ROOFTOP
This mission is fairly easy except for a few key points. At the start of the level, you have to be constantly charging missiles so that you can target all of those enemies/mines that you can barely see. Once you make it into the room with the yellow/black striped construction girders, rotate up the left side of the wall avoiding the sections that your fuchikoma doesn’t cling to. A fall at this point means certain death.
Soon you’ll be faced with a number of precarious jumps, and if there is one thing that will kill you in this game, it’s this platforming section. This is pretty much the only area where precise jumping really counts. Climb down onto the little copper platform attached to the main building. Press FORWARD and JUMP, holding them both down, until the camera view switches slightly to show you where you’re about to land. Then let go of the buttons and you should land on the platform. Do this same technique three more times (in succession) and you should survive. The rest is easy.
The boss is a humongous mech with all sorts of attacks. If you get too close, it’ll slash you with a laser-sword (it has quite a far reach, so be careful). If you get too far away, it can cover the ground between you extremely quickly with a dash move. He’s also got machine-guns, laser-beams, missiles, etc.. Sometimes he’ll quickly raise his sword above his head, and then slam it into the ground (causing a huge electric shockwave to spread out all around). As soon as he raises his sword (if you’re close to him), JUMP, because it’s your only chance to dodge the shockwave.
Once you defeat him, there’s a surprise sequence where he’ll push you off the rooftop. Carefully rotate your fuchikoma to keep him in your sights and keep firing until you destroy him before you hit the pavement!
The following code will give you access to all levels and cinematic scenes, but just remember: real gamers don’t use codes. At the main menu screen, press:
R2, R1, SQUARE, SQUARE, UP, DOWN, SQUARE, SQUARE, R2, R2
(you should hear a sound if you did it correctly)
NOTE: Once you’ve gotten good enough to beat the game without continuing, you’ll see (after the credits) a full-screen, high-res pic of Major Kusanagi (the same pic as on the Japanese game cover). It’s more of an easter egg than a reward.