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Mirror’s Edge Runner’s Guide
Need some help with the toughest parts of Mirror's Edge? Want to find all of the bags? Don't worry -- we have you covered. Now -- get running!
Date: Wednesday, November 26, 2008
Author: Brian Rowe


Ch. 8 – Kate

  • Bag 1: After the initial chase, look behind some boxes in the next hallway.
  • Bag 2: Enter the atrium and step to the middle. Turn a few degrees to the left and you will see the mark on a bundle. Make your way up through the scaffolding and tarp.
  • Bag 3: In the vent at the top of the atrium, continue forward instead of turning right at the mark.
  • Saving Kate: After you open the door to find a multi-floor lobby flooding with cops, don’t stop moving and don’t bother to fight. One option is to wallrun down every staircase, and right over the cops’ heads. The faster way is to slide through the first archway after opening the door, drop to a glass platform, and then slide to the stairs below. From the middle opening on that floor, between the staircases, it is possible to jump to the next glass platform down and then all the way to the bottom.

  • Ch. 9 – The Shard

  • Bag 1: In the early hallway with the malfunctioning, sparking door.
  • Bag 2: After meeting Miller and entering the lobby fight, you can find the bag along the right wall on the second floor. You will need to vault the chair to get to it.
  • Bag 3: After escaping the elevator and traversing the orange shaft, you will enter a vent that will also turn orange. At the intersection, turn left until you hit a dead end. You will be able to stand up and jump to a second section with the bag.
  • Speed Runs and Time Trials

    There are a number of key movements in Mirror’s Edge that have uses beyond their intended functions, and some that are not discussed in the tutorials at all. While they may only save a fraction of a second, those fractions add up rather quickly.

  • Coiling: Get into the habit of coiling as early in the game as possible. Coiling allows you to clear railings and rooftops that you would otherwise be hanging from, ventilation shafts and pipes that you might normally slide under, and even fences with a well-timed wallrun.
  • Ground vs. Air: This is more of a concept than a move, but one that should be ingrained in your head. As basic trigonometry will prove, moving along the ground in a straight line is faster than a jumping arc. Stay on your feet whenever possible and look for alternatives to large vaults and wallruns. You might be surprised to learn how agile Faith really is. In Playground Two, the second gap between roofs doesn’t actually require a vault if you approach it at the proper angle.
  • Vaulting: Speed vaults are always faster than slides for obstacles at waist height, such as air ducts. Vault-boxes (shin-high object followed by a waist-high object) are slower than a standard jump, but can be used to surpass high obstacles quickly, such as a rooftop or a fence. What many people don’t realize is that you can direct the vault’s trajectory by approaching the vault-box head-on, but turning between the two steps before take-off.
  • Wallruns and Fences: You are not at the mercy of a beginning trajectory when you enter a wallrun. Similar to vault-boxes, you can aim towards your destination and kick off the wall to hit it with greater speed. After practicing this, you should be able to wallrun, jump, and coil straight over most fences. Start the wallrun about four paces before the fence so that the apex of your movement hits before the fence, not directly over it, and then jump.
  • Sliding: Sliding can be useful for large drops that would normally require you to roll at the bottom or climb a ladder. Since you start the drop lower to the ground, you have less distance to fall and less momentum at the bottom. For drops followed by a 180-degree turn, you can even turn during the slide to ensure that you drop straight down instead of an arc, and ready to sprint in the appropriate direction upon landing. During Speed Runs, you can even pick up a weapon while sliding. It keeps you out of the line of fire, and let’s face it, scores some serious style-points.
  • Pipes: Pipes are the ultimate time-killers, but there are ways to shave off a few seconds. For horizontal pipes, approach them at full speed and, just before you start balancing, jump and coil as far out as possible. You can then slide a few feet if you stay coiled or, with perfect timing, jump as soon as you touch the pipe to bound to the other side. When descending a vertical pipe, sliding down is not your only option. You can also drop and grab back on at the last second.
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