How Long To Beat Banishers: Ghosts of New Eden – Mission List And Haunting Cases Explained

How Long To Beat Banishers: Ghosts of New Eden – Mission List And Haunting Cases Explained

Banishers: Ghosts of New Eden isn’t one of those open-world RPGs you can spend 100+ hours in and then some, but it is a fairly lengthy game that requires lots of backtracking if you want to see everything it has to offer. This is because it has a very similar structure to the God of War reboot from 2018, acting more like a Metroidvania.

The main story is split into four acts, known as Chronicles, each of which has several quests. Then there are the optional Haunting Cases, where Red and Antea must blame a living settler, or banish or ascend a ghost. Here are all the details on how long Banishers: Ghosts of New Eden is, all the main quests, and how Haunting Cases work.

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How long is Banishers: Ghosts of New Eden?

If you only tackle the main story and ignore most of the side content in Banishers: Ghosts of New Eden, you can expect your playthrough to take around 25-30 hours. This includes the prologue when you first arrive at New Eden Town, all the way through to trudging back through New Eden and making your way back to the meetinghouse to face off against The Nightmare again.

However, if you plan to complete everything, you can expect to add at least 10-15 hours of extra playtime on, as there are lots of Haunting Cases to solve, alongside collectibles such as cursed chests, nests, void breaches, and altars to find. Of course, if you play on the harder difficulties, bosses will also be much tougher so your mileage may vary in how quickly you can get past these roadblocks.

Banishers: Ghosts of New Eden quest list

Here are all of the Banishers: Ghosts of New Eden main story missions in order of how they appear in-game:

  1. Landfall
  2. Death to the Dead
  3. The Dark Woods
  4. The Ends of the Earth
  5. Hungry the Hunters
  6. The Woodfolks
  7. The Beast
  8. Old Acquaintances
  9. The Swamp Witch
  10. Isolation
  11. A Flame in the Dark
  12. Witchfinders
  13. The Inkwell
  14. Grief and Rancor
  15. Love Finds a Way
  16. Of Days Gone By
  17. Homecoming

Banishers: Ghosts of New Eden Haunting Cases explained

Beginning with The Flesh is Weak when you encounter Jacob Lynde in his hovel in the forest–for which we have a specific guide on if you should blame Jacob, or banish or ascend Ben–there are myriad Haunting Cases you can discover throughout New Eden. These are all side quests that involve a living settler being haunted by a ghost of their past, who is still tied to this world through a possession of theirs. But there’s always more to it than that.

Typically, either the living settler or the ghost–or in lots of cases, both of them–has done wrong. Red and Antea must investigate, speaking to both the living and the dead to unravel the mystery. At the end of each Haunting Case, it’s up to you to decide whether to blame and ultimately murder the living settler for what has happened, or you can blame the ghost, which banishes them and the living person can carry on without being haunted any longer. Or, the third option is to let the ghost ascend, if you think neither of them deserves the blame.

You essentially get to roleplay as judge, jury, and executioner. However, as explained in our guide on the ascend or resurrection oath choice, the decision you made here should lead your thinking at the end of every Haunting Case. If you want to resurrect Antea, you must blame as many living settlers as possible. This means completing each and every Haunting Case in the game (you should also do this if you want to unlock all of the best skills) before returning to Antea’s body at the meetinghouse. However, if you want to let Antea ascend, you should either banish or ascend a ghost at the end of every Haunting Case.

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