Combat
ANANTA Traversal Guide: Wall-Run, Rail Grinding, and Gliding
ANANTA has no stamina bar. Sprinting, climbing, swimming and swinging are free, so the fastest route is a question of height, not endurance. The city has three vertical tiers, and the game expects you to use all of them.
| Player stamina | None for sprint, swim, climb, swing, or glide |
|---|---|
| Vertical tiers | Street shops, elevated rail and cable mid-layer, accessible rooftops |
| Climb tools | Wall-run, automatic ledge grab, grapple anchors |
| Fast middle route | Rail grinding on elevated lines |
| Descent | Glide to convert height into distance |
| Vehicles | Faster on long straights, worse for shortcuts |
| Fall damage | None observed; water is also safe |
There is no bar to manage
ANANTA's stamina gauge belongs to enemies, not to you. It is the break bar you empty to open a finisher. Your own movement is unlimited: sprint without tiring, climb without resting, swim without drowning, swing without a resource cost. Testers confirmed this in both the Tokyo and Cologne builds.
That one fact invalidates a lot of pre-launch advice. Any guide that tells you to conserve stamina, take a slower route to preserve it or pick a route because it "costs less" is describing a different game. The only cost of movement here is time and the risk of arriving badly.
Sprint is the setup, not the fallback
Momentum carries into every other verb. A wall-run started at full sprint travels further, a dive off a ledge clears more ground, a swing entry keeps more speed. Hold sprint almost all the time rather than walking between objectives; the payoff is immediate.
With no stamina tax, there is no reason to walk. The exception is approaching a group unnoticed, which matters in the Chongxiao stealth sequence below.
The three vertical tiers
Testers describe three stacked layers rather than one open plane. The street tier holds shopfronts, crowds, traffic and most enemy contact. The middle tier — elevated rail, cable lines, overpasses — is the fastest sustained route across a district. The roof tier is the top of accessible buildings, used to launch glides and drop into fights.
The efficient pattern is street to roof to rail to glide, in whatever order gets you the height you need, not one tier held for the whole trip. Rooftops are not a destination but the place you go to start moving quickly.
Wall-running, grabbing, and grappling
Three tools handle vertical surfaces, each covering a different gap. A short wall-run sprints you up a face and kicks off diagonally at the top. An automatic ledge grab catches a lip you can almost reach and pulls you over without input. A grapple anchor fires at a marked point on a facade and pulls you straight to it, faster and more precise than climbing.
Anchors are preset on buildings rather than free-aimed at any surface, so spotting them is the skill. Look up before you look for a ladder: the anchor route usually exists, and it is usually shorter.
Three habits make swinging faster. Pick anchors above eye level — billboard corners, lamp rigs, eaves — because a higher pivot throws you further. Fire the next grapple at the top of the arc, not while the swing slows, so momentum stacks. If your aim keeps overshooting, drop mouse sensitivity to roughly 70 to 80 percent of your shooter setting; that is a starting point to tune, not an official default.
Rail grinding is the middle-tier highway
Elevated tracks and cable lines can be ground at speed, and they connect districts in a way the street grid does not. Testers repeatedly call rail grinding the fastest way to cross Nova City without a vehicle, and reward points often sit beside the lines rather than at ground level.
The trade-off is commitment: on a rail you follow its path, so use it for long straight transits and leave early when your target is off-axis.
Gliding turns height into distance
Jumping from height opens a controllable glide: you descend slowly, trading altitude for horizontal distance. With a swing, this makes a three-part loop of climb, cross and land that never touches the street. Landing from a glide or fall did not damage testers, and water is safe too.
Stop treating the ground as the default. Every roof is a launch point, and the fastest route between two objectives often runs over the buildings between them, not around them.
Which movement verb is actually fastest
An ordering only means something with its conditions stated: same distance, no traffic, no enemies. Under those conditions, the order below follows from the movement rules. It is a derivation, not a stopwatch measurement, so read the gaps as direction, not seconds.
| Rank | Verb | Best tier | Why it wins |
|---|---|---|---|
| 1 | Grapple swing | High to mid | Clears a block in one arc; unlocked in the main story |
| 2 | Wall-run and kick-off | Mid to high | No unlock needed; chains facades without touching the street |
| 3 | Rail grinding | Mid | Best sustained straight line; requires committing to it |
| 4 | Glide | High to ground | Turns height into distance; adds no speed |
| 5 | Street parkour | Ground | Only option in alleys, interiors and crowds; loses on distance |
| 6 | Vehicles | Ground | Slowed by traffic and collisions; short hops are quicker on foot |
The one genuinely open question is the middle distance: rail against grapple. Nobody has timed it, and the answer probably shifts with anchor density and how early you leave the line. Revisit it after launch, when someone can run the same route twice.
Rooftop first, rail second, street last
For collection and district clearing in Nova City, order matters more than the individual routes. Working the tiers in sequence shows you where things are before you commit to chasing them.
- Rooftops first. Anchor clusters are densest at height, and one roof reveals the layout of the whole block. Rooftop collectibles live here too.
- Rails second. Elevated lines run past mid-tier pickups, so a single grind sweeps them at no extra cost.
- Street last. Shops, interiors and NPC conversations are the only things out of reach from above, so they are the only reason to sweep the ground.
The loop that makes this work is anchor, swing, glide, wall-run: find a pivot above you, swing to build speed, release into a glide at the apex, then wall-run the last facade to land on target. If the route dead-ends, re-approach from a higher anchor rather than dropping to the street and starting over.
Vehicles are for district-to-district travel, not for hunting a specific point. They are easy to drive out and hard to park precisely — the wrong property when the target is a rooftop two streets over.
Where vehicles fit
Nova City has cars, bikes, boats, helicopters and wingsuits; Chongxiao replaces most of that with bicycles, scooters, small trailers, skateboards and boats. Vehicles are fastest on long straight routes and worst at the vertical shortcuts that define the city. Reports that rank vehicle handling are guessing; testers agree only that chase sequences feel stable and cinematic.
Flying cars appear in the announcement trailer but were not in the playable demo, so their handling and any licence requirement are unknown. Treat them as a trailer promise, not a route option.
Chongxiao changes the rhythm
The second city is lower, denser and more horizontal. Its traversal runs on alleys, roofscapes, water and street vehicles, not skyscraper anchors. The Cologne demo also included a stealth sequence, a swimming section and a collapsing-platform sequence, all built to slow you down and make you look before you move.
That is a design contrast, not a downgrade. Nova City rewards speed and height; Chongxiao rewards observation and route knowledge. Carry the rooftop habit into a stealth section and you will be seen.
Unconfirmed
Whether the full city loads without seams, which buildings can be entered, how fast travel works and whether flying vehicles are player-controlled at launch are all unpublished. The verbs above come from demo builds and may be tuned before release.
The short version
Sprint everywhere, climb early, ride the rails across, glide down. ANANTA's movement is generous on purpose; the players who enjoy it most stop following the road. No stamina bar means no excuse to walk.