Ghost Trick Phantom Detective walkthrough: Full Spoiler-free step-by-step information


Ghost Trick: Phantom Detective is again in remastered type, and followers and newcomers can take a look at an unforgettable sport on trendy platforms. 

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As a puzzle sport with a thriller angle to its narrative, Ghost Trick is finest skilled with recent eyes, so we advocate giving it a attempt with out the help of a information, in order to attenuate spoilers and benefit from the mild problem of clearing the sport by yourself.

We all know that is not for everybody, nonetheless – and so simply as with the Ace Lawyer Trilogy, which comes from most of the similar creators, we have ready an in-depth spoiler-free walkthrough to each chapter and situation in Ghost Trick.

Ghost Trick Phantom Detective Walkthrough: A Step-by-step, Spoiler-free Information

Make the most of your second chance with this step-by-step, spoiler-free walkthrough guide to Ghost Trick: Phantom Detective.

You should use this Ghost Trick walkthrough in one in all two methods. First, you’ll be able to merely play the sport by yourself and are available seek the advice of us if you happen to’re stumped or in want of a little bit of help. Alternatively, you’ll be able to observe this information from level A to B to C and past, proper the way in which by the sport.

No matter which you select, it is a spoiler-free information, which implies we do not reveal something we do not have to right here, leaving the plot to unravel in entrance of you. With that mentioned, we nonetheless do not advocate studying forward of the place you at the moment are within the story.

This Ghost Trick: Phantom Detective information covers each chapter and each location, with step-by-step directions for each puzzle. This information is equally relevant to the unique 2010 launch of Ghost Trick on iOS and Nintendo DS if you happen to occur to desire these, or to the newer, shinier remaster that landed in 2023.

Preserve scrolling to observe the information from the start, or click on one of many useful hyperlinks under to leap to every chapter as you want it.

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Chapter 1: 07:02 PM – Ghost Trick spoiler-free walkthrough

The primary chapter of Ghost Trick throws you proper into the tutorial and duties you with averting the demise of a younger lady. The tutorial narrator will information you every step of the way in which, and introduce you to the sport’s core mechanics.

Your key mechanics all through the sport will probably be to enter the Ghost World, and journey from object to object, possessing every in flip. Some objects could be activated with a “Trick”, which often modifications their form and opens up new paths to unravel a given puzzle.

You shouldn’t want many hints to observe alongside for this stage, however simply in case, right here’s a step-by-step information:

  • Possess the crossing guard and trick it when prompted.
  • Whenever you regain management, you’ll have to make your option to the lamp.
  • Out of your physique, transfer to the door, then the site visitors signal, then the Folding Cot.
  • Return to the world of the dwelling and trick the cot, then possess the lamp.
  • Possess the physique to set off the subsequent scene.
  • Rewind time!
  • It’s 7:01 PM, and you’ve got 4 minutes to save lots of the woman.
  • Ranging from her (future) corpse, you’ll have to make your method again as much as the (future) homicide scene.
  • Start by possessing the desk lamp.
  • Possess the model, then the tire.
  • Trick the tire, then possess the model once more to cross over to the fridge.
  • Trick the fridge to launch the blender, then trick it once more to maneuver nearer.
  • Transfer from the fridge to the model to the blender.
  • Transfer from the blender to the flag to the fan, then trick the fan.
  • Transfer to the flag when the fan pushes it nearer, then possess and trick the blender.
  • Because the blender winds the flag’s twine, transfer to the flag and trip it up, then possess the bicycle to set off the subsequent section of the stage.

On the Junkyard’s higher stage

  • On this section you’ll have much less time to work with, so transfer quick and pause if you happen to want a breather.
  • Possess the bicycle’s bell and trick it.
  • When time resumes, transfer to the bicycle’s pedals and trick them.
  • Transfer to the lever and trick it.
  • Transfer to the ladder and trick it to change your place.
  • Transfer from the ladder, to the streetlamp, to the wrecking ball, to the claw.
  • Trick the claw to avert the younger lady’s destiny.
  • Whenever you regain management, you’ll haven’t any time restrict and might transfer at your leisure. 
  • Transfer from the claw to the bicycle’s handlebars and trick them.
  • Transfer from the handlebars to the pedals, then to the umbrella.
  • Trick the umbrella.
  • Whenever you regain management, possess and trick the observe.
  • Possess the telephone to shut out the chapter.

Chapter 2: 7:31 PM

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Welcome to Ghost Trick correct. From right here you’re out of the tutorial stage and might want to use your powers of the useless to collect clues about your demise and the reality behind all of it. You’ll begin with the Luxurious Parlor.

  • Possess and trick the file.
  • Transfer from the file to the lamp to the projector.
  • Trick the projector.
  • Transfer from the projector to the portray to the Management Panel, after which trick it.
  • Switch to the telephone.
  • Whenever you regain management, trick the telephone and choose Lynne’s Residence to maneuver there.

In Lynne’s Residence:

  • Transfer from the telephone to the door, and possess the canine’s physique.
  • Rewind time! 
  • Watch the scene, and when management returns, transfer to the door, then to telephone, then the umbrella.
  • When the “crimson issues” are in Kamila’s arms, trick the umbrella to alter destiny.
  • When the donut cart comes nearer, possess it, then trick it to maneuver to the opposite aspect.
  • Possess the donut bowl and trick it to drop a donut onto the ground.
  • Transfer from the bowl to the star, then the spinning Santa toy.
  • When the toy spins inside attain, possess the lamp, then the door.
  • Trick the door to knock the donut beneath the sofa to set off the subsequent section of the stage.
  • Within the current, you’ll have to get to the telephone.
  • From the door, possess the lamp, then the Santa toy, then the star, then the cart.
  • Possess the canine, then trick the cart to maneuver nearer to the telephone.
  • Possess the door, then the telephone.
  • Whenever you regain management, you’ll have a brand new goal: Discover the music field.

Discovering the music field:

  • Transfer the cart nearer to the tree, then transfer to the star, then the rotating toy.
  • Trick the toy to alter your place.
  • When it’s in attain, possess the latch within the ceiling, then trick it.
  • Return to the toy, then trick it to sluggish it down.
  • Possess the star and trick it to clear the Chapter.

Chapter 3: 8:04 PM

This chapter kicks off proper from the conclusion of the earlier one. It’s essential discover a option to get to the Junkyard to inspect Lynne, however the telephone’s out of service.

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In Lynne’s Residence:

  • From the Star Decoration, transfer right down to the distant and trick it.
  • Return to the Star Decoration and trick that, too. 
  • With the room rearranged, you’ll cross from the Star Decoration, throughout the door, lamp, and movie, to the Wine Bottle within the adjoining condominium.

Within the Woman’s Pink Residence:

  • You may have to get the girl to note the dictionary on the ground.
  • Transfer up from the Wine Bottle, by the Consuming Chook, then the Latch.
  • Trick the Latch, then return to the Consuming Chook and trick it, too.
  • This could knock the rat onto the shelf alongside the windmill.
  • Transfer to the windmill from the wine bottle.
  • At this level, you may have to time it proper: Trick the windmill simply as the girl sees the rat.
  • The windmill will knock the rat to the ground, drawing the girl’s gaze down.
  • Transfer from the windmill to the dictionary, and trip alongside within the lady’s grasp.
  • After watching the scenes, possess the lamp and trick it whereas the girl is typing.
  • Rapidly possess the wad of paper and trip it nearer to the telephone.
  • It is best to are available attain of the telephone from the trash can. Possess it.
  • You may achieve two new telephone numbers, one for the Woman’s Pink Residence, and one for the Troubled Man’s Workplace.
  • You may want to go again to the Junkyard, although, as Lynne’s there.

Again on the Junkyard:

  • Take heed to the boys to study extra about Lynne’s scenario.
  • When the Inspector arrives, possess the telephone to pay attention to his dialog.
  • You may achieve a quantity for the Park vacation spot.
  • When the Inspector leaves, transfer proper, and hearken to the Physician.
  • Possess and trick the pistol to look at it.
  • Head again to the telephone, and hear in.
  • You may achieve a brand new quantity for the Tremendous’s Workplace.
  • Go there instantly by tricking the telephone to finish the chapter.

Chapter 4: 8:23 PM

Issues aren’t wanting good! You may want to analyze simply what occurred within the Junkyard, and as soon as once more avert a tragic destiny.

Within the Tremendous’s Workplace:

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  • Take heed to the physician, then make your option to the corpse.
  • Rewind time!
  • You may even be given an opportunity to ask a number of questions and get some vital story context.
  • Whenever you achieve management, you may have 4 minutes to avert destiny.
  • To do this, you’ll have to get again out into the junkyard, touring through telephone line.
  • Begin by shifting from the corpse to the telephone, through the motor, pocket book, and desk lamp.
  • Possess the telephone after which hear in to get the Hen Kitchen’s quantity.
  • Select whether or not or to not keep or go to the restaurant, however both method, you’ll discover out that you may’t use the telephone traces at will whenever you’re up to now. You possibly can solely achieve this when the traces are already open, i.e., when somebody’s making a name.
  • The telltale trace for a usable telephone line is a glowing crimson line seen in Ghost Mode.
  • Possess the desk lamp’s base and trick it, then possess the lamp’s mild and trick it, too.
  • It will appeal to the guard, who will choose up the telephone.
  • Rapidly transfer from the sunshine to the telephone.
  • You’ll get the selection to get out into the Junkyard, which you must take.

Again within the Junkyard:

  • Now it’s essential discover the shooter.
  • Journey from the telephone throughout the junk piles, by Ray, and into the folding cot.
  • Trick the cot to maneuver nearer to the higher stage, then possess the flag.
  • Bear in mind the flag trick from Chapter 1? Use it once more to stand up excessive by tricking the fan, then tricking the blender, then using up with the flag.
  • On the third stage, you’ll begin within the highlight.
  • Wait within the highlight till the bicycle rides previous, then shortly possess the pedals to hitch a trip.
  • Whenever you regain management, transfer from the bicycle to the van’s door.
  • Bounce from the door to the searchlight, then trick it.
  • Return to the door and trick it to return down, then hitch a trip on the policeman’s nightstick.
  • When the policeman strikes close to the automotive, bounce to the patrol automotive’s mild and trick it.
  • The following scene will clue you right into a situation: You possibly can’t activate all three searchlights without delay.
  • Which means you’ll solely be capable to deny the shooter entry to 2 of his three sniping spots.
  • Your objective, then, is to herd him to the rearmost spot, close to the crossing guard, the place you’ll be able to cope with him extra completely.
  • Transfer your digicam to the left-side searchlight and verify to see if it’s off. If it’s on, you’ll have to hitch a trip on the left-side policeman’s nightstick, then possess and trick the left-side searchlight to douse it.
  • Whilst you’re there, possess the crossing guard and trick it to boost its arm.
  • The motion must also toss the yellow umbrella as much as the crane’s container.
  • Decrease the crossing guard and return to the patrol automotive with the policeman, then bounce as much as the searchlight close to the bottom of the crane.
  • Trick it to activate the sunshine. 
  • Ensure the searchlight close to the van (on the proper) and the crane (within the heart) are on. It’s essential maintain the shooter from utilizing these two spots.
  • He ought to seem within the junk pile, the final place he can shoot from.
  • The timing will probably be tough if you happen to’re distant from the crossing guard when the shooter seems, as nearly as quickly as he reveals up within the final spot, the ultimate countdown timer will set off.
  • Possess the crossing guard, trip it up, then transfer to the crane’s hook by the umbrella and the container.
  • Trick the hook and avert destiny.
  • You’ll return to the current and have to inspect Lynne. To do this, you’ll must get again right down to the underside stage of the junkyard, and use the telephone.
  • Descend to the yellow umbrella, and trick it to drift down.
  • Out of your touchdown spot, transfer from the umbrella to the blender to the flag to the cot, then the site visitors signal, site visitors cone, and eventually the telephone.
  • Dial the Tremendous’s Workplace to finish the chapter.

Chapter 5: 8:34 PM

Chapter 5 sees you again within the Tremendous’s Workplace, prepared to trace down Lynne and start serving to along with her investigation.

Within the Tremendous’s Workplace:

  • Transfer from the telephone to the bottom of the lamp.
  • Bear in mind how you bought the guard’s consideration in Chapter 4? Do it once more by tricking the bottom of the lap, then tricking the lamp’s bulb.
  • Transfer to the step ladder, and trick it to scoot to the opposite aspect of the workplace and get some particulars.
  • Returning to the step ladder ought to appeal to the guard, who will then see what you spotlighted with the lamp.
  • Whenever you regain management, shortly transfer to the telephone to hear in and achieve a brand new telephone quantity.
  • Dial the quantity to go to the brand new location.

Within the Uniformed Males’s Workplace:

  • Wait within the telephone till the officer places up a memo, then possess and trick it.
  • Return from the observe to the telephone to hearken to a brand new dialog and achieve a brand new telephone quantity.
  • Dial the quantity (MHR) – 4481.
  • View the scene, then possess the lamp and the physique.
  • Rewind time!

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Within the Pigeon Man’s Basement:

  • View the scene, and get your goal: Cease the homicide machine!
  • Transfer from the soul to the lamp when it will get shut, then to the telephone.
  • When the telephone rings, the Pigeon Man will choose it up. Use the chance to switch to the Tremendous’s Workplace.

Again within the Tremendous’s Workplace:

  • Transfer from the telephone to the kettle and trick it.
  • When the kettle strikes, bounce to the motor within the flooring, then into the ball within the basement. It will set off the ultimate countdown. 

Again within the Basement:

  • You’ll have to maneuver shortly and use Ghost Mode liberally to nail the timing.
  • When the ball drops, possess the toy cake, then the door within the flooring, after which trick the door.
  • Instantly bounce again by the cake, the ball, and as much as the toolbox.
  • Wait till the ball is about to hit the ground, then trick the toolbox to avert destiny.
  • After the scenes, possess Lynne to talk a bit concerning the case, and finish the chapter.

Chapter 6: 9:03 PM

With Lynne on the lam, your new process is to infiltrate the jail and get a take a look at Prisoner D99’s work schedule.

On the Hen Kitchen:

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  • First, inspect Lynne and Kamila on the Hen Kitchen.
  • Transfer from the toolbox to the hoist, and trick it to maneuver nearer to the motor within the ceiling.
  • Transfer to the motor, then the stepladder and kettle within the Tremendous’s Workplace, then possess the telephone.
  • Dial up the Hen Kitchen.
  • When the scene’s over, dial up the Uniformed Males’s Workplace.

On the Uniformed Males’s Workplace:

  • Watch the scene, then possess the rightmost of the 2 notes on the board.
  • Trick the observe to study what it says.
  • Return to the leftmost observe and repeat the trick for some key context.
  • Simply whenever you thought you might cease studying Bailey’s notes, a 3rd one is pinned to the board. Trick it.
  • Bailey will put up a last observe on the board. Trick it, however as an alternative of revisiting the dialog, hit Ghost Mode when Bailey’s buddy brings his hand down. It is best to be capable to transfer into the Emergency Swap on the opposite aspect of the room.
  • Trick the Swap, then transfer as much as the goblet, then the monitor, then the digicam, to enter the Phone Room.
  • From the digicam, possess and trick the button, however instantly possess the door afterward.
  • From the door’s place, you must be capable to possess the electrical guitar, granting you a trip to the Cells.

Within the Cell Block:

  • Now you’ll want to search out your option to Prisoner D99’s cell and procure his work schedule from the blackboard inside.
  • Transfer from the electrical guitar to the blackboard and trick it to study the worth of literacy.
  • From the blackboard, possess the telephone. This telephone can solely be used to journey to locations you’ve been earlier than inside the cell block, and to the guard room.
  • Possess the button and trick it to sound the alarm.
  • Use the chance to see every prisoner’s response to the alarm routine. Be at liberty to set off the alarm once more to see the routine in full and join the dots.
  • Return to the rocker’s cell and possess the piece of paper they deposit in the bathroom for a trip by the pipes.
  • You’ll emerge in a brand new cell, with a bell above the bathroom.
  • Watch the scene to get an thought of the prisoner’s response to receiving a sure message from the rocker.
  • Possess the blackboard and trick it.
  • Transfer to the bell and trick it.
  • When the prisoner returns, possess their spoon. Driving the spoon ought to put you in attain of the bunk, telephone and emergency button on the underside row of cells.
  • Possess the telephone to achieve the power to make use of it to revisit the higher row.
  • Transfer to the bathroom within the artist’s cell.
  • Welcome to cell D99. It’s essential verify the prisoner’s blackboard.
  • Possess the image body, open it, then transfer to the newspaper article, then the blackboard.
  • Start to make your method again to the telephone to set off a cutscene. When it’s over, possess the close by telephone and dial up the Guard Room.

Again within the Guard Room:

  • Watch the cutscene, and also you’ll achieve a brand new quantity. Dial it as much as transfer to a brand new location.

Within the Chief’s Workplace:

  • Watch the cutscene, and know that you simply’ll need to see the important thing piece of proof earlier than going off to fulfill Lynne on the restaurant.
  • Possess the antenna and trick it.
  • Transfer from the antenna to the display, and trick it.
  • Possess and trick the distant management.
  • Watch the scenes, and whenever you regain management, return to the display and trick it.
  • Experience the display up, and return by the antenna to the telephone to hear in and shut the chapter.

Chapter 7: 10:05 PM

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Issues are escalating, and it’s essential get to the Hen Kitchen to search out out what’s happening with Lynne. You arrive at a catastrophe scene.

On the Hen Kitchen:

  • Possess the close by tire and trick it.
  • Discover an all-too-familiar silhouette in Ghost Mode, and hook up with it to your briefing.
  • Rewind time!
  • Watch the scene, then transfer over to the signal holder to attempt studying it.
  • Possess the bell and trick it 3 times in a row.
  • Possess the waitress’ pitcher to trip to a special a part of the restaurant.
  • When the waitress pauses, switch from the pitcher to the cart.
  • When the cart stops, possess the massive crimson trunk.
  • Take heed to the pair’s dialog. The pair will then go away, and also you’ll have to observe.
  • Transfer as much as the bell and trick it.
  • When the waitress arrives, possess the bottle dispenser and trick it.
  • Journey again to the crimson trunk to hitch a trip.
  • Hear into the dialog. Be prepared, as the ultimate countdown will kick off nearly instantly after.
  • Transfer by the vase to the lamp and trick it. The swinging will put you in vary of the hen bone.
  • When the hen bone swings close to sufficient, transfer to the flashing mild, then join with the driving force.
  • Rewind time!

Within the Park:

  • Transfer from the soul to the flashing mild, then to the seat lever. Don’t trick it but, although.
  • When the person tosses the binoculars into the automotive, trick the lever as soon as, then once more to convey the binoculars to the entrance seat.
  • Possess and trick the sunshine, then transfer to the binoculars to hitch a trip to the telephone.
  • Possess the telephone to hearken to the dialog. You’ll obtain a quantity for the Hen Kitchen’s kitchen.
  • Return to the restaurant through telephone.

Within the Hen Kitchen Kitchen:

  • You’ll have to do one thing about that bug.
  • Possess the t-shirt and trick it, then transfer to the pot, then the kettle.
  • Transfer by the chef’s hat when it suggestions again to achieve the pedal, then trick it.
  • Return to the change and trick it to cease the followers.
  • When the waitress turns round to restart the followers, return to the pedal and trick it to change the chickens and avert the driving force’s destiny.
  • Whenever you regain management, transfer from the pedal to the telephone, then dial up the Hen Kitchen.

Again on the Hen Kitchen:

  • Transfer from the telephone to the close by bell, then trick it 3 times.
  • When the waitress strikes previous, hitch a trip on her pitcher.
  • Transfer to the desk and join with Lynne to ask her some questions, then shut out the chapter.

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Chapter 8: 10:55 PM

Now you’re heading again to the jail to impact a rescue! Remembering the prisoners’ routines could turn out to be useful for this one.

Within the Guard Room:

  • Watch the scenes to search out out the inner line’s been restored. 
  • Trick the telephone to dial up the Particular Detention room.

Within the Particular Detention Room:

  • The room is pitch-black, however you’ll be able to see silhouettes of objects and cores in Ghost Mode.
  • Journey throughout the lever into the generator room. 
  • Cross excessive of the room to own the water drop, then trick it.
  • From the bucket, possess and trick the software field.
  • With the generator repaired, switch to the spinning grounding sphere.
  • When the grounding sphere is shut sufficient to the water drop, transfer over it and thru the emergency mild to the Particular Detention room.
  • Watch the scenes, and possess the lever.
  • Trick the lever when the officer locations his arms on the chair.
  • Transfer to the officer’s wrench earlier than he will get again up.
  • Transfer up the falling water droplets to the top piece, then trick it.
  • Possess the cart, trick it, then shortly return to the top piece to enter the morgue.

Within the Morgue:

  • Cross over the telephone to the physique.
  • Rewind time!
  • Now it’s essential cease the execution.
  • Start by shifting to the telephone to pay attention to the guards. Go to the workplace to hearken to the dialog additional and get hints in your goal, though it’ll imply getting caught there and looping again round.
  • Whenever you restart, let the guard cling up, then possess the telephone when it rings a second time. Transfer to the cell block when given the prospect.

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Within the Higher Cell Block

  • Go into Ghost Mode and possess the core under the bathroom’s bowl. Trick it to maneuver to the decrease cell row.
  • You’ll find yourself in Sausage Head’s cell.

Within the Decrease Cell Block:

  •  Possess and trick the bell above the bathroom.
  • When the prisoner prepares to toss the spoon, possess it to trip alongside.
  • You’ll be inside attain of Prisoner D99’s cell. Enter it by possessing the cot, telephone, and bathroom.
  • Make your method throughout the room and possess the wastebasket. Don’t trick it but.
  • When D99 holds his serviette over the wastebasket, trick the basket to mark the serviette.
  • Possess the serviette and trip alongside the pipe again to Sausage Head. When he pulls up the serviette, transfer to Sausage Head’s spoon.
  • Out of your place, you’ll be able to attain down into the generator room.

Within the Generator Room:

  • Go by the lights to the ability provide, then into the lever.
  • Trick the lever to avert destiny and shut the chapter.

Chapter 9: 11:13 PM

You’ll start the chapter within the Particular Detention room, amidst a blackout. You’ll have to find Prisoner D99. Take his recommendation and “head for the spoon”.

  • Transfer from the lever to the generator room, then up by the ceiling into the tunnel to own the spoon.
  • You’ll regain management in Prisoner C74 – Sausage Head’s – cell. Make your method subsequent door to D99’s cell.
  • Possess the image body, trick it, and use the additional attain to attach with D99, who’s hiding beneath the bunk. You’ll have an opportunity to ask a number of questions.

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Escaping the Cell Blocks

  • Your new goal is to assist D99 escape beneath cowl of darkness, earlier than the lights flip again on. You’ll achieve the power to sign D99 to maneuver to the place you might be. Discover protected spots for him to cover and transfer him to them, with out being seen by the hunters.
  • This part will take some tough timing.
  • Return the image body in D99’s cell, then trick it to alter your place.
  • Transfer throughout to C74’s bunk, and sign D99 to go there when the guards are wanting the opposite method (thoughts the crimson lights!).
  • Possess the guard’s vest to trip alongside as they patrol.
  • Discover that there’s one other guard hiding within the ceiling crawlspace. It is best to are available attain to leap to their vest when the guard you’re using strikes up the steps.
  • There’s a hatch mechanism the place the guard is mendacity. Trick it to lure the guard in a loop – They’ll fall by the opening, climb up the steps, then fall by once more.
  • Experience together with one of many guards till you’ll be able to attain the empty can on the touchdown.
  • Go by the empty can and into the distribution panel beneath the steps.That’s a protected spot to name D99 to.
  • Name D99, taking care to verify the guards are on the steps or in any other case wanting away.
  • When D99’s protected, return to the empty can, and bounce into the guard’s vest once they move.
  • Experience together with the guard to the highest of the steps, and shortly bounce into the hatch mechanism once they fall by the opening.
  • Trick the mechanism to shut the opening and permit them to step previous, then trick it once more to reopen the hatch.
  • By this time the decrease guard needs to be coming again down the steps.
  • Transfer to the bell in C74’s cell and trick it because the decrease guard passes, distracting them.
  • Rapidly transfer as much as the valve and name D99. D99 will shimmy into the crawlspace between the flooring. 
  • Possess the mechanism to shut the opening and conceal D99 from view.
  • When the higher guard passes, transfer again into his vest for a trip to the left aspect of the higher flooring (the rocker’s cell).
  • Bounce from the vest into the rocker’s cell. Discover that there’s one other closed hatch mechanism set into the ground. Possess it and name D99 to you.
  • Possess the rocker’s drum and trick it to get the guard to face on the hatch.
  • Possess the mechanism and trick it, sending the guard plummeting to the ground under.
  • Trick the mechanism once more to shut the hatch.
  • Possess the bunk, then name D99 and full the jailbreak.
  • Whenever you regain management, transfer to the telephone. Energy has been restored, so you must be capable to return to the Guard Room.
  • Upon your return, you’ll obtain a brand new quantity to name. Dial it as much as see some scenes, ask some questions, and shut out the chapter.

Chapter 10: 11:41 PM

Chapter 10 groups you up with Lynne as soon as extra to save lots of the Justice Minister from his obvious doom.

Within the Minister’s Workplace:

  • Chat with Lynne to get a view of the scenario, then join with the minister’s corpse.
  • Rewind Time!
  • Watch the cutscene. Whenever you regain management, possess the telephone to hearken to the dialog. You’ll achieve a brand new quantity. You possibly can go to the vacation spot for some additional context, however you’ll have to rewind afterward, as you’ll be caught there.
  • Possess the flag and wait till the pitcher is about to tip off the desk, then trick the flag.
  • Instantly switch to the pitcher, then to the ceiling fan.
  • With destiny modified, trick the fan to blow papers off the desk.
  • Switch to one of many papers when it flies inside attain. The floating doc will transport you nearer to the drugs bottle, which it’s essential return to the minister’s desk.
  • From right here, your puzzle is dropping sure gadgets to the ground within the right order to assemble a mechanism that’ll flick the bottle again to the minister’s desk.
  • Transfer from the doc to the drugs bottle, then to the statue’s arm. Trick the arm to boost it.
  • Transfer from the arm to the bottom of the hanging basket, and trick it to show the body. Don’t trick the basket itself but!
  • Transfer to the body hanger and trick it, then climb again right down to the statue’s arm and trick it to convey it down.
  • Switch to the curtain and trick it to maneuver to the proper.
  • Transfer to the statue’s arm, then the globe stand. Trick the globe stand to show it, then trick the connected globe to knock over a yellow urn.
  • Possess the body hanger to drop the mounted body onto the ground and atop the fallen yellow urn. Return to the globe and trick it to ship it to the ground.
  • From the globe, possess the curtain and trick it to maneuver again left.
  • Transfer again up the statue’s arm to the hanging basket, then trick the basket to knock over a black urn.
  • The black urn will fall on the opposite aspect of the body, inflicting the makeshift seesaw to catapult the globe onto the statue’s sword.
  • Trick the statue’s sword to ship the bottle flying again to its proprietor, averting destiny.
  • Whenever you regain management, trick the statue’s sword once more, then converse with Lynne and the minister.
  • Whenever you’re prepared, possess the telephone and dial up the brand new quantity you obtained earlier to shut out the chapter.

Chapter 11: 12:10 AM

It’s time to analyze a kidnapping and study extra concerning the mysterious pair from the restaurant. They’re holed up inside a unusually familiar-looking dilapidated home.

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Within the Dilapidated Home:

  • Whenever you regain management, you’ll be within the telephone. It’s essential make your method throughout the room to open the large crimson trunk.
  • The trail to the trunk is pretty clear to see, however the final stretch places it simply out of attain. You’ll have to set issues up for a clear arrival.
  • Possess the candle and trick it.
  • Climb the ornament and trick it so as to add a core to the ceiling fan.
  • Possess the fan’s motor and trick it to push a ball onto the ground. Return to the candle.
  • Climb under the candle into the door, then trick it to ship the ball rolling throughout the ground.
  • Climb again as much as the ornament on the fan, then attain proper to journey throughout the decorations to the shade beside the sleeping man.
  • Trick the shade to get low, then move by the crate and doll and into the ball you rolled.
  • From the ball, cross over the steadiness toy and into the get together popper on the ground.
  • Trick the popper to ship some streamers onto the candle sconce.
  • Go by the cake field to a celebration popper on the desk and trick it so as to add a brand new factor to the spinning fan mechanism.
  • Transfer again alongside the ground to the shade, trick it to ascend, the cross again to the ceiling fan’s motor.
  • Trick the motor to make it spin, then cross again left to the candle and trick it to set the streamer alight.
  • With the doll’s candle lit, cross again over the ceiling to the shade, trick it to descend, then make your method again to the steadiness toy.
  • Trick the steadiness toy increase streamers that may mild the candle sconce.
  • Climb again onto the shade for a final ascent, then trick the candle sconce to ship the clock to the ground.
  • You lastly have a core inside attain of the trunk. Descend as soon as extra with the shade and cross to the trunk.
  • Trick it to open it up.
  • Have a dialog with the brand new visitor to finish the chapter.

Chapter 12: 12:25 AM

Fairly the conundrum is brewing again within the minister’s workplace. On this quick chapter, you’ll largely be gathering data from all events current, and enlisting the assistance of a really busy author.

  • Take heed to the conversations. Communicate to every of the characters in flip by connecting to their cores in Ghost Mode. They’ll have quite a bit to say.
  • Communicate to Jowd once more after regaining management to get a number of hints. 
  • Possess the telephone, and name the Woman’s Pink Residence to shut the chapter.

Chapter 13: 12:51 AM

Welcome again to the Woman’s Pink Residence, the place you spent a while again in chapter 3. You’ll have to get a little bit girl’s voice on the telephone to her father.

Within the Woman’s Pink Residence:

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  • As traditional, you’ll start within the telephone, above the little girl’s mattress.
  • Possess and trick the lighter to reposition the telephone.
  • Alas, if solely it might be so easy.
  • With the room rearranged, you’ll have to distract the little girl’s mom to hold out your plan.
  • Transfer from the lighter to the wastebasket, and up by the clock and into the ceiling, the place a conveniently-placed rat lingers atop a hatch.
  • Trick the hatch, then transfer again into the clock face and trick it to draw the author’s consideration.
  • Transfer as much as the valve within the ceiling and trick it, setting off a blackout.
  • The blackout will immediate the woman to deploy the condominium’s chandelier.
  • Transfer throughout to the latch, then trick it to drop the rat’s tail into the room.
  • Cross down by the dictionary into the chandelier’s crank, then trick it.
  • The woman ought to stand up to re-hoist the chandelier.
  • Stay possessing the crank after she finishes, and trick it at simply the proper time to entrap your goal.
  • You’ll have to time it good, however maintain making an attempt.
  • Crank the chandelier as much as the ceiling, then possess it by passing by the dictionary and latch.
  • Trick the chandelier. The following chaos ought to make the scenario simply ripe for shifting the telephone to the little girl.
  • Cross again over ceiling, then trick the clock’s pendulum.
  • Whenever you regain management, transfer to the telephone to pay attention to the dialog. You’ll robotically return to the minister’s workplace.

Again within the Minister’s Workplace:

  • Join with the Minister and get some solutions.
  • And what solutions these had been! Possess the telephone and name the Park to shut the chapter.

Chapter 14: 01:28 AM

Welcome to Temsik Park, the place it’s essential discover a key piece of proof that may blow this case large open. You’ve realized quite a bit in the previous couple of hours, and it’s time to start closing in on the reality behind all of it.

In Temsik Park

  • Transfer from the telephone to the supply field, and to the chef’s hat, as soon as it comes into attain.
  • Drop into the swing and trick it to increase your attain, then bounce into the basketball, then the Globe Climber.
  • Trick the Climber, after which drop again into the basketball.
  • Transfer into the seesaw when in vary, then trick it earlier than shifting to the baseball.
  • Transfer from the baseball into the tire, then join with Lynne to see what’s up.
  • Join with the physique.
  • Rewind Time!
  • Whenever you regain management, instantly hyperlink up with and converse to the brand new “flame”.
  • After the tutorial sequence, you’ll end up with new capabilities. You possibly can change management modes with the suitable button. 
  • One mode (Let’s name it “Sissel Mode”) makes use of your regular powers, and the opposite mode (let’s name it “Inexperienced Mode”) makes use of the power to change the locations of two objects with the identical form.
  • Notice that you simply’ll want to maneuver each modes individually. Inexperienced mode has a for much longer attain, although, so it needs to be simpler to get locations.
  • You’ll have to discover a option to stand up to the rugby ball, bringing it into attain earlier than the sufferer strikes into the kill zone.

Discovering a path to the Rugby Ball

  • Transfer proper from the soul and into the dumpster lid through the oil drum, then trick the lid.
  • You possibly can attain the seesaw from the tire. Trick it to maneuver the baseball nearer, then possess the baseball.
  • Experience the baseball again down the seesaw, positioning your self nearer to the Globe Climber. The sufferer ought to present up, about to leap onto the Climber.
  • Swap to Inexperienced Mode, then make your method by the trowel and dumpster lid to the baseball. Join the baseball and basketball contained in the Globe Climber, swapping their positions.
  • Swap again to Sissel Mode. Possess the baseball when it spins into attain, then possess and trick the Globe Climber. It will trigger it to spin quicker, delaying the sufferer’s progress.
  • Possess the boot, and use it to achieve a number of the Leaflets flying out of the sufferer’s bag, catching a trip up.
  • Transfer by the Leaflets to the Love Letter connected to a balloon. Trick the letter.
  • From the Letter you must be capable to attain a blue umbrella. Possess and trick it to ship it to the identical department because the Rugby Ball.
  • Trick the umbrella once more to open it up.
  • When the umbrella receives some surprising weight within the type of a Basketball, change to Inexperienced Mode, and join the Tire with the Basketball.
  • Swap the tire and the basketball. This could convey the Rugby Ball into vary for the finale.
  • The ultimate countdown ought to kick off. Keep in Inexperienced Mode and possess the Rugby Ball.
  • When Mino seems, join it to the Rugby Ball and swap their positions, averting destiny.
  • When management returns, converse to Lynne or the sufferer to study some vital park historical past.
  • You’ll see much more scenes, and shut out the chapter.

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Chapter 15: 02:56 AM

The plot continues to twist and switch as you shut in on the guts of the thriller! It’s time for an additional go to to the junkyard the place all of it started. You’ll start within the Tremendous’s Workplace following the fateful name.

Within the Tremendous’s Workplace:

  • Hook up with the sufferer to start your investigation.
  • Rewind Time!
  • You’ll be in a precarious scenario from the get-go right here, as for the primary time you’ll have to make use of your powers with a measure of discretion. Tricking issues recklessly will get you caught!
  • Transfer to the kettle and wait till it hits the ground, then switch to the basement through the ceiling fan motor.
  • Transfer to the hoist and trick it to come back right down to the ground.
  • Transfer to the toolbox and trick it.
  • You’ll see a core to hook up with. Accomplish that, and…
  • Rewind Time!
  • It is a quick sequence, and all the things you are able to do will occur in the course of the last countdown.
  • Whenever you hear a mysterious voice, scour the lower-right nook of the display for a telltale leaf.
  • Congratulations, you’ve regained your “Inexperienced Mode” powers!
  • You’ll be launched to a brand new facet of Inexperienced Mode: You possibly can swap objects that LOOK just like the have the identical form, which means if an object’s form modifications primarily based on the digicam angle, you’ll be able to swap the 2. That comes into play right here.
  • Swap to Inexperienced Mode, and transfer from the tire to the cake toy, to the trash can.
  • Join the e-book pile and the newspaper pile, and swap the 2.
  • Watch the commotion, and see the trash can lid go flying. Possess it.
  • Discover how the trash can lid seems to be oddly round now? It’s the identical form because the tire.
  • Join the tire to the now-circular lid, and swap the 2.
  • Await the lid to lie flat. You’ll must be very exact with the timing.
  • You’ll find a way swap the lid and the door nearly instantly earlier than the stage ends in failure, after “0” passes on the ultimate countdown. Examine for the inexperienced connection line to appear to be electrical energy.
  • You’ve averted your first destiny of the chapter. However there’s extra to come back and one other life to save lots of.

Saving the Subsequent Life

  • You’ll start under the basement and have to get again as much as the Tremendous’s Workplace to avert the subsequent demise.
  • Transfer from the measuring gadget to the hoist, then to the motor within the roof.
  • In Sissel Mode, you received’t be capable to climb as much as the room correct earlier than the kettle will get knocked to the ground.
  • The timing of those methods will must be exact. You possibly can’t trick when the villain is dealing with you, and also you’ll have solely cut up seconds to react. Use Ghost Mode liberally.
  • Climb from the kettle as much as the lamp, and trick it when the villain turns away.
  • Transfer to the helmet, and trick it to ship it to the ground.
  • Circumstances will transfer the step ladder inside attain and kick off the ultimate countdown.
  • Rapidly transfer to the step ladder and trick it to maneuver to the far aspect of the room.
  • Climb from the step ladder to the knit cap, and trick it.
  • Re-possess the step ladder, and trick it to return.
  • Swap to Inexperienced Mode and join the e-book on the bookshelf with the knit cap, which needs to be on the step ladder.
  • Let the ultimate countdown expire. Time will freeze robotically in Inexperienced Mode.
  • Join and swap the knit cap and the bullet.
  • With destiny averted, you’ll return to a modified current. Communicate to each of the opposite characters to study extra and shut out the chapter.

Chapter 16: 04:19 AM

This chapter of Ghost Trick takes place proper within the stomach of the beast. It’s the most important stage but, however it’s one of many final issues standing between you and the reality.

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Starting within the crew compartment, you’ll want to search out Lynne and Kamila.

Within the Crew Compartment:

  • You’ll have your “Inexperienced Mode” powers for this primary section of the extent. Use them effectively.
  • You’ll have to get to the telephone to reply it.
  • Swap to Inexperienced Mode and join the basketball and baseball of their hammocks. Swap them to convey the baseball nearer for Sissel to leap to.
  • In Sissel Mode, transfer from the raised baseball to the emergency mild.
  • Repeat the baseball-basketball swap trick on a second pair of spheres, heading proper.
  • Reply the telephone, and go to the opposite finish when prompted.

Within the Flooded Engine Room:

  • You’ll lose using your Inexperienced Mode for this section.
  • Communicate to Kamila, then climb right down to the wheel, tricking it to get nearer to Lynne.
  • Communicate to Lynne.
  • Rewind Time!
  • You received’t be capable to transfer freely till the gun will get pointed, however when it does, use it to leapfrog into the wheel. 
  • You possibly can’t use a telephone line except the receiver’s off the hook, so climb as much as the wheel above it, and trick it.
  • Reply the telephone, and go to the ahead compartment when prompted.

Within the Ahead Compartment:

  • You’re again, and might want to transfer from the telephone to the valve, and down into the wastebasket.
  • Trick the wastebasket and instantly transfer to the basketball earlier than it bounces up.
  • Because it bounces up, the capsule containing the black stone needs to be passing by. Possess it.
  • Watch the scene. Whenever you achieve management, you’ll want to go right down to cease the explosion.
  • Possess and trick the lever to descend, then attain out and bounce into the torpedo.

Contained in the Torpedo:

  • It’s essential clamp down on the striker pin to “security” the careening explosive.
  • Transfer from the joint to the gyroscope on the left. Trick it to cease it quickly.
  • Cross over the joint and striker to the right-side gyroscope. Trick it in order that the black portion stops on the identical aspect because the left-side gyroscope. In different phrases, each weights must be on the highest or backside.
  • With the furry impediment eliminated, transfer again to the joint and trick it to maneuver again to the Engine Room with fates averted.

Again within the Engine Room:

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  • Your subsequent process is to return to Lynne and Kamila.
  • Transfer from the Torpedo to the starter and trick it to set the mechanisms shifting.
  • Rapidly transfer from core to core, heading proper throughout the gears and ending on the piston.
  • When the piston rises, you’ll be able to possess the close by flashlight to set off the subsequent cutscene.
  • Trick the flashlight to ship a sign.
  • You now want to guide Lynne upwards, discovering escape earlier than the room floods.
  • To entry the ladder Lynne should climb, transfer out of your place to the emergency mild on the proper, then the deal with.
  • Trick it to launch some steam, dislodging the glove above you and shifting it inside attain.
  • Bounce to the glove, then the change above it. Trick the change to decrease the ladder.
  • All the things will then go sideways.

After All the things Goes Sideways:

  • You’ll as soon as once more have to create a path for Lynne to climb whereas holding Kamila, however you’ll be beneath higher strain because of the rising water stage.
  • Fortunately, you’ve bought some assist. You may have entry to Inexperienced Mode as soon as extra.
  • In Sissel Mode, wait till Lynne holds the flashlight out, then attain down and bounce into the floating particles to reach on the mechanism on the proper aspect of the display.
  • Possess the starter and run the machine. Discover that the followers spinning causes plenty of pistons to stay out? Their extension is dependent upon the scale of the fan within the machine.
  • You’ve bought to reposition the followers so as of measurement, with the most important on the underside and the smallest on prime.
  • You’ll additionally have to swap out one of many medium-sized followers for the smallest one.
  • Use Inexperienced Mode’s lengthy attain for this by swapping the most important fan on prime with one of many center followers, then bringing it to the underside. 
  • Then use the mechanism on the proper to climb upward, swapping the smallest fan in for the medium-size fan on prime.
  • Swap again to Sissel Mode and trick the starter. The pistons ought to prepare themselves in a stairway sample for Lynne to climb.
  • From right here, you’ll transfer to the subsequent section of the puzzle: The steam pipes.

Within the Steam Pipes

  • It’s essential rearrange the pipes so Lynne can transfer onto them with out being blasted by steam.
  • Have Sissel climb the mechanism to achieve the wheel proper above Lynne’s place. Chances are you’ll have to run the starter to get the cores shifting inside attain.
  • Trick the wheel and see that it shuts off steam for any pipe it’s connected to.
  • Swap to Inexperienced Mode and climb as much as Lynne’s place.
  • Fortunately, you’ll be capable to swap pipes simply, as they’re all the identical form.
  • Take the pipes which might be capturing steam downward solely, then swap them into the “flooring” for Lynne to cross over.
  • Then take the pipe that’s capturing steam each upwards and downwards and place it subsequent to Sissel’s wheel. That method, the pipe above the place Lynne will stroll received’t shoot steam down onto her as she crosses.
  • There’s one final puzzle: It’s essential give Lynne a trip up.
  • Swap to Sissel Mode and climb as much as the hook close to the highest of the display. Trick it to convey it down, then trick it once more to boost Lynne and Kamila to the door.
  • Trick the door to shut out the chapter.

Chapter 17: 05:10 AM

You’ve arrived at Ghost Trick’s penultimate chapter! You’ll want to flee the deep, chilly darkness, proper earlier than daybreak.

  • Following the prolonged dialog, you’ll have management of Sissel.
  • Climb upwards and trick the close by management panel, then possess the mechanical arm that emerges.
  • Use the arm to achieve the telephone. If it begins sagging, trick the management panel once more to get it to stand up.
  • Trick the telephone and head to the Torpedo Room.

Within the Torpedo Room:

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  • There’s not a lot to do within the Torpedo Room moreover flip the change within the heart.
  • To do this, you’ll want to talk to one in all your fellow cores and unlock Inexperienced Mode.
  • Swap to Inexperienced Mode and swap the change on the proper with the one within the heart.
  • Swap again to Sissel Mode and trick the swapped change, exposing the torpedo.
  • Possess the torpedo to maneuver to the Command Room.

Within the Command Room:

  • Possess the close by core to kick off the dialog.
  • Rewind Time!
  • Possess the brand new core.
  • Rewind Time once more to proceed to the Closing Chapter.

Closing Chapter

Welcome to the ultimate drive towards the reality. You’ll want to make use of all of the instruments at your disposal to unravel the “thriller of you.”

  • You’ll have full entry to each Sissel and Inexperienced Mode from the get-go this time.
  • As Sissel, you received’t have a lot to do at first. Possess the headphones and wait till the scenario escalates.
  • When ready, trick the headphones. It will ship the roasted potato to the bottom and alter destiny.
  • Following the destiny change, transfer Sissel to the basket. Trick it to roll a potato into the water.
  • Transfer from the potato to the fountain nozzle on the proper. Trick it earlier than the potato passes over it to alter the potato’s path. Hitch a trip on the ascendant potato.
  • Whenever you get shut sufficient, transfer from the potato to the central water spout, then change to Inexperienced Mode and possess the potato.
  • Swap to Sissel and trick the central spout.
  • Swap to Inexperienced Mode and swap the potato with Mino, then swap Mino with the similarly-shaped lamp bulb to the proper.
  • Simply look ahead to it.
  • Swap the projectile with the potato that was dropped to the bottom.
  • From this level, the sport will just about let you know what to do, however simply in case, right here’s the ultimate sequence of actions.
  • Possess and trick the nozzle.
  • Swap Mino with the lamp bulb.
  • Benefit from the ending!

Congratulations! You’ve cleared Ghost Trick! From right here, you’ll be able to attempt the chapter choose choice to sort out a number of the non-obligatory challenges or take a look at the sliding-tile Ghost Puzzles. You too can see the Music and Illustration sections for the unique soundtrack and idea artwork items from the sport’s improvement.

Ghost Trick: Phantom Detective is out there on the PS4, Xbox One, Nintendo Swap and PC. Its unique launch is out there on the Nintendo DS and iOS.