Ghost Trick: Phantom Detective Walkthrough, Guide, Gameplay and More
by S Samayanka
Updated Aug 11, 2023
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Ghost Trick Phantom Detective Walkthrough
Chapter 1: Junkyard
Move from Sissel to the crossing gate and raise it.
Move to the guitar and strum it.
Move to Sissel and press Trick.
Look around and find the woman.
Read the thought bubble.
Move to the Door › Traffic Sign › Folding Cot.
Unfold the Folding Cot then move to the Lamp.
Move to Lynne.
Move to the Lamp.
Move to the Mannequin › Tire then Roll the Tire.
Move to the Mannequin › Refrigerator then Open it.
Close the Refrigerator then move to the Mannequin › Blender. Turn on the Blender then move to the Flag › Fan. Turn On the Fan then quickly move back to the Flag.
Move to the Bicycle.
Move to the handlebars then Ring the bell.
Move to the Pedal and Pedal the Bicycle.
Move the Lever and Lower it.
Move to the Ladder and Extend it then move to the Streetlight › Wrecking Ball › Claw and Open it.
Move to the Bicycle and Shimmy it then move to the Pedal › Umbrella and Open it.
Read the thought bubble twice.
Move to the Note and Examine it.
Move to the Telephone.
Chapter 2: Luxurious Parlor
Move to the File.
Move to the Lamp › Projector and Operate it.
Operate the Projector again and quickly move to the Painting as it's moving.
Move to the Control Panel and Operate it.
Move to the Painting › Telephone.
Dial the Phone and go to Lynne's Apartment.
Chapter 3: Lynne's Apartment
Move to the Bowl › Remote Control and Operate it.
Move to the Bowl › Star Ornament and Play it.
Move to the Door › Floor Lamp › Painting › Bottle.
Move to the Drinking Bird › Latch and Turn it then go back to the Drinking Bird and Tilt it.
Move to the Bottle › Windmill and activate the thought bubble.
Wait for the woman to get close then turn the Windmill so she sees the rat and Dictionary then quickly move to the Dictionary.
Activate the thought bubble when the woman moves over to the child.
Move to the Lamp and choose Turn Knob while she's writing then quickly move to the Wad of Paper that she throws in the Wastebasket.
Open the Wastebasket and quickly move to the Wad of Paper when it's in the air and then to the Telephone.
Dial the Junkyard.
Chapter 4: Super's Office
Move to the Desktop Lamp and Swivel it.
Read the thought bubble.
Move to the Motor › Lynne.
Move to the Motor › Step Ladder and wait for a scene to happen then move to the Notebook › Desk Lamp › Telephone and Dial it.
Read two speech bubbles.
Move to the Desk Lamp and Swivel it then choose Turn On.
Move back to the Telephone.
Choose Go There.
Move to the Umbrella › Traffic Cone › Traffic Sign › Door › Sissel › Ray › Folding Cot and Fold it.
Move to the Flag › Blender and choose Turn On.
Move to the Flag › Fan and choose Turn On then quickly move back to the Flag.
Move to the Searchlight.
Wait for the Super to come by on his Bicycle and move to it.
Move to the Rear Door and Open it then move to the Searchlight and choose Turn On.
Move to the Rear Door and Close it then wait for the police officer to walk by and move to the Nightstick.
Wait for him to stop moving and move to the Flashing Light then choose Turn On.
Wait for the officer on the left to come close and move to his Nightstick.
Move to the Searchlight as he walks by it and chooses Turn Off.
Move back to the Nightstick as the police officer is walking to the right then move to the Lever › Searchlight and choose Turn Off.
Move to the Lever then back to the Nightstick moving left › Crossing Gate and choose Raise.
Move to the Umbrella › Container › Hook and wait for the Hitman to show up underneath.
Choose Lower.
Move to the Container › Umbrella and choose Open.
Move to the Blender › Flag › Folding Cot › Traffic Sign › Traffic Cone › Umbrella › Telephone.
Dial Super's Office.
Chapter 5: Uniformed Men's Office
Move to the right Memo and choose Let Loose then read the speech bubble.
Move to the Telephone › Memo and choose Let Loose then read the speech bubble.
Keep repeating the steps until Sissel says you should probably take a different path.
Repeat the same steps but this time quickly move from the paper to the Emergency Switch before the conversation starts then Operate it.
Move to the Night Vision Goggles › Goblet › Monitor › Button and Press it then quickly move to the Door before it moves too far away.
Move to the Electric Guitar and Examine it.
Move to the Note › Blackboard.
Move to the right Note › Toilet › Internal Phone.
Move to the Emergency Button and Press it then quickly move to the Internal Phone › Toilet › Paper.
Move to the Bell › Blackboard and Examine it.
Move back to the Bell and ring it then quickly move to the Blackboard › Light › Spoon › Bunk › Internal Phone.
Move to the Toilet.
Move to the Picture Frame and Open it.
Move to the Newspaper Article › Light › Blackboard.
Move to the Light › Newspaper Article › Picture Frame and Close it.
Move to the Toilet › Internal Phone and Dial Guard Room.
Dial External Line › (KCG)-1105.
Chapter 6: Guard Room
Read the speech bubble.
Move to the Antenna and Raise it.
Move to the Alarm › Speaker › Screen and Lower it.
Move to the Remote Control and Operate it.
Move to the Screen and Raise it.
Move to the Speaker › Alarm › Antenna › Telephone.
Dial Uniformed Men's Office.
Move to the right Memo and choose Let Loose then read the speech bubble.
Move to the Telephone › Memo and choose Let Loose then read the speech bubble.
Keep repeating the steps until Sissel says you should probably take a different path.
Repeat the same steps but this time quickly move from the paper to the Emergency Switch before the conversation starts then Operate it.
Move to the Night Vision Goggles › Goblet › Monitor › Button and Press it then quickly move to the Door before it moves too far away.
Move to the Electric Guitar and Examine it.
Move to the Note › Blackboard.
Move to the right Note › Toilet › Internal Phone.
Move to the Emergency Button and Press it then quickly move to the Internal Phone › Toilet › Paper.
Move to the Bell › Blackboard and Examine it.
Move back to the Bell and ring it then quickly move to the Blackboard › Light › Spoon › Bunk › Internal Phone.
Move to the Toilet.
Move to the Picture Frame and Open it.
Move to the Newspaper Article › Light › Blackboard.
Move to the Light › Newspaper Article › Picture Frame and Close it.
Move to the Toilet › Internal Phone and Dial Guard Room.
Dial External Line › (KCG)-1105.
Chapter 7: The Chicken Kitchen
Read the thought bubble.
Move to the Tire and Roll it then move to Lynne.
Move to the Menu Board › Bell › Sign Holder › Note and Examine it then examine the Sign Holder.
Move to the Bell and Ring it three times.
Read the speech bubble then move to the Pitcher when the waitress arrives.
Move to the Cart and wait for the scene.
Move to the Trunk and wait for the waitress to leave then read the speech bubble.
Read the thought bubble then move to the Glass › Bell and Ring it.
Read the speech bubble then move to the Bottle Dispenser and Dispense while the waitress is there.
Wait for the waitress to get back on the elevator then move to the Glass › Trunk and wait to be moved.
Move to the Flower Vase › Light and read the speech bubble.
Swing the light and move to the Chicken Bone then to the Flashing Light when you move closer and then to the Soul.
Move to the Flashing Light › Seat Lever and wait for the binoculars to be in the van.
Move to the Seat Lever and choose Recline Seat › Raise Seat then move to the Binoculars and read the speech bubble.
Move to the Seat Lever › Flashing Light and choose Turn On then quickly move to the Binoculars.
Wait for the man to take the Binoculars then move to the Telephone.
Choose Go There.
Kitchen:
Wait for the waitress to turn on the fans then move to the Switch and choose Turn Off.
Quickly move to the Telephone › T-Shirt and choose to Scrunch & Stretch then move to the Pot › Kettle › Chef's Hat › Pedal.
Wait for the waitress to turn on the fans again and when her back is turned Operate the Pedal.
Wait for the hat to point downwards then move to it.
Move to the Kettle › Pot › T-Shirt › Telephone and Dial The Chicken Kitchen.
The Chicken Kitchen:
Move to the Telephone Book › Menu Board › Bell and Ring it 3 times then move to the Pitcher when the waitress comes by.
Move to the Menu Board › Bell › Sign Holder › Lynne and choose Talk.
Chapter 8: Guard Room
Read the speech bubble.
Dial Internal Extension › Special Detention.
Special Detention:
Read the speech bubble.
Move to the Lever › Power Supply and read the speech bubble.
Move to the Wrench and Examine it.
Move to the Power Supply › Emergency Light › Light › Water Drop › Bucket › Tool Box.
Move to the Bucket › Grounding Sphere › Water Drop › Light › Emergency Light › Power Supply and Manipulate it.
Move to the Lever › Internal Phone and read two speech bubbles.
Lower the Lever and the man on the right will fall backward. Move to his Wrench.
Exit then enter Ghost mode when you see water drops falling. Move between them to reach the Head Piece then Rock it.
Move to the Cart and Rock it then move to the Head Piece › Internal Phone.
Mortuary:
Move to the Flower Vase › Soul.
Move to the Flower Vase › Internal Phone and choose Stay Here.
Wait for the phone to ring a second time and choose Go There.
The lower row of cells:
Move to the Toilet › Note and choose Open Up.
Move to the Toilet › Bell and Ring it then quickly move to the Blackboard › Light.
Move to the Spoon when the prisoner holds it nearby then wait for the spoon to be near the Bunk and move to it.
Move to the Internal Phone › Toilet › Picture Frame and Open it.
Move to the Napkin › Bottle › Wastebasket then wait for the prisoner to hold the Napkin above the Wastebasket and press Open.
Move to the Bottle › Napkin and wait for the prisoner to put it in the Toilet.
Move to the Toilet › Spoon and wait for the prisoner to start digging.
Move to the Power Distributor › Light › Emergency Light › Lever and Lower it.
Chapter 9: Lower row of cells
Move to the Power Supply › Emergency Light › Light › Power Distributor › Spoon.
Move to the Bunk › Internal Phone › Toilet › Picture Frame.
Open the Picture Frame and move to the Bottle › Bunk › Jowd and Talk to him.
Move to the Bottle › Picture Frame and Close it.
Move to the Toilet › Internal Phone › Bunk and signal Jowd when the guard isn't looking.
Move to the Spoon › Bulletproof Vest then when the guard moves to the right move to the Bell › Valve › Hatch Mechanism.
Open the Hatch Mechanism then Close the Hatch Mechanism when the guard has fallen through.
Move between the Bulletproof Vests as the guards pass by and to the Empty Can on the stairs › Distribution Panel.
Wait for the Guards to both be on the stairs or above and signal Jowd.
Move to the Empty Can › Bulletproof Vest › Valve › Hatch Mechanism and Open it.
Signal Jowd when the guard has moved to the left of the screen and he will hide in the wall gap.
Chapter 10: Upper row of cells
Close the Hatch Mechanism then wait for the guard at the top to come by and move to his Bulletproof Vest.
Wait for the guard to go to near the Bunk and move to it then move to the Internal Phone › Toilet › Note › Note › Electric Guitar › Hatch Mechanism.
Open the Hatch Mechanism then move to the Drum and Play it.
When all the guards are downstairs, move to the Electric Guitar and signal Jowd then Close the Hatch Mechanism and move to the Bunk then signal him again.
Move to the Drum › Electric Guitar › Note › Note › Toilet › Internal Phone and Dial Guard Room.
Guard Room:
Dial External line (KMR)-3243.
Moonlit Courtyard:
Move to Jowd.
Chapter 11: Kidnapper's Hideout
Move to the Candle and choose Burn Brighter.
Move to the Decoration › Decoration then to the Motor.
Choose Spin Faster then move to the Decoration on the fan as it's on the left › Decoration › Decoration › Decoration › Candle › Door.
Open the Door then move to the Candle › Decoration › Decoration › Decoration › Decoration on the fan.
When the Decoration is on the right move to the Decoration › Decoration › Decoration › Shade and Lower it.
Move to the Crate › Doll › Ball › Balance Toy › Party Popper and Fire it.
Move to the Cake Box › Party Popper and Fire it.
Move to the Cake Box › Party Popper › Balance Toy › Ball › Doll › Crate › Shade and Raise it.
Move to the Decoration › Decoration › Decoration › Decoration and wait for the Decoration to be on the left.
Move to the Decoration › Decoration › Decoration › Candle and choose Burn Brighter then quickly move back through the Decoration › Decoration › Decoration › Decoration on the fan › Motor and choose Spin Faster.
When the Decoration is on the right move to the Decoration › Decoration › Decoration › Shade and Lower it.
Move to the Crate › Doll › Ball › Balance Toy and Spin it.
Move to the Ball › Doll › Crate › Shade and Raise it.
Move to the Candle Sconce and Move it.
Move to the Shade and Lower it then move to the Mantle Clock › Trunk and Open it.
Move to the Book › Kamila.
Chapter 12: Minister's Office
Read the speech bubble.
Move to the Documents › Medicine Bottle › Spear › Jowd and Talk to him.
Read the speech bubble.
Move to Jowd and Talk to him.
Move to the Spear › Spear › Medicine Bottle › Documents › Telephone and Dial Lady's Red Apt.
Chapter 13: Lady's Red Apt
Move to the Lighter and Light it.
Move to the Wastebasket › Lamp › Pendulum › Wall Clock › Latch and Turn it then jump to the other Latch and Turn it.
Go back and move to the Wall Clock and choose Make Chime.
Move to the Latch › Valve and Turn it.
Move to the Hoist › Latch › Dictionary › Crank and Turn it.
When the lady moves underneath the chandelier choose Turn it again to trap her. If she moves to the side then keep trying until you get the timing just right.
Choose Turn it again to raise her to the ceiling.
Move to the Dictionary › Chandelier and choose Burn Brighter.
Move to the Hoist › Valve › Wall Clock › Pendulum and choose Swing Harder.
Move to the Lamp › Wastebasket › Lighter › Telephone.
Move to the Justice Minister and Talk to him.
Dial the Park.
Chapter 14: Park
Move to the Leaflet › Delivery Box.
Move to the Chef's Hat when he moves it backwards then to the Swing and choose Swing Harder.
Move to the Basketball › Globe Climber and Spin it.
When the Basketball is on the left move to it then move to the Seesaw and Move it.
Move to the Baseball › Seesaw › Tire › Lynne and choose Talk.
Move to the Leaf › Dumpster Lid › Oil Drum › Soul.
Move to the Trowel › Soul and Talk to it.
Move to the Oil Drum › Dumpster Lid then Open it.
Move to the Seesaw and Move it then move to the Baseball › Seesaw and Move it.
Change to Missile and move to the Trowel › Oil Drum › Tire › Baseball and swap the Baseball with the Basketball.
Move to the Seesaw on the left › Tire. Change to Sissel.
When the person starts spinning on the Globe Climber quickly move to the Baseball › Globe Climber and choose Spin to make it move faster so that you delay the person a bit more and you can reach further.
Quickly move to the Boot › Leaflet › Love Letter and choose to Rustle it then move to the Leaflet › Umbrella and Close it.
Change to Missile and swap the Tire with the Basketball.
Move to the Rugby Ball and wait for the scene.
When prompted swap the Rugby Ball with the Mascot.
Move to the person and Talk.
Minister's Office:
Move to the Documents › Medicine Bottle › Jowd.
Chapter 15: Super's Office
Move to Cabanela.
Read the speech bubble.
Move to the Telephone › Desk Lamp › Kettle and wait for the Kettle to fall.
Move to the Motor.
Basement:
Move to the Hoist and Move it then move to the Tool Box and Open it.
Move to the Door › Soul.
Move to the Door › Measuring Device › Measuring Device.
Wait until you're close then move to the Balance Toy.
Wait for the cutscene and when prompted go out of Ghost mode and move the camera down to the bottom right to find Missile.
As Missile, move to the Trash Can.
Move to the Old Newspapers and swap it with the Old Magazines.
Quickly move to the Trash Can Lid and swap it with the Tire then wait for the Tire to lie flat.
Swap the Trash Can Lid with the Door.
Move to the Hoist › Motor.
Super's Office:
Wait for Sissel to turn around then quickly move to the Kettle › Desk Lamp and Swivel it.
Quickly move to the Helmet and Rock it.
Move to the Kettle › Motor.
Wait for the final countdown to begin then as Sissel moves to the Step Ladder and Move it.
Move to the Knit Hat and Jiggle it then move to the Step Ladder and Move it.
Change to Missile and move to the Knit Hat.
Swap the Knit Hat with the Book.
Wait for the cutscene and when prompted swap the Bullet with the Knit Hat.
Move to Cabanela and Talk to him.
Move to the Desk Lamp › Superintendent and Talk to him.
Chapter 16: S-Yonoa Torpedo Room
Move to Missile and Talk to him.
As Missile move to the Basketball and swap it with the Baseball then move to the Emergency Light › Basketball.
As Sissel moves to the Baseball › Emergency Light.
As Missile moved to Basketball and swap it with Baseball.
Move to the Wastebasket.
As Sissel moves to the Baseball › Valve › Telephone.
S-Yonoa Engine Room
Move to Kamila and Talk to her.
Move to the Monitor › Wheel and Turn it.
Move to Lynne.
Wait until the Machine Gun is closed and move to it.
Move to the Wheel › Monitor › Telephone.
Move to the Wheel and Turn it.
Move to the Telephone and choose Go There.
S-Yonoa Torpedo Room
Move to the Switch then move to the other one and Talk to Missile.
Move to the Telephone then switch to Missile and swap the two Switches.
Switch to Sissel and move to the Switch again then Lower it.
Move to the Missile.
S-Yonoa Control Room
Move to Jowd.
Move to Yomiel.
Final Chapter: Temsik Park
Wait until Yomiel appears then move to the Roasted Sweet Potato › Headphones and choose Turn Up.
Change to Missile and move to the Nozzle › Nozzle › Nozzle.
As Sissel moves to the Basket and Rock it then quickly moves to the Sweet Potato › Nozzle and chooses Spray Higher.
As Missile move to the Sweet Potato.
As Sissel chooses Spray Higher then quickly change to Missile and swap the Sweet Potato with the larger Mascot. Quickly swap the Mascot with the Mascot on the right.
Wait for the fragment to fall.
Swap the Bullet with the Roasted Sweet Potato.
Move to the Post Lantern › Nozzle.
Swap the Mascots.
Ghost Trick Phantom Detective Guide
In Chapter 1, "Junkyard," start by lifting the crossing gate and playing the guitar. Utilize Trick on Sissel, then locate the woman and read her thought bubble. Engage with multiple items in the vicinity, including unfolding the Folding Cot, activating the Blender and Fan, and ringing the Bicycle bell. Progress by shimmying and pedaling the Bicycle, as well as extending the Ladder, lowering the Streetlight's Wrecking Ball, and opening the Umbrella.
Transitioning to Chapter 2, the "Luxurious Parlor," interact with objects like the File, Projector, Painting, Control Panel, and Telephone. In Chapter 3, "Lynne's Apartment," operate the Remote Control and Star Ornament, play the Bowl, and manipulate the Windmill. Use these items to distract the woman and uncover evidence.
Moving on to Chapter 4, the "Super's Office," manipulate the Desktop Lamp, Motor, and Desk Lamp. In Chapter 5, the "Uniformed Men's Office," interact with the Memo, Lamp, Remote Control, and Screen.
Chapter 6, the "Guard Room," involves raising and lowering the Antenna, turning off the Alarm, and using the Remote Control. In Chapter 7, "The Chicken Kitchen," ring the Bell, create distractions with objects, and engage in conversation with Lynne.
Return to the Guard Room in Chapter 8, using the Memo and Telephone to further distractions and advance. In Chapter 9, the "Lower row of cells," employ items like the Toilet, Bell, Spoon, and more to create distractions. Transitioning to Chapter 10, the "Upper row of cells," use objects strategically and time interactions to manipulate guards and divert their attention.
Chapter 11, the "Kidnapper's Hideout," centers on manipulating decorations, candles, and objects to generate distractions. Chapters 12 to 15 encompass various locations, where you'll follow the story's progression, interacting with pertinent characters and objects. In the Final Chapter, "Temsik Park," employ distractions and object manipulation to confront Yomiel and conclude the tale.
Ghost Trick Phantom Detective
Ghost Trick: Phantom Detective is a captivating 2010 puzzle adventure game developed and published by Capcom. Set in an enigmatic town during a single night, the narrative follows Sissel, an amnesiac spirit seeking his identity and untangling the circumstances of his demise. Players step into Sissel's shoes, deploying "Ghost Tricks" to maneuver the world of the living, unravel puzzles, and unveil the truth behind his death before dawn.
Guided by the creative prowess of Shu Takumi, the mind behind the Ace Attorney series, Ghost Trick's lead writing, game design, and direction aimed to transcend the boundaries set by its predecessors. Commencing development in 2004 post-Trials and Tribulations, the goal was to craft a mystery surpassing the limits of the Ace Attorney formula. Launching initially on the Nintendo DS in Japan on June 19, 2010, followed by releases in other regions, the game garnered acclaim for its character design, visuals, music, and storyline, while receiving some critique for its puzzle structure.
Despite the positive reception, Ghost Trick faced lackluster sales, impacting Capcom's Q2 2010 earnings. It garnered award nominations, including Game of the Year, and secured Editors' Choice accolades from various outlets. A high-definition remaster arrived on multiple platforms, including Nintendo Switch, PlayStation 4, Windows, and Xbox One, on June 30, 2023.
Ghost Trick Phantom Detective Gameplay
In the realm of Ghost Trick, players engage in a solitary puzzle adventure. They assume the role of Sissel, a specter armed with supernatural talents aimed at safeguarding lives throughout a single night. Unfolding across 18 chapters, each named to correspond with the time of night, the gameplay dynamically shifts between the Land of the Living—where time flows organically—and the Ghost World, where time comes to a standstill.
Within the ethereal Ghost World, Sissel's mobility extends to objects within a specific radius, materialized as luminescent "Cores," resembling blue orbs. Transitioning into the Land of the Living, Sissel gains the capacity to inhabit these objects and wield "Ghost Tricks," actions that either unlock passages or manipulate the fates of surrounding characters. For instance, nudging an arrangement of doughnuts prompts characters to reposition themselves, thus unveiling new pathways.
The game experience is demarcated into two distinct segments: advancement of the narrative through the utilization of telephone lines and intervention in the course of events by altering characters' destinies using Ghost Tricks. As Sissel traverses, he can eavesdrop on dialogues and offer insights into his surroundings, becoming the main conduit for dialogue. By interfacing with active telephones, he traces calls to their origins, cultivating a comprehensive map of locations and characters.
Sissel's unique power resides in his capacity to inhabit lifeless bodies. This provides the extraordinary ability to rewind time by four minutes, a pivotal interval preceding the death of the individual. During this brief span, Sissel can employ Ghost Tricks to reshape circumstances, ultimately rewriting fate and saving lives. Communication with the saved spirit materializes if they regain consciousness. In cases of failure, players have the option to restart the segment or revert to a previously established checkpoint.
The game's progression introduces Missile, the spectral presence of a Pomeranian, enhancing gameplay complexity. Missile's extended reach and the remarkable ability to interchange the positions of similar-shaped objects amplifies the intricacy of "4 Minutes Before Death" episodes.
Ghost Trick Phantom Detective Trailer
Ghost Trick: Phantom Detective Walkthrough Guide - FAQs
"Ghost Trick" follows the story of Sissel, a spirit with supernatural abilities, as he unravels mysteries surrounding his own death and manipulates objects to alter fate.
Ghost Tricks are special actions Sissel can perform in the Ghost World to interact with objects, influence characters' destinies, and ultimately save lives.
The game was originally released on Nintendo DS and has also been remastered for Nintendo Switch, PlayStation 4, Windows, and Xbox One.
Sissel can rewind time by four minutes, allowing him to change events leading up to a character's death. He can use this ability to alter circumstances and save lives.
The game's distinct mechanics of possessing objects, altering events, and manipulating time set it apart, creating an engaging and original puzzle-adventure experience.