This article is a complete walkthrough for Ghost Trick: Phantom Detective, including all chapters and steam achievements. Follow these step-by-step instructions to unlock all achievements and successfully complete the game.
Introduction
I’ve written out the full path for jumps – the final destination/ any objects you need to use a trick on are in bold. Sissel can only jump between cores in ‘ghost’ mode, and he can only ‘trick’ in real time. After the first chapter, I’ll assume you remember that and only tell you when to ghost/unghost if the jump/trick is time sensitive. And if you only read the thought bubbles necessary to advance, you’ll be missing out on a lot of fun character moments.
And on achievements…
- Any missable achievements are listed at the top of the chapter.
- If you realize you’ve messed up on any achievement that says “avert fate without any deaths”, you don’t need to restart the whole level to get credit – just rewind before they actually die!
Chapter 1 – 7:02 PM – 7:31 PM
Jump to Guitar. Strum the guitar.
Jump to Corpse. Hit “Trick” three times.
Scroll right until you see the redhead.
—Get to the desk lamp—
Hit “G” to read the thought bubble.
Ghost. Jump to Door > Traffic Sign > Folding Cot. Unghost. Unfold the cot.
Ghost. Jump to Desk Lamp.
Ghost. Jump to the Redhead’s Corpse.
Hit “Rewind”
—Return to square one—
Ghost. Jump to the Desk Lamp.
Ghost. Jump to Mannequin > Tire. Unghost and roll.
Ghost. Jump to Mannequin > Refrigerator. Unghost and open the door. After the dialog, close the door.
To raise the flag, the blender and the fan need to be running at the same time.
Ghost. Jump to Mannequin > Blender. Unghost and turn on the blender.
Ghost. Jump to Flag > Fan. Unghost. Turn on the fan. Ghost immediately.
Jump to Flag. Unghost. When the flag reaches the top of the pole, ghost.
Jump to Bicycle.
Jump to bicycle (handlebars). Unghost and ring the bell.
Fate Changed!
—Flatten the hitman, save the redhead—
Jump to Bicycle (pedals). Unghost and pedal.
Ghost. Jump to Bicycle (handlebars) > Lever. Unghost and pull the lever.
Ghost. Jump to Bicycle (handlebars) > Ladder. Unghost and extend the ladder.
Ghost. Jump to Streetlight > Wrecking Ball > Claw. Unghost and open the claw.
Fate Averted!
—Wrap-Up—
Jump to Bicycle (handlebars). Unghost and shimmy.
Ghost. Jump to Bicycle (pedals) > Umbrella. Unghost and open the umbrella.
Hit “H” to read the redhead’s thought bubble.
After she walks down the stairs, read her thoughts again.
Jump to Note and examine it.
Jump to the Telephone.
Travel to new location SYS – 1729.
7:02 PM – 7:31 PM
Clear the first chapter
Chapter 2 – 7:31 PM – 8:04 PM
Jump to File. Examine it.
Jump to Lamp > Projector. The painting’s core is initially at the bottom. Operate the projector: when the painting spins around, ghost and jump to the Painting.
Jump to the Control Panel and operate it.
Jump to Telephone.
Dial the telephone.
Travel to Lynne’s Apartment.
At Lynne’s Apartment:
Jump to the Dog.
Rewind.
—Dunk Kamila’s headphones in the fish tank—
Jump to the Door > Telephone > Folding Umbrella.
Unghost and wait until Kamila walks over to the fish tank. When she reaches for the headphones, extend the umbrella.
Fate Changed!
—Lure Kamila under the couch—
Wait until Kamila rolls the donut cart over.
Jump Telephone > Bowl > Cart. Move the cart.
Jump to Bowl. Rock the bowl.
Jump to Star Ornament > Santa Ornament. Unghost. Ride the Santa Ornament to the right (do not speed it up), then jump to Floor Lamp > Door.
Open then door to send rat and donut flying under the couch.
Fate Averted!
—Listen in on the call—
Jump Floor Lamp > Santa Ornament. Ride the ornament left then jump Star Ornament > Bowl > Cart > Missile.
Move the cart. Jump to Telephone.
—Find the music box—
Jump to Cart. Move the cart.
Jump Bowl > Star Ornament > Santa Ornament. Rotate faster.
Ride the ornament until you can jump to the Latch. Turn the latch.
Jump to Santa Ornament. Rotate slower. Jump to Star Ornament. Play the star ornament to get Missile and Kamila’s attention.
7:31 PM – 8:04 PM
Clear the second chapter
Chapter 3 – 8:04 PM – 8:23 PM
Play the Star Ornament to start Missile barking.
Jump to Bowl > Remote Control. Operate the remote to spur Missile (and the neighbor) on.
Jump to Cart > Star Ornament > Door > Floor Lamp > Painting > Bottle.
—Get the neighbor to pick up the dictionary—
Jump to Drinking Bird > Latch. Turn the latch.
Jump to Drinking Bird. Tilt the bird.
Jump to Bottle > Windmill. Unghost.
The timing of this next section is important: the neighbor needs to see the rat on the shelf before the windmill knocks it to the floor by the dictionary.
Read the neighbor’s thought bubble and she will move toward the bookshelf. Once she’s on the move, turn the windmill. (If you miss the timing, restart from the bird.)
Jump to Dictionary.
—Get to the phone—
Listen in on the neighbor and her daughter.
When she gets back to her desk, jump to Lamp. Turn the knob.
Unghost and wait until she wads up the paper. Jump to Wad of Paper. Unghost.
Wait until the paper lands and jump to Wastebasket. Open the basket and ghost immediately. Jump to Wad of Paper. Unghost, and while the paper is in the air, jump to Telephone.
We get a new number, but we can ignore it for now. Dial the telephone, and travel to the Junkyard.
—See what you can find out—
Listen in on the detectives.
Jump to Umbrella > Traffic Cone. Listen in on the doctor.
Jump back to Umbrella > Telephone.
We get another new number to ignore. Listen in on the detectives.
Jump to Umbrella > Traffic Cone > Traffic Sign > Door. Listen in on the doctor.
Jump to the Pistol and examine it.
Jump to Door > Traffic Sign > Traffic Cone > Umbrella > Telephone.
Dial the phone and travel to the Super’s Office.
8:04 PM – 8:23 PM
Clear the third chapter
Chapter 4 – 8:23 PM – 8:34 PM
Jump to Desk Lamp > Notebook > Bag > Motor > Lynne.
Ask Lynne everything.
Rewind.
—Get outside—
Read Lynne’s dialog bubble to prompt the officer to enter (or just wait).
After Lynne sticks the notebook behind the bookcase, jump Motor > Stepladder > Notebook > Desk Lamp > Telephone.
The Chicken Kitchen’s chef isn’t going to help us with the hitman, so stay put until the officer hangs up.
Dial the telephone.
Jump to Desk Lamp (base). Swivel.
Jump to Desk Lamp (light). Turn it on to draw the flunky’s attention to the incredibly suspicious pink notebook.
Jump to Desk Lamp (base) > Telephone.
Go to the Junkyard.
Fate Changed!
—Get to the hitman—
Don’t dawdle getting back to the top: we’ll need to catch a ride to the super’s office on Cabanela’s bicycle.
Jump Umbrella > Traffic Cone > Traffic Sign > Door > Sissel > Ray > Cot. Fold the cot.
Just as in chapter one, jump Flag > Blender. Turn on the blender.
Jump Flag > Fan. Turn on the fan and jump immediately to the flag. When the flag reaches the top of the pole, jump to Searchlight.
When you see “time is passing”, Cabanela is on his way up the stairs. As he passes by, jump to his Bicycle. (The core is on the pedals.)
Jump to Rear Door.
—Stop the shooter!—
Open the Rear Door.
Jump to the Searchlight and turn it on.
Fate Changed!
Jump to Rear Door and close it.
Wait till the patrolman approaches then jump to his Nightstick.
As he approaches the crane controls, jump to the Flashing Light on top of the squad car. Turn it on.
We learn about the last hiccup to this puzzle: only two searchlights can be on at once. Turning on the third will immediately shut off one of the others.
Jump to the lefthand patrolman’s Nightstick. As he approaches the Searchlight on the ground, jump to it. Turn it off. Jump back to the Nightstick.
Wait for him to pat back to the hitman, then jump to the Lever > Searchlight. Turn on the searchlight over the hitman’s head. Once he retreats, jump to Lever > left patrolman’s Nightstick. (If you’re impatient, you can summon both patrolmen by flashing the car light again.)
When he reaches the leftmost point of his patrol, jump to the Crossing Gate.
Raise the crossing gate.
Jump to Umbrella > Container > Hook. Lower the hook on the hitman’s head.
Fate Averted!
Important: If the center or right searchlight goes off, the hitman will return to that perch. If this happens to you, you can still corner him by first turning off the leftmost searchlight then turning on the center and right lights (or just rewind ¯\_(ツ)_/¯)
—Check on Lynne—
Jump to Container > Umbrella. Open the Umbrella.
Jump to Blender > Flag > Folding Cot > Traffic Sign > Traffic Cone > Umbrella > Telephone.
Dial the phone and travel to the Super’s Office.
8:23 PM – 8:34 PM
Clear the fourth chapter
Chapter 5 – 8:34 PM – 9:03 PM
Mystery of the Secret Room
Avert fate without any deaths after the final Fate Change
—Look for leads—
Jump Kettle > Stepladder. Move the stepladder.
Listen in on the green detective.
Move the stepladder back to the left. The patrolman will follow.
Jump to Kettle > Desk Lamp (base). Swivel the lamp.
Jump to Desk Lamp (light). Turn it on to remind the guy who is definitely never making detective of the notebook.
Jump to Desk Lamp (base) > Telephone.
Dial the phone and travel to new location, KMR – 2675.
—Investigate the office—
Wait for Bailey to hang his Memo on the board, then jump to it. Let it loose.
Listen in on the guards. You and the memo will be tossed back across the room.
(Note: if you jumped elsewhere and then read the dialog, you can create an alternate path across the room by operating the Emergency Switch.)
Jump to the Telephone.
Dial the phone and travel to new location MHR – 4481.
Jump Lamp > Lynne.
Rewind.
—Stop the murder machine—
Listen in on/wait for the pigeon man to move. Jump to his Lamp.
When he sets the lamp down, jump to Telephone.
After the phone rings, travel to the patrolman’s location.
Quickly jump to the Kettle and close the spout lid. This will lead the patrolman to pick up the kettle.
Fate Changed!
Mystery of the Secret Room achievement starts here! If you mess up, quickly rewind before the gun goes off! Otherwise, you’ll need to restart the level to get the achievement. Since you need to act very quickly once Lynne turns on the light, I suggest reading all the directions before you try.
Jump to Motor > Ball.
When the ball starts falling, jump to Toy Cake > Door. Open the door. This will create a ramp.
Jump back to the Ball > Tool Box.
Wait until the ball is about to roll off the table (around the 1 second to death mark), then open the Toolbox. (If you open the toolbox too early, the swinging shovel will miss the tennis ball.)
Fate averted!
Mystery of the Secret Room Achievement end
—Wrap-Up—
Jump to Lynne. Ask everything.
8:34 PM – 9:03 PM
Clear the fifth chapter
Chapter 6 – 9:03 PM – 10:05 PM
Jump to Hoist. Move the hoist.
Jump to Motor > Stepladder > Kettle > Telephone.
Dial the phone and travel to Uniformed Men’s Office.
Jump to either Memo and let it loose. Listen in on the guards. Rinse and repeat. On the third trip, jump to the Emergency Switch. After the guards discuss prisoner D99, operate the switch.
Jump to Night-Vision Goggles > Goblet > Camera > Button.
Press the button and ghost immediately. Jump to the Door. Unghost, and while it’s open, jump to the Electric Guitar. Examine the guitar.
—Get to D99’s cell—
Jump to Note > Blackboard.
Jump to Note > Toilet > Telephone. After an interruption from Sissel, jump to the Emergency Button and press it.
Optional: Sissel can’t do much during the following sequence, so you may as well look around. D99 is the man in the pink smock on the lower left. Scroll left and then down to follow the note’s path along the sewer line. When it reaches the prisoner with the head like a sausage, observe his behavior.
The next bit will depend on whether you travel on an X (alarm going) or an O (all clear).
O note: When the guitarist crumples up the O note and shoots a basket, jump to Internal Line > Toilet > Note. When your ride reaches the wastebasket, jump Toilet > Bell. Ring the bell. When the prisoner appears, jump to Blackboard > Light > Spoon. After the spoon lands in the cup, jump to the Bunk > Internal Line.
X Note: When the alarm stops, press the Emergency Button again. When the guitarist crumples the paper, jump to the Note. After arriving in the wastebasket, jump Toilet > Bell >Blackboard > Light > Spoon. There’s a brief moment when the spoon is close enough to the Bunk to make the jump. If you miss it, you can either ring the bell or wait for the guitarist to send the all-clear note to get another shot. Jump to the Internal Line.
After Sissel reiterates how an internal phone line works, jump to the Toilet.
Jump to the Picture Frame. Open it. Jump to the Newspaper Article > Light > Blackboard.
—Get out of prison—
Jump to Light > Newspaper Article > Picture Frame. Close the frame.
Jump to Toilet > Internal Line.
Dial the phone and travel to the Guard Room.
Dial the phone, choose external line. Lynne won’t have arrived at the Chicken Kitchen yet, so travel to new location KCG – 1105.
—Snoop—
Listen in on Cabanela.
Jump to Antenna and raise it.
Jump Alarm > Speaker > Screen. Lower the screen.
Jump to Remote Control and operate it.
Jump to the Screen, raise it then jump to Speaker > Alarm > Antenna > Telephone.
9:03 PM – 10:05 PM
Clear the sixth chapter
Chapter 7 – 10:05 PM – 10:55 PM
Jump to Tire and roll over to Lynne.
Communicate with Lynne; ask everything.
Rewind.
—Pick up clues—
Jump Menu Board > Bell. Ring the bell three times in quick succession so the waitress will bring water. Jump to the Pitcher.
After the waitress crosses the screen and sets down the pitcher, jump to the Cart.
Ride the cart up the elevator and over to the blue patrons. Jump to the Mysterious Trunk.
Listen in on the blue duo.
Fate Changed!
—Eavesdrop on the blue duo—
Wait for the bartender to set a glass on the counter. Jump to Glass > Bell. Ring the bell to summon the waitress.
Jump to Bottle Dispenser. Dispense away. The glass will fall over and startle the waitress.
Jump to Glass > Trunk and wait for the blue man to fetch you.
Fate Changed!
—Do something!!!—
Listen in on the duo.
Jump to Flower Vase > Light. When the giant chicken sways left and pauses, swing the light. The arcs need to align so you can jump to the Chicken Bone.
The moment before the chicken lands on Lynne, jump to Flashing Light > Driver.
Rewind.
—Get to that phone—
Jump to Flashing Light > Seat Lever. Wait until the detective tosses his binoculars into the van. Recline the seat, then immediately raise it again. The binoculars should now be sitting on the front seat.
While he’s fiddling with the radio, jump to the Flashing Light and turn it on.
Jump to the Binoculars. This is your ride to the Telephone.
Travel to the waitress’ location.
Fate Changed!
—Debug the chicken—
Jump to the Switch that controls the fans. The waitress will complain about the smoke and turn it on. Turn it right back off.
Jump to T-Shirt. Scrunch and stretch your way across the clothesline.
Jump to the Pot > Kettle > Chef’s Hat. When he tips his hat back, jump to the Pedal.
When the room smokes up again, the waitress will head for the switch. While her back is turned, operate the pedal.
The buggy chicken and the clean chicken will swap places.
Fate Averted!
—Return to a de-chickened Lynne—
Jump to Chef’s Hat > Kettle > Pot > T-Shirt > Telephone.
Dial the phone and travel to the Chicken Kitchen’s dining area.
Jump to Telephone Book > Menu Board > Bell. Ring the bell three times.
As the waitress comes rolling along, jump to her Pitcher.
After the dialog, jump to Menu Board > Bell. And after even more dialog, jump to Sign Holder > Lynne. Ask her everything.
10:05 PM – 10:55 PM
Clear the seventh chapter
Chapter 8 – 10:55 PM – 11:09 PM
—Restore power—
Jump to Lever > Power Supply > Emergency Light > Light. The ceiling to your right has a leak. As water gathers, a core will form. Jump to the Water Drop just before it falls. You’ll land in the bucket.
Jump to the Toolbox. Open it, and the guard will find his wrench and fix the generator.
—What about Jowd?—
To get back to the ceiling, jump to the Bucket. With the generator working again, it’s core is rotating. Jump to the Grounding Sphere, ride it upwards, then jump to Water Drop (This might require several rotations.)
Jump to Light > Emergency Light > Power Supply. Manipulate the power supply. This will route power to the electric chair.
Jump to the Lever.
Listen in on the guards.
When the guard’s wrench is touching the chair, lower the lever.
The guard (and his core-containing wrench) will fly backwards. Jump to the Wrench.
There’s another water leak right above the chair. Jump Water Drop > Head Piece. Rock the head piece; it’ll snap off.
Jump to the Cart. Rock the cart. Jump to the Head Piece > Telephone.
After the dialog, jump Flower Vase > Jowd.
Rewind.
—Stop the execution—
Jump to Flower Vase > Telephone.
A call will come from Bailey in the guard room. Stay put. A second call will come in. Travel to the Upper block of cells.
Jump to Toilet > Note. Open up the note. The note/sewer line will carry you to Sausage Head.
Fate Changed!
Jump Toilet > Bell. Ring the bell.
Jump Blackboard > Lamp > Spoon. When Sausage Head tosses the spoon back into the cup, jump to Bunk > Internal Phone > Toilet. We’ve finally reached Jowd’s cell.
Jump Picture Frame > Napkin > Bottle > Wastebasket.
Wait for Jowd to finish his chicken. When he holds his napkin out, open the wastebasket.
This will stamp a red O on the napkin, similar to the guitarist’s all clear notes.
Jump to the Napkin and get flushed down another toilet. When Sausage Head pulls the napkin up, jump to his Spoon.
Once you’re down in the tunnel, jump to Light > Emergency Light > Power Supply > Lever. Lower that lever and the chair will blow before Jowd even arrives.
Fate Averted!
10:55 PM – 11:09 PM
Clear the eighth chapter
Chapter 9 – 11:13 PM – 11:41 PM
Careful of the Crimson Light
Lead Jowd outside without failing
—Return to Jowd—
Jump Power Supply > Emergency Light > Light > Power Distributor > Spoon.
Jump Bunk > Internal Phone > Toilet > Picture Frame. Open the picture frame.
Jump Bottle > Bunk > Jowd.
Talk to Jowd about everything.
Careful of the Crimson Light Achievement starts here! You must complete Jowd’s prison break without any failures. Death is instant so if you’re seen, you will have to restart the level.
—Get to the stairs—
Jump Bottle > Picture Frame. Close the picture frame. Jump Toilet > Internal Phone > Bunk.
Unghost and scroll left. Hunter #1 is stationary; he only turns right and left. When he pivots left, Summon Jowd.
There are two guards to worry about in this section: Hunter #2 patrols from the bunk, up the stairs and back. Hunter #3 is a sniper hidden in the ceiling. We need to do something about the sniper before Jowd can move again.
Jump to Hunter #2’s Bulletproof Vest. When he passes the toilet, jump to the Bell > Valve > Hatch Mechanism. Open the hatch and the sniper will fall through. He will begin to patrol. His route will depend on whether the hatch is closed or remains open. Closing the hatch will keep him out of the way for now.
Jump to either guard’s Bulletproof Vest. When he reaches the stairway landing, jump to the Can > Distribution Panel.
When Hunter #2 is moving away from the bunk and reaches the base of the stairs, Summon Jowd.
—Get to the upper level—
There’s no way to get Jowd safely up the stairs, but since he hasn’t been skipping arm day, he can pull himself up into the ceiling.
Jump to Hunter #2’s Vest. Ride over to the toilet, and then jump to the Bell. When Hunter #2 is right in front of the toilet, ring the bell.
Jump Valve > Hatch Mechanism. Check Hunter #3’s position, and so long as he’s not going to fall through it in the next 10 seconds, open the hatch. If Hunter #2 loses interest while you’re waiting for Hunter #3, you can ring the bell again to keep him occupied.
Now jump to either Valve and Summon Jowd.
Once he’s in the ceiling, jump to the Hatch Mechanism and close it.
Jump to Hunter #3’s Vest. Ride with him along the upper row of cells until you can jump to the Bunk > Internal Phone > Toilet > Note > Guitar > Hatch Mechanism.
Summon Jowd and he will rolllllllll over.
Jump to the Drum. Play the drum to get Hunter #4’s attention.
Jump to the (upper) Hatch Mechanism and drop him through the floor.
Summon Jowd.
Close the Hatch Mechanism. Jump to Drum > Bunk.
Summon Jowd.
Careful of the Crimson Light Achievement end!
—Wrap-Up—
Jump Drum > Guitar > Note > Toilet > Internal Phone.
Dial the phone and travel to the Guard Room.
When the “fateful call” comes in, dial an external line and travel to new location KMR – 3243.
Ghost and talk to Jowd.
11:13 PM – 11:41 PM
Clear the ninth chapter
Chapter 10 – 11:41 PM – 12:10 AM
Too Much Medicine
Avert fate without any deaths after the final Fate Change
Jump to the Dead Body.
Rewind.
—Get the man some water—
Jump to Telephone. A call will come in. Stay put.
Childproof caps are apparently also ghost-proof, so forget about the medicine for now and focus on the water.
Jump to Water Pitcher > Flag.
Important! The path to the Ceiling Fan only exists while the minister is holding the pitcher! If you do not make the jump to the fan while he’s drinking, you will have to restart from the beginning (not the fate change)!
Sit and wait while the minister does his having-a-heart-attack dance. As he reaches for the water, flap the flag to right the pitcher. Ghost immediately.
Jump to Water Pitcher > Ceiling Fan.
Fate Changed!
Too Much Medicine achievement starts here! If you make a mistake, just rewind before the minister dies. Frankly, you’ve got so much time on this one that actually running out the clock should be the achievement ¯\_(ツ)_/¯
—Make a medicine delivery—
Make the fan spin harder. His papers will go flying, jump to the Document. When it lands, jump to Medicine Bottle.
You need to drop your ghostly toys in a particular order: Right Urn – Frame – Globe – Left Urn. If you mistake the sequence, yep: rewind.
Jump to Armor Arm. Raise the arm. Jump Hanging Basket (base) > Hanging Basket (top) > Frame Hanger. Undo it.
Jump Hanging Basket > Armor Arm. Lower it. Jump to Curtain. Close the curtain.
Jump to Armor Arm (right statue). Raise it. Jump to the Globe Stand. Turn it.
Jump to the Globe. Spin it, and the urn should fall over. If the globe falls on the sword instead, the stand was turned in the wrong direction and you need to rewind.
Jump to the second Frame Hanger. Undo it and the frame should fall on top of the urn.
Jump to Globe. Roll it. The setup should look like this:
Jump to Curtain, open it, then jump to Armor Arm (left statue) and raise it.
Jump to Hanging Basket (base). Turn it.
Jump to Hanging Basket (top). Rock. The urn will fall on the frame and catapult the globe onto the left statue’s sword. (If the fruit falls instead, you guessed it: rewind.)
Jump to Hanging Basket (base) > Globe > Sword. Swing the sword.
Fate Averted!
Too Much Medicine achievement end
—Wrap-Up—
Swing the sword to get Lynne’s attention.
Listen in on the minister.
Jump to the Telephone. Dial and travel to new location YMT – 2369.
11:41 PM – 12:10 AM
Clear the tenth chapter
Chapter 11 – 12:10 AM – 12:25 AM
Jump to Candle. Burn brighter. There are now two swingable green star decorations.
Jump to the Star Decoration nearest the fan. Swing the decoration and it’ll get snagged on the fan.
Jump to the Motor. Spin faster, and the tennis ball will roll off the table.
Jump back across the Star Decorations > Candle > Door. Open the door to send the tennis ball across the room.
Jump to Candle > Star Decorations x3 (left) > Decoration (on fan). Ride the fan to the right, then jump across those three Star Decorations > Shade. Lower the shade.
Jump to the Crate.
Jump Doll > Ball > Balance Toy > Party Popper (floor). Fire the party popper.
Jump Cake > Party Popper (table). Fire this one too.
Reverse course and jump all the way back to the fan Motor. (Cake > Party Popper > Balance Toy > Ball > Doll > Crate > Shade, raise shade > Star Decoration x3 (right) > Decoration (on fan) > Motor.
Spin it faster.
Jump Decoration (on fan) > Star Decoration x3 (left) > Candle. The streamer stuck to the fan will catch fire.
Jump Star Decoration x3 (left) > Decoration (on fan) > Star Decoration x3 (right) > Shade > Candle Sconce > Shade, lower shade > Crate > Doll > Ball > Balance Toy. Spin the toy, torching the streamer and lighting the sconce.
Jump Ball > Doll > Crate > Shade > Candle Sconce. Move the sconce and the rope supporting the shelf will burn.
Jump Shade > Mantle Clock > Trunk. Open the trunk.
Talk to Kamila. Ask everything.
12:10 AM – 12:25 AM
Clear the eleventh chapter
Chapter 12 – 12:25 AM – 12:51 AM
Listen in on Lynne and Cabanela.
Optional: You can talk to the Minister and to Lynne for more on the Amelie/Kamila mix-up.
Jump Documents > Medicine Bottle > Spear 1 > Spear 2 > Jowd. Discuss everything.
After Lynne leaves, listen to Jowd and Cabanela.
Jump to Spear 1 > Medicine Bottle > Documents > Phone.
Dial and travel to the Lady’s Red Apartment.
12:25 AM – 12:51 AM
Clear the twelfth chapter
Chapter 13 – 12:51 AM – 1:28 AM
Captive on the Roof
Take aim and nail it on the second try
(Translation: trap the lady in the chandelier on the second attempt)
—Hand Amelie the phone—
Jump to Lighter. Light it to dump the phone in Amelie’s lap.
—Detain her mother—
Jump Wastebasket > Lamp > Pendulum > Wall Clock > Latch. Turn the latch. The rat will fall and cling into the pendulum clock.
Jump to the Wall Clock. Make it chime to get the lady’s attention. She and her wine bottle will send the rat back from whence it came.
Jump Latch > Valve. Turn the valve, fry the rat, blow the circuits.
Jump Hoist > Latch > Dictionary > Crank.
Captive on the Roof achievement starts here! We’re about to drop the chandelier on the lady’s head. She will always dodge the first time – for the achievement, you need to trap her on the second chandelier drop. (Note: Summoning her to the crank but allowing her to walk back unmolested does not seem to count against you.)
Turn the crank. The chandelier will fall down, the lady will get up, walk over to the crank, and return the chandelier to position.
Wait until she is standing directly under the chandelier and turn the crank. She will dodge and raise the chandelier. Wait until she walks under it again and turn the crank. (Repeat this as many times as you need to land her.)
Turn the crank one more time to raise her to the ceiling.
—Deliver the phone to Amelie—
Jump Dictionary > Latch. Turn the latch.
Jump to Chandelier. Burn brighter. The rat will awaken as it is now on fire.
Jump Hoist > Valve > Latch > Wall Clock > Pendulum. Swing it harder, and the rat’s tail will light the candelabra, burn the shelf, and return the phone to Amelie.
Jump Lamp > Wastebasket > Lighter > Phone.
—Wrap-Up—
Talk to the Minister.
Dial and travel to the Park.
12:51 AM – 1:28 AM
Clear the thirteenth chapter
Chapter 14 – 1:28 AM – 2:55 AM
Extraordinary Failure
Fail by keeping the ball away from Mino
—Investigate the scene—
Jump Leaflet > Delivery Box. Wait until the chef leans back then jump to Chef’s Hat > Swing. Swing harder.
Jump to Globe Climber. Spin so that the Basketball is on the left, then jump to Basketball > Seesaw. Move the seesaw.
Jump Baseball > Seesaw (left) > Tire > Lynne.
Jump Leaf > Oil Drum > Dead Body.
Rewind.
Jump Trowel > Soul.
Reach for Mino. Reach for the leaf. Swap!
—Delay the squishing—
Jump Sissel: Oil Drum > Dumpster Lid. Open the lid. Jump to Seesaw and move it. Ghost immediately and jump to the Baseball. After a moment, the seesaw will tip right again. When the Park Protector arrives in the Globe Climber, jump Basketball > Globe Climber. Spin it.
Extraordinary Failure achievement starts here:… but it’s mutually exclusive with progressing the chapter. For achievement instructions, scroll down to the next section.
—Get the ball out of the tree—
Jump Missile: Trowel > Oil Drum > Tire > Seesaw > Baseball. Connect to the Basketball. Swap!
Jump Sissel: Boot > Leaflet > Love Letter. Rustle the letter. Jump Leaflet > Umbrella. Close the umbrella so it falls to the lower branch, then open it again.
Wait till the Park Protector escapes the Globe Climber – he’ll catapult the basketball into the umbrella.
As Missile, connect to the Tire. Swap!
Jump Missile: Dumpster Lid > Rugby Ball.
Wait for the death countdown. Missile will swap Mino with the leaf automatically. All you have to do is connect the Rugby Ball to Mino and hit the swap button.
Fate Averted!
—Wrap-Up—
Talk to the Park Protector.
After returning the Justice Minister’s office, jump to Documents > Medicine Bottle > Jowd. Ask everything.
1:28 AM – 2:55 AM
Clear the fourteenth chapter
Chapter 14 – Extraordinary Failure Version
Jump Sissel: Boot > Leaflet > Love Letter. Rustle the letter.
Jump Leaflet > Umbrella. Close the umbrella so it falls to the lower branch, then open it again.
Jump Sissel back to the Dumpster: Leaflet > Leaflet > Boot > Globe Climber > Basketball > Seesaw, move the seesaw > Baseball > Seesaw (left) > Tire > Dumpster Lid. Close the lid.
Jump Missile: Trowel > Oil Drum > Tire > Seesaw > Baseball. Connect to the Basketball. Swap!
When the basketball lands in the Umbrella, connect to the Tire. Swap!
The rugby ball will fall, embarassingly, to the ground.
Chapter 15 – 2:55 AM – 3:39 AM
Red Light! Green Light!
Avert fate without any deaths after the final Fate Change
Talk to Cabanela.
Rewind.
—About that very important life…—
Jump Phone > Kettle. When your evil twin knocks the kettle off the stove, jump to Motor.
Jump Hoist and move it.
Jump to the Tool Box and open it.
Jump Balance Toy > Dead Body.
Rewind again.
—Save the Pigeon Guy—
Twiddle your thumbs until Bad!Sissel starts up the murder machine. After the countdown begins, you’ll see a cry for help. Scroll to the bottom right.
Fate Changed!
Red Light! Green Light! Achievement starts here! Well… probably. Since this is the only time the text says “changed” this chapter, it seems safest to assume neither the Pigeon Guy nor Cabanela is allowed to die.
Sissel has nothing to do in this section; leave him in his starting position to keep him out of Missile’s way.
Jump Missile: Door > Balance Toy > Toy Cake > Trash Can Lid > Old Magazines. Connect to the Old Newspapers. Swap!
Wait until the feasting rats knock the lid off the trashcan. Jump to Trash Can > Trash Can Lid. While the lid is still rolling, connect to the the Tire. Swap!
When it stops rolling, jump to the Trash Can Lid.
As the countdown hits 0, connect to the Door. Swap!
Fate #1 Averted!
—Save Cabanela—
Jump Hoist > Motor.
While you’re waiting for the kettle to hit the floor, jump Missile: Kettle > Helmet > Book. Missile is done jumping for the rest of the level.
Jump Sissel: Kettle > Desk Lamp.
When Sissevil turns his back, swivel the Desk Lamp. Jump Sissel Desk Lamp (light) > Helmet. Rock the helmet off the hook.
Wait for Cabanela to shoot Nemesissel. Jump Kettle > Stepladder. Move the stepladder across the room.
Jump Microscope > Knit Hat. Jiggle the hat.
Jump to the Stepladder and move it back.
As Missile, connect the Book to the Knit Hat. Swap!
As the gun is fired, Missile will automatically stop time. Connect the Bullet to the Knit Hat. Swap!
Fate Averted!
Red Light! Green Light! Achievement end
—Wrap-Up
Talk to Cabanela.
Jump to the Desk Lamp and talk to the Pigeon Guy.
2:55 AM – 3:39 AM
Clear the fifteenth chapter
Chapter 16 – 4:19 AM – 5:10 AM
Talk to Missile (he’s in the emergency light).
Missile needs to swap the balls around to make a path for Sissel.
Jump Missile to the Baseball. Connect to the Basketball. Swap!
Jump Sissel: Baseball > Emergency Light.
Jump Missile: Emergency Light > Baseball. Connect to the Basketball (right). Swap!
Jump Sissel: Baseball > Valve > Phone. Travel to Kamila’s location.
Talk to Kamila.
Jump to Monitor > Wheel. Turn the wheel then talk to Lynne.
Rewind.
—Stop the explosion—
Wait until Kamila levels the gun at Lynne. Jump Machine Gun > Wheel > Monitor > Phone > Wheel. Turn the wheel and it’ll knock the phone off the hook.
Jump to the Phone. Travel to the new location.
Fate Changed!
Jump to Valve > Basketball > Wastebasket.
Open the wastebasket and ghost immediately. Jump to the Basketball. When the ball reaches the ceiling, jump to the Emergency Light.
The Temsik fragment will drop onto a conveyor belt. Jump to the Capsule.
Jump to the Lever. Lower it.
Jump to the Torpedo.
—Stop the torpedo—
Note: Once you have boarded the torpedo, rewinding to fate change will simply reset the time until impact; it will not return you to the submarine.
Jump to the Gyroscope (left). Stop the gyroscope when the weight is on top.
Jump Joint > Striker > Detonator > Gyroscope (right). Stop it when the weight is on top. Gravity will remove the rat.
Jump Detonator > Striker > Joint. Operate it.
Fate Averted!
—Meet up with Lynne—
Jump Transformer > Starter. Operate the starter.
Operate the starter again. Jump Wheel > Wheel > Balancer > Gear > Gear > Piston > Flashlight. (You will have to ghost/unghost several times to accomplish this.)
Turn on the flashlight to get Lynne’s attention.
—Get to the exit—
Jump Emergency Light > Handle. Turn the handle and a burst of steam will move the glove.
Jump to Glove > Fusebox > Switch. Flip the switch to lower the ladder.
Jump to the Flashlight. Turn it on.
—Leave the sinking ship: piston problem
Note: Don’t stress too much about the rising water – if it reaches Lynne, you’ll simply restart from the nearest of three checkpoints (which correspond with my section labels).
Ghost to reunite with Missile.
Jump Missile: Shaft > Transformer > Wheel > Medium Fan (middle). Connect to the Large Fan above it. Swap! Connect the Large Fan to the Medium Fan (below). Swap! The Large Fan should now be at the bottom.
Jump Missile: Balancer > Medium Fan (top). Connect to the Small Fan. Swap! The fans driving the pistons should now be ordered Small – Medium – Large.
Wait for Lynne to pick up the flashlight then jump Sissel: Wheel > Pipe > Shaft > Medium Fan > Transformer > Starter. Operate the starter. The pistons will become a staircase for Lynne.
—Leave the sinking ship: steam pipes—
Operate the starter again so Sissel can jump: Wheel > Wheel > Balancer > Gear > Gear > Piston > Fire Extinguisher > Wheel.
Jump Missile: Medium Fan > Pipe.
Swap Pipes: 1 and 4.
Swap Pipes 2 and 3.
Then have Sissel turn the wheel.
—Leave the sinking ship: the final stretch—
Jump Sissel: Pipe > Emergency Light > Glove > Distributing Panel > Switch > Fusebox > Hook. Move the hook. After Lynne climbs on, move it again.
Jump to the Door. Open it.
4:19 AM – 5:10 AM
Clear the sixteenth chapter
Chapter 17 – 5:10 AM – 5:42 AM
Jump to Mechanical Arm > Phone. Dial and travel to the Torpedo Room.
Talk to Missile (he’s sitting in the right Switch).
As Missile, swap the two Switches.
Jump Sissel to the left Switch. Lower it.
Jump Sissel to Torpedo (head).
Talk to Jowd.
Rewind.
Jump to Yomiel. Rewind.
5:10 AM – 5:42 AM
Clear the seventeenth chapter
Final Chapter
First Appearance of Life
Fail by by removing a large symbol
— Change the meteorite’s trajectory—
Wait until Yomiel appears. Jump Sissel: Roasted Sweet Potato > Headphones. Turn up the volume.
Fate Changed!
Missile needs to get out of the way: jump him to the Nozzle on the left.
Jump Sissel: Roasted Sweet Potato > Basket. Rock the basket.
Jump Sissel to the Nozzle (right). When the potato drifts over to the nozzle, Spray the nozzle. Ghost immediately and jump to the Sweet Potato.
Jump Sissel to the Nozzle (center).
Jump Missile to the Sweet Potato.
Have Sissel spray the Nozzle higher.
First Appearance of Life achievement starts here: We’re gonna drop Mino into the fountain.
Connect to the Mascot. Swap! Unghost.
The park gets a new feature and you get a new achievement.
Rewind to Fate Change to continue the chapter.
Connect to the Mascot. Swap! Connect the Mascot to the Post Lamp (right). Swap! Mino should now be sitting on the pole, ready to intercept that meteorite.
—Avert Fate—
Connect the Bullet to the Roasted Sweet Potato. Swap!
Jump Sissel to the Nozzle (left). Spray.
Jump Missile to the Mascot. Connect to the Post Lamp. Swap!
Fate Averted!
Clear Ghost Trick
Ghost Puzzles
Complete all three 5×5 Ghost Puzzles. (Find them under Extras > Ghost Puzzles)
Note: Though not necessary for the achievement, each 3×3 and 4×4 puzzle unlocks a couple gallery illustrations.
Unfortunately, a) I couldn’t find a reliable online solver for 5×5 puzzles and b) the starting layout gets shuffled each time, so I have to give you a general strategy, not the exact moves. This is the same strategy you’ll find in other slider puzzle how-to’s, but specific to a 5×5.
Turn on the hint to get the correct piece order.
1) Solve the top row
- Slot tile 1 into place.
- Move tiles 2 and 3 into place.
- Move tile 4 into tile 5’s spot. Note: If tile 5 is in the top row, get it out of there!
- Move tile 5 directly underneath tile 4 (the 10 slot)
- 4 and 5 can now be rotated into place.
2) Solve the left column
- Move tiles 6 and 11 into place.
- Move tile 16 into tile 21’s slot. (16 slot can be any tile except 21)
- Move tile 21 directly to the right of 16 (the 22 slot)
- 16 and 21 can now be rotated into place.
The puzzle has been reduced to a 4×4. Don’t touch any of these outer tiles again.
3) Solve the second row
- Move tiles 7 and 8 into place.
- Move tile 9 into tile 10’s slot. (9 slot can be any tile except 10)
- Move tile 10 directly underneath tile 9 (the 15 slot)
- 9 and 10 can now be rotated into place.
4) Solve the second column
- Move tile 12 into place.
- Move tile 17 into tile 22’s slot. (17 slot can be any tile except 22)
- Move tile 22 directly to the right of tile 17.
- 17 and 22 can now be rotated into place.
We’re down to 3×3. Don’t touch any tile we’ve already placed again.
5) Solve the third row
- Move tile 13 into place.
- Move tile 14 into tile 15’s slot. (14 slot can be any tile except 15)
- Move tile 15 directly underneath tile 14 (the 20 slot)
- 14 and 15 can now be rotated into place.
Do not touch any of these tiles again.
6) Solve the remaining 3×2 puzzle
There’s no set way to solve the remaining 3×2, but there are only so many possible movements – two squares which can be rotated clockwise or counterclockwise. Follow the same principle of positioning sequential tiles one behind another (e.g. 5 behind 4 when rotating counterclockwise) and soon you’ll be home free.
Other Achievements & Wrap-Up
Enter the ghost world 444 times.
Jumping Poltergeist
Perform 444 tricks.
You should get these two achievements just by playing the game. (If you come up short, chapter 3 has several repeatable tricks right at the beginning.)
Same, Same!
As Missile, swap 44 objects.
…This one, not so much. The Missile chapters are 14 through 18. Chapter 16 has the least amount of talking to skip through before Missile becomes playable.
After all of that, you’ll have…
Ghost Trick Master
Cleared all challenges
Congrats!
Spot any errors? Want any clarifications or extra screenshots? Let me know in the comments!
(In the gallery there is concept art of Missile as a bulldog, how could they have been so wrong???)
And that wraps up our share on Ghost Trick: Phantom Detective: Ghost Trick Complete Walkthrough with Achievements. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Pandeinos, who deserves all the credit. Happy gaming!