Version 1.2 11/30/12 ?????? ???????? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? Ghost Trick: Phantom Detective A Walkthrough by Michael Gray AKA The Lost Gamer (email@example.com) Copyright 2012 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Characters 003. Video Walkthrough 004. Walkthrough 004a. Chapter 1: 7:02 PM 004b. Chapter 2: 7:31 PM 004c. Chapter 3: 8:04 PM 004d. Chapter 4: 8:23 PM 004e. Chapter 5: 8:34 PM 004f. Chapter 6: 9:03 PM 004g. Chapter 7: 10:05 PM 004h. Chapter 8: 10:55 PM 004i. Chapter 9: 11:13 PM 004j. Chapter 10: 11:41 PM 004k. Chapter 11: 12:10 AM 004l. Chapter 12: 12:25 AM 004m. Chapter 13: 12:51 AM 004n. Chapter 14: 1:28 AM 004o. Chapter 15: 2:55 AM 004p. Chapter 16: 4:19 AM 004q. Chapter 17: 5:10 AM 004r. Final Chapter 5:26 PM 004. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the game called "Ghost Trick: Phantom Detective". It was made for the Nintendo DS, and there is also an iPad version of the game. You can contact me at my email address, firstname.lastname@example.org. 002-Video Walkthrough --------------------------------------------------------- Hey! Want to see how to beat the game instead of reading about it? Well, I've got a video walkthrough, and you can see it at... http://www.youtube.com/playlist?list=PLicVddiuBMFr7E3715lTN v6cvLopWxgJu The video walkthrough has commentary from me and various members of the GameCola staff. 003-Characters --------------------------------------------------------- Me, the Mystery: Our main character, who has a snazzy red suit and fancy hair. He is trying to figure out how and why he died. He later learns his name is Sissel. Lynne: A red-haired detective, who was at the scene of Sissel's death. He saves her life many times over the course of this game. Nearsighted Jeego: A hitman who was ordered to kill Sissel and Lynne. Ray of Light: A desk lamp named Ray, who teaches Sissel about the powers of the dead. "One Step Ahead" Tengo: Another hitman, who was ordered to kill Lynne. Eyebrowed Villain: The man who is probably the culprit behind Sissel's death and Lynne's attempted death. Masked Muscleman: The servant who works for the eyebrowed villain. Kamila: A relative of Lynne's. She is a little girl with purple hair, and she loves her pet dog, Missile. Missile: An enthusiastic Pomeranian whose main goal in life is saving Kamila. He makes fast friends with Sissel. Emma (The Woman in Red): Lynne's neighbor, who is an ill- tempered writer. She and her husband are having a bad argument. Amelie: The daughter of Lynne's neighbor. She is friends with Kamila, and she is currently sick. Justice Minister: Amelie's father, who has major anxiety issues, due to huge amounts of stress being put on him this night. Green Suit: A detective who wears a green suit. He investigates Sissel's death. Blue Suit: A detective who wears a blue suit. He investigates Sissel's death. Doctor: A blue doctor who examines Sissel's corpse as part of the official police investigation. Inspector Cabanela: The dancing police inspector is head of his division, and he feels personally responsible for Lynne. He takes over the investigation into Sissel's death. Detective Rindge: A detective with a cap who works for Cabanela. He knows Lynne, and Sissel saves his live in Chapter 7. Guardian of the Park: An odd man who believes it is his duty to guard the park. Pigeon Man: A person who works as the superintendent at the junkyard. He is usually seen with his pet pigeon atop his head. Officer Bailey: A guard at the prison. He dances whenever things go badly. Rocker Jailbird: A prisoner who used to play for a rock band. He released national secrets during a live TV concert. Curry-Loving Jailbird: A prisoner who stormed a police station and destroyed many files. He and the rocker are working together to make an escape tunnel out of jail. Detective Jowd: A prisoner whose execution is set to take place very soon. He is Lynne's hero, and she thinks he is innocent of his crime. Chief of Police: The Chief of Police speaks with Inspector Cabanela, around the end of Chapter 6. Chef: The singing chef who cooks food in the kitchen of the Chicken Kitchen. Detective Memry: A detective who is working undercover as a waitress at the Chicken Kitchen. She tries to plant a listening device inside a chicken. Blue Man: A blue man who is working with Beauty. They are kidnappers, working out a deal with an unknown party. Blue Woman: Also known as Beauty. She works with the blue man, and she claims to be able to sense the presence of ghosts (like our hero). Bartender: A bartender at the Chicken Kitchen. He doesn't talk much. Alma: Detective Jowd's deceased wife. The Manipulator: A shadowy villain, whose existence is unknown until you get towards the end of Chapter 13. Like our hero, he can perform ghost tricks. His name is eventually revealed to be Yomiel. 004-Walkthrough --------------------------------------------------------- 004a-Chapter 1: 7:02 PM --------------------------------------------------------- The story begins with our hero coming to consciousness, after he has been killed. Nearby, a blue man is about to kill a red-haired woman. Our hero feels bad for her, but there's nothing he can do. That's when a voice cries out to our hero. There IS something he can do. He can move his soul to various objects and perform ghost tricks on them. You get the opportunity to try this out. Move your character's soul to the core which is right of him. This is a crossing gate. When you go back to the real world, the "Trick" button appears in the lower/right. Tap it, and the crossing gate moves. This distracts the hitman long enough for the woman to run past him. The hitman soon catches the woman. It looks like our hero has to perform another ghost trick to save her. You can try moving to the wrecking ball in the upper/left, but it's too far away. So instead, move to the guitar in the upper/right, and perform the ghost trick of strumming the guitar. This distracts the hitman, and the woman runs away again. The only thing close to our hero now is his dead body. Move to it, in order to learn that he can't perform a trick with it. Sadly, you can't perform a ghost trick on your own body. On someone else's body...well...we'll learn about that later. You now get told how to move the screen around. Move the screen to the right to see what is happening to the woman. Sadly, she is killed by the hitman. The hitman then answers a phone call. Things look bleak, and our hero figures there is nothing he can do. That is when a nearby desk lamp moves. The desk lamp is the one who has been guiding our hero through this tutorial. He is also the soul who can perform ghost tricks. There is a mini-challenge, in which you have to figure out how to travel to the desk lamp. Before that, you learn about thought bubbles, which sometimes appear in this game. Tap on a thought bubble for some clues as to what to do. You also learn about how to travel between the ghost world and the real world. Simply use the button in the lower/left to switch between the two worlds. Move from the dead body to the car door, to the traffic sign, to the folding cot. Perform a ghost trick with the folding cot, and you will be close enough to reach the desk lamp now. Do so. The desk lamp gets close to the woman's dead body, so our hero can travel to her. Do this. Her soul is currently unconscious, so we can't talk to her. But we can still perform a ghost trick on her body. This ghost trick is a very special one. It rewinds time, to four minutes before her death. We get to rewatch the last four minutes of our life, then we get a chance to help changer her fate. The first thing our hero has to do is go upwards, to where the woman is. Go to the ghost world, then move to the desk lamp. He moves upwards. Go back to the ghost world, then go up to the mannequin and right to the tire. Return to the real world, then use a ghost trick on the tire to roll to the left. This moves the tire and the mannequin. In ghost world, move to the mannequin, then move to the refrigerator. Perform a ghost trick on the fridge to open it. A blender rolls out, and meanwhile, the woman's time is half gone. Perform another ghost trick on the fridge to close it. In the ghost world, move left to the mannequin, to the blender, to the flag, to the fan. You have a minor puzzle, involving the fan, blender and flag. If you do a ghost trick on the fan, it blows the flag, and the rope goes near the blender. Do a ghost trick on the blender to turn it on, then travel to the fan. Do a ghost trick on the fan, then travel to the flag. With the fan and the blender on at the same time, the flag's rope is blown into the blender, where it gets pulled. The flag then rises upwards. Provided you are in the flag, this means you can go up to the bicycle on the top level. There are only three seconds left at this point. Travel to the bicycle's bell and perform a ghost trick on it. The bell rings, which startles the hitman and saves the woman. Unfortunately, the exit to this area is blocked by a raised bridge. The woman gets cornered by the hitman again, because she can't run across a raised bridge. Looks like we'll have to save her again. Travel to the bicycle wheels, then perform a ghost trick. This pedals the wheels, moving our character closer to the woman and the hitman. Travel to the lever, then do a ghost trick to lower the lever. This moves a wrecking ball directly over the hitman. Travel from the lever to the bicycle, to the ladder. Do a ghost trick on the ladder to extend it. From here, travel up to a street lamp, to the wrecking ball. Above the wrecking ball is a claw. Do a ghost trick on the claw to open it. The hitman is flattened, and the woman's fate is averted. It's good that the woman has been saved, but when our hero arrives back in the present time, he realizes that he doesn't remember much about his past. The desk lamp, who introduces himself as Ray, tells our hero that when the sun comes up, his soul will leave this world. Our hero decides that, before this deadline, he wants to figure out how and why died. Hopefully, he can even prevent his death. The red-haired woman, being the only witness to the death, is the best clue our hero has to determining his identity. He decides to get closer to her. Move to the bicycle handle, then use a ghost trick to shimmy down the wire. From here, move to the bicycle pedals, to the umbrella. Perform a ghost trick on the umbrella to open it. This gets the woman's attention. Tap on the woman's thought bubble, and she takes the umbrella with her. She goes to see the corpse of our hero, which is near a cat. Listen to the woman, and she finds a note on the corpse. Go to the ghost world, then travel to the note. Use a ghost trick on the note to read it. Sadly, before our hero can read it, there is a phone call, and the woman puts the note away. As our hero remembers, the hitman answered the phone call when the woman was killed. This means, most likely, that the person calling is the culprit who ordered the double murder. Go to the telephone. Our hero sees who the culprit is: a strange blue man. Ray tells our hero that if he performs a trick on the phone, he can travel through the phone lines to the home of the culprit. Ray wishes our hero good luck, and Ray indicates that our hero's death is related to some important events going on in town tonight. Travel to the new phone number to end the chapter. 004b-Chapter 2: 7:31 PM --------------------------------------------------------- Our hero travels through the phone. He is now in a room with two blue men. The smaller man is the one who ordered the death of our hero, while the larger man on the right is an accomplice. The room has a videoscreen, disguised as a projector and piece of artwork. The villain is currently reading a file and planning their next murder. The target? The red-haired woman. In ghost world, travel to the file the man is holding. Go back to the real world, and he closes the file. Our hero performs a ghost trick to open the file and read it, but sadly, the file is in a foreign language. The assassins say that the redhead is named Lynne, then they put the file away behind a painting. Now our hero is trapped, at the top of the screen. Travel to the projector and do a ghost trick on it. The projection turns on, and the assassins talk for a bit about our hero. His name is Sissel. So now we know the names of the two main characters in this game! Fantastic. Now Sissel has a minor puzzle, in getting out of the room. There is a core in the painting, which works with the projector. Perform a ghost trick on the projector, and the painting flips over. Quickly, travel to the core in the painting, while it is close to you. Then, wait for the villains to flip the painting back to its original position. Now that you're at the bottom of the screen, travel to the control panel by the large assassin. Perform a trick on it to bring the phone back into the room. The phone rings, and the man on the other end of the line is a hitman, who is waiting in Lynne's apartment. Go to the phone, then perform a trick on it. Go to Lynne's apartment. On the ground, near the phone, is the corpse of a dog. Go talk to the dog. The dog regains his memory extremely quickly. He is Missle, a happy Pomeranian. He belongs to Miss Kamila, the little lady in this room. He wants to help Sissel save her life. Go back in time four minutes before Missile's death. Kamila tries watching TV, but when Missile barks, the next-door neighbor gets mad. Kamila then decides to listen to music instead. While Kamila eats donuts, a donut falls loose. This makes a mouse appear. Missile barks at the mouse, which again upsets the woman next door. Kamila, absorbed in her music and a book she's reading, fails to notice this. She also fails to notice as the hitman comes in and kills Missile. Our first goal is to make sure Kamila does NOT put on headphones, because that prevents her from hearing anything. Travel to the umbrella, which is over the phone. Wait until Kamila goes to get the headphones, then perform a ghost trick to knock the headphones into the fish tank. Kamila's fate is changed slightly! This creates a save point. If you try to restart this puzzle, you can restart from the save point, instead of having to restart all the way from the beginning. Wait for Kamila to move the donuts over towards Sissel. You can either move the cart with a ghost trick, or knock over a donut with a ghost trick. Knocking over the donut can only happen once, and whenever you do it, a mouse appears. Move the cart over to the right, then knock over a donut. The donut lands on the right side of the screen. You want to get over there, so travel to the Christmas tree's star. Then, travel to the Santa Claus ornament, once it's close to you. Wait for Santa to reach the right side of the screen, then travel to the floor lamp, and to the door which is right by the mouse. Perform a ghost trick to hit the mouse and donut under the sofa. Missile goes under there and starts barking. Kamila follows after him and comforts him. When Kamila is under the sofa, the hitman appears. He fails to notice either of them. All right! Their fate has been averted! Missile is alive, and Kamila has not been captured! Missile and Sissel say goodbye, as they both return to the present. The hitman gets a phone call, saying Lynne is still at the junkyard. He decides to go there, rather than wait here. He then exits the apartment. Kamila and Missile leave from their hiding spot, relieved. Kamila gets a phone call from Lynne, and Sissel decides he wants to go to the phone, so he can hear what is being said. Travel to the floor lamp, then to Santa Claus when he's close. When he's on the left, travel to the donut bowl, then to the cart. Missile looks rather odd. In Ghost World, travel to Missile to learn that he remembers Sissel and the adventure they just had. Well, that's interesting. If Sissel saves someone's life, he can talk to them later. Use a ghost trick on the cart, and you move closer to the phone. Travel to the phone to hear the phone conversation. Lynne tells Kamila to get the music box, then go to the Chicken Kitchen, where the two of them will meet. Someone surprises Lynne, which brings a quick end to the phone conversation, as Kamila drops the phone in the fish tank. Now Sissel can't use the phone to travel to a new location. Sissel can help Kamila find the music box, however. Travel to the cart, then do a ghost trick. When you're on the right side of the screen, go up to the donut bowl, to the start ornament, to the rotating Santa Claus ornament. Perform a ghost trick on the Santa Claus ornament. This brings you within range of the latch, on the ceiling. Go to the latch and perform a ghost trick on it. The latch opens, and the music box falls onto the tree. Return to the Santa Claus ornament, and perform a trick on it to make it slow down. Then, travel to the Christmas tree star. Perform a trick on it to bring attention to it. Kamila grabs the music box and leaves the apartment. Missile and Sissel are left inside. Sissel is now in a bit of a pickle. How can he leave the apartment? 004c-Chapter 3: 8:04 PM --------------------------------------------------------- Sissel needs to find some sort of phone. Missile isn't entirely sure how he can help; he's just a dog, and he's not too good at anything besides barking. Go to the Christmas tree ornament, and perform a ghost trick on it. Missile barks at it, causing the woman next door to hit the wall. The phone in her apartment rings shortly afterwards. Sissel decides to create more noise, to get the attention of the woman. Go to the TV remote on the couch, and perform a trick on it. This turns on the TV, causing Missile to bark more loudly than before. The woman angrily smashes the wall until several things are broken, and Missile is thrown across the room. You can solve this puzzle by doing a trick on the remote, then on the star ornament, if you wish. Missile is mostly uninjured, and he is just as happy as ever. More importantly, the woman's furious pounding on the wall has created a path for Sissel. Travel through the various items on the floor, until you can reach the wine bottle. Sissel says goodbye to Missile. Missile is inspired to find a way to escape the apartment, so he can help Kamila. Sissel, meanwhile, is going to focus his efforts on reaching the phone, so he can go to the junkyard and save Lynne. It looks like Sissel is stuck on the left side of the room, while the phone is on the right. If you tap on the woman's speech bubble, she will get up and walk to the left, so she can pick up the dictionary and carry it to the right, near the phone. Sadly, the dictionary is on the ground, where she doesn't notice it. Sissel's goal for this puzzle is to draw attention to the dictionary. There are only five things here that Sissel can travel to here. Go up to the highest thing, which is the latch. Perform a trick on it to let a mouse into the room. At any time you want, you can perform a trick on the drinking bird to knock the mouse on the bookshelf. You can then perform a trick on the windmill, to knock the mouse onto the dictionary. Once the mouse is on the dictionary, it will stay for a while, then crawl back up to the drinking bird. Here's how to solve the puzzle. Knock the mouse onto the bookshelf. Then, tap on the woman's thought bubble, in order to get her to walk to the bookshelf. When she notices the mouse, do a trick on the windmill. If you wait too long, the mouse hides behind the windmill, and the trick is useless. When the mouse is knocked to the ground, travel to the dictionary. When the woman takes the dictionary to the right, she takes Sissel with it. After this, listen to the conversation between the woman and her daughter. You learn more about their family relationship. It seems the parents are having a fight. After the conversation, the woman resumes writing. Travel to the lamp, and perform a trick on it. This causes the woman to crumple up a piece of paper and throw it towards the trash can. When this happens, travel to the piece of paper. That way, she throws Sissel to the right, near the telephone. Alas, the telephone is still a little bit out of reach. Travel to the wastebasket and perform a trick on it. This throws the wad of paper into the air. Travel to the paper which is in midair, then to the telephone. Wouldn't you know it, the father calls at the very moment Sissel goes to the telephone. You can go to the father's office, if you want, but you can't do much there. You need to go to the junkyard. There are two detectives and a doctor at the junkyard. Ray says they're investigating Sissel's murder. Listen to the detectives' conversation to learn that Lynne has been taken into custody, as the main suspect. You have to move a bit closer to the doctor to overhear his conversation. He decides that Sissel died from a gunshot wound. When he tries to leave, the detectives ask him to stay. Inspector Cabanela, Lynne's good friend, is personally taking charge of the case, and he wants to talk to the doctor. Inspector Cabanela appears at this point. He loves to dance, and he makes a quick phone call before getting debriefed. Travel over to the phone to learn that he is speaking with a detective in the park, who is on a stakeout. Cabanela asks the doctor to take special care with this case. Cabanela wants to start by talking to Lynne. She's under custody in the superintendent's office nearby. Cabanela leaves at this point. Listen to the detectives' conversation about Cabanela, then travel towards the doctor and overhear his conversation. He finds a pistol, which he puts on the ground. It's a special kind of pistol, one which only detectives have access to. Go to the gunshot and perform a trick on it. Sissel accidentally sets it off. Another gunshot is heard shortly afterwards. Inspector Cabanela calls from the superintendent's office not long after this. Head to the phone to learn someone has been shot in the superintendent's office. Wait...that's where Lynne is! Perform a trick on the phone, then travel to the superintendent's office to learn some bad news. 004d-Chapter 4: 8:23 PM --------------------------------------------------------- When Sissel shows up, it is too late for Lynne. She has already been killed, much to the regret of Inspector Cabanela. The doctor shows up, but he cannot do anything to save her. Travel through the various objects here, until you reach Lynne. Sissel starts a conversation with her. Her memory is rather weak, because she just died recently. Talk to Lynne about "about me", "Lynne's death" and "two strangers". She says that she came to the junkyard that night, on Sissel's request. She had never seen him before she found his corpse. Sissel asks if she can investigate his death. She makes no promises, because she's on an important mission. Sissel appreciates her honesty. Go back in time to four minutes before Lynne's death. She was in this room, looking at things. When a policeman came in, she hastily hid a notebook. She distracts him with some talk about getting a meal. After this, Inspector Cabanela comes in and talks with Lynne for a while, before she gets shot. Time to save Lynne's life for the second time! The first thing you have to do is wait for policeman to come inside and make a phone call. Once that's done, he stands guard for a while. You can now travel to Lynne's suspicious pink notebook. Lynne suggests drawing the guard's attention to it. Travel to the desk lamp, then do a trick to make it face the notebook. Go to the bulb and do a trick to turn it on. The guard notices the notebook, and he makes a call to the detectives outside. Travel to the phone, then choose to go outside. Your first challenge here is to reach the upper level, which you've done before. Travel right and upwards through the items. Using your ghost tricks, turn on the fan and the blender at the same time. Then, go inside the flag. The blender and fan raise the flag to the upper level, where you can travel to a spotlight. Wait for Inspector Cabanela to ride past, then catch a ride on his bike. He takes you all the way to the right. The hitman is here. Travel to the car door, then do a trick to open it. Travel to the spotlight, then do a trick to turn it on. The hitman goes away. Travel back to the car door and shut it. The policemen will start to walk around. When the policeman comes near, travel to his nightstick. Let him take you to the left, where the hitman appears. Again, travel to the spotlight and turn it on. The hitman goes away, and Lynne explains that only two of the three spotlights can be on at once. Go to the alarm on top of the police car, and do a trick to set it off. This gets the attention of the officer on the left. Travel to his nightstick, and have him take you to the leftmost spotlight. Turn it off, then wait for the police officer to return. Use his nightstick to travel to the right. Go to the other police officer, and have him carry you over to the right, near the first spotlight. The hitman appears here. Once again, travel to the car door, then open it. Go to the spotlight then turn it on. The hitman leaves. Since the spotlight on the far left is the only spotlight which is not on, the hitman goes over there. Travel left through the nightstick of the officer here, then set off the alarm again to get the attention of the left officer. Use his nightstick to go left. Here, go to the gate and raise it. Then, go up to the crane, which is holding a big crate. Perform a trick on the crate to drop it on the hitman, killing him. Lynne's fate is averted! Sissel and Lynne say goodbye for now, as they travel to the future they have just created together. Sissel decides he wants to check up on Lynne in this new future. Go to the umbrella, then do a trick on it to go to the lower level. From here, travel to the phone and do a trick on it. Go to the superintendent's office to end the chapter. 004e-Chapter 5: 8:34 PM --------------------------------------------------------- When Sissel arrives at the Superintendent's Office, he learns that Lynne has escaped from custody. She certainly didn't waste any time, did she? Move to the stepladder, by going through the lamp and teapot. Trick the stepladder to move to the right, then listen to the conversation between the detective and the patrolman. They wonder how Lynne could have escaped, and they note that the pigeon man is inside the locked basement. Move the stepladder back to the left. This causes the patrolman to go to the left as well. If you want to, at this point, you can move to the basement and overhear what the pigeon man is saying. He talks about Lynne in vague terms. What you want to do now is the same thing you did in the previous chapter. Move to the desk lamp, and do a trick to swivel it. Then, move to the lamp's bulb and do a trick to turn it on. The light shines on Lynne's notebook, and the patrolman grabs it. The detective calls a phone number in the book. Move over to the telephone to hear the conversation. It seems Lynne was calling an Officer Bailey. Do a trick on the phone and travel to Bailey's office. Bailey is easily agitated, and he works with another guard. Bailey mentions that Lynne has been calling nearly every night, recently. Wait for Bailey to write a memo, then put it on the board. Go to the memo and perform a trick on it. The other guard grabs the memo and reads it. Stay on the memo, then listen to the conversation between the guards to learn that they are prison guards. Lynne calls after this. Go to the phone to hear that she wants to talk to a certain prisoner. Go to the phone, then do a trick on it. Travel to the location Lynne was calling from. As Sissel finds out, it's the basement of the superintendent's office. Lynne is dead, having been fatally shot for the third time that night. Curiously enough, this is a locked room murder; nobody was there to shoot her. Travel to the lamp, then to Lynne. Rewind time to learn that Lynne's murderer is a Rube Goldberg machine, which kills anyone who turns on the light switch in the basement. Why does Pigeon Man have this murder machine in his basement? Time to prevent Lynne's third death. The first part of this puzzle is rather simple. Just wait until the phone rings. Travel to the lantern, then to the phone. When Pigeon Man answers the phone, you have the opportunity to go upstairs. Do so. Go to the tea kettle here, then do a trick on it to shut the lid. This causes the patrolman to put the tea kettle on the ground. If you don't shut the lid in time, he doesn't put the kettle down. That's the first half of the puzzle, which gives you the "Fate Changed" screen. You can now restart from that place, if you want. The second half of the puzzle is slightly trickier. Go down to the motor, then to the ball. When Lynne comes in the room, the fan turns on and the ball falls on the left side of the room. There are two things you want to do here. First, you want to open the door on the floor. Once the ball falls, travel to the cake on the right, then go to the door on the floor. Do a trick on the door to open it. The second thing you want to do is open the toolbox on the shelf. Go back to the cake, to the ball, to the toolbox. If you don't move quickly enough, the ball rolls away, out of reach, and you have to try again. Wait until the green ball lands on the floor, then do a trick on the toolbox. This opens the toolbox, moving a bowling ball, which moves a shovel, which hits the ball at the cupid doll. Now, instead of hitting the gun trigger, Cupid's arrow hits some party poppers. Sissel travels to the new reality he has created, by averting Lynne's death. Lynne is here, waiting to talk to him. Travel to Lynne, then talk. You can talk to her about various things. She didn't see the person who shot Sissel, she's worried about Kamila, and something important to her current case is happening tonight. Talk to her about all three topics, then choose to go back. Sissel and Lynne decide to work together as partners, of a sort. Lynne gives Sissel an assignment: go to the prison and check out the work schedule for a certain prisoner. Simple enough, right? 004f-Chapter 6: 9:03 PM --------------------------------------------------------- Sissel starts off in the toolbox in the basement area. Go up to the hoist and do a trick on it to move right. From here, go up to the motor, to the step ladder, to the kettle, to the telephone. Do a trick on the telephone and go to the uniformed men's office. Bailey and the other prison guard are still working here. Go up to one of the memos, then do a trick to let it loose. The other guard catches the memo, and you can hear a conversation about a prisoner. Listen to the conversation, and the other guard throws the paper in the trash. From here, go up to the other memo, and do the exact same thing: trick it, then hear the conversation. The two prisoners that get discussed are a rock star and a curry lover, both of whom violated national secrecy. If you get stuck on the right side of the screen, flip the control switch to create a path to the left. After you discuss the two prisoners, Bailey pins up another memo. Go to this one and let it loose to hear the conversation. This one is about D99, the prisoner Sissel is looking for. He shot his wife. Once all three prisoners are discussed, the rock star prisoner is taken to the room to the right, where he makes a phone call. The other guard finishes his card castle at this time. Go to the right side of the room, by doing a trick on another one of Bailey's memos, then go to the glass which is on the card castle. From here, you can go up and right into the phone room. Move to the button, and do a trick on it to open the sliding door. Move to the door handle (while it is still within reach), and you get taken right. From here, go to the guitar. If you're not fast enough, the guard will shut the door, and you'll have another chance to try it. Do a trick on the guitar, and the rocker ends his phone call. He gets taken back to his cell. There are three prisoners in the four cells here, and they are the three prisoners the guards were talking about recently. Wait for the rocker to move right, then travel to one of the notes. He has X notes and O notes, and he flushes them down the toilet at certain times. Sissel will have to use this fact to help him get around the prison. If you want, you can travel to the blackboard here to learn that Sissel is illiterate. Go to the toilet, then go right to the phone. The two phones in this area are inside lines. Go up to the emergency button, then press it. Now that you're not inside a cell, you can move the screen round and sees what happens. The rocker flushes an X note, which goes through the pipes to a hook, attached to a bell in the curry man's cell in the lower/right. Curry man is digging an escape tunnel. When he hears the bell and sees the note, he quickly returns to his room and pretends to be resting. Once the guards come by and see that everything is clear, they leave. The rocker flushes an O note, and when curry man gets that, he resumes digging. So apparently, when the rocker flushes an O note, it tells curry man that he is safe to continue digging his tunnel. When he flushes an X note, it tells the curry man that he needs to hide the tunnel, because guards are coming. Do a trick on the emergency button again, then go to the X note that the rocker has. He will flush the note, and Sissel goes through the pipes to the curry man's cell. Then, travel to the toilet, to the bell, to the blackboard, to the light. Wait for curry man to get another note and hold up a spoon, which allows you to go left to his bunk. You can also solve this puzzle by going through the pipes in one of the O notes. If this is the case, you'll have to do a trick on the curry man's bell to make him pick up the spoon. Once you reach the bunk, go left to the bottom floor phone, then left into D99's cell. He is painting a picture right now. Go to the picture frame, then do a trick to open it. Then, go to the newspaper clipping, to the light and to the blackboard. D99's blackboard is blank. He has no work schedule tomorrow. Odd. Go back right, passing from the blackboard to the light to the newspaper clipping to the frame. Do a trick on the frame to close it. The guards come with dinner for D99 at this time. Sissel listens to the guard talk with D99 about his crime. D99 is revealed to be Detective Jowd, and he doesn't want to explain his motive for shooting his wife. In a strange turn of events, it is revealed that Detective Jowd has been drawing a picture of Sissel. Go right to the phone, and use it to get to the guards' office. When you do, there's a phone call from the Chief of Police. Sissel is interested in this, so do a trick on the phone, pick an external line, and go to the Chief's office. The Chief is talking with Inspector Cabanela. Listen to their conversation. They talk about their first big case, which involves a stakeout at Point X. The second big case is Sissel's murder, and they have video footage of it. Go from the phone to the antenna. Do a trick on the antenna to raise it. Then, go to the alarm, to the speaker, to the screen. Do a trick to lower the screen. Go to the remote control and do a trick to operate it. Sissel sees the video of his murder. He is at the junkyard, holding a container. Lynne appears, and Sissel says something to her. She appears shocked. While Sissel leans against a fence, not moving, she lifts her gun and fires twice. The first shot misses Sissel, while the second shot kills him. So...Lynne killed Sissel? A radio message comes in, saying that Lynne has appeared at Point X. Cabanela orders the detective to get her away from there, as soon as possible. The detective jumps in his car and drives to Point X at top speed, but then something happens which ruins his car radio. Go to the screen and do a trick to raise it. Go from the screen to the speaker, to the alarm, to the antenna. Do a trick to lower the antenna, then go to the phone. It is revealed that Point X is the Chicken Kitchen. That's where Lynne and Sissel were going to rendezvous. It appears a large disaster has occurred. 004g-Chapter 7: 10:05 PM --------------------------------------------------------- Sissel goes to the Chicken Kitchen. The police detective had an accident, and he drove his car into the window. That's why his radio died at the end of the previous chapter. The detective died instantly, as did Lynne, who was waiting here for Sissel. Go to the tire and do a trick on it, so you're close enough to reach Lynne. Talk to her. Sissel and Lynne have a lot to talk about. Sissel talks about how she shot him, and she gets upset. She doesn't remember that at all, and she can't believe she'd shoot someone. Lynne gets equally upset when she learns Detective Jowd's blackboard was blank. The fact that he has no work assignment tomorrow means his scheduled execution is tonight. Lynne believes Jowd is innocent, even though Jowd himself wishes to receive the death penalty. Sissel can also talk to Lynne about the Chicken Kitchen. Why did she choose to come here, given the fact that the police are holding a stakeout? She explains that she came here, because of the note she found on Sissel's corpse, back in Chapter 1. The note said "Chicken Kitchen, 10:00." Was he planning on meeting someone here? Lynne fears that Sissel will consider the mystery of his murder solved, but as Sissel says, the mystery is far from over. He still doesn't know who he is, why he was killed, and what the blue villains are after. And so, Sissel is going to continue his investigation by helping Lynne again. Time to undo Lynne's fourth death! Lynne doesn't do much, during this death sequence. She sits in place, until the car crash, when she pushes a waitress to safety. Then, a large chicken crushes her. Go to the sign, to the bell, to the small sign. Do a trick on the sign to read it. It says that you must ring the bell three times for water. Go to the bell, and do a trick on the bell, three times in a row. You must do this rather quickly, because the waitress comes shortly after the first ring. When the waitress appears, go to the pitcher of water she brings. Hear her conversation with Lynne, and then she'll go to the right. When this happens, jump to the cart. The waitress takes the cart upstairs, to where two blue people are. Interesting...they're the same color as the villains who ordered Sissel's death! Jump to their trunk, then listen to their conversation. The two of them are discussing the inmates at the special prison, even though that is classified information which is not known by the public. It seems that these are the people that Sissel was going to meet; they're planning on making a deal with him. The conversation comes to an end as Beauty, the woman, senses that someone is listening to them. She and her partner go to the left, well out of hearing distance. Wait for the bartender to put a glass on the bar, then go to the bell on the counter. Ring it to get the waitress to appear. Go to the bottle dispenser and to a trick to bring the trunk to her attention. Wait for the bartender to put down another glass, then travel to the trunk. Around this time, the blue man appears and takes the trunk to the left. Listen to their conversation, and the woman once again senses that someone is listening. She takes out a lighter and destroys the electronic bug, inside the chicken. Shortly after this, the van crashes into the window. There's not much time left. Go up to the light and do a trick to swing it. This moves you close enough to the chicken bone that you can move to it. Do so. The chicken swings to the right, and you can now move from the chicken bone, to the alarm, to the dead body of the van driver. Sissel decides to go back in time and undo the driver's death, preferably by making it so he never crashes his van. It is revealed that the driver is the detective who radioed the Chief of Police at the end of the last chapter. He gets a phone call, radios the Chief, then drives away. While he drives, he uses headphones to listen through the electronic bug. When the woman destroys the bug, the loud feedback knocks the detective unconscious, thereby causing the car crash. Time to undo the detective's death. Wait for him to throw the binoculars inside the van. Go to the recliner and do two tricks on it to bring the binoculars to the front seat. Then, go to the alarm and do a trick to set it off. The detective comes to turn off the alarm. Quickly, go to the binoculars before he appears. He notices the binoculars, picks them up, and takes them with him when he answers the phone call. Go to the phone. The call is from Detective Memry, the waitress at the Chicken Kitchen. She is an undercover agent, and she decides to plant a bug on the chicken she'll bring to the blue villains. Go to the area where Memry is, then wait for her to flip the switch and turn on the fans. Go to the switch and flip it again, turning the fans off. Go to the T-shirt and trick it, so you can go to the right. Travel the Chef's hat. When his hat is low enough, travel to the pedal on the ground. The chef puts a chicken on the plate here. Wait for Memry to turn to the left (to reset the switch), then trick the pedal. The two chickens are switched, while Memry's back is turned. As a result, she takes the wrong chicken to the blue villains. That means the bug isn't destroyed, so the detective doesn't get knocked unconscious. Both deaths end up being erased, and Sissel goes to the new present. Now, go to the phone and do a trick on it. Go to the Chicken Kitchen. Go down to the phone book, then travel left to the bell. Ring it three times quickly, and jump to the water pitcher when Memry skates by. After hearing the conversation, travel left to Lynne and talk with her. They decide that the detective doesn't have a core, because he was unconscious when Sissel saved him. Lynne tells the story of how Detective Jowd saved her life, ten years ago. That's what inspired her to become a detective. Inspector Cabanela is good friends with Jowd, and he's been looking after Lynne ever since Jowd's incarceration. Lynne also talks about the music box that Kamila is bringing. This box belonged to Detective Jowd; he mailed it to Lynne shortly before his arrest. He told her not to open it until his case was over. And now that his execution is tonight, the case of him killing his wife is going to be over soon, one way or another. The detective here tells Lynne that the execution of Jowd has been stepped up. It is no longer hours away; it is now mere minutes away. Sissel and Lynne split up. She goes to the Justice Minister to stop the execution, while he goes to the prison, to do the same thing. 004h-Chapter 8: 10:55 PM --------------------------------------------------------- When Sissel arrives at the prison, he learns that there is currently a blackout. Do a trick on the phone, and using the internal line, go to the death chamber. It's too dark to see anything normally, but when you go to Ghost World, you can see things just fine. Go right to the lever, then to the power supply. If you listen to the guard here, you learn that he needs to access the wrench in the lower/left. Go up/right to the emergency light, to the light. To the right of this, there is a leaky ceiling which steadily releases drops into a bucket below. In the normal world, wait for a drop to appear. Go to it in ghost world. Then, go back to normal world. The drop falls to the bucket, moving Sissel there. Go up/left to the tool box, and do a trick on it to have the guard find the wrench. He then fixes the generator to the right, restoring power to the facility. Go right, to the bucket, then to the yellow grounding sphere. This sphere goes up and down the generator. Ride it to the ceiling, then go left to the water drop. Go down/left through the two lights to reach the power supply. Do a trick on the power supply to turn it on. The electric chair in the next room now has power. Go left to the lever, then listen to the guards' conversation. They say the execution has already occurred, and it was the electric chair which caused the subsequent blackout. Wait for the guard on the right to use his wrench on the electric chair, then do a trick on the lever. He is sent backwards. Go to his wrench when this happens, and he takes you to the left. From here, wait for more water to leak from the ceiling, into the bucket. Go up through the water drops, to reach the head piece. Do a trick on it, and it falls to the left. Go to the cart, then do a trick to rock it. From here, go to the head piece, to the phone, to the flower vase, to Detective Jowd. Sissel, as you would expect, rewinds time to four minutes before Jowd's death. Jowd's actions are rather uncomplicated. He finishes his meal, flushes a napkin in the toilet because the trash is full, and he is escorted to the death chamber. Oddly enough, he is killed during the test of the electric chair, held before his execution. Sissel's challenge will be to set off the electric chair (and cause the blackout) early, so Jowd's execution will be unable to continue. You start off near the phone in the execution chamber. The phone in here rings twice. On the second phone call, go to the flower vase, to phone. Go across the phone line to reach the main prison. The rocker is upset, because of a jam in the pipes. Travel left to his toilet, then down to his paper. Do a trick on the paper, and you end up in the room of the curry lover. This is a fate change; you can restart from this point if you need to restart the puzzle. Go right to the toilet, then up to the bell. Do a trick on the bell to get Curry Man to pick up his spoon. Quickly, go left to the blackboard, then to the light, then to the spoon that Curry Man holds up. From his spoon, go left to the bunk, to the phone, and to the toilet in Detective Jowd's room. We know Detective Jowd is going to flush his napkin down the toilet, so let's something about it. Go left to the picture frame, to the napkin, to the bottle, to the wastebasket. Wait for Jowd to finish eating. When he holds his napkin above the wastebasket, do a trick on the wastebasket. Now the napkin has an "X" on it, so it resembles one of the X messages that the rocker sends to the curry man. Go to the napkin to be taken to the curry man, and jump to his spoon before he enters his hidden tunnel. That way, he takes Sissel with him to the tunnel. Time is running out! When you're close enough, go down to the power distributor. Go down/left to the light, the emergency light, the power supply, and finally, go left to the lever. Do a trick on it. Sissel sets off the electric chair early, which destroys the chair (and the power to the building). Now Jowd cannot be executed by means of the electric chair. Hooray! Detective Jowd is somewhat pleased, and he indicates that Sissel's job is not over. He tells Sissel to return to the spoon and get ready...for a jailbreak! 004i-Chapter 9: 11:13 PM --------------------------------------------------------- Sissel starts off at the switch. Jowd said to go to the spoon, so let's start by going there. Gon right to the power supply, then up/right to the emergency light, the light, the power distributer, then the spoon. The bell rings in the curry man's cell, and he returns there. Shortly after this, he is caught by guards. It appears the four guards in the prison are wandering around with rifles and night vision goggles, and they want to capture all the prisoners. That will make it harder for Jowd to escape. Go left, to the bunk, to the telephone, to the toilet, to the mirror. Do a trick on the mirror to open it. Go left to the bottle, to the bunk. From here, go to Detective Jowd. Talk to him about both topics, then go back. Jowd wants Sissel to guide him, while he escapes from prison. A "Call Jowd" button appears in the upper/right. Whenever you press this button, he goes to the location that Sissel is currently in. Step #1 in the escape is rather simple. You want to get him to the bunk in Curry Man's room. Go right, to the bottle, to the mirror. Do a trick on the mirror, then go right to the toilet, to the phone, to the bunk. Call Jowd to the bunk. Be careful not to do this, when the two guards are there. Make sure the left guard is facing left, and the right guard is facing right. Step #2 in the escape is to get Jowd in the lower/right corner, under the stairs. Unfortunately, there is a hunter in the ceiling who is in your way. Wait for the guard to appear, then travel to the right, through his bulletproof vest. When you're near the toilet, go up to the bell. From here, go up to a valve and right to one of the hatch mechanisms. Do a trick to open the hatch. A guard falls out of the hatch. Do a trick to close the hatch again. The guard will then make rounds, which cover the top part of the stairs and the upper floor. The other guard covers the bottom part of the stairs and the lower floor. Go to the vest of one of the guards and have him take you to the right. Go down to the empty can, then down to the fusebox, under the stairs. Call Jowd to this area, but make sure to have good timing. In this case, you need to call Jowd when the upper guard is gone, and when the lower guard is going up the stairs and facing right. This is a save point. If you get caught now, you restart from here, under the stairs. Go up to the empty can, then to one of the guards. When he is on the stairs, go to the hatch. This next part is tricky, and it requires good timing. The upper guard is going to stand on the hatch for a bit, and move left. As soon as he gets off the hatch, open it. Then, go to the valve. The lower guard, at this time, heads down the stairs. As soon as he is off the stairs, call Jowd to the valve. He will sneak past the lower guard and into the area in the ceiling. Jowd moves slowly, which is why you need to have good timing to make this work. Close the hatch again, when Jowd is safe. Wait for the upper guard to appear, then go to his vest. Let him carry you to the left, to the bunk. Here, go left to the phone, to the toilet, through the notes, to the guitar, to another hatch. Call Jowd here, and he rolls around in the crawlspace. The guard here is blocking the exit door. Go to the drums and do a trick. The guard then walks to the drums. Now that he is standing on the hatch, do a trick to open the hatch. The guard falls to the bottom floor. Make sure that the other guard on the upper floor isn't around, then call Jowd to the guitar. Close the hatch with a trick, then move to the bunk and call Jowd there. You're done! Jowd escapes from jail, and not a moment too soon. The power comes back on. Travel right, going from the bunk, to the hatch, to the drums, to the guitar, to the note, to the note, to the toilet, to the phone. Do a trick on the phone. Use an inside extension to reach the guard room. When Sissel arrives, Jowd calls the room. Trick the phone and go to the new location. Jowd is at a payphone outside of the prison. Inspector Cabanela is also there, holding a gun at Jowd. Go to Jowd and talk to him. You have three conversations to pick from. Talk to Jowd about Sissel. Jowd says that he never saw Sissel's true face, so he cannot make definitive statements about Sissel. He gives Sissel a lead: the music box. Jowd gave Lynne the music box before his arrest, and something inside the box might jog Sissel's memory. Talk to Jowd about Inspector Cabanela to learn that Cabanela is a bit of a perfectionist, who doesn't want any stains on his record. That's why Cabanela is arresting Jowd at this moment. Cabanela can't let a convicted criminal escape, even though they are friends. Talk to Jowd about his execution, then about the other murder. Jowd says that in the hostage situation ten years ago, he killed the man who was holding Lynne hostage. Lynne was never told the truth. Cabanela lets Jowd call the Justice Minister's Office, where Lynne appears to be in trouble. Then, Cabanela gives Jowd a present: a pocket watch. The two of them leave, presumably to have Jowd returned to the prison. 004j-Chapter 10: 11:41 PM --------------------------------------------------------- Sissel arrives at the Justice Minister's office. It turns out the Justice Minister is the man from Chapter Three, the one whose wife is the lady writer. Talk to Lynne here, if you want, then go to the Justice Minister's body. Sissel goes back before the Minister's death. He was working at his office, when he received a disturbing phone call. After a failed attempt to call his wife, he has a stress-induced heart attack. He fails to get his medicine and to drink his water, in order to calm his body down. When you're in the past, jump to the telephone to hear the disturbing phone call. The blue villains from Chapter Seven have kidnapped his daughter, and they refuse to let her go until Detective Jowd is executed. An odd demand, to be sure. You CAN go to the place where the blue villains are, in order to learn that the kidnapping is a hoax. Beauty does NOT have Amelie there with her; she only has a recording of Amelie's voice. However, going to the place where Beauty is doesn't help save the Justice Minister's life, so if you decide to go there, you'll have to restart. Once the phone call from the blue villains is done, the Justice Minister tries (and fails) to call his wife. He will become stressed out and knock his medicine bottle away. Shortly after this, he grabs for the pitcher of water. Now, jump to the pitcher of water, to the flag. Do a ghost trick on the flag to flap it. When you do this at the right time, the pitcher of water is knocked to the right, into the man's hands. The man will gratefully drink his water, which postpones his death for a minute or so. That creates a save point, and it gives us plenty of time to save his life. When he drinks his water, he holds the pitcher in the air, above his mouth. At this time, travel to the pitcher of water to the ceiling fan. This is the only time you can reach the ceiling fan. Do a trick on the fan to make it blow two papers from the desk, to the right, near the medicine bottle. Jump to one of the papers when it is high up near the fan, and use the paper to travel to the right. You have a puzzle here, in which you want to move the medicine bottle to the left. The only thing close enough to move the bottle is the sword, but the sword is not long enough. You'll need to put something on the end of the sword to lengthen it, something like that globe in the upper/right. Getting the globe to the sword, though, will require you to drop four objects to the ground. Figuring out the order in which you drop the objects is the tricky part. The order is the urn, the painting, the globe and the fruit. Go right to the medicine bottle, then go to the hand of the statue and do a trick to raise it. Go up through both parts of the hanging basket, then go to the frame hanger. Do a trick to undo it. The frame hanger on the right is still holding the painting up; once you trick that, the painting falls. Go down through both parts of the hanging basket to the statue arm. Do a trick to lower it, then go right to the curtain. Do a trick to close the curtain, so Sissel is on the right. Go to the armor's hand and do a trick to raise it. Go up to the glove stand and do a trick to the turn it, so it is facing right. Now, go to the globe and do a trick. Since the stand is right, the globe goes left, knocking over an urn. Go up to the frame hanger and do a trick to undo it. The frame falls on top of the painting, creating a sort of seesaw. Go to the globe and do a trick on it. It rolls onto the seesaw. Go up to the curtain and do a trick to open it. Go to the armor's hand and do a trick to raise it. Go to the bottom of the hanging basket and do a trick, so it is facing left. Go to the top of the hanging basket and do a trick to swing it. Since the basket is left, the fruit falls right, knocking an urn onto the seesaw. The globe lands on top of the sword here. Go down through the hanging basket, to the arm, to the sword. Do a trick on the sword, and the medicine reaches the Justice Minister. Sissel travels to the present, where Lynne is unsuccessfully trying to convince the Justice Minister to stall Jowd's execution. Do a trick on the sword again, to get Lynne's attention. Sissel tells Lynne about the kidnapping of the Justice Minister's daughter, and the demand of the kidnappers. Lynne carries Sissel to the left. Tap on the Justice Minister's speech bubble, and Sissel talks with him. In the end, though, the Justice Minister is unconvinced. He won't jeopardize his daughter's life by saving Jowd's. Go to the phone and do a trick. Travel to the newest location: the kidnappers' hideout. 004k-Chapter 11: 12:10 AM --------------------------------------------------------- Sissel arrives at the place with the two blue villains. They indicate that they have kidnapped a girl and hidden her inside the red trunk. Beauty then steps out of the room, leaving her incompetent partner behind to sleep. Sissel's goal in this chapter is to reach the trunk and open it. This room bears an odd resemblance to the room with the murder machine, in Chapter Five. That should help Sissel figure out how to reach the lower/right. Go to the candle and a trick on it. This burns a string, setting an ornament loose. Go to the lower/left ornament, then jump to the lower/right ornament, which you just loosened. Do a trick on it, so it gets stuck in the ceiling fan. Go up to the ceiling fan motor and do a trick. This knocks a green ball to the lower/left. Look familiar? Go down to the ornament, and when it is on the left, go left to the ornaments. Head down to the small door by the ball and do a trick to open it. This moves the ball towards the lower/right. Thanks to the ball, you can now set off the party poppers on the table. Go back up and through the stars to reach the star on the ceiling fan. When you're on the right, go through the various stars here to reach the shade. Do a trick to lower the shade, then go to the crate that the man is sitting on. From the crate, go left to the doll, then left to the ball. Go left to the balance toy, to the party popper. Do a trick here to get some strings on the candle sconce by the trunk. Now, go up to the cake box and left to the party popper. Do a trick here to get strings on the ceiling fan. Now this room is covered with many easy-to-burn strings. Time to go back to our starting point for the room. Go right to the cake box, down to the party popper, right to the spinning wheel, right to the ball, right to the doll, and right to the crate. Go up/right to the shade, and do a trick to raise it. Travel left through the ceiling ornaments and reach the fan. Here, go up to the motor and do a trick. The fan spins faster, and the string on the fan goes up against the candle on the left. Quickly, while the fan is spinning faster, go left through the ornaments and down to the candle. Do a trick on the candle. When both the candle and the ceiling fan are tricked at the same time, it results in the candle by the doll being lit. Time to return to the other side of the room. Go up through the ornaments, and head right, using the fan along the way. When you reach the shade, do a trick to lower it. Go left to the crate, to the doll, to the ball, to the balance toy. Do a trick on the balance toy to light the candle sconce. Almost done! Go right to the ball, to the doll, to the crate, to the shade, to the candle sconce. Do a trick on the sconce to lower a clock. You can now go from the shade, to the clock, to the trunk. Do a trick on the trunk to open it. Surprise! The girl inside the trunk, who has been kidnapped, is not the Justice Minister's daughter. It's Kamila, the girl who lives with Lynne and Missile. She is calmly reading a book and drinking juice. Beauty returns at this point and sends her partner out. Kamila reveals that she used to live in this house. Interesting. Go to Ghost World. It is revealed that Kamila has a core. This means she died tonight, and somebody saved her life. This must have happened after Kamila left Lynne's apartment, and since Sissel didn't save her life, that means someone else has the ability to perform ghost tricks. Go to Kamila and talk to her about the kidnapping. She was smart and hid the music box in the park, shortly before she was captured. Talk to Kamila about herself to learn something interesting: her father is Detective Jowd. Kamila tells the truth about her mother's death, five years ago. It wasn't murder; it was a tragic accident. Jowd took the blame for the death, even though by the time he arrived, Alma was already dead. Once you talk to Kamila about everything, Sissel cuts the conversation short. He doesn't want Kamila to know that the kidnappers have demanded the execution of Detective Jowd in return for Kamila's safety. Beauty, the female blue villain, decides to leave. She can sense the presence of something else in this room. Is she sensing Sissel? She talks to Sissel, promising to kill Kamila if he approaches them again. Then, the blue villains leave with Kamila. Sissel is left wondering if the villains can sense his presence, or if they know about the powers of the dead. After all, we know with absolute certainty that someone besides Sissel can perform ghost tricks. 004l-Chapter 12: 12:25 AM --------------------------------------------------------- This is an easy chapter to get through, gameplay-wise. Sissel returns to the Justice Minister's office, with the information that Kamila, not Amelie, is the girl who was kidnapped. The Minister is not convinced, and he won't be, unless he gets a phone call from his daughter. Inspector Cabanela appears, with Detective Jowd in tow. Tap on his speech bubble to hear his conversation with Lynne. She is unhappy with the Inspector. Jowd steps closer to the left. You can now reach him. Go right, to the documents, to the medicine bottle, to the spear and to the spear. Now go to Jowd and talk with him. Jowd is upset to learn his daughter has been kidnapped. He is even MORE upset when Sissel reveals that Kamila's machine killed his wife, five years ago. Talk to Jowd about everything. He says there was a problem with the machine Kamila made. The cupid, which was supposed to set off party poppers, suddenly turned around and set off the gun. Now that Jowd knows about ghost tricks, the explanation is clear. Someone used a ghost trick that night to ensure the machine would kill Jowd's wife. Jowd purposely changed the crime scene, in order to frame himself. The real murder weapon is hidden inside the music box, which Kamila hid inside the bushes at the park. Lynne then rushes to the park, to get the music box. Tap on the speech bubble to hear what Cabanela does next. He talks with Jowd, then talks with the Justice Minister. The execution is still set to take place, so Cabanela calls for a van to pick Jowd up. This will take about ten minutes. Uh oh! Ten minutes isn't a lot of time for Sissel to figure out a way to get the Justice Minister's daughter to call! Go left, to the spear, to the medicine bottle, to the documents, to the phone. Do a trick on the phone and go to Lady Red's Apartment, one above the Justice Minister's number. Sissel sees that Amelie is safe and sound inside her bed. Fortunately, she's still awake, even though it's rather late. 004m-Chapter 13: 12:51 AM --------------------------------------------------------- Time to figure out how to get Amelie to call her father! That way, he will know that his daughter has not been kidnapped. The good news is that she just bought a lighter for her father's birthday, and she really wants to call him. Go to the lighter, then do a trick. This brings the phone to Amelie. Unfortunately, her angry mother refuses to let her make a phone call. We will have to incapacitate the mother first. Go left to the wastebasket, then up to the lamp, to the pendulum, to the wall clock, to the latch. A rat is standing here. Do a trick on the latch, and the rat falls to the pendulum. Go to the wall clock and do a trick on it, so the woman notices the rat. The woman uses her wine bottle to hit the rat. While doing so, she knocks over the candle sconce. The rat lands on the valve above the ceiling. Go up to the latch, and to the valve. Do a trick on the valve to turn off the power completely. The woman will then light the chandelier. Go left to the hoist, then to the latch. Go down to the dictionary, then to the crank. Do a trick to make the chandelier fall. The woman will get up and raise it. When the woman is walking back to her seat, do a trick on the crank. If you time this properly, the chandelier falls on top of the woman and traps her. When this happens, do a trick on the crank to pull her up to the ceiling. Go up, to the dictionary, to the latch. Do a trick on the latch to open it. The rat's tail falls into the room. Now, go to the chandelier and do a trick on it. The candles burn brighter, frightening the woman and the rat. The rat moves to the pendulum, with its tail still on fire. Go up to the hoist, then go right/down to the valve, the latch, the wall clock and the pendulum. Do a trick on the pendulum. The rat's tail will light candles, causing the phone to reach Amelie. Go down, to the lamp, to the wastebasket. Go right, to the lighter, to the phone. Sissel hears the phone call between Amelie and her father. He is relieved to hear she is safe. The three family members work out their problems, and they're getting along again. Sissel goes to the Justice Minister's office. While he is glad his daughter is safe, he still cannot call off the execution, as long as Kamila is in the hands of kidnappers. Go to the Justice Minister and talk to him about everything. He mentions that he knew about a manipulator, before this night. The Manipulator first came up in the official reports, for the criminals in the special jail. Their crimes were both impossible; the criminals did not have the necessary knowledge. The reports concluded that a manipulator, who DID have the necessary knowledge, forced them to commit their crimes. Inspector Cabanela believes the Manipulator was also responsible for the death of Jowd's wife. We know that SOMEONE did a ghost trick to make sure Jowd's wife died; apparently, this was the work of the Manipulator. The Justice Minister speaks out loud. He was recently controlled by the Manipulator, who forced him to sign the order for Jowd's execution. This is what caused the breakdown in the Justice Minister's family. Shortly after the Justice Minister mentions ghosts like Sissel, Cabanela runs off. Lynne then calls. She needs Sissel's help at the park. Do a trick on the phone, then go to the park, which is the option right below the Justice Minister's office. 004n-Chapter 14: 1:28 AM --------------------------------------------------------- Sissel arrives at the park, but Lynne is too far to the left for him to talk to. Go left to the leaflet, then left to the delivery box. The cook from the Chicken Kitchen is here, playing on the swingset. When he is close enough, go to his hat. Then, go to the swing and do a trick. This moves you to the left, so you can reach the globe climber. Go to the spot in the middle of the globe climber, then do a trick. This spins the globe. While the globe spins, go to the basketball, then go left to the seesaw. Do a trick to move the seesaw. Then, go to the baseball, to the left side of the seesaw, to the tire, to Lynne. Talk to her. She couldn't find the music box, but she found a corpse. Go left, to the leaf, to the dumpster lid, to the oil drum, to the corpse. The corpse belongs to the man who calls himself the Guardian of the Park. Go back in time. This man died, when Kamila was kidnapped. He ran through the park, in an attempt to save her. A hedge was in the way, though, so all he could do was pick up the music box. Kamila almost died around that time, when someone performed a ghost trick to save her. This ghost trick resulted in the death of the Guardian of the Park. Does that mean...the Manipulator is here? Go to ghost world. Go to the trowel, then to the soul. Talk to it to learn that it is NOT the Manipulator. It's Missile, the Pomeranian! He died here in the park, but that doesn't bother him, because it allowed him to do a ghost trick to save Kamila's life. Missile is a bit different from Sissel. For one thing, he has a longer reach that Sissel does. For another, his ghost tricks involve swapping two items of a similar shape. You get to try this out, by moving him to the Mino statue, then moving him to the leaf. Swap the statue and the leaf. Once the introductions are over, Missile and Sissel agree to team up, to save Kamila and the Guardian of the Park. Fortunately, a rugby ball is nearby. All we have to do is move the rugby ball to the left, so Missile can swap the Mino statue with the rugby ball. You now have a button, which lets you switch between Missile and Sissel. It's possible to get through this puzzle, by only using this button once. Sissel ------ Sissel's goal is to have an open umbrella, near the rugby ball. Start by sending Sissel to the right. Move to the oil drum, to the dumpster lid. Do a trick to open the lid, then go to the seesaw. Do a trick on it, then go to the baseball. Sissel and the baseball get taken to the right. The Guardian of the Park appears around this time. Wait for him to jump on the globe climber. He spins it around. Go to the basketball when it's close enough to you, then to the core in the middle of the globe climber. Do a trick on it to temporarily trap the Guardian of the Park. This buys you a little bit of extra time. Go to the boot in the globe climber, and when it is on the left, go up/left to the leaflet, and to another leaflet. Here, go up/right to a love letter. Do a trick on it to go up. Go left to a leaflet, then left to an umbrella. Do two tricks on it. This results in an open umbrella, on the branch below the rugby ball. Missile ------- As Missile, go right to the trowel, to the oil drum, to the tire, to the seesaw, to the baseball. You might have noticed that there are three round things here: a baseball, a tire, and a basketball. Missile can swap them for each other, whenever he wants. Swap the baseball with the basketball, so the basketball is on the seesaw. Wait for the Guardian of the Park to jump on the seesaw. The round item on the seesaw is sent upwards, when he does this. If the round item is the basketball, and the umbrella in the tree has been opened by Sissel, the basketball lands in the open umbrella. You can't do the same thing with the baseball (which is too light) or the tire (which is too heavy). Speaking of heavy...once the basketball is inside the umbrella, swap the basketball and the tire. This causes the rugby ball to fall into the trash can. Now just sit and wait for the countdown timer to run out. At the last second, Missile goes to Ghost World, freezing time. As Missile, go down/left to the dumpster lid, then to the rugby ball. Swap the rugby ball with the Mino statue. Fate averted! Now nobody has to die! Sissel suggests undoing Missile's death, but Missile disagrees. He wants to hang on to his ghost tricks for a little while longer, and if that means he has to stay dead in the meantime, he's fine with that. Shortly after Sissel and Missile return to the present, a strong gust of wind blows away the leaf that Missile was inside of. Ah, poor Missile. Let's hope he can rescue Kamila. The Guardian of the Park then wakes up and gives the music box to Lynne. He then recognizes her, from ten years ago. Talk to the Guardian of the Park about everything. He says that ten years ago, he saw the dramatic showdown between Detective Jowd and the criminal who took Lynne as a hostage. The criminal was killed by a meteorite. The meteorite, which the Guardian likes to call "The Rock of the Gods", is still in the ground, not far from Missile's corpse. There's even a monument at the site of the crater made by the meteorite. Sounds like this Temsik meteorite is very important! Sissel is somewhat surprised to hear that the criminal was killed by a meteorite, given the fact that Detective Jowd claimed responsibility for killing the criminal. Sissel and Lynne return to the Justice Minister's office. As they hoped, the gun hidden inside the music box is important enough evidence to warrant delaying Jowd's execution. After all, the police need time to examine the real murder weapon. Go right, to the documents, then to the medicine bottle. From here, talk to Jowd about everything. The conversations reveal that the Manipulator is the one who forced Lynne to shoot Sissel. It is also revealed that Detective Jowd had no idea Lynne had been taken as a hostage, when he intended to shoot the criminal in the park ten years ago. If it wasn't for the Temsik meteorite, Jowd would have killed that man for certain. Who is the criminal that took Lynne hostage? He was Sissel. Or at least, somebody who looked exactly like Sissel. He went by a different name. So, our hero Sissel, who died tonight, looks exactly like the criminal who died ten years ago, in the hostage situation. This cannot be a coincidence, and it makes Sissel wonder some more about who he really is. Inspector Cabanela calls, from the Junkyard Superintendent's Office. He demands that the execution be carried out, or else Kamila will die. Cabanela is working for the kidnappers? Oh no! 004o-Chapter 15: 2:55 AM --------------------------------------------------------- When Sissel arrives at the Superintendent's Office, he's in for a surprise. Inspector Cabanela has just been killed...by Sissel. Apparently, the evil Sissel who died ten years ago is still very much alive and well. And also, thanks to his "death" in the park, at the hands of the Temsik meteorite, he can perform ghost tricks. Evil Sissel is working with the two blue villains. It is revealed that the blue villains are on a submarine. Go to Inspector Cabanela's body. Sissel rewinds time to see the recent conversation between Evil Sissel and Cabanela. The good news is that Inspector Cabanela is NOT working for the kidnappers. The misleading phone call at the end of the previous chapter was made, because Evil Sissel forced Cabanela to do it. Evil Sissel claims that he wants revenge on everyone involved in his death, ten years ago. That would be Inspector Cabanela, Detective Jowd, and Lynne. Cabanela shoots Evil Sissel, to no effect. Evil Sissel then uses ghost tricks and shoots Cabanela at close range. Sissel and Cabanela go back four minutes. This is a tricky rescue operation. After all, you can't perform any ghost tricks here. If you do, the evil Sissel will notice and shoot Cabanela early. Instead of doing ghost tricks, travel to the phone, to the lamp, to the tea kettle. Wait until Evil Sissel knocks the kettle to the floor. From here, you can go down/right to the motor. Sissel sees that the basement area has recently been destroyed by an explosion. The Pigeon Man was killed in this explosion. Travel down/left to the hoist, then do a ghost trick to reach the floor. Go right to the tool box and do a trick to open it. From here, go to the balance toy, then to the Pigeon Man. Sissel goes back in time four minutes before Pigeon Man's death. He and Cabanela were examining the corpse of Sissel, found at the junkyard this night. Cabanela correctly suspected Evil Sissel was the Manipulator, and he hoped they could find the source of his powers. Evil Sissel stood up in the middle of this, spoke to them for a while, then set off some dynamite. Our heroes go back in time to try saving the Pigeon Man. Move the screen around here, and at the very bottom, you can see a sewer. Wait for time to pass, and during the three second countdown, a voice calls out to Sissel. Move the screen to the bottom/right corner at this point to see the leaf that Missile is inside. Missile now joins the group. He has the ability to swap objects, as you might remember. As Missile, jump up/right to the toy cake, then down/right to the trash can lid. There are rats in the trash here. Go to the old magazines, and swap them with the old newspapers, right of them. This causes many rats to appear in the trash. The trash can lid goes flying off. Go left, to the trash can, to the trash can lid. When the lid is rolling the ground now, it is circular. That means you can swap it with the tire to the left. Do that. The trash can lid will fall on its side, so it looks just like the trap door. This happens almost at the exact end of the countdown. Swap the lid with the door. Pigeon Man falls, and the explosion soon follows. Evil Sissel is fooled into thinking that Pigeon Man was killed. Pigeon Man is safe, but Cabanela is still dead. Now that we have Missile's help, I'm sure that we can undo Cabanela's death. When the pigeon is close enough, travel to the hoist, to the motor. Switch to Missile. Send him up/left to the helmet, then send him up to the book on the shelf. This will keep him out of the way, for now. Watch the scene. Wait for Evil Sissel to knock the kettle to the ground, then travel to the kettle, then to the base of the lamp. Evil Sissel will turn to the right, for a brief period of time. Quickly, while his back is turned, do a trick on the lamp. Then, travel to the top of the lamp, to the helmet. Do a trick on the helmet to knock it on the ground. If you're too slow with these two tricks, Evil Sissel catches you, and you have to start over. Wait for Cabanela to shoot Evil Sissel. When this happens, the step ladder comes close. Go right, to the tea kettle, to the step ladder. Do a trick on the step ladder, then go up to the microscope, to the knit hat. Do a trick on the hat to knock it onto the step ladder. Go down to the ladder and do a trick on it. The knit hat is now right next to Evil Sissel. Switch to Missile. Swap the knit cap with the book. The cap will slide off the bookshelf and onto the hook here. This does not happen, if you do not knock off the helmet which WAS on the hook. Wait for the countdown to end. Missile automatically stops time, when the bullet is close to Cabanela's head. Swap the bullet with the knit cap. This injures Cabanela, but not fatally. Evil Sissel is fooled by this ruse, and just like we saw at the beginning of this chapter, he calls the blue villains on the submarine, then leaves. Pigeon Man and Cabanela are both happy to be alive. Talk to Cabanela about everything. Cabanela reveals that it is his fault Evil Sissel escaped from police custody, ten years ago, on the night of the hostage situation. Cabanela explains that, the whole time, he has been working to help prove Jowd's innocence. When he foiled Jowd's jailbreak and took him to the Justice Minister, those were delaying tactics. When he tried to have Lynne arrested, he was simply hoping he could protect her from the Manipulator. The Manipulator case that Cabanela was working on had a large development recently. They learned that the Manipulator was planning to meet the blue villains at the Chicken Kitchen that night. Hence, the large stakeout planned at that location. The blue villains are actually foreigners. Once you talk with Cabanela about everything, go to the desk lamp, and from there, talk to Pigeon Man. He says that he was assigned to do the autopsy on Evil Sissel's corpse, ten years ago. The corpse was unusual, because it was uninjured. In fact, the corpse automatically healed itself, whenever he tried to cut it with a scalpel. Shortly after this, when no one was around, Evil Sissel's corpse got up and walked away. The corpse gave off unusual radiation, which matched the radiation from the Temsik meteorite. Apparently, there is a piece of the meteorite lodged inside the corpse, which is what caused the radiation. Cabanela teamed up with the Pigeon Man about a year ago, when a message they intercepted from the Manipulator indicated his powers came from somewhere other than this planet. The two of them built the machine in the basement, an exact duplicate of the machine which killed Jowd's wife, as a way to prove the existence of the Manipulator. Lynne and Detective Jowd appear after this. Jowd gets his old coat back, and he and Lynne rush off after Evil Sissel, who is going to meet with the blue villains on the submarine. 004p-Chapter 16: 4:19 AM --------------------------------------------------------- About two hours before dawn, Jowd calls for Sissel. Jowd is at the control room of the Yonoa submarine. He is almost instantly caught by the Masked Muscleman. The two villains speak with Jowd for a bit, as Jowd explains how he managed to get onto the submarine. The Eyebrowed Villain reveals that Evil Sissel's corpse is inside this very room. Evil Sissel's spirit is not here at the moment; he is elsewhere, possessing Kamila. The Eyebrowed Villain takes advantage of Evil Sissel's absence, and he removes the Temsik meteorite fragment from the corpse. The control room then gets unexpectedly jettisoned from the rest of the ship. Then, there is an explosion. Time for our hero Sissel to look around and figure out what to do next. Go to Ghost World, then talk to the spirit who is to the left. It's Missile! He wants to help Kamila and Lynne, too. Shortly after this, the phone starts ringing. This starts a short puzzle, in which the goal is to get Sissel to the phone. The key to this puzzle is using the three hammocks. Switch to Missile, and go left, to the baseball. Swap the baseball in the left hammock with the basketball in the middle hammock. This moves the baseball up, so it's within Sissel's reach. As Sissel, go right to the baseball, then right to the emergency light. Now as Missile, go right to the emergency light, then to the baseball. Swap the baseball in the middle hammock with the basketball in the right hammock. That moves the baseball up, so it's within Sissel's reach. Another explosion occurs, and the phone is knocked off the hook. Uh oh! Better get there quickly, Sissel! Move right to the baseball, to the valve, to the phone. Kamila is on the other line, and she is upset because Lynne has died again. Go to Kamila's area, where Sissel and Missile talk to her for a bit. Travel down/left to the monitor, to the wheel. Do a ghost trick to turn the wheel, then jump to Lynne's body. When she and Jowd first arrived on the ship, they split up. Jowd went after Evil Sissel, while Lynne went to save Kamila. Sissel turns time back four minutes, and he watches the scene. Lynne finds Kamila, who is being manipulated by Evil Sissel. Evil Sissel was hoping to shoot Detective Jowd, but he seems satisfied with shooting Lynne instead. A phone call, as well as the explosion on the submarine, interrupts the standoff. Lynne gets killed by falling debris. Time to save Lynne. Sissel can't reach any objects at the moment, so sit and wait for Evil Sissel/Kamila to point the gun at Lynne. In Ghost World, go right to the gun, up to the wheel, right to the monitor, then right to the phone. You can't use the phone right now, because it is still on the hook. Go up to the wheel, and do a trick on it to knock the phone off the hook. NOW the phone can be used! Go to the phone, and choose to go to the other location. The other location is the phone on the sub, which is right of the hammocks. The time is right around when the Temsik fragment is taken from Evil Sissel's corpse. This is a save point, so you can restart from here if you need to. Go left to the valve, to the basketball, to the wastebasket. Do a trick on the wastebasket to open it, which knocks the basketball up to the ceiling. What you want to do is trick the wastebasket, then jump to the basketball so you're taken up to the ceiling. From there, jump to the emergency light to the left. Wait for the capsule with the Temsik fragment to appear, and jump to it as it passes by on the conveyor belt overhead. Once the Temsik fragment is safe in the Eyebrowed Villain's hands, he jettisons the control room and makes a quick escape on a minisub. He also sets off a torpedo, so the main submarine will sink to the bottom of the sea, with Evil Sissel trapped inside. Quickly, move right to the lever and do a trick. This lowers the platform the lever and capsule are on, which moves you closer to the torpedo. Go to the power switchboard, then to the torpedo. The torpedo launches, with Sissel inside. A rat is also inside the torpedo. Unfortunately, the rat is going to stop you from turning on the safety lock, because it doesn't want to get crushed. So the first puzzle is getting rid of the rat. There are two gyroscopes here. One is on the left and one is on the right. Do a trick on the left one, so it's facing up. Then, go to the right gyroscope and do a trick so it's facing up as well. This flips the torpedo upside-down, getting rid of the rat. Now go left to the joint and do a trick to operate it. The safety clamp goes on. Now the torpedo won't go off when it hits the submarine! This means Lynne won't die in the explosion. Of course, the torpedo still hits the submarine. This causes a small water leak. Time to get over to Lynne. Go right to the transformer, then right to the starter. Do a trick on the starter to operate the big machine here. Sissel watches how the machinery works. Do a trick on the starter again. Go right to the wheel (when its core is close enough to Sissel), then go right to the other wheel, to the balancer, to the gear. The two gears in this area rotate. Let the left gear take you right, then jump to the right gear. Let it take you right, then jump to the piston. Wait for the piston to go up, then jump to the flashlight. Do a trick on the flashlight to alert Lynne of your presence. Lynne and Kamila need to get out of the room, before it fills with water. They need to go up to the exit, which is on the floor above. Go up/right to the emergency light, to the valve. Do a trick on the valve to move some gloves. Go up to the gloves, to the fuse box, to the ladder's switch. Do a trick on the switch to lower the ladder. Lynne climbs up to the second level, and the flashlight breaks. Go to the flashlight and do a trick to turn it on. Shortly after this, the submarine turns on its side. Now Lynne, Kamila, Sissel and Missile are stuck at the bottom of the submarine. Water is coming in at a much faster rate, but the goal remains the same. They have to reach the door at the top. Go to the Ghost World, and Missile agrees to help. As Missile, go to the right, to the pipe, to the shaft, to the torpedo. Now go up, to the transformer, to the starter, to the wheel, to the wheel, to the balancer, to the large fan. You probably noticed there are three fans here. Look up/left to find a fourth fan. The four fans are of three sizes: one large, one small and two medium. Your goal is to arrange the fans, from smallest to largest. That means a small fan on top, a medium fan in the middle, and a large fan on the bottom. Let's start by moving the large fan from the top to the bottom. Swap the large fan with the fan below it. Now go right to the balancer, then go down/left to the large fan. Swap it with the fan below it. Now the large fan is on the bottom. Go right to the wheel, up to the balancer, then left to the medium fan. Swap it with the small fan that is up/left of it. Now all three fans are in place! Switch to Sissel and wait for Lynne to hold the flashlight out. Jump to the wheel, to the pipe, to the shaft, to the torpedo, to the transformer, to the starter. Do a trick here. Provided the fans are in the correct spots, this creates stairs for Lynne to climb. She goes up to an area with steam pipes. Sissel needs to get where Lynne is. As Sissel, do a trick on the operator again. When the wheel is close enough, jump up to it, then jump up to the other wheel, to the balancer. Jump to the gear when it's close enough, and Sissel gets taken to the area where Lynne is. From there, jump to the fire extinguisher, to the wheel. Do a trick on the wheel to turn off the steam pipe near Lynne. Time for Missile to switch some pipes around. Switch to Missile, and have him go up the same area Sissel did. As Missile, switch the upper/right pipe (which Sissel turned off) with the lower/right pipe. Send Missile to the emergency light, then to the upper/left pipe. Swap it with the lower/left pipe. Now the bottom two pipes are safe. Swap the two upper pipes, and the puzzle is solved! To recap, you switch the two right pipes, the two left pipes, and the two top pipes. Lynne crawls past the pipes, but she quickly gets stuck. She can't go up the exit! As Sissel, go left to the pipe, up to the emergency light, up/left to the gloves, left to the distributing panel, up to the switch, up to the fuse box and up to the hook. Do a trick on the hook to lower it, then do another trick to raise it. Lynne is almost there, but she can't open the door. Go to the door and do a trick to open it. Sissel can't budge the door because something is blocking it. Then, someone shouts. The door opens and a strange crane-like object enters the room. It takes Kamila and Lynne up to safety, while Sissel wonders what the strange thing could be. 004q-Chapter 17: 5:10 AM --------------------------------------------------------- It turns out the strange thing is Evil Sissel. He doesn't have his body (which was in the room that was jettisoned from the rest of the submarine), so now he's possessing some random junk. He is a lot more docile now, compared to the previous times we've seen him. Now you get to talk to Evil Sissel about everything. He starts by talking about the Temsik meteorite. It has two effects: power and time. Anyone who dies near the Temsik meteorite gets ghost powers, due to the meteorite's radiation. The powers differ from person to person, and they change over time. For example, someone with the ability to swap objects (like Missile) might eventually lose that power, and gain the power to manipulate objects (like Sissel). The time effect lets someone travel back in time, to four minutes before a person's death. In the case of Evil Sissel, the meteorite fragment in his heart kept his corpse perpetually fluctuating between his death and the moment before his death. It is as if his body is stuck at that time, ten years ago, which is why his corpse hasn't changed at all. Evil Sissel elaborates on his plan with the blue villains. Evil Sissel wanted to get revenge on the people responsible for his death: Lynne, Jowd and Cabanela. The blue villains helped him achieve this goal, as we know; they kidnapped Kamila to ensure Jowd's execution. Little did Evil Sissel know that the blue villains had a different agenda. They wanted to steal the Temsik meteorite, then wipe out everyone who knew about it. Evil Sissel ends the conversation by elaborating on the plan to get rid of Lynne, by framing her for his death. Once the conversation ends, the submarine shakes a few times, and Kamila wakes up. Kamila mentions her father, Detective Jowd. No one is sure why the blue villains purposely jettisoned off the control room, with Detective Jowd inside. Lynne then comes up with a plan. Using the tracking device which shows where Evil Sissel's body is, she can send Sissel to the room with Jowd. Go up/right to the bottle, to the lamp, then up to the control panel. Do a trick to operate it. Go up to the mechanical arm, then up to the telephone. Do a trick and travel to the torpedo room. Our heroes all go to the torpedo room. There are two switches here, and you need to pull the one on the left to load the torpedo. The switch is stuck, though, so talk to Missile. Missile agrees to help. As Missile, swap the two switches. Then, as Missile, go to the left switch. Do a trick to operate it, and the torpedo loads. Travel to the torpedo. At first, Missile doesn't want to go, but Lynne and Kamila convince him to tag along. Lynne then fires the torpedo. The plan works perfectly, and Sissel and Missile travel to the room with Jowd. Detective Jowd is dead at the moment. Go to his body, so Sissel can rewind time to before Jowd's death. It turns out that Evil Sissel, whose name is finally revealed to be "Yomiel", is here as well. Time for another conversation with Yomiel. He talks about the crime that he was (falsely) accused of committing, when he escaped from the interrogation room and took Lynne hostage. Yomiel talks more about his motivations and the deal he made with the blue villains. Sissel and crew go back in time, four minutes before Jowd's death. He was killed by the Masked Muscleman, who is revealed to be a remote control robot. The Muscleman says that the control room was jettisoned, to make it impossible for something to happen. Go to Yomiel's corpse. Yomiel suddenly realizes why the villains were trying to prevent. They wanted to make it so that no one could reach Yomiel's corpse. Now that the Temsik fragment is out of Yomiel's corpse, it is possible for someone to go back in time, to four minutes before Yomiel's death. And our heroes decide to do exactly that. 004r-Final Chapter 5:26 PM --------------------------------------------------------- Sissel, Missile, Jowd and Yomiel go back in time, to four minutes before Yomiel's death. That took place ten years ago, during the hostage situation in the park. Lynne was baking sweet potatoes, when Yomiel and Jowd appeared on the scene. Yomiel grabbed Lynne. During the ensuing a standoff between Jowd and Yomiel, the Temsik meteorite hit. Yomiel got hit from behind by the meteorite fragment. Sissel starts this challenge too far away from any cores he can possess. Wait for Lynne to be grabbed by Yomiel, then go left to the sweet potato and up to the headphones. Do a trick here to get Lynne to drop the sweet potato. This changes her fate AND it makes a small path for Sissel. Missile is in the way now, so switch to Missile and move him left three times, to the leftmost nozzle. Switch to Sissel. Move him down/left to the potato, and left to the basket. Do a trick on the basket to knock a sweet potato into the water. Move left to the nozzle. When the potato is over the nozzle, do a trick to spray the water. Jump to the potato, and Sissel gets taken to the main fountain. Missile notes that the potato resembles the Mino rock. Move Sissel down to the nozzle, then move Missile to the sweet potato. As Sissel, do a trick on the nozzle to send the potato up. Then, as Missile, swap the sweet potato with Mino, then swap Mino with the post lantern on the right. Now, when the meteorite hits, it is deflected off of Mino. Instead of hitting Yomiel's back, it hits Jowd's leg. The past Detective Jowd isn't stopped by the meteorite, however. He uses his gun to shoot Yomiel. Missile stops time right before the bullet hits. Swap the bullet with the sweet potato (which is down/left). Yomiel is badly injured, but still alive. The impact of Yomiel hitting the lamp post causes Mino to fall, right on top of Lynne. Ghost Yomiel quickly figures out a way to use all three of their ghost tricks to save Lynne. As Sissel, move left to the lantern, to the nozzle. Do a ghost trick on the nozzle to spray the lantern to the right. As Missile, move up/right to Mino. Do a ghost trick to swap the lantern with Mino. Yomiel then does HIS ghost trick: manipulating bodies. In this case, he manipulates his own unconscious body into grabbing Lynne and throwing her to safety. Yomiel's body gets crushed by Mino, but he still lives through the entire ordeal. As you would expect, this completely changes everything. Since Yomiel doesn't die, he doesn't get ghost tricks, and that pretty much erases most of the things which happened in the game. There are many scenes after this. Sissel finally gets his memory back, as he learns who he is. He also learns the true identity of Ray, who helped teach him how to use ghost tricks, in the first chapter. In the new future that Sissel and his friends created, it seems that everyone will live happily ever after. 005-Credits --------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2012. If you want to use any part of this FAQ, ask me first (instructions under general information).