Tuesday, July 7, 2026

Ghost Trick: Phantom Detective ~ Platinum Guide

Quick Overview

A remaster of the Nintendo DS classic. You awaken in a junkyard with no memory, having been murdered. With a young girl in grave danger and your own life cut short, you must use your ghostly powers to manipulate the physical world and travel through phone lines. Solve the mystery of your own death and unravel the truth before time runs out.

Difficulty Rating

1/10

Online/Offline Trophies

This game is offline only.

Showing all Trophies


Here's a walkthrough in case you need it.

Ghost Trick Master Trophy
Ghost Trick Master

The Platinum.

7:02Pm - 7:31PM Trophy
7:02Pm - 7:31PM

Story Related.

7:31PM - 8:04PM Trophy
7:31PM - 8:04PM

Story Related.

8:04PM - 8:23PM Trophy
8:04PM - 8:23PM

Story Related.

8:23PM - *:34PM Trophy
8:23PM - *:34PM

Story Related.

8:34PM - 9:03PM Trophy
8:34PM - 9:03PM

Story Related.

9:03PM - 10:05PM Trophy
9:03PM - 10:05PM

Story Related.

10:05PM - 10:55PM Trophy
10:05PM - 10:55PM

Story Related.

10:55PM - 11:09PM Trophy
10:55PM - 11:09PM

Story Related.

11:13PM - 11:41PM Trophy
11:13PM - 11:41PM

Story Related.

11:41PM - 12:10AM Trophy
11:41PM - 12:10AM

Story Related.

12:10AM - 12:25AM Trophy
12:10AM - 12:25AM

Story Related.

12:25AM - 12:51AM Trophy
12:25AM - 12:51AM

Story Related.

12:51AM - 1:28AM Trophy
12:51AM - 1:28AM

Story Related.

1:28AM - 2:55AM Trophy
1:28AM - 2:55AM

Story Related.

2:55AM - 3:39AM Trophy
2:55AM - 3:39AM

Story Related.

4:19AM - 5:10AM Trophy
4:19AM - 5:10AM

Story Related.

5:10AM - 5:42AM Trophy
5:10AM - 5:42AM

Story Related.

Fate Averted! Trophy
Fate Averted!

Story Related.

A Curious Soul Trophy
A Curious Soul

Move from object to object 444 times. Should get this just from playing the story.

Jumping Poltergeist Trophy
Jumping Poltergeist

Manipulate objects 444 times. Should get this just from playing the story,

Same, Same! Trophy
Same, Same!

You play as Missile ine CH 14 - 18.

Mystery of the Secret Room Trophy
Mystery of the Secret Room

Wait in the ball on the fan until it falls onto the table; from there, make your way down to the trapdoor in the floor and open it. Once that's done, go to the toolbox in the upper left shelf; you may have to wait for objects to move around before you can reach it. Open the toolbox to move the bowling ball, which will cause the shovel to swing which then hits the tennis ball which will use the open trapdoor as a ramp, hitting the cupid statue just before it fires, preventing Lynne's third death.

Careful of the Crimson Light Trophy
Careful of the Crimson Light

When gameplay resumes at the start of the chapter, go back up through the ceiling and possess Sausage Head's spoon; he'll carry you back to his cell when the bell rings shortly thereafter. After the cutscene, go left into Jowd's cell and open the picture frame to find him. Make your way across the cell and talk to Jowd to plan your escape. Return to Sausage Head's cell and wait at the bunk. Move the camera to the left and watch for the guard to turn away from Jowd; as soon as he does, call Jowd over and he'll hide under the bunk. When Jowd is in position, wait for the guard on the right to come downstairs and possess his bulletproof vest to catch a ride. As the guard passes under the bell, use it to reach the hatch mechanism above. Open it to make the sniper in the ceiling fall through; he'll start patrolling like a regular guard instead of watching the exit.

Wait for one of the guards to climb the stairs, then jump through their vest to the can on the ground. From here, you can reach the panel under the stairs. The former sniper will make his way to the upper level, while the guard patrolling the bottom floor will keep to his normal pattern. When the bottom guard is climbing the stairs with his back turned to the cells, call Jowd to the spot under the stairs. Keep the hatch open and call Jowd to the right-hand valve between floors when no guards are watching the stairs; he'll climb into the vent. From there, close the hatch and move Jowd to the left-hand valve. Wait for the upper guard to pass over you so that he's to the left of the hatch. Quickly open the hatch, then jump to the guard's vest and let him carry you to the left side of the screen.

Move to the bunk in the empty cell, then wait for the guard to fall through the hatch. When he does, call Jowd to the bunk; he'll crawl throught the vents so that he's under you. The guard in the next cell is stationary; hit the drum to get him to stand on the trap door, then open it so that he falls through. Once the guard is gone, call Jowd to the bunk and he'll climb up. Close the hatch to let Jowd cross, then call him to the bunk again to escape the cell blocks. Once Jowd leaves, go to the phone and travel to the guard room. Jowd will call from an unknown phone, letting you reach his location. Go there and speak with him; ask every available question, then finish the conversation to end the chapter.

Too Much Medicine Trophy
Too Much Medicine

When gameplay resumes, spin the fan faster to make a pair of papers blow off the desk; wait for them to get close to the fan, then ride them to the side of the room where the medicine is. Raise the knight's arm to reach the ceiling, but only interact with the frame above the window. Once it's loosened, lower the knight's arm to reach the curtain, which you can use to reach the right side of the room. Raise the other knight's arm, then turn the globe stand so that the globe knocks over the vase when you spin it. Once the vase is in the middle of the floor, loosen the other side of the frame to drop it, creating a see-saw. Roll the globe so that it lands on the right side, then use the curtain to return to the left. Turn the fruit stand around, then rock it so that the other vase lands on the see-saw, launching the globe. When it lands on the sword, spin it to knock the medicine bottle back to the Minister.

Captive on the Roof Trophy
Captive on the Roof

Start by activating the lighter on the shelf next to the phone. After the cutscene, Emma will move her desk closer to Amelie's bed. With the new positioning, you can easily traverse most of the room, including the attic where the rat from earlier is hiding. Open the latch to drop the rat, then make the clock chime to get Emma's attention. After she hits the rat with her bottle, return to the ceiling and turn the valve to trigger a blackout.Make your way down to the lever that drops the chandelier and pull it. Emma will get up to reset it; as she walks back to her chair, pull the lever again when she's exactly in the center of the spot where the chandelier falls.

Extraodinary Failure Trophy
Extraodinary Failure
 Trophy
Shifting Shape to Get By Trophy
Shifting Shape to Get By

These are Sliding Puzzles found in extras. You must complete all 3x3, 4x4 and 5x5. THey are randomized.

Source Credit

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