Ghost Trick Phantom Detective
The game begins like a murder case. Some have abilities to manipulate objects and how to get through phone lines to other places. But it was again. My name I do not know. I do not know who or what I was. The only thing I know is that there is a corpse, a girl is threatened by a man and I have spoken with a lamp on a junkyard. Oh, and I continue as I move to other items to skip.
This game has two types of vision: one for real: the living world (Return), the other in Ghost Mode. In the real world, you attend both events and can drag the screen. Ghost mode is the world of souls: it lets you see objects that can be activated and used to travel (nuclei) and the recently deceased person with whom he can converse in taking possession, however the screen is fixed. Since the movements of the soul to the core of the object can be achieved only when the Ghost Mode Tour (activation and object manipulation) can be done in real mode, this change of vision will be scored in the first chapter.
Complete the game to unlock a database in which you provide specific information based on the progression of the story of the 33 characters and 14 locations displayed in the game. When you complete the game, you have access to this database by clicking the icon at the top left of the screen or pressing the Start button on the game title screen. In fact, Ghost Trick is ultimately a point and click which means original in his method of travel. The hero is dependent objects that may possess, he will always find tricks to pass quickly from one place to another to follow the action, and act when the wicked are in the game. These passages in "real time" where you must quickly change a situation that we already know are particularly tasty, but the game is generally quickly tarnished by certain linearity certainly inherent to the genre. It is often impossible to solve a problem other than as provided by developers.
This is unfortunate because the feeling of freedom experienced when moving from one object to another quickly is ultimately limited by what has been planned to let you do or not, the goal becomes to guess not how to get out, but how Capcom wants you to get away. Achieving beautiful animations incredibly delicious slender gives a stamp to all, with characters minimalist but moving with grace and fluidity spellbinding. The writing and translation work of FV are also good enough to be highlighted here, and the original cast of characters and endearing brand of games made in Shu Takumi, finish complete the picture of this set of adventure not necessarily memorable, but at least very pleasant.
You can even go through the review of Ghost Trick: Phantom Detective
Re: Ghost Trick Phantom Detective
You can expect first a tutorial to the various actions better know.
Apartment of the lady with the perfume :
Re: Ghost Trick Phantom Detective
Back to take possession of the spoon. Slip into the cell Jowder (berth, telephone, toilet, mirror frame: open). Slide to the berth, then speak to Jowder below. Exhausting conversation. Sissel Jowder and develop a strategy of evasion, an icon in the upper right of the screen allow the inmate to join Sissel.
11h 16 - Sliding down the bed of the right cell. Wait until the two guards have their backs turned (Drag the map). Call Jowder hiding under the seat. Drag on the bullet-proof vest keeps going up the stairs. When it passes near the guard hid in the ceiling, sliding the bullet-proof vest thereof, then to the mechanism to open the hatch and drop the guard. Close. Slide to the valve. Wait a guard approached to slip on his bulletproof vest. Allow it to reach the bearing to slide the bobbin, and then to the switchboard. The cache is safe under the stairs. Wait until the guard goes upstairs to call Jowder. (Automatic Backup).
11h 22 - Reinstate the bulletproof vest the custody of the above. Open the hatch mechanism when the guard is over. Slide to the right valve. Wait for the right time to call Jowder which rises in the false ceiling. Close the hatches. Reinstate the bulletproof vest top and the guard let him go to the far left of the next room. Slide to the berth, and the phone to the bathroom, the two memos, the guitar and the mechanism of the top hatch. Call Jowder. Slide to the battery; in play to attract the guard on the door. Then open the hatch mechanism. Slide to the electric guitar and call Jowder. Close the hatch. Slide to the couch and call Jowder.
11h 28 - Start on the right to reach the phone. Opting for the guards' room. Number (found). Use the phone again: choosing the outside, then for the final number to locate the threat of Jowder Cabanela. Take ownership of Jowder talk to him.
Drag the corpse of the Minister. (Up time). Sliding down the phone. Opt for Stay here. Number (found). Drag to the flag. Wait for the water jug to wave the flag wavers. Slide to the pitcher. Enjoy what the Minister of drinks to pass the decanter to the fan. (Destin amended). Increase the intensity of the fan. Drag on the sheet of paper that flies, then to the bottle. Drag the hand of the sword without armor; the rise. Slide to the hanging basket (top) and then to the painting's support. Remove it.
Back on the arm without a sword and fall. Sliding down the curtain on the right and close. Back on the hand and raise it without a sword. Slide to support the globe and turn it. Drag the globe and turn it. Slide towards the support of the table and remove it. Back on the globe and rotate it. Back on the curtain and open it. Drag the hand of the armor for the sunrise. Slide to the hanging basket (lower part) and turn it. Slide to the hanging basket (upper part) and to oscillate.
Drag the hand holding the sword and give a shot. (Destiny avoided). Giving a blow for new approaches that Lynne. Click on the bubble of thoughts of the minister. When Lynne transported the globe at the foot of the office, take possession of the minister to speak, then do the same with Lynne. Sliding down the phone. Going to the place where the code is (YMT) - 2369.
Re: Ghost Trick Phantom Detective
The return here is done automatically. Click on the bubble with thoughts of Lynne. Take possession of the minister to speak, then do the same with Jowder. Exhaust the subject. Click on the bubble of thoughts Cabanela. Sliding down the phone. Getting to the apartment of the lady.
Go to the lighter, light it. Use all the cores (bin, lamp, stick, and clock) to reach the latch on the ceiling hatch and open it. Drag the clock to make it sound. Slide to the valve on which the mouse has been designed and run. Slide into the latch of the door left open. Down to the lever to turn the chandelier. Wait for the novelist is just below the chandelier to turn the lever again. She is trapped. Turn once again for it to be suspended. Go to the chandelier and increase the intensity. Go to the pendulum clock and activate it. Sliding down the phone. The return to the office of Minister is automatic. Take possession of the minister to speak. After a call from Lynne to the park.
Drag the directory to the delivery box, about the bonnet of the head toward the swing: to increase his speed to reach the basketball. Slide toward the center of the globe-mobile cage to rotate, slide the basketball and then to jigger the switch. Drag the ball baseball and complete the course to take possession of and Lynne talk to him. Drag the corpse of the boy with the prospectus. (Up time). Slide to the small shovel and then to the second soul to speak. These are missile. It is capable of connecting more distant nuclei and trade items with the same shape. It is now possible to switch from one to another.
8 25 PM :
Sissel - Drag the corpse of Cabanela. (Up time). Slide into the kettle. When the kettle fell, sliding down the engine room ceiling of the basement. Drag the winch to move it. He falls. Drag the toolbox and open it. Slide to the router, then to the corpse of Professor (guardian). (Up time). Drag the instrument measuring teacher. The review. Slide to the top. Wait for the wicked Sissel rotates to slide on the door. When Sissel intends Missile, drag the screen to see the little dog in the sewer. (Destin amended). Slip into the measuring instrument.
Missile - Slip into the trap, use objects on the floor of the office to move right, then drag to the trash. Slide to the stack of newspapers and exchange the two heaps shaped staircase to allow rats to invest in the trash and bring down the lid. Slide to the dustbin lid and share with the tire. Wait until the lid stops rolling for exchange with the hatch. (Destin avoided). Missile earning himself the top piece.
Sissel - Drag the winch, then to the engine. Wait until the kettle has fallen to drag it, then to the lamp base. Wait until the wicked Sissel turns his back to rotate. Slip into the bulb, then to the headset: shake. (All these actions must be made when the wicked Sissel not watching). Wait until the villain is killed Sissel.
Number (found). Sissel joins the control center Yono, the submarine. Slide into the nucleus left in the emergency lighting is one of Missile; talk to him.
Exhausting dialogue. Drifting into the bottle, floor, and table command: use it. Slide to the mechanical arm, and then to the phone. Going into the torpedo room. Go talk to Missile.
5h 30 -
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