A list of all achievements Ghost Trick: Phantom Detective and their requirements sorted into categories, along with detailed instructions for unlocking the more involved ones.
Ghost Trick: Phantom Detective Achievements
Ghost Trick has 30 achievements. The majority of them is unlocked by simply playing through the story, with the rest of them being awarded for rather easy to complete challenges. I’ve roughly categorized all of them by their unlock requirements and added a short tutorial to each of the more involved ones.
As should be obvious, this guide contains spoilers for the game’s story.
Story Achievement Progression
The most basic kind of achievement, automatically earned after finishing each of the game’s chapters.
7:02PM – 7:31PM
Cleared Chapter 1
7:31PM – 8:04PM
Cleared Chapter 2
8:04PM – 8:23PM
Cleared Chapter 3
8:23PM – 8:34PM
Cleared Chapter 4
8:34PM – 9:03PM
Cleared Chapter 5
9:03PM – 10:05PM
Cleared Chapter 6
10:05PM – 10:55PM
Cleared Chapter 7
10:55PM – 11:09PM
Cleared Chapter 8
11:13PM – 11:41PM
Cleared Chapter 9
11:41PM – 12:10AM
Cleared Chapter 10
12:10AM – 12:25AM
Cleared Chapter 11
12:25AM – 12:51AM
Cleared Chapter 12
12:51AM – 1:28AM
Cleared Chapter 13
1:28AM – 2:55AM
Cleared Chapter 14
2:55AM – 3:39AM
Cleared Chapter 15
4:19AM – 5:10AM
Cleared Chapter 16
5:10AM – 5:42AM
Cleared Chapter 17
Fate Averted!
Cleared “Ghost Trick”
You’ll get this achievement after beating the Final Chapter, once the credits finish.
Abilities
Achievements tasking you with using your various abilities a certain number of times. These will probably unlock on their own during your first playthrough.
A Curious Soul
444 Ghosts
Move from object to object a total of 444 times. The same objects can be used multiple times.
Jumping Poltergeist
444 Tricks
Manipulate objects 444 times. The same objects can be used multiple times.
Same, Same!
Swapped 44 things
After gaining the ability to control Missile, use his power to swap objects 44 times. The same objects can be used multiple times.
Chapter Challenges – Succeeding
These achievements require you to sucessfully finish puzzle sections in certain ways.
Mystery of the Secret Room
Chapter 5: Avert fate without any deaths after the final Fate Change
This achievement starts after you manipulate the kettle, leading the police man to hold it close to the ground for a short time, thus allowing you to access the murder machine room just as said machine is about to be triggered. You’ll have to finish the following section without making any mistakes that would cause a restart.
First off, wait for the tennis ball on the fan you’re inside to drop down and move to the hatch in the floor to manipulate it. After that, move back up and into the tool box. Then simply manipulate it once the tennis ball hits the floor.
Careful of the Crimson Light
Chapter 9: Lead The Way Outside Without Failing
This one takes place while you’re helping Jowd escape the prison in darkness. You’ll have to complete the whole section without being spotted by one of the guards, making sure to only have Jowd move while none of them are facing him.
Start off by moving into the lower right cell, calling Jowd to the bunk once the guard next to him is facing to the left. Then, move into the patrolling guard’s vest and let him carry you over to bell above the broken toilet. From there, move upwards and over to the guard lying down above the stairs and manipulate one of the hatch mechanisms on his left, so he falls down through the trapdoor.
After that, use the patrolling guards to move to the distribution panel below the stairs on the far right. Call Jowd over at an opportune moment, then once again use one of the guards to get back up to the hatch mechanism you opened earlier. Move into either of the red valves to the left or right and call Jowd into the crawlspace when it’s save.
With Jowd up there, move back into either of the hatch mechanisms and close the trapdoor, before moving to the red valve on the left and calling Jowd over again. With the trapdoor closed, the guard who laid on top of it originally will start patrolling upstairs, giving you the opportunity to catch a ride on his vest through the upstairs area way over to the left cell. There’s another pair of hatch mechanisms in the floor here which you can move inside, calling Jowd over once more.
As the patrolling guard is walking back towards the right side, move into the drum above and manipulate it. This will cause the stationary guard on the left to walk onto the trapdoor. Manipulate one of the hatch mechanisms so he drops down, then move into the guitar above to call Jowd up, provided the patroling guard isn’t already approaching again.
With Jowd now on the top floor, simply manipulate the hatch mechanism once more to close the trapdoor. Then move into the bunk to the left and call him over a final time, allowing him to flee.
Too Much Medicine
Chapter 10: Avert fate without any deaths after the final Fate Change
The challenge starts after you help the Justice Minister reach the water pitcher, extending his demise and letting you move through the pitcher into the ceiling fan. From this point onwards you’ll have to beat the section without making any mistake that would restart it.
To start, manipulate the fan and use the documents it blows away to move to the right side of the room. There, move into the left statue’s arm and manipulate it in order to reach the left frame hanger. Manipulate the hanger to drop the frame on that side, then move down through the statue’s arm into the curtain and manipulate it to access the right statue’s arm.
Next, move up into the globe stand and manipulate it, before manipulating the globe itself, causing the vase beside it to drop down. Then move up into the right frame hanger and manipulate it to fully drop the framed sword. Manipulate the globe once more to cause it to fall down, then move into the curtain and once again manipulate it to move back to the left statue.
Once there, use the arm to move up once more into the lower part of the hanging basket and manipulate it to turn it around once (so the sickle around the ball faces left). Move into it’s upper part and manipulate that one as well, causing the basket to swing and the ball to fall onto the makeshift seesaw, leading to the globe being impaled on the left statue’s sword.
Lastly, move into this sword and manipulate it, causing it to kick the pill bottle towards the Justice Minister.
Captive on the Roof
Chapter 13: Take Aim and Nail It on the Second Try
Your goal at the start of this chapter is to immobilize Emma by trapping her in the chandelier, with this achievement requiring you to successfully catch her the second time you lower said chandelier on her.
After you’ve killed the lights and caused the lady to light and raise the chandelier, you can move into the crank and manipulate it to drop the chandelier once again. Doing this lures Emma over to the crank where she raises it once again. After she is done, she’ll make her way back to the typewriter, giving you the opportunity to once again drop the chandelier as she’s under it.
As far as I know, Emma will always dodge this the first time. After that, she’ll only dodge id you drop the chandelier too late or too early. Simply make sure to activate manipulation just as she’s under the center of the chandelier.
Red Light! Green Light!
Chapter 15: Avert fate without any deaths after the final Fate Change
This one starts after you reunite with missile and save the Pigeon Man from the explosion, leading to his pigeon carrying you through the basement to access the office above. Once more, you’ll have to complete the following section without making any mistakes which would cause a restart.
Once you’re at the floor of the office, wait for your doppelgänger to knock down the kettle and move through it into the desk lamp base. Manipulate the lamp as the doppelgänger turns around, then use it to move into the helmet and immediately manipulate it so it falls onto the floor, causing the doppelgänger to turn back around.
Wait until the doppelgänger is shot and returns to the left side of the room, then move into the step ladder and manipulate it to move to the right side of the room. Once there, move into the knit hat and manipulate it so it falls onto the ladder. Use the ladder to move back to the left side of the room, then switch to missile and swap the knit hat with the book on the shelf above, causing the knit hat to hang at the side of the shelf.
Now simply wait until the doppelgänger shoots, at which point the game will automatically pause and switch you to missile inside the bullet. Then just swap it with the knit hat.
Chapter Challenges – Failing
For these achievements, you’ll have to fail certain puzzle sections in specific ways.
Extraordinary Failure
Chapter 14: Fail by Keeping the Ball Away from Mino
This achievement is unlocked while you’re trying to save the Guardian of the Park (Dabira) from being crushed by Mino. Your goal in this section is to position a rugby ball next to Mino in order to swap the two using Missile. For this achievement however, you’re trying to make the rugby ball bounce into a position from which it can’t be moved into the proper spot anymore.
To start off, play the section normally, by first Moving to the right and opening the dumpster lid in order to reach the seesaw. Manipulate the seesaw so you can use the baseball to move further. Wait for Dabira to jump onto the globe climber and use the baseball to move into it. Then manipulate the globe climber to spin faster in order to delay Dabira.
Next, move up the tree, manipulating the love letter to go higher and reach the umbrella. Manipulate it twice, so it hangs from the tree opened, then move back down into the seesaw and manipulate it so you can move further left, back into the dumpster lid.
Now comes the important part: Manipulate the lid to close the dumpster, then switch to Missile and move him into the baseball on the seesaw. Then swap the baseball with the basketball and wait for Dabira to jump onto the seesaw, sending the basketball flying into the umbrella.
After that, swap the tire below with the basketball, causing the tree branch to bow and sending the rugby ball falling down. Without the dumpster lid being open, it will simply fall to the ground, leaving you unable to complete the section.
First Appearance of Life
Final Chapter: Fail by Removing a Large Symbol
This one requires you to get Mino the park mascot stuck in a position that won’t allow you to move him into the proper spot. It takes place after you manipulate Lynne’s headphones, making her drop the sweet potato and changing her fate.
Move Sissel into the basket and manipulate it to make the sweet potato inside fall into the fountain. As the sweet potato float to the left, manipulate the right-most nozzle and move into the sweet potato, which will be flung into the center of the fountain. Move Sizzle into the center nozzle, then move Missile into the sweet potato floating on the jet above.
After that, manipulate the nozzle with Sissel to raise the sweet potato and switch back to Missile to swap the sweet potato with the mascot above. Then simply resume time and watch Mino crash into the fountain, leaving you unable to complete the section.
Various
And finally – a couple of achievements which don’t neatly fit into categories.
Shifting Shape to Get By
Complete all 5×5 Ghost Puzzles
After completing the whole story, you’ll unlock different sliding puzzle minigames. This achievement is awarded for solving all of these with a size of 5 by 5.
Ghost Trick Master
Clear all Challenges
The game’s final achievement, which you’ll get once you’ve unlocked all of the other achievements.
I hope I could help you to fully complete the game. Please leave a comment in case I made any mistake or didn’t make something clear enough. Additionally, I’d very much appreciate it if you rated this guide and/or gave it an award in case it helped you. You can give an award to dear Mannor, the creator of the guide, via steam. You can reach the author from the link below.