In Ghost Trick: Phantom Detective, you are Sissel and Sissel is dead. While you may think being dead is bad, there is certainly something worse than that. What's worse than being dead? Having no idea how you ended up that way! The only clue Sissel has to his life (and death) is a young detective named Lynn who was with him when he died. Sissel has no idea how to interact with the living world and is grateful for the help of a fellow spirit named Ray. With Ray's help, Sissel learns how to possess certain inanimate objects in order to move through the real world and how to travel back in time to four minutes before a person's death to alter their fate. Sissel has only until dawn to solve the mystery of his death and then his soul disappears forever. Unfortunately, the power to reverse time does not allow him to reverse his own fate.

The storyline is complicated and slightly difficult to follow. The young detective Lynn is killed in one of the first scenes, but Sissel reverses time, saves the girl, and continues his journey to discover the circumstances of his death. As the story progresses, you meet a girl named Kamila, her dog Missile, an ex-detective on death row, and a guy named Yomeil. Eventually, you will learn that everyone is connected in one way or another. A meteor, a submarine, and a happy ending also all find their way into the plot.
Sissel cannot act directly on anything in the real world. The one way that he can actually cause something to happen is by possessing certain inanimate objects that have "cores." Each object he possesses will perform a certain trick, and these tricks will only occur if each object in the area has been possessed in the proper order. Since Sissel can only move short distances between cores, his spirit must "hop" from one item to the one directly next to it. Moving Sissel is very easy. Use the left and right shoulder buttons on the edge of the DS unit to switch between the "real" world and the "ghost" world. Check out all the objects in the ghost world and see which ones have cores that can be possessed. Then, using the stylus, simply drag Sissel's energy from core to core. Switch back to the "real" world to see what type of action results from his possession. By moving between the two worlds your actions and reactions will move the storyline along.







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