Quick Links
Once the antagonist reveals himself inGhost Trick: Phantom Detective, Sissel and company make their way to Sith’s secret submarine base. Everything is on the line, and as you might expect from the game’s final area there are some complex puzzles to contend with!
Related:Game Ports You Never Knew Existed
Despite the large amount of objects with Cores on board the submarine, Chapter Sixteen has surprisingly few red herrings - nearly everything you see will have some use or another. The trouble, of course, is figuring out when and how each object comes into play. Keep scrolling for the answers you need!
How To Find Lynne On Board The Submarine
Gameplay starts in the lower decks of the Yonoa submarine. When you enter the Ghost World, you’ll see another spirit to your left -talk to themto have Missile join you.
Below you are balls hanging from nets;basketballs cause the nets to stretch to the floor, whilebaseballs are light enoughthat the net will be near the ceiling. Have Missile swap the baseball in the center with thebasketball on the left, then wait in the basketball to the right. Use the baseball to move Sissel into the right-hand emergency light, thenhave Missile swap the right-hand basketball with the baseball.Sissel should now be able to reach the valve to the right, which leads to the phone.
How To Stop The Torpedo Explosion
Travel through the phone lines to reach the engine room, where you’ll find out that Lynne has died for a fifth time. Talk to Kamila, thenturn the wheel to the leftto reach Lynne’s body and rewind time.
Since Missile stayed in the present, youwon’t be able to move anywhereuntil possessed Kamila points her gun at Lynne. When she does,use it to reach the wheel above youandturn the valve above the phone.When it lands on the floor,jump to the phoneand travel through the active line to reach the torpedo room under the parlor.
Move to the left andopen the wastebasket, thenquickly jump to the basketball above.When it reaches the ceiling,wait in the emergency lightfor the Temsik fragment to pass over you, then possess it to see where it goes. When Sith leaves,pull the lever next to youand jump to the torpedo before it fires.
Inside the torpedo,stop the gyroscopes on both sides of the chamberto move the rat out of the way, then operate the safety joint to clamp the striker in place, preventing the warhead from detonating.
Related:The Weirdest Games On Steam
How To Help Lynne Escape The Sinking Submarine
When you get back to the sub,operate the mechanical starterto get gears turning. Use the machinery to make your way back to Lynne, timing your jumps as the parts move. When you reach the flashlight on the floor,turn it onto get Lynne’s attention.
When Lynne raises the flashlight,move to the rightand turn the valve; a burst of steam will cause the glove above you to fall. Use the glove to reach the switch at the top of the ladder,lowering it for Lynne to use.When she reaches the top, return to the flashlight and turn it onto keep moving.
When Missile rejoins you,wait for Lynne to hold the flashlight over the water, giving Sissel a path to reach the debris. Set him on the starter that you used earlier (now on the right-hand wall), thenswitch to Missile.Swap the fans in the three alcoves so that there is asmall gear at the top, amedium gear in the middle, and alarge gear on the bottom. The extra medium gear can go in the unused socket above the mechanism.
When the gears are in place, have Sisseloperate the starter, creating a set of stairs for Lynne. While the gears are turning, have Sissel move upward so that he’ll be able to help in the next section. Turn the valve above Lynne’s head toshut off the upper-right pipe, then have Missileswap the pipes in an X-pattern;switch the top-right pipe with the bottom left, and the top-left pipe with the bottom-right.
With the steam cleared away, Lynne will move to the left.Send Sissel to the top of the chamberand have himlower the hook and chainfor her, thenraise it back up.When Lynne is at the top,open the doorto finish the chapter.