Walkthrough Menu
- General Tips
- Chapter 1: Escape
- Chapter 2: Office
- Chapter 3: Finding Clues
- Chapter 4: Mary Kelly's Place
- Chapter 5: Mansion
- Chapter 6: Hospital
General Tips
- This is the official guide for Ghost Files: Memory of a Crime.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Escape
- Take HAIR SAMPLE 1 (A).
- Go forward, then left.
- Select mirror; take MY BUSINESS CARD and MY WALLET (B).
- Play HOP (C); receive FIRST AID KIT.
- FIRST AID KIT for RUBBING ALCOHOL, 1/2 BATTERY, MEDICAL TAPE and ADHESIVE BANDAGE.
- Use RUBBING ALCOHOL, ADHESIVE BANDAGE (D).
- Go down.
- Remove door; take 2/2 BATTERIES (E).
- Take FORENSIC KIT; uncover (F); take PHOTO ALBUM (G).
- MY WALLET on FORENSIC KIT; enter 1944; open, take 1-3 for Fingerprints Kit (H), take MY DIARY, PICKLOCK KIT; receive Forensic Kit.
- PHOTO ALBUM for 1/2 PHOTO PARTS.
- Go down.
- Take VICTIM'S WALLET (I); open; select ID.
- Solution (J).
- Take FLASHLIGHT (K).
- 2/2 BATTERIES on FLASHLIGHT.
- Return to Toilet.
- Use PICKLOCK KIT (L); align (M); take HAND SWITCHER, ESCAPE BOARD INSTRUCTION, 1/2 BOOK (N).
- Go down 2x.
- Place HAND SWITCHER (O), ESCAPE BOARD INSTRUCTION for HOP (P); take 2/2 BOOKS, 2/2 PHOTO PARTS.
- VICTIM'S WALLET for PHOTO PART.
- 2/2 PHOTO PARTS on PHOTO PART; use MEDICAL TAPE; take BOOK SHELF COMBINATION.
- Go forward.
- Place 2/2 BOOKS, BOOK SHELF COMBINATION (Q); solution (R); take LOCK MECHANISM, ESCAPE ROUTE (S).
- Go down.
- Place, select LOCK MECHANISM (T); use FLASHLIGHT, ESCAPE ROUTE; select (U).
- Play HOP (V); go left; play HOP (W); use FLASHLIGHT, go right; play HOP (X); go right; go forward.
Chapter 2: Office
- Select scene; take UMBRELLA; PLANK WITH SCREW (Y).
- UMBRELLA for UMBRELLA SCREWDRIVER.
- Use UMBRELLA SCREWDRIVER; take WHEEL (Z).
- PLANK WITH SCREW for SCREW, WOODEN BOARD.
- Use WOODEN BOARD, WHEEL, SCREW and UMBRELLA SCREWDRIVER (A); select dumpster; take RAG (B).
- Remove cap; place RAG; take OILY RAG (C).
- Use OILY RAG (D); select dumpster 3x.
- Use UMBRELLA SCREWDRIVER (E); open (F); go forward.
- Select (G).
- Solution (H).
- Take OLD HAT; KING OF SPADES; HATRACK HANDLE (I).
- Uncover hatrack; place, select HATRACK HANDLE (J) for HOP (K); receive MY OLD BADGE.
- Place MY OLD BADGE (L); select button.
- Go right.
- Take 10 OF SPADES, VHS TAPE (M); select 1-6; take SCALES OF BALANCE (N).
- Uncover, take SWORD OF JUSTICE (O).
- Go down.
- OLD HAT for ALLEN KEY, 1/3 DECIPHER CODES.
- Place VHS TAPE (P); receive SAFE COMBINATION.
- Take newspaper; place SWORD OF JUSTICE, SCALES OF BALANCE; use ALLEN KEY (Q); remove statue; take 2/3 DECIPHER CODES (R).
- Go right.
- Place SAFE COMBINATION; align 1-4-0; take THE EXECUTIONER FILE (S).
- THE EXECUTIONER FILE, uncover to take 3/3 DECIPHER CODES.
- 3/3 DECIPHER CODES on MY DIARY.
- Solution (U1).
- Solution (U2). A-B-C-D-Ex2.
- Solution (U3). Ax2-B-C-D-E.
- Take BIG LIP'S ADDRESS.
- Go down 2x.
- Solutions (V1). Ax2-B-A; Bx2-A-B-A.
- Solution (V2). C-A-B.
- Take CAR KEYS (W).
- Use CAR KEYS (X).
Chapter 3: Finding Clues
- Use CAR KEYS (Y); uncover; play HOP (Z); receive GRABBER TOOL.
- Use GRABBER TOOL (A); receive GILDED KEY.
- Use GILDED KEY (B); select door, select (C).
- Go right.
- Select body; take HAIR SAMPLE 2 (D).
- Place HAIR SAMPLE 1 and HAIR SAMPLE 2 (E) on Forensic Kit; select 1-2.
- Solution (@).
- Receive KILLER'S DNA.
- Take 1/4 PHOTOS OF BOTTLES (F).
- Take CAMERA (G), LIGHT BULB (H).
- Use LIGHT BULB (I). Use CAMERA; take 2/4 PHOTOS OF BOTTLES (J).
- Uncover; take BOTTLE OPENER, bullet shell (K).
- Use Finger Print Kit (L); take FINGERPRINT SAMPLE 1, BULLET SHELL 1; use CAMERA; take 3/4 PHOTOS OF BOTTLES (M).
- Use BOTTLE OPENER and net for 4/4 PHOTOS OF BOTTLES (N).
- Place 4/4 PHOTOS OF BOTTLES; select 1-4.
- Enter Secret Basement.
- Pull chain; take 1/3 ARCADE TOKEN; BOX CUTTER (O).
- Select plug, hand; take 2/3 ARCADE TOKENS (P); use BOX CUTTER for DUCT TAPE (Q); use DUCT TAPE (R); select plug.
- Select button 4x; take 3/3 ARCADE TOKENS (S).
- Use 3/3 ARCADE TOKENS (T).
- Solution (U). B-A-B-Ax2-D-A-C-D-B-A-C-A-D-Ax2.
- Enter 2-9-5-7 (V). Take RED LABEL FILE (W).
- RED LABEL FILE for MARY'S PHOTO.
- Speak to character (X); select choice 1.
- Select (Y).
- Solutions vary (Z).
- Take newspaper, AUDIO CASSETTE (A), 1/3 PAPER CLIP, ESCAPE ROUTE, IMPROVISED SLINGSHOT INSTRUCTION (B), RUBBER BAND; move cup, take 2/3 PAPER CLIPS (C); select holder, take 3/3 PAPER CLIPS (D).
- Use 3/3 PAPER CLIPS (E).
- Solution (F). Rotate the rings into the correct position.
- Move coat rack (G).
- Open, uncover and take CALIPER and ERASER (H).
- RUBBER BAND, CALIPER and ERASER on IMPROVISED SLINGSHOT INSTRUCTION for IMPROVISED SLINGSHOT.
- Use IMPROVISED SLINGSHOT (I).
- Go forward.
- Go left, right 2x.
- Open (J); punch (K) for HOP (L); receive PADLOCK KEY.
- Use PADLOCK KEY for PADLOCK; take LADDER (M).
- Open (N).
- Go right.
- Use PADLOCK (O); take DICTAPHONE, NEON LIGHT and Forensic Kit (P).
- Take MARY'S PHOTO, FINGERPRINT SAMPLE 1, BULLET SHELL 1 and KILLER'S DNA (Q); place BULLET SHELL 1 on Forensic Kit.
- Go down.
- Place LADDER; replace NEON LIGHT (R).
- Open, select picture (S); receive LOCKER COMBINATION.
- Go right.
- Place LOCKER COMBINATION; select (T) 3x.
- Take (U); uncover.
- Solution (V). 1-10.
- Receive POLICE UNIFORM.
- POLICE UNIFORM for BATTERIES and MARY KELLY'S ADDRESS.
- BATTERIES, AUDIO CASSETTE in DICTAPHONE; press button.
- Place POLICE UNIFORM on mirror.
Chapter 4: Mary Kelly's Place
- Uncover, take METAL SCULPTURE, PACKAGE (W).
- PACKAGE for SCISSORS.
- Use brick (X); SCISSORS and coin (Y) for CANDY BAR (Z).
- Give CANDY BAR (A) for HOP (B); receive ROPE.
- ROPE on METAL SCULPTURE for IMPROVISED ROPE.
- Use IMPROVISED ROPE (C).
- Go left.
- Select (D); take IMPROVISED BANDAGE (E); speak to character.
- Take SHELL (F); place SHELL; use Forensic Kit.
- Solution (G). Left bullet (B); right bullet (A).
- Receive BULLET SHELLS.
- Select bracelet for S KEY (H).
- Open door; go left.
- Select box (I); use S KEY; take PLIERS and FOLDED HANDKERCHIEF (J).
- Go down.
- Use PLIERS for 1/2 NAIL (K).
- Use PLIERS for 2/2 NAILS (L).
- Use 2/2 NAILS (M): receive RED WIG.
- Go forward.
- Take gun (N); use Fingerprint Kit; take FINGERPRINT SAMPLE 2.
- Place FINGERPRINT SAMPLE 1 and FINGERPRINT SAMPLE 2 (O); use Forensic Kit.
- Solution (P). 1-5.
- Take MURPHY'S FINGERPRINTS.
- Take SWITCHBLADE (Q).
- Use SWITCHBLADE (R); take EMPTY SHOTGUN (S).
- EMPTY SHOTGUN for USED CARTRIDGE.
- Use SWITCHBLADE (T); open, uncover for EARPHONE (U).
- Place USED CARTRIDGE (V) for HOP (W); receive SECRET LETTER.
- FOLDED HANDKERCHIEF 2x for 1/3 HANDKERCHIEF.
- SECRET LETTER for 2/3 HANDKERCHIEF; SHOTGUN CARTRIDGE and LETTER.
- SHOTGUN CARTRIDGE in EMPTY SHOTGUN for SHOTGUN.
- Go down, then left.
- Use SHOTGUN (X); select for HOP (Y); receive ALCOHOL BOTTLE.
- Return to Old Attic.
- ALCOHOL BOTTLE for 3/3 HANDKERCHIEF.
- 3/3 HANDKERCHIEF on IMPROVISED BANDAGE.
- Use ALCOHOL BOTTLE, IMPROVISED BANDAGE; take NOTEBOOK (Z).
- Go down.
- Place cord, EARPHONE (A); select phone; place NOTEBOOK; select 1-6; use pen (B); take SAFE CODE (C).
- Go forward.
- Place SAFE CODE (D); enter 5-5-9-4-1-8; open book; place LETTER.
- Solution (E1). A-B-C-D-Bx2-A.
- Solution (E2). A-B-E-D-C-A.
- Solution (E3). B-D-Cx3-A-D.
- Take photo.
Chapter 5: Mansion
- Ring doorbell (F).
- Solution (G). B-C-D-E-B-A-C-D-E-B-C-A-B-E-D-C-B-A.
- Take HEDGE SHEARS, METAL BOX (H).
- Use HEDGE SHEARS; receive WATER HOSE (I); uncover, take PLANKS (J).
- METAL BOX for FOLDING METER, SUPER GLUE.
- Use FOLDING METER for LANTERN WITH A RAG (K).
- LANTERN WITH A RAG for LEATHER CLOTH and LEAKING LANTERN.
- Use LEAKING LANTERN; place WATER HOSE (L), use SUPER GLUE and LEATHER CLOTH (M); select faucet.
- Go (N).
- Place PLANKS (O); take CRANK (P).
- Take DOG COLLAR (Q).
- Go down.
- Use DOG COLLAR; place, select CRANK (R) for HOP (S); receive SMALL SHOVEL.
- Go forward.
- Use SMALL SHOVEL; open, take COIN CLUSTER (T).
- Place COIN CLUSTER; take FAMILY CREST (U).
- Go down.
- Place FAMILY CREST (V).
- Enter Mansion's Central Corridor.
- Take CANDLE; TWEEZERS and magnifying glass (W).
- Solution (X). 1-5.
- Use TWEEZERS; take HAIR SAMPLE 3.
- Use Forensic Kit on KILLER'S DNA and HAIR SAMPLE 3 (Y).
- Solution (Z).
- Receive KILLER'S DNA.
- Place CANDLE for LIT CANDLE (A).
- Take MISSING PLATE; use LIT CANDLE (B).
- Open door, select kitten; take CANIKIN (C).
- Go down.
- Place CANIKIN (D) for FULL CANIKIN.
- Return to Mansion's Central Corridor.
- Use FULL CANIKIN; take SHED KEY (E).
- Go down.
- Use SHED KEY (F); take LITTLE AXE and BUTTERFLY NET (G).
- Return to Mansion's Central Corridor.
- Use LITTLE AXE, BUTTERFLY NET (H) for LITTLE KITTEN.
- LITTLE KITTEN for KITTEN COLLAR.
- Place MISSING PLATE, KITTEN COLLAR (I); enter 7-4-9 (J).
- Go forward.
- Speak to character; take BROKEN HEARING AID (K).
- Take DIGITAL WATCH; LIGHTER (L).
- Move ladder (M); use LIGHTER; take POCKET KNIFE (N).
- POCKET KNIFE on DIGITAL WATCH; take 2/2 BATTERIES.
- 2/2 BATTERIES on BROKEN HEARING AID for HEARING AID.
- Give HEARING AID; speak to character; give MARY'S PHOTO (O); speak to character.
- Solution (P1-P3). A-C.
- Take BOOKSHELF KEY.
- Uncover; use BOOKSHELF KEY (Q).
- Go forward.
- Take 1/3 SQUARE HANDLE (R); uncover, open, use POCKET KNIFE (S) for HOP (T); receive WIND-UP TOY.
- Take newspaper, 2/3 SQUARE HANDLES (U).
- Go down.
- Use WIND-UP TOY; receive LIGHTER (V); take 3/3 SQUARE HANDLES (V).
- Uncover, place 3/3 SQUARE HANDLES (W) for HOP (X); receive TABLE KEY.
- Go forward.
- Use TABLE KEY; open book (Y).
- Solution (Z1). Ax2-B-Cx2.
- Solution (Z2). 1-3.
- Solution (Z3). Ax2-Bx2-C.
- Take PHOTO OF MURPHY.
- Use LIGHTER for HOP (A).
- Take PORT REMOTE OFF (B).
- Move curtain; take BABY DOLL (C).
- POCKET KNIFE on BABY DOLL for BATTERIES.
- BATTERIES on PORT REMOTE OFF for REMOTE ON.
- Use REMOTE ON (D).
- Attempt to go forward; take IRON BAR (E).
- Use IRON BAR; take WRENCH (F).
- Use WRENCH; take BOOKSHELF KEY (G).
- Place BOOKSHELF KEY (H); select 3x.
- Go forward.
- Uncover; take PHONE ROTOR, PENCIL (I).
- Place PHONE ROTOR, PENCIL; take GARAGE CODE (J); place PHOTO OF MURPHY; select dial; take MURPHY'S LOCATION (K).
- Place GARAGE CODE (L); enter 8-3-4.
- Take GASOLINE, BROOM (M).
- Use BROOM (N) for HOP (O); receive IGNITION.
- Use GASOLINE and IGNITION (P).
Chapter 6: Hospital
- Select scene; uncover; take ACORN (Q).
- Take CLOTH (R); use LIGHTER; give ACORN (S); take WIRE (T).
- Select WIRE.
- Use WIRE (U); open; place CLOTH; select microphone (V).
- Select scaffolding to trigger HOP (W); receive CRUTCH.
- Use CRUTCH (X).
- Go forward.
- Take PLUNGER (Y).
- Take SNEAKER (Z); set lock (A); take HOOK (B).
- SNEAKER for SHOELACE.
- SHOELACE on HOOK for HOOK ON A STRING.
- Use HOOK ON A STRING for BACKPACK (C).
- BACKPACK for GLASS CUTTER.
- Use PLUNGER, GLASS CUTTER; select handle (D).
- Go right.
- Uncover, take WOMAN'S COAT (E).
- WOMAN'S COAT for KEY DRAWER.
- Use DRAWER KEY (F); take drawing.
- Use coatrack (G) for HOP (H); receive ELEVATOR KEY CARD.
- Use ELEVATOR KEY CARD (I).
- Go forward.
- Uncover, receive GUARD'S WALLET; take drawing, TASER (J).
- GUARD'S WALLET for CREDIT CARD.
- Use CREDIT CARD (K).
- Solution (L1-L2). 1-7; 1-4.
- Open door; go left.
- Speak to character; take TOOTHBRUSH, EMPTY GLASS (M); move panel, use TASER (N) for HOP; (O) receive MURPHY'S MEDICINE.
- Go down.
- LIGHTER on TOOTHBRUSH for TOOTHBRUSH SCREWDRIVER.
- Use TOOTHBRUSH SCREWDRIVER; place EMPTY GLASS; select handle (P); receive GLASS OF WATER.
- Go left.
- Give MURPHY'S MEDICINE, GLASS OF WATER (Q); speak to character.
- Solution (R1-R3).
- Select, open box; uncover, take 1/2 WRENCH, MOLDY CHEESE (S).
- Give MOLDY CHEESE (T); take 2/2 WRENCHES, WIRE BRUSH (U).
- Use WIRE BRUSH (V).
- Use 2/2 WRENCHES (W).
- Go forward.
- Take SCARF; BROOM (X).
- Place SCARF; use BROOM; take PLIERS, MACHINE INSTRUCTION (Y).
- Use PLIERS (Z) for HOP (A); receive CRANE KEY.
- Place MACHINE INSTRUCTION, CRANE KEY (B).
- Solution (C). A-B-Cx3-Dx2-E-Fx4-Gx5-H-I-J-K-L-M.
- Open door; go forward.
- MURPHY'S MEDICINE for PILLS.
- Speak to character; take SUITCASE KEY (D).
- Use SUITCASE KEY (E) for HOP (F); receive TWO PILLS BOTTLE.
- Give TWO PILLS BOTTLE (G); take DISARM INSTRUCTION (H).
- Place DISARM INSTRUCTION (I).
- Solutions vary (J).
- Solution (K).
- Congratulations, you have completed playing Ghost Files: Memory of a Crime.
Created at: 2019-08-23