Welcome to the Ghost Files: Memory of a Crime WalkthroughStep into the shoes of a Private investigator with short-term memory loss and uncover the shocking truth about his involvement with a serial killer called The Executioner.Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we're pretty sure you'll find what you're looking for here.This document contains a complete Ghost Files: Memory of a Crime game walkthrough featuring annotated screenshots from actual gameplay!We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.This walkthrough was created by Laurie Murphy, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
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