Chapter 1

7:02pm

The protagonist, Sissel, awakens in a junkyard to see a woman who he doesn't know. Also present is an unfamiliar blue man. The blue man suddenly aims his shotgun at the woman. As much as Sissel would like to help her out, he is unable to do so as he has the not so small problem of already being dead. Just when it looks like all hope is lost, a voice suddenly speaks to Sissel from out of nowhere and the entire world changes. After a brief explanation about souls and cores, the voice instructs Sissel to move to the crossing gate.

Following the instructions is simple enough here as the game will guide you. Raising the crossing gate will knock the shotgun out of the man's hands (his name is Nearsighted Jeego by the way. Maybe he can't afford a pair of glasses.) The woman attempts to make a break for it but is quickly held at gunpoint again. Your next step is to move to the guitar since you are unable to reach the very useful wrecking ball. Manipulate it and Jeego will proceed to riddle it full of bullet holes. His target starts running again but her efforts are in vain due to being the slowest runner in the world.

The only core left to Sissel is that of his corpse lying right there. Jump in and attempt to "trick" it a few times. The terrible truth soon dawns on Sissel - he is in fact unable to manipulate corpses. Now he's run out of options and that woman is still in grave danger. At this point, the voice suggests that you take a look by sliding the screen around. Simply slide the screen until she is in your sights. A scene plays out in which the hitman fires his weapon, taking the woman's life. After disposing of his target, the phone rings and he goes down to answer it, kicking Sissel's body down on the way.

Jeego will inform whoever is on the other end that it's done and then leave. Sissel doesn't have long to despair over the woman's death as the desk lamp next to him proceeds to start speaking to him. It turns out Mr Desk Lamp was in fact the voice speaking to him earlier. After a brief conversation, the lamp informs him there is more to learn about these "ghost tricks".

Read the dialogue bubble that pops up. Then enter the Ghost World and make your way across the cores to the folding cot. The desk lamp will quickly explain to you about the top screen. Exit the Ghost World and manipulate the folding cot. Enter the Ghost World again and move over to the lamp. After solving that puzzle, Sissel is rewarded with a new power. The desk lamp will then invite him to possess the woman's corpse. Go ahead.

It seems that the woman is unconscious. In the meantime, we'll just go ahead and save her life.

== 4 Minutes Before Death ==

7:01pm, Zone D Waste Center

On the upper level, our unlucky redhead is currently shaking the body lying before her. The hitman turns up and we already know how the rest of it goes. Fortunately, it seems that Sissel will be able to change that using his ghost tricks.

Sissel will find himself all the way down on the lower level and he'll have to make his way up to where the two.

Hop into the desk lamp, then move to the mannequin. Jump to the tire and manipulate it, which will make the mannequin stand upright. Return to the mannequin, move to the refrigerator then manipulate it. A blender will fall out. Close the refrigerator door. Move to the blender and turn it on, then jump over to the fan and manipulate it. Quickly jump to the flag and Sissel will be lifted up to the top level.

Jump to the bicycle. The last few seconds of the woman's life will begin counting down. Before that happens, move to the bike's bell and ring it. Jeego will turn to shoot it, giving her a chance to run for it. Unfortunately, it seems the bridge is up, making escape very difficult. Jump to the pedal and manipulate it. Next, go to the lever and lower it. The crane will swing around. Go to the ladder and extend it, then make your way to the claw holding the wrecking ball. Open it.

This in turn causes the wrecking ball to fall... right on top of the hitman. Needless to say, he's gone and the woman is safe for now.

The alarming truth dawns on Sissel... he's actually lost his memory and can't even remember who he is. The desk lamp is back and introduces himself as Ray. He tells Sissel that he will disappear when the day breaks. Before Sissel disappears however, he wants to learn his lost story, right up until the moment of his death. Ray suggests that he starts with the young woman who is currently sneezing in the rain.

7:21pm

Move to the bicycle and shimmy it. Go down to the umbrella and open it. Read the woman's thought bubble. She will pick up the umbrella and walk downstairs. A brief scene involving a cat follows.

7:27pm

(Good lord, just how long did it take to walk down those stairs?!)

Read her thought bubble again. She will take a note from Sissel's jacket and look at it. Jump over to the note and examine it. The phone will ring before Sissel has a chance to read it and Lynne will go to answer the phone. Ray will remind Sissel of when the phone rang before - the call was for the hitman himself, meaning the person on the other line may well be the one who ordered Sissel's murder.

Possess the telephone. After listening to the brief conversation, Ray tells Sissel that he has the ability to possess telephones and travel through phone lines. When the conversation is over, select the number for the new location and you're off.

Chapter 2

7:31pm

Sissel arrives in a strange room to find two people - a man with bushy eyebrows and his muscular servant. Sissel expresses the desire to read the file the man is holding, so let's move over to it. The man will close it before he can examine it, but that's okay because Sissel can simply open it. Examine it again and it pops open, giving the man a shock. The servant will reveal the woman's name - Lynne, and then the file gets put away. Jump over to the projector and manipulate it. Right as the painting turns around, jump into the ghost world and possess its core.

The servant will bring up another face on the screen - Sissel's. After a brief and cryptic conversation, Sissel will find himself back by the table. Jump to the control panel and manipulate it. This will bring the phone back up. At that moment, it rings and you'll learn that Lynne is in danger again. Hop into the phone to see another hitman on the end. His name is "One Step Ahead" Tengo and he is calling in from Lynne's apartment to tell him... that she isn't there yet. Well, it wouldn't be smart to go home right after an assassin tried to kill you.

7:42pm

Our next destination is of course Lynne's apartment. Head over there through the phone line. Tengo is not the only one in the apartment, it seems. A little girl is tied up and a little dog is lying dead nearby. It would be very bad if Lynne came home to a scene like this, so it's time to try and fix this bad situation. Possess the dog's corpse.

IT'S MISSILE! That is, the dog is a cute little Pomeranian by the name of Missile and he feels bad because he couldn't protect his lady, Miss Kamila. Let's help him out, shall we?

== 4 Minutes Before Death ==

7:33pm, Maison de Amida- Room 701

The last four minutes before the little dog's life play out. Kamila was unable to watch television since Missile's barking was irritating the lady next door and decided to listen to music through headphones while reading instead. She was blissfully unaware of Tengo storming into the apartment and proceeding to shoot Missile in the face. Those must be some incredible headphones, huh?

Jump into the folding umbrella and wait until Kamila comes to get the headphones. When she starts juggling them, extend the umbrella. This action causes the headphones to land in the fish tank, preventing her from being able to listen to her music. She will bring over the cart. Roll the cart over to the other side of the room then rock the bowl of donuts. Quickly move to the star ornament, then to the Santa ornament. Jump down to the lamp, then the door. A rat will have come over to examine the fallen donut. Open the door to send it flying underneath the sofa. Missile will follow it under the sofa and start barking. Kamila will then clamber underneath to join him.

At that moment, Tengo bursts into the room. Since nobody appears to be there, he sits himself down on the sofa and helps himself to the donuts. Kamila may still be shaking in fear underneath the sofa, but at least Missile's life has been saved. Sissel returns to the present and waits to see what happens next. The phone rings and Tengo goes to answer it, learning that Lynne is still at the junkyard. The hitman leaves and Kamila and Missile emerge from under the sofa. The phone suddenly rings yet again and Kamila answers it. Turns out it's Lynne calling.

7:49pm

Make your way back to the cart. Sissel will notice that the little dog has a core. Reach out to the core and Sissel will have a conversation with Missile. It turns out he can communicate with the living once they have been saved from death. Roll the cart and jump into the phone to listen in on the girls' conversation. Lynne warns Kamila to get out of there and asks her to meet her at the Chicken Kitchen. She also asks her to bring a wooden box, hidden in that very room. Before Lynne can even tell her where it is, she ends up getting freaked out by a pigeon. Kamila is also freaked out and drops the phone in the tank. Oops. Now she has to look for the box but she's going to need the help of a certain ghost.

7:54pm

Roll the cart across the room again. Jump up into the Santa ornament and make it spin faster. You will then be able to reach the latch. Open it, and a wooden box in the ceiling will fall out. Return to the ornament and make it spin slower to return to the star ornament on the tree. Play the ornament to get Kamila's attention. She will notice the box. Now that she has what she's looking for, it's time for her to leave. Unfortunately for Sissel, leaving the apartment isn't going to be so easy with the phone at the bottom of the fish tank.

Chapter 3

8:04pm

Now we have to find a way out of this apartment. At least Missile can be of some help. Operate the remote control and the star ornament. The power of these two objects combined will cause Missile to bark so energetically that the woman next door practically pounds the wall down and creates a new path for Sissel.

8:05pm

Cross the room and possess the bottle that the lady set down on the table. Sissel and Missile will exchange farewells then the little doggie races off to go and make a new path for himself.

Sissel is now in a new room, occupied by the lady, Emma, and her sick little daughter, Amelie. After Emma has a talk with Amelie, she will sit down to type away at her typewriter. Sissel's objective is to get across the room to that telephone.

8:06pm

Go up to the latch in the ceiling and open it, then use the drinking bird to knock the rat onto the shelf. Read Emma's thought bubble. She will get up to find her dictionary. When she is coming to the bookcase, manipulate the windmill to knock the rat to the floor. Emma will then discover the dictionary. Possess the dictionary and she will carry it over to the table.

Listen to the conversation between Emma and Amelie. Emma will then return to the table and start typing again. While she is typing, turn the knob on the lamp and the light will go out. Emma will freak out about making a typo and pull out the paper from the typewriter. Immediately possess the paper she is holding and she will throw it across the room to land on top of the wastebasket. If you don't manage to jump to the phone in mid-air, simply lift the lid of the wastebasket and try again.

The second Sissel jumps into the phone, it rings. It's her husband, asking her to return home to him. Emma is unwilling to do so unless he changes his mind, it seems. The conversation comes to an end and we get a new phone number, but there's no need to go over there at the moment.

8:16pm

Head to the junkyard. Two detectives and a medical examiner are now present and they are looking into Sissel's murder. Lynne has been taken into custody. Listen to the detectives' conversation. Then move closer to the medical examiner and read his thought bubble. A moment later, Inspector Cabanela turns up. He comes down and immediately makes a phone call.

8:18pm

Jump into the phone to listen in. Cabanela gets a surprise when a decidedly strange individual answers the phone, but the person he meant to speak to quickly turns up. Seems the guy is performing a stake out tonight. Anyway, after that phone call is over, Cabanela tells the medical examiner to do his job well before asking where Lynne is. He leaves to go and see her.

8:19pm

Listen to the detectives' conversation.

8:20pm

Listen to the medical examiner's thought bubble. He will put down the gun that is suspected of being the murder weapon. Turns out it's the same model that detectives use... and Lynne herself is a detective. This isn't looking good.

8:22pm

Examine the pistol. Sissel fires it, getting a few angry reactions. Seconds later, there's another gunshot and the phone rings right away. Go to the phone. It's Inspector Cabanela, demanding the medical examiner head up to the superintendent's office immediately.

8:23pm

Head to the superintendent's office through the phone.

Chapter 4

Cabanela is frantically shaking Lynne's body. The pigeon man from before turns up and points out that it looks like she was shot from the trash pile. He leaves after that and then the doctor arrives to examine Lynne. Jump across the cores to possess Lynne's body. This time, she wakes up and gets a little confused in the process. When that's sorted out, Sissel and Lynne have a chat. It turns out Lynne doesn't know Sissel after all. It appears that he called her out there to the junkyard that night but of course he doesn't remember why. Now it's time to go back and save Lynne again. Better get used to this...

== 4 Minutes Before Death ==

8:18pm, Maint. Building - Super's Office

Lynne was talking on the phone when a police came in, prompting her to stuff her blindingly pink notebook behind the shelf. She claimed she was hungry but stopped the officer from ordering chicken. Cabanela came dancing into the office a moment later and, once the police officer was gone, began talking to Lynne. He became aware of the sudden danger and leaped to protect Lynne, but was too late to stop her from being hit by the deadly bullet that came in through the window.

Wait for Lynne to put her notebook behind the shelf, then move over to the desk area. The officer will use the phone to order chicken. Don't go through the phone line just yet. Instead, swivel the desk lamp then turn it on so that it shines on the notebook. The officer will notice it and make a call to the junkyard. Jump into the phone and when you get the chance to, go there.

Ray will introduce himself to Lynne, who seems oddly fixated on calling him an old grandpa. The desk lamp talks about hearing the shot on the upper level. The hitman is surely getting ready to shoot right now, which means we had better hurry up there. You will have to do the next steps fairly quickly... not too quickly, just get to the top before Inspector Cabanela does, which isn't difficult. Make your way over to the folding cot and fold it, then jump to the flag. Manipulate the blender and fan, then ride up on the flag like you did before. Hop up onto the searchlight and wait for Inspector Cabanela to come along on his bike. When the bike is close enough, quickly jump into the Ghost World and possess it. Cabanela will unknowingly escort you over to the far side of the junkyard where you need to be.

Jump to the rear door of the van. At that moment, Tengo will pop up and ready his gun. Open the rear door, move to the searchlight and turn it on. Tengo will be startled by the light and dive done. He will now move to another spot to take care of Lynne. Lower the rear door and wait for the patrolman to come over then possess his nightstick. As the patrolman walks over to the police car, Tengo appears again. Quickly jump into the ghost world (the patrolman will not wait for you to get off) and move to the police car's flashing light. Do not touch the searchlight above Tengo, as this will turn the far right searchlight off. Instead, turn on the flashing light, which will scare Tengo off and bring the other patrolman over.

Jump to the left patrolman's nightstick and wait for him to walk to the far left searchlight. Jump to it and turn it off, then return to the nightstick. When the patrolman walks back to the police car, turn on the middle searchlight. Go back to the nightstick and the patrolman will walk to the crossing gate again. Go to the crossing gate and raise it. Move up to the hook. Tengo will emerge on top of the pile, just beneath those very heavy crates that you can conveniently drop. Lower the hook and you will put an end to yet another hitman's life.

Sissel and Lynne exchange farewells. Of course, this isn't going to be the last they will see of each other... Sissel returns to the present and decides to go and see how she's doing.

8:31pm

Move down to the umbrella and open it. It will carry you down to the lower level. Head over to the phone. Sissel and Ray have a brief chat.

8:32pm

Go to the Super's Office.

Chapter 5

8:34pm

The police officer is getting a scolding for letting Lynne out of his sight. It seems that the lady detective has mysteriously vanished, apparently not all too keen on getting arrested.

8:35pm

Roll the step ladder to the other end of the room and listen to the conversation between the detective and officer.

8:36pm

Roll the step ladder back, which gets the officer's attention. Swivel the desk lamp and shine it on the notebook again. The detective will notice what the officer is doing and head over. After looking in the notebook, he makes a call.

8:38pm

Jump into the phone and listen in.Turns out the person Lynne was calling is an officer named Bailey. It seems Lynne didn't say anything particularly special, so the detective quickly ends the call. He will then leave.

8:39pm

Head through the phone line to the new number you received. Sissel finds himself in a room with two police officers. Bailey will pin a memo up on the wall. Possess the memo and let it loose. Bailey's workmate will ask about the memo then toss it back across the room into the wastebasket. The phone rings. Jump into the phone and you'll find out it's Lynne calling. She asks to speak to "him" but Bailey won't allow her to. Lynne requests he keep quiet about the phone call then hangs up. Bailey is about to call the detective division on her anyway but his workmate stops him.

8:49pm

Go through the phone line to the new number.

Oh, Lynne. Turns out she's dead again already. The pigeon man will stumble upon her corpse and the police officer comes running. He is mystified to see that she apparently died in a room with no exits and heads off to find a real detective. So how did Lynne manage to die in this "locked room"? We'll see by possessing Lynne's corpse. Lynne is awfully cheerful about dying yet again. Seriously, what is wrong with that girl? She would really like to know who shot her. Time to find out by going back to four minutes before her death.

== 4 Minutes Before Death ==

8:44pm, Maint. Building - Basement

Lynne had just finished her call to Bailey when she decided to listen in on the pigeon man in the next room. When he came to the door, she quickly jumped into the mini elevator. After the pigeon guy answered a call and went upstairs, Lynne was able to go into the room and flipped on the switch. This proved to be a big mistake as it set a murderous contraption in motion. Lynne noticed the gun too late and got shot again.

When the pigeon guy comes to the door, jump into the lamp then to the phone. It will ring and the pigeon man picks it up. Go over there to get to the upper floor. Jump to the kettle and close the lid. The police officer will lift the kettle up and lower it to the floor. From there, jump down to the motor and possess the ball. Lynne will come into the room and flip the switch. Do the next steps quickly. Jump to the toy cake then the trapdoor, open the trapdoor, jump back to the ball and then to the toolbox. When the ball is on the floor, immediately open the toolbox.

The tennis ball goes flying and hits the Cupid, causing it to fire its arrow in the opposite direction. It lights the candle on the cake and fires party poppers. A murderous contraption that could also be a birthday surprise? Very strange. Sissel returns to the present where Lynne is still in the room and she calls out to him.

8:57pm

Touch the core in Lynne's body to speak to her. Lynne has decided to share a little information with him, but won't tell him much about the case she's working on, just that she believes the person is innocent. They discuss some other subjects including who shot Sissel. Lynne doesn't remember that part very well at all despite being there. Seeing as Lynne's a suspect and a target, Sissel offers to help her but she doesn't seem to want it. Lynne is going to the restaurant now but hearing how hopeless Sissel is right now, she realises they might need each other after all and so they make an agreement. Lynne asks for a favour - she wants Sissel to sneak into the prison and read the work schedule of a prisoner, D99. Lynne then heads off to the Chicken Kitchen.

Chapter 6

9:03pm

Now we're going to head back to the prison. Go up to the phone (move the hoist to get to the motor) and head to the uniformed men's office. Bailey and his workmate are discussing preparations, but for what?

9:06pm

Let loose the memos that Bailey puts on the walls and read the conversations that follow between him and his workmate. Sissel will learn about the three different prisoners- the rock star who sang national secrets that he couldn't possibly have known, the man who burst into the commissioner's officer with a flamethrower and the man who shot his wife dead in front of a family member. The third one is the prisoner whose work schedule we're going to look at. After learning all that, the rock star will come into the next room and use the phone. Bailey's workmate will set his glass down on his house of cards.

9:09pm

If you haven't already done so, jump over to the emergency switch on the other side of the room (there's already another memo on the wall if you haven't) Raise the emergency switch. Jump to the glass and go over to the next room. Press the switch by the door, quickly possess the door and when it's slid open, possess the guitar. Examine the guitar. After Sissel makes some comments, the rock star finishes his phone call and takes the guitar back to his cell.

9:12pm

Might as well take a look at his blackboard while we're here. Jump over to the blackboard and examine it. Oh dear... it turns out Sissel can't read. Now how is he supposed to be able to read Prisoner D99's work schedule? We'll worry about that when we get there. For now, we'll focus on getting to his cell. Leave the cell by following the cores to the right. Press the emergency button above the phone. This gets a couple of prisoners moving and their movements will be very important in getting to D99's cell.

Go back into the rock star's cell and possess the notepaper with the "O" on it while waiting for the alarm to stop. The rock star will take it off the wall and flush it away, sending Sissel down to another cell. Ring the bell to call back the prisoner. If you're quick enough, you can possess the spoon while he's emerging from the hole. Your goal is the bunk at the other side of the room and you can use the spoon to get over there.

Now we can get to Prisoner D99's cell. Go to the cell where D99 is currently busy painting. Extend the picture frame and hop over to the blackboard. Sissel's inability to read doesn't turn out to be an issue after all as the blackboard is blank. It's time to go back and report to Lynne. Go to the picture frame and close it. At that moment, D99's dinner will arrive.

The guard asks why he killed his wife, but he doesn't answer. Next, the guard asks about the painting. He responds that he's painting all the faces he doesn't want to forget and this is the last of those faces. He steps away from the easel... revealing a portrait of Sissel.

9:42pm

Go to the phone and head back to the guard room. A call comes in from the chief of police, asking about the status. Cabanela is there and asks about Lynne. Bailey confesses about the call he received earlier.

9:49pm

Go to the new number through the phone. Sissel arrives at the chief of police's office. Seems that Cabanela is concerned about waiting for someone to show up at a Point X, though there's not much time left. In other news, it seems almost certain that Lynne may have been the one to kill Sissel. Raise the antenna and lower the screen. Read the conversation and Cabanela will produce evidence of the crime that happened in the junkyard.

9:51pm

Operate the remote control and Sissel will view the recording of his own death. There's no question about it. Lynne is clearly shown taking her gun out and shooting him on the tape. The chief of police is mystified about one thing. How did Sissel end up on the lower level when he died at the top? The hitman certainly didn't kick him down after getting flattened by a wrecking ball. Turns out the answer is on the tape. A black cat popped out of the bag Sissel was holding and knocked his body down before walking off.

A call comes in over the radio. It's the detective from the park, reporting that Lynne just turned up at Point X. Cabanela orders him to get Lynne away from there and hold on to her. Moments later, a loud noise comes over the radio and the detective is no longer answering. Cabanela picks up the phone to make a call to Point X.

10:01pm

Go to the phone. The Chicken Kitchen chef is on the other end and seems awfully distressed about something. He hangs up pretty quickly. Instead of going to Point X, Cabanela goes off somewhere else. Sissel will go on ahead to the Chicken Kitchen.

Chapter 7

10:05pm

Something very bad has happened over at the Chicken Kitchen. A van is sticking through the restaurant window and the driver is dead. Lynne is nowhere in sight. Roll the tire over and enter the Ghost World. Oh... there she is. Underneath that giant chicken, no less. You know the drill. Possess her corpse yet again.

Sissel and Lynne discuss the subjects of Sissel's killer and the blackboard. Lynne is incredibly shocked to learn that she apparently shot him, as she really doesn't remember. She doesn't believe she would have done it before she got the information but Sissel points out it could have been after, as Lynne appeared really surprised on the tape. Neither of them have any idea what he told her though. When Sissel tells her about the blackboard, Lynne has a freakout. It turns out the blackboard being blank means the prisoner is about to be executed. Lynne talks about how the prisoner, Detective Jowd, could never have killed his own wife and she's determined to solve this case before it's too late. Lastly, Lynne reveals why she chose to come to the Chicken Kitchen- the note Sissel had said "The Chicken Kitchen, 10:00"

After all that, Lynne wonders what Sissel is going to do next. She points out he could easily get revenge by not saving her. But Sissel feels he hasn't solved his mystery just yet - he still doesn't know who he is and why he was killed. So now he's going to save her.

== 4 Minutes Before Death ==

10:00pm, The Chicken Kitchen

Lynne was sitting in the restaurant and waiting for her chicken to arrive. While she sat there pining for chicken, the waitress delivered a chicken to a mysterious blue couple upstairs. Suddenly, an out of control van came hurtling toward the restaurant. Lynne ran to push the waitress out of the way and did an impressive backflip out of the van's way, only to get crushed by the falling giant chicken above her.

Go to the bell on Lynne's table and ring it three times very quickly. The waitress, Memry, will come with a pitcher of water. Possess the pitcher and she'll take it back across the room. Next, possess her cart and she'll take it into the elevator. When you're on the upper floor, possess the blue couple's trunk. While Memry's leaving, a dialog bubble pops up. Read it. Beauty and Dandy will discuss the strange cases at the Special Prison (which is suspicious, considering those cases are supposed to be top secret) Beauty will suddenly sense someone is listening and the couple will move to the table at the back. Now they are too far away for Sissel and Lynne to hear them.

Not a problem. Simply wait for the bartender to put the glass down, then move to the bell and ring it. Memry will come to talk to the bartender. While she's there, dispense from the bottle dispenser. The glass falls down and breaks, causing Memry to notice the trunk. When the bartender puts down another glass, go to possess the trunk. Dandy will come to get it and take it over to the table. Move to the light and read the dialog bubble that comes up. Beauty will find a bug on the chicken and set fire to it. The van comes crashing into the restaurant and the chains on the chicken will break. As it comes toward you, swing the light and possess the core on the chicken. It will turn around and drop even lower. Possess the flashing light on the vehicle then possess the driver's corpse.

The driver is still unconscious. If we can erase his death, Lynne's will also be erased, so let's go and save this poor guy.

== 4 Minutes Before Death ==

9:59pm, Temsik Park

Detective Rindge was watching the Chicken Kitchen when he saw Lynne turn up. He was about to radio it in when the phone rang. After talking to the person on the phone, he talked to the Chief then set off in his van toward the restaurant. While he was driving, he listened to a bug through his headphones, hearing the same conversation Sissel and Lynne heard just minutes earlier. When Beauty destroyed the bug, it emitted a high pitched noise that knocked Rindge unconscious and made the van crash.

When Rindge throws the binoculars into the van, recline the seat twice to bring the binoculars over, then turn on the flashing light. Rindge comes over to turn it off and notices the binoculars. Quickly possess them and he'll take them over to the phone. Jump into the phone.

It's Memry, and she thinks planting a bug on the blue couple's chicken is a really good idea. But we know otherwise by now, don't we? Go there and Sissel and Lynne find themselves in The Chicken Kitchen's kitchen.

Memry will begin inserting the bug into the chicken. At one point, she complains about it being smoky and goes to turn on the switch that activates the fans. Wait for the chef to set down a second chicken, then turn off the switch and make your way to the chef's hat (scrunch and stretch the t-shirt to get across). When the hat falls down, possess the pedal below. Don't touch it just yet. Memry will complain about the smoke again and go to switch on the fans. While her back is turned, operate the pedal. The two chickens will be swapped and Memry will take the bug free chicken to the couple.

Rindge will be treated to the chef's singing instead and won't crash the van. Now that Lynne's escaped the fate of being "hammered by her horrible hen", it's time to return to the new present where Lynne will tell Sissel about the case she's working on.

10:45pm

Head through the phone to The Chicken Kitchen. Rindge is there, sitting at Lynne's table while she happily gobbles down the giant chicken in front of her.

10:46pm

Go to the bell and ring three times, then possess the pitcher as Memry comes. While you have the chance, move over to the bell on Lynne's table. On the way, Sissel will notice that Rindge doesn't have a core. Memry leaves and Rindge tries to persuade Lynne to slip out, but she can't because she's meant to be meeting Kamila there. Go and talk to Lynne.

Lynne is very satisfied with her chicken, but that aside... it's time to hear about the case. Lynne tells Sissel that Jowd is her hero- ten years ago, she was taken hostage in the park and Jowd saved her. That experience was what led to her becoming a detective. She refuses to believe he could possibly have murdered his wife and wants to prove him innocent. Lynne then talks about a deal that's set to go down at this restaurant, a deal that could affect the future of their nation. The couple upstairs are waiting for the other party in their deal to show up... who might just be Sissel himself. Only Inspector Cabanela knows the details. She talks about Inspector Cabanela and how he was good friends with Detetctive Jowd. They then discuss Kamila and the music box. The box was a present from Jowd, who must have sent it right before he was arrested.

The conversation ends and Lynne has finished her chicken. Rindge asks if the case she's looking into is Jowd's then tells her he's being executed but of course she already knows and she thinks she still has time since the executions are usually carried out at dawn. Not this time though. The execution is set for 11pm and can only be stopped with a stay of execution from the Justice Minister. Lynne tells Sissel to stop the execution before racing off to see the Justice Minister.

Chapter 8

10:55pm

Sissel arrives at the guards' office. The lights are out and Bailey is in a panic. A call comes in and the other guard answers it. It's Special Detention calling from the death chamber to let them know the internal phone is back up.

10:59pm

Go through the phone to Special Detention. Read the bubbles and enter the Ghost World. Sissel comments on the fact darkness doesn't really exist in the Ghost World. Now go over to the room to the right. Possess the light and wait for water to form on the ceiling. Possess the water and Sissel will fall down into the bucket. Open the nearby toolbox and the guard finds his wrench. He manages to get the generator running and the lights come back on.

11:04pm

Possess the grounding sphere on the generator and ride up. When the water forms on the ceiling again, jump across to the light. Return to the other room and read the bubbles again. It turns out Detective Jowd has already been executed but that's not really a problem.

11:06pm

Return to the right room and manipulate the power supply. Some lights will come on. Go back and read the conversation between the guards, then manipulate the lever. The chair will let off some shocks and the guard goes flying back. Possess the wrench he's holding. He'll return to the chair. Possess the water droplets and go up to the head piece. Rock it and it falls off. The other guard tosses it onto the cart. Rock the cart then follow the new path to the phone.

11:08pm

Possess Jowd's corpse. He doesn't remember much at first and doesn't really care, but soon recalls a few things. He doesn't remember who Sissel is though. Never mind, we'll just go back and save him from his execution.

== 4 Minutes Before Death ==

10:46pm, Special Prison Cell Block

Jowd was in his cell, still eating that chicken he got about two hours ago (He took two hours to finish it?) The guards came to take him to the death chamber and flipped the lever to test the chair. It had a short out and exploded, killing Jowd in the process.

First thing to do is escape the death chamber. The phone will ring and the guard answers it but don't go just yet. A second call will come and then you can go over there. You will be in the cells. Head over to the clogged note in the rock star's toilet and open it up. The rock star will flush it down to Sausage Head's cell. Use the spoon to get into Jowd's cell. Go to the wastebasket. When Jowd holds his napkin over it, open up the wastebasket and the ketchup can goes flying to make a red mark on the napkin. Possess the napkin and Jowd will flush it.

It will be picked up by Sausage Head. Possess his spoon and he'll go down to dig. Follow the path down and go to the lever in the next room. Manipulate it and the chair explodes... with nobody in the room. Now the execution can't be carried out for the time being. Since the power's out, the cell bars have opened automatically. Now would be a good time for Jowd to make his escape from prison.

Chapter 9

11:13pm

Go back the way you came until you reach Sausage Head's spoon. The toilet bell rings and Sausage Head goes up. A guard wearing goggles emerges from the darkness and spots him. The prisoner is taken away.

11:14pm

Head left into Jowd's cell. Sissel sees a "hunter" in the darkness whose eyes seem to glow red. He's not kidding when he says escape isn't going to be easy, but we'll get to that in a minute. Jowd is underneath his bunk. Talk to him. Sissel and Jowd work on an escape strategy. A button will appear in the top right corner to call Jowd to wherever you are.

11:16pm

For now, just focus on getting Jowd to the bunk in the next cell. Wait until the guard next to him is looking away before calling him over to the bunk. Possess the bulletproof vest on the other guard and hitch a ride to the other side of the cell. Go up and open the hatch to drop the guard in the ceiling.

The next part is more complicated. You can call Jowd over to the stairs and get him in the ceiling from there, or have him go straight to the ceiling from the bunk. My personal strategy is to close the hatch again, then ring the toilet bell while one guard is in the cell. It will get his attention. Keep ringing it while the other guard is going upstairs. Once he's walked past the top hatch, open the hatch and call Jowd to the valve. If done right, he will climb into the ceiling without getting shot. The hard part is over!

Close the hatch again and go over to the cell above Jowd's (the rock star's cell) Call him to the guitar. Play the drum to get the guard's attention and open the hatch. The guard falls through. Call Jowd to the guitar again then close the hatch for him when he asks. Lastly, call him to the bunk.

It looks like we've successfully made it. The lights come back on and the cell bars slam shut. Whew, that was close. Sissel suggests Jowd go to see Lynne. Jowd runs off.

11:28pm

Go to the phone and head to the guards' office. A call comes in. It's Jowd and he wants Sissel to come over immediately.

11:31pm

Go on through the phone line to the new number. Jowd is there in a courtyard and he's not alone. Cabanela is pointing a gun at his back. Talk to Jowd. Before he gets taken away, Sissel would like to ask him about himself. However, Jowd can't talk about that right now because he doesn't know Sissel's true face and can't talk about what he isn't sure of. He suggests Sissel look at what's inside the music box he gave Lynne. They talk about Cabanela, and then the execution. Jowd was sentenced to death for the murder of his wife, Alma, but he also feels responsible for another death. Ten years ago, when Lynne was taken hostage, he drew his gun and he was going to shoot the man who took her hostage. The man died.

After that, Jowd makes one more call to the justice minister. Lynne is there and seems to be awfully troubled about something. Cabanela gives Jowd a pocket watch as a gift then the two of them leave. Sissel can no longer help Jowd so he goes to the justice minister's office to help Lynne out.

Chapter 10

11:41pm

Sissel arrives at the office where Lynne is half hidden behind a desk, frantically shaking a corpse. Talk to her. Turns out the corpse is that of the justice minister. Sissel talks to Lynne about what's been happening since they last saw each other. She can't believe Cabanela was the one to arrest Jowd during his escape. Possess the minister's corpse. He's still unconscious so Sissel rewinds time to see what happened.

== 4 Minutes Before Death ==

11:31pm, Minister's Office

The justice minister was working at his desk when a call came in. He appeared to be very upset by it and tried to call his wife but she wouldn't answer. Then he suffered what appeared to be a heart attack and reached for his medicine, but it went flying across the room. Next, he tried to reach for the water but the jug fell to the floor. With neither medicine nor water, the justice minister fell over dead.

Go into the phone and it will ring. It's Beauty and she's informing him that she has his daughter. The conditions for his daughter's release? Ensure that the execution of Jowd happens tonight. Don't go over there.

Wait until the seconds of his life begin counting down and go to the flag. When he reaches for the jug, it will wobble on the side of the desk for a moment. Quickly flap the flag to knock it back, then possess the jug. When the minister lifts it up to drink, possess the fan. The justice minister recovers but he isn't out of the woods yet. Manipulate the fan and possess the papers that come flying up. Sissel will be carried over to the other side of the room. Time to get the minister's medicine to him.

Raise the armor's arm, turn the hanging basket, undo the frame hanger. Go back down, lowering the armor's arm. Close the curtain. Raise the right armor's arm, turn the globe stand. Spin the globe and it falls out, knocking down the urn. Undo the frame hanger and the frame will fall down. Roll the globe and it falls down as well. Go to the curtain and open it, then raise the left armor's arm. Rock the hanging basket (use the top core, not the bottom one) Now the globe is impaled on the sword. Go to the sword and swing it. The globe ends up knocking the medicine all the way over to the minister's desk. The minister ends up taking way too much medicine but at least he's alive now. Sissel returns to the present.

The justice minister is alive but looks deeply troubled. The cause of this would be Lynne, apparently. She's trying to get him to call off the execution but he isn't willing to listen to her, even when she says she might be able to gather new evidence in the case. He notifies her that Jowd just escaped and the execution will be carried out when he's caught.

11:55pm

Swing the sword to get Lynne's attention. Sissel tells her about the kidnapping. Lynne carries him across the room. Read the dialogue bubble. Lynne gives the justice minister another heart attack. Good going, Lynne. At least he doesn't die again.

12:09am

Go to the phone number you got when saving the justice minister.

Chapter 11

12:10am

Sissel arrives at the kidnappers' hideout. Dandy arrives with the trunk in tow and Beauty leaves for a little while. Dandy sits down and falls asleep. Now we have to get to the trunk. There's something very strange about this room. It resembles that contraption in the basement of the super's office, but why? We'll find out later. Go to the candle and make it burn brighter. Jump to the decoration that came down and swing it. It will get stuck on the fan. Jump to the fan's motor then manipulate it. A ball goes rolling off the table. Jump to the door and manipulate it, which makes the ball roll away.

Return to the decoration on the fan and go to the other side. Lower the shade and jump to the crate. Sissel will notice the trunk is too far for him to reach. Go left until you reach the party poppers and set them both off. Go back to the fan's motor and manipulate it. Quickly return to the candle and manipulate that too. The streamer on the fan will catch fire and light the doll's candle. Head to the balance toy and spin it. The other streamers burn up, lighting the candlestick on the wall. Move to the candle sconce and move it. The shelf's cords breaks and the clock falls down. Go to the clock, then the trunk and open it.

Huh? There's a little girl inside the trunk but it's actually Kamila. How strange. Beauty returns and talks to Dandy. Kamila asks if she's been kidnapped and gets upset when Dandy calls the surroundings miserable and filthy (but they are) because she used to live there. Turns out it was the other party in the deal who chose that place. Dandy leaves to go and get Beauty her bread and milk.

12:21am

Jump into the Ghost World and Sissel sees that Kamila has a core of the dead. Talk to her. Sissel introduces himself. It seems Kamila doesn't remember dying too well, so he decides not to press her on that subject. It turns out Kamila got kidnapped on the way to the Chicken Kitchen when going through the park and she left the music box there. Sissel asks about her father. It turns out her father is not the justice minister... but Detective Jowd. Five years ago, something terrible happened. Kamila was left at home alone while her parents were out working and built a contraption to surprise her mother, since it was her birthday. Something went wrong and it set off the gun on the wall, killing her mother. Jowd ended up taking the blame for what happened to protect his daughter.

They stop talking and Sissel assures her he'll save her, but then Dandy returns and Beauty tells him they have to leave immediately. She can sense Sissel and warns him that if she senses him again, the child will die. Kamila drops the book Sissel is possessing when Dandy closes the trunk and he's left behind in the house, unable to do anything to help her further.

Chapter 12

12:25am

Sissel has returned to the justice minister's office where Lynne is giving the justice minister a hard time. Sissel tells her about what he found out at the hideout. The justice minister is still unwilling to even believe anything he hears, whether it's Sissel being a ghost or the kidnapping victim not really being his daughter. He can't even call home to check because his wife won't answer and he can't send the police over. Anyway, the hostage is still in danger, whether it's his daughter or not.

At that moment, Cabanela turns up, with Jowd in tow. He thought the justice minister would like to see the escaped prisoner so he brought him into the office. Lynne starts apologising for being unable to do anything and is deeply upset. Read the dialog bubble. Lynne talks to Cabanela, who doesn't seem to really believe Jowd is innocent. She gets mad at him, believing that he only brought Jowd in to brag about his accomplishment and lays into him about the rumours surrounding him. Jowd comes forward and tries to tell her this is how it should be. Jump across the cores to talk to Jowd.

Sissel and Lynne talk to Jowd about the kidnapping and reveal it was in fact his own daughter who was kidnapped. Sissel then repeats to Jowd what Kamila told him about the murder five years ago. Sissel gives Jowd a brief lecture about mistakenly believing Kamila's pain will be eased. Now that the truth is out, Jowd talks about that day. Two very strange things happened involving the contraption. The gun was an antique that he had on display for years and wasn't part of the original design. Then there was the movement of the Cupid. It was supposed to fire its arrow without turning around. He made some adjustments to the scene, including replacing the gun with a painting, and turned himself in. The gun was put inside a certain music box. Tonight, Jowd learned of the powers of the dead and found a new explanation on what happened that day. The powers of the dead must have been responsible for what went on in that room.

Now that they know someone else was responsible for that death, Lynne is determined to solve the case and Jowd has come round at last. Now he's willing to be saved from execution. Lynne hurries off to Temsik Park to get the gun.

12:35am

Read the dialog bubble. Cabanela is quite puzzled about what's going on. Jowd replies he can't simply sit back while his daughter's been kidnapped. Since it seems he's determined to be proven innocent now, Cabanela asks the justice minister what he'll do. Since the minister still doesn't believe his daughter is safe, he asks for Jowd to be returned to prison and the execution to be carried out. Cabanela asks one of the minister's servants to send for a prison van. Before the van gets here, we have to get the justice minister to realise his daughter hasn't been kidnapped.

12:49am

Head over to the lady's red apt. through the phone. The justice minister's daughter is safe and sound in bed, coughing.

Chapter 13

12:51am

Amelie is coughing furiously and it seems her fever has gotten even worse. She went out earlier to go and buy her father a lighter for his birthday when her fever went down. Amelie wants to call her father to wish him a happy birthday, but Emma is unwilling. We'll have to help Amelie call her father. Possess the lighter and light it. The phone falls down on Amelie's bed but before she can phone her father, Emma catches her and throws the phone up onto the top shelf where she can't reach. Looks like it's not going to be that easy.

Go up to the ceiling latch and turn it. The rat falls out and dangles on the pendulum. Make the wall clock chime. Emma notices the rat and hits it back into the ceiling. Turn the valve the rat landed on and it gets electrocuted. The lights end up going out and Emma goes to bring down the chandelier, which she lights and winds up. Now, go to the crank at the left side of the room and turn it. The chandelier falls down again. Emma will go to wind it back up. When she's walking back, turn the crank again. If you get the timing right, Emma should end up trapped in the chandelier.

Turn the crank to pull the chandelier and Emma up. Turn the latch above her and the rat's tail dangles over the edge. Next, make the chandelier burn brighter. This causes the poor rat's tail to catch on fire and it runs across the ceiling, falling out the other hole in the ceiling. Now go to the pendulum and swing harder. The rat's tail actually lights the candlestick, which burns the thin cords on the nearby shelf. The phone falls down next to Amelie. Since Emma is trapped, Amelie is free to call her father without any interruption and does so.

12:56am

Go to the phone and listen in on the conversation. After that's over, Amelie has a conversation with her mother. Now that things have been sorted out, Sissel returns to the minister's office. The minister will give his thanks now that he's learned his daughter is safe. Talk to him. He's finally willing to admit that ghosts do exist and the thanks were meant for Sissel. The justice minister tells him they have known about the powers of the dead for a while now though they didn't know it was the power of ghosts. They were aware of the existence of a "manipulator" - someone who could control others, and this manipulator was responsible for the cases at the Special Prison.

The minister confesses the truth about the time he signed the execution order. He was actually manipulated into doing it and the experience traumatised him so much that he couldn't tell anyone. He told his wife however and she ended up moving out because he wouldn't call off the execution. The minister then reveals the truth behind those powers to Cabanela. Cabanela is stunned to hear it's all the work of a ghost and quickly leaves to attend to some urgent business. The phone rings and the minister answers. It's Lynne, calling from the park, and she wants Sissel to head over immediately.

1:28am

Go through the phone to the park.

Chapter 14

Lynne is waiting in the park when Sissel arrives and she doesn't seem very happy. Follow the cores to the left and manipulate the swing to make it go faster. Jump to the basketball inside the globe and then spin the globe to get across to the seesaw. Make your way over to Lynne. Talk to her. She didn't find what she was looking for, but found something else. Lynne then points out the corpse lying nearby. Possess the corpse.

It's that strange young man who answered Cabanela's phone call ages ago and he invites Sissel to come study his pamphlets... not that Sissel could anyway, if he wanted to. There are more important things to do right now like saving his life.

== 4 Minutes Before Death ==

8:25pm, Temsik Park

The reckless youth was left alone when Rindge went into the restroom and heard a scream. It was Kamila being kidnapped. He raced over to the scene and picked up the music box when Kamila shoved it into the bushes. Kamila pushed Dandy away and the blue man landed on top of a lever, pulling it down. A giant rock came falling down from above and came perilously close to crushing Kamila before moving through the air and crushing the youth instead.

The reckless youth identifies the rock as Mino, the mascot of the park, but Sissel's more interested in the way it moved aside. The youth declares the gods saved the little girl... and then mischeviously crushed him instead. Okay. Sissel thinks it might be someone with ghost tricks more powerful than his though. Yeah, that makes more sense. Jump into the Ghost World and Sissel sees another flame besides his. Go and talk to it.

IT'S MISSILE! Yes, the little dog is dead again and this time he has the powers of the dead. He finally caught up with Kamila in the park and went running after her but then Dandy came along on his moped, hitting Missile. Missile fell into the crater and died there. When he woke up, Kamila was already dead. Mino had crushed her. Missile went back to four minutes before her death. Follow the little tutorial and you'll learn how Missile used his powers of swapping to save Kamila. He tried to swap Mino agan with a nearby object so that the youth wouldn't have to die but couldn't reach. Now that Sissel's here, they may have a chance of saving him.

As Sissel, go to the dumpster lid and lift it then continue over to the far end of the seesaw by the globe climber. Have Missile swap the baseball with the basketball. The youth will come along and start spinning on the globe. While he's doing that, have Sissel move to the center of the globe and spin it faster. Go up the tree to the love letter and rustle it loose. Go across the tree to the umbrella and close it then open it again. The youth will run across the seesaw and the umbrella catches the basketball. Have Missile swap the basketball with the tire on the ground. This will cause the rugby ball to fall out of the tree. When Mino falls down, swap it with the rugby ball.

The youth gets knocked unconscious by the rugby ball but at least he's alive. Sissel offers to save Missile, but Missile would rather hold onto his ghost tricks since he's more useful with them. Sissel asks the youth to give Lynne the music box when they return to the present then he goes back. In the present, Missile speaks to Lynne before being blown away on the wind. The youth wakes up and approaches Lynne to present her with a pamphlet. Sissel reminds him about the music box and he hands it over to her. The reckless youth is suddenly struck silent and then asks if Lynne is the little girl from that time in the park, ten years ago.

1:35am

Talk to the reckless youth. He talks about the "rock of the gods" that he's so fascinated with. It's a meteorite that fell down in the park ten years ago on the day of the kidnapping and showed a "miracle". The youth was passing through the park on that day when he heard the scream of a little girl. He saw the hostage situation take place before him and noticed the meteorite fall down. One of its shards pierced the man's back, killing him. Ever since that day, the meteorite, named Temsik after the park, has lain at the bottom of the crater and the youth believes the gods were responsible for saving Lynne. Lynne had no idea about what happened since she was so traumatised by the experience that she avoided the news. The youth swore to protect the park and is trying to prevent it from being turned into a housing site.

Lynne picks up Missile's body to take with her. Sissel is wondering why Detective Jowd claimed to have taken the man's life when it was a meteorite fragment that did it. Lynne and Sissel head back to the minister's office. Lynne presents the box and Jowd opens it, taking out the gun. Based on the evidence, the minister believes he must call off the execution.

2:35am

Talk to Detective Jowd. Jowd thanks Sissel for his aid tonight and Sissel says he's no longer doing all this just for himself. He believes they are all connected somehow. Lynne wonders if she was a victim of manipulation. It seems likely that's the reason why she shot Sissel. She also wonders why that contraption seems so familiar and Sissel reminds her about the one in the basement. Jowd has never even heard of the junkyard and never told anyone about the contraption either. Sissel then talks about Temsik and points out Jowd claimed to have taken the man's life. Jowd blames himself for the death regardless of the meteorite because he was about to shoot that man. The moment he drew his gun, in his eyes, he was already a murderer. Lynne protests that he was just trying to save her but he doesn't think so. There was an incident in another place where a suspect escaped interrogation and Jowd chased him down. He fired the gun and made the man panic, driving him to take Lynne hostage.

Jowd believed that Alma's death was fate, punishment for the crime he had committed. He painted portraits of people's faces in his cell. Tonight, he painted his final face, the face of the man in the park that day. The very face Sissel is wearing. Sissel can't believe it. He couldn't really be the man from the park, could he? Jowd points out that the man's name wasn't Sissel and he's been wondering the whole time just who Sissel really is.

Before anyone can ponder on this issue much longer, the phone rings. It's Cabanela and he orders the minister to be quiet and listen to his demand. He wants the execution to take place tonight and then the hostage will be released. He hangs up, leaving the minister incredibly freaked out.

Chapter 15

2:55am

Sissel is in for yet another shock. He sees "himself" pointing a gun at Inspector Cabanela's corpse. The "other Sissel" makes a phone call to Commander Sith, that eyebrowed blue man from before, telling him he'll be there soon then hangs up. The room the commander and his servant are in is revealed to be on a submarine. "Other Sissel" salutes the dead inspector then walks out, leaving Sissel alone with the corpse.

2:56am

Possess Cabanela's corpse. The inspector is still unconscious so we'll go on ahead and view the last four minutes of his life.

== 4 Minutes Before Death ==

2:50am, Maint. Building - Super's Office

Cabanela was just finishing off the phone call and hung up, crouching over in pain. It turned out he was making that phone call because the "other Sissel" asked him to. Cabanela asks him why he's doing this and he replies that it's revenge against the people who took his life away. He's adamant that he was murdered - by Jowd, who chased him down, Lynne, who was there when he was running for it, and Cabanela, who did something though he didn't specify. He then accused Cabanela of deliberately hauling Jowd in to protect his spotless record. Cabanela whipped out his gun and shot the man in red. He fell on the stepladder and it rolled back forward. The man then slowly stood up, appearing unharmed by the bullet, and took Cabanela's gun from him, using it to shoot him dead.

Be very careful. Don't use your ghost tricks in front of the man in red because he knows about them too. Sissel will notice the strange waves coming from his body again. We saw them before at the bottom of that crater where Missile died. Are they really the signs of having powers of the dead? Well, maybe not exactly. Possess the kettle and wait for him to bang on the stove, knocking the kettle down. Go down into the room below. It looks like an explosion took place here and there's another death lying hidden in the room. Move the hoist and it falls down. Go to the toolbox and open it up. Jump across the cores to the pigeon man's corpse and possess it.

The pigeon man is awake and he hasn't lost his memory. He wonders why Cabanela would bring the guy who blew the place up along but Cabanela tells him it was a different guy. There isn't a way to save the inspector yet, so let's go back in time to before the pigeon man's death and see what we can do from there.

== 4 Minutes Before Death ==

2:42am, Maint. Building - Basement

The pigeon man, or professor, was inspecting the man in red's corpse while Cabanela was sitting down nearby. Cabanela warned him that they should get out of there but the professor wasn't about to do so. Cabanela pointed out that the manipulator's true form was actually a spirit and he just wasn't there. Actually, he was, and it soon became very apparent. The manipulator got up from the table and talked about how he manipulated the justice minister and even Lynne. He made her shoot his "shell", knowing the camera would capture the "murder", and Lynne would be found guilty of murder. He then informed the professor it was time to die. He would be leaving the country tonight but before he did that, he had to wipe out all evidence of his powers. He then set off the contraption. Cupid rose up and fired its arrow without turning around. There was dynamite on the table. Cabanela jumped in to save the professor but it was too late and the professor was killed in the explosion.

Sissel actually can't do very much. Possess the measuring device, sit there and wait for the four minutes to run out. As the seconds start counting down, a dialogue bubble pops up. Read it. They hear someone crying out to Sissel to help him. Better find them. Move the screen to the bottom right corner near the bin with the rats and a leaf comes floating by. It's Missile and he readily agrees to help out. Now we can actually get somewhere.

Missile can do the rest from here, because Sissel's useless right now. Swap the two newspaper piles and the rats come scampering over to the bin, knocking off the lid. As it's rolling away, swap it with the tire. The lid will fall down. When it's still, swap it with the trapdoor. The pigeon man falls down and avoids getting killed in the explosion.

While the manipulator oh so kindly manipulates the injured Cabanela up the stairs, the pigeon comes down to check on the professor. Missile goes up ahead to wait for Sissel. The pigeon man asks the pigeon to carry the measuring device up to the top. When the pigeon's close enough, jump onto the hoist. Go to the room above and Missile greets you. Now we have to save Cabanela somehow, without the man in red noticing.

When the kettle falls down, while controlling Sissel, use it to go up. When the manipulator's back is turned, quickly swivel the desk lamp and move to the hard hat then jiggle it. It will fall to the floor. Then put Sissel on the motor. After the manipulator is shot, possess the stepladder and roll it to the other end of the room and move up to the knit hat. Jiggle it and it falls down. Roll the stepladder back. Have Missile swap the knit hat with the book. It falls down and lands neatly on the hook. When the man in red shoots, swap the knit hat with the bullet.

The manipulator doesn't notice Cabanela being hit in the face with a knit hat and goes to the phone. Now both Cabanela and the professor have been saved. It turns out Cabanela and the pigeon man were working together to research the manipulator and his powers. They return to the present.

3:14am

Talk to Cabanela. Sissel mentions how the man in red swore revenge against those who took his life and brings up the part where he mentioned Inspector Cabanela as one of those he wanted revenge on. Cabanela talks about how the Special Investigation Unit was working on a certain big case and brought in a witness. He had just been accepted into the unit and wanted to impress them so he pressured the suspect even though he was only supposed to take his statement. He pushed him too far and made him lose all hope. On top of that, Cabanela was called away and left his gun in the room. The man used the gun to escape.

Cabanela then talks about the manipulator. They found out about his existence during an overseas communication. He was making a deal with a foreign country and wanted them to buy him and his powers. He gave them two predictions to prove his powers - he foresaw the cases at the Special Prison, namely the curry lover who would take the chief commissioner hostage and the rock star who would sing out national secrets. The SIU launched an investigation and managed to pinpoint the meeting place and staked it out tonight. They have been unable to find out where the submarine will surface and want to prevent the powers from landing in those foreigners' hands at all costs.

On the subject of Cabanela's spotless record, he reveals that it's because of his spotless record he could become head of the SIU and oversee all aspects of the manipulator case. All this was in order to try and prove that Jowd was innocent. Cabanela hauled him to the justice minister to try and hold off the execution. He couldn't simply let him escape because it would be a crime.

3:23am

Talk to the pigeon man. It turns out he wasn't always a junkyard superintendent. He was once a medical examiner who worked with the police. One day, he was asked to autopsy a strange corpse. The victim was hit by a meteorite fragment and died instantly.
The corpse was unusual in that there wasn't a scratch on him and the professor was unable to even cut him with his scalpel. He was never able to file an autopsy report because the corpse vanished. There was only one way the corpse could have disappeared - it got up and walked out on its own.  There was still a clue left behind - the strange radiation that emitted from it. The professor went to the crater where the meteorite fell and found the exact same radiation coming from the meteorite. He quit his job as a medical examiner to research Temsik in full and came to learn about the connection between his research and the manipulator case.

A year before, Cabanela arrived at the office. He was investigating the manipulator case at the time and heard about a man who quit the force to study the meteorite. At one point, while listening to the communications, he heard the manipulator state that the source of his powers was not of this world. It was then that Cabanela realised that the manipulator case and Temsik were connected. It's also revealed that the professor built the contraption in the room to try and help Jowd. There was a part he couldn't reproduce - the part that made Cupid turn around. And so, the existence of the manipulator was proven.

Lynne turns up and is shocked to see Inspector Cabanela. After some explaining goes on, she apologises now that she knows what's really going on. Cabanela didn't want her to be involved, which was why he had her arrested. Cabanela's pretty upset about getting hurt in the explosion. Then Jowd turns up. It seems that the minister called off the execution and let Jowd go free until the next morning. Jowd tells Cabanela to leave the rest to him. The professor hands Jowd his coat. He then goes off, thanking Cabanela for the gift. Lynne speaks to Sissel, asking him to wait until they can get the phone on the submarine hooked up, then leaves.

Chapter 16

4:19am

The phone in the superintendent's office rings and he comes to answer it. It's Jowd, calling for Sissel. He heads on over to the submarine. The lights in the room come on and Jowd realises he isn't alone, Sith's servant is also in the room. The servant brings up the communication screen and Sith appears on the screen to speak to Jowd. He's surprised that Jowd could have made it to the submarine. It turns out the bullet Cabanela fired into the manipulator was a radio transmitter disguised as a bullet and the watch he gave Jowd was a radio receiver.

Jowd asks where the man in red is and the chair is turned round to reveal that he's sitting right there. However, it's only his body and his spirit is elsewhere, likely controlling Kamila. Jowd begs Sith to let her go, but Sith isn't interested in hostages. He has what he needs now - the source of the manipulator's powers. The man in red has underestimated them by leaving the fragment alone. A strange capsule comes up on the table and plucks the fragment from the man's body then disappears into the chute below. Sith bids farewell and the screen goes blank. The servant taps the control panel and the entire command room goes rocketing off away from the submarine with Jowd still inside.

In the distance, Sissel hears a loud explosion and moments later, the lights go out. Now he needs to find Lynne and Kamila, and fast.

4:26am

When you enter the ghost world, you'll notice a flame close by. It's Missile. After a little chat, the phone starts ringing. Better get over there quickly. Have Missile swap the baseball with the middle basketball. Move Sissel across to the right emergency light. Then have Missile swap the baseball with the right basketball. The phone falls off the hook. Send Sissel to the phone. It's Kamila, and she needs help. It seems that something happened to Lynne. Go there.

Kamila hangs up the phone since nobody is answering. Lynne is dead again, floating in the water below. What a surprise. Sissel and Missile talk to Kamila. Sissel asks Missile to watch over Kamila while he goes to aid Lynne.

4:31am

Go down and turn the wheel then possess Lynne's corpse. She doesn't have much of a clue how she managed to die since it was so sudden. She explains that after she and Jowd left the office, they tracked down the man in red to a boat. They stowed away on the boat and snuck onto the submarine when it surfaced. It went down again and they split up. He went to hook up the phone while she went to look for Kamila. Lynne found Kamila hiding in the engine room after she escaped and ran away there. She doesn't remember what happened after that. Might as well go back and see for ourselves what happened.

== 4 Minutes Before Death ==

4:22am, S-Yonoa Engine Room

Lynne was watching over the unconscious Kamila when she woke up. The little girl sat up... and immediately tried to brain her with a machine gun. It turned out she was being possessed by the manipulator. He had been waiting there for Jowd to come, planning to kill him in Kamila's body. Something struck the submarine hard and then the manipulator began to realise something was wrong. Lynne noticed the ceiling fall down and ran to shield Kamila. At that moment, there was an explosion that killed Lynne.

Wait for Possessed!Kamila to point the gun and jump across the cores to the ringing phone. Manipulate the wheel above it. It will fall off, knocking the handset down. Go to the phone. A crew hand is calling the engine room, warning whoever's on the phone to hurry over because they are evacuating the submarine. Go there and jump across the cores to the wastebasket. Open it and very quickly jump into the ghost world, then possess the basketball. When the basketball goes up, possess the emergency light. The Temsik fragment will be ripped out of the man in red's body and it comes down the chute. When it's close enough, possess the capsule.

The capsule goes on into Sith's escape vessel. He removes the Temsik fragment then tossess aside the capsule. He detaches the control room and then a torpedo bay opens up, revealing a torpedo. Sith makes his escape from the submarine. Lynne realises that the torpedo is the cause of the giant explosion and they have to do something before it's too late.

Go to the lever and lower it, then hop into the torpedo. There's nothing they can do to stop it from launching but maybe there's still something that can be done afterward. Stop the gyroscopes when they are both sticking up. The torpedo will turn over and the rat falls off. Now operate the joint and the safety device is clamped on, which prevents the torpedo from exploding. Unfortunately it's still going to impact.

Back in the present, things are still looking bad. Lynne might be alive but water is seeping into the engine room from where the torpedo struck.

4:40am

Operate the starter, which gets the gears moving. Sissel comments on it. Operate it again and jump across the cores while the gears move. When you get to the torch, Kamila wakes up. After a brief talk with Lynne, she passes out again. Lynne swears she'll get her out of there, no matter what.

4:45am

Turn on the flashlight. Lynne goes to pick it up. She can't open the door because of the water pressure so the only way is up. Jump to the emergency light then go to the handle above and turn it. Steam comes out of the pipe, knocking down the glove. Follow the path to the switch and lower it. The ladder comes down and Lynne climbs up. The submarine suddenly rocks, almost causing her to fall off. Then the flashlight stops working. Turn it on again. Now they just need to get to that door and they are safe.

... Or not, as the submarine suddenly capsizes and Lynne falls to the bottom. Fortunately, she survives, but now the water is rising quickly and she and Kamila are in great danger.

4:50am

Enter the Ghost World and Sissel spots Missile. He will help out with getting Lynne and Kamila back to the top.

Now, while in control of Missile, go to the fans and re-arrange them. There's a small fan that's easy to miss, a little way above, so watch out for it. Arrange the fans so that large is on bottom, medium is in the middle and small is on top. With that done, go up to the pipes. The top pipes will be referred to as A1 (left) and A2 (right) and the bottom ones are B1 (left) and B2 (right) Swap A1 and B2, then swap A2 and B1.

Sissel's turn. Wait for Lynne to point the flashlight at the water then go over to the starter and manipulate it. The pipes form a staircase for Lynne to go up. She gets stopped at the pipes because of the hot steam coming out however.

4:58am

Operate the starter again and ride the gears to the top. Jump to the wheel above Lynne and turn it. The steam is cut off and she's able to cross safely. Now how is she supposed to get up there to the door?

5:06am

Go across the cores to the hook, which is close to the door, and move it down. Lynne will climb onto the hook. Move it back up. Lynne tries to open the door but is unable to. Try to open it for her. Sissel can't do it either. The water rises higher and higher. Lynne screams in terror. The door suddenly opens and a giant clamp bursts in, grabbing Lynne and Kamila and whisking them out of the engine room. The door is shut, preventing the water from going any further.

Chapter 17

5:10am

The thing that saved Lynne and Kamila is now looking down at them. Lynne looks up and freaks out at the sight of it. It falls to pieces and then the pieces come together to form a metal body. It's none other than the manipulator. He doesn't really know why he saved Lynne and Kamila. Apparently he knew about Sissel saving Lynne all along. Sissel pleads for him to tell him who he is... and changes his own appearance in the process. He can't hold onto that image of himself any longer. The manipulator is sure Sissel will remember himself soon enough... and who he (the manipulator) is too, surprising Sissel. Does he know the man?

The submarine has been totalled. It's sinking and the engine room is destroyed. Lynne wonders why the manipulator is here seeing as he had a deal with them. He says he was betrayed. They figured out the source of the powers. Lynne asks to hear more about the meteorite's effects on living creatures.

The manipulator watched the junkyard super do his work for all those years and managed to figure some of it out. Those with powers of the dead received them by dying in the presence of Temsik radiation. He then talks about the meteorite's effects on his body. His entire existence has become a contradiction. The fragment remained inside his body and continued to regenerate it. The body was cycling between the moments that separated his life and death. He simply existed, neither alive nor dead, and his body never changed. It was stuck at the moment of his death.

Next, he talks about his revenge plot. The kidnapping was done in order to ensure that Jowd was executed. The foreigners had their own reasons for co-operating with him though he didn't realise it at the time. They wanted to wipe out everyone who had to do with Temsik - Jowd, Cabanela, the pigeon man... and the man in red himself. There was one more target - Lynne. He lured her to the junkyard, told her he was the man who took her hostage and manipulated her into shooting him. She was only supposed to be framed for murder but the organization had other ideas and wanted her wiped out. Then Sissel showed up and threw a wrench in their plans.

Lynne wonders why she was a target when she didn't even know about Temsik. It was because she was looking into the Jowd case and the organization was afraid she would learn about Temsik sooner or later.

The submarine shakes again. Now all that's left to do is wait for water pressure to crush the submarine. There aren't any cores from there to the water's surface and there are no communication cables down that deep. It's looking pretty hopeless. Lynne tells the manipulator she understands how he's been feeling those ten years. It must be just like the feeling of being cut off from the world, all alone in a submarine and sinking slowly toward the bottom of an endless sea.

Kamila comes round, She aware that they are trapped on the submarine and bets Jowd would save them if he was there, upsetting Lynne somewhat. While everyone's wallowing in despair, Sissel speaks up about how strange it is that the man's body was ejected into the sea. He doesn't know and guesses it doesn't matter now since they have no idea where it is. At that moment, Lynne realises that they do and produces the radio receiver. With it, they should be able to find out where the command room is since the man in red's body is still there with the bullet inside it. She thinks they could use a torpedo to get there somehow.

5:27am

Go up to the control panel and operate it. A mechanical arm pops out. Use it to get to the phone above. Go to the torpedo room. Lynne and Kamila go up as well and Lynne observes that the torpedoes can be launched manually. She turns on the backup power so that the switches can work.

5:30am

The switch isn't doing anything so talk to Missile and you'll gain control of him. Have him swap the switches, then have Sissel move the leftmost switch. The torpedo pops out of the bay. Lynne has noticed that the command room is slowly sinking for some reason. Hop over to the torpedo. Before she launches the torpedo, Sissel tells Missile to get on but he wants to stay there with Lynne and Kamila. He feels he can't leave them alone. Lynne and Kamila manage to persuade him to go and he joins Sissel on the torpedo. Lynne and Sissel exchange farewells then Lynne pulls the switch and the torpedo shoots off. It passes by the control room and Sissel and Missile hop over. Detective Jowd is lying dead on the floor and the command room has lost all power.

5:41am

Possess Jowd's corpse. Jowd is startled since he doesn't recognize Sissel at first. Sissel tells him about Kamila and Lynne's predicament. Jowd can't believe he would destroy his own submarine and wonders why. The manipulator responds that it's because Sith was afraid of his powers. Apparently he was able to tag along without Sissel noticing. Jowd wonders if he is Yomiel. Then the manipulator's form changes to reveal his true form. His real name is indeed Yomiel and Sissel was just an alias he was using for his deal with the organization. Sissel would like to ask him some more questions.

Ten years ago, Yomiel was a top systems engineer. He was invited into a project aimed at reorganizing the nation's top secret information. He never thought that he would have to deal with spies. Since he built the core of the system, he was a suspect and was hauled in for questioning. Then that incident happened. Yomiel asks when he was proven innocent and learns it was six months after his death.

Yomiel talks about his death ten years ago. He lost everything when his soul was split from his body and found himself sealed in eternal darkness. His powers couldn't help anyone and nobody noticed him. Time didn't help, it just made his suffering even worse. He wanted to disappear but wasn't able to even do that. He was overwhelmed by loneliness and despair, and wanted everyone to suffer what he was suffering... leading to him murdering Jowd's wife. Yomiel wanted him to know what it was like to lose everything he cared about. His loneliness had poisoned his mind and made him twisted.

When Yomiel was plotting his revenge, he had an idea. He would use his powers to make a deal. They would get his powers and in return, Yomiel would get a new life. He had two conditions - they help him with revenge, and give him a rebirth. He didn't care if it was an artificial life. He only wanted a physical identity and a normal life, and wished to grow old in a society that accepted him then die surrounded by a loving family. To make it all come true he knew it would take a lot of money and power so he contacted the organization. Their response in the end was, of course, betrayal.

The organization had sent spies to the country and researched his powers without him knowing. They managed to find out the truth behind Temsik as well. They couldn't steal a piece of the meteorite because Cabanela and the junkyard super had notified the government about the source of the manipulator's power and they responded by hiding armed guards in the park who would protect the meteorite. The housing site was really a plot by the government to secure the meteorite.

Now that we've learned all that, it's time to go back to before Jowd's death.

== 4 Minutes Before Death ==

4:23am, S-Yonoa Control Room

Jowd asked the servant where they were going. It turned out the control room only had enough fuel to be launched away and would sink. Jowd points out that would mean the servant was trapped too, but the servant was just a remote controlled robot. Jowd asked why they went to so much trouble, ejecting the body. The servant responded that Sith likes to guard against any possibility no matter how small, though he wouldn't say what. The servant then made a machine gun come out of the ceiling which shot Jowd dead.

There's nothing to do but possess Yomiel's corpse. Yomiel figures out what the possibility is. His time was perpetually stopped thanks to Temsik, but now that the fragment was removed, his body became a regular corpse. Sissel realises this means they can go back to four minutes before Yomiel's death. Missile wonders when exactly that death is and Jowd replies that they will find out when they get there.

Final Chapter

== 4 Minutes Before Death ==

5:26pm, Temsik Park

Lynne was about to eat her baked potato when Jowd and Yomiel came running and Jowd fired the gun, making Yomiel take Lynne hostage. A kitten came and rubbed against Jowd's leg, mewing. Jowd told the kitten to get away because it was dangerous. Then the meteorite crashed down and the fragment hit Yomiel.

They may actually be able to save Yomiel from his fate of being hit by the Temsik meteorite, but Jowd isn't so sure. He's afraid he'll shoot Yomiel and he'll die anyway, but Yomiel can accept that. What he did was inexcusable and he can accept dying.

When Lynne is being held hostage, go across the cores to her headphones and turn them up. This causes Lynne to drop her baked potato. Head over to the basket and rock it. The sweet potato falls out. Now go to the nozzle and when the potato is floating close to it, spray. The jet of water should propel the potato in the air. Possess the potato before it's out of range and Sissel will land on the large fountain. Now put Sissel in the fountain and have Missile go over to the floating potato. Have Sissel spray Missile up into the air.

Up there, have Missile swap the potato with Mino, then swap Mino with the right post lantern. Don't exit the ghost world between steps as this will cause Mino to crash down and you'll have to restart. Now Mino is on top of the lamp post and should get in the way of the meteorite fragment.

The meteorite falls and the fragment glances off Mino. It sails over Yomiel and shoots through Jowd's leg. He collapses and the gun shakes in his hand. Ghost!Jowd yells at him to drop the gun even though he can't hear him. Then the gun goes off. Missile quickly stops time by going into the Ghost World, swearing he won't let Jowd become a murderer.

Swap the bullet with the baked potato. Yomiel is sent flying and ends up impaled on the lamppost. Sissel fears the worst, but Yomiel quickly assures him that he's still alive.

It's too soon to relax however as the lamppost starts bending over under the weight of Mino. Mino begins to fall and there's nothing that can be done. Sissel refuses to give up and freezes time before it can hit her. Yomiel wonders why he doesn't just let it play out and possess her corpse. Sissel doesn't want Lynne to have the memory of dying since she's so young. Yomiel comes up with a plan and has Sissel move over to the left nozzle. Spray, and the lantern goes flying over. Then it's Missile's turn. Swap Mino with the lantern.

Mino is still falling but Yomiel isn't bothered. He can manipulate living things and is going to manipulate his own body to save Lynne. He pulls himself off the lamppost then throws Lynne over to Jowd. Mino falls down on top of his legs.

Lynne wakes up in Jowd's arms. He asks her to call the police for him and even gives her a toy badge. Lynne races off to do as he asked and Jowd approaches Yomiel, asking if he's still alive. Fortunately, he is and tells Jowd his body was moving all by itself like he was being controlled, but he's glad it happened. Lynne comes back and finds an unconscious kitten in the grass. It's the same kitten from earlier and Jowd offers to take it home.

Yomiel observes that his fate just changed in a big way. Sissel wonders whose fate he means and Yomiel replies he meant the kitten's of course, and gives his name - Sissel. Sissel remembers that is in fact his real name. Yomiel states that during those lonely ten years, Sissel was his only friend, and asks if he remembers now. It all comes back to Sissel.

Ten years ago, he was a lonely kitten who wandered into the park. After Yomiel died, he possessed Sissel's body and lived with him for a while before reclaiming his own body. He went to see his fiancée but she had committed suicide to join him. Yomiel named the kitten after her. Tonight, he was carrying Sissel in a bag since he had no intention of leaving him behind. He manipulated Lynne into shooting him and then left in Sissel's body, since leaving in his own body wouldn't make it look like a murder. When possessing Sissel, he came to realise something horrible. Sissel was dead. When Yomiel manipulated Lynne, the first shot was off and the bullet hit Sissel. He died in the presence of Temsik radiation and received his ghost tricks.

Sissel realises now why he was unable to get his memories back. Yomiel's corpse was the only one he could see at the time. His true death was hidden in the bag all along.
Sissel asks Yomiel why he never tried to stop him when he was saving Lynne tonight. Yomiel tells Sissel that he was unable to replay a death, let alone change fate. Had he been able to do so, he would have saved Sissel, as well as his fiancée.

Now that fate has changed, a new future awaits everyone. Yomiel reveals that he's glad his revenge failed. When Lynne told him she understood how she was feeling, he changed his mind about revenge. It's time to get back, but Yomiel points out the past won't disappear completely. The memories of those who are there in the past (Sissel, Missile, Jowd, Yomiel) will remain. After exchanging words, everyone sets off back to the new present.

Suddenly, Ray appears before Sissel. He's going to show his true self to Sissel but before that, he tells him a story. Had Sissel not saved Lynne tonight, she would have died in that lonely junkyard. Then Tengo and Yomiel (who took his body with him since Lynne was dead and it was useless to frame her for murder) broke into the apartment and stole the wooden box. In the process, two little dead bodies were left behind - Kamila's and Missile's. Missile reached out a paw to his mistress and activated his ghost tricks. It turned out he had died in the presence of the radiation coming from Yomiel's body. Missile was unable to save his mistress and chased after the men but was still unable to do anything and ended up in the control room with Yomiel's corpse. Then he went back ten years in time. There he waited until that night came round again.

Ray reveals his true form - an older Missile. Ten years is a long time in dog years. After those ten years had gone by, he had grown old and his powers were weak. He needed somebody else to help him, so he enlisted the aid of Sissel. Sissel points out that he manipulated the desk lamp and Missile tells him his powers changed over those ten years. His power to swap object faded, but he became able to manipulate objects. Sissel asks why he couldn't simply work with himself and Missile replies that he couldn't go through phone lines. It was a very important ability when chasing somebody.

Sissel wonders how Missile knew Sissel could use phone lines in the first place. It turns out that Missile met Sissel on that night the first time around. He heard that Lynne lost her life in the junkyard and made his way over there. There, he saw Sissel manipulating the desk lamp. That Sissel actually refused to co-operate with Missile, shocking Sissel. His self in the first timeline only wanted to find his lost memories then fled over the phone line. Sissel apologises for not helping him. The next time around, Missile decided he would use Sissel's desires to find his lost memory to their mutual advantage. Missile would guide him along the right path to Yomiel. On top of that, he would give him a time limit. The disappearing at dawn thing was in fact a lie. Missile only said that to make sure Sissel got to the submarine in time, otherwise Yomiel would have been trapped at the bottom of the sea forever and it would all have been over.

Now that the ten years will cease to exist, Missile will disappear along with them. He thanks Sissel for his work tonight and bids him farewell. Now it's time for Sissel to return to the present.

Lynne has come into Jowd's house and wonders why it's so dark. She flips on the light and the contraption is set in motion. At least this time, it does what it's supposed to do. Kamila comes running out from the cupboard along with Sissel and explains about the contraption. Lynne points out it's not her birthday. Jowd comes in and says it doesn't matter, since they are celebrating the birth of her position as detective. He introduces Lynne to Kamila, who congratulates her on becoming a detective. She notices Lynne's badge, saying she got one like it, but hers appears much older. Jowd asks how long Lynne is going to wear the toy badge and Lynne says it's the sign of being a real detective. Sissel mews to get her attention. Lynne wonders if it's the same kitten and Jowd confirms it. Kamila tells her that Sissel is a very special kitten who hasn't aged in the whole ten years. Upon hearing his name, Lynne thinks it sounds familiar. Kamila's mother comes over to say it's time for the celebration to begin. Lynne picks up Sissel and speaks to him. After a little monologue from Sissel, we see him enter the Ghost World and Temsik radiation flows from his body. It appears that the fragment hit him and now he's in the same state Yomiel was, minus the suffering and despair.

After that, the credits roll. We are treated to various scenes, including Cabanela arriving at the celebration party with Missile in tow. At the end, we see Yomiel being released from jail after a ten year long sentence.



** BONUS DEATHS **


There are at least two opportunities during the game where you can make a death even worse than it was in the first place. They are definitely worth doing at least once.

When saving Detective Rindge, just stay in the van and don't do anything. When the detective is driving off toward the Chicken Kitchen, recline the seat.

When saving Inspector Cabanela (after you save the pigeon man), don't use any ghost tricks and just wait. When Yomiel shoots at Cabanela, swap the bullet with the hard hat.