Welcome to the Ghost Files: Memory of a Crime Walkthrough

Step into the shoes of a Private investigator with short-term memory loss and uncover the shocking truth about his involvement with a serial killer called The Executioner.

Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.

This document contains a complete Ghost Files: Memory of a Crime game walkthrough featuring annotated screenshots from actual gameplay!

We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.

This walkthrough was created by Laurie Murphy, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Walkthrough Menu

General Tips

  • This is the official guide for Ghost Files: Memory of a Crime.
  • This guide won’t tell you when to zoom into a location; the screenshots show each zoom scene.
  • Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
  • Use the Map to fast travel to a location.

Chapter 1: Escape

Ghost Files: Memory of a Crime
  • Take HAIR SAMPLE 1 (A).
  • Go forward, then left.
  • Select mirror; take MY BUSINESS CARD and MY WALLET (B).
  • Play HOP (C); receive FIRST AID KIT.
  • FIRST AID KIT for RUBBING ALCOHOL, 1/2 BATTERY, MEDICAL TAPE and ADHESIVE BANDAGE.
Ghost Files: Memory of a Crime
  • Use RUBBING ALCOHOL, ADHESIVE BANDAGE (D).
  • Go down.
  • Remove door; take 2/2 BATTERIES (E).
  • Take FORENSIC KIT; uncover (F); take PHOTO ALBUM (G).
Ghost Files: Memory of a Crime
  • MY WALLET on FORENSIC KIT; enter 1944; open, take 1-3 for Fingerprints Kit (H), take MY DIARY, PICKLOCK KIT; receive Forensic Kit.
  • PHOTO ALBUM for 1/2 PHOTO PARTS.
  • Go down.
  • Take VICTIM’S WALLET (I); open; select ID.
  • Solution (J).
Ghost Files: Memory of a Crime
  • Take FLASHLIGHT (K).
  • 2/2 BATTERIES on FLASHLIGHT.
  • Return to Toilet.
  • Use PICKLOCK KIT (L); align (M); take HAND SWITCHER, ESCAPE BOARD INSTRUCTION, 1/2 BOOK (N).
  • Go down 2x.
Ghost Files: Memory of a Crime
  • Place HAND SWITCHER (O), ESCAPE BOARD INSTRUCTION for HOP (P); take 2/2 BOOKS, 2/2 PHOTO PARTS.
  • VICTIM’S WALLET for PHOTO PART.
  • 2/2 PHOTO PARTS on PHOTO PART; use MEDICAL TAPE; take BOOK SHELF COMBINATION.
  • Go forward.
  • Place 2/2 BOOKS, BOOK SHELF COMBINATION (Q); solution (R); take LOCK MECHANISM, ESCAPE ROUTE (S).
  • Go down.
Ghost Files: Memory of a Crime
  • Place, select LOCK MECHANISM (T); use FLASHLIGHT, ESCAPE ROUTE; select (U).
  • Play HOP (V); go left; play HOP (W); use FLASHLIGHT, go right; play HOP (X); go right; go forward.

Chapter 2: Office

Ghost Files: Memory of a Crime
  • Select scene; take UMBRELLA; PLANK WITH SCREW (Y).
  • UMBRELLA for UMBRELLA SCREWDRIVER.
  • Use UMBRELLA SCREWDRIVER; take WHEEL (Z).
  • PLANK WITH SCREW for SCREW, WOODEN BOARD.
Ghost Files: Memory of a Crime
  • Use WOODEN BOARD, WHEEL, SCREW and UMBRELLA SCREWDRIVER (A); select dumpster; take RAG (B).
  • Remove cap; place RAG; take OILY RAG (C).
  • Use OILY RAG (D); select dumpster 3x.
Ghost Files: Memory of a Crime
  • Use UMBRELLA SCREWDRIVER (E); open (F); go forward.
  • Select (G).
  • Solution (H).
Ghost Files: Memory of a Crime
  • Take OLD HAT; KING OF SPADES; HATRACK HANDLE (I).
  • Uncover hatrack; place, select HATRACK HANDLE (J) for HOP (K); receive MY OLD BADGE.
Ghost Files: Memory of a Crime
  • Place MY OLD BADGE (L); select button.
  • Go right.
  • Take 10 OF SPADES, VHS TAPE (M); select 1-6; take SCALES OF BALANCE (N).
  • Uncover, take SWORD OF JUSTICE (O).
  • Go down.
  • OLD HAT for ALLEN KEY, 1/3 DECIPHER CODES.
Ghost Files: Memory of a Crime
  • Place VHS TAPE (P); receive SAFE COMBINATION.
  • Take newspaper; place SWORD OF JUSTICE, SCALES OF BALANCE; use ALLEN KEY (Q); remove statue; take 2/3 DECIPHER CODES (R).
  • Go right.
  • Place SAFE COMBINATION; align 1-4-0; take THE EXECUTIONER FILE (S).
  • THE EXECUTIONER FILE, uncover to take 3/3 DECIPHER CODES.
  • 3/3 DECIPHER CODES on MY DIARY.

Ghost Files: Memory of a Crime
Ghost Files: Memory of a Crime

  • Solution (U1).
  • Solution (U2). A-B-C-D-Ex2.
  • Solution (U3). Ax2-B-C-D-E.
  • Take BIG LIP’S ADDRESS.
  • Go down 2x.
Ghost Files: Memory of a Crime
  • Solutions (V1). Ax2-B-A; Bx2-A-B-A.
  • Solution (V2). C-A-B.
Ghost Files: Memory of a Crime
  • Take CAR KEYS (W).
  • Use CAR KEYS (X).

Chapter 3: Finding Clues

Ghost Files: Memory of a Crime
  • Use CAR KEYS (Y); uncover; play HOP (Z); receive GRABBER TOOL.
  • Use GRABBER TOOL (A); receive GILDED KEY.
  • Use GILDED KEY (B); select door, select (C).
  • Go right.
Ghost Files: Memory of a Crime
  • Select body; take HAIR SAMPLE 2 (D).
  • Place HAIR SAMPLE 1 and HAIR SAMPLE 2 (E) on Forensic Kit; select 1-2.
  • Solution (@).
  • Receive KILLER’S DNA.
Ghost Files: Memory of a Crime
  • Take 1/4 PHOTOS OF BOTTLES (F).
  • Take CAMERA (G), LIGHT BULB (H).
  • Use LIGHT BULB (I). Use CAMERA; take 2/4 PHOTOS OF BOTTLES (J).
Ghost Files: Memory of a Crime
  • Uncover; take BOTTLE OPENER, bullet shell (K).
  • Use Finger Print Kit (L); take FINGERPRINT SAMPLE 1, BULLET SHELL 1; use CAMERA; take 3/4 PHOTOS OF BOTTLES (M).
Ghost Files: Memory of a Crime
  • Use BOTTLE OPENER and net for 4/4 PHOTOS OF BOTTLES (N).
  • Place 4/4 PHOTOS OF BOTTLES; select 1-4.
  • Enter Secret Basement.
Ghost Files: Memory of a Crime
  • Pull chain; take 1/3 ARCADE TOKEN; BOX CUTTER (O).
  • Select plug, hand; take 2/3 ARCADE TOKENS (P); use BOX CUTTER for DUCT TAPE (Q); use DUCT TAPE (R); select plug.
Ghost Files: Memory of a Crime
  • Select button 4x; take 3/3 ARCADE TOKENS (S).
  • Use 3/3 ARCADE TOKENS (T).
  • Solution (U). B-A-B-Ax2-D-A-C-D-B-A-C-A-D-Ax2.
Ghost Files: Memory of a Crime
  • Enter 2-9-5-7 (V). Take RED LABEL FILE (W).
  • RED LABEL FILE for MARY’S PHOTO.
  • Speak to character (X); select choice 1.
  • Select (Y).
Ghost Files: Memory of a Crime
  • Solutions vary (Z).
Ghost Files: Memory of a Crime
  • Take newspaper, AUDIO CASSETTE (A), 1/3 PAPER CLIP, ESCAPE ROUTE, IMPROVISED SLINGSHOT INSTRUCTION (B), RUBBER BAND; move cup, take 2/3 PAPER CLIPS (C); select holder, take 3/3 PAPER CLIPS (D).
  • Use 3/3 PAPER CLIPS (E).
Ghost Files: Memory of a Crime
  • Solution (F). Rotate the rings into the correct position.
Ghost Files: Memory of a Crime
  • Move coat rack (G).
  • Open, uncover and take CALIPER and ERASER (H).
  • RUBBER BAND, CALIPER and ERASER on IMPROVISED SLINGSHOT INSTRUCTION for IMPROVISED SLINGSHOT.
  • Use IMPROVISED SLINGSHOT (I).
  • Go forward.
  • Go left, right 2x.
Ghost Files: Memory of a Crime
  • Open (J); punch (K) for HOP (L); receive PADLOCK KEY.
  • Use PADLOCK KEY for PADLOCK; take LADDER (M).
  • Open (N).
  • Go right.
Ghost Files: Memory of a Crime
  • Use PADLOCK (O); take DICTAPHONE, NEON LIGHT and Forensic Kit (P).
  • Take MARY’S PHOTO, FINGERPRINT SAMPLE 1, BULLET SHELL 1 and KILLER’S DNA (Q); place BULLET SHELL 1 on Forensic Kit.
  • Go down.
  • Place LADDER; replace NEON LIGHT (R).
  • Open, select picture (S); receive LOCKER COMBINATION.
  • Go right.
Ghost Files: Memory of a Crime
  • Place LOCKER COMBINATION; select (T) 3x.
  • Take (U); uncover.
  • Solution (V). 1-10.
  • Receive POLICE UNIFORM.
  • POLICE UNIFORM for BATTERIES and MARY KELLY’S ADDRESS.
  • BATTERIES, AUDIO CASSETTE in DICTAPHONE; press button.
  • Place POLICE UNIFORM on mirror.

Chapter 4: Mary Kelly’s Place

Ghost Files: Memory of a Crime
  • Uncover, take METAL SCULPTURE, PACKAGE (W).
  • PACKAGE for SCISSORS.
  • Use brick (X); SCISSORS and coin (Y) for CANDY BAR (Z).
  • Give CANDY BAR (A) for HOP (B); receive ROPE.
  • ROPE on METAL SCULPTURE for IMPROVISED ROPE.
Ghost Files: Memory of a Crime
  • Use IMPROVISED ROPE (C).
  • Go left.
  • Select (D); take IMPROVISED BANDAGE (E); speak to character.
  • Take SHELL (F); place SHELL; use Forensic Kit.
  • Solution (G). Left bullet (B); right bullet (A).
  • Receive BULLET SHELLS.
Ghost Files: Memory of a Crime
  • Select bracelet for S KEY (H).
  • Open door; go left.
  • Select box (I); use S KEY; take PLIERS and FOLDED HANDKERCHIEF (J).
  • Go down.
  • Use PLIERS for 1/2 NAIL (K).
  • Use PLIERS for 2/2 NAILS (L).
Ghost Files: Memory of a Crime
  • Use 2/2 NAILS (M): receive RED WIG.
  • Go forward.
  • Take gun (N); use Fingerprint Kit; take FINGERPRINT SAMPLE 2.
  • Place FINGERPRINT SAMPLE 1 and FINGERPRINT SAMPLE 2 (O); use Forensic Kit.
  • Solution (P). 1-5.
  • Take MURPHY’S FINGERPRINTS.
Ghost Files: Memory of a Crime
  • Take SWITCHBLADE (Q).
  • Use SWITCHBLADE (R); take EMPTY SHOTGUN (S).
  • EMPTY SHOTGUN for USED CARTRIDGE.
  • Use SWITCHBLADE (T); open, uncover for EARPHONE (U).
  • Place USED CARTRIDGE (V) for HOP (W); receive SECRET LETTER.
  • FOLDED HANDKERCHIEF 2x for 1/3 HANDKERCHIEF.
  • SECRET LETTER for 2/3 HANDKERCHIEF; SHOTGUN CARTRIDGE and LETTER.
  • SHOTGUN CARTRIDGE in EMPTY SHOTGUN for SHOTGUN.
  • Go down, then left.
Ghost Files: Memory of a Crime
  • Use SHOTGUN (X); select for HOP (Y); receive ALCOHOL BOTTLE.
  • Return to Old Attic.
  • ALCOHOL BOTTLE for 3/3 HANDKERCHIEF.
  • 3/3 HANDKERCHIEF on IMPROVISED BANDAGE.
  • Use ALCOHOL BOTTLE, IMPROVISED BANDAGE; take NOTEBOOK (Z).
  • Go down.
Ghost Files: Memory of a Crime
  • Place cord, EARPHONE (A); select phone; place NOTEBOOK; select 1-6; use pen (B); take SAFE CODE (C).
  • Go forward.
Ghost Files: Memory of a Crime
  • Place SAFE CODE (D); enter 5-5-9-4-1-8; open book; place LETTER.
  • Solution (E1). A-B-C-D-Bx2-A.
  • Solution (E2). A-B-E-D-C-A.
  • Solution (E3). B-D-Cx3-A-D.
  • Take photo.

Chapter 5: Mansion

Ghost Files: Memory of a Crime
  • Ring doorbell (F).
  • Solution (G). B-C-D-E-B-A-C-D-E-B-C-A-B-E-D-C-B-A.
Ghost Files: Memory of a Crime
  • Take HEDGE SHEARS, METAL BOX (H).
  • Use HEDGE SHEARS; receive WATER HOSE (I); uncover, take PLANKS (J).
  • METAL BOX for FOLDING METER, SUPER GLUE.
Ghost Files: Memory of a Crime
  • Use FOLDING METER for LANTERN WITH A RAG (K).
  • LANTERN WITH A RAG for LEATHER CLOTH and LEAKING LANTERN.
  • Use LEAKING LANTERN; place WATER HOSE (L), use SUPER GLUE and LEATHER CLOTH (M); select faucet.
  • Go (N).
Ghost Files: Memory of a Crime
  • Place PLANKS (O); take CRANK (P).
  • Take DOG COLLAR (Q).
  • Go down.
  • Use DOG COLLAR; place, select CRANK (R) for HOP (S); receive SMALL SHOVEL.
  • Go forward.
Ghost Files: Memory of a Crime
  • Use SMALL SHOVEL; open, take COIN CLUSTER (T).
  • Place COIN CLUSTER; take FAMILY CREST (U).
  • Go down.
  • Place FAMILY CREST (V).
  • Enter Mansion’s Central Corridor.
  • Take CANDLE; TWEEZERS and magnifying glass (W).
Ghost Files: Memory of a Crime
  • Solution (X). 1-5.
  • Use TWEEZERS; take HAIR SAMPLE 3.
  • Use Forensic Kit on KILLER’S DNA and HAIR SAMPLE 3 (Y).
  • Solution (Z).
  • Receive KILLER’S DNA.
Ghost Files: Memory of a Crime
  • Place CANDLE for LIT CANDLE (A).
  • Take MISSING PLATE; use LIT CANDLE (B).
  • Open door, select kitten; take CANIKIN (C).
  • Go down.
  • Place CANIKIN (D) for FULL CANIKIN.
  • Return to Mansion’s Central Corridor.
  • Use FULL CANIKIN; take SHED KEY (E).
  • Go down.
Ghost Files: Memory of a Crime
  • Use SHED KEY (F); take LITTLE AXE and BUTTERFLY NET (G).
  • Return to Mansion’s Central Corridor.
  • Use LITTLE AXE, BUTTERFLY NET (H) for LITTLE KITTEN.
  • LITTLE KITTEN for KITTEN COLLAR.
  • Place MISSING PLATE, KITTEN COLLAR (I); enter 7-4-9 (J).
  • Go forward.
  • Speak to character; take BROKEN HEARING AID (K).
Ghost Files: Memory of a Crime
  • Take DIGITAL WATCH; LIGHTER (L).
  • Move ladder (M); use LIGHTER; take POCKET KNIFE (N).
  • POCKET KNIFE on DIGITAL WATCH; take 2/2 BATTERIES.
  • 2/2 BATTERIES on BROKEN HEARING AID for HEARING AID.
  • Give HEARING AID; speak to character; give MARY’S PHOTO (O); speak to character.
Ghost Files: Memory of a Crime
  • Solution (P1-P3). A-C.
  • Take BOOKSHELF KEY.
  • Uncover; use BOOKSHELF KEY (Q).
  • Go forward.
Ghost Files: Memory of a Crime
  • Take 1/3 SQUARE HANDLE (R); uncover, open, use POCKET KNIFE (S) for HOP (T); receive WIND-UP TOY.
  • Take newspaper, 2/3 SQUARE HANDLES (U).
  • Go down.
  • Use WIND-UP TOY; receive LIGHTER (V); take 3/3 SQUARE HANDLES (V).

Ghost Files: Memory of a Crime
Ghost Files: Memory of a Crime

  • Uncover, place 3/3 SQUARE HANDLES (W) for HOP (X); receive TABLE KEY.
  • Go forward.
  • Use TABLE KEY; open book (Y).
  • Solution (Z1). Ax2-B-Cx2.
  • Solution (Z2). 1-3.
  • Solution (Z3). Ax2-Bx2-C.
  • Take PHOTO OF MURPHY.
  • Use LIGHTER for HOP (A).
Ghost Files: Memory of a Crime
  • Take PORT REMOTE OFF (B).
  • Move curtain; take BABY DOLL (C).
  • POCKET KNIFE on BABY DOLL for BATTERIES.
  • BATTERIES on PORT REMOTE OFF for REMOTE ON.
  • Use REMOTE ON (D).
  • Attempt to go forward; take IRON BAR (E).
Ghost Files: Memory of a Crime
  • Use IRON BAR; take WRENCH (F).
  • Use WRENCH; take BOOKSHELF KEY (G).
  • Place BOOKSHELF KEY (H); select 3x.
  • Go forward.
  • Uncover; take PHONE ROTOR, PENCIL (I).
  • Place PHONE ROTOR, PENCIL; take GARAGE CODE (J); place PHOTO OF MURPHY; select dial; take MURPHY’S LOCATION (K).
Ghost Files: Memory of a Crime
  • Place GARAGE CODE (L); enter 8-3-4.
  • Take GASOLINE, BROOM (M).
  • Use BROOM (N) for HOP (O); receive IGNITION.
  • Use GASOLINE and IGNITION (P).

Chapter 6: Hospital

Ghost Files: Memory of a Crime
  • Select scene; uncover; take ACORN (Q).
  • Take CLOTH (R); use LIGHTER; give ACORN (S); take WIRE (T).
  • Select WIRE.
  • Use WIRE (U); open; place CLOTH; select microphone (V).
Ghost Files: Memory of a Crime
  • Select scaffolding to trigger HOP (W); receive CRUTCH.
  • Use CRUTCH (X).
  • Go forward.
  • Take PLUNGER (Y).
  • Take SNEAKER (Z); set lock (A); take HOOK (B).
  • SNEAKER for SHOELACE.
  • SHOELACE on HOOK for HOOK ON A STRING.
Ghost Files: Memory of a Crime
  • Use HOOK ON A STRING for BACKPACK (C).
  • BACKPACK for GLASS CUTTER.
  • Use PLUNGER, GLASS CUTTER; select handle (D).
  • Go right.
  • Uncover, take WOMAN’S COAT (E).
  • WOMAN’S COAT for KEY DRAWER.
  • Use DRAWER KEY (F); take drawing.
  • Use coatrack (G) for HOP (H); receive ELEVATOR KEY CARD.
Ghost Files: Memory of a Crime
  • Use ELEVATOR KEY CARD (I).
  • Go forward.
  • Uncover, receive GUARD’S WALLET; take drawing, TASER (J).
  • GUARD’S WALLET for CREDIT CARD.
  • Use CREDIT CARD (K).
  • Solution (L1-L2). 1-7; 1-4.
  • Open door; go left.
Ghost Files: Memory of a Crime
  • Speak to character; take TOOTHBRUSH, EMPTY GLASS (M); move panel, use TASER (N) for HOP; (O) receive MURPHY’S MEDICINE.
  • Go down.
  • LIGHTER on TOOTHBRUSH for TOOTHBRUSH SCREWDRIVER.
  • Use TOOTHBRUSH SCREWDRIVER; place EMPTY GLASS; select handle (P); receive GLASS OF WATER.
  • Go left.
  • Give MURPHY’S MEDICINE, GLASS OF WATER (Q); speak to character.
Ghost Files: Memory of a Crime
  • Solution (R1-R3).
Ghost Files: Memory of a Crime
  • Select, open box; uncover, take 1/2 WRENCH, MOLDY CHEESE (S).
  • Give MOLDY CHEESE (T); take 2/2 WRENCHES, WIRE BRUSH (U).
  • Use WIRE BRUSH (V).
  • Use 2/2 WRENCHES (W).
  • Go forward.
Ghost Files: Memory of a Crime
  • Take SCARF; BROOM (X).
  • Place SCARF; use BROOM; take PLIERS, MACHINE INSTRUCTION (Y).
  • Use PLIERS (Z) for HOP (A); receive CRANE KEY.
  • Place MACHINE INSTRUCTION, CRANE KEY (B).
Ghost Files: Memory of a Crime
  • Solution (C). A-B-Cx3-Dx2-E-Fx4-Gx5-H-I-J-K-L-M.
  • Open door; go forward.
  • MURPHY’S MEDICINE for PILLS.
Ghost Files: Memory of a Crime
  • Speak to character; take SUITCASE KEY (D).
  • Use SUITCASE KEY (E) for HOP (F); receive TWO PILLS BOTTLE.
  • Give TWO PILLS BOTTLE (G); take DISARM INSTRUCTION (H).
Ghost Files: Memory of a Crime
  • Place DISARM INSTRUCTION (I).
  • Solutions vary (J).
Ghost Files: Memory of a Crime
  • Solution (K).
  • Congratulations, you have completed playing Ghost Files: Memory of a Crime.

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