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(Introduction ---> Past: Drew Studio)
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{{Header Nav
{{Header Nav
|game=Apollo Justice: Ace Attorney}}
|game=Apollo Justice: Ace Attorney}}
==The MASON System: Investigation Mode (with Phoenix)==
===Introduction===
{{sidebar
|float=right
|width=350px
|title=Using the MASON System
|contents=You will now investigate in a new way. You can choose between 8 memories. 4 from the past (Detention Center, Defendant Lobby No. 2, Wright & Co. Law Offices, and Drew Studio) and 4 from the more recent past (Borscht Bowl Club, Solitary Cell 13, , and). Choose one of them to enter. If you not finished, but want to move somewhere else, choose '''End Search''' where the Move option used to be. If you have completed everything in this place, a check mark will be placed next to the choice. Just place a check on all eight places, and you are done.}}
More questions arise from the case. Who DID shoot Magnifi? where the Zak disappear too? What is to become of the Trucy, the girl left behind? What did the true last page say? The answers to these questions will arise and ultimately lead to the truth for tomorrow's trial, but for now, let's walk to the past and present.
Phoenix Wright himself will guide you through this "game". You will choose an arrow between 8 moments from the murder seven years ago, and the trial Apollo is going through now, 4 from each time zone. Since Apollo has his bracelet as his weapon. Phoenix will also show you a weapon he used through his attorney years: the Magatama. What does it do? Veterans of this series may know what it does, but newcomers will have to wait.
So without further ado, let's begin. For now, the Present will be locked. For now choose '''Wright & Co. Law Offices'''
===Past: Wright & Co. Law Offices===
It has been two weeks since the trial and as you already expected, your badge was taken away by the Bar Association review board.
You call in Trucy, telling her that she has no living relatives. You invite her to stay here for a while until her Daddy comes back. Trucy will acknowledge your office's "blah" theme and decide to add some "color", and promises to work twice as hard since you are fired from your job. '''Talk''' to Trucy:
'''The office:''' Since you are fired, Trucy will want to change this office into an agency. Doesn't this require talent, Trucy reassures you that she has talent. After all, she is the famous Zak Gramarye's daughter.
'''Daddy:''' Trucy will say something about her "mother" of course she has one, but Mommy wasn't mentioned even once.
'''The professional:''' Trucy will offer you to see one of her tricks. Say '''Please, show me!''' Trucy will bring out Mr. Hat. Yowsers! '''The Amazing Mr. Hat''' will be added to the Court Record.
'''Mommy:''' Trucy will show you her locket, containing a picture of her mother, named Thalassa Gramarye. She was actually party of the Troupe Gramarye herself! On day, she did a vanishing act, but never returned. Now her Daddy is gone. '''Trucy's Locket''' is added to the Court Record.
Trucy decides to open up a talent agency, representing you and Trucy. But you don't have talent. IT looks like she is your daughter now, it was a pretty dark time for you, but Trucy is your light.
You automatically return to the MASON screen. It looks like there is a check next to your choice, which means you are done now! Now choose '''Defendant Lobby No. 2'''.
'''Wright & Co. Law Offices Finished'''
Next in the selection, choose '''Defendant Lobby No. 2'''.
===Past: Defendant Lobby No. 2===
You will meet one of the bailiffs in the court house. For those who remember Phoenix's case with Ema may also remember Mike Meekins, who was once a police officer at the time. You ask Meekins to talk to the bailiff who let Zak escape. Meekins says it was him! It looks like he is also going through a rough time. '''Talk''' to Meekins:
'''Meekins:''' Meekins was fired, because he lost four reports in three days! He kept his officer outfit as a souvenir. You ask him about Zak's disappearance.
'''The magician's disappearance:''' Meekins was alone near the courtroom, when he heard commotion. He hears a door slam and saw Zak's face. Zak ran through a corner and Meekins gave chase. When he turned the corner, Meekins saw the Silk hat and follow it into Lobby No. 2. When Meekins got there, Zak was gone! Vanished! Is that possible? You ask Meekins about what he did when he went into the room. Meekins only pauses for a moment and says, he watched.
'''The vanishing trick:''' Meekins insists that Zak vanished. There is not a single place to hide in the Lobby. You ask Meekins if he has an idea how Zak might have escaped. Meekins hesitates to answer.
{{sidebar
|float=left
|width=500px
|title=The Psyche-Locks
|contents=Some time on his days of law, Phoenix was given from his friend a Magatama, which lets you see a person's Psyche-Locks. What these locks mean is that a given person is lying or trying to hide something from you. To make an attempt at breaking through these locks, you must touch the Magatama as Apollo does with his bracelet during certain cross-examinations. You will see the locks appear again, and Phoenix will attempt to deduce what is being hidden. Like a cross-examination, you will lose health for presenting the wrong evidence, and it's quite possible to not have enough evidence to break a Psyche-Lock. Make sure you've exhausted all possibilities before attempting to break a lock. If you don't fell you have the right evidence, just say '''Stop''' an you will return to investigating.
Upon successfully completing a Psyche-Lock sequence, you will regain 50% of your health. If you run out of health, the Psyche-Lock sequence will stop and you will return to the investigation with a minimal amount of health. Needless to say, it'd be bad if you were to go to court like this.}}
Suddenly, the background turns black, chains group around Meekins along with two strange looking locks. This is the power of the Magatama mentioned earlier. You see strange looking locks called "Psyche-Locks" those that tell you that the person is hiding something. You need to show evidence to break these Psyche-Locks until the last is broken, but only if you have the right evidence. In this case, Meekins brought in '''2 Psyche-Locks'''. Let's begin, shall we, Tap the Magatama as Apollo does with his bracelet and let the memories relive. You can look at the side-bar on the left for more information on the Psyche-Lock System in case you are new to the series or forgotten to how use them:
{{-}}
<center>
----
====Meekins's Psyche-Locks: The Disappearing Trick====
[[Image:PW meekins.png]]
Number of Psyche-Locks: '''2'''
Meekins will inadvertently say there was someone else in the Lobby when he went in to see Zak vanish. You should probably know what he is talking about. '''Present Trucy Enigmar's Profile'''. She could have been the only girl in there at the time of Zak's escape! Even if Meekins said she was as tall as Zak, it would be immpossible for a liitle girl to reach that size!
'''1 Psyche-Lock Broken'''
You will then show Meekins how Trucy could have helped Zak. '''Present The Amazing Mr. Hat'''. Meekins recalls seeing the hat at the Wonder Bar!
'''1 Psyche-Lock Broken'''
'''Unlock Successful'''
Congratulations, you have just mastered (or remastered) the art of Psyche-Locks!
</center>
----
'''Talk''' to Meekins again:
'''The vanishing trick:''' Meekins will confess that he saw only Trucy when he entered the Lobby. A week later, Meekins saw Mr. Hat at the wonder bar and knew it was that magician that run in the Lobby.
'''The trick vanishes:''' You explain the trick to Meekins. He was standing in front of the court doors when Zak appears. He runs into the corner and stops at the nearest door. Trucy stands in the other dorr and runs in with Mr. Hat out complete with the silk hat and cape. As soon as Meekins rounds the corner and TRucy runs in. Luring Meekins and giving Zak his "vanishing act"!
You now know about Zak's "vanishing act". It would be seven years... until you meet him again.
'''Defendant Lobby No. 2 Finished'''
The Present has now been unlocked. Go to '''Present Day''' and choose '''Borscht Bowl Club'''.
===Present Day: Borscht Bowl Club===
It has been seven long years since you lost your badge. Kristoph (remember him?) says his farewells and leaves in Club, leaving you alone.
Minutes later, a familiar face. It looks like Shadi Smith! It seems this is the night of the murder from the first case! He has brought a friend with him (it looks like Brushel, he hasn't changed much.) He is here to, what else, play poker against you. You never lost, right? Shadi introduces himself. You try to introduce, but Shadi guesses your name, correctly. How does he know. Suddenly, something hit you.
Shadi Smith is your very last client, none other than Zak Gramarye himself! Does that means Zak was killed that night!?
Zak has Olga (the witness) set up the Hydeout for his second battle for you and is certain he will win this time. You have time to '''Talk''' to Zak:
'''The meaning of competition:''' Zak tells you that he used poker to choose his attorney. He fires the one who loses. Zak tells you that when you compete, you see a man's true nature. Phoenix knows what Zak is talking about. He is good at poker... but not that good. In order to protect his "undefeated title", he usually calls in Trucy, who can use the power of perception to send him signals. The first man who he lost to before you was Magnifi, who also has that power! Does that mean the power runs in the Gramarye "blood"? You ask Zak about this, but he only calls up '''3 Psyche-Locks'''. It looks like you still have the Magatama!
'''About Trucy...:''' The reason Zak couldn't get a Guilty verdict is because of transferal rights. He shows a letter saying:
:"I hereby give all rights to
:the secrets, staging, and
:performance of my magic
:to the recipient named
:below.
:Recipient: Zak Gramarye
: Magnifi Gramarye"
It looks like the page is torn! Recall the page you presented. It turns out that Zak has torn out the REAL page! The one Zak gave you just now! Why didn't he show it seven years ago!?
'''Transferal of rights:''' The other reason Zak rick it all to come here is because he wants to inherit his rights to his successor, Trucy, with you the witness! He has you and Brushel sign the '''Transferal of Rights''', which is added to the Court Record. (It looks like the one Phoenix gave Trucy in the beginning of this episode!)
'''Seven years:''' It has been seven years since Zak's disappearance. Within a couple of days, he will be legally dead, losing all of his rights to live in every way, even to perform Magnifi's magic tricks! So, he is here to give his rights to Trucy, before they are automatically transferred to Valant. He trusts Brushel, so as if right now, only three people know the truth: You, Zak, and Brushel. Zak could only inherit his rights to Trucy because there was no other kin... but what about Trucy's mother?
'''Present Trucy's Locket''' to Zak. Zak could only say that Thalassa is gone, but Brushel blurts out that she was Magnifi's only daughter!! Really!? Zaks punches him as a result!
Zak nows calls his up Olga and has the game started. he has Brushel leave. Before you begin, however, he does tell you that he knows about a person called "Kristoph". How does he know him?
It looks like we'll have a talk with Kristoph. You automatically go back to the menu enter '''Solitary Cell 13'''.
===Present Day: Solitary Cell 13===
Here he is, the one who killed Zak. '''Talk''' to Kristoph:
'''Gavin's murder:''' You ask for Kristoph's motive into killing Smith. Kristoph only says he is an evil man.
'''7-year-old case:''' You remind Kristoph that of all of the members of The Bar Association review board, Kristoph was the only one who voted for him. You and Kristoph had been "friends" since. Kristoph suspects that you suspected him for seven years, even today.
'''Reason for murder:''' You tell Kristoph that Zak knew of him. Kristoph didn't just knock a guy dead with a bottle. You ask him why Kristoph killed him. Of course, '''5 Psyche-Locks''' appear. Hold on, they're all black! Cold, dark, and full of despair! Kristoph then does his nails.
'''Examine''' what looks like nail polish right next to the roses. Kristoph is very big with appearances, so he does nails. He offers you one of his '''Nail Polish''', which is added to the Court Record.
'''Examine''' the yellow envelope on the desk (yellow envelope, huh?) Kristoph doesn't want you to look into it. Hmm...
'''End Search''' and go to the '''Past''' and go to '''Drew Studio'''.
===Past: Drew Studio===
You will meet Drew, who was quite impressed of how you stood up when court erupted. You then see his daughter, Vera, who walks off. '''Talk''' to Drew:
'''Mr. Misham:''' Drew says he is a painter, but he never sold a painting.His wife left him because of this and now, Drew is reduced into making forgeries.
'''The forgeries:''' Drew will say that the forgery you presented in court was actually his first one outside of painting. He didn't think it would be evidence though. Drew says the reason he did this is because he was getting paid lots of money! He seems to be forgetting about the forged page.
'''Present''' the '''Notebook Page'''. You remind him how vital Drew's "work" is.
'''Talk''' about '''Magnifi's diary'''. Drew says that he just had to "copy" it, but his client wanted something different. He was given two things, the original letter, and a document written in Magnifi's handwriting. The client wanted Drew to create something made out of Magnifi's handwriting. You ask Drew about who the client was. Drew says he never met the client, "Not personally" and '''2 Psyche-Locks''' show up. He is hiding something.
Use the Magatama:
<center>
----
====Drew's Psyche-Locks: You're Hiding Something====
[[Image:PW drew.png]]
Number of Psyche-Locks: '''2'''
When promted to show what he is hiding, say '''the forger'''. It is possible Drew may not have met the client before. If he had a requester, he would have known about who they were, so Drew wasn't the real forger!
'''1 Psyche-Lock Broken'''
You are now going to show who the real forger is. If you remember Apollo's case, you may remember well. '''Present Vera Misham's Profile'''. She is the only one living with Drew here right!?
'''1 Psyche-Lock Broken'''
'''Unlock Successful'''
</center>
----
'''Talk''' to Drew about '''Magnifi's Diary''' again. He says that it was his daughter that created the page. She is a prodigy at painting, as it is her hobby. Drew will then say that the client actually went here once! Drew didn't see the client because they were covered and didn't want to speak to him. He only wanted to "speak to the artist".
'''Pan right''' and '''Examine''' Vera's desk. You will zoom in. '''Examine''' the tiny frame. It looks like it has a stamp containing the Troupe Gramarye. Drew says that Vera loved the Troupe Gramarye very much. He doesn't know how she got it though. The '''Commemorative Stamp''' will be added to the Court Record.
Now '''Pan left''' and '''Talk''' about '''Your daughter'''. When given a choice, say '''Talk to Vera'''. You will then talk to Vera.
She can't talk to you, until you '''Present''' the '''Commemorative Stamp'''. She speaks, now to get her talking, say '''Great magicians, aren't they?''' You and Vera start talking about the Troupe Gramarye. She seems pretty excited. It looks like you could '''Talk''' to Vera now:
'''Vera:''' Vera is afraid to go outside. Drew tells you that she was kidnapped once! One day she received her "good luck charm". From who? Her client apparently! They said it was a "gift".
'''The forgeries:''' Vera tells you that it was her first "job" to do the diary page. She had to use a microscope and computer to replicate the handwriting. She seems proud of her "work", so it seems no one told her about what it did to you and Zak.
'''The stamp:''' After hiding a few things, Vera tells you that the stamp came from a letter her client sent her! She and her client talked about the Gramaryes that day, which is probably how she got it. The '''Commemorative Stamp''' is updated in the Court Record.
'''The client:''' You ask Vera who her client was. Vera doesn't want to talk, bringing in '''2 Psyche-Locks'''.
You know what to do here. Use the Magatama:
<center>
----
====Vera's Psyche-Locks: The Client====
[[Image:PW youngvera.png]]
Number of Psyche-Locks: '''2'''
Vera tells you that the reason she trusts her client is not because of the stamp, but because of the "good luck charm" they gave her. When prompt to show what that charm was, '''Present''' the '''Nail Polish'''. It looks like the one on Vera's desk.
'''1 Psyche-Lock Broken'''
Vera says the bottle has the cosmetics to ward off evil. It looks like you know who the client is now! '''Present Kristoph Gavin's Profile''' when given the chance!
'''1 Psyche-Lock Broken'''
'''Unlock Successful'''
</center>
----
'''Talk''' to Vera about '''The client'''. She promised not to tell you about her client, but no need to worry, you just need her name. Vera isn't sure if Kristoph was an angel, or the devil, as she thinks she saw "The Devil's" face next to him at some point. (The Devil? Sound familiar?)
You leave the studio, telling Drew to apologize to Zak and promising Vera you'll see her again.
'''Drew Studio Finished'''
Go to the '''Detention Center'''.
===Past: Detention Center===


{{Footer Nav
{{Footer Nav

Revision as of 06:18, 27 January 2009

The MASON System: Investigation Mode (with Phoenix)

Introduction

Using the MASON System
You will now investigate in a new way. You can choose between 8 memories. 4 from the past (Detention Center, Defendant Lobby No. 2, Wright & Co. Law Offices, and Drew Studio) and 4 from the more recent past (Borscht Bowl Club, Solitary Cell 13, , and). Choose one of them to enter. If you not finished, but want to move somewhere else, choose End Search where the Move option used to be. If you have completed everything in this place, a check mark will be placed next to the choice. Just place a check on all eight places, and you are done.

More questions arise from the case. Who DID shoot Magnifi? where the Zak disappear too? What is to become of the Trucy, the girl left behind? What did the true last page say? The answers to these questions will arise and ultimately lead to the truth for tomorrow's trial, but for now, let's walk to the past and present.

Phoenix Wright himself will guide you through this "game". You will choose an arrow between 8 moments from the murder seven years ago, and the trial Apollo is going through now, 4 from each time zone. Since Apollo has his bracelet as his weapon. Phoenix will also show you a weapon he used through his attorney years: the Magatama. What does it do? Veterans of this series may know what it does, but newcomers will have to wait.

So without further ado, let's begin. For now, the Present will be locked. For now choose Wright & Co. Law Offices

Past: Wright & Co. Law Offices

It has been two weeks since the trial and as you already expected, your badge was taken away by the Bar Association review board.

You call in Trucy, telling her that she has no living relatives. You invite her to stay here for a while until her Daddy comes back. Trucy will acknowledge your office's "blah" theme and decide to add some "color", and promises to work twice as hard since you are fired from your job. Talk to Trucy:

The office: Since you are fired, Trucy will want to change this office into an agency. Doesn't this require talent, Trucy reassures you that she has talent. After all, she is the famous Zak Gramarye's daughter.

Daddy: Trucy will say something about her "mother" of course she has one, but Mommy wasn't mentioned even once.

The professional: Trucy will offer you to see one of her tricks. Say Please, show me! Trucy will bring out Mr. Hat. Yowsers! The Amazing Mr. Hat will be added to the Court Record.

Mommy: Trucy will show you her locket, containing a picture of her mother, named Thalassa Gramarye. She was actually party of the Troupe Gramarye herself! On day, she did a vanishing act, but never returned. Now her Daddy is gone. Trucy's Locket is added to the Court Record.

Trucy decides to open up a talent agency, representing you and Trucy. But you don't have talent. IT looks like she is your daughter now, it was a pretty dark time for you, but Trucy is your light.

You automatically return to the MASON screen. It looks like there is a check next to your choice, which means you are done now! Now choose Defendant Lobby No. 2.

Wright & Co. Law Offices Finished

Next in the selection, choose Defendant Lobby No. 2.

Past: Defendant Lobby No. 2

You will meet one of the bailiffs in the court house. For those who remember Phoenix's case with Ema may also remember Mike Meekins, who was once a police officer at the time. You ask Meekins to talk to the bailiff who let Zak escape. Meekins says it was him! It looks like he is also going through a rough time. Talk to Meekins:

Meekins: Meekins was fired, because he lost four reports in three days! He kept his officer outfit as a souvenir. You ask him about Zak's disappearance.

The magician's disappearance: Meekins was alone near the courtroom, when he heard commotion. He hears a door slam and saw Zak's face. Zak ran through a corner and Meekins gave chase. When he turned the corner, Meekins saw the Silk hat and follow it into Lobby No. 2. When Meekins got there, Zak was gone! Vanished! Is that possible? You ask Meekins about what he did when he went into the room. Meekins only pauses for a moment and says, he watched.

The vanishing trick: Meekins insists that Zak vanished. There is not a single place to hide in the Lobby. You ask Meekins if he has an idea how Zak might have escaped. Meekins hesitates to answer.

The Psyche-Locks

Some time on his days of law, Phoenix was given from his friend a Magatama, which lets you see a person's Psyche-Locks. What these locks mean is that a given person is lying or trying to hide something from you. To make an attempt at breaking through these locks, you must touch the Magatama as Apollo does with his bracelet during certain cross-examinations. You will see the locks appear again, and Phoenix will attempt to deduce what is being hidden. Like a cross-examination, you will lose health for presenting the wrong evidence, and it's quite possible to not have enough evidence to break a Psyche-Lock. Make sure you've exhausted all possibilities before attempting to break a lock. If you don't fell you have the right evidence, just say Stop an you will return to investigating.

Upon successfully completing a Psyche-Lock sequence, you will regain 50% of your health. If you run out of health, the Psyche-Lock sequence will stop and you will return to the investigation with a minimal amount of health. Needless to say, it'd be bad if you were to go to court like this.

Suddenly, the background turns black, chains group around Meekins along with two strange looking locks. This is the power of the Magatama mentioned earlier. You see strange looking locks called "Psyche-Locks" those that tell you that the person is hiding something. You need to show evidence to break these Psyche-Locks until the last is broken, but only if you have the right evidence. In this case, Meekins brought in 2 Psyche-Locks. Let's begin, shall we, Tap the Magatama as Apollo does with his bracelet and let the memories relive. You can look at the side-bar on the left for more information on the Psyche-Lock System in case you are new to the series or forgotten to how use them:


Meekins's Psyche-Locks: The Disappearing Trick

PW meekins.png

Number of Psyche-Locks: 2

Meekins will inadvertently say there was someone else in the Lobby when he went in to see Zak vanish. You should probably know what he is talking about. Present Trucy Enigmar's Profile. She could have been the only girl in there at the time of Zak's escape! Even if Meekins said she was as tall as Zak, it would be immpossible for a liitle girl to reach that size!

1 Psyche-Lock Broken

You will then show Meekins how Trucy could have helped Zak. Present The Amazing Mr. Hat. Meekins recalls seeing the hat at the Wonder Bar!

1 Psyche-Lock Broken

Unlock Successful

Congratulations, you have just mastered (or remastered) the art of Psyche-Locks!


Talk to Meekins again:

The vanishing trick: Meekins will confess that he saw only Trucy when he entered the Lobby. A week later, Meekins saw Mr. Hat at the wonder bar and knew it was that magician that run in the Lobby.

The trick vanishes: You explain the trick to Meekins. He was standing in front of the court doors when Zak appears. He runs into the corner and stops at the nearest door. Trucy stands in the other dorr and runs in with Mr. Hat out complete with the silk hat and cape. As soon as Meekins rounds the corner and TRucy runs in. Luring Meekins and giving Zak his "vanishing act"!

You now know about Zak's "vanishing act". It would be seven years... until you meet him again.

Defendant Lobby No. 2 Finished

The Present has now been unlocked. Go to Present Day and choose Borscht Bowl Club.

Present Day: Borscht Bowl Club

It has been seven long years since you lost your badge. Kristoph (remember him?) says his farewells and leaves in Club, leaving you alone.

Minutes later, a familiar face. It looks like Shadi Smith! It seems this is the night of the murder from the first case! He has brought a friend with him (it looks like Brushel, he hasn't changed much.) He is here to, what else, play poker against you. You never lost, right? Shadi introduces himself. You try to introduce, but Shadi guesses your name, correctly. How does he know. Suddenly, something hit you.

Shadi Smith is your very last client, none other than Zak Gramarye himself! Does that means Zak was killed that night!?

Zak has Olga (the witness) set up the Hydeout for his second battle for you and is certain he will win this time. You have time to Talk to Zak:

The meaning of competition: Zak tells you that he used poker to choose his attorney. He fires the one who loses. Zak tells you that when you compete, you see a man's true nature. Phoenix knows what Zak is talking about. He is good at poker... but not that good. In order to protect his "undefeated title", he usually calls in Trucy, who can use the power of perception to send him signals. The first man who he lost to before you was Magnifi, who also has that power! Does that mean the power runs in the Gramarye "blood"? You ask Zak about this, but he only calls up 3 Psyche-Locks. It looks like you still have the Magatama!

About Trucy...: The reason Zak couldn't get a Guilty verdict is because of transferal rights. He shows a letter saying:

"I hereby give all rights to
the secrets, staging, and
performance of my magic
to the recipient named
below.
Recipient: Zak Gramarye
Magnifi Gramarye"

It looks like the page is torn! Recall the page you presented. It turns out that Zak has torn out the REAL page! The one Zak gave you just now! Why didn't he show it seven years ago!?

Transferal of rights: The other reason Zak rick it all to come here is because he wants to inherit his rights to his successor, Trucy, with you the witness! He has you and Brushel sign the Transferal of Rights, which is added to the Court Record. (It looks like the one Phoenix gave Trucy in the beginning of this episode!)

Seven years: It has been seven years since Zak's disappearance. Within a couple of days, he will be legally dead, losing all of his rights to live in every way, even to perform Magnifi's magic tricks! So, he is here to give his rights to Trucy, before they are automatically transferred to Valant. He trusts Brushel, so as if right now, only three people know the truth: You, Zak, and Brushel. Zak could only inherit his rights to Trucy because there was no other kin... but what about Trucy's mother?

Present Trucy's Locket to Zak. Zak could only say that Thalassa is gone, but Brushel blurts out that she was Magnifi's only daughter!! Really!? Zaks punches him as a result!

Zak nows calls his up Olga and has the game started. he has Brushel leave. Before you begin, however, he does tell you that he knows about a person called "Kristoph". How does he know him?

It looks like we'll have a talk with Kristoph. You automatically go back to the menu enter Solitary Cell 13.

Present Day: Solitary Cell 13

Here he is, the one who killed Zak. Talk to Kristoph:

Gavin's murder: You ask for Kristoph's motive into killing Smith. Kristoph only says he is an evil man.

7-year-old case: You remind Kristoph that of all of the members of The Bar Association review board, Kristoph was the only one who voted for him. You and Kristoph had been "friends" since. Kristoph suspects that you suspected him for seven years, even today.

Reason for murder: You tell Kristoph that Zak knew of him. Kristoph didn't just knock a guy dead with a bottle. You ask him why Kristoph killed him. Of course, 5 Psyche-Locks appear. Hold on, they're all black! Cold, dark, and full of despair! Kristoph then does his nails.

Examine what looks like nail polish right next to the roses. Kristoph is very big with appearances, so he does nails. He offers you one of his Nail Polish, which is added to the Court Record.

Examine the yellow envelope on the desk (yellow envelope, huh?) Kristoph doesn't want you to look into it. Hmm...

End Search and go to the Past and go to Drew Studio.

Past: Drew Studio

You will meet Drew, who was quite impressed of how you stood up when court erupted. You then see his daughter, Vera, who walks off. Talk to Drew:

Mr. Misham: Drew says he is a painter, but he never sold a painting.His wife left him because of this and now, Drew is reduced into making forgeries.

The forgeries: Drew will say that the forgery you presented in court was actually his first one outside of painting. He didn't think it would be evidence though. Drew says the reason he did this is because he was getting paid lots of money! He seems to be forgetting about the forged page.

Present the Notebook Page. You remind him how vital Drew's "work" is.

Talk about Magnifi's diary. Drew says that he just had to "copy" it, but his client wanted something different. He was given two things, the original letter, and a document written in Magnifi's handwriting. The client wanted Drew to create something made out of Magnifi's handwriting. You ask Drew about who the client was. Drew says he never met the client, "Not personally" and 2 Psyche-Locks show up. He is hiding something.

Use the Magatama:


Drew's Psyche-Locks: You're Hiding Something

PW drew.png

Number of Psyche-Locks: 2

When promted to show what he is hiding, say the forger. It is possible Drew may not have met the client before. If he had a requester, he would have known about who they were, so Drew wasn't the real forger!

1 Psyche-Lock Broken

You are now going to show who the real forger is. If you remember Apollo's case, you may remember well. Present Vera Misham's Profile. She is the only one living with Drew here right!?

1 Psyche-Lock Broken

Unlock Successful


Talk to Drew about Magnifi's Diary again. He says that it was his daughter that created the page. She is a prodigy at painting, as it is her hobby. Drew will then say that the client actually went here once! Drew didn't see the client because they were covered and didn't want to speak to him. He only wanted to "speak to the artist".

Pan right and Examine Vera's desk. You will zoom in. Examine the tiny frame. It looks like it has a stamp containing the Troupe Gramarye. Drew says that Vera loved the Troupe Gramarye very much. He doesn't know how she got it though. The Commemorative Stamp will be added to the Court Record.

Now Pan left and Talk about Your daughter. When given a choice, say Talk to Vera. You will then talk to Vera.

She can't talk to you, until you Present the Commemorative Stamp. She speaks, now to get her talking, say Great magicians, aren't they? You and Vera start talking about the Troupe Gramarye. She seems pretty excited. It looks like you could Talk to Vera now:

Vera: Vera is afraid to go outside. Drew tells you that she was kidnapped once! One day she received her "good luck charm". From who? Her client apparently! They said it was a "gift".

The forgeries: Vera tells you that it was her first "job" to do the diary page. She had to use a microscope and computer to replicate the handwriting. She seems proud of her "work", so it seems no one told her about what it did to you and Zak.

The stamp: After hiding a few things, Vera tells you that the stamp came from a letter her client sent her! She and her client talked about the Gramaryes that day, which is probably how she got it. The Commemorative Stamp is updated in the Court Record.

The client: You ask Vera who her client was. Vera doesn't want to talk, bringing in 2 Psyche-Locks.

You know what to do here. Use the Magatama:


Vera's Psyche-Locks: The Client

PW youngvera.png

Number of Psyche-Locks: 2

Vera tells you that the reason she trusts her client is not because of the stamp, but because of the "good luck charm" they gave her. When prompt to show what that charm was, Present the Nail Polish. It looks like the one on Vera's desk.

1 Psyche-Lock Broken

Vera says the bottle has the cosmetics to ward off evil. It looks like you know who the client is now! Present Kristoph Gavin's Profile when given the chance!

1 Psyche-Lock Broken

Unlock Successful


Talk to Vera about The client. She promised not to tell you about her client, but no need to worry, you just need her name. Vera isn't sure if Kristoph was an angel, or the devil, as she thinks she saw "The Devil's" face next to him at some point. (The Devil? Sound familiar?)

You leave the studio, telling Drew to apologize to Zak and promising Vera you'll see her again.

Drew Studio Finished

Go to the Detention Center.

Past: Detention Center