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Apollo Justice: Ace Attorney/Episode 4: Turnabout Succession/7 Years Ago - Trial Former

The flashback starts with a poker game. The two finish off with full houses. One of them loses, and it's the second time he lost. The first time was against the man he "killed". He has made a decision or a partner. He asks for a certain man to defend him.

This is how Phoenix Wright and Zak Gramarye first met.

 * -- Seven Years Earlier --
 * Phoenix Wright's Final Trial

The Case
Before we get started, let's look at what the case is about.

Case Information

 * Time of Crime: April 13, between 11:00-11:30 PM
 * Location: General Hospital, Maginifi's death bed
 * Defendant: Shadi Enigmar (aka Zak Gramarye)
 * Victim: Magnifi Gramarye
 * Cause of Death: Loss of blood from a bullet wound.
 * Murder Weapon: Prop gun
 * Defense Attorney: Phoenix Wright
 * Prosecution Lawyer: Klavier Gavin

Characters
The characters listed here are the people you encounter here and after the case.

Defense Attorney
Phoenix Wright This is Phoenix Wright in his final case. What evidence will he present that is forged and how?

Defendant
Shadi Enigmar (aka Zak Gramarye) Phoenix's last client. Zak was part of a famous group called Troupe Gramarye. He is now considered legally dead... or is he?

Victim
Magnifi Gramarye Shadi's mentor, whom he refers to as "father". One of his students shot him to death. Why? He was going to die anyway due to cancer!

Prosecution Lawyer
Klavier Gavin Your rival prosecutor. Phoenix faced him on this final case. What did Klavier do to strip of him of his attorney's badge?

Witness
Valant Gramarye Shadi's partner at the time. What is his role in this case?

Other Characters
Apollo Justice A good friend of Phoenix. Apollo saved him from a "guilty" verdict once. Trucy Enigmar/Wright Daughter of Shadi. What is her role in the legendary case? Detective Dick Gumshoe One of Phoenix's old friends. Gumshoe is quite slow and sometimes stupid. Those who played the games before this may remember Gumshoe very well. Drew Misham A forger who can make anything (actually his daughter does). Vera Misham Even at this time, she can copy things perfectly. A prodigy of art, if not forgeries. Spark Brushel Over-energetic and painfully curious, Brushel is an interviewer who makes the stupidest headlines ever. He seems to be a friend of Valant. Kristoph Gavin Kristoph was a defense attorney at the time. What was his role? Mike Meekins A twitchy and clumsy police officer who changed his job to a bailiff. Shadi Smith A world traveler who died seven years after the case. Apparently, Kristoph had a motive into killing him. Thalassa Gramarye Who knew the Troupe Gramarye had a woman of the trio? She is Trucy's mother, who is now missing.

Locations
Wright & Co. Law Offices This is where Phoenix used to work at. Defense Lobby No. 2 This is where Phoenix usually prepares for trials. Detention Center This is where criminals are held at. Drew Studio This is were Vera and Drew live together. Apparently, they just moved in. Sunshine Coliseum Valant is willing to make a comeback here. Borscht Bowl Club This is where Phoenix works now. Solitary Cell 13 The title pretty much describes the room. It looks pretty sophisticated for a place for criminals.

Before the Trial
You meet your client, Shadi Enigmar. You have received a report that Enigmar had a previous attorney just yesterday, so you aren't even prepared (as usual). Just then, a little girl drops by. She is Enigmar's daughter. She is here to bring you what looks like a notebook page - something out of someone's diary. The girl didn't know how it got here, but they said to give it to the "old boy in the blue suit with the spiky hair." That's you all right! The Notebook Page will be added to the Court Record.

You have heard recently that your opponent is a "true thoroughbred in the history of the prosecutor's office." Not a big deal since you have faced one every year. Enigmar will tell you that the court will not announce a "Guilty" verdict; in fact, there won't be a verdict at all! Trucy (the daughter) agrees with her daddy. It looks like Enigmar is Zak Gramarye.

After a brief history of Enigmar, also known as Zak Gramarye, part of the Troupe Gramarye, and his boss Magnifi Gramarye, who was shot dead with Zak the suspect, you enter the courtroom.

Ah, feel the nostalgia, the background, the music, and of course, Phoenix! You are introduced to your new opponent, Klavier Gavin, brother of defense attorney Kristoph Gavin and lead singer to the Gavinners. He will call up a familiar face to the stand.

Well, if it ain't our old friend Detective Dick Gumshoe, homicide detective down at the precinct? He seems confident about his testimony. The Judge has him describe the events at the crime scene:

Six days ago at General Hospital, the victim, Mignifi Gramarye, was a patient until one of his students shot him dead. Magnifi retired years ago after putting millions under his spell. He was at the hospital because he had liver cancer. Magnifi's Chart will be added to the Court Record. Klavier will say that Magnifi also had a serious case of diabetes. He presents a Small Syringe, which will be added to the Court.

If Magnifi had only a couple of months to live, why did one of his students kill him now?

Gumshoe will testify about the circumstances of the shooting.

Gumshoe's Testimony: The Circumstances
Magnifi ordered his pupil to kill him?! Klavier will present a letter that says so, telling Zak to kill him. Magnifi's Letter will be added to the Court Record. It says that Zak "[could] not refuse, and [they] know the reason why". Gumshoe says that Zak wouldn't say anything about the matter. If it says to meet at 11:05, why didn't he just say 11:00 PM? Klavier says that every 11:00 PM for half an hour, Magnifi would be given an IV drip. He would be alone until the doctor came back for an empty bag.

You will now start a cross-examination. Just what did the letter meant by "reason he can't refuse"?

The Circumstances: Cross-Examination
Press on the 3rd statement. It looks like Zak followed the letter, as traces of gunpowder were found in the head. When given the choice, say that Zak shot something else. You will examine the photo. Present the clown's forehead on the left side of the picture. It looks like Zak did as he ordered by shooting something in the forehead, by shooting the doll's forehead instead. Klavier objects, saying this doesn't mean that Zak is innocent. Gumshoe will add a new statement.

 * So what if he shot the clown? He still shot the victim, pal!

Ignore this for now and Press on the 4th statement. The gun was the one in the photo. Ballistic markings prove that the bullet in the head was fired from that gun.

Press on the 5th statement. They were using the pistols for their acts, of course. They would stand with a girl in between them and shoot, hitting everything else on stage. One day, however, they stopped using the bullets and Magnifi held onto them since.

The Judge will ask to see the pistol. The pistol is a prop, but it's real. It can only hold one bullet, the barrel is empty, and no fingerprints were found, possibly due to the fact the killer was wearing gloves. The Stage Pistol will be added to the Court Record.

Now, Present the Stage Pistol in the added statement (statement number 6). The pistol can only hold one bullet, right? So if Zak shot the clown's head first, he wouldn't have another to shoot Magnifi. Klavier argues that he might have reloaded. You counter it by asking where the extra bullet was.

Klavier sees no point on continuing Gumshoe's cross-examination. Say goodbye to him, folks, as Klavier has a decisive witness to call up. The Judge will then call a recess.


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Apollo Justice: Ace Attorney/Episode 4: Turnabout Succession/7 Years Ago - Trial Latter

Enigmar will tell you more about the night of the crime, though he is evasive. Zak does admit that there was an order to shoot in the forehead and he did follow orders and shot the clown. Though he does tell you that when he got to the room, there were two pistols and that he took one of them and hid it in his pocket. He also says that when the gun discharged, Magnifi woke and they started talking. Zak doesn't tell you what he was saying, as it doesn't concern your case.

You are then called back in the courtroom.

Trial Continues
Klavier reveals that they took the bullet from the clown's head and found that the bullet does match the type of the weapon. They weren't able to do a direct analysis though, so it isn't conclusive.

Klavier will call in his "decisive witness", none other than the partner of Zak from the Troupe Gramarye, Valant Gramarye! He was there very late at night when the crime occurred. Klavier will present a rather shocking twist. Valant received the almost same letter than Zak got! Magnifi's Letter 2 will be added to the Court Record.

Why would Magnifi ask his two pupils to end his life? Klavier says that Magnifi might have forced them, thanks to their relationship with each other. Valant will finally testify about what he saw.

The Night of the Crime: Cross-Examination
Press on the 4th statement. Then ask about the number of pistols. There were two pistols, one for each student. Zak fired the pistol and took it with him, so there was one pistol visible. Valant admits he did take the pistol and fired it. When given the choice, say that the statement is Quite important. A new statement is added.

 * Only one pistol was in the hospital room that night. With it, I shot the clown.

Present the Stage Pistol on this statement. Remember what Zak said? He said he shot the clown. Now Valant is saying the same thing. Recall what Klavier said. The ballistic marking revealed that the bullet from the head and the gun found in the room match, so Valant could have shot him! Klavier then objects, saying he didn't know that there were two pistols, and the markings only confirmed the TYPE of the gun, and those two pistols were the same type!

Valant said that Magnifi was already dead, right? He will testify about his proof.

Valant's Testimony: Who Shot What
Time is the subject here, so pressing wrong will get you a penalty. For newcomers, pressing statements 1 and 5 earns you a penalty since there's no contradictions and the evidence that covers the crime.

Who Shot What: Cross-Examination
Press on the 4th statement. How was the doctor able to determine the time of death? Klavier says it is because of the IV. The force of the gunshot would probably remove the needle from the patient, so if the IV was removed, it would leave a record. That is how the doctor was able to determine the time. The IV Report will be added to the Court Record. When Valant entered the room, ten minutes had passed since Magnifi's death. When given the choice, say the statement was Very important. A new statement is added.

 * The water of life springs not eternal... The remaining IV liquid proves my innocence.

Press on that statement. Valant noticed the discarded needle as he examined the body. He thanks his "lucky color" that he is not a suspect. He even mentions that he is "wearing" that lucky color right now. When asks if there is something wrong, say There's a contradiction. Valant's statement contradicts with the evidence. When asked for proof, Present the Crime Photo. You will examine the photo. Present the IV bag on the upper-right corner.

The liquid is green, and Valant's dress is yellow. How could green be his lucky color if he isn't wearing it? Klavier will counter the contradiction that the IV liquid is indeed yellow. The bag containing it was light-blue. Let's do the math, if you mix blue with yellow, you get green!

So the liquid is yellow, but you ask Klavier one question, how did Valant know that the liquid was yellow? You are given choices for an explanation, say either that he'd seen it before or he knew the IV liquid's color. Valant has seen it in a colorless bag. What if Valant used the colorless bag to add more IV and change the time of death? When asked how, Present the Small Syringe. He used the needle to add more syringe to the bag, manipulating the time of Magnifi's death!

The wrath of Klavier Gavin
The Judge seems convinced about your case and is about to call off today's trial, however, Klavier objects. He says you know what you are up to (up to what?) and he isn't willing to give up. Though you can't prove that Valant added IV or not, and Valant wasn't as decisive as he hoped, Klavier would like to present decisive evidence. He shows one more thing, a diary that belonged to Magnifi himself! It chronicles all of the great magician's life, from birth to his recent death. However, it doesn't say anything about the reason for the request they can't refuse.

Magnifi also writes about the night of his death, but it reads:

"...Tonight's IV is in. Maybe the last. I leave the rest to them. The first should come soon. This journal may end here or it may go on... but not long. That depends on his hand. All that is left to mine is to lay down this pen."

Magnifi's Diary will be added to the Court Record. If you Check the diary, you will find that the last page is missing! Klavier also reads: "This journal may end here or it may go on... but not long. That depends on his hand." This "his" is referring to Zak of course. However, the journal didn't go on, so it is possible that Zak indeed killed Magnifi!

You know that is not true! When given a choice, Show evidence. Klavier seems confident on this "decisive evidence" you are about to show. Present the Notebook Page. Look at the diary, it looks like the last page is torn out. It just so happens that you have the last page right here. It fits, and the handwriting matches! It looks like Magnifi finished his page after all, so that means Zak didn't shoot. So who was the one who shot him? Valant, of course! Valant freaks out hearing this.

The downfall of Phoenix Wright
Just then, Klavier objects again, saying "Finally..." He requests that the cross-examination would be put on hold and calls in a new witness. You decide to hear this surprise witness's testimony. The Judge calls out the cross-examination and the audience leaves.

It looks like you know where this is going. Klavier says the testimony will prove a "deal". The witness is Drew Misham, a painter - and future murder victim if you recall! Klavier asks him about the last page. Drew says he has seen it before. How? Because he made it! If that is so, then it may be that illegal evidence was just presented evidence today! Drew made the forged evidence and you presented it! You deny preparing a fake, but you still presented it.

Drew doesn't know who made him create the forged evidence, but he does know one thing, it's a fake.

It looks like you fell for the ultimate trap and as a result, you have made a fatal mistake. A mistake fatal enough to create a "guilty" verdict for your client. Drew is dismissed from the stand. He asks for your name before he leaves. You answer him and Drew says he won't forget you.

Zak is called up to the stand. The Judge is about to announce a verdict, but Zak stops him. He tells the Judge that it is impossible to announce a "guilty" verdict, not when the client doesn't exist. He then disappears into thin air! The whole court reacts and starts searching for him.

Zak didn't just "escape" from the court, he vanished, along with the case and the "guilty" verdict. No-one has ever seen him since... or did they? Everything in the case is suspended... That is, until seven years later.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Apollo Justice: Ace Attorney/Episode 4: Turnabout Succession/MASON System - Investigation

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

Introduction
More questions arise from Phoenix's case seven years ago. Who DID shoot Magnifi? Where did Zak disappear to? What is to become of 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 in the present day, but for now, let's walk between the past and present.

Phoenix Wright himself will guide you through this "game" as you swap between time zones. 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 the series may know what it does, but newcomers will have to wait. If you want more, play "Justice for All" and "Trials and Tribulations" to learn how it came about!

Although you can do these sections in any order, make sure you stop at any points where you don't have the correct evidence to continue and End Search. Once the evidence has been found, you can go back to where you're stuck, speed through the text with the B button and use the right evidence where you left off. This will help you save time if you don't follow the instructions below. You want to be ready when the situation arises.

So without further ado, let's begin. For now, the present is locked, so in the past, choose Wright & Co. Law Offices.

Past: Wright & Co. Law Offices
Ah, the nostalgia! This is how the office used to look in the previous games. It has been two weeks since Phoenix's trial and as you already expected, your badge was taken away by the Bar Association review board.

You call in Trucy, currently Trucy Enigmar, telling her that she has no living relatives. You invite her to stay here for a while until her daddy comes back. She's more than willing for you to be her daddy for now, though! 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 were 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 before.
 * 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 part of the Troupe Gramarye herself! One day, she did a vanishing act but never returned. Now her Daddy is gone too. Trucy's Locket is added to the Court Record.

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

Wright & Co. Law Offices Complete

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

Past: Defendant Lobby No. 2
Some time during his days in the law, Phoenix was given from his friend a Magatama, which lets you see a person's Psyche-Locks. What these locks mean is that the person is lying or trying to hide something from you. To attempt breaking through these locks, you must touch the Magatama while talking to them, 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 feel you have the right evidence, just tap Stop and you will return to investigating.
 * The Psyche-Locks

Upon 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.

Also set two weeks after Phoenix's trial, you will meet one of the bailiffs in the courthouse. We've never been here in an investigation scene before! Those who remember Phoenix's case with Ema (referring to "Rise from the Ashes" in the first game, for newcomers) 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:

Suddenly, the background turns black, chains group around Meekins along with two strange-looking locks. This is the power of the Magatama mentioned earlier. These "Psyche-Locks" tell you that Meekins is hiding something. You need to show evidence to break all these Psyche-Locks, but you can only do it if you have the right evidence. In this case, Meekins has 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 right for more information on the Psyche-Lock system in case you are new to the series or have forgotten how to use them:
 * 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 a commotion. He heard a door slam and saw Zak's face. Zak ran around a corner and Meekins gave chase. When he turned the corner, Meekins saw his silk hat and followed it into Lobby No. 2. When Meekins got there, Zak was gone! Vanished! Is this 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. However, there is not a single place to hide in the Lobby. You ask Meekins if he has any idea how Zak might have escaped. Meekins hesitates to answer.

Meekins's Psyche-Locks: The Disappearing Trick
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 was running in the Lobby.
 * The trick vanished: You explain the trick to Meekins. He was standing in front of the court doors when Zak appeared. He ran to the corner and stopped at the nearest door. Trucy stood in the other door and ran in with Mr. Hat out, complete with the silk hat and cape. As soon as Meekins rounded the corner, Trucy ran 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 Complete

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

Present Day: Borscht Bowl Club
We're now in the events just before the start of this game, leading up to "Turnabout Trump". It has been seven long years since you lost your badge. Kristoph (remember him?) says his farewells and leaves the club, leaving you alone.

Minutes later, a familiar face. It looks like Shadi Smith! He has brought a friend with him. It looks like Brushel. He hasn't changed much. He is here to play poker against you. What else? You've never lost, right? Shadi introduces himself. You try to introduce yourself, but Shadi guesses your name, correctly. How does he know? Suddenly, something hits 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 against 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 ones who lose. 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. 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 Zak 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 in the present!
 * 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 fake page you presented in court. It turns out that Zak has torn out the REAL page! The one he gave you just now! Why didn't he show it seven years ago!?
 * Transferal of rights: The other reason Zak risked it all to come here is that he wants to hand over his rights to his successor, Trucy, with you as 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 at 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 of right now, only three people know the truth: You, Zak, and Brushel. Zak could only hand over his rights to Trucy because there was no other kin... but what about Trucy's mother?

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

Zak nows calls 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 "Gavin". How does he know him?

It looks like we'll 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. We're now set after the events of "Turnabout Trump", of course. 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 you to not lose your badge. You and Kristoph had been friends ever 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 random 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 his nails. He offers you his Nail Polish, which is added to the Court Record. Although uncommon, nail polish is more for women in popular fashion than a rich defense lawyer like Kristoph.

Examine the yellow envelope on the desk. Kristoph doesn't want you to look into it.

End Search and go to the Past to Drew Studio.

Past: Drew Studio
Set after the events of Phoenix's trial, you will meet Drew, who is quite impressed by how you stood up when court erupted. You then see his daughter, a younger Vera, who walks off. Talk to Drew:

 * Mr. Misham: Drew says he is a painter, but he's 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 his first one outside of paintings. He didn't think it would be evidence, though. Drew says the reason he did this is that 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
Talk to Drew.

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.
 * Magnifi's Diary: 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 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".

Now Pan left and Talk with Drew.

 * Your daughter: When given a choice, say Talk to Vera. You will then talk to her.

She can't talk to you until you Present the Commemorative Stamp. She speaks, so 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 can 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! 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
Talk to Vera.

 * The client: She promised not to tell you about her client, but no need to worry, you just need their name. Vera isn't sure if Kristoph was an angel or a 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 Complete

Go to the Detention Center.

Past: Detention Center
Also set after Phoenix's trial, it looks like they are holding Valant here. Talk to Valant:
 * The fateful trial: Valant still thinks that Zak killed Magnifi and now thinks he will continue on the Troupe Gramarye as soon as he is released, as everything Magnifi holds will now be his.
 * Blackmail: You ask Valant about what "trick" Magnifi had up his sleeve. Why would Magnifi force them to shoot him? Valant presents 4 Psyche-Locks, as a magician never reveals his secrets.

Again, use the Magatama:

Valant's Psyche-Locks: The Trick Up His Sleeve
Talk to Valant again:

 * Blackmail: Valant does admit that Thalassa was killed during one day in practice. It was only an accident, but Magnifi couldn't ever forgive his two disciples for taking his daughter away. Since no one knows whose bullet went through her, he blackmailed both disciples.
 * The darkness: Why did Magnifi cover up the accident? Valant and Zak wanted to make a sacrifice so that they would make their "passing of the torch" a success. Thalassa was that unwilling sacrifice. Since then, Magnifi forced them to do whatever he wanted or there would be trouble. Trucy wasn't informed about this, of course. Think about it - how would you feel if your father accidentally took your mother's life? He then says that a reporter was stalking them some time after the accident. He became a friend of Zak and he never liked him. He doesn't know his name, but he does remember the cloying aroma of mint. He must be talking about Brushel.

You finally know the darkness from the Troupe Gramarye, and now you decide to keep Trucy safe from that darkness. You even decide to look for that reporter.

Detention Center Complete

You now have all of the past done! Go to Present Day and go to Drew Studio.

Present Day: Drew Studio
It looks like today's trial with Apollo has passed and Brushel is here. You note him about Zak. It looks like you need to ask questions to the journalist. Talk to Brushel:

Present Trucy's Locket to Brushel, then Talk about Thalassa. Brushel reveals to you that Thalassa's marriage to Zak was her second! She was married once before!? Her husband was also a performer, but he died one year into their marriage. Brushel shows you Thalassa's portrait. Brushel also reveals that Thalassa had a child with her first husband! Another orphan!? You ask for Thalassa's Portrait, which is added to the Court Record. Note the bracelets she is wearing.
 * Family of forgers: Brushel "interviewed" Drew once and found out that he "was being watched". Not because he was guilty, it's because he felt it. Brushel notes that he felt it too.
 * Paranoia: Brushel makes you wonder, why did Zak reemerge and die on the same night? Brushel also hints that you are being "watched" too.
 * Zak Gramarye: Brushel reveals that he met Zak sometime before the Quick-Draw Shoot-em incident. He also knew Valant, Magnifi, and even Thalassa! When Thalassa "disappeared", Magnifi wouldn't say anything, thus he became friends with Zak.
 * Valant Gramarye: Valant has been waiting for seven long years for his comeback, and now his time has finally come! This "comeback" is now only a dream thanks to the document Zak signed for his daughter. Brushel tells you that Valant lost to his partner, and in love. Love!? Zak had Magnifi's daughter, Thalassa, while Valant was still in love with her. A love triangle, and in the middle of it all, Trucy.

Brushel now thinks what Magnifi would think about his granddaughter Trucy. Her power. It turns out Magnifi also has this "power", Zak and Thalassa also, but with Zak the weaker. It looks like "Gramarye's Secret" is finally coming together, possibly towards this case. Now no-one can tell you now that Zak is dead... or can they?

Drew Studio Complete

Return to the Borscht Bowl Club this time.

Present Day: Borscht Bowl Club (2)
As usual, use your Magatama:

Zak's Psyche-Locks: The Gramarye Secret
Talk to Zak:

 * The Gramarye Secret: Zak says that no one could hide anything from Thalassa if they felt tense in front of her unless she had lost her "tool". This tool is her bracelet. Zak will now tell you everything he knows.
 * Trucy and Apollo: So Apollo is also Thalassa's child! This means that Apollo and Trucy are half-siblings! Zak then decides that after the game tonight, he will go back into hiding, not being able to see Trucy grow up. You will decide to tell the two siblings when the time is right. Zak is now in your debt again.
 * The bracelets: The bracelets are made from some sort of special alloy, so they can either shrink or grow to perfectly fit the wrist wearer. The bracelet gets tight when someone feels tense. However, it cannot detect the wearer's detection. Not exactly mind-reading, but it could be a simple question of eyesight.
 * Eyesight: The bracelets enhance a person's kinetic vision, which is seeing objects at full clarity. You can see a person's twitch and what lies behind it. That is the secret of the Troupe Gramarye, to focus on what the audience is thinking before they act. They can see "very well". But Trucy has that power and she doesn't wear any bracelets. Zak says that to her, the timing of when to focus is so elementary, she does it without thinking.

After talking, Zak will tell you about more of that night. Two letters sent and two pistols placed. This was Magnifi's final test to the two disciples. Despite the pain Magnifi gave them, Zak couldn't shoot him. As a result, Magnifi gave Zak his rights. He could have given Valant his chance if Zak hadn't shot anything. It would be over when either he or Valant shot him. You then tell Zak that Valant is waiting for his "death", by then he would acquire the rights for the Gramarye miracle. Now that Zak is here, his dream has ended. However, you tell Zak that it is much worse. Public opinion is suspecting that Valant could be Zak's accomplice. Zak responds by writing his "confession", lying that he shot Magnifi alone. Well, it would prevent Valant's nightmare, so Zak's Confession will be added to the Court Record.

Borscht Bowl Club Complete

Time to talk to Valant. Choose Sunshine Coliseum.

Present Day: Sunshine Coliseum
We're back to after the events of Apollo's trial again. It's nice to see Valant after seven years. You have talked to so many people, now you have to hear from one more person. Talk to Valant:

 * Magnifi Gramarye: Valant is very upset that some people suspect him for Magnifi's death. You try to ask Valant what happened. As expected, you get 2 Psyche-Locks.

Use your Magatama:

Valant's Psyche-Locks: Magnifi's Death
Talk to Valant again:

 * Magnifi Gramarye: Valant says that this "confession" that Zak wrote was a lie. If two letters were sent to one disciple each, then one shot Magnifi and the other one didn't. You then think Valant could have done it, but Valant says he hasn't. So if neither disciple shot their mentor, then who did? Valant will give you one other possibility, the victim himself!
 * Suicide: Valant will then admit that he did see Magnifi when he was still alive. He couldn't shoot his mentor and left without the gun. Magnifi then took the gun and shot himself. It looks like you owe him an apology. However, Valant will also confess to another "crime"!
 * Valant's "crime": Valant will confess that the "demon" inside him told him to shoot Magnifi and frame Zak for his crime, so he went to Magnifi's room and manipulated the time of death with the IV bag. The "demon" left when Magnifi woke up and told Valant that he gave the rights to Zak. Valant left the room without shooting and heard the suicide shot. The "demon" then returned to Valant and told him to frame Zak and take the rights. He manipulated the scene more and, as he hoped, Zak was framed.

Valant then decides to turn himself in for his crime. He thought his life was ruled by a dead man. He then acknowledges "her" death and realizes that there isn't proof of "her" demise. Her? Valant now wishes to meet his brother again and apologize to him.

Little does Valant know that Zak, or "Smith", whichever you prefer, is no longer with you, as the darkness that remained from that case has taken his life. You know you have to push the darkness, even when it involves visiting that man.

Sunshine Coliseum Complete

One more to go. Select Solitary Cell 13.

Present Day: Solitary Cell 13 (2)
Kristoph isn't here right now, so it looks like you can look anywhere.

Examine the yellow envelope Kristoph kept you from checking. As you have hoped, it is Drew's last letter. You decide to confirm this by using the atroquinine spray. Use the Stylus to spray on the stamp. It looks like the one that killed Drew! It's that letter all right, and it's for Kristoph! Here is what it says:

 * "The interview request came,
 * like you said it would, and
 * they're looking into the case.
 * I swear on my life, I won't
 * tell them about you.
 * So please, release the "spell"
 * you've put on my daughter.
 * I'll write later with a report.

 * Drew Misham"

The Letter from Misham will be added to the Court Record. Finally, decisive evidence! Quick, leave before he comes ba- oh crap, Kristoph is back! As you expect, Kristoph asks for his letter back. You have no choice but to oblige. Kristoph also tells you that Vera could die very soon, as there are currently no known survivors for atroquinine poisoning. Let's hope Vera is the exception.

Kristoph is unaware that the conversation is caught entirely on camera, from the badge on Phoenix's beanie! It has been seven long years and now, the pieces are finally put back together. Now all you have to do is to take the complete puzzle and use it in court! This is it, the seven-year-old truth awaits! From now on, it's up to Apollo Justice to finish the job once and for all... If Vera lives, that is.


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Apollo Justice: Ace Attorney/Episode 4: Turnabout Succession/Day 3 - Trial

Phoenix now says you are ready to proceed with today's trial. Now only you can decide if Vera is guilty or not. Hit Preparations Complete and you'll begin the last part of the game.

You begin the trial immediately... without Vera. Klavier says that Vera could die at any time. If she dies, then the trial would have to be canceled! You can't let that happen! It looks like you have to find the verdict as quickly as possible. Phoenix told you everything about the secrets he collected over the last seven years.

Klavier says that Vera could have been poisoned because she couldn't live with the "guilt" that overwhelmed her of the "crime" she committed. Just by that, Klavier wants to end the trial immediately. You object, insisting that Vera isn't the killer. Klavier then asks how Vera was poisoned and who poisoned her. When given the choice, choose Show "how". Present the Nail Polish. When Vera was in a tense state, she has the habit of biting her nails! Someone probably knew of that and put poison on the polish! When asked who, Present Kristoph Gavin's Profile. He has nail polish just like the one Vera has. When did he put in the poison? It could have been yesterday, a month ago, a year ago, or even seven years ago!

Alternatively, select Show "who" and Present Kristoph Gavin's Profile. You will then be asked how he could have poisoned her from jail. Then Present the Nail Polish.

Klavier doesn't seem too happy about you accusing his brother, but he decides to take your request and calls up his brother from jail to the stand.

There he is, the man himself. He seems well informed about the case. Right now, you are accusing him of murdering a different person. Kristoph asks his brother if he agrees with the accusation. Klavier responds with silence. Kristoph will now testify about the matter of poisoning Vera. This is it, the final battle!

Poisoning Vera: Cross-Examination
Use the bracelet on Kristoph's 5th statement:

 * Surely, you aren't going to suggest I was responsible for poisoning her father, too?

Perceive the scar on Kristoph's right hand (the one holding up the glasses). Kristoph seems pretty tense when he mentions Vera's father and the little devil in his hand tells you the news. Kristoph shrugs off your claim by asking if all tense witnesses are guilty. He even reminds you he had an alibi when Drew was murdered, but you know he still managed to use the poison to kill Drew. When asked how, Present the Commemorative Stamp. The stamp had poison on the back of the stamp and it was found in Kristoph's cell! If that is so, then Kristoph probably murdered Drew by making him send a letter!

Kristoph's shocking demise
Kristoph tells you to recall Brushel's testimony. He said that when he entered the room, Drew was looking for something. It could be that he was looking for a stamp for the letter, and Drew had to use the commemorative stamp because he couldn't find one! What if Drew didn't intend to use the stamp? If he did, it wouldn't have been just a coincidence. It looks like you must be "bluffing", but Klavier objects, saying to his brother that HE is the bluffer, since "when" the poisoned stamp was used, coincidence or not, was beyond the point. Kristoph will now ask you one more thing, motive. What reason did he have to kill the Mishams? The attorney may not have any reason to kill the artists, unless he was in a battle he was afraid he might lose. Present either the Red Envelope or the Notebook Page.

Remember the forged evidence Phoenix presented seven years ago? Well, the client who requested the forgery sent a letter to Drew and told him to send a letter with the enclosed stamp in it. The "enclosed stamp" was none other than the one with poison on it! Someone might have used the stamp to keep the forger quiet! Klavier objects, saying that if Phoenix presented the forged evidence and wrote the letter, then he could have been the killer! You counter his objection, saying that Phoenix took the case the day before the fateful trial, so he didn't have time to forge anything.

You then make a theory that Zak may have gotten an attorney before Phoenix. What if Kristoph is that former attorney? Klavier objects, asking for proof that Kristoph requested the evidence. Klavier looks like he is in pain, so it looks like you need to draw the darkness out of him. The Judge then asks you to prove Kristoph's connection to Drew. If you can't, you will suffer a HUGE penalty. Present the Letter from Misham. Kristoph immediately objects, saying that there is something wrong. The letter is written in Phoenix's handwriting! You inform Kristoph that Phoenix brought a video camera with him to the conversation when Phoenix found the letter and almost got away with it. Letter from Misham will be updated as Letter from Mr. Wright.

There is nothing else you can do from here, so just watch as you and Klavier come on to Kristoph, tie up all of the loose ends, and Kristoph goes berserk and breaks down after being informed that the whole trial is being watched by the "Jurist System". He refuses to let the absolute power of the law be tainted by common people, but he has no choice. With Kristoph broken and seething, the Judge hands the final verdict to the jurists and the video of the trial cuts off.

After the trial ends, Phoenix gives Jurist No. 6 a choice of whether Vera is guilty or not. Now, it will be the same as in Phoenix Wright: Ace Attorney - Justice for All. There will be a good ending or a bad ending - choose what you like. If you choose Guilty, then the verdict will never be reached. Vera will die in her hospital bed because her condition worsened and the trial will be suspended forever with the real killer never getting justice. If you simply want happy stuff, then choose Not Guilty. Note the reflection on the screen surface and the arm that reaches out for the button... It's Lamiroir. When she presses the "Confirm" button, her sleeve slides down, revealing a bracelet that looks the same as Apollo's. If you choose this option, then Kristoph finally gets what he deserves. The next morning, a miracle occurs, as Vera pulls through, determined to go out and see the world.

What REALLY Happened
It all began seven years ago, with celebrity magician Magnifi Gramarye's death at the General hospital. He had liver cancer and was soon to die. Magnifi had to choose one of his two students, Zak Gramarye and Valant Gramarye, to have all the rights to his magic. To do so, he decided to test them. He would have them try to "shoot (him) in the head". He sent letters to Zak and Valant to come to the hospital at 11:05 and 11:20 PM, respectively. He chose the time because it was a great time that he would be alone with his IV treatment. Once Valant had the letter, he came up with a plan. He would kill Magnifi himself and frame Zak for the crime.

Once Zak arrived on time, he saw Magnifi asleep. He took this opportunity to pick up one of the two prop guns (the other one was for Valant) and pointed the gun at his mentor. However, in the end, he couldn't shoot him. He instead shot the forehead of a clown doll sitting right next to him. The sound of the discharge woke Magnifi. After seeing what Zak did, he told Zak that he passed the test and all of his rights now belonged to him. Zak left with his pistol in his pocket.

Magnifi started resting again and at 11:20 PM, Valant arrived. He planned to kill Magnifi, but in the end, couldn't bring himself to do so. He set the gun down and started to leave. Before he could do so, however, Magnifi awoke to break the news to Valant. Zak already acquired the rights, therefore, Valant failed the test. Valant left the room, shocked and sad. Suddenly, he heard a gunshot. He ran into Magnifi's room to find that his teacher had shot himself. Valant almost instantly realized that this is his chance to frame Zak, after all, thus removing his rights and giving it all to himself. He injected medication into the IV bag to make it appear that Magnifi was shot while Zak was present. As a result, doctors were fooled into thinking that the magician died ten minutes ago when it is actually moments ago. Zak was then framed and arrested for murder.

Seeing this as an opportunity to become famous, defense attorney Kristoph Gavin decided to take Zak's case. He needed help, so he visited prodigy forger, Vera Misham, daughter of artist Drew Misham. Kristoph gave Vera a sample of Magnifi's handwriting. She took it and made a new page, as Kristoph told her to, that implicated Valant as the true killer. Kristoph learnt from Vera that she loves Troupe Gramarye and that she is an agoraphobe who bites her nails when anxious. Kristoph decided to give Vera nail polish, telling her that she would use it to have good luck whenever she went outside. In truth, however, he had put lethal atroquinine poison on it, as a delayed kill-switch: if she were called upon to testify about her forgery, an emotionally harrowing experience, she would surely take her lucky nail polish, bite her nails, and ingest the atroquinine. He would then use the forgery to have Zak innocent... or at least he would have.

When Kristoph met Zak, Zak challenged him in a game of cards. When Kristoph lost, Zak fired him and asked to meet with Wright. Kristoph assumed that he'd been fired for losing and was outraged. But in fact, Zak believed that fierce competition tells you about a man's character; when he played against Kristoph, he didn't like what he'd seen.

Later that night, Zak called in his next opponent, legendary defense attorney Phoenix Wright. Zak challenged him the same way, with the same rules. This time, not only did Phoenix reveal himself to be the kind of attorney Zak wanted, but he won, countering Zak's careful observation of body language with his own (developed throughout his career as a defense attorney who relied on bluffs and bluster), and Zak offered to hire him on the spot. Even though the trial was the next day, Phoenix reluctantly agreed.

Kristoph was beside himself with anger when he heard the news, being passed over by a prestigious client for another (in his eyes, inferior) attorney. He contacted his brother, rookie prosecutor and rock legend, Klavier Gavin, who he'd been prepared to face in court on his debut. He lied to Klavier that Phoenix intended to use the forged page to win. Klavier then prepared a trap for the attorney in his very first case as a prosecutor. He would call up Drew to the stand and confirm the forgery. Klavier wondered how Kristoph knew what Phoenix was up to, but he never asked.

The next morning, before the trial, Kristoph handed the page over to Trucy Enigmar, Zak's daughter. He told her to give it to an "old boy in the blue suit with the spiky hair". Trucy did what he said and gave the page to Phoenix, unaware of what for.

During the trial, Phoenix presented the forged evidence and Klavier pounced on him, as he prepared for, calling Drew Misham as a witness to prove that the document was forged. However, before a sentence could be passed, something unexpected happened. Zak disappeared and, with help from Trucy, escaped from the police. The verdict was put on hold, with Phoenix losing the case. Two weeks later, Phoenix was disbarred, thanks to the Bar Association review board. Kristoph, a member of the review board, voted to keep him from being disbarred to ingratiate himself to Phoenix and keep an eye on him. Phoenix then adopted Trucy as his daughter and started the Wright Talent Agency.

Zak did not disappear but lived a new life as world traveler Shadi Smith. He would eventually come back seven years later to give the rights to Magnifi's magic to Trucy just before he was legally declared deceased, upon which the rights would revert to Valant. Valant, meanwhile, took new jobs and waited for the day he would eventually bring back the miracle of the Troupe Gramarye.

Kristoph then tried to hide his involvement by attempting to kill the two people who knew of his crime: Drew and Vera Misham. So he sent a letter to Drew, telling him to send a letter with an enclosed stamp, which was also covered in atroquinine poison. The commemorative stamp had an image of the Troupe Gramarye, which Vera loved, so she decided to keep it instead, without letting her father lick it. Therefore, Kristoph failed to kill him. Desperate, Kristoph decided to keep an eye on everyone involved in the case: the Mishams, Brushel, Valant, and of course, Phoenix, who was looking for answers to who made the evidence and taking the opportunity to set up a new judicial system.

Kristoph's luck would run out seven years later. After having dinner with Phoenix at the Borscht Bowl Club, Kristoph left, seeing Shadi Smith on the way out. He almost instantly recognized him as Zak Gramarye. Fearing he would say something, Kristoph snuck into the club's passageway and waited for an opportunity to kill Zak to keep him quiet. He would have taken Phoenix's case to falsely accuse someone else of the murder. Unfortunately for him, Phoenix planned ahead and instead used Kristoph's rookie student, Apollo Justice, to take him down. Kristoph was convicted of the murder and sent to prison.

Drew eventually heard the news. The Misham household still held the poison-covered tolls Kristoph gave them. Drew, after making drawings based on Apollo's cases, wrote a letter, saying to Kristoph that his secret was safe with them. As soon as he finished, Brushel came to his doorstep to interview him. During the interview, Drew couldn't find another stamp, so he took the poisoned stamp, licked it, and sent it to Kristoph. He left poison marks on his coffee mug's rim and eventually collapsed and died during his first interview.

Brushel called the police so Vera was arrested, not before taking the nail polish she received and believed was "magic" for seven years. The stress of the trial caused her to bite her nails, ingesting the atroquinine poison in the process.

Turnabout Succession: Epilogue
There's nothing else you can do here - you can only watch the ending and go through a last-minute plot twist along the way. Turns out there's one final secret surrounding Lamiroir...

Congratulations! You are now finished with Apollo's first (and possibly last) game! Will Phoenix get his badge back now that his name has finally been cleared of forgery? Will he ever see his old friends again? Will Apollo and Trucy ever learn that they have the same mother and learn of her "fate"? You'll have to play the next game to find out, or you could move to another game starring everyone's favorite prosecutor... of the past!


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Ace Attorney Investigations: Miles Edgeworth/Gameplay

Ace Attorney Investigations is split into two modes. One is a new investigation mode, and the other replaces the court mode in this game.

Investigation Phase
In investigation phase, you can navigate around the surroundings. You can consult your partner if you currently have one, though it is usually not necessary to advance through the game. You can also talk to people and examine objects that are of interest. Examining certain objects will let you enter a close-up scene where you can examine the scene closer. Edgeworth will hint about whether you have already found all the clues you need in a close-up scene. If he says he feels like he has all he needs from the scene, that means further investigation of the scene will be pointless.

There is no "move" feature in this game as you can go to different locations by walking to its entrance, which is indicated by a green arrow when you approach it.

Mainly Deductions
there will be a contradiction in a close-up scene or even a piece of evidence. You will be required to pinpoint the location of the contradiction on the scene. You must then deduce that spot and represent the evidence that proves the contradiction.

Confrontation Mode
This mode happens between investigation modes. You will face your opponent in a battle of wits. It is similar to cross-examination in the old games. You can press for more information and present evidence when something in the testimony contradicts it. You will often need to press certain statements in order to get new statements that have a contradiction.

Organizer
The organizer holds all of your evidence and profiles on important characters, so it's a good idea to have a look through it from time to time. You can examine certain pieces of evidence, either to read a document, view a photo or physically examine the object. Some objects can be examined in a three-dimensional view, the angle of which can be tweaked using the touchscreen or the button controls.

Logic
The new feature in this game is Logic. As you investigate you will come across logic segments. You're required to join these segments to form a new segment or an entirely new piece of evidence.

Health Bar
There is a health bar like the previous games. If you present wrong evidence or connect logic segments unsuccessfully, your health bar will sustain damage. If your health bar is emptied, it is an instant game over. The health bar will be replenished halfway at the final investigation or confrontation of the chapter.

Saving
Saving can be done either by pressing start at any point during the game or at the end of a chapter. Saving halfway in a chapter will immediately make you exit the game, which you can continue anytime. Saving at the end of a chapter will instead advance you to the next chapter, unless it's the final chapter of a case, where it will just return you to the case-select screen. Saves act as checkpoints that you can return to after a game over, so if you're in a difficult portion of the game, make sure to save often.

Turnabout Bad Endings
If you played Ace Attorney Turnabout Episodes that has more than one ending, then perhaps you should suspend your disbelief because in all five episodes of this game, there's about seven bad endings each depending on when and where you're health bar empties out. Save and experiment where you've gone wrong unless you want to see the bad endings. But everyone wants a good ending so be careful and save often.


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Ace Attorney Investigations: Miles Edgeworth/Controls

All actions also have a Touch Screen equivalent that is performed with Stylus.


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Ace Attorney Investigations: Miles Edgeworth/Characters

Miles Edgeworth
The character you control in this game, Edgeworth is a prosecutor who strives for the truth. He is very intelligent and has very intimidating tactics of interrogation. He tends to be a little of a perfectionist. Due to an incident in his childhood he has a deep fear of earthquakes and elevators.

Dick Gumshoe
Dick Gumshoe will help you in the cases of this game. He tends to be very dimwitted and forgetful. Phoenix Wright fans should be able to remember him.

Franziska von Karma
Franziska is the daughter of the feared Manfred von Karma. Like her father, she aims for one thing in her family's life, perfection. She is working with the Interpol on investigating about an international smuggling ring.

Kay Faraday
A peppy teenager who claims to be the Great Thief Yatagarasu. She met Edgeworth during a case seven years ago.

Shi-Long Lang
An Interpol agent from the Republic of Zheng Fa. He has a strong hatred for prosecutors and the courtroom. He looks after his men really well. Often quotes Lang Zi.

Shih-na
Shi-Long Lang's assistant. She keeps scrolls of Lang Zi quotes as well as information regarding the cases Lang is investigating.

Calisto Yew
The defense attorney for a trial seven years ago. She tends to break down into a fit of laughter from the mildest things, like Edgeworth's serious attitude.

Tyrell Badd
A seasoned detective who investigated the Yatagarasu. He is an acquaintance of Byrne Faraday and has worked with him in a lot of cases.

Yatagarasu
A mysterious thief that steals information of corrupt dealings and makes them public.


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Ace Attorney Investigations: Miles Edgeworth/Turnabout Visitor

Two figures are standing in what Ace Attorney veterans will recognize as Edgeworth's office. After a conversation between the two, one person shoots the other. As the camera pans up, we get a brief view of the murderer's face.

Case Information

 * Time of Crime: March 14, 1:16AM
 * Location: High Prosecutors' Offices - Room 1202
 * Victim: Buddy Faith
 * Cause of death: Gunshot
 * Murder weapon: Detective's Revolver

Prosecution Lawyer
Miles Edgeworth The character you control in this game, Edgeworth is a prosecutor who strives for the truth. He is very intelligent and has very intimidating tactics of interrogation. He tends to be a bit of a perfectionist.

Victim
Buddy Faith A detective in this precinct, and the victim. Why was he killed?

Suspects
Dick Gumshoe Homicide detective at the local precinct. In charge of the initial investigation.

Maggey Byrde Gumshoe knows her from when she was a police officer. She now works as a night-time security guard.

Witness
Jacques Portsman A high prosecutor with this prosecutors' office. He is a friend of Buddy Faith.


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Ace Attorney Investigations: Miles Edgeworth/Turnabout Visitor/Part 1-1 - Beginning

Prologue
Edgeworth walks towards his office, musing about the previous days and having been gone for a month since his last case. As he opens his office door, he finds that it is unlocked. He enters his office to find... a body. Suddenly, someone emerges behind him with a gun drawn. After a brief conversation, he shoots the framed jacket in the room and leaves. Sometime later, forensics officers have arrived at the scene. Suddenly, a detective bursts in. Anybody who has played an Ace Attorney game before will recognize him as Detective Dick Gumshoe! After a little conversation, Edgeworth will wonder why the crime happened in his office, giving you the Crime scene: My office logic. Afterwards, Gumshoe will say that The office key was with him the whole time. You will be introduced to a new mechanic in this game called the logic system. Press the L button or the "Logic" icon with the Stylue to enter Logic mode, where you must match two pieces of logic that have a connection.

However, if you make a wrong connection, your "truth meter" (the green health bar) will decrease, and if it empties, the truth will be lost forever (and the game is over). For now, there are only two pieces of logic. Connect Crime scene: My office with The office key. Congratulations! You have connected the first two pieces of logic in the game. Edgeworth will deduce that the murder in his office was no coincidence, but why did the killer pick here? The killer's goal is currently unclear.

Investigation
You can now freely walk around Edgeworth's office with the D-Pad or holding the map icon in the direction you wish to move (hold the B button or the arrows around the map icon to run) and you can consult Gumshoe by pressing the Y button or the "Partner" icon. For now, Examine the Revolver that the murderer dropped by approaching it and pressing the A button or the "Examine" icon. Gumshoe recognizes it as the guns used by the precinct.

Now, approach to the dead body and examine it. You will enter a subscreen that allows you a closer look at the crime scene. Examine the black object next to the body. It's a badge that identifies the body as Detective Buddy Faith; looks like the Victim was a detective. Now examine the body itself. The victim was fatally shot once through his abdomen. The body was found at 2:05 AM by Edgeworth. The Crime Scene Notes will be stored in the Organizer, which Edgeworth will introduce you to, and you can refer to it at any time by pressing the R button or the "Organizer" icon to check the evidence you've collected, along with profiles of people you've met thus far. Examine the toppled files at the top of the screen. Looks like Signs of a struggle. Now go into Logic mode and connect Revolver with Victim was a detective. Since the revolver is assigned to the detectives of the precinct and the victim is a detective, that means the gun was the victim's! Further examination of the body reveals an empty gun holster! The Victim's Revolver will be added to the Organizer. Examine the barrel of the gun to check the chamber. Looks like only one shot was fired from this gun.

Bad Ending 1: If your logic runs out here, Gumshoe thinks that Edgeworth is too tired, so he takes over. As days go by, the case remains unresolved. Suddenly, someone bursts into the room. He looks like the murderer! After wrongly accusing Edgeworth and Gumshoe of killing "Jim" (which is what he calls his now-late partner Buddy Faith) he introduces himself as Jacques Portsman. After some more conversation, he will request that the officer dusting the framed jacket to take some pictures of him with his former friend. Now you can examine the framed jacket that the officer was dusting. Immediately, Edgeworth will notice a contradiction! He will now introduce you to the Deduce function. Highlight the bullet hole on the frame and press the X button or the "Deduce" icon, then present the Victim's Revolver. Only one bullet was fired from the gun, so how are there two bullet holes at the crime scene? There could only be Another handgun! Edgeworth will then remove the frame to reveal a Secret Safe! This is added to the Organizer. Examine the panel on the safe. Looks like someone used it and wiped the fingerprints clean! This gives you the Wiped fingerprints logic, and the Secret Safe will be updated in the Organizer. Go into Logic mode and connect The killer's goal with Wiped fingerprints. Since the fingerprints on the safe were wiped off, the murderer might be trying to steal something! This gives you the Motive: Theft (?) logic. Now connect Signs of a struggle with Motive: Theft (?). The mess of files might be the result of the killer searching the files, not a struggle between the killer and the victim! Gumshoe will rearrange the files with the help of Portsman.

Now deduce the bullet hole in the bottom right of the files and present the Crime Scene Notes. The victim was shot in the abdomen, and he was standing at the time based on the bloody handprints, so the bullet hole couldn't have been where the files are! When prompted, select The order of the files. The files must have been arranged wrongly at the time of the crime. However, Edgeworth says that the files are arranged as he left it, even though the name of the files are in the wrong order. So that means the files are arranged incorrectly by someone else at the time of the murder! After rearranging the files, looks like Edgeworth's assumption was right! You will receive the Files in disarray logic. However, there will now be another thing that will catch your eye... Examine the bloody files at the bottom right previously concealed by the body, where you'll find the word "Gumshoe" written upside-down in blood! Or, at least, most of it; one of the files is stolen, too! The Stolen File will be added to the Organizer.

And with that, your investigation is complete!

Bad Ending 2: If you run out of logic here, Portsman claims he found the culprit and forces Edgeworth to vacate the crime scene.

Confrontation
Now Portsman will once again accuse Gumshoe of killing Faith. Edgeworth decides to cross-examine Portsman, as done in court. Gumshoe will ask how he does it. If you're an Ace Attorney veteran, you should know how to do this, so pick Maybe some other time. If this is your first time playing an Ace Attorney game, pick Might as well, and Edgeworth will explain how it works to Gumshoe (scroll through statements with the D-Pad or the arrow icons; present evidence on statements by pressing the R button or the "Present" icon, selecting evidence that contradicts the statement with the D-Pad or Stylus, then pressing the X button or the "Present" icon again; press a statement for more info by pressing the L button or the "Press" icon).

Rebuttal: Mr. Portsman's Logic
Present the Stolen File at statement 4. If Gumshoe stole the file, he could have seen his name! The missing letters in Gumshoe's name also mean that the file was stolen after the murder!

Mr. Portsman is left speechless, but he still has something up his sleeve! He calls for a young lady of the building's security to be escorted here. Gumshoe starts to get mad at this. Looks like it's none other than Maggey Byrde, the security guard on shift that night. (Phoenix Wright fans should recognize her too!) She could have used the master key that opens all the building's doors to get in! It's time for another cross-examination.

Who's Maggie Byrde? Without spoiling anything, play Phoenix Wright: Ace Attorney - Justice For All and Trials and Tribulations to know the story behind her bad luck-stricken character.

Bad Ending 3: If you can't counter this argument, Portsman will arrest Gumshoe on the spot, leaving Edgeworth in despair.

Argument: Jacques Portsman
After this, the Master Key will be added to the Organizer.

Rebuttal: Reason for Suspicion
Press the first statement. Maggey will say that she wasn't able to use the master key! Select Ask for more details when given the chance. She will say that the master key wasn't at the booth at 1 AM. Maggey will say that the key disappeared at 1 AM then magically reappeared after that! Portsman will add a statement into his testimony:

 * Her intent? From the messed-up shelves to the wiped-down safe, I'd say thievery.

Present the Secret Safe at this statement. Only prosecutors know about the safe, so Maggey couldn't have been the thief! She couldn't have found it by accident either, as, going by the bookshelf and the safe, the thief knew exactly where to look. Looks like Portsman is cornered here. However, he suddenly claims that he told Faith about the safes, and comes up with a new theory: Faith was the thief, and Maggey was just going to stop him, being a security guard. The victim stole the key, went into the office, got shot by Maggey in self-defense, and Maggey took the key back with her! Portsman will thus force Edgeworth and Gumshoe out of the crime scene.

You can choose to save if you wish.

Bad Ending 4: Between this second argument and fourth argument on "Part 1-2 - End", Portsman arrests Byrde, claiming victory for Jim's soul. Before Edgeworth can speak, Portsman says that no one would listen to him as the case is closed.


text:
Ace Attorney Investigations: Miles Edgeworth/Turnabout Visitor/Part 1-2 - End

Now that Edgeworth and Gumshoe have been kicked out of Edgeworth's own office, you'll have to find some clues in the hallway.

Investigation: Hallway
Begin by examining the leftmost sofa, and then examine the object under it. Looks like it's the stolen file! Edgeworth explains to Gumshoe that it's a case from the previous prosecutor that used his office. The Stolen File is replaced with the Stolen 0-Series File. Now talk to Maggey:

 * The victim: Seems like Faith played basketball with Portsman outside his office.
 * Maggey Byrde: Maggey talks about her unlucky life. Nothing notable about this.

Now present the Master Key to Maggey. Nothing new, but Maggey's sure that the Master key was stolen. She also says that she recently used it! You have a new topic to talk about.

Time for some logic! Connect Master key was stolen with Used the master key. Edgeworth realizes that she couldn't have used the master key at 1:30 AM because the master key was stolen! Maggey says that it was lost, but she didn't want to admit it, so she pretended to lock the door with her house key! That means Portsman's door must still be unlocked! Mr. Portsman's Office is added to your Organizer.
 * Used the master key?: Maggey recalls that a prosecutor needed her help since he lost the key to his office. Then she remembers that it was Portsman! Talk about this new topic.
 * Forgetful Mr. Portsman: Apparently, Portsman wanted her to open the door to his office for him, and he later called Maggey to close his office door as he returned at about 1:30 AM. You will receive the Used the master key logic.

Now move to the right. Hey, there's Winston Payne from the previous games, offering us help! But that's not our concern here. Examine the door with the basketball hoop next to it; this must be Portsman's door. Examine the doorknob, and Edgeworth notes that it's locked. Wait, what? Deduce the doorknob and present Mr. Portsman's Office. Maggey didn't lock the door, so how is it locked tight? Edgeworth says that to find out the reason, we must examine some fingerprints; select Prints on the doorknob. Looks like only Portsman and the victim's prints are on here, but there's one set of prints missing! Whose? Present Maggey Byrde's profile. If she unlocked this door, then shouldn't her prints be on this knob? Mr. Portsman's Office is updated in the Organizer. Edgeworth then notices something and the view pans down.

Examine the paper sticking out from underneath the door. Looks like it's a note Faith left for Portsman; apparently, Faith brought some evidence Portsman had requested, but Portsman was out at the time. The Note Left by Victim is added to the Organizer. Now examine the base of the basketball hoop. Edgeworth notices that it's been moved. The Basketball Hoop is added to the Organizer. Now go and examine Edgeworth's door, then examine the doorknob. Looks like the door was unlocked with a key and the prints were wiped clean.

And with that, your investigation is complete!

Bad Ending 5: If you run out of logic here, Portsman steps out of Edgeworth's Office, announcing the investigation is over while also arresting Byrde and taking her away, leaving Edgeworth speechless.

Second Confrontation
It's pretty obvious who's the criminal now. Prepare yourself, as you're going to confront the murderer, Jacques Portsman. Portsman isn't very keen on admitting his guilt, so Edgeworth must force it out of him.

Rebuttal: Mr. Portsman's Rebuttal
Present the Master Key on the third statement. Portsman says that he never touched the key. However, he had another way of using it; Present Maggey Byrde's profile. Edgeworth explains that the door Portsman asked Maggey to open was Edgeworth's, but Maggey herself says that she opened Portsman's. Edgeworth rebuts that Portsman could have easily exchanged the door plates, and he would have had another good way of tricking Maggey into thinking it was his office: Present the Basketball Hoop. Since it stands out so much in the hallway, it can leave a strong impression. Furthermore, there are marks at the base of the hoop that suggest it's been moved. However, Portsman claims it's all conjecture. Looks like its time for another cross-examination!

Rebuttal: Conjecture's Rebuttal
Present the Note Left by Victim on the third statement. The note says that Portsman wasn't in his office when Faith arrived, meaning that Portsman was somewhere else during that time! However, Portsman asserts that Maggey opened the door to his office. Present Mr. Portsman's Office. Maggey's prints aren't on the doorknob, and Edgeworth's doorknob has been wiped clean! The victim must have heard noises from the opposite room upon coming in, went in, and saw Portsman, who shot him. By then, Edgeworth came and was threatened by him! Portsman now says that Edgeworth's claim is too circumstantial and that he has a solid alibi. Let's hear what it is.

Bad Ending 6: If you run out of logic here, Portsman says that Edgeworth is trying to pin the murder on himself, believing it's a swing and a miss. Portsman also says that unless there's evidence to disprove his alibi, he'll take Maggey into custody.

Rebuttal: Portsman's Alibi
Perfect alibi, indeed. Unfortunately, there aren't any contradictions here, so press everything for now. Edgeworth has nothing to work with, but you do receive the Mr. Portsman's Alibi logic.

You will automatically enter Logic mode. Connect Mr. Portsman's Alibi with Another handgun. There were two bullets shot that night, but only one shot from the murder weapon. The killer had to use the victim's gun, so he couldn't have prepared another gun. That means an entirely different person must have been there! You will receive the Another visitor logic. Connect this with Files in disarray. The files could have been rearranged by these two different people, one before the murder and one after. Edgeworth explains the whole sequence of the murder, but Portsman cries "Objection!", now saying that the second person should be the prime suspect.

Rebuttal: Portsman's Alibi, Pt. 2
Press the fourth statement. Faith brought two things from a previous case, a gun and a pendant. Portsman will add this statement to his testimony:

 * He brought me two items, a gun and a pendant, that are related to yesterday's case.

Present the Note Left by Victim at this new statement. Portsman claims he only brought two pieces of evidence, but the note says three! Portsman hid a piece of evidence! Edgeworth will order Gumshoe to search him. And he finds... a Video Tape. However, something is interesting on this tape. Examine the bloodstain at the back of the tape. The blood is still fresh, so it could be the victim's! Portsman chews on his medal, breaks down, and faints.

What really happened
Jacques Portsman wanted to steal something from Miles Edgeworth's office. He knew Edgeworth was out, but he didn't have the key to the door. Thus, he hatched a plan: he moved his basketball hoop outside Miles Edgeworth's office and swapped the room plates, then requested for Maggey Byrde, the security guard on shift at the time, to open the door for him. Maggey, not knowing that it was Edgeworth's door, opened it with the master key. Portsman entered and started his search, looking through the files, which he rearranged wrongly afterwards, and the secret safe. At this time, Portsman's partner, Buddy Faith, arrived at the hallway, bringing with him three pieces of evidence that Portsman had requested: a gun a pendant, and a tape. Finding that Portsman wasn't in his office, he left a note for him under the door. However, he suddenly heard noises coming from Edgeworth's office next door... the office whose occupant was out at the time. Suspecting a thief, he grabbed the master key from the guard booth and entered the office, only to catch his partner red-handed within. After a brief conversation, Portsman snatched Faith's gun from him and shot him, silencing the sole witness to his crime. However, Faith's blood splattered onto the tape that Faith was holding. Thinking quickly, Portsman wrote Gumshoe's name with Faith's blood to pin the crime on him. Exiting the room and taking the master key and the bloodstained tape from Faith with him, he requested that Maggey close the door for him. Maggey, who couldn't find the master key, pretended to lock Edgeworth's door with her house key. Once Maggey left, Portsman wiped the doorknob clean to conceal his presence there, and returned the master key to the guard booth, before going down to Criminal Affairs to establish an alibi.

Sometime later, another thief came to steal something from Edgeworth's office and found that the door was unlocked, and helped themselves in. Though they found Faith's body, they ignored it, and stole the 0-series file they were looking for, rearranging the files correctly in the process. This is when Edgeworth returned to his office. Hearing Edgeworth coming, the thief hid. Entering his office, Edgeworth was greeted by the smell of blood, and quickly discovered Faith's body, but was suddenly held at gunpoint by the thief. Assuming this person was the murderer, Edgeworth vowed that no one would get away with murder in his office. In response, the thief turned and fired a round, almost hitting Edgeworth's jacket but knocking its frame down. The thief then escaped, taking some pages from the file and leaving it under a sofa in the hallway. Edgeworth then called the authorities to report the murder.

Epilogue
Maggey thanks Edgeworth for proving her innocence. Gumshoe notes that there were rumors that Portsman was corrupt, doing things like forging evidence and not taking cases for vague reasons. Gumshoe also mentions rumors that a huge organization is behind this. This will become important in the future. Edgeworth says that one piece of evidence didn't have any significance; present the Stolen 0-Series File. It is not known what the thief was up to and why they only stole some pages of the file. Just then, an officer will give Edgeworth something he found in his office: a card with a raven mark on it. Edgeworth and Gumshoe both recognize it; it's the calling card of the Yataragatsu - a famously methodical thief that steals evidence from corruption from major companies and presents it to the press. Edgeworth then mentions how this relates to a case from two days ago...


text:
Ace Attorney Investigations: Miles Edgeworth/Turnabout Airlines

After recalling the events of the first case, we return two days before the crime. Edgeworth is unconscious on the floor in some lounge. Then we see time reversing, as spilled wine flows back into its container and the bottle flies back to the table. After that, we're shown a slideshow of locations we've never seen before. We're currently on an airplane which is experiencing turbulence. Then, the elevator opens...

Case Information

 * Time of Crime: March 12, 6:13 AM
 * Location: Flight I-390
 * Victim: Akbey Hicks
 * Cause of death: Falling
 * Murder weapon: Blunt force trauma from falling

Detective
Miles Edgeworth The character you control in this game, Edgeworth is a prosecutor who strives for the truth. He is very intelligent and has very intimidating tactics of interrogation. He tends to be a little of a perfectionist. Due to an incident in his childhood he has a deep fear of earthquakes and elevators. Rhoda Teneiro at first suspects him, but he proves his innocence to everyone.

Victim
Akbey Hicks The murder victim. He seems to be a tourist returning home from Borginia. An Interpol agent working with Franziska Von Karma.

Suspect
Rhoda Teneiro A flight attendant who treats her work with a professional attitude. Goes and fakes “getting permission” from the Captain to search the entire ship.

Witnesses
Zinc Lablanc A Borginian businessman who is always rambling about a lack of time. He sells a lot of different Borginian artefacts. Was in possession of a fake statue.

Cammy Meele Another flight attendant who works on the flight. Doesn't treat her work very seriously.

Other Characters
Franziska von Karma Franziska is the daughter of the feared Manfred von Karma. Like her father, she aims for one thing in her family's life, perfection. She is investigating about an international smuggling ring.

Dick Gumshoe Homicide detective at the local precinct. In charge of the initial investigation. Franziska isn’t very “friendly” towards him.


text:
Ace Attorney Investigations: Miles Edgeworth/Turnabout Airlines/Part 2-1 - Beginning

Prologue
Edgeworth gets up from the floor of the first-floor lounge of a fancy aeroplane, dazed. Checking his watch, he realizes he has been unconscious for ten minutes due to recent turbulence. The pilot then announces that the plane will hit more turbulence soon. As Edgeworth heads towards the elevator to return to his first-class seat, something falls out of his pocket. It's a travel wallet dripping with grape juice, but it's not his. Now he faces two of his worst fears: earthquake-like turbulence and an elevator. Those who played Phoenix Wright: Ace Attorney might remember the story behind this. As he opens the door, he sees... a body?! Suddenly, a flight attendant approaches and accuses Edgeworth of murder! The plane then hits more turbulence and Edgeworth faints again.

Sometime later, on the second floor of the plane, the flight attendant introduces herself as Rhoda Teneiro. Looks like the passengers know what happened, and she tied us up! Teneiro says that we're under suspicion of the murder and that she has incriminating evidence. Looks like we have a confrontation session with Ms Teneiro right off the bat.

Rebuttal: What Ms. Teneiro Saw
Present the Travel Wallet at the fourth statement. The "murder weapon" that she saw was the travel wallet Edgeworth found! The "blood" that was dripping from it is actually grape juice! Teneiro is still persistent that Edgeworth killed the victim and she asks to examine the wallet. Examine the gold button to open the wallet. There's only a passport inside! But the owner of that passport is the victim, Akbey Hicks! The Travel Wallet is updated to Mr. Hicks's Travel Wallet. With this new information, Teneiro accuses Edgeworth of theft now.

Rebuttal: Ms. Teneiro's Logic
This murder wasn't because of money. Present the Crime Scene Notes at statement 4 (alternatively, you may present the Travel Wallet then the Crime Scene Notes and bypass the next line, but it is not necessary). To prove why she's wrong, present the bills on the floor. The floor is scattered with money, but the killer didn't take them! Convinced that Edgeworth has pleaded a strong case for his innocence, Teneiro releases him.

Suddenly, a man speaking an unknown language walks up. Looks like he's Borginian (we've seen people from this country before in Apollo Justice: Ace Attorney), but he can speak English as well. He wants Edgeworth under arrest until the plane touches down. After whining about wasting his precious time, he introduces himself as Zinc Lablanc II, and he is an art dealer. He says he saw the victim go down to the lounge at about 6 o'clock! Teneiro discovered the body at 6:15, so that means the victim would have been killed within this 15-minute timespan. And the only person at the lounge was Edgeworth! Lablanc says that he saw the man the whole time operating his cell phone.

Edgeworth requests an investigation of the crime scene, and we have the captain's approval! All right, begin investigation!

Bad Ending One: If you fail your logic before the investigation, Teneiro accuses Edgeworth of ruining the passengers' fun, and refuses to let him plead his case any further. Edgeworth gets arrested upon landing.

Investigation: Lounge
Move left and you will be in the First Floor - Lounge. Edgeworth thanks Teneiro for permitting him to access the crime scene. As she reminds him, however, Edgeworth is not off the hook yet; since Edgeworth was the only one in the lounge, he is the prime suspect. You automatically move to Mr Hicks' body.

You know Edgeworth was not the killer, so that means the killer must be somewhere else here... so Where was the killer?

Examine the elevator. It seems that the only accessible floors are the first and second, but Teneiro explains that you can also go to the cargo area with a keycard. You receive the Elevator logic.

Examine the brown thing at the bottom right-hand corner of the elevator. It seems to be a piggy bank modeled after the airline's bear mascot, but there is blood on it. You receive the Murder weapon: Mr. Ifly? logic.

Examine the body. It looks Mr Hicks was hit by the back of the head; in other words, Blunt force trauma. He also has Broken glasses, for some reason. Examine the paper in Hicks' pocket. It's actually a picture of him in some building, in front of a statue in Borginia. The Photo of Mr. Hicks is added to the Organizer. Now Deduce the lanyard and Present the Photo of Mr. Hicks; his cell phone on his lanyard seems to be missing. The Missing Cell Phone is added to the Organizer.

Now examine the spilled grape juice near the statue. When prompted to choose what's strange here, select the footprints of grape juice just near the spill. This gives you the Spilled grape juice logic.

Time for some logic. Go into Logic mode and combine Where was the killer? and Elevator. It seems the killer could only be in the elevator with Mr Hicks. You get the In the elevator with Hicks? Logic.

Next, combine Blunt force trauma and Murder weapon: Mr. Ifly? Logically, there can only be one connection between the two: Mr IFly is the murder weapon. The Mr. IFly Piggy Bank is added to the Organizer.

Now combine In the elevator with Hicks? and Spilled grape juice. It seems that the only reason there are footprints is that there was someone with Mr Hicks in the elevator! Grape Juice Footprints are added to the Organizer. With that, your investigation is complete!

Bad Ending Two: If you run out of logic here, Edgeworth begs Lablanc for more time, but Lablanc refuses. Teneiro reports to the captain about Edgeworth's lack of progress and he is arrested upon landing.

Rebuttal: What I Saw
Press on the first statement. A new statement is added:

 * The only person inside was that Mr. Hicks man!

Present the Grape Juice Footprints on that statement. You've already inferred that there was another person in the elevator. However, Lablanc insists there were no other people in the elevator. He doesn't seem to be lying, so what does it mean?

Rebuttal: What I Saw Pt.2
Press on the second statement. Lablanc wanted to watch a movie not available in his country, but according to him, it never showed. He adds two statements:

 * The movie I wanted to see would not start, so I checked my pocket watch many times.
 * My watch is set to my destination's time. I always set it when I board the plane.

Present the Sky Magazine on the second of the new statements. It seems that the plane has not changed the time to their destination's timezone. So that means the difference between the time zone of Borginia and our country is 9 hours - therefore, Lablanc saw Mr Hicks at around 3 AM! So Mr Hicks could have been killed at any time between 3 AM and 6:15 AM. Now the other attendant speaks up. She introduces herself as Cammy Meele and states she noted that the victim was in his seat at 5 AM when the plane stopped to refuel in a country called the Republic of Zheng Fa. No-one got on board or left the plane during the refueling. Information regarding the Refueling in Zheng Fa is added to the Organizer. Cammy also claims that Mr Hicks was in his seat when the plane took off again at 5 AM. Ms. Meele's Testimony is added to the Organizer. Now the timeframe of the murder can be narrowed down to sometime between 5 AM and 6:15 AM. But Edgeworth was in the lounge during this time period!

The only way to prove Edgeworth's innocence is to prove that the crime happened in another location. Present the Grape Juice Footprints. The footprints lead to the in-flight shop, but they are disconnected. However, there is another piece of evidence that can connect the shop to the crime scene. Present the Mr. IFly Piggy Bank. The murder weapon is a piece of merchandise sold at the in-flight shop, so the criminal must have obtained it there. Teneiro will confirm it was in the shop at 5:40 AM. But that's just before the patch of turbulence!

She also reveals that when Edgeworth found the body, she had just exited the flight attendant's room. This means she was also on the first floor around the time of the murder! Teneiro claims that she had to go to the in-flight shop before going to the flight attendant's room, passing by Edgeworth as he was reading the airline magazine. As the murder weapon is confirmed to be at the shop around the time of the murder, that means we must investigate it. However, Cammy reminds us that we don't have the captain's permission to enter the in-flight shop yet. While Teneiro claims that she asked for the captain's permission to investigate the whole plane, Cammy says that the captain didn't grant any permission at all.

It's obvious now that Teneiro was lying and she's called to the cockpit. However, Cammy already got permission from the captain to search the shop. Walk right into the shop. The shop's a big mess. Since the murder weapon came from here, that means the killer must have visited this place. You receive the Murder weapon: Mr. Ifly logic.

Investigation: In-Flight Shop
First, examine the cupboard with the shattered glass door. There is nothing on display except for a Tiny captain's hat. Edgeworth feels like he's seen it somewhere before...

Now, examine the bright yellow suitcases. Seems like they are designed by Teneiro, but not one suitcase has ever been sold. Suddenly, a patch of turbulence causes the suitcase to roll to the other side of the room. That is very dangerous, and something worth noting too.

Now enter Logic mode and connect Murder weapon: Mr. Ifly with Tiny captain's hat. Seems like the hat probably belongs on the piggy bank's head. It's possible that this piggy bank was forcibly removed from its case, dropping its hat. The Mr. IFly Piggy Bank is updated in your organizer.

Since we now know that the killer could have broken the glass case to get the murder weapon, we can now take a closer look at the shattered glass case. Deduce the empty shelf and present the Mr. IFly Piggy Bank. If the killer broke the glass to get the piggy bank, then why is there no glass at all in the shelf where it was displayed? That means that the display case was broken from the inside out, meaning the piggy bank must've fallen out of the case during a patch of turbulence! The hat could've also been knocked off its head. This means the killer took the murder weapon after the patch of Turbulence that caused it to fall out of the case. The Mr. IFly Piggy Bank is updated in your Organizer. Since the murder happened before the turbulence, this means that the piggy bank was picked up after the murder. The piggy bank isn't the murder weapon! Cammy presents another possibility: the killer could have broken the glass case to get the murder weapon and do it from inside out even if the case is locked. The only person that could have done that is Teneiro. Since she is responsible for the shop's upkeep, she has the keys to the case.

Now go into Logic mode and connect Suitcase with Turbulence. If these suitcases were so prone to moving when the plane shakes, why is it the only thing undisturbed in this shop? You now enter a close-up shot of the suitcases.

There's something wrong with these suitcases. Present the front wheels of the left suitcase. The right suitcase has stoppers to prevent it from moving, but the left suitcase has none. Without it, the suitcase couldn't have stayed in the same spot. So, it must have been placed here after the patch of turbulence! You will now examine the suitcase itself. Examine the peculiar purple wheel. Looks like it's covered in grape juice, but why? Now examine the lock. It's unlocked, so you can open it up. What's inside is a blood-stained cloth. The suitcase could have been used by the murderer to move something... such as the victim's body. To confirm this, present the Crime Scene Notes. The iFly Suitcase and Bloody Cloth are added to the Organizer. This could mean that the murder happened somewhere else and the body was moved into the elevator by the killer. Teneiro said she was here for "work-related matters". Could she have been behind this...?

Teneiro then returns and says that Edgeworth has no more time to investigate. He can still watch over the preservation of the site until the plane touches down, however. While Edgeworth may have proven his innocence, the mystery isn't solved!

Bad Ending Three: If you run out of logic here, Meele will ask the captain to halt the investigation and forces Edgeworth back to his seat.