Game walkthroughNintendo DS

Phoenix Wright: Ace Attorney: Trials and Tribulations — Nintendo DS (USA) Complete Campaign Walkthrough

Step-by-step walkthrough to finish all five episodes of Phoenix Wright: Ace Attorney: Trials and Tribulations on the Nintendo DS (USA). Covers investigation habits, courtroom tactics, how episodes unlock, handling psyche‑locks, recovering from mistakes, the Edgeworth playable segment, and a concrete completion checklist to confirm you reached the game's true ending.

Phoenix Wright: Ace Attorney: Trials and Tribulations box cover for Nintendo DS
Phoenix Wright: Ace Attorney: Trials and Tribulations — Nintendo DS box artwork (North America).
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Edition coveredNintendo DS (USA)
Your goalComplete every episode (all five cases) and reach the game's ending on the Nintendo DS (USA) release of Phoenix Wright: Ace Attorney: Trials and Tribulations.
Inside the guide14 chapters · 25,193 words
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Before you begin

You are about to play through the full single-player campaign of Phoenix Wright: Ace Attorney: Trials and Tribulations on the Nintendo DS (USA).

Follow the five cases in their normal unlock order: Turnabout Memories, The Stolen Turnabout, Recipe for Turnabout, Turnabout Beginnings, and Bridge to the Turnabout.

The game alternates investigation and courtroom sections in most cases, but Turnabout Memories and Turnabout Beginnings are trial-only flashback cases. The chapter headings identify the correct structure so you do not search for investigation commands where none exist.

Use the investigation directions to examine scenes, move between locations, exhaust required Talk topics, present evidence or profiles, and resolve Psyche-Locks. In court, read each testimony statement, press when useful, and present only the evidence or profile that contradicts the highlighted statement.

Save before major courtroom sections and difficult investigation sequences. The final completion check is the last verdict and ending sequence; do not assume the DS release provides a guaranteed save after the credits.

Set yourself up for the run

Ensure you are playing the Nintendo DS (USA) cartridge or verified DS ROM for this edition; the walkthrough follows the DS release structure and unlocked-episode progression.

Familiarize yourself with the four investigation commands (Examine, Move, Talk, Present) and the courtroom options (Present, Hold It!, Press/Question); the DS touch controls primarily drive these actions.

Save manually before each major trial day and before confrontation moments; Trials and Tribulations returns you to the last save on failure, so more saves reduce repeated replay.

Adopt a systematic investigation habit: examine every screen, talk to every person and exhaust all talk topics, and check the Present menu against every new testimony — missing one required topic typically stalls chapter progress.

When you see a Psyche‑Lock on a topic, prepare to present strong evidence or a relevant character profile to break it; use Magatama prompts to prioritize locked subjects during interviews.

In court, if a testimony contains hidden contradictions, press the statement lines until a different phrasing appears — contradictions can be subtle and sometimes require showing profiles rather than physical evidence.

If you get a 'life bar' penalty in court, pause and review all evidence; incorrect presentations cost the judge's patience.

Losing the life bar forces a reload, so when the bar is low, favor questioning over blind presentations.

Keep track of who is the prosecutor each case — some prosecutors (notably Godot in later episodes) use different tactics and will introduce case‑specific mechanics or evidence types.

Expect a playable non‑Phoenix segment in the final episode; the guide flags that chapter in advance so you know when control shifts and what to prepare for.

Phoenix Wright: Ace Attorney: Trials and Tribulations gameplay screenshot for Nintendo DS
Phoenix Wright: Ace Attorney: Trials and Tribulations — Nintendo DS gameplay.

How the DS Edition Structures Progress: menus, saves and chapter flow

Phoenix Wright: Ace Attorney: Trials and Tribulations on the North American Nintendo DS release is divided into five cases. Most cases alternate between investigation sections, where you gather information and evidence, and courtroom sections, where you cross-examine witnesses and expose contradictions. Turnabout Memories and Turnabout Beginnings are exceptions: both are courtroom-only flashback cases with no free-roaming investigation menu, no ordinary Examine, Move, Talk, or Present commands, and no Magatama or Psyche-Lock sequences. Progress is controlled by story events, not by a modern chapter-selection screen. Complete the available conversations, inspect required scenes, visit newly opened destinations, present the requested evidence or profile, and clear progression Psyche-Locks. Save manually before trial days and difficult sequences instead of assuming that a later port's recovery features apply to this original DS edition.

Case flow and the two trial-only episodes

Completing a case unlocks the next episode in the fixed campaign order. In an investigation-based case, Phoenix moves between locations, interviews people, examines scenes, and presents evidence or profiles when a conversation requires it. Once the necessary story information and evidence have been obtained, the game advances to the next courtroom section, usually after offering an opportunity to save. You do not choose the next episode from a modern chapter menu.

Turnabout Memories and Turnabout Beginnings do not contain ordinary investigation phases. They proceed through courtroom dialogue, testimony, cross-examination, evidence presentation, and story scenes. Do not search for an investigation map, free-roaming Examine cursor, ordinary Move list, Talk list, Present investigation command, Magatama, or Psyche-Locks in either flashback case.

If an investigation stalls, assume that a required action is unfinished before assuming the game is broken. Common causes include an unexamined object, an unchecked Talk topic, a newly available destination that has not been visited, or a required presentation that has not been made. After a major discovery, use Move again and revisit earlier characters because new destinations and conversation topics can appear.

  • Finish every currently available Talk topic before expecting progress.
  • Treat Turnabout Memories and Turnabout Beginnings as courtroom-only flashbacks.
  • When progress stalls, recheck examinations, Move destinations, Talk topics, and required presentations.

Examine, Move, Talk, and Present

Examine changes the investigation view into a searchable scene. Move the cursor with the Control Pad or stylus and select objects that produce an Examine prompt. Some objects become evidence in the Court Record; others only provide information or trigger dialogue. Search the entire visible scene, including wide locations that can be shifted left or right with L or the corresponding touch-screen control.

Move lists the destinations currently available from Phoenix's location. It is a route list, not a complete map of every place in the case. Some locations are reached by moving to an intermediate area first. After obtaining important evidence or finishing a major Talk topic, open Move again and check for new destinations.

Talk lists the people and topics available at the current location. Select every ordinary topic, then return to the same person after a new item, destination, or story event appears. Present opens the Court Record so Phoenix can show physical evidence or a character profile. Evidence and Profiles are separate sections. During an investigation, check both sections if the conversation concerns a person but does not accept the related object.

  • Search the complete available scene before leaving.
  • Use Move again after important conversations and discoveries.
  • Exhaust all currently listed Talk topics.
  • Revisit people after the Court Record or available locations change.
  • Check both Evidence and Profiles when Present is available.

Use the Magatama and clear Psyche-Locks

A locked Talk topic is a Psyche-Lock. Select that locked topic first. When the game asks how Phoenix will confront the hidden secret, choose Present and select Maya's Magatama from the Court Record. The Magatama starts the lock-breaking sequence; it is not normally selected before the locked topic has been opened.

Read each lock statement carefully and compare it with the current Court Record. Present the evidence or profile that directly disproves the statement. Some stages instead ask for a map, a multiple-choice answer, or another special response. Follow the prompt displayed by the game rather than assuming every lock uses a normal evidence presentation.

An incorrect Psyche-Lock answer reduces the life bar, but on the original Nintendo DS release the sequence does not produce the same immediate failure state as emptying the bar in court. Repeated errors can still leave Phoenix in poor condition for later courtroom penalties, so do not guess repeatedly. If the proof is unclear, investigate another location or obtain more evidence. After the locks are broken, the newly revealed Talk topic becomes available and the life bar is restored by the game's Psyche-Lock recovery mechanic.

Return to the person and select the newly unlocked topic. The conversation may reveal a route, evidence item, or fact required to advance the investigation. Breaking locks is therefore both a story requirement and a way to prepare Phoenix for the next trial.

  • Select the locked Talk topic before presenting the Magatama.
  • Choose Present, then select Maya's Magatama.
  • Read the exact lock statement before choosing evidence or a profile.
  • Follow map and multiple-choice prompts when displayed.
  • Find missing evidence instead of repeatedly guessing.
  • Return to the person and select the newly unlocked Talk topic.

Nintendo DS controls and Court Record use

The Nintendo DS release supports both buttons and stylus input. A confirms selections and advances dialogue, while B cancels or moves backward where the current screen allows it. During questioning, R is the button used to open the Court Record and the presentation screen. From there, R or the Court Record tabs can cycle between the Evidence and Profiles sections. Highlight the required evidence or profile with the Control Pad, then press X to confirm the highlighted entry and present it. The same actions can be performed by tapping the touch-screen controls.

In court, L presses the selected testimony statement. Pressing can reveal clarification, add testimony, or identify which statement must be contradicted. X does not open the Court Record; it confirms the highlighted evidence or profile after the Court Record has been opened. Y activates the optional microphone function for commands such as Hold It!, Objection!, and Take That!, but voice input is not required for progression. Start opens the save menu.

During investigations, L can shift between supported left and right portions of a wide scene. R still opens or cycles the Court Record, which is useful for reviewing evidence and profiles before presenting something during a conversation. Do not expect interface features introduced by later trilogy releases, such as modern scene selection, updated dialogue tools, or revised save behavior.

  • Press R during questioning to open the Court Record or cycle between Evidence and Profiles.
  • Highlight the intended evidence or profile and press X to present it.
  • Press L to press testimony or shift across supported wide investigation scenes.
  • Use Y only if you want optional microphone commands.
  • Use Start to open the manual save menu.

Save before trials and difficult sequences

Press Start to open the save screen. The DS release permits manual saving during investigations and courtroom sections. Save before each trial day, before a long Psyche-Lock sequence, and after a major investigation transition. Keep a pre-trial save available until the relevant courtroom section is complete.

When possible, maintain separate safe positions: one before the current trial or risky lock sequence and another for the latest investigation progress. Courtroom penalties can empty the life bar and end the attempt. If the only save is made after several mistakes, you may have to repeat a larger section than necessary.

Treat this as a manual-save game. Do not assume that a modern autosave system will preserve every failed answer or return you to the beginning of the current scene. If a trial attempt fails, reload the last reliable save and reread the testimony instead of continuing with a nearly empty life bar.

  • Save immediately before each trial day.
  • Keep a pre-trial recovery save until that trial section is finished.
  • Maintain a second save for current investigation progress when possible.
  • Save after major Psyche-Lock and story transitions.
  • Do not overwrite the only safe file before an uncertain presentation.

Manage the courtroom life bar

During cross-examination, pressing a statement asks the witness for clarification and may reveal additional testimony. Pressing is generally safer than presenting unrelated evidence, but it is not automatically the correct action for every statement. Read the response and watch for newly added testimony or a change in the available contradiction.

To present during questioning, press R to open the Court Record, cycle to Evidence or Profiles as needed, highlight the entry that directly contradicts the selected statement, and press X. An incorrect courtroom presentation reduces the life bar. Certain questions, answers, or special choices can impose larger penalties, and emptying the bar ends the attempt.

After a failed presentation, reread the entire testimony from the beginning. Note the exact wording of the statement, then check both Evidence and Profiles. Some apparent item contradictions are resolved by presenting a person's profile. Other contradictions become valid only after pressing a particular statement or following a question sequence. The safest workflow is to identify the specific fact that conflicts with the testimony and then present the matching record entry.

Psyche-Lock penalties should not be confused with courtroom penalties. Wrong answers during a lock sequence reduce the bar, but completing the locks restores it through the game's recovery mechanic. Emptying the bar through courtroom mistakes causes the actual failure state, so reload a suitable manual save if the trial is lost.

  • Read the selected testimony line carefully.
  • Press when clarification or additional testimony may expose the contradiction.
  • Press R to open the Court Record and cycle between Evidence and Profiles.
  • Highlight the direct contradiction and press X to present it.
  • Check Profiles as well as physical evidence.
  • Reload after a courtroom failure or a dangerously weakened trial attempt.

Before you move on

  • The current case has advanced to its next intended story segment without requiring a chapter-select command.
  • For investigation-based cases, all required Talk topics, locations, examinations, presentations, and progression-related Psyche-Locks have been completed.
  • For Turnabout Memories and Turnabout Beginnings, courtroom progression has continued without searching for a nonexistent investigation phase.
  • The Court Record contains the evidence and profiles obtained during the current segment, with both sections checked when a presentation is required.
  • A manual save exists before the next trial day or major transition.
  • Courtroom progress is being made by reading each testimony line, pressing strategically, and presenting only a direct contradiction.
  • To present in court, R has opened or cycled the Court Record, and X has confirmed the highlighted evidence or profile.
  • If the courtroom life bar is emptied, the failed attempt is reloaded from a suitable manual save.
  • If a Psyche-Lock answer is wrong, the reduced bar is managed carefully and the locks are completed without relying on brute-force guessing.
  • The game can be resumed from a Start-menu save without relying on an assumed autosave.
References for this chapter

Courtroom basics and recovery: pressing, presenting, and surviving the life bar

In the Nintendo DS USA edition, courtroom progress comes from matching each testimony statement with the correct response. Pressing questions the witness and may reveal or alter testimony. Presenting uses the Court Record to submit physical evidence or a character profile that directly contradicts the highlighted statement. The life bar records penalties, so read the testimony carefully, press for clarification, and use the presentation controls only when the contradiction is supported.

1. Learn the Nintendo DS courtroom controls

During a cross-examination, use the directional pad to move backward and forward through the witness’s testimony statements. A advances dialogue or confirms a selection, and B cancels or returns to the previous screen. L presses the witness on the currently highlighted statement. R opens the Court Record and starts the presentation flow during questioning; it also lets you move between the Evidence and Profiles sections of the record. Once the Court Record is open, use the directional pad to highlight an entry and press X to select the evidence or profile to present.

The DS touchscreen provides the same functions through on-screen commands. You can select statements, press the witness, open the Court Record, change between Evidence and Profiles, and choose an item with the stylus. The microphone is optional. When voice support is available, hold Y and speak a supported courtroom phrase such as “Hold It!”, “Objection!”, or “Take That!” You do not need the microphone to complete any cross-examination; L and the Court Record controls are sufficient.

Start opens the system menu and allows a manual save. Saving before a trial day or a difficult courtroom section gives you a dependable recovery point if the life bar is reduced or a wrong answer causes a game over.

  • Use the directional pad to move between testimony statements.
  • Press the highlighted statement with L.
  • Press R to open the Court Record and begin the presentation flow.
  • Use the directional pad to highlight evidence or a profile, then press X to select it.
  • Use the stylus instead of buttons if preferred.
  • Save from the Start menu before risky courtroom sections.

2. Read the complete testimony before presenting anything

Treat a testimony as a sequence of individual statements rather than one general claim. Read every visible statement and note details involving times, locations, identities, actions, object conditions, and what the witness claims to have seen or not seen. The game normally expects a contradiction against one particular highlighted statement, not merely a piece of evidence that is generally relevant to the case.

A statement can sound suspicious without being the one the game currently expects you to challenge. If several lines seem questionable, press for clarification before committing to a presentation. A press may cause the witness to explain the point, add a new statement, or alter an existing one. After the testimony changes, move back through the statements and compare the new wording with the earlier claims and the Court Record.

Do not assume the first contradiction you notice is automatically accepted. Some sequences require the testimony to be pressed first, while others require the evidence to be presented against a later or revised statement. The exact wording on the highlighted line matters.

  • Read every visible testimony statement.
  • Mark details involving time, position, identity, access, and object condition.
  • Press unclear or important statements before presenting evidence when appropriate.
  • After a press changes the testimony, review the earlier and newly added statements.
  • Match evidence to the exact highlighted sentence.

3. Use Press to gather information

To press a statement, highlight it and press L, or choose the Press command on the touchscreen. Pressing asks the witness to explain that statement. It is an information-gathering action, not proof that the statement is false. The result may be a clarification, a new fact, a changed statement, or a prompt that exposes the route to the real contradiction.

Pressing relevant statements is usually the safest first step when you are unsure what the testimony means. However, do not treat every press as automatically penalty-free. In some courtroom sequences the game warns that pressing may affect the penalty meter or that a particular response has consequences. When such a warning appears, read it and decide whether the extra information is worth the risk, especially if the life bar is already low.

After pressing, examine the testimony again from the beginning of the current sequence. A new statement may be the intended target, or an older statement may now conflict with the explanation the witness just gave.

  • Highlight the statement you want explained.
  • Press it with L or use the touchscreen Press command.
  • Watch for testimony that is added, removed, or rewritten.
  • Heed any explicit warning about a possible penalty.
  • Review the whole changed testimony before presenting evidence.

4. Present the exact evidence or profile

Choose Present when you have identified a specific contradiction. During questioning, press R to open the Court Record and begin the presentation flow. The Court Record contains both Evidence and Profiles. Use the directional pad to highlight the appropriate entry, then press X to select the evidence or profile you want to present. The touchscreen can perform the same action by tapping the relevant entry.

The selected item must contradict the currently highlighted statement. A photograph, report, diagram, or object that is relevant to the case but does not disprove that particular sentence will be rejected and may reduce the life bar. The game checks both the item and the testimony line selected when you opened the Court Record.

Always check Profiles as well as physical evidence. If the statement concerns who was present, who performed an action, someone’s identity, or a relationship between characters, the correct response may be a character profile rather than an object. Conversely, a profile will not replace physical proof when the testimony specifically conflicts with an item’s condition, location, timing, or contents.

If a presentation fails, do not cycle randomly through the inventory. Re-read the statement, press nearby lines if the sequence suggests it, and determine whether the correct item belongs on a different testimony line or whether the testimony must first be changed.

  • Highlight the statement containing the contradiction.
  • Press R to open the Court Record and begin presenting.
  • Check both Evidence and Profiles.
  • Use the directional pad to highlight the intended entry.
  • Press X to select the highlighted evidence or profile.
  • If rejected, reassess the statement instead of guessing through the inventory.

5. Protect the life bar

The life bar represents the court’s remaining confidence in the defense. Wrong presentations reduce it, and certain answer choices or special courtroom prompts can also cause penalties. If the bar reaches zero, the trial section ends in failure and you must reload or restart from an available save.

Use a conservative rhythm: read the testimony, press when clarification is needed, inspect any changed testimony, and present only when a specific item or profile proves the contradiction. Do not use the Present command as a guessing tool. Trials and Tribulations can require a profile even when a physical object appears related, and it can require evidence against a newly altered statement rather than the original wording.

Make a manual save with Start before entering a trial day, before a difficult cross-examination, and after completing a major courtroom section. The DS version allows saving from the Start menu during play. A manual save is the dependable recovery point; do not assume that an automatic checkpoint will preserve a favorable life-bar state.

  • Save with Start before a risky courtroom section.
  • Keep the life bar as high as possible before multi-witness sequences.
  • Press for clarification instead of making unsupported presentations.
  • Check Profiles when a person’s identity, presence, or actions matter.
  • Remember that a wrong presentation can reduce the life bar.

6. Recover after a failed objection

If the life bar reaches zero, reload the most recent safe manual save rather than continuing from the failed state. If that save already has very little life remaining, use an earlier save if one is available. Replay the section with the same evidence, but use a more deliberate sequence of presses and presentations.

After reloading, reread the complete testimony and inspect the Court Record. Identify every statement that changed after pressing. Compare those statements with photographs, reports, diagrams, objects, and character profiles. If a previous presentation was rejected, ask whether the item contradicted a different line, whether the highlighted statement was wrong, or whether the testimony needed to be pressed first.

If the answer is still unclear, move through the testimony one statement at a time and press relevant lines once. Then return to the most specific contradiction and open the Court Record with R. Check the Evidence and Profiles sections, highlight the intended entry, and select it with X. This avoids wasting life-bar penalties on unrelated presentations while still checking the common routes used by the game to reveal its intended answer.

When a courtroom choice is presented instead of a cross-examination, read every option carefully and reload if necessary. Do not save over your only safe file immediately before a choice that could reduce the life bar.

  • Reload the last safe manual save after a game over or serious mistake.
  • Review every changed testimony statement.
  • Check both Evidence and Profiles.
  • Use R to reopen the Court Record and X to select the chosen entry.
  • Replay the cross-examination methodically rather than testing items at random.
  • Maintain an earlier backup save when a long courtroom section is approaching.

Before you move on

  • You can move backward and forward through testimony statements with the directional pad.
  • You can press the highlighted statement with L and understand that pressing may reveal or alter testimony.
  • You can press R to open the Court Record and begin the presentation flow.
  • You can switch between Evidence and Profiles and use X to select the highlighted evidence or profile.
  • You can identify the exact statement contradicted by an item instead of guessing from the general case situation.
  • You know that a wrong presentation reduces the life bar and that reaching zero causes a trial failure.
  • You can reload a manual save, review changed testimony, and retry the cross-examination without random presentations.
  • You complete the courtroom section with the verdict or the next trial segment advancing and a usable manual save available.
References for this chapter

Episode 1 — Turnabout Memories: Trial, opening section

Turnabout Memories begins with a courtroom flashback rather than an investigation. On the Nintendo DS USA release, this opening section has no investigation map, no Examine, Move, Talk, or Present investigation menu, and no Magatama or Psyche-Locks. You progress by answering the judge's questions, pressing testimony statements, presenting evidence or profiles, and selecting the requested courtroom options. Mia Fey defends Phoenix Wright, who is accused of killing Doug Swallow at Ivy University. Follow the steps below until the recess. The later Dahlia Hawthorne testimony is covered in the next chapter.

1. Start the trial-only episode

Begin Turnabout Memories from the episode menu and read through the opening flashback scenes. Mia Fey is the defense attorney, Phoenix Wright is the defendant, Marvin Grossberg assists the defense, and Winston Payne prosecutes the case. The game moves directly into court after the introductory dialogue.

Do not look for an investigation phase between the opening scenes and the trial. There is no free-roaming scene to search, no list of locations to visit, and no Magatama sequence in this episode. All required progress in this chapter occurs through courtroom dialogue and testimony.

  • Mia Fey is defending Phoenix Wright.
  • Doug Swallow is identified as the victim.
  • The episode enters Trial directly.
  • No investigation commands, Magatama, or Psyche-Locks are required.

2. Answer the opening questions

When the judge asks for the cause of Doug Swallow's death, choose Electrocution. Crime Photo 1 is added to the Court Record.

When the court asks for evidence showing the relationship between Phoenix and the victim, present Dahlia Hawthorne's profile. This is a profile question, so do not substitute a physical evidence item. After the introductory discussion, Phoenix is called to testify.

Use the Court Record to read each new evidence description. The case teaches the standard courtroom cycle: press a statement for more information, then present the evidence that contradicts the expanded statement when the contradiction becomes available.

  • Choose Electrocution.
  • Present Dahlia Hawthorne's profile.
  • Confirm Crime Photo 1 is in the Court Record.
  • Read the evidence descriptions before cross-examining Phoenix.

3. Cross-examine Phoenix about the victim

Phoenix's first testimony is The Victim and I. Press his fourth statement, the one beginning with his claim that he had never even talked to Doug. Phoenix adds a new statement explaining that Doug was always walking around with a large Union Jack on the back of his shirt.

Present Crime Photo 1 against that newly added statement. The photograph does not show a Union Jack on Doug's back, exposing the contradiction. The testimony then adds Crime Photo 2 and Coldkiller X to the Court Record.

Read the descriptions of both new items. Phoenix's account says he lost his bottle of Coldkiller X and that the bottle was later found in Doug's hand. These items are needed for the following courtroom discussion, not for a random presentation during the first testimony.

  • Press Phoenix's fourth statement.
  • Present Crime Photo 1 against the added Union Jack statement.
  • Confirm Crime Photo 2 was added.
  • Confirm Coldkiller X was added.

4. Establish the electrocution method

Phoenix's testimony continues with What Really Happened. Press the second statement, the one about meeting Doug in the Pharmacology Department. When the game asks how to proceed, choose About the Pharmacology Dept.

The testimony changes and adds a statement about Phoenix losing his bottle of Coldkiller X. Press that newly added statement. When the game asks what to establish next, choose Establish Murder Method.

Present Crime Photo 1 when prompted. The game then asks you to identify the object that caused the electrocution. Point to the hanging, severed electrical cable above Doug's body and confirm the selection. This is a courtroom image-selection prompt. It is not an invitation to search the crime scene with an investigation cursor.

  • Press the Pharmacology Department statement.
  • Choose About the Pharmacology Dept.
  • Press the newly added Coldkiller X statement.
  • Choose Establish Murder Method.
  • Present Crime Photo 1.
  • Select the hanging electrical cable above Doug's body.

5. Resolve the shove and umbrella contradiction

Phoenix next testifies under the title When I Pushed the Victim. Press the third statement, beginning with At that moment. When offered a choice, select Ask for more details, then choose Of course it's important when asked whether the new information matters.

Phoenix adds a statement claiming that after he shoved Doug, Doug fell on top of his umbrella. Present Crime Photo 1 against this newly added umbrella statement. The photograph shows the umbrella away from Doug's body rather than underneath him. That contradicts the claim that Doug landed directly on it.

The court adds Umbrella and Phoenix's Testimony to the Court Record. Continue through the resulting dialogue until the court calls a recess. Do not proceed into Dahlia Hawthorne's testimony in this chapter.

  • Press the statement beginning At that moment.
  • Choose Ask for more details.
  • Choose Of course it's important.
  • Present Crime Photo 1 against the added umbrella statement.
  • Confirm Umbrella and Phoenix's Testimony are added.
  • Continue until the recess.

6. Use the recess transition and stop at the assigned endpoint

During the recess, read the conversation with Phoenix and the defense team. Dahlia's Present and Newspaper Clipping are added to the Court Record. The recess is a story and evidence transition, not an investigation period.

Save when the game provides the opportunity. After the save point, the courtroom resumes with Dahlia Hawthorne's testimony. Stop this chapter once the recess transition has finished and the new evidence is available. The testimony involving Phoenix's profile, Student's Testimony, the Police Report, Doug Swallow's profile, Dahlia's Present, and Coldkiller X belongs to the closing section of Turnabout Memories.

  • Dahlia's Present is in the Court Record.
  • Newspaper Clipping is in the Court Record.
  • Use the available save opportunity.
  • End the chapter before Dahlia's closing testimony begins.

Before you move on

  • The episode began directly with Mia Fey defending Phoenix Wright in court.
  • No investigation map or investigation command menu appeared.
  • No Magatama or Psyche-Lock sequence was required.
  • The opening answers were Electrocution and Dahlia Hawthorne's profile.
  • Crime Photo 1 resolved the Union Jack contradiction.
  • The Pharmacology Department and murder-method sequence was completed.
  • The hanging electrical cable was selected in Crime Photo 1.
  • The umbrella contradiction was resolved with Crime Photo 1.
  • Umbrella and Phoenix's Testimony were added to the Court Record.
  • The recess added Dahlia's Present and Newspaper Clipping.
  • The chapter ends before Dahlia Hawthorne's closing testimony begins.
References for this chapter

Episode 1 — Turnabout Memories (Trial, closing section)

After the recess, Turnabout Memories returns directly to court. Dahlia Hawthorne takes the stand, and the rest of the episode is completed through a fixed sequence of testimony presses, evidence presentations, profile presentations, and courtroom questions. There is no investigation phase in this case: do not search locations, use an investigation map, operate a Magatama, or break Psyche-Locks. Follow the testimony order carefully, because several required statements appear only after you press the correct line.

1. Resume after the recess and record the new evidence

When court resumes, Dahlia’s Present and Newspaper Clipping are added to the Court Record during the recess conversation. Dahlia then takes the stand. Continue through the courtroom prompts; there is no location to revisit and no investigation menu in this section.

Keep the Court Record categories separate. Physical items such as Dahlia’s Present, Newspaper Clipping, Police Report, and Coldkiller X appear in the evidence list. Phoenix Wright, Doug Swallow, and Dahlia Hawthorne must be selected from the Profiles section when the game requests a person.

  • Confirm that Dahlia’s Present is in the Court Record.
  • Confirm that Newspaper Clipping has been added.
  • Remain in court; this section has no investigation phase, map, Magatama, or Psyche-Locks.

2. Expose the first contradiction in What I Witnessed

During Dahlia’s testimony titled What I Witnessed, press her third statement, the one beginning with the claim that Doug suddenly became unsteady and collapsed. Choose Show Contradiction when the follow-up prompt appears. Two additional statements are then inserted into the testimony.

Present Phoenix’s Testimony against the second newly added statement, the one claiming that it did not look as though Phoenix and Doug were fighting and that Dahlia heard no noise. Phoenix’s earlier testimony establishes that he heard a loud sound when he pushed Doug.

When the court asks how Dahlia could have missed the sound, select There was lightning. Student’s Testimony is then added to the Court Record. When the game asks who can clarify the issue involving Phoenix’s history, present Phoenix Wright’s Profile. This is a profile presentation, not an evidence presentation.

  • Press Dahlia’s third statement.
  • Choose Show Contradiction.
  • Present Phoenix’s Testimony against the added no-fighting or no-noise statement.
  • Answer There was lightning.
  • Confirm that Student’s Testimony is added.
  • Present Phoenix Wright’s Profile.

3. Use Crime Photo 2 against Dahlia’s revised timing

Dahlia now gives a second testimony titled What I Witnessed, Part 2. Press the first statement if you want the additional dialogue available in versions that recognize that optional interaction, then continue through the testimony.

Present Crime Photo 2 against Dahlia’s fifth statement, the one claiming that the cable snapped and Doug was electrocuted in less than a minute. Crime Photo 2 shows the stopped wristwatch and establishes the timing that conflicts with Dahlia’s compressed account. Do not use Student’s Testimony for this presentation; Student’s Testimony was added during the previous courtroom exchange and is retained as part of the Court Record, but Crime Photo 2 is the required evidence for this contradiction.

The judge then asks who could have killed Doug during the interval. Present Dahlia Hawthorne’s Profile. Her presence at the scene makes her the person who could have acted during the gap. The Police Report is added to the Court Record after this exchange.

  • Reach What I Witnessed, Part 2.
  • Present Crime Photo 2 against Dahlia’s fifth statement about the cable and electrocution occurring in less than a minute.
  • Do not present Student’s Testimony against this statement.
  • Present Dahlia Hawthorne’s Profile.
  • Confirm that Police Report has been added.

4. Link Dahlia to the earlier poisoning

Dahlia’s next testimony is titled How I Met My Feenie. Press the second statement, which says that she and Phoenix met in the courthouse basement reading room. When the game asks whether you want more information, choose Keep Pressing.

Dahlia adds that she came to the courthouse to research a paper. Present the Police Report against this newly added statement. The report connects the courthouse visit to the earlier poisoning of Defense Attorney Diego Armando and undermines Dahlia’s explanation for being there.

This advances the case to Dahlia’s final testimony, The Poisoning. Do not present the Police Report before pressing the reading-room statement and choosing Keep Pressing; the expanded version of Dahlia’s testimony is the statement the game expects you to challenge.

  • Press the second statement in How I Met My Feenie.
  • Choose Keep Pressing.
  • Present Police Report against the added courthouse-research statement.
  • Proceed to The Poisoning testimony.

5. Prove Dahlia had access to the poison

In The Poisoning, present Doug Swallow’s Profile against the fifth statement, where Dahlia claims she would not have known where to obtain the special poison. Doug was a Pharmacology student and had access to the relevant chemicals, giving Dahlia a route to the poison through him.

Dahlia then challenges the defense to explain how the poison could have been contained when the original container was never found. Present Dahlia’s Present. The game uses this item to connect the missing container with the necklace Phoenix received.

When Phoenix is asked to explain the connection, answer Because of that Necklace. Dahlia’s repeated attempts to recover the necklace reveal why it mattered to her. Dahlia’s Present is later removed from the Court Record during the scripted struggle and story sequence. That disappearance is expected and does not indicate an incorrect presentation.

  • Present Doug Swallow’s Profile against the fifth poisoning statement.
  • Present Dahlia’s Present when asked about the missing container.
  • Answer Because of that Necklace.
  • Do not treat the removal of Dahlia’s Present as a failed presentation.

6. Finish Phoenix’s interruption and make the final presentations

After Phoenix takes the necklace and the courtroom brings him back under control, he claims that he ate it. The court debates whether the necklace was poisoned, and Phoenix explains that Doug had tried to warn him about stolen chemicals and that Phoenix saw Dahlia near Doug’s body.

When the defense must identify who Dahlia intended to kill, present Phoenix Wright’s Profile. The intended target was Phoenix, because killing him would allow Dahlia to recover the poisoned necklace while also removing a witness to her connection with Doug.

Dahlia continues to deny that the defense can prove she poisoned anything. When the judge permits one final piece of evidence, present Coldkiller X. Phoenix had lost the bottle after spending time with Dahlia, giving her the opportunity to use it in the poisoning scheme. This final presentation completes the courtroom argument.

  • Allow Phoenix’s explanation to play out.
  • Present Phoenix Wright’s Profile when asked who Dahlia intended to kill.
  • Present Coldkiller X as the final evidence.
  • Do not guess during the final one-piece evidence presentation.

7. Complete the verdict and episode transition

After Coldkiller X is presented, let the courtroom sequence continue through Dahlia’s confession and arrest. Phoenix Wright receives a Not Guilty verdict, and the flashback trial concludes.

The game then shows the closing conversation between Mia and Phoenix, followed by Phoenix’s narration about the memories brought back by the trial. Let these scenes finish before treating the episode as complete. Save when the game provides a normal post-case save opportunity. The next episode, The Stolen Turnabout, becomes available after the closing sequence.

  • Watch Dahlia’s confession and arrest.
  • Confirm Phoenix Wright’s Not Guilty verdict.
  • Watch the closing conversation and Phoenix’s narration.
  • Save if the game offers a normal post-case save opportunity.
  • Confirm that The Stolen Turnabout is available.

Before you move on

  • Dahlia’s Present and Newspaper Clipping were added after the recess.
  • The game advanced through What I Witnessed, What I Witnessed, Part 2, How I Met My Feenie, and The Poisoning.
  • Student’s Testimony was added during the first Dahlia courtroom exchange.
  • Crime Photo 2 was presented against the fifth statement in What I Witnessed, Part 2.
  • Police Report was presented against Dahlia’s added courthouse-research statement.
  • Doug Swallow’s Profile, Dahlia’s Present, Phoenix Wright’s Profile, and Coldkiller X were used at their required points.
  • The game displayed Phoenix Wright’s Not Guilty verdict.
  • The closing dialogue and Phoenix’s narration played after the verdict.
  • The Stolen Turnabout became available, confirming that Turnabout Memories is complete.
References for this chapter

Episode 2 — The Stolen Turnabout (Investigation)

Complete both investigation sections of The Stolen Turnabout on the Nintendo DS USA release. The first section investigates the stolen Sacred Urn, establishes Ron DeLite’s connection to Mask DeMasque, and prepares the first trial. After that trial, the second investigation moves to KB Security, explains the gap in Ron’s account, and gathers the evidence needed to expose the urn’s history. The case uses the normal DS investigation commands: Move changes locations, Talk exhausts subjects and unlocks topics, Examine searches the current scene, and Present uses a profile or piece of evidence to advance a conversation. The robbery setup does not create a separate investigation system.

Investigate the exhibition and obtain the first evidence

At Wright & Co. Law Offices, finish the opening conversation and receive the Treasure Exhibition Poster. The game then takes you to the Main Exhibition Hall. Move to the Basement Warehouse, where Adrian Andrews is waiting. Talk through every available topic with her, then examine Ami Fey’s Golden Statue in the warehouse view. This adds Ami Fey’s Golden Statue to the Court Record.

Return to Wright & Co. Law Offices. Talk to Maya about every available topic, including Sacred Urn, What to do, and Last year’s incident. The Sacred Urn is added to the Court Record. Move to the Main Exhibition Hall and talk to Detective Gumshoe through all available topics, including what happened, Mask DeMasque, Ace Detective, and the calling card. DeMasque’s Calling Card is added to the Court Record.

Move back to the Basement Warehouse. Luke Atmey is now present. Talk to him about Ace Detective, Mask DeMasque, and The night of the crime, then present DeMasque’s Calling Card when the conversation requires it. This grants access to the warehouse search.

  • Receive Treasure Exhibition Poster.
  • Examine Ami Fey’s Golden Statue during the first warehouse visit.
  • Obtain Sacred Urn.
  • Obtain DeMasque’s Calling Card.
  • Present DeMasque’s Calling Card to Luke Atmey.

Search the warehouse and follow Ron’s trail

After Atmey leaves to investigate elsewhere, examine the sword in the warehouse to obtain the Shichishito. Examine the computer to obtain Camera Data. Examine Ami Fey’s Golden Statue again to update its Court Record entry. The second examination is required because the statue’s position and condition have changed.

Return through the Main Exhibition Hall and Wright & Co. Law Offices to the Detention Center. Talk to Ron DeLite about every available topic. Then move to DeMasque’s Hideout and talk to Desiree DeLite through all available topics. Present Mask DeMasque’s profile to Desiree, then talk about the new Delusions topic. Desiree gives you Desiree’s Letter.

Return to the Detention Center and present Desiree’s Letter to Ron. When Phoenix is asked whether he should take the case, choose Take his case. This is the required answer and advances the investigation.

  • Obtain Shichishito.
  • Obtain Camera Data.
  • Update Ami Fey’s Golden Statue.
  • Exhaust Ron DeLite’s topics.
  • Present Mask DeMasque’s profile to Desiree.
  • Obtain Desiree’s Letter.
  • Present Desiree’s Letter to Ron.
  • Choose Take his case.

Break Atmey’s Psyche-Locks

Move to Wright & Co. Law Offices and talk to Maya through all available topics. Then move to the Main Exhibition Hall and talk to Adrian about DeMasque’s calling card and The security. Move to the Atmey Detective Agency and exhaust Atmey’s available topics. When the Psyche-Lock appears, present Maya’s Magatama.

Break the Psyche-Lock in this order. First present Camera Data. When Phoenix is asked why Atmey could not see the thief, choose unconscious. When evidence is requested to support that answer, present Shichishito. After the locks break, talk to Atmey about the newly available topics. Shichishito is updated and Security Camera Photo is added to the Court Record. Continue the conversation about DeMasque’s reason.

Move to DeMasque’s Hideout and examine the green envelope to obtain Blackmail Letter. Talk to Larry Butz through every available topic. The conversation about why he came here adds Ron’s Wallet. The Wallet topic adds CEO Office Key Card. Present CEO Office Key Card to Larry so its record is updated, then present Blackmail Letter. Talk about KB Security after it becomes available.

Return to the Atmey Detective Agency. Examine the black bag on the table. This does not add DeMasque’s Broach to the Court Record. It establishes that Phoenix touched the bag, a fact used during the first trial. Talk to Atmey about Tomorrow’s trial, DeMasque’s identity, and Godot. The first investigation ends and the trial begins. Save when prompted.

  • Present the Magatama to Atmey.
  • Break the locks with Camera Data, unconscious, and Shichishito.
  • Obtain Security Camera Photo.
  • Obtain Blackmail Letter.
  • Obtain Ron’s Wallet.
  • Obtain and update CEO Office Key Card.
  • Examine the black bag at Atmey Detective Agency.
  • Complete Atmey’s final topics.
  • Save before the first trial.

Begin the second investigation at KB Security

After the first trial, the second investigation begins at Wright & Co. Law Offices. Talk to Maya about all available topics. The Sacred Urn is removed from the Court Record during the story. Move to DeMasque’s Hideout and exhaust Desiree’s available topics, including Ron DeLite, Detective Atmey, KB Security, and Love at first sight?. This reveals the route to KB Security.

Move to the CEO’s Office. Talk to Detective Gumshoe about all available topics. This adds Kane’s Autopsy Report and Newspaper Clipping. Present Kane Bullard’s profile to Gumshoe, then talk about the newly available victim topic. Examine the binder or file folder on the table to obtain Kane’s List. Examine the red emergency button behind the desk to obtain CEO Office Buzzer.

Move to the Security Room. Talk to Larry through all available topics until The night of the crime produces Psyche-Locks. Present the Magatama. Break Larry’s locks by presenting Ron’s Wallet first and CEO Office Key Card second. After the locks are broken, talk to Larry about The night of the crime again, present CEO Office Buzzer, and talk about the emergency buzzer. Buzzer Record is added to the Court Record.

  • Exhaust Maya’s second-investigation topics.
  • Exhaust Desiree’s topics at the hideout.
  • Obtain Kane’s Autopsy Report.
  • Obtain Newspaper Clipping.
  • Present Kane Bullard’s profile.
  • Obtain Kane’s List.
  • Obtain CEO Office Buzzer.
  • Break Larry’s locks with Ron’s Wallet and CEO Office Key Card.
  • Obtain Buzzer Record.

Resolve the urn evidence and finish the investigation

Return through the CEO’s Office and Main Exhibition Hall to the Basement Warehouse. Talk to Adrian through all available topics, including DeMasque’s identity, The night of the crime, and Sacred Urn. Some of her Psyche-Locks cannot yet be broken, so leave after exhausting the available conversation.

Move to the Detention Center and talk to Ron about every available topic. Present Newspaper Clipping to him. The evidence is updated and new topics become available. Continue talking until Ron’s Testimony is added to the Court Record. The Sacred Urn is then returned to the Court Record by the story.

Return to the Basement Warehouse. Examine the cardboard box with paint on it to obtain Urn Box. Examine the large pink paint mark in the warehouse view to obtain Paint Marks. Present the Magatama to Adrian and break the Sacred Urn Psyche-Locks in this exact order: Sacred Urn, Treasure Exhibition Poster, Paint Marks, and Urn Box. After the locks break, talk to Adrian about the newly available topics. The Sacred Urn and Ami Fey’s Golden Statue are both updated.

The investigation ends after these conversations. The next courtroom section follows immediately. DeMasque’s Broach is not part of this investigation’s evidence list; it is obtained in the first trial when the Security Camera Photo is presented and the missing broach is identified. Save before continuing if the game offers the opportunity.

  • Obtain Ron’s Testimony.
  • Receive the Sacred Urn again through the story.
  • Obtain Urn Box.
  • Obtain Paint Marks.
  • Break Adrian’s locks with Sacred Urn, Treasure Exhibition Poster, Paint Marks, and Urn Box in that order.
  • Update Sacred Urn.
  • Update Ami Fey’s Golden Statue.
  • Reach the transition to the next trial.
  • Save before continuing when prompted.

Before you move on

  • The first investigation is complete and the first trial begins after the Atmey Detective Agency topics.
  • The bag at Atmey’s office has been examined, establishing Phoenix’s fingerprints as a later trial clue.
  • Atmey’s first Psyche-Locks are broken and Security Camera Photo is in the Court Record.
  • The second investigation has produced Kane’s Autopsy Report, Newspaper Clipping, Kane’s List, CEO Office Buzzer, Buzzer Record, and Ron’s Testimony.
  • Larry’s Psyche-Locks are completely broken.
  • Adrian’s Psyche-Locks are completely broken in the order Sacred Urn, Treasure Exhibition Poster, Paint Marks, and Urn Box.
  • The Sacred Urn and Ami Fey’s Golden Statue have updated records.
  • The game advances from the second investigation to the next courtroom section. DeMasque’s Broach should not be expected until the first trial.
  • A manual save is available before continuing into the next trial segment.
References for this chapter

Episode 2 — The Stolen Turnabout: Trial

The courtroom portion of The Stolen Turnabout is split across the case's first trial and the later trial sessions after the investigation. The first trial proves that Ron DeLite did not steal the Sacred Urn and identifies Luke Atmey as Mask DeMasque, but the evidence presented also places Ron at KB Security when Kane Bullard was murdered. The later trial must therefore explain Ron's visit, expose Atmey's murder frame-up, destroy his photographic alibi, and establish his motive. Press the specified testimony lines before presenting evidence, because several contradictions only appear after testimony is expanded.

1. Prove that the Sacred Urn does not match Mask DeMasque's usual targets

In the first trial, Detective Gumshoe testifies about Mask DeMasque's previous crimes and claims that the thief always targets extremely valuable art. Present the Sacred Urn on the statement describing the thief's pattern of stealing precious art pieces. The urn's unusual condition and connection to the Lordly Tailor exhibit undermine that conclusion and move the trial toward the fake Mask DeMasque seen at the scene.

When the court asks for proof that the person shown at Lordly Tailor was not the real thief, present the Security Camera Photo. Use the pointer on the chest area of the figure to identify the missing broach detail. This establishes that the person in the photograph was wearing a disguise and leads to the next testimony.

  • Present Sacred Urn against the statement about Mask DeMasque's valuable-art target pattern.
  • Present Security Camera Photo when asked to prove the figure was not the real Mask DeMasque.
  • Point to the chest or broach area of the photograph.

2. Defeat Atmey's account of the fight

During Luke Atmey's account of his encounter with the thief, present DeMasque's Broach against the statement claiming that Atmey lost consciousness before he could land a blow. The broach's position contradicts the story Atmey is trying to tell about the attack.

In the following testimony, press the fifth statement about the thief's first blow. When the court offers a choice, ask about Atmey's fighting style and say that the detail is important. The statement changes to say that Atmey had his back against the wall. Present Shichishito against that changed statement. The sword contradicts the claimed position and exposes another part of Atmey's invented fight.

  • Present DeMasque's Broach against the statement about Atmey losing consciousness before striking.
  • Press statement 5 of Fight With the Thief.
  • Ask about Atmey's fighting style.
  • Say that the fighting-style detail was important.
  • Present Shichishito against the added statement.

3. Identify Atmey without claiming that the case is already fully proved

When the judge asks whom the defense believes Mask DeMasque really is, answer Luke Atmey. The game then asks whether the decisive proof has already been found. Choose that the decisive evidence has yet to be found; presenting an unrelated item here costs a life-bar penalty and does not advance the argument.

The court next asks how to establish that the Sacred Urn was present at Atmey's agency. Choose the fingerprint argument, then present Phoenix Wright's profile when asked whose fingerprints should be on the urn. This does not finish the entire case. It establishes the urn's connection to the agency and leads into Atmey's admission and the alibi dispute.

  • Identify Luke Atmey as Mask DeMasque.
  • Answer that the decisive evidence has yet to be found.
  • Choose the option to show fingerprints on the urn.
  • Present Phoenix Wright's profile.

4. Use the updated key-card evidence to explain Ron's supposed lack of an alibi

Atmey's next testimony claims he has no alibi for the night of the theft. Present the Key Card against that statement. The item updates to the CEO Office Key Card and shows that Ron had access to the KB Security CEO's office. Do not use Ron's Wallet for this cross-examination; the wallet is part of the investigation evidence that explains how the key card was obtained, while the updated key card directly contradicts Atmey's no-alibi claim.

When the court asks why Ron went to KB Security at approximately 1 AM, present the Blackmail Letter. When asked who can confirm that the card was used at that time, identify Larry Butz. This changes the apparent evidence against Ron into an explanation for why he was at the office and begins exposing the frame-up.

  • Present the updated CEO Office Key Card against Atmey's statement that he has no alibi.
  • Present Blackmail Letter when asked why Ron went to KB Security.
  • Identify Larry Butz as the person who can testify about the card's use.

5. In the later trial, expose Ron's hidden reason for visiting KB Security

The later trial begins with Ron explaining his visit to KB Security. Press the statement about the blackmail letter, choose to press harder, and continue until the testimony reveals that the letter itself was not the only danger. Press the statement about his former employment and choose the option to ask why he was fired. When the testimony returns to the blackmail threat, press that statement again.

When the court asks whether Ron would have faced a serious problem if the information became public, answer yes. The next question asks why Ron wanted to keep his data theft secret. Present Desiree DeLite's profile. This establishes Ron's motive for hiding his employment history without turning him into Kane Bullard's killer.

  • Press the statement about the blackmail letter and choose to press harder.
  • Press the statement about Ron's former employment.
  • Ask why Ron was fired.
  • Press the returned statement about the blackmail threat.
  • Answer yes when asked whether public knowledge would cause Ron a serious problem.
  • Present Desiree DeLite's profile.

6. Show that the emergency buzzer could not have been sounded by the victim

During Ron's testimony about entering the CEO's office, press the statement about the costume protecting him from a fatal blow. When the game asks about the time needed to hide the body, press harder to produce the added statement that hiding the body took about ten minutes.

Present the CEO Office Buzzer against that added statement. The evidence shows that the buzzer sounded during the relevant sequence and could not have been activated by Kane Bullard in the manner claimed. When asked why the real killer sounded the emergency buzzer, answer that it was to call the security guard. Identify Luke Atmey as the person who framed Ron for Bullard's murder.

  • Press the statement about the Mask DeMasque costume.
  • Press harder when the testimony discusses how long hiding the body took.
  • Present CEO Office Buzzer against the added statement.
  • Answer that the buzzer was used to call the security guard.
  • Identify Luke Atmey as the person who framed Ron.

7. Break the photographic alibi

Atmey's alibi testimony claims that the Security Camera Photo places Mask DeMasque at Lordly Tailor at the same time as the murder. Press the statements about his preparation, the photograph, and the timing. When asked whether the photograph contains something suspicious, answer yes.

Point to the pink paint marks on the floor. When asked what should be in that area instead of the paint, identify Ami Fey's Golden Statue. When asked who moved the statue, answer Luke Atmey. Finally, point to the photograph's timestamp. The sequence proves that the photograph was manipulated and cannot establish Atmey's location during the murder.

  • Press the alibi testimony before presenting anything.
  • Answer yes when asked whether something is wrong with the photograph.
  • Point to the pink paint on the floor.
  • Identify Ami Fey's Golden Statue.
  • Identify Luke Atmey as the person who moved it.
  • Point to the timestamp in the photograph.

8. Prove Atmey had advance knowledge of the urn

In The Sacred Urn Heist testimony, Atmey claims that he could not see or handle the urn until 1 AM on October 12. Present DeMasque's Calling Card against the statement that he first held the urn at that time. The calling card had been sent before the theft and contradicts Atmey's claim that he lacked advance knowledge of the object and the crime.

Do not substitute the Security Camera Photo, Key Card, or Ron's Wallet here. The contradiction is specifically the earlier calling card against Atmey's claim that his first contact with the urn occurred at 1 AM.

  • Present DeMasque's Calling Card against the statement about first holding the urn at 1 AM.
  • Do not use the photograph or key-card evidence for this contradiction.

9. Establish Atmey's motive and finish the case

In Motive for Murder, present the Blackmail Letter against the statement claiming that Kane Bullard wrote it to Ron. When asked to show the contradiction in the letter's contents, present the Newspaper Clipping. Identify Luke Atmey as the person Bullard was actually blackmailing, then identify the secret Atmey was protecting as his identity as a blackmailer. When asked how Atmey knew Ron was Mask DeMasque during the earlier crime, use the Newspaper Clipping again if prompted.

The final testimony is The Last Testimony. Press statement 9, the statement concerning the buzzer and fingerprints. After the testimony changes, answer the question about how a broken bowl can be restored by presenting the Sacred Urn. This completes the link between the staged theft, the false alibi, Bullard's murder, and the attempt to blame Ron.

  • Present Blackmail Letter against the claim that Bullard wrote it to Ron.
  • Present Newspaper Clipping to expose the contradiction in the letter's contents.
  • Identify Luke Atmey as Bullard's actual blackmail target.
  • Identify Atmey's hidden identity as a blackmailer.
  • Press statement 9 of The Last Testimony.
  • Present Sacred Urn when asked how the broken bowl can be restored.

Before you move on

  • The first trial ends with Ron cleared of the Sacred Urn theft and Luke Atmey identified as Mask DeMasque.
  • The later trial explains Ron's visit to KB Security and reveals the significance of his former employment and Desiree's profile.
  • The CEO Office Buzzer is used after the testimony about hiding Kane Bullard's body is expanded.
  • Atmey's photographic alibi is defeated with the pink paint, Ami Fey's Golden Statue, Luke Atmey's identity, and the timestamp.
  • The Sacred Urn Heist testimony is defeated with DeMasque's Calling Card.
  • The motive testimony is defeated with the Blackmail Letter and Newspaper Clipping, and The Last Testimony is advanced by pressing statement 9 and presenting the Sacred Urn.
  • The game proceeds to the post-case investigation and transition into the next episode after the courtroom sequence concludes.
References for this chapter

Episode 3 — Recipe for Turnabout (First Investigation)

The first investigation of Recipe for Turnabout begins after Maggey Byrde's guilty verdict and ends when the first trial starts. Follow the evidence trail from the Detention Center to Tres Bien, Vitamin Square, and the Criminal Affairs Department. You must recover the Magatama, obtain the Small Bottle, Scooter, Job Listings, Lunch Special, Jean's Loan Contract, and Victor's Note, then break Victor Kudo's and Jean Armstrong's Psyche-Locks. Do not continue into the investigation after the first trial; that material belongs in the next chapter.

1. Begin with Maggey and open the route to Tres Bien

At Wright & Co. Law Offices, receive the Magazine Clipping and talk to Maya about What to do and Any ideas. Move to the Detention Center and talk to Maggey Byrde about Maggey Byrde, What happened, Guilty verdict, and The other guy. Present the Magazine Clipping when the conversation reaches the person who impersonated Phoenix.

Move to Tres Bien and examine the magazine rack on the right side of the restaurant. This adds the Sports Paper to the Court Record. Return to the Detention Center and present the Sports Paper to Maggey.

Go back to Tres Bien. Talk through the available topics about Tres Bien, What happened, and the Old man. Present Maggey Byrde's profile to Jean Armstrong, then discuss Maggey's motive. Armstrong's Psyche-Locks appear, but the Magatama is not yet available, so leave and continue the investigation.

  • Magazine Clipping received and presented to Maggey.
  • Sports Paper obtained from the magazine rack and presented to Maggey.
  • Tres Bien's initial topics completed.
  • Maggey Byrde's profile presented to Jean Armstrong.
  • Armstrong's Maggey's motive locks activated.

2. Investigate Vitamin Square and the Criminal Affairs Department

Move to Vitamin Square and talk to Victor Kudo about What you saw, Maggey Byrde, Tres Bien, and Tres Bien regular. Examine the magazine on the orange bench to obtain the Job Listings. Return to Tres Bien and present the Job Listings to Armstrong.

Move through the Detention Center to the Criminal Affairs Department. Talk to Detective Gumshoe about Maggey Byrde, The victim, The investigation, and Contradictions. Present the Sports Paper, then present Jean Armstrong's profile. Talk about The charming chef when the new topic appears.

Return through the Detention Center to Tres Bien. Talk to Maya about Waitress, Lunch special, and The Kitchen. The Lunch Special is added to the Court Record, and Maya directs you toward the kitchen.

  • All initial Victor Kudo topics completed.
  • Job Listings obtained and presented to Armstrong.
  • Gumshoe's four initial topics completed.
  • Sports Paper presented to Gumshoe.
  • Jean Armstrong's profile presented to Gumshoe.
  • Lunch Special obtained through Maya's conversation.

3. Search the Kitchen and obtain the remaining early evidence

Move to the Kitchen. Examine the chest in the lower-left area to obtain the Small Bottle. Then examine the bottles on the counter to recover the Magatama. Both items are required for later progress.

Return to Tres Bien, then move to Vitamin Square. Examine the pink scooter to add the Scooter to the Court Record. Talk to Victor Kudo about Tres Bien regular. This time the subject produces Psyche-Locks because the Magatama has been recovered.

Travel through the Detention Center to the Criminal Affairs Department. Gumshoe returns the Sports Paper after its handwriting is analyzed. Present the Small Bottle to Gumshoe and then talk about Armstrong's secret. Jean's Loan Contract is added to the Court Record.

  • Small Bottle obtained from the lower-left chest in the Kitchen.
  • Magatama obtained by examining the bottles on the counter.
  • Scooter examined at Vitamin Square.
  • Victor Kudo's Tres Bien regular locks activated.
  • Jean's Loan Contract received from Gumshoe.

4. Break Victor Kudo's Psyche-Locks

Move back through the Detention Center and Tres Bien to Vitamin Square. Present the Magatama to Victor Kudo to begin the Tres Bien regular Psyche-Lock sequence.

Answer the locks in this order. When Kudo claims he visits Tres Bien for its food, present the Lunch Special. When he claims he can afford the restaurant despite having no money problem, present the Job Listings. When he says he goes there to read newspapers, present the Sports Paper. For the final reason he repeatedly visits Tres Bien, present Maggey Byrde's profile.

There are three locks but four required presentations. After the locks break, Kudo identifies himself and stops cooperating. Return to Tres Bien and present Victor Kudo's profile to Maya. This triggers the return to Vitamin Square, where the conversation with Kudo can continue.

  • Lunch Special presented to the first Kudo lock.
  • Job Listings presented to the second lock.
  • Sports Paper presented to the third lock.
  • Maggey Byrde's profile presented for the final explanation.
  • Victor Kudo's profile presented to Maya at Tres Bien.

5. Complete Kudo's newly unlocked testimony and receive Victor's Note

At Vitamin Square, talk to Victor Kudo about What you saw, Tres Bien, Tres Bien regular, and Armstrong's record. The conversation establishes that Kudo witnessed the incident and knows about Armstrong's history of stealing from customers.

When Armstrong's record is discussed, Victor's Note is added to the Court Record. After finishing the available conversation, move back to Tres Bien. Maya returns to her normal clothing, and Armstrong appears at the restaurant.

Present the Magatama to Jean Armstrong. This begins the Maggey's Motive Psyche-Lock sequence. Do not move away before completing the locks, because Armstrong's newly unlocked topics are the final progression gate for this investigation.

  • Kudo's What you saw topic completed.
  • Kudo's Tres Bien and Tres Bien regular topics completed.
  • Armstrong's record topic completed.
  • Victor's Note received.
  • Magatama presented to Jean Armstrong.

6. Break Jean Armstrong's Psyche-Locks and begin the first trial

Armstrong's Maggey's Motive sequence requires four presentations. First, when asked who stole the winning ticket, present Jean Armstrong's profile. Next, present Victor's Note as proof that Armstrong had stolen from customers before. When Armstrong demands more direct proof of theft from a customer, present the Magatama. Finally, present Jean's Loan Contract to show why he urgently needed a large amount of money.

After the locks break, talk to Armstrong about Maggey's motive and Winning ticket. Let the following story scene play out, including Godot's arrival and the revelation that the ticket Armstrong stole was not the winning ticket. Victor's Note is removed from the Court Record during this sequence; that removal is normal and does not indicate a missed objective.

The first investigation ends after the Armstrong conversation and the transition toward court. Create a manual save when the game offers the opportunity before starting the first trial if you want a convenient recovery point. Stop here. The first trial, the post-trial investigation, Lisa Basil, Tender Lender, and Viola Cadaverini belong to the next chapter.

  • Jean Armstrong's profile presented first.
  • Victor's Note presented second.
  • Magatama presented third.
  • Jean's Loan Contract presented fourth.
  • Armstrong's Maggey's motive and Winning ticket topics completed.
  • Godot's interruption and the investigation-ending transition witnessed.
  • First-trial transition reached.

Before you move on

  • The Magazine Clipping was presented to Maggey.
  • The Sports Paper was obtained and presented to both Maggey and Gumshoe.
  • The Job Listings, Lunch Special, Small Bottle, Magatama, Scooter, Jean's Loan Contract, and Victor's Note were obtained or processed.
  • Victor Kudo's Tres Bien regular Psyche-Locks were broken using Lunch Special, Job Listings, Sports Paper, and Maggey Byrde's profile.
  • Jean Armstrong's Maggey's Motive Psyche-Locks were broken using Jean Armstrong's profile, Victor's Note, the Magatama, and Jean's Loan Contract.
  • The newly available Armstrong conversations about Maggey's motive and the Winning ticket were completed.
  • Godot's interruption and the revelation about the stolen ticket played out.
  • The game transitioned from the first investigation to the first trial. Do not use the later second-investigation evidence as a completion requirement for this chapter.
References for this chapter

Episode 3 — Recipe for Turnabout (First Trial, Second Investigation, and Final Trial)

Continue directly from the opening investigation and complete the first trial, the post-trial investigation, and the final trial. The first trial ends after Victor Kudo’s testimony. The second investigation is mandatory: it produces the evidence needed to expose Lisa Basil’s and Viola Cadaverini’s secrets and leads to the final courtroom sequence. The episode ends only after Furio Tigre’s testimony, Maggey Byrde’s acquittal, and the closing scene.

First trial: Gumshoe and Victor Kudo

The first trial begins with Detective Gumshoe’s testimony about the incident at Tres Bien. Press his statements about the victim being alone, the radio, the poison in the coffee, and Maggey’s possible motive. Choose Press harder whenever the court asks whether to pursue a point. These presses add the Crime Photo, Coffee Cup, Victim’s Lottery Ticket, Apron, and Potassium Cyanide to the Court Record.

During Gumshoe’s Investigation testimony, press the statement that the police identified the victim quickly. Choose Ask about the prescription bag. Present the Victim’s Prescription Bag against the statement claiming that nothing was missing from the crime scene, then choose Push the medication issue.

Victor Kudo then testifies about what he saw. Press his statements about the powder and the waitress. Press the waitress-identification statement, press the added detail about the ribbon and loose apron straps, then choose Ask about the waitress’s back. Present the Apron against the statement that nothing about the waitress caught his attention from the front.

In Kudo’s testimony about the victim, present the Coffee Cup against the statement that the victim picked it up with his free hand. In the Left Hand or Right Hand testimony, present Glen Elg’s profile against the statement that the earpiece was on the same side as the green lens of his glasses. This exposes the contradiction in Kudo’s description of the victim.

Kudo’s final testimony concerns the overturned vase and the soaked table covering. Present the Crime Photo against the statement claiming that the cloth was completely soaked. The first trial then ends at a continue point. Save before proceeding.

  • Press Gumshoe’s incident testimony and choose Press harder when prompted.
  • Ask about the prescription bag and present the Victim’s Prescription Bag.
  • Press Kudo’s waitress testimony, ask about the waitress’s back, and present the Apron.
  • Present the Coffee Cup in the victim testimony.
  • Present Glen Elg’s profile in the Left Hand or Right Hand testimony.
  • Present the Crime Photo against the claim that the table covering was completely soaked.
  • Reach the continue point after Kudo’s testimony.

Second investigation: radio evidence and Blue Screens, Inc.

After the first trial, follow the available Talk topics at the office and detention center, then go to Tres Bien and speak with Gumshoe. Talk about Today’s Trial and Lunch Special, then select The Radio. Present the Magatama to begin Gumshoe’s one-lock Psyche-Lock and break it with the Victim’s Lottery Ticket. Talk about The Radio again to receive the evidence named Million Radio Flier. Present Glen Elg’s profile when the conversation requires it.

Move to Blue Screens, Inc. Talk through the available topics. Examine the small pieces of paper on the floor to obtain Losing Horse Racing Tickets, then examine the top of the desk to obtain Glen’s Calendar. Present Glen Elg’s profile and select the newly available Glen’s Troubles topic. The Psyche-Locks cannot be broken yet, so continue investigating.

Return to Tres Bien and enter the kitchen. Speak with Jean Armstrong about the woman who was there and present Jean’s Loan Contract when required. Continue talking until Tender Lender becomes available. At Tender Lender, examine the CD player to obtain MC Bomber and the ashtray to obtain Tres Bien Matches. Later, examine the coats hanging on the back wall to obtain the Paper Badge.

Visit Vitamin Square and speak with Victor Kudo. Talk through Today’s Trial, Embroiderer, and The Errand. When asked whether to let Kudo continue rambling, choose Suck it up. Then visit Maggey at the Detention Center. Talk about Contradiction and After the Incident, present Victor Kudo’s profile, and discuss Victor’s Testimony. Present Gumshoe’s Lunchbox when prompted.

At Criminal Affairs, talk about Tender Lender, Computer Viruses, and What’s a Virus? Present MC Bomber, then talk about MC Bomber again so its information is updated. Return to the Detention Center, Tres Bien, Vitamin Square, and Tender Lender as required. At Tender Lender, talk about What Happened, present Furio Tigre’s profile, and select Saved Your Life? Continue until The Head Bandage receives Psyche-Locks.

  • Break Gumshoe’s Radio Psyche-Lock with the Victim’s Lottery Ticket.
  • Obtain Million Radio Flier, Losing Horse Racing Tickets, and Glen’s Calendar.
  • Obtain MC Bomber, Tres Bien Matches, and Paper Badge at Tender Lender.
  • Talk to Kudo and choose Suck it up when prompted.
  • Talk through Maggey’s available topics and present Victor Kudo’s profile.
  • Update MC Bomber at Criminal Affairs.
  • Unlock Viola’s Head Bandage topic at Tender Lender.

Lisa Basil’s Psyche-Locks

Return to Blue Screens, Inc. and present the Magatama to Lisa Basil. Her Glen’s Troubles Psyche-Locks require five presentations in this order: Losing Horse Racing Tickets, Victim’s Lottery Ticket, Glen’s Calendar, Furio Tigre’s profile, and MC Bomber. The final presentation requires the updated MC Bomber obtained after discussing it with Gumshoe at Criminal Affairs.

After the locks break, talk about Glen’s Troubles and Risky Extra Work. MC Bomber is updated again, and the investigation route advances. Do not leave before exhausting these newly available topics.

  • Present the Magatama to Lisa Basil.
  • Use Losing Horse Racing Tickets.
  • Use the Victim’s Lottery Ticket.
  • Use Glen’s Calendar.
  • Use Furio Tigre’s profile.
  • Use the updated MC Bomber.
  • Talk about Glen’s Troubles and Risky Extra Work.

Viola Cadaverini’s Psyche-Locks

Go to Tender Lender and examine the paper near the shelf and chess piece to obtain Repair Bill. Present the Magatama to Viola Cadaverini. Her Head Bandage Psyche-Locks must be broken in this exact order: Repair Bill, Bruto Cadaverini’s profile, Furio Tigre’s profile, Scooter, and Bruto Cadaverini’s profile again.

After the locks break, talk about The Head Bandage and Compensation. Viola then gives Phoenix the evidence named Viola’s Medical Papers. Repair Bill is removed from the Court Record. Return to Tres Bien and complete the confrontation with Armstrong and Tigre. Tigre demands the medical papers, but Gumshoe arrives before the evidence is lost. This advances the game to the final trial.

  • Obtain Repair Bill from the paper near the shelf and chess piece.
  • Break Viola’s locks with Repair Bill.
  • Present Bruto Cadaverini’s profile.
  • Present Furio Tigre’s profile.
  • Present Scooter.
  • Present Bruto Cadaverini’s profile again.
  • Talk about The Head Bandage and Compensation.
  • Receive Viola’s Medical Papers.
  • Return to Tres Bien and complete the Tigre confrontation.
  • Save at the continue point before the final trial.

Final trial: Armstrong’s testimony

Jean Armstrong first testifies about the mirror and the reversed appearance of the cup, earpiece, and glasses. Press the mirror statement when prompted, then present Glen Elg’s profile against the statement claiming the old man would have seen everything reversed.

In Armstrong’s Mirror testimony, present the Crime Photo against the claim that he moved only the mirror. When asked what should not exist in the photograph, identify the flower vase on the left side. Present Victor’s Testimony when requested, then answer The victim was a phony.

Armstrong next testifies about the timing at Tres Bien. Press the statement about the old man’s arrival and choose What time was it? Present Million Radio Flier against the added statement placing the arrival just after 2 PM. When asked where the real body was concealed, answer Inside Tres Bien. Identify the Kitchen on the floor plan, then present the Small Bottle as proof that the body was hidden there.

During Armstrong’s confession, present Furio Tigre’s profile against the statement that a man forced him to hide the body. When asked why Armstrong could not refuse, present Jean’s Loan Contract. Before Tigre’s testimony continues, present the Small Bottle for fingerprint analysis.

  • Press Armstrong’s mirror testimony and present Glen Elg’s profile.
  • Present the Crime Photo and identify the flower vase on the left.
  • Present Victor’s Testimony.
  • Answer The victim was a phony.
  • Ask What time was it? and present Million Radio Flier.
  • Answer Inside Tres Bien and identify the Kitchen.
  • Present the Small Bottle.
  • Present Furio Tigre’s profile.
  • Present Jean’s Loan Contract.
  • Present the Small Bottle for fingerprint analysis.

Furio Tigre’s final courtroom sequence

Tigre’s alibi begins with his claim that he spent the relevant time in his office. Press the statement about being tied up with business, choose Press harder, and present Glen’s Calendar against the added statement that he was in the office and had never seen Glen Elg before.

In Tigre’s testimony about Glen Elg, present Tres Bien Matches against his denial that he had ever visited Tres Bien. In the following testimony about the restaurant, present Tres Bien Floor Plans against the statement describing what Tigre saw when he entered. When asked who the criminal was, present Furio Tigre’s profile. When asked who the waitress seen by Kudo was, present Viola Cadaverini’s profile.

Tigre’s final testimony concerns his connection to Glen and his motive. Press the statement about what would have happened if the waitress had not acted, choose Ask about how things would’ve been, and press the added statement about Tigre’s motive. Present MC Bomber against that statement. When asked why Tigre needed a large amount of money, present Viola’s Medical Papers. When asked what trick connected Tigre to the fake Phoenix Wright, present Paper Badge.

The court then asks for the final decisive evidence. Present Small Bottle and answer potassium cyanide when asked what it contains. Let the verdict and closing scenes play. If Phoenix is asked to give Maggey a celebratory present, present Gumshoe’s Lunchbox. The episode is complete only after Maggey receives a not-guilty verdict and the closing scene ends.

  • Press Tigre’s alibi statement and choose Press harder.
  • Present Glen’s Calendar.
  • Present Tres Bien Matches.
  • Present Tres Bien Floor Plans.
  • Present Furio Tigre’s profile when identifying the criminal.
  • Present Viola Cadaverini’s profile when identifying the waitress.
  • Press the motive statement and choose Ask about how things would’ve been.
  • Present MC Bomber.
  • Present Viola’s Medical Papers.
  • Present Paper Badge.
  • Present Small Bottle.
  • Answer potassium cyanide.
  • Present Gumshoe’s Lunchbox if the celebratory present prompt appears.
  • Watch Maggey Byrde’s acquittal and the complete closing scene.

Before you move on

  • The first trial ends after the Crime Photo defeats Kudo’s claim that the table covering was completely soaked.
  • The second investigation produces Million Radio Flier, Glen’s Calendar, Losing Horse Racing Tickets, MC Bomber, Tres Bien Matches, Paper Badge, and Viola’s Medical Papers, along with the other required evidence.
  • Lisa Basil’s Glen’s Troubles Psyche-Locks are fully broken.
  • Viola Cadaverini’s Head Bandage Psyche-Locks are broken in the corrected five-presentation order.
  • Armstrong’s courtroom testimony establishes that the victim was a phony and places the real body in the Tres Bien kitchen.
  • Tigre’s alibi is defeated with Glen’s Calendar, his denial of visiting Tres Bien with Tres Bien Matches, and his restaurant account with Tres Bien Floor Plans.
  • The final motive sequence accepts MC Bomber, Viola’s Medical Papers, and Paper Badge.
  • Small Bottle is presented as the final decisive evidence, followed by the answer potassium cyanide.
  • Maggey Byrde receives a not-guilty verdict, the closing dialogue and episode ending play, and the game proceeds to Turnabout Beginnings.
References for this chapter

Episode 4 — Turnabout Beginnings (Trial, opening section)

Turnabout Beginnings is the fourth episode of Phoenix Wright: Ace Attorney: Trials and Tribulations. On the original Nintendo DS release, this episode is a courtroom-only flashback to Mia Fey’s first trial. There is no free-roaming investigation, location map, Examine command, Magatama, or Psyche-Lock sequence. Mia Fey defends Terry Fawles, Diego Armando assists her, and Miles Edgeworth prosecutes. This chapter covers the opening courtroom section from Detective Gumshoe’s incident summary through Melissa Foster’s collapse and the recess. Diamond, the later identity and motive revelations, and Terry Fawles’s final testimony belong to the following chapter. The route below follows the DS evidence order, including the two Dusky Bridge Map presentations during Running From the Crime.

1. Begin the courtroom-only case

The case opens as a flashback with Mia Fey defending Terry Fawles. You remain in court throughout this section; do not search for an investigation screen or try to move between locations. Evidence enters the Court Record through courtroom dialogue, testimony, and the judge’s questions.

The opening progression is linear. First work through Detective Gumshoe’s account of the incident, then challenge his description of what happened on Dusky Bridge. Melissa Foster follows with The Witness’s Photograph and Running From the Crime. Read each statement before pressing or presenting evidence, because some contradictions appear only after the testimony is revised.

Save whenever the Nintendo DS version offers a normal courtroom save opportunity. A failed presentation reduces the life bar, so reload a recent save instead of repeatedly guessing if you are unsure. This chapter ends when Melissa collapses and the judge calls a recess.

  • Confirm that the case title is Turnabout Beginnings.
  • Expect courtroom examinations only.
  • Do not look for an investigation map, Magatama, or Psyche-Locks.
  • Stop after Melissa collapses and the recess is called.

2. Complete Gumshoe’s Summary of the Incident

The Dusky Bridge Map is available in the Court Record before the opening Gumshoe testimony. During Summary of the Incident, press the first statement about the day of the incident and the unknown person who phoned the sergeant. Victim’s Note is added. Press the statement about the criminal stuffing Valerie’s body into the stolen car’s trunk. Crime Photo is then added.

Gumshoe receives a new statement about the trunk photograph. Present Victim’s Note against that added statement. The note says Terry asked Valerie to meet at the bridge wearing a white scarf so he could identify her. The missing scarf becomes significant, and Edgeworth adds Scarf to the Court Record.

Do not substitute Scarf for Victim’s Note at this point. The note is the evidence that exposes the inconsistency in the trunk photograph, while Scarf is used moments later to establish that the bridge surface was muddy.

  • Confirm that Dusky Bridge Map is in the Court Record before the testimony advances.
  • Press Gumshoe’s first statement about the incident and phone call.
  • Press the statement about the criminal putting the body into the trunk.
  • Present Victim’s Note against the newly added trunk-photo statement.
  • Confirm that Crime Photo and Scarf have been added.

3. Break Events on Dusky Bridge

Gumshoe next gives the testimony titled Events on Dusky Bridge. Witness’s Photo is added during this sequence. Present Crime Photo against the statement claiming that the criminal shoved Valerie from behind and stabbed her in the back.

The game asks you to identify the part of the photograph that does not fit the claimed attack. Select Valerie’s coat, around the chest area, and present it. If Valerie had fallen face-first onto the muddy bridge, the front of her coat should also have been muddy, but the photograph shows it clean.

When Edgeworth argues that the bridge may not have been muddy, present Scarf. The muddy scarf supports the conclusion that the bridge surface was muddy. When asked what the false evidence is, choose the witness’s testimony. Mia then requests that the eyewitness be called for further examination.

The sequence is specific: Crime Photo, Valerie’s coat area, Scarf, and the witness’s testimony. Do not substitute Victim’s Note for the photograph or Scarf in this sequence.

  • Present Crime Photo against the relevant Events on Dusky Bridge statement.
  • Select and present Valerie’s coat area around the chest region.
  • Present Scarf when asked to prove that the bridge was muddy.
  • Choose the witness’s testimony as the false evidence.

4. Challenge The Witness’s Photograph

Melissa Foster now testifies as the eyewitness in The Witness’s Photograph. Present Witness’s Photo against the statement where Melissa says that she hurried to take a photograph showing the crucial moment. The photograph shows Terry and Valerie facing one another rather than depicting the attack she describes.

Melissa adds statements saying that Valerie turned and tried to run away, getting only about ten yards before being stabbed. Present Dusky Bridge Map against either revised statement describing that movement. The map shows that the route Melissa describes does not fit the damaged bridge.

Edgeworth argues that the map may be inaccurate because it was prepared after the incident. Let the discussion finish and continue to Running From the Crime. Keep Dusky Bridge Map and Witness’s Photo available for the next testimony.

  • Present Witness’s Photo against the statement about taking the photograph showing the crucial moment.
  • Present Dusky Bridge Map against either revised statement about Valerie running ten yards.
  • Allow the explanation about the post-incident map to finish.
  • Continue to Running From the Crime.

5. Resolve Running From the Crime and reach the recess

In Running From the Crime, present Dusky Bridge Map against the third statement, where Melissa says that carrying Valerie to the car was the only way to dispose of the body. The map shows the Eagle River below the bridge, making her explanation inconsistent with the scene.

A revised statement is then added: “The killer broke into the trunk of the stolen car and hid the body in there.” Present Dusky Bridge Map again against this added statement. From Melissa’s claimed position, the rock formation shown on the map blocks her view of the car and trunk. This is the required Nintendo DS route for the revised trunk statement; do not replace this presentation with Witness’s Photo.

When the game asks whether Melissa’s explanation works, choose It doesn’t work. When asked how she knew about the trunk, choose she put the corpse in herself.

Edgeworth then asks how Melissa could have taken the photograph if she was involved in placing the body. Present Camera. Its timer and tripod explain how the photograph could have been taken automatically while Melissa was elsewhere. When asked where Melissa actually was, select the blue V marker for the victim on Dusky Bridge Map and present the map.

The court next asks how Terry could have mistaken the person in the photograph for Valerie. Present Victim’s Note. The note establishes that Terry expected Valerie to wear a white scarf for identification, explaining how the impersonation could fool him. Do not use Scarf as an alternative for this final question in this chapter’s required route.

Melissa collapses and the judge calls a recess. Stop here; the next chapter begins with the later history, identity, and motive material.

  • Present Dusky Bridge Map against the third Running From the Crime statement.
  • Present Dusky Bridge Map again against the added trunk statement.
  • Choose It doesn’t work.
  • Choose she put the corpse in herself.
  • Present Camera.
  • On Dusky Bridge Map, select and present the blue V marker for the victim.
  • For the final identity question, present Victim’s Note.
  • Stop when Melissa collapses and the recess is called.

Before you move on

  • The case is identified as Turnabout Beginnings.
  • Dusky Bridge Map, Victim’s Note, Crime Photo, Scarf, Witness’s Photo, and Camera have entered the Court Record.
  • Events on Dusky Bridge has been resolved with Crime Photo, the coat-area selection, Scarf, and the witness’s testimony.
  • The Witness’s Photograph testimony has been challenged with Witness’s Photo and Dusky Bridge Map.
  • Running From the Crime has been resolved with Dusky Bridge Map on the third statement, Dusky Bridge Map again on the added trunk statement, It doesn’t work, she put the corpse in herself, and Camera.
  • After the Camera presentation, the blue V victim marker on Dusky Bridge Map was selected.
  • The final identity question was resolved with Victim’s Note.
  • Melissa collapses and the judge calls a recess.
  • The chapter stops before the later Diamond, identity, motive, and Terry Fawles testimony sequence.
References for this chapter

Episode 4 — Turnabout Beginnings (Trial, closing section)

Resume Turnabout Beginnings after the recess and complete the remainder of Mia Fey's first trial. Diamond is added to the Court Record before Melissa Foster's history testimony. Follow the required sequence of Scarf, Victim's Note, Dahlia Hawthorne's Profile, Victim's Note, Dusky Bridge Map, Witness's Photo, Diamond, Terry Fawles' Profile, and Witness's Photo during Terry's final testimony. This episode has no investigation phase. After Terry's testimony, allow the courtroom aftermath and story scenes to play until the game returns to the present-day storyline and advances toward Bridge to the Turnabout.

Resume after the recess

After the opening courtroom section, the judge calls a recess. When the trial resumes, the intervening dialogue explains more about the five-year-old kidnapping and adds Diamond to the Court Record. Confirm that Diamond is available before continuing. Do not search for an investigation menu or attempt to revisit Dusky Bridge. Turnabout Beginnings is a courtroom-only flashback, and all remaining progress occurs through testimony, evidence presentation, and the resulting dialogue.

Save at the next available opportunity if you want a recovery point before the remaining presentations. Keep both the Evidence and Profiles sections of the Court Record in mind, because this section alternates between physical evidence and character profiles.

  • Finish the recess dialogue.
  • Confirm that Diamond has been added to the Court Record.
  • Remain in the courtroom; no investigation section follows the recess.
  • Save at the next available prompt if desired.

Expose the flaw in Melissa Foster's history

Melissa Foster's History testimony contains statements about her background and her supposed lack of a reason to harm the police officer. Press the fourth statement, the one about holding a grudge and killing the officer who testified against Terry five years earlier. When the response options appear, choose Press harder, then choose Have it added to the testimony.

A new statement is added about Melissa being lucky not to have worn a white scarf. Present Scarf against that newly added statement. The scarf found at the scene is not white, so Melissa's wording reveals that she knows the identification detail from the kidnapping note.

When the court asks how Melissa knew the scarf was supposed to be white, present Victim's Note. When asked which other person knew the note's contents, present Dahlia Hawthorne's Profile. The note connects Dahlia to the information Melissa should not have known. When the court asks for the motive behind Valerie's murder, present Victim's Note again.

  • Press the fourth statement in Melissa Foster's History testimony.
  • Choose Press harder.
  • Choose Have it added to the testimony.
  • Present Scarf against the newly added white-scarf statement.
  • Present Victim's Note when asked how Melissa knew the scarf's color.
  • Present Dahlia Hawthorne's Profile when asked who else knew the note's contents.
  • Present Victim's Note again when asked for the motive.

Resolve the five-years-ago testimony

The next testimony concerns the kidnapping and the diamond exchange at Dusky Bridge. Present Dusky Bridge Map against the fourth statement, the one claiming that Terry Fawles tried to kill Dahlia by shoving her from behind. The map shows that this account does not fit the destroyed section and the bedrock below it.

The court then asks for evidence supporting the problem with the alternative explanation that Dahlia was pushed from the side. Present Witness's Photo. The photograph shows the safety wires along the sides of the bridge, making the claimed push difficult to reconcile with the scene.

When asked why Dahlia would have jumped into the river voluntarily, present Diamond. This establishes why she risked the jump as part of the staged kidnapping exchange. The court then asks for the person who can testify about the events connected to the supposed demon woman. Present Terry Fawles' Profile to call Terry as the next witness.

  • Present Dusky Bridge Map against the fourth statement of the five-years-ago testimony.
  • Present Witness's Photo when asked to support the bridge contradiction.
  • Present Diamond when asked why Dahlia jumped into the river.
  • Present Terry Fawles' Profile to bring Terry to the stand.

Finish Terry Fawles's final testimony

Terry Fawles gives the final testimony, titled Who Terry Fawles Saw. The testimony contains six statements. Present Witness's Photo against the fourth statement, the statement explaining that one woman finally came to the bridge and stood in front of Terry. Do not use the third statement about Terry watching his car; that is not the required contradiction in this Nintendo DS sequence.

The photograph shows the order and positions of the people at the bridge. Terry's account of the woman arriving conflicts with what the photograph establishes, forcing the court to examine Terry's movements and the time he spent away from his car. Once the presentation is accepted, allow the courtroom dialogue and story scenes to continue.

Do not look for additional locations, an investigation cleanup, new Psyche-Locks, or another evidence-gathering segment. Turnabout Beginnings concludes through its courtroom aftermath and narrative scenes. The story then returns to the present-day storyline and leads into Episode 5, Bridge to the Turnabout. Use the next normal save opportunity if you want to preserve the completed episode before beginning the final case.

  • Present Witness's Photo against Terry's fourth testimony statement, the statement about the woman coming to the bridge.
  • Allow Terry's testimony and the courtroom aftermath to finish.
  • Watch the closing story scenes instead of searching for an investigation phase.
  • Confirm that the game returns to the present-day storyline and advances toward Bridge to the Turnabout.
  • Save at the next available opportunity if desired.

Before you move on

  • The recess has ended and Diamond is present in the Court Record.
  • Melissa Foster's History testimony has been completed by pressing the fourth statement, selecting Press harder, and selecting Have it added to the testimony.
  • The history sequence has used Scarf, Victim's Note, Dahlia Hawthorne's Profile, and Victim's Note again in that order.
  • The five-years-ago testimony has been resolved with Dusky Bridge Map, Witness's Photo, Diamond, and Terry Fawles' Profile.
  • Terry Fawles's final testimony ends after Witness's Photo is presented against the fourth statement about the woman coming to the bridge.
  • The courtroom aftermath and closing story scenes have played.
  • The game returns to the present-day storyline and advances toward Bridge to the Turnabout without requiring an investigation cleanup segment.
References for this chapter

Episode 5 — Bridge to the Turnabout: Edgeworth’s Investigation and Temporary Defense

Bridge to the Turnabout opens with Phoenix investigating the incident at Hazakura Temple. After Elise Deauxnim is found dead and Phoenix falls from the burning Dusky Bridge, control shifts to Miles Edgeworth. Edgeworth investigates the available evidence, breaks the Psyche-Locks that can be solved during this segment, and defends Iris during the first court session. The chapter ends when the court orders further investigation. The case is not complete at this point; Phoenix’s second investigation and the final trial continue in chapter 12.

Complete Phoenix’s opening investigation

Begin at the Wright & Co. Law Offices and follow the opening dialogue. The Oh! Cult New Year’s Issue is added to the Court Record, and Phoenix is sent to Hazakura Temple.

At the Main Gate, talk to Bikini about Channeling Dojo and The Other Nun. Move to the Main Hall and talk to Elise Deauxnim about Elise Deauxnim and Why Come Here? Elise gives Phoenix the Hazakura Temple Map before leaving.

Return to the Main Gate, then move through Suspension Bridge and Inner Temple Gate to the Training Hall. Examine the hanging scroll to add Hanging Scroll to the Court Record. Return to Suspension Bridge and talk to Larry Butz, who is using the name Laurice Deauxnim. Discuss Laurice Deauxnim and Elise Deauxnim. Then discuss Picture Books and present Iris’s profile when prompted. This produces Photo of Elise.

The story returns Phoenix to the Main Hall. Talk to Iris about Iris and Hazakura Temple. Iris leaves her hood with Phoenix, adding Iris’s Hood to the Court Record, and Psyche-Locks appear during the conversation. Continue until Bikini discovers Elise’s body in the Courtyard.

Phoenix must reach the pay phone near Dusky Bridge, but the bridge is burning. Attempt to cross it. The bridge collapses, Phoenix falls into Eagle River, and control changes to Edgeworth.

  • Talk to Bikini about Channeling Dojo and The Other Nun.
  • Talk to Elise about Elise Deauxnim and Why Come Here? and obtain Hazakura Temple Map.
  • Examine the hanging scroll in the Training Hall.
  • At Suspension Bridge, discuss Laurice Deauxnim and Elise Deauxnim with Larry and obtain Photo of Elise.
  • During Picture Books, present Iris’s profile.
  • Talk to Iris in the Main Hall and obtain Iris’s Hood.
  • Reach the burning Dusky Bridge and trigger Phoenix’s fall into the river.

Begin Edgeworth’s investigation

Edgeworth begins after Phoenix is taken to the hospital. The evidence collected during Phoenix’s opening investigation remains available in the shared Court Record.

At the Detention Center, talk to Iris about Iris, The Night of the Crime, Any Idea?, and Frightened? The Frightened? topic reveals Psyche-Locks, but do not attempt to break them yet; Edgeworth still needs the note and additional context.

Move to Suspension Bridge and talk to Gumshoe about What Happened, Dusky Bridge, Prosecutor Godot, and Lightning. The Lightning topic adds Weather Data.

Move to the Main Gate and talk to Larry about Iris and The Night of the Crime. Larry’s locks are not ready to solve yet, so leave them in place.

Move to the Main Hall and talk to Bikini about The Night of the Crime, What You Saw, Why Return?, and The Acolyte. When Bikini’s account requires confirmation that Iris was at the Inner Temple, present Iris’s profile. Examine the paper on the floor at the back of the Main Hall to obtain Note to Iris.

  • Exhaust Iris’s available topics without trying to break her locks prematurely.
  • Talk to Gumshoe about Lightning and obtain Weather Data.
  • Talk to Larry at the Main Gate and leave his locks unsolved.
  • Talk through Bikini’s available topics.
  • Present Iris’s profile during Bikini’s account.
  • Examine the paper in the Main Hall and obtain Note to Iris.

Search the Courtyard

Move to the Courtyard and talk to Gumshoe about The Victim, What Happened, Tomorrow’s Trial, and The Inner Temple. The Victim topic adds Elise’s Autopsy Report and establishes the relevant facts about Elise’s death.

Examine the Mystic Ami statue to add Shichishito to the Court Record. Then examine the staff lying in the snow to obtain Victim’s Staff. These are separate examination targets. Do not stop after examining the statue; the staff is needed for the first court session and later evidence updates.

Return through the Main Hall, Main Gate, and Suspension Bridge to the Detention Center. Use a normal save opportunity if one is available before beginning Iris’s Psyche-Locks.

  • Obtain Elise’s Autopsy Report from Gumshoe.
  • Examine the Mystic Ami statue in the Courtyard.
  • Examine the staff in the snow and obtain Victim’s Staff.
  • Return to the Detention Center after finishing the Courtyard conversations.

Break Iris’s Psyche-Locks and open Heavenly Hall

At the Detention Center, use the Magatama on Iris’s Frightened? Psyche-Locks. Present Note to Iris for the first lock. When asked who Iris did not want to learn her secret, present Phoenix Wright’s profile.

After the locks break, talk to Iris about Frightened? again. She explains that the note directed her toward Heavenly Hall, a shack near Eagle River. Iris’s Testimony is added to the Court Record, and Heavenly Hall becomes available as a destination.

Move to Heavenly Hall and talk to Larry about Heavenly Hall, Iris, and The Night of the Crime. The final topic causes Larry’s Psyche-Locks to appear. Exhaust the available conversation before beginning the lock sequence.

  • Use Note to Iris on Iris’s first Psyche-Lock.
  • Use Phoenix Wright’s profile on Iris’s second Psyche-Lock.
  • Talk about Frightened? again after breaking the locks.
  • Travel to Heavenly Hall.
  • Talk to Larry about Heavenly Hall, Iris, and The Night of the Crime.

Break Larry’s available Psyche-Locks

Use the Magatama on Larry’s locks. Present Hazakura Temple Map when Larry’s claimed location conflicts with the map. When asked where Larry was staying, point to Heavenly Hall on the map.

When asked who Larry was waiting for, present Iris’s profile. When asked for proof that he was waiting for Iris, present Note to Iris. The locks then break.

Talk to Larry about The Night of the Crime again. When the additional topic appears, select Something Incredible. This produces another set of locks that is not meant to be solved during this investigation. The story proceeds to court.

Edgeworth’s investigation uses the same basic investigation commands as Phoenix, but the available conversations and evidence are specific to this segment. Evidence gathered by Phoenix remains available, and Edgeworth’s new evidence joins the shared Court Record.

  • Present Hazakura Temple Map.
  • Point to Heavenly Hall when asked where Larry was staying.
  • Present Iris’s profile.
  • Present Note to Iris as proof that Larry was waiting for Iris.
  • Talk about The Night of the Crime again.
  • Select Something Incredible and proceed to the first court session.

Complete the first Edgeworth court session

Before court begins, Crime Photo is added to the Court Record. Edgeworth defends Iris, and Franziska von Karma appears as the prosecutor. Read each testimony before presenting evidence because several statements are added only after you press or present evidence.

During Bikini’s first testimony, present Iris’s Testimony against the statement that Iris went to the Inner Temple. When Bikini adds that Iris was dressed as she had been at dinner, present Iris’s Hood.

During the After My Bath testimony, present Elise’s Autopsy Report against the final statement claiming that the stabbing occurred after Elise was pushed from the window.

During Further Details, press the statement about seeing a large amount of blood and choose Press Further. Present Shichishito against the new statement claiming that Bikini saw the sword pulled smoothly from Elise’s body.

During Location of the Weapon, let Tracks Photo be added after Bikini mentions the snowmobile tracks. Present Tracks Photo against the statement suggesting that Iris threw the weapon into Eagle River and returned. Choose There is a contradiction when asked whether the snowfall explains the missing tracks. Present Weather Data, then present Crime Photo when asked for proof that the snow had stopped. Finally, present Larry Butz’s profile when the court asks who else could have been in a position to use or observe the snowmobile sequence.

Larry then testifies. Present Phoenix Wright’s profile against the statement that Larry did not meet anyone at the bridge. In the revised testimony, press the statement about thunder and choose Why Didn’t You Call Anyone? Present Weather Data against Larry’s added claim that Phoenix arrived less than a minute after him.

During The Missing 15 Minutes, press Larry’s statement about sketching and choose Look at the Sketch. Larry’s Sketch is added to the Court Record. Present Iris’s Hood against the new statement that Larry saw Iris flying with her white hood.

Larry then gives Proof That Iris Flew. After the testimony is entered, Crystal Sphere is added to the Court Record because it has blood on it. Present Victim’s Staff against Larry’s final statement claiming that nobody else could have lost a crystal sphere that night. The staff is missing the crystal that originally belonged on Elise’s staff, proving that another person could have lost a sphere at the bridge. Photo of Elise is not the required presentation in this sequence; do not use it here as a substitute for Victim’s Staff. The game then asks whether the sphere’s timing can be proven. Choose Yes, I can. Present Crystal Sphere when evidence is requested, then present Tracks Photo at the later prompt about how Elise’s body reached the Courtyard. The court orders further investigation.

  • Present Iris’s Testimony during Bikini’s first testimony.
  • Present Iris’s Hood against the added clothing statement.
  • Present Elise’s Autopsy Report against the stabbing-after-the-fall statement.
  • Press the blood-related statement and choose Press Further.
  • Present Shichishito against the added sword statement.
  • Present Tracks Photo during the weapon-location testimony.
  • Choose There is a contradiction when asked whether the snowfall explains the missing tracks.
  • Present Weather Data, Crime Photo, and Larry Butz’s profile in the resulting sequence.
  • Present Phoenix Wright’s profile and then Weather Data during Larry’s testimony.
  • Inspect Larry’s sketch and present Iris’s Hood.
  • During Proof That Iris Flew, present Victim’s Staff against the final statement about nobody else losing a crystal sphere.
  • Choose Yes, I can when asked whether the sphere’s timing can be proven.
  • Present Crystal Sphere when requested as proof of the sphere’s timing.
  • Present Tracks Photo when asked how Elise’s body reached Hazakura Temple.
  • Complete Larry’s testimony and reach the order for further investigation.

Stop at the court-ordered further investigation

The court does not issue a final verdict after Larry’s testimony. The evidence about the crystal sphere, snowfall, the apparent landing site, and the movement of Elise’s body creates unresolved questions, so the court orders further investigation.

After the court scene, control returns to Phoenix. This Edgeworth segment is complete, but Bridge to the Turnabout is not. Phoenix’s next investigation begins with the evidence and testimony gathered so far and continues through additional locations, Psyche-Locks, and evidence updates.

Save at the available opportunity after the trial day if you want a recovery point. Continue with chapter 12 for Phoenix’s second investigation and the final trial.

  • Finish Bikini’s complete testimony sequence.
  • Finish Larry’s complete testimony sequence.
  • Present Victim’s Staff during Larry’s final crystal-sphere testimony.
  • Choose Yes, I can and then present Crystal Sphere.
  • Present Tracks Photo at the later prompt.
  • Reach the court’s order for further investigation.
  • Confirm that no final verdict has been issued.
  • Confirm that control returns to Phoenix.
  • Continue with Phoenix’s second investigation in chapter 12.

Before you move on

  • Phoenix has completed the opening Hazakura Temple investigation and fallen from the burning Dusky Bridge.
  • Control has transferred to Edgeworth.
  • Edgeworth has visited the Detention Center, Suspension Bridge, Main Gate, Main Hall, Courtyard, and Heavenly Hall.
  • Iris’s available Psyche-Locks have been broken with Note to Iris and Phoenix Wright’s profile.
  • Larry’s available Psyche-Locks have been broken with Hazakura Temple Map, Heavenly Hall, Iris’s profile, and Note to Iris.
  • Bikini’s first court testimony sequence has been completed.
  • Larry’s court testimony sequence has been completed, including Victim’s Staff during Proof That Iris Flew.
  • The Yes, I can response has been selected, followed by Crystal Sphere and Tracks Photo at the later prompts.
  • The court has ordered further investigation instead of issuing a final verdict.
  • Control has returned to Phoenix.
  • Bridge to the Turnabout is not yet complete; continue with Phoenix’s second investigation and the final trial in chapter 12.
References for this chapter

Episode 5 — Bridge to the Turnabout: Phoenix’s Second Investigation and Final Trial

After Edgeworth’s first trial day, Phoenix resumes control and completes the second investigation at Hazakura Temple. Follow the required movement and conversation order, break Bikini’s, Iris’s, and Pearl’s Psyche-Locks, obtain and update Burnt Letter and Victim’s Staff, and allow the repaired-bridge progression to finish before court. In the final trial, the Moving the Body sequence requires Larry’s Sketch, the complete contradiction response, a suspension-wire selection, two Dusky Bridge Photo presentations, and Elise’s Autopsy Report before the Iris, Dahlia Hawthorne, and Miles Edgeworth profile presentations. Later, present Hazakura Temple Map, choose In this very courtroom, and present Maya Fey’s profile during Dahlia’s plan testimony. Continue through Godot’s confession, the final verdict, the defendant-lobby scene, the Hazakura Temple resolution, and the ending.

1. Resume Phoenix’s investigation at Hazakura Temple

Control returns to Phoenix after Edgeworth’s first trial day. Begin at the Main Gate and exhaust every available conversation. Move to the Main Hall and talk to Bikini about every current topic. Do not try to break her Elise Deauxnim Psyche-Locks yet; the evidence needed for them is obtained later.

Follow the available movement prompts through the Courtyard, Main Hall, Suspension Bridge, Inner Temple Gate, and Training Hall. At the Training Hall, examine the lock at the back of the room and inspect the Hanging Scroll. The Hanging Scroll is updated in the Court Record during this section. Talk through every available Training Hall topic before leaving.

Move through the Inner Temple Gate to the Garden. Examine the red object in the snow to obtain Kurain Master’s Talisman. Examine the Stone Lantern, the ground around it, and the red markings on the lantern when those examination points become available. Exhaust the current Garden dialogue. If a destination is temporarily unavailable, follow the story’s movement prompts rather than repeatedly selecting the same location.

  • Exhaust the current Main Gate conversations.
  • Talk to Bikini about all available Main Hall topics.
  • Examine the Training Hall lock.
  • Inspect the Hanging Scroll and confirm its Court Record update.
  • Obtain Kurain Master’s Talisman in the Garden.
  • Examine the Stone Lantern, nearby ground, and red markings.
  • Finish the current Garden dialogue.

2. Break Bikini’s Elise Deauxnim Psyche-Locks

Return to the Main Hall and use the Magatama on Bikini. Present Kurain Master’s Talisman for the first lock. Present the updated Hanging Scroll for the next lock, then select Elise Deauxnim when the game asks who is connected with the name.

After the locks break, talk to Bikini about the newly unlocked Elise Deauxnim topic. This conversation is required. Allow the earthquake and the following story scenes to play. The later investigation does not become available merely because the locks have disappeared; the newly unlocked conversation and its resulting story event must be completed first.

When the game directs Phoenix through the next transition, follow the prompted movement. Do not leave the section immediately after solving the Psyche-Locks.

  • Use the Magatama on Bikini.
  • Present Kurain Master’s Talisman.
  • Present the Hanging Scroll.
  • Select Elise Deauxnim when asked to identify the person.
  • Discuss the newly unlocked Elise Deauxnim topic with Bikini.
  • Allow the earthquake and transition scenes to finish.

3. Collect the later-investigation evidence

After the transition, go to the Training Hall and talk to Iris about every available subject, including Escape, Trick Lock, and The night of the crime. The final topic opens Psyche-Locks that cannot yet be solved. Leave those locks alone until the required evidence has been collected.

Move to Heavenly Hall and exhaust the available conversations with Pearl and Larry. Return to the Main Hall and talk to Bikini about all newly available topics.

Go to the Courtyard and speak with Gumshoe about the investigation and the letter. Burnt Letter is added to the Court Record. Talk to Gumshoe again about the murder weapon and choose Play forensics expert when the option appears. Use the forensic examination on the staff lying in the snow. This reveals the concealed Shichishito and updates Victim’s Staff in the Court Record.

Move to the Garden and talk to Edgeworth about every available subject. When the game asks you to identify the unknown profile, present the unidentified profile so Edgeworth can identify it as Dahlia Hawthorne. Continue the newly unlocked conversations about Dahlia Hawthorne and Dahlia’s death.

  • Talk to Iris about all current Training Hall topics.
  • Exhaust Pearl’s and Larry’s available Heavenly Hall dialogue.
  • Return to Bikini for the newly opened topics.
  • Obtain Burnt Letter from Gumshoe.
  • Choose Play forensics expert.
  • Examine the staff with the forensic equipment.
  • Confirm that Victim’s Staff now reveals the Shichishito.
  • Have Edgeworth identify the unknown profile as Dahlia Hawthorne.
  • Finish Edgeworth’s newly unlocked Dahlia conversations.

4. Break Iris’s Psyche-Locks

Return to the Training Hall and use the Magatama on Iris. Present Bikini’s profile for the first lock. For the second lock, present Iris’s Hood. Iris’s Testimony is also accepted for this step on the Nintendo DS route, but either choice only advances this same lock sequence.

When prompted to explain the apparent double sighting, choose There were two of you. Present Dahlia Hawthorne’s profile for the final lock.

After the locks break, talk to Iris about all newly available subjects, including The night of the crime, The Traitor, and Revenge. Complete these conversations before moving away; they provide required information for the investigation transition.

  • Present Bikini’s profile for Iris’s first lock.
  • Present Iris’s Hood, or Iris’s Testimony if using the verified DS acceptance.
  • Choose There were two of you.
  • Present Dahlia Hawthorne’s profile.
  • Exhaust Iris’s newly unlocked topics, including The night of the crime, The Traitor, and Revenge.

5. Break Pearl’s Psyche-Locks and update Burnt Letter

Move to Heavenly Hall and use the Magatama on Pearl. The first response is a map selection: select Inner Temple. Continue the evidence sequence with Maya Fey’s profile, Burnt Letter, Dahlia Hawthorne’s profile, Morgan Fey’s profile, and the Hanging Scroll.

When Pearl’s locks break, discuss all three newly available topics. Her dialogue updates Burnt Letter in the Court Record. Check the evidence afterward if you need to confirm that the update occurred.

Pearl’s lock sequence alone does not finish the investigation. Complete the resulting dialogue and movement prompts. If progress stalls, revisit the Main Hall, Courtyard, Garden, Training Hall, and Heavenly Hall, checking for unchecked conversation topics and confirming that Victim’s Staff and Burnt Letter have both received their required updates.

  • Select Inner Temple on Pearl’s map prompt.
  • Present Maya Fey’s profile.
  • Present Burnt Letter.
  • Present Dahlia Hawthorne’s profile.
  • Present Morgan Fey’s profile.
  • Present the Hanging Scroll.
  • Discuss all three newly unlocked Pearl topics.
  • Confirm that Burnt Letter has updated.
  • Complete the resulting story and movement prompts.

6. Finish the investigation transition before court

Continue through the repaired-bridge progression and the remaining required conversations involving the Main Gate, Main Hall, Courtyard, Inner Temple route, Training Hall, Garden, Heavenly Hall, Iris, Pearl, Bikini, Edgeworth, and Godot. The game may move Phoenix automatically between locations during this part of the investigation.

Do not enter the final trial merely because Pearl’s Psyche-Locks are complete. The investigation is finished only after the required evidence updates, Iris and Pearl conversations, bridge-related scenes, and Godot’s transition dialogue have played and the game formally moves into court.

  • Bikini’s initial and newly unlocked Elise Deauxnim conversations are complete.
  • Victim’s Staff reveals the Shichishito.
  • Burnt Letter has received its later update.
  • Iris’s locks and unlocked conversations are complete.
  • Pearl’s locks and unlocked conversations are complete.
  • The repaired-bridge progression has played.
  • The required Godot and transition conversations are complete.
  • The game has formally entered the final trial.

7. Prove the body-transfer method in court

In The Real Murderer, press the statement about Mystic Maya and choose There is one thing.... Present Victim’s Staff against the added statement about Elise throwing away her staff and drawing a dagger. Present Elise Deauxnim’s profile when asked why Elise would not want to kill Maya. Dagger is added to the Court Record.

In The Battle, present Elise’s Autopsy Report against the statement claiming that Maya stabbed Elise from the front. Stone Lantern is added afterward.

In Sister Iris’s Cover-Up, press the snowmobile statement, choose Ask about the tracks, then choose It’s very important. Present Weather Data against the added statement about dragging the body across Dusky Bridge.

In Moving the Body, present Larry’s Sketch. Choose A complete contradiction, then select one of the suspension wires shown in the sketch. Present Dusky Bridge Photo once. When the game asks for further proof of the pendulum method, present Dusky Bridge Photo a second time. After that second photograph, present Elise’s Autopsy Report. Do not use Crystal Sphere at this prompt; on the Nintendo DS route, Elise’s Autopsy Report is the required evidence for this part of the sequence.

Next, present Iris’s profile, then Dahlia Hawthorne’s profile. Choose There was one... when asked when the two could have switched places, and present Miles Edgeworth’s profile.

  • Press the required statement in The Real Murderer and choose There is one thing....
  • Present Victim’s Staff.
  • Present Elise Deauxnim’s profile.
  • Use Elise’s Autopsy Report in The Battle.
  • Ask about the tracks and choose It’s very important.
  • Present Weather Data.
  • Present Larry’s Sketch.
  • Choose A complete contradiction.
  • Select a suspension wire.
  • Present Dusky Bridge Photo twice.
  • Present Elise’s Autopsy Report after the two Dusky Bridge Photo presentations.
  • Present Iris’s profile.
  • Present Dahlia Hawthorne’s profile.
  • Choose There was one....
  • Present Miles Edgeworth’s profile.

8. Expose Dahlia’s plan and establish Maya’s survival

During Dahlia’s testimony about The Plan, press all five original statements in order until the additional statement appears. Present Mia Fey’s profile against the added statement concerning Dahlia’s motive.

When asked where Maya could still be, present Hazakura Temple Map. Choose In this very courtroom. Then present Maya Fey’s profile.

Continue through the channeling and story scenes. Dahlia is forced out of Maya’s body and Maya’s survival is established, but the trial continues because Godot’s identity and responsibility for Misty Fey’s death still must be proven.

  • Press all five statements in The Plan until the added statement appears.
  • Present Mia Fey’s profile.
  • Present Hazakura Temple Map.
  • Choose In this very courtroom.
  • Present Maya Fey’s profile.
  • Continue through Dahlia’s removal and Maya’s return.
  • Continue into the testimony about Misty Fey’s killer.

9. Prove Godot’s identity and complete the ending

During Maya’s At the Inner Temple testimony, press the statement about screaming for help and ask about My last hope. Present Stone Lantern against the added statement about seeing a man by its light, then present Godot’s profile.

During The Killer, press the statements about the body, the cleaned snow, and the killer’s supposed motive as prompted. Present Stone Lantern against the added statement, choose The killer didn’t notice it, and present Godot’s profile again.

During After the Incident, press the statement about Godot finding Pearl and ask about Godot’s investigation. Present Hanging Scroll against the statement about Godot arriving at the Inner Temple, then present Burnt Letter and Mia Fey’s profile. These presentations establish Godot’s connection to the plan and identify him as Diego Armando.

During The Time of the Murder, press the first statement harder. Press the later statement about the scream and choose There is a contradiction. Present Dagger to establish that the attacker wounded the killer, then present Godot’s profile to show where he concealed the injury.

Continue through Godot’s confession and Iris’s Not Guilty verdict. In the defendant lobby, present Pearl Fey’s profile when asked why Maya can remain strong. Allow the Hazakura Temple closing scene and credits to play. A separate post-credits save is not required.

  • Press Maya’s first testimony as required and ask about My last hope.
  • Present Stone Lantern and Godot’s profile.
  • Complete The Killer testimony with Stone Lantern and Godot’s profile.
  • Ask about Godot’s investigation.
  • Present Hanging Scroll, Burnt Letter, and Mia Fey’s profile.
  • Choose There is a contradiction in The Time of the Murder.
  • Present Dagger.
  • Present Godot’s profile.
  • Continue through the confession and final verdict.
  • Present Pearl Fey’s profile in the defendant lobby.
  • Allow the Hazakura Temple resolution and credits to play.

Before you move on

  • Phoenix has returned after Edgeworth’s first trial day and completed the second investigation.
  • Bikini’s initial and newly unlocked Elise Deauxnim conversations are complete.
  • Kurain Master’s Talisman and Hanging Scroll were used for Bikini’s locks.
  • Victim’s Staff was examined and later updated to reveal Shichishito.
  • Burnt Letter was obtained and later updated after Pearl’s conversations.
  • Edgeworth identified the unknown profile as Dahlia Hawthorne.
  • Iris’s locks were solved with Bikini’s profile, Iris’s Hood or the accepted DS alternative Iris’s Testimony, There were two of you, and Dahlia Hawthorne’s profile.
  • Pearl’s map response selected Inner Temple.
  • Pearl’s evidence sequence and newly unlocked topics were completed.
  • The repaired-bridge progression and required Godot transition conversations occurred before court.
  • Moving the Body used Larry’s Sketch, A complete contradiction, a suspension-wire selection, Dusky Bridge Photo twice, and Elise’s Autopsy Report before the Iris, Dahlia, and Miles Edgeworth profile presentations.
  • Crystal Sphere was used only in its earlier timing and landing-point sequence, not as a substitute for Elise’s Autopsy Report in Moving the Body.
  • During Dahlia’s Plan testimony, Hazakura Temple Map was presented, In this very courtroom was selected, and Maya Fey’s profile was presented.
  • Dahlia was forced out of Maya’s body and Maya was confirmed alive.
  • Godot was identified as Diego Armando and proven responsible for Misty Fey’s death.
  • The final Dagger and Godot’s profile presentations were completed.
  • The final verdict was delivered.
  • The defendant-lobby Pearl conversation, Hazakura Temple resolution, and credits played.
  • A separate post-credits save is not required.
References for this chapter

Optional content, replays and post-case checks

The North American Nintendo DS release provides two relevant continuation functions. NEW GAME lets you begin an available episode, including replaying an episode that has already been completed from its beginning. CONTINUE returns you either to the latest save point or to the beginning of the chapter you last quit from. The original DS version does not provide a modern scene-by-scene selector for individual investigations, testimony sections, conversations, or courtroom exchanges. Optional dialogue and replay experiments are separate from campaign completion. To finish the game, complete all five episodes and allow Bridge to the Turnabout to reach its final verdict and closing sequence.

1. Preserve a clean campaign position

When an episode reaches its verdict and closing story scenes, save when the game provides normal control or a Save Screen. The DS manual identifies START as the command that opens the Save Screen, and the game allows saving during play. Keep the latest clean campaign position available before experimenting with optional presentations or replaying an earlier episode.

Do not overwrite a useful save immediately after making a risky courtroom presentation. A wrong evidence or profile presentation can reduce the life bar, so a save made before an experiment is more valuable than one made after several penalties. The original DS release is designed around continuing from saves, not around selecting any individual scene from a replay library.

  • Let the verdict aftermath and closing dialogue finish.
  • Save when normal saving is available.
  • Keep a clean campaign position before optional experiments.
  • Do not overwrite the only useful save after a mistake.

2. Replay a completed episode from its beginning

From the title screen, choose NEW GAME and select an episode that has already been completed. In this DS release, NEW GAME is also the route for replaying previously completed episodes, and the replay begins at the start of the selected episode. It does not open a list of individual trial days, investigations, testimonies, or conversations.

The five episodes in Trials and Tribulations are Turnabout Memories, The Stolen Turnabout, Recipe for Turnabout, Turnabout Beginnings, and Bridge to the Turnabout. Turnabout Goodbyes is not an episode in this game; it belongs to the first Phoenix Wright: Ace Attorney. Use the five Trials and Tribulations titles when checking campaign progress.

After an episode has been completed, the manual states that its dialogue can be fast-forwarded by touching the dialogue panel or pressing the B Button. Some sections may not permit fast-forwarding, so use the function when it is available rather than expecting every scene to skip instantly.

  • Choose NEW GAME for an episode replay.
  • Expect the replay to start from the beginning of that episode.
  • Do not look for a trial-day or scene selector.
  • Use the correct five episode names.
  • Fast-forward familiar dialogue with B or the dialogue panel when permitted.

3. Revisit investigation content without treating it as required

During a replay, revisit locations after important evidence, profiles, or story revelations have been added. Speak with every available character and check whether new Talk topics appear. Presenting a relevant profile can also produce additional reactions, even when the presentation is not required to advance the episode.

Optional conversations are useful for extra context about motives, relationships, and earlier events, particularly in the later episodes. They can also reveal alternate reactions to evidence or characters. However, the presence of extra dialogue does not mean that every line must be seen for the ending. Required investigation progress still follows the normal DS structure: examine available objects, move to newly opened locations, exhaust relevant Talk topics, present evidence or profiles when necessary, and use the Magatama to resolve Psyche-Locks when they block a topic.

If returning to a location produces no new topic, evidence, profile, or progression event, treat the conversation as optional. Do not restart the entire episode merely because one character has no additional comment.

  • Revisit witnesses after major evidence changes.
  • Check all available Talk topics.
  • Present profiles as well as physical evidence when appropriate.
  • Use the Magatama only when a Psyche-Lock blocks progress.
  • Treat unchanged dialogue as optional.

4. Test alternate courtroom dialogue safely

On a replay, press testimony statements that you skipped previously. Pressing can make a witness expand or alter testimony, and the extra response may provide context or humor. Read the response before deciding whether it changed the contradiction you need to address.

When the testimony conflicts with the Court Record, select Present and choose the specific evidence or profile that directly explains the contradiction. Do not cycle through random entries. Presenting the wrong evidence or profile reduces the life bar, and allowing the life bar to reach zero causes a guilty verdict and game over.

Save before testing an uncertain presentation whenever possible. If the experiment causes a penalty or produces a failed trial, reload the clean save instead of preserving the weakened state. Optional pressing is worthwhile for replay value, but it is not a separate route to a different ending.

  • Press unfamiliar testimony lines on replay.
  • Read the witness response before presenting anything.
  • Match the contradiction to the relevant evidence or profile.
  • Reload after a failed experiment when a clean save exists.
  • Do not treat optional pressing as required campaign progress.

5. Use CONTINUE for recovery

Choose CONTINUE when you want to return to an active campaign. The DS manual gives two continuation choices: restart from the last save point, or restart from the beginning of the chapter you last quit from. These are recovery options; they are not a general-purpose selector for any completed episode or any individual scene.

Use the last save point when you want to retry a recent presentation, testimony, or investigation action. Use the beginning-of-chapter option when the current position has too little life remaining, when you saved after a mistake, or when you want to approach the section with a clean Court Record state. After restarting, reread each testimony line and determine whether the required response is physical evidence, a character profile, or a statement revealed by pressing.

Save before major courtroom segments and before optional experiments. If an investigation appears stalled, revisit every available location, exhaust all Talk topics, check newly added evidence and profiles, and inspect locked topics with the Magatama. If a trial repeatedly fails, return to a clean save and match the exact wording of the testimony to the relevant Court Record entry.

  • Use CONTINUE for an active campaign.
  • Choose the last save point for a short retry.
  • Choose the last-quit chapter start when the current position is compromised.
  • Recheck evidence, profiles, Talk topics, and Psyche-Locks after restarting.
  • Save before risky optional experiments.

6. Confirm full campaign completion

Completion requires all five episodes, in the normal unlock sequence: Turnabout Memories, The Stolen Turnabout, Recipe for Turnabout, Turnabout Beginnings, and Bridge to the Turnabout. The manual states that solving one episode unlocks another episode on the Main Menu, providing a practical progress check during the campaign.

For the final confirmation, ensure that Bridge to the Turnabout reaches its final courtroom verdict and that the immediate aftermath and closing sequence play through. If the game later returns control or presents a normal Save Screen, save at that point; do not assume that a special post-credits save is guaranteed or required.

Optional replay dialogue, extra pressed testimony, repeated profile presentations, and additional investigation reactions do not create a hidden sixth episode or a second ending. Keep the finished campaign position until any desired replays or notes are complete.

  • Turnabout Memories is completed.
  • The Stolen Turnabout is completed.
  • Recipe for Turnabout is completed.
  • Turnabout Beginnings is completed.
  • Bridge to the Turnabout reaches its final verdict.
  • The closing sequence has played.
  • Save afterward only when the game provides normal saving or a Save Screen.

Before you move on

  • Confirm completion of Turnabout Memories.
  • Confirm completion of The Stolen Turnabout.
  • Confirm completion of Recipe for Turnabout.
  • Confirm completion of Turnabout Beginnings.
  • Confirm that Bridge to the Turnabout reaches its final verdict and closing sequence.
  • Keep the final campaign position if the game offers normal saving after the ending.
  • Use replayed episodes only for optional dialogue, alternate pressing, or missed context.
References for this chapter

Final completion checklist and troubleshooting common roadblocks

Use this chapter to verify legitimate completion of Phoenix Wright: Ace Attorney: Trials and Tribulations on the North American Nintendo DS release. Completion requires finishing all five episodes, reaching the final verdict in Bridge to the Turnabout, and allowing the closing resolution and ending scenes to play. The original DS game supports manual saves, episode replay from the title menu, and continuation from a save or chapter restart point, but it does not require a guaranteed post-credits save or a modern scene-select menu.

1. Confirm the five required episodes

The Nintendo DS release contains five independent episodes in a fixed order: Turnabout Memories, The Stolen Turnabout, Recipe for Turnabout, Turnabout Beginnings, and Bridge to the Turnabout. Completing an episode unlocks the next one. Turnabout Goodbyes is not part of this game; it belongs to the first Phoenix Wright: Ace Attorney.

Mark an episode complete only after its entire story has finished. A recess, one courtroom section, one trial day, or an individual verdict is not always the end of an episode. Continue through every remaining investigation or courtroom segment, the final verdict, the closing dialogue, and the story transition that follows.

Turnabout Memories is the exception to the usual investigation structure: it has only a Trial chapter. The other episodes use varying combinations of detective work and courtroom sessions. Do not treat the presence or absence of an investigation segment as evidence that an episode is complete.

Keep a written list beside the DS if you are checking progress across several sessions. The original release does not use a modern percentage tracker. Your dependable progress markers are completed story episodes, the episodes made available for replay, and the final ending sequence.

  • Turnabout Memories is complete
  • The Stolen Turnabout is complete
  • Recipe for Turnabout is complete
  • Turnabout Beginnings is complete
  • Bridge to the Turnabout is complete

2. Preserve a useful final save and watch the ending

Use START to open the save screen whenever saving is allowed. Before the decisive courtroom sequence in Bridge to the Turnabout, preserve a manual save at a convenient point. This gives you a recovery point if you make a wrong presentation later. Avoid overwriting it immediately before an uncertain choice unless you are willing to replay the remaining section.

Continue through the final courtroom decisions instead of stopping when the last contradiction succeeds. The completion target is not merely reaching the last successful presentation. Let the final verdict, resolution scenes, closing dialogue, and ending material play without resetting the DS.

The game does not need to provide a save after the credits. If the final section offers no post-ending save, that is not evidence of incomplete progress. A preserved save before the final confrontation, or a later save if the game presents one, is sufficient for practical recovery and replay purposes.

  • A useful pre-final Bridge to the Turnabout save is preserved, or a later save was retained if offered
  • The final verdict has played
  • The final resolution scenes have played
  • The ending or epilogue material has been allowed to finish
  • The system was not reset during the closing story sequence

3. Use replay progression as a secondary check

At the title screen, NEW GAME also provides access to episodes already played. The Nintendo DS manual describes this option as starting a new game or replaying completed episodes from their beginnings. After the campaign is finished, use this menu as a secondary check that the episode entries have become available.

CONTINUE has a different purpose. It resumes from the last save point, or from the beginning of the chapter last quit from when that option applies. If CONTINUE returns you to a saved portion of the final case rather than displaying a separate completion screen, that does not undo the ending you already watched.

The replay menu is not a substitute for the final story sequence. An episode becoming replayable confirms recorded episode progress, but full campaign completion still requires Bridge to the Turnabout's final verdict and the closing scenes afterward. The original DS release should not be expected to provide the scene-by-scene selector found in later collections.

  • Turnabout Memories is available for replay when the menu displays completed episodes
  • The Stolen Turnabout is available for replay when displayed
  • Recipe for Turnabout is available for replay when displayed
  • Turnabout Beginnings is available for replay when displayed
  • Bridge to the Turnabout is available for replay when displayed
  • CONTINUE is understood as save or chapter recovery, not as a separate completion screen

4. Recover from an investigation stall

If an investigation does not advance, open MOVE and revisit every currently listed destination. Do not repeatedly inspect only the last location visited. At each relevant scene, use EXAMINE on all available objects, select every uncompleted TALK topic, and use PRESENT when a character's dialogue or the surrounding events indicate that evidence or a profile is required.

After a new event, item, or conversation, revisit people you have already questioned. New topics may appear after another location is examined or another character is spoken to. If a character has moved, inspect the changed scene rather than assuming the earlier visit covered it.

Review the Court Record whenever progress stops. The Court Record contains both evidence and profiles, and investigation advancement may require presenting a specific item or character profile during a conversation. Do not leave a location simply because every obvious object has been examined; check whether a new TALK topic or PRESENT response has appeared.

When a TALK topic shows Psyche-Locks, present the Magatama to begin the lock sequence. Use evidence or profiles that directly answer the secret being protected. Wrong answers reduce the life bar, but the original DS release does not produce a normal game over during a Psyche-Lock sequence. If the sequence ends after mistakes, repeat it or reload a suitable save and return after obtaining evidence that better addresses the lock. Do not guess through the whole Court Record. If the required proof is not available, leave the lock and investigate other locations or conversations first.

  • Every currently available MOVE destination has been revisited
  • Relevant EXAMINE points have been checked
  • Every available TALK topic has been selected
  • Characters have been questioned again after new events or evidence
  • Both evidence and profiles in the Court Record have been reviewed
  • The Magatama has been used on visible Psyche-Locks
  • Uncertain Psyche-Lock answers were not repeatedly guessed
  • A failed Psyche-Lock sequence was retried or reloaded after checking for missing prerequisite evidence

5. Fix rejected evidence and courtroom failures

When a courtroom PRESENT action is rejected, return to the testimony and reread the exact statement being challenged. The correct response must contradict that particular wording. A statement about identity, presence, or knowledge may require a character profile. A statement about an object's condition, position, timing, or use generally points to physical evidence. Switch between the evidence and profile screens before confirming your selection.

Press suspicious testimony lines before presenting. Pressing may reveal additional information or cause the witness to change the testimony. When the testimony changes, compare the new sentence with the Court Record rather than continuing to attack the earlier version.

If a wrong courtroom presentation empties the life bar, the defendant receives a guilty verdict and the trial attempt ends. Reload the latest useful manual save or use the available continuation point. Before retrying, write down testimony involving time, location, identity, sequence, physical condition, or access, then inspect the descriptions of relevant evidence and profiles.

Keep this separate from Psyche-Locks. A wrong Psyche-Lock answer also reduces the life bar, but the original DS game cannot produce a normal game over during that sequence. If the Psyche-Lock segment ends after mistakes, retry it or reload a suitable save. Do not claim that an emptied Psyche-Lock bar forces a chapter restart; that is not the correct DS behavior.

When a Psyche-Lock answer is rejected, reassess the prerequisite rather than cycling randomly through the Court Record. Check whether another location, TALK topic, EXAMINE action, or PRESENT action must be completed first. Then return to the character and begin the lock sequence again.

  • The complete courtroom testimony was reread
  • Relevant statements were pressed before presenting
  • Evidence and profiles were both considered
  • The selected response directly contradicts the exact statement
  • The latest useful save was reloaded after a failed courtroom attempt
  • A missing investigation prerequisite was checked before retrying a Psyche-Lock
  • The exact testimony or dialogue wording was matched to the selected evidence or profile

Before you move on

  • All five required episodes are complete: Turnabout Memories, The Stolen Turnabout, Recipe for Turnabout, Turnabout Beginnings, and Bridge to the Turnabout.
  • Bridge to the Turnabout has reached its final verdict.
  • The final resolution scenes and ending material have played without resetting the system.
  • A useful pre-final save remains preserved, or an available final save has been retained if the game offered one.
  • The title-screen replay menu shows completed episodes available for replay, where the game displays them.
  • No unresolved required progression block remains. Optional dialogue, optional replays, and a guaranteed post-credits save are not required.
References for this chapter
THE NEXT SAVE POINT

Finishing up

You have completed Turnabout Memories, The Stolen Turnabout, Recipe for Turnabout, Turnabout Beginnings, and Bridge to the Turnabout in the normal unlocked order.

Bridge to the Turnabout has reached its final verdict, post-verdict resolution, closing Hazakura Temple scenes, and credits or ending sequence.

You have preserved the latest safe save available before the final confrontation or at a later save prompt if the game provides one. A post-ending save is useful but is not required or guaranteed.

The title screen or episode list shows the completed cases available for replay, and you can identify all five case titles.

Any failed trial or Psyche-Lock sequence was retried from a safe save until the story advanced to the next required section.

Choose your next game
A CLOSER LOOK

Screenshots & video

Game imagery for reference. Follow the written chapters above for the route and strategies.

CHECK THE DETAILS

Sources & references

Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.

About the game & collecting notes
Platform
Nintendo DS

Step-by-step walkthrough to finish all five episodes of Phoenix Wright: Ace Attorney: Trials and Tribulations on the Nintendo DS (USA). Covers investigation habits, courtroom tactics, how episodes unlock, handling psyche‑locks, recovering from mistakes, the Edgeworth playable segment, and a concrete completion checklist to confirm you reached the game's true ending.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

Darryl Polo loves tinkering with emulation and revisiting retro games. He enjoys exploring how old favorites play on different setups and sharing what he learns along the way. At Joking Joystick, he writes about the games, hardware, and small discoveries that keep the hobby fun.

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