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This is no time to be lolling around dead! You're the only one who can save her!

—Ray's first lines in the game


Ray is a major character from Ghost Trick: Phantom Detective. He takes the form of a desk lamp, and served as Sissel's mentor in the beginning of the game, teaching him how to use his Ghost powers to save the lives of people around him.

Plot[]

Ray is a twelve year old Missile from the very first timeline in the game. His two mistresses, Lynne and Kamila had been killed in that timeline, Kamila in Lynne's apartment by Tengo and Yomiel (who also took the antique gun that was evidence of Yomiel's manipulation of Alma's death), and Lynne in the Zone-D junkyard by Jeego.

He was lucky enough to have been blown upwards by the force of Tengo's bullet into the range of Yomiel's Temsik meteorite radiation when he was killed, so he received Ghost powers. It wasn't enough to save his mistress Kamila in Lynne's apartment however, because he could only swap two objects of the same shape.

Then overhearing Yomiel and Tengo's conversation, he found out Lynne had been killed too, and arrived at the junkyard to find a fur-raising sight: Sissel manipulating a creaky discarded desk lamp to twist and swivel around. He then asked if Sissel could help him, but the newly dead ghost refuses, saying "I just want to find my own lost memory. I'm sorry, but I can't help you." before traveling through the junkyard's telephone line never to be seen again, an ability he did not possess.

Left with no choice, Missile follows Tengo and Yomiel back to the submarine, and then he travels ten years back through Yomiel's corpse to the second timeline and waited for years until the fateful night came around again. This is where the events of the game start.

This time, in the guise of a desk lamp, he tricked Sissel into thinking that he had only one night to find out his identity before disappearing for good, and then guided him along the right path to getting back his memories by naming Lynne as a potential lead.

He then stayed in the junkyard, too weak to move until Sissel succeeds in changing the present timeline to a happier third timeline before revealing everything he knew. With one last goodbye, Ray thanked Sissel for everything before ceasing to exist, living on in the new timeline as an alive Missile.

Powers and abilities[]

  • Ghost Powers - Ray's ghost powers is similar to Missile's own, with his unique ability being able to swap objects of similar shape and orientation. However, over the years, Ray's powers have changed and even weakened, incapable of possessing anything else other than a desk lamp throughout the game. Since he was incapable of traveling through telephone lines, he had to exhaust most of his powers just to get to the junkyard. He is however capable of manipulating the lamp itself using what little power he had left.
  • Wisdom - As a 12-year-old ghost, which is a long time for a dog, his age gave him the foresight and wisdom younger ghosts do not have. He knew his powers are too weak to save his two masters, so he instead used Sissel, who had far more powerful Ghost abilities than he did, to accomplish this goal for him. Sissel even lamented in the end that "he had been totally outsmarted by a dog".

Other appearances[]

Ray appeared as a card in the mobile game Street Fighter ✕ All Capcom.

Gallery[]

Ray/Image Gallery

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