Ghost in the pool

Ghost in the pool

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[ENG] Ghost in the Pool - Guide
By bearsbearsbears
A rundown of the game and it's remastered content
   
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Introduction
This game originally launched in 2021 and was remastered in 2025. The four dreams and four endings are from the original. The Path screen and the Charm/Talisman/Hanging/Eyeball/Strange Girl subplots are from the remaster.

  • At any point, you can use to the Path screen to skip to nodes you've already seen. Skipping to a node will lock in choices necessary for that Node (you approached the girl if you skip to Nightmare A). They will also keep choices you made earlier in the line. (If you took the flower from the bouquet in Classroom Day 1, they will assume you did that for any node from that point on and you'll have to go back there to change that choice).
  • The game has four endings but you might notice the flowchart has three ends. The explanation is that Ending A (top branch) has two variations: one from making it's choice and another for jumping off the Ending B route
Full Game Rundown
Welcome In upon start

Day 1 - Classroom - About to Leave
Pick a Flower vs Leave
Pick a flower will lead to us using it later, leave won't

Day 1 - Hallway - Something Feels Off
Go Check Vs Walk Away
Go Check takes us to upper branch and Nightmare A, while walk Away is lower branch and Nightmare B

Day 1 - Evening - Campus Path
If you took the flower earlier, you will leave it at the hanging tree
Examining the Drink Cup lets you decide whether or not to take a Protection Charm

Day 1 - Entering the Pool
If you have the Protection Charm, Hidden Crisis. If you do not have Protection Charm, Malicious Framing

Did Check on Strange Girl, Nightmare A
Go Around Left Vs. Step Over Vs. Go Around Right
Left and Right go through lower branch. Step Over is a unique scare and upper branch for Girl's Nightmare

Did Not Check on Strange Girl, Nightmare B:
Jump Across Crack Vs Scream in Despair vs Sneak Around Right
Jump and Sneak both follow the upper branch back to middle as you wake up
Scream lets you follow the cat, following the upper branch for a unique scare and Cat's Nightmare

Day 2 - In the Classroom
Take or Leave the Anatomy Model Eye

Day 2 - Hallway - Girl in the Corner
Go Over vs Don’t Go. Go Over checks on her and will make her attack you for:
Use The Talisman Vs. Try to Break Free, where Use Talisman uses up Talisman

Day 2 - Night Path - Cat Appears
If you picked up the flower and planted it, Sit Under Tree vs Nah, Leave Instead. Sit Under Tree is Gentle Dream while Nah burns talisman
If you did not, Curious vs Little Scared. Curious burns the talisman, while Little Scared is Tall Shadow
If Talisman was not used in either path, Deathly Fright

Day 2 - At Home - Doing Homework
Useless Talisman: Check Pothos Plant on second night if you didn’t use it at the hanging tree

Nightmare C
Squeeze on Left vs Slip Through Center vs Go Past on Right
Center and Right goes through the right branch, ending the dream
Left goes through top branch for a unique scare and Shadow Nightmare

Three Days Later - Classroom - Swim or Not?
Go Swimming vs Don’t Go Swimming

Don’t Swim is bottom path:
If you have the Eye from the model, you will plug the Alarm Clock Hole for Clearing the Fog
Ultimate Nightmare and The Wise Retreat, Ending C

Go Swimming is Top path
Having the Eyeball gets you Guided by the Light

Three Days Later - Go Swimming - Confront the Water Ghost
Screw That vs Follow the Rules
Screw That is Upper Branch and Ending A1, Water Deity
Follow the Rules is lower branch

Three Days Later - Go Swimming - Let the Ghost Go
Maybe Vs No Way
No Way gets you upper branch and Ending A2, Free Spirit
Maybe gets you lower branch and Ending B, By the Book
Achievements
Original Game

Welcome In: Start the game

Girl’s Nightmare: See Nightmare A by approaching the strange girl in the hallway on the first day, then, during the nightmare, Step Over the chair to see her face

Cat’s Nightmare: See Nightmare B by not approaching the strange girl in the hallway on the first day, then, during the nightmare, Scream in Despair to see the cat's face

Shadow Nightmare: During Nightmare C, which happens in all paths, choose to Head Left to see a multi-eyed monster

Ultimate Nightmare: Witness Nightmare D by choosing not to swim on the third day

Water Deity: Choose to swim on the third day and say Screw That! To fight the spirit

Free Spirit: Choose to swim on the third day, Follow the Rules, then say No Way! to be content alone

The Water Retreat: Choose not to swim on the third day to see Ending D

Remaster

By The Book: Choose to swim on the third day, Follow the Rules, then say Maybe to take on another victim. This ending was in the original, just not with an achievement

Malicious Framing: During Evening Investigation on the first day, look at the Empty Cup and choose not to take the protective Charm. During Day 1 Pool, the lack of Charm will kick in

Hidden Crisis: During Evening Investigation on the first day, look at the Empty Cup and choose to take the protective Charm. During Day 1 Pool, the Charm will kick in

Warm-Hearted: On both Day 1 and 2 Hallway, choose to approach the Strange Girl at the end of the hallway in one playthrough

Out of Sight, Out of Mind: On both Day 1 and 2 Hallway, choose not to approach the Strange Girl at the end of the hallway in one playthrough

Guided by the Light: During Classroom Day 2, take the Eye from the Anatomy Model. During Day 3, choose to Swim

Clearing the Fog: During Classroom Day 2, take the Eye from the Anatomy Model. During Day 3, choose not to swim and interact with the Alarm Clock

Tall Shadow: Choose not to take the flower from the bouquet in Day 1 Classroom. At the Day 2 Evening Cat Appears Node, the Hanged Ghost will appear in the distance and a choosing to be a Little Scared and Watch gives you a sight

Gentle Dream: Choose to take the flower from the bouquet in Day 1 Classroom and plant it that Evening Investigation. At the Day 2 Evening Cat Appears Node, choose to Sit Under Tree for a disturbing dream

Deathly Fright: See the dead cat after not being attacked in the Day 2 Evening Hanged Ghost encounter. Same conditions as Gentle Dream or Tall Shadow

Useless Talisman: Do not use the Talisman in one playthrough. To clarify, on the second day, depending on your actions, you will encounter the Hanged Ghost and might encounter the Strange Girl. Either one can attack and force you to use up your Talisman to repel them. If the Talisman is not used, the achievement will unlock at the 2nd Day Bedroom Investigation

Strange Girl: If you don’t approach the Strange Girl at the end of the hallway in Day 2 Hallway, you will not be attacked (Day 1 choice irrelevant). If you choose to approach on Day 2, she will attack. Using the Talisman uses up the Talisman, while trying to break free allows you to keep it.

The Hanged Ghost will always appear at the Day 2 Evening Cat Appears Node. If you did not take a flower from the bouquet in Day 1 Classroom, the Hanged Ghost will appear in the distance and choosing to Curious and Check will use up the Talisman while LIttle Scared and Look will not. If you did take the flower and planted it that Evening Investigation, you will head under the tree. Sit Under Tree preserves and Nah burns it.

1 Comments
lovenliberty 8 Sep @ 10:13am 
Thanks for the guide! :cupup: