Tips -
To get started, use the key from your father to unlock
the grandfather clock in the burnt house. Open the clock
and go downstairs to the secret room. Find gloves
and then go to the painting to learn how to time travel.
Once aboard the Orpheus, search for wire and tools in
the crew room to turn on the lights. Find the key to
unlock the lower decks of the ship and head below.
Hint -
Ending #3:- You go to the room where you picked up the
valve and Crea will lead you to the laboratory (the
place where you give astral pieces) and the man will
give you the red knife. Then you'll be whisked away and
end up back in the house. The police officer will ask
you to leave. Then when you were about to leave, you
stab the police in the back. Not a great ending to me.
Ending #3
Virtually the same as ending two where the policeman
tells you to leave, but before you do, you stab him in
the back with the acquired knife.
Sent in by: seed_seiferus
Gameshark Codes
Always in Best Condition 801A6B50
0005
65535 Casino Game Chips 800A0CB0 FFFF
Only One Step Taken During Entire Game 801A6B4C 0001
Stop Timer 8009F904 FFFF 8009F9C4 FFFF
Slot 1 Item Modifier 801BEBC8 00??
Max Items in Slot 1 801BEBCA 0063
Slot 2 Item Modifier 801BEBD0 00??
Max Items in Slot 2 801BEBD2 0063
Slot 3 Item Modifier 801BEBD8 00??
Max Items in Slot 3 801BEBDA 0063
Slot 4 Item Modifier 801BEBE0 00??
Max Items in Slot 4 801BEBE2 0063
Slot 5 Item Modifier 801BEBE8 00??
Max Items in Slot 5 801BEBEA 0063
Slot 6 Item Modifier 801BEBF0 00??
Max Items in Slot 6 801BEBF2 0063
Slot 7 Item Modifier 801BEBF8 00??
Max Items in Slot 7 801BEBFA 0063
Slot 8 Item Modifier 801BEC00 00??
Max Items in Slot 8 801BEC02 0063
Slot 9 Item Modifier 801BEC08 00??
Max Items in Slot 9 801BEC0A 0063
Slot 10 Item Modifier 801BEC10 00??
Max Items in Slot 10 801BEC12 0063
Slot 11 Item Modifier 801BEC18 00??
Max Items in Slot 11 801BEC1A 0063
Slot 12 Item Modifier 801BEC20 00??
Max Items in Slot 12 801BEC22 0063
Slot 13 Item Modifier 801BEC28 00??
Max Items in Slot 13 801BEC2A 0063
Slot 14 Item Modifier 801BEC30 00??
Max Items in Slot 14 801BEC32 0063
Slot 15 Item Modifier 801BEC38 00??
Max Items in Slot 15 801BEC3A 0063
Slot 16 Item Modifier 801BEC40 00??
Max Items in Slot 16 801BEC42 0063
Slot 17 Item Modifier 801BEC48 00??
Max Items in Slot 17 801BEC4A 0063
Slot 18 Item Modifier 801BEC50 00??
Max Items in Slot 18 801BEC52 0063
Slot 19 Item Modifier 801BEC58 00??
Max Items in Slot 19 801BEC5A 0063
Slot 20 Item Modifier 801BEC60 00??
Max Items in Slot 20 801BEC62 0063
Slot 21 Item Modifier 801BEC68 00??
Max Items in Slot 21 801BEC6A 0063
Slot 22 Item Modifier 801BEC70 00??
Max Items in Slot 22 801BEC72 0063
Slot 23 Item Modifier 801BEC78 00??
Max Items in Slot 23 801BEC7A 0063
Slot 24 Item Modifier 801BEC80 00??
Max Items in Slot 24 801BEC82 0063
Slot 25 Item Modifier 801BEC88 00??
Max Items in Slot 25 801BEC8A 0063
Quantity Digits to Accompany Item Modifier Codes
01 - Metal Handle
02 - Brass Key
03 - Red Book
04 - Holy Water
05 - Small Key
06 - Wire Cutter
07 - Invitation Letter
08 - Iron Key
09 - Sailor Medal A
0A - Sailor Medal B
0B - Sailor Medal C
0C - Sailor Medal D
0D - Broken Stone
0E - Blue Stone Piece
0F - Winding Key
10 - Glass
11 - Curing Potion
12 - Wire
13 - Athlete's Foot Bot
14 - Rubber Gloves
15 - Dress Suit
16 - Astral Piece
17 - Flying Fish Plate
18 - Record
19 - Knife
1A - Comet Book
1B - Film
1C - Crown Piece
1D - Old Book
1E - Prescription
1F - Eye of A Sea Fish
20 - Gear
21 - Water Leaf Plate
22 - Forest Fire Plate
23 - Fire Bird Plate
24 - Claim Ticket
25 - Kitchen Key
26 - Crank
27 - Sailor's Documents
28 - Engabement Ring
29 - Bullet
2A - Earring
2B - Music Box
2C - Valve
2D - Piston Key
2E - Engine Room Key
2F - Old Picture
30 - Blue Stone
31 - Clock Key
32 - Claudia's Doll
33 - Antidote
34 - Cabinet Key
35 - Pendant
36 - Cameo
Contents
Introductions -
Walkthrough
Chapter 1 : Henry's House
Chapter 2 : Orpheus Upper Deck
Chapter 3 : The Drunks, the Twins and the Deep Dark
Hole
Chapter 4 : A Doctor's Guilt and a Mother's Love
Chapter 5 : The Story of the Stones
Chapter 6 : Crea and the Crewmates
Chapter 7 : It Ends
Acknowledgements
Introductions:
ECHO NIGHT is definitely not your ordinary game. Rather
than focusing on action (which every other game seems to
be doing lately), this one focuses on puzzle solving, a
type of game that hasn't really existed since the old
days of the PC gaming (which was, what, last year?).
The game itself has it's charms. The graphics are really
good, and the entire environment of the haunted ship is
very well done. The sound isn't spectacular, but there's
some bits where the audio can really spook you out.
Speaking of spooking, this game unfortunately doesn't
have much scares for a horror game - it has
it's moments, though.
But the problem with the game is that it's extremely
short and somewhat easy. Other than a few really hard
puzzles, most can breeze through this game in under
five hours.
Overally, this game is not really a keeper, more like a
good rental. But it is fun while it lasted, and that's
all that really matters, right?
Alright, lets get on with it!
Walkthough:
Chapter 1:
Henry's House
Your adventure begins! There's nothing dangerous here at
all, so you should take the opportunity to practice the
controls of the game. Once you've done
enough practicing, leave the room you're in. Look around
the ruined hallway; in one junction there's a winding
key on the floor. Now enter the only other
door available, then go to the grandfather clock. Use
the key you began with and then use the winding key. A
passageway will open. Hold down the circle button for
awhile to crouch. Then crawl into the little space and
you'll automatically look at the book on the floor.
After that, you'll get spirited (literally) off into the
pass.
Once you regain control, chat with the guard and the
youth sitting down. Now leave the cabin and enter the
next one. By the way, note the ladder on the side.
Chat with the old man and the young girl. Then, leave
the cabin through the way you came in from - you'll bump
into the youth you spoke early to. Go back to the cabin
you began in, and take the winch on the floor near the
guard. Now you can take the ladder you saw before up;
then head to the trapdoor and use your winch. Watch
the long scene that unfolds, then go back down and enter
the cabin with the girl again - this time no one is
around. Now go to the end of the train through the
other door, watch another scene, and then you'll leave
the past.
Back to the burnt house. Take the red book, then proceed
down the staircase into the little room. Look at the
artwork and you'll figure out what to do next, right?
[Solution] Easy. Take the chair and put it somewhere
else, then position the statue of the boy so that he
faces the statue of the woman.
After this, you'll get spirited off again, this time
into the doomed ocean liner Orpheus.
Chapter 2:
Orpheus Upper Deck
You'll meet you're first ghost, the captain of the
liner, the moment you arrive. He'll lead you into the
captain's room and tells you not to leave the room.
Look around the room (check the drawers for a cure
potion, remember to move the chair first), then go to
the next room (bedroom) and the room after that
(toilet). Nothing much you can do here, so ignore the
captain's warning and leave the rooms. Either way you
exit, you'll be attacked by a ghost girl; you'll be
saved by a mysterious voice who will tell you that these
ghost girls are afraid of light. So, from now on,
whenever you enter a room, look for a light switch
first!
First, go upstairs and look around. You'll find a the
ship control room - look around for two cure potions,
and note the sun plaque. then check under the table for
a metal handle. With it, you can open the hatch (duck
down first) and get the important Ship Map. Outside, a
lonely ghost looking out by the sea, and another ghost
is in a in the dark room. Also in the dark room, you can
find a telephone to save the game.
The lonely ghost - in his past, you'll meet his fiancee
who has lost her engagement ring. You'll have to look
for it!
[Solution] Go to the merry-go-round and take a ride. The
entire area will light up; look at the corners and
you'll spot a bright light on the floor. Once the ride
is over, go to that spot to pick up the hard-to-see
ring.
Return the ring to the girl and watch what happens.
You'll get the ring back and return to the Orpheus. Give
the engagement ring to the ghost and he'll leave;
claim the astral sphere.
The ghost who's afraid of the dark - To help him out,
talk to him first and you'll jump to his past and find
out the reason for his phobia. Get the glove to exit
the past.
Once you're done, go back down to the lower floor and
enter the other doors - you'll be in a hallway with two
staircases going down, a door and a fuse box. Here comes
the scary bit - enter the door opposite the fuse box.
You'll spot a girl ghost in the corner - don't reach for
the lights, they don't work! Instead, rush to the left
and pick up the wire cutters, then get the hell out of
there! If you get injured, use a cure potion.
With the wire cutters, go back to the captain's bedroom
and cut the wires tying up the cupboard. You'll find the
comet book. Take it and you'll zoom off into the past.
The medium - You'll be in an observation tower. Go up
the lift (press the button in on the side) then look at
the picture on the chalkboard. Figured it out?
[Solution] Comet on the sun? Use your comet book on the
sun plaque.
You'll encounter the medium; from now on, you can visit
him every time you see a sun plaque. He exchanges your
astral spheres for holy water, which
prevents possessions and heal you slightly. Also, in
your first encounter, he'll give you a blue, incomplete
crystal. Remember the scene on the train?
Once you're done, you'll return to the Orpheus. Pick up
the wire on the floor, then go back to the fuse box you
saw a couple of doors away. Equip you glove, then put in
the wire one the empty fuse, then go back to the ghost
who fears darkness, and show him the light. He'll
gratefully donate another astral sphere before he
goes, and you can pick up the key he was sitting on.
Once you leave, you'll meet the captain again, and he'll
give up the ghost too and you'll net another
astral sphere. You can trade them for more holy water if
you want - remember that there is a sun plaque in the
ship control room.
Now, return to the room with the fuse box. Of the two
doors below, one is blocked, and one is locked. With now
key, unlock the locked door and proceed.
ON THE LIGHTS! They are on your right. There's two doors
here (forget about the staircases for the moment) - one
door leads to a steward ghost who will refuse to let you
pass - it's a dead end here. The other door leads to a
corridor with a drunk ghost on the floor. That's where
your next major hurdle begins.
Chapter 3:
The Drunks, the Twins and the Deep Dark Hole
There are six rooms here and one locked one on the other
side of the corridor. Chat with the drunk ghost to fins
out about his artist friend. His request is to drink his
old friend's concoction for the last time. Take the
glass next to him. Now, explore the rooms - the
directions are assuming that you are looking down
the corridor facing the locked door on the other end.
First door on the left - Notice the four sailor dolls?
Make a note of them, then look carefully at the vent up
on one of the walls. You can use the step ladder
to climb up onto the shorter cupboard, then from there
you can reach the vent. Go inside and crawl all th way
to the end of the shaft, and pick up the sailor
medal. Exit the doorway and the room.
Second door on the left - This one is a cabin belonging
to the artist Ed Mooring. Read the writings on the
table. First door on the right - leads to a bar. Look
at the artworks on the wall. Crawl behind the bar
counter and open the sliding doors to find a claim
ticket and four alcohol bottles with the pictures of a
man, an axe, a snake and a sword. Come on, this one is
easy! Try figuring out how to how to concoct Ed's
drink.
[Solution] Notice that one of the artwork belongs to Ed
(initials E.M.). The picture Ed drew had a man carrying
an axe fighting two snakes. Thus, to make his drink, put
one portion of the alcohol from the bottle with the
picture of a man, one portion from the bottle with the
picture of an axe, and two portions from the bottle with
the picture of a snake. You may do this in any order.
Once you have Ed's drink, give it to the drunk and he'll
leave - take his Astral Sphere and the sailor medal he
holds.
Second door on the right - Nothing here. Really.
Third door on the left and right - These pair of doors
are part of a puzzle you have to solve. Talk to the twin
girls to find out just how well they know each other -
in the right door a demon ghost will come out of the
bathroom door - don't come any closer or you'll end up
as dead as both sisters.
[Solution] Notice that both the rooms are mirror images
of each other? And that whenever you open one door, the
other door opens? In the room without the demon, put the
heater in front of the bathroom door. Now go to the room
with the demon and tadda! She's blocked too!
With that problem solved, talk to both sisters and
you'll get two astral spheres and two sailor medals.
Also, there's a cure potion in each of their rooms.
Now return to the room with the sailor dolls. Look at
the sailor medals carefully and put them in the proper
slots. The cupboard slides open and you can enter
the secret room. Talk to Ed and gain his Astral Sphere
as well as a brass key for the locked door. Well, what
are you waiting for?
Upon entering, you'll see a familiar girl ghost again.
Can't do much now - walk any closer to her and you'll
end up with a face-full of furniture. Just leave and a
boy ghost appears, and before you know it, you're
whisked off into a mine.
First up, you'll find yourself blocked. Go backwards to
find a mine cart and a lever. Hit the lever to break the
blockage. From here, you'll find an empty mine cart and
two levers, one stick lever and one pull lever. The
stick lever changes the tracks while the pull lever
sends the cart moving.
First, enter the cart, then hit the stick lever, then
the pull lever. Enjoy the ride! At the end, climb onto
the other mine cart and hit the pull lever. Once you've
reached the end, get out of the mine cart. The puzzle
here is to break the gate using the mine cart.
[Solution] Hit the stick lever while standing outside
the cart. Now, hit the pull lever, and after one second,
hit the stick lever. If you did it right, the mine cart
will be sent crashing through a wooden gate on the other
end.
Proceed past the broken gate, climb past the cart and go
down the hole. You'll spot a digger digging. Talk to the
man, then try and take the doll. Talk to the man again,
and he'll break the rock and find his daughter. Now take
the doll and you'll return to Orpheus. Return to the
girl ghost and use it the doll, then...
Chapter 4:
A Doctor's Guilt and a Mother's Love
First up, head pass the left door into a bathroom and
then a toilet - check the floor here for a claim ticket.
Then, return to the formerly haunted room and take the
other door. Pick up the suit and...
You're now in the medical office. Save if you want, then
leave and talk to the ghost doc. Check the drawers for
some curing bottles, then open the cupboard to zoom off
into the doc's past. Here, look around at all the stuff
- you'll irritate the (then living) doc if you touch the
drawers on his desk. He'll proceed to push you out. Now,
you'll be back in the medical office. Wait a while, then
the doc will say "it's time..." and leave the room, and
lock the door behind him. Now go back to the past again
and check the drawers, he won't be around anymore. Take
the prescription and you'll be back again. Read the
prescription, then use it and the doc will run out
screaming. Now you can leave the doc's office. By the
way, you will be injured by now; remember the gulp down
a cure potion before going out - you'll see why.
Go right and right again into the theater. Ring the bell
if you want. Open the counter and get inside (there's a
sun plaque, if you need to use it), climb up to the
projector area and take the record from the shelf. in
the next room talk to the doc and pick up the claim
ticket on one of the sofas. Leave the theater. The
door directly facing you is a casino - you can use your
claim tickets for some games by giving it to the
manager. By the way, there's another claim ticket on the
floor near the roulette machine. Now go to the nursery
(the one other door you can go to) and chat with the
mother, who is looking for her kid. Know how?
[Solution] Leave the room and look carefully at the
lighted wall panels near the theater door to find a
light switch. Then, head back to that ghost in the
hallway and you'll find the kid. Now that you've freed
the kid, you need to unite him with his mother. Use the
record on the phonograph in the nursery.
Once you've united mother and child, take back the
record if you want. take the crown and use it on the
chest in the room to get a roll of film and a gear. Now
go back to the projection room and give the film to the
projectionist - he'll give up the ghost; go back down
and talk to the doctor in the film room and you'll get
to watch the film...
Now that the doctor is satisfied, take his astral sphere
and the cabinet key. Use the cabinet key on the only
locked cabinet in the doctor's office to get
the antidote; use the antidote on the pool of poison.
Chapter 5:
The Story of the Stones
Now that you have a formal dress, equip it and go back
to the stubborn steward - he'll let you through, and
then you'll meet with Arthur and Hilda Rockwell.
After that scene, you'll be sent to an ancient castle to
witness the story of the red stone.
Once you come back, Arthur and Hilda will ask you to
find three plates similar to the one on the their table.
Take the plate, then leave and go to the door
behind where the steward used to stand. Switch on the
lights, then look at the crow's back. Use your gear to
make the crow divert the woman's attention, then switch
on the lights behind her. You should then take back the
gear you put into the crow. Now, behind the woman are
two doors. Go through the right one if you need a
sun plaque, otherwise go through the left door, and then
again through the next door you find.
In this new corridor, you can save the game. Here, the
middle door is a dead end, but the other two doors lead
to male and female locker rooms which in turn lead into
a common swimming pool area. Check the male lockers for
a claim ticket and the female lockers for a cure potion,
then head to the swimming pool area. Enter either doors
on the other end (doesn't matter which, both lead to the
same place) and talk to the boy. Take the eye on the
floor next to him. Now open the hatch nearby and descend
down to the floor below. First enter the door on the
left to meet the worried servant; fit your gear in the
parrot to relieve her stress. Now, look at the broken
plate below the parrot.
Graveyard - Look at tombstones here - particularly the
three nearest to you when you appear. Look at the
wordings and the symbols on the back. Now enter the
fenced area and look at the plaques. Got the puzzle
yet?
[Solution] Hit the plaques in this order assuming you
count from left to right - 2nd, 1st, 3rd.
Once you've opened the grave, climb down the staircase
and follow the path down. Here's the fun part - once
you've reached the junction, go left. You'll meet
old William, and he'll show you how to open the gate.
Follow his 'exit' and you'll reach a familiar-looking
dead body. Examine it to get the pendant. Now William
will try to kill you. Run past him and take the plate
off the wall, then go back to the junction and go the
other way (don't try to get back to where you came in
from). When you reach a gate, remember how to open it -
insert the plate, then press the button. The next gate
is a little different though...
[Solution] Forward becomes backward? Try pressing the
button first, then put in the plate. Remember to take
the plate out when you're done!
Now that you're back on Orpheus, leave the room you're
in and try the other door. When the woman appears, use
the pendant to finally be rid of her. Now you've got
to solve the water pump puzzle - look at the
inscription...
[Solution] This is what the inscription should say:
1. Turn small valve
2. Turn large valve
3. Press button
4. Pull large crank
Each time you do the right action you'll hear a loud
sound signifying that you've done it right.
Once you're done, return to the pool and wait for night
time. Once the entire area turns red, put the fish eye
into the picture on the base of the pool.
The book - To get pass the librarian, simply duck down
and sneak pass her desk. In the next room, keep
examining different boxes of books to make the librarian
move away from his box. After he has moved away twice,
you can pick up the old book. After returning, read the
old book. Now return to the dining room and talk
to Arthur to get the kitchen key; use it on the locked
door in the same room.
Chapter 6:
Crea and the Crewmates
In the kitchen, talk to the man and use the elevator.
You'll meet your next demon, the ghost king. Stay as
close to the elevator as possible; he'll come nearer
and nearer, but once he get's way too close for comfort,
your father appears and throws on the light. After some
chatting, he'll leave. Follow him. You're now in a
pretty large area with a lot of rooms to explore.
The crewman's corridors - There's a watchman wandering
around the hall. Talk to him. Now go to the crewman's
quarters B (front corridor, 2nd door on the left).
The replacement watchman is here. You'll need to
distract him from his notes he's reading.
[Solution] Ring the alarm near the door by setting it to
12 o'clock. Quickly take his notes while he goes off to
switch the alarm off. He'll suddenly remember his duty
and leave the room.
When you return outside, the current watchman will 'take
a rest', and after that, the new watchman will complain
about the lighting problem. Now, head to the
door opposite to where you came out from. There's a
workman puzzling himself over the lockers. Your aim is
to open the fourth locker to read the code number.
Here's a tough little puzzle to solve...
[Solution] Of the lockers, numbers 1 and 2 can be
opened, but numbers 3 to 6 can't be opened. The solution
of this puzzle is this : Other than lockers 1 and 2,
the others can only be opened if the total numbers from
the open lockers equal it's own number. For instance, to
open locker 3, you need lockers 1 and 2 to be
open (1+2=3). Hence, to open locker 4, first open locker
3, then close locker 2 - hence only lockers 1 and 3 are
opened (1+3=4). Locker no. 4 will open up.
The crewman in the room will then read the code number
to you and leave the room. Now follow him. When you
leave the room, go left and then take the right
corridor, then go through the door. Talk to him. You'll
find out that the code number doesn't work. Can you
figure this one out?
[Solution] The numbers 1 6 8 9 are written upside down.
Turning them around gives you the true code 6 8 9 1.
Follow him again into the next room - he'll fix the pipe
blocking the way. Now you'll get a nasty surprise. Exit
through the nearest door and come back to avoid becoming
ghost food! Once you're back, enter the door opposite
the once fallen pipe to reach the breaker room - here,
switch on the only breaker that is off to return power
to the crewman's floor. Return back to the second
watchman and see him off. Now you can enter the two
remaining rooms in this hall - the bathroom (mistakenly labeled
the shower room) has a claim ticket on the floor of the
furthest stall; the shower room (mistakenly labeled the
port corridors) contain a cure potion in the second
furthest locker.
Now, go to either of the other corridors and take the
doors there. Follow the corridor into another T-shaped
area, this time with two doors. The left door leads to a
room with a sleeping ghost who is complaining about the
sounds from the radio room. Further into this room is
another room; nothing here except a curing potion in a
box in the corner and a sun plaque. The right door leads
to a radio room. You'll here someone tapping in morse
code when you try to open the door. Once you enter, set
the machines to 'BA10' (it's in the notes you picked up
in the crew quarters). Now you'll have to hit the
correct message on the telegraph.
[Solution] Notice the words CREA etched on the side? Use
the coding in the panel on the side. If you're lazy,
just input:
- . - . . - . . . -
You'll be handed a music box by that boy and zoom off
into a large cathedral. Go up the stairs to reach the
grand piano. Examine it, play the music box and repeat
the tune on the piano.
[Solution] Numbering the white keys from left to right,
1,2,3,4,5,6,7 and lettering the black keys A,B,C,D,E,
press the keys in this order: 2,3,4,6,E,6,5,4. No
problem right?
After playing the tune, a trapdoor will open under the
alter below. So what are you waiting for? Once you meet
Crea, play her the music box. Then she'll give you
an earring and send you back. Now give the earring to
the boy to finally free his spirit at last - you'll get
another plate as a prize. One more to go!
Go back to the person complaining about the sound from
the radio room. He'll finally get some rest - the
eternal type. Now that all the crew mates have left, you
can return to the man in the kitchen - note that the
kitchen lift doesn't work anymore, so you have to find
an alternate route. In the corridor linking the
two T-shaped halls (the one with a savegame telephone)
there's a door leading back up to the main passenger
hallway. From there, return to the dining room, then
the kitchen. Talk to the man and he'll leave with his
other mates, and leave the fourth and final plate.Now
leave and note that Arthur and Hilda have both left the
dining room. Go to the staircase room (the one with the
crow) and they'll be there. Insert the plates and
they'll be freed for good. Now enter the door into the
private quarters.
Chapter 7:
It Ends
There are four rooms here each with it's own theme
decor. Don't try the double doors on the other side yet
or you'll regret it.
Forest room - Another daughter of William is here. She
tells you to meet Crea in the room opposite hers. It's
locked, so she tells you to talk to Jack (yet
another son of William's ever-growing family tree).
Nothing else in this room.
Water room - There's a clock key and a cure potion here
if you look hard enough.
Fire room - Jack Rockwell, another son of William,
haunts this room. There's a claim ticket on his bed.
Show him the picture and he'll tell you how to open
the door. Well, do what he says - go to the locked clock
on the side of the prohibited double doors and adjust it
to the bird symbol. That will allow you to open Crea's room.
Sky Room - You can only get here once you've unlocked it
with Jack's help. Here, examine the castle drawing then
use it to zoom back to the ancient castle. Go out to the
castle balcony and examine the king's body and you'll
get a cameo. You'll get to use it real quick as soon as
you leave the room!
Now that the final ghost is out of the way, you can
enter the dangerous double doors. Here you'll meet
William Rockwell himself. He'll tell you the truth
about Crea, and you'll zoom off into the past. Here,
pick up the bullet on the table and then watch the
scene. You'll ultimately pick up the other half of the
blue stone. Once you return, you'll see that William
Rockwell is dead. Go back to Emilia in the Forest room
and she will go for eternal rest herself.
Now head back to the crew floor (down the stairs from
the passenger hallway), to the corridor with the
savegame telephone. The entrance to the engine room is
here for your final showdown. Save the game before you
go down.
Go down the stairs,look at the sheet on the wall and
heed where the valve and the key is located, and how to
overload the ship. There's a cure potion on the
floor here. Now enter the engine room.
First, head to the very end of the ship. You'll witness
a spectacular scene, and then after that, Crea's voice
will tell you to light up the area. It isn't all
that hard...
[Solution] To do that, you'll need the valve and key.
Here, William's ghost will be chasing you all over the
place - nothing quite like working under pressure,
eh? Rush up to the front end of the ship (as front as
you can go, anyway) and take the valve from that room
(look carefully at the floor). Then go one room back and
climb down the staircase. Here, use the valve on both
fuel tanks. Then, from this room you can enter a door
that leads you to the room with the piston key. With
that, go back to the two piston rooms and use the key on
either emergency piston locks.
Once the area lights up, go back to where the red stone
is located. Use the blue stone on the red stone...
Ending 1 - Wait until the time ends without heading to
the front of the ship. This one is a rubbish ending
where you are never seen again.
Ending 2 - Rush to the front of the ship, back to the
room where you picked up the valve. You'll meet Crea and
she'll whisk you away. Back at the old house, you
meet the police officer who tells you to leave the
place. So go leave the house and watch this scene...
Ending 3 - ??? Anybody care to help?
Congratulations, you've won ECHO NIGHT! |