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Echo Night - Strategy Guide

Below are the cheat codes, hints and help for Echo Night - Strategy Guide.

           Echo Night
     Strategy Guide/Walkthrough
      written exclusively for 
   
       *Cheat Code Central*
               at

               by
       vaughn@cheatcc.com
               &
         Robert Shreive 



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Welcome to the Echo Night Strategy Guide/Walk Through. Please use it sparingly, so as to not ruin the playing
experience. NOTE Echo Night requires 2 blocks on the memory card to save. Be sure you have this available before
playing. You can only save your game when you locate a red phone. The first save point is quite away into the game (The
Orpheus), but nothing will kill you and make you restart, but a power failure or something equally as frustrating can
happen.

Once you get comfortable with the controls, press Select and go into System. This will allow you to change a few settings.
I recommend changing the walking and turning speed to the fastest setting.

This walkthrough was written by two people. Myself and Rob Shreive from Agetec. Who better than to tell you what to do then
someone who's job it is to know this game. Basically the first half of the guide is in my writing and the second half has been  
tken from the official walkthrough from Agetec. Due to time constraints and dozens of requests for help, I decided that I must
get this walkthrough on CCC as fast as possible even if that meant not finishing it. Like you care who writes the damn thing. 

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HOUSE
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When facing cop, turn left and go through the door. Turn left and go down the hallway. Turn left down other hall. Use L2
button to look down. There will be a Winding Key on the ground to your left. Pick it up.

Turn around and go into door on left hand side into bedroom. Press the square button to bring up the item menu. Press
the X button to use the Small Key to open the Grandfather clock. Use D-Pad to cycle through the minute and hour hand
and stop on the “hole for a winding key.” Use Winding Key. The clock will move aside revealing a small passage way.
Use the circle button to crouch and crawl through. You will find the red book and be whisked away to the past.

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TRAIN
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Talk to conductor. Do not remain seated. Exit via the other door. Go into the next car and talk to the little girl by pressing
the X button. You can also talk to the old man. Go back out towards the car you were just in and you will see the youth
approach. Once inside he locks the door so you cannot get in. Go back to the conductor who is now lying on the ground.
Pick up the Crank by his body. Exit the car and go back to locked door. To the left of the locked door is a ladder.
Climb it with the X button. Once on the roof, make your way to the square trap door. Use the Crank on it to view the
scene below. Take note of the absolutely brutal boot to the head the youth receives after being shot at point blank range.
It’s a thing of beauty. Once the scene ends, go back down the ladder and enter through the door which is now unlocked.
Walk through past the girl and head out the far door to the back of the train and watch the final scene.

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HOUSE
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Pick up the Red Book. Walk down the stairs in front of you and go through the door. Look at the painting. Notice that
there are also two statues in the room that aren’t facing each other. You must rectify this situation. Move the chair by the
statue near the door with the X button. Move the chair somewhere out of the way. Pick up statue near painting and place
it in front of other statue. It will turn itself to face the other statue. This will change the painting from statues to a painting of
the doomed oceanliner Orpheus and it will transfer you back in time to the ship.

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ORPHEUS
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Follow the ghost captain. Once he leaves, move the chair that is front of the desk out of the way. Open the right drawer
with the X button and take the Curing Potion. Investigate bedroom. There is a book on the bedside table. Pick up the
Leather Organizer.Take notice of the Wire on the cupboard handles. You’ll need to cut if off later. The bathroom has
nothing of interest. Exit the bedroom door and go out the door to your left. You will encounter the first of many ghoulish
girls who giggle when they attack. She will attack but you will be saved by a light. Listen to the voice. They are not fond
of light. So try and turn on many as many lights as you can find. Go up the stairs and go to your right. Locate the switch to
turn the light on. Go through the door. Once inside turn to your left, you will see a little red light. That is the light switch.
Turn it on. You will hear the creaking of the ships wheel. Turn to your right and look under the sturdy looking desk by
crouching. You will find the Metal Handle. Pick it up. From now on, I won’t write pick it up when it comes to an item.
If you find something common sense says you just might need it. Go to the cupboard and take the two Curing Potions
for later. Next work your way down that side of the room until you locate what looks like a trap door. Crouch and use
the Metal Handle on it. You will locate the Ships Map. Close the trap door with the Circle button. Stand up and go
through the nearest door. You will talk to a ghost sailor that sounds a lot like the angst ridden comedian, Steven Wright.
You’ll be whisked away to meet his fiancée in another era.

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FIANCEE'
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Talk to the lady. She’ll tell you she has lost her engagement ring. Go to the right of the lady behind the lemonade stand
and into the darkness. You will be at a Merry-Go-Round. Get on a horse with the X button. As it goes around a sharp
eye will notice something sparkling on the ground beside the ride. Geez, what do you think that might be, huh? Once the
ride stops, get off the horse with the Circle button and go find the Engagement Ring in the darkness. You’ll probably
have to crouch to find it. Find your way out of the Merry-Go-Round area and locate the lady. Give her the ring by using
the Square button. Watch the scene unfold. After it ends you’ll have to locate the lady again. Go past the funky colored
shop (on your left) and head straight until you hit the wall. Turn right and there she is. Talk to her again. She’ll return the
Engagement Ring and ask you to give it to her fiancée. You will be transported back to the Orpheus.

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ORPHEUS
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Give the ghost sailor the Engagement Ring. Once he disappears pick up the Astral Piece he leaves behind. You will
notice it’s daytime now. Turn around and go past the stairs, turn right and go into the only door in this hall. Once inside,
you will notice something red in front of you to the left. This is a phone. Pick it up with the X button and Save Your
Game. If you look close enough there will be a ghost sitting on a chair in the room with the phone. Talk to him, twice.
You will be whisked away.

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SHORE
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Follow the sailor. Go past him and pick up the Rubber Gloves found on the gate of the steps. He will be attacked by a
ghoul.

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ORPHEUS
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Talk to the ghost sailor again. He wants light. So this your quest now. Save your game again. Exit the room, turn right and
then left. Go down the stairs. Turn right at the bottom and find light switch and turn it on. Go through the door. Locate the
light switch fast as there are ghouls in here. It is the small red light in front of you to the left. Once the light is on you will
notice a fuse box to your left. Open it up and look inside. One chamber is missing a fuse. Go through the door opposite of
the fuse box and prepare for ghouls. You will probably need to use a Curing Potion in this room. The lights don’t work
and you have to make your way through the room until you locate the Wire Cutters hanging somewhere on the wall.
Don’t give up they are in here! Once you find them get the hell out! Once you exit the room, turn left and go out that
door. Turn right once outside and go through the farthest door. You will be back in the Captains Cabin. Go into the
bedroom again and use the Wire Cutters on the cupboard. A mysterious voice and book will appear. Pick up the
Comet Book. You will be whisked to the Observatory

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OBSERVATORY
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This level is confusing but only for a few hundred hours. However, once I finally figured it out it is relatively short and
surprisingly uneventful. You should read the Comet Book for clues. Find the elevator. The button for the elevator is to
the right of the elevator. Press it using the X button. Once inside the elevator, locate the floor select panel. Select level 3.
Once there, simply hold the Comet Book up to Sun Carving on the wall and you will warp to the mysterious Blind
Man.

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BLIND MAN
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The Blind Man is sort of like a shopkeeper. He’ll buy those Astral Pieces the ghosts leave behind in exchange for healing
potions and what not. When you go to leave, he’ll give you the Holy Water and the Broken Jewel. You will then warp
back to the Captain’s bedroom. 

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ORPHEUS
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Pick up the Wire that you cut. Take it back to the area with the fusebox. Open Fusebox and use the Wire on the fuse
slot to the right. Make your way back to the Phone Room (Save Game Room) and the lights will be on. The sailor
disappears and leaves behind another Astral Piece and the Iron Key off of the chair he was sitting on. It’s a good idea
to Save Your Game at this point. When you exit the room the Captain will appear. Talk to him and then collect his
Astral Piece. 

Go back to the hallway with the Fusebox. Take the stairs to the left of the fusebox (when facing it). Use the Iron Key on
the door. Once inside the room, turn on the 3 switches to the right on the wall. Go into the first door to your left. You will
be in a long hallway. Walk ahead and talk to the Drunk Man. Pick up Glass. He says he wants to taste Ed’s drink again.
There is a Phone in this hallway back towards where you entered. You can Save the game if you want to. If you are
facing the hallway from where you came in, go into the first door on your right. The light switch is to your left. Look
around at all of the paintings. One in particular will be of interest. The one signed E.M. Find the bar, crouch and go
behind it so you can access the liquor cabinets. Click on the 2nd last cabinet and pick up the Claim Ticket. The other
two cabinets hold liquor. You will remember that the Drunk wanted to taste Ed’s drink again. The painting signed by
E.M. holds the key to mixing the drink. In the painting there is a man, an axe and two snakes. The liquor bottles have
pictures on them. Simply use the glass and pour 1 shot Human, 1 shot Axe and two shots of Snake liquor into the
glass. Take this drink to the Drunk and he will tell you that he threw the medal into the ventilation shaft, he’ll also tell you
that the girls have the two other medals. He’ll also ask you to let Ed out. It seems Ed went nuts and they had to lock him
in the room at the end of the hallway. Once the drunk disappears pick up his Astral Piece and the first of the medals,
Sailor Medal B. 

Go into the room directly across from the bar room. Take notice of the little sailor dolls on the shelves. You’ll need to
place all of the Sailor Medals on them once you find all four. Pick up footstool and move it to the side of the adjoining
shelves at the back of the room. Walk up both shelves and press X while the crosshairs are on the Grate. Enter the
ventilation shaft and locate Sailor Medal A and then exit the ventilation shaft. Exit the room, turn left and go to the last
room on the right hand side. The ghost will tell you to leave. Exit this room and enter the room directly across the hall.
Talk to the girl ghost on the bed. If you look through the right drawer of the desk (you may have to crouch to open some
of these drawers) you’ll find a Curing Potion. Exit and enter the room across the hall again. If you walk further on into
the room, a ghoul will suddenly appear from the bathroom and attack. You cannot fight her, so get out of there. And head
back to the room with the girl on the bed. Talk to her and she will tell you that “Everything is the same between us.” What
she really means is that the room with the attacking ghoul is the same as hers. Whatever you do in the room you are in,
will automatically take place in the room with the attacking demon. So, what you want to do is, locate the heater which is
found to the left of the doorway. Move it in front of the bathroom door. When you go into the next room across the hall
now, a heater will be blocking the bathroom door and thus you won’t get attacked! Clever, eh? Talk to the ghost girl on
that bed. She’ll disappear and leave behind an Astral Piece and Sailor Medal D. Check left hand drawer in desk
(crouch) and receive another Curing Potion. Go back next door and talk to ghost on bed. She’ll tell you about the Blue
Stone and that Crea was waiting for you. The little girl on the train was named Crea Rockwell for your information. The
ghost will leave behind an Astral Piece and Sailor Medal C. Exit room and Save Your Game. 

Enter into the room with all of the Sailor Dolls. Press Select and go to Item. Look at each Sailor Medal. Use the Down
Control on the D-pad to zoom in on the picture on the Medal. Match the picture on the medal to the doll. This you can
do yourself, okay? Then “use” the medals on the corresponding doll. If you got it right, the dolls arms will drop by their
sides. Once all medals are in place, the shelf will move and reveal a secret door. Behind the door you must look REAL HARD
Ed. He is in here, but thanks to the darkness and his see through body, he can be a little tough to find. Lord knows I 
couldn't find him...He's standing just in front of and to the right of the concrete jewel stand. Talk to Ed and he'll drop
an Astral Peice and a Bronze Key. Pick them up. Exit the room and get back to the hallway. Take a left and go use the Bronze
Key at the end of hallway to the left. Once you get inside, you'll see a ghoul hurling thrings around. Don't sight see, just
get back out into the hallway, but pronto. A boy will appear. Talk to him and he'll transport you to the Abandoned Mine.

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ABANDONED MINE
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 Walk over to the full mine cart.  Pull the lever.  This will clear a path so you can get past the rocks.  Continue down the mine.
You will see a mine cart.  Press the X button to hop inside of it.  First switch the lever with the red light about of it. This 
will change the tracks.  Then pull the other lever to start moving. Exit the mine cart and get into the next mine cart you see.
Pull the lever next to you. Next, get out of the cart.  You will see one lever on top of another lever.  Pull the top lever 
so it is in the down position.  Then pull the lever below it.  The mine cart will start to move.  Let the cart roll for about 
seconds the push the upper lever to the up position while the cart is still moving.  This will make the cart bust through the
wooden wall. Now pull the next lever you see at the end of the hallway to bring the mine cart back so it does not get into your way.  
Climb down the rope ladder. Once you get down the ladder you will see a man picking at the wall. Talk to him a few times and check
out the ragged doll next to the barrel. The man will break the rock and make a charming discovery.  Next, pick up the doll.  You 
will warp back to the ship.

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THE ORPHEUS
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Turn around and go back into the big doors.  Once you are in there use the doll.  Then turn on the lights. Claudia will now leave you
alone. Go through the door to the left.  You should be in the Special GuestRoom. You will see a suit lying on the bed.  Pick it up.  
Now you should be waking up and staring at a phone.  This is a good time to save the game. Use a curing potion as well because your 
health will be very low.   Exit the room.  You should see a man sitting in a chair. Talk to him. Search the room to find a couple of
curing potions.  Do not open the big shelve yet.  The doctor works from 9 to 5.  You will have to wait for him to leave the room.
When he does, search the big shelves.  You should be transported to the Laboratory.

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THE LABORATORY
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While the doctor is not there, search the drawers to table with the microscope to receive the Prescription. 

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THE LABORATORY
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Now that you have the prescription, show it to the doctor.  He will freak out and that is ok. You can now exit through the door that the
doctor exits through.  Be careful thought, because when you first step out, a ghost will be trying to possess you.   As you go down the 
hall you will see a red door with either an open or closed sign on it.  If it is open, you may enter the casino.  The games in
the casino are fairly simple to play.  If you need instructions the man at the door will tell you everything you need to know.  If
you have any claim tickets, you may exchange them here for 20 chips per ticket.  There is a claim ticket on the floor to the side of the
roulette table. If you get 100 chips, you will be able to play blackjack.  If you get 200 chips, then you will free all the spirits 
in the casino.  Make sure to collect all their Astral Pieces.  In the hallway where the spirit is trying to shoot little ghosts at you, 
you may notice a bunch of little knob type objects sticking out of pictures of star constellations.  At around 6 p.m. all of those knobs 
will light up. All of them except one. Go and press the one that is not lit up (Found on the right hand wall when your back is facing the 
Casino door) and it will turn on which will also tun on the rest of the lights in the room and the spirit will disappear.  

In the same hallway you will see a set of big doors.  Go into those doors.  You will see a counter will the bell on it.  You will also see a
small door to the bottom left hand corner of the desk.  Open that little door up and crawl to the other side and enter the doorway. You 
should be in a small room with a ladder.  Climb up the ladder. There will be some shelves to the left of you.  Grab the record from the shelves.
Go back down the ladder and back out to the hallway where the glowing knobs are.  Take a right when you get to the casino door and go into the
next door you see. You should now be in the Child's Room.  Go ahead and use the record you just found on the record player.  Collect the Astral
Pieces and the Crown Piece that the boy drops. Use the Crown Piece on the chest in the room.  Get both the film as well as the gear.

Return back to the room where you picked up the record.  Give the film to the man standing next to the movie projector. Go back down the ladder, 
under the desk, but this time go through the door to the right.  You should now be in the theater.  Talk to the doctor and watch the movie.  
Grab his Astral Piece ask well as the key he drops. Go back to the medical office.  Use the key he dropped on the locked drawer.  Pick up the 
Antidote from out of the drawer. Go back into the hallway and use the Antidote on the  green sparkling poison in the hallway.  Proceed down 
the hallway and exit through the door. 

Go up the stairs and go through the first door to the left. Equip your dress suit and talk to the man down the hall.

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THE CASTLE
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I may be skipping slightly ahead here but it won't take you much to get to the Castle. Neither Rob from Agetec nor I wrote anything about the 
Castle. However, it isn't very long and shouldn't stump you at all. If the Castle stumps you then turn off the game, sell your Playstation and 
take up Lawn Bowling. Hey, when was the last time a walkthrough insulted you, you big dummy?

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THE ORPHEUS
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Talk to Arthur and Hilda.  They will give you the first of 4 plates. Make sure to take the plate.  Now exit the Grand Dining Room the way you
came in.  Once you are out take the astral piece. Go through the door to the left of the hallway.   You should now be in floor one of the stairway.
You will see a toy crow in the corner of the room.  Look on the back of the crow.  Open the lid on its back and insert the gear from your 
inventory. Once the gear is inserted, active the crow by pressing the X  button  on it.  As soon as it starts cawing run upstairs and turn the 
light on. Go back downstairs and grab the gear out of the crow.  While your down go ahead and place the plate into its proper resting-place.
Go back upstairs and go through the door on the left.  You should be on the Stern Passageway of the ship.  Go through the next door to the left.
You should see another stairway and a phone.  Go up the stairs and take a left.  You will see three other doors. Go through the center door. 
Look to the right and turn the light on and exit the room.  Go through the door with the picture of the man on it. Go through the door straight
ahead of you.  You should now be in the poolroom.  Go through either one of the doors in front of you. You should now be on the Deck Terrace.  
Talk to the ghost on the deck. Grab the eyeball looking thing on the ground next to the ghost. Walk over to the hatch on the ground and open it up.  
Once you are down the ladder turn the light on and go through the door to the left. Place the gear into the parakeet the same way you did with the
crow. Get the servant's astral piece.  Then crouch down and try and pick up the broken plate.  You will be warped away to the Cemetery.

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THE CEMETARY
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Open the gate where the fenced in tomb is. You will see three rocks protruding from the wall.  Press them in this order: Center,
left, right.  Go down the ladder and follow the path (try and follow the blood stained walls) until the old man comes up to you
and tells you to leave.  Go where he tells you to until you see the dead woman's body.  Inspect the body then pick up the Pendant.
At this point the old  man will attempt to kill you with his knife. Avoid him by running past him.  Grab the Plate out of the stone
piece and press the button below. Keep going straight until you past the grave keeper who locks you in. You will come to another
stone piece in the wall. Place the plate into it and press the button then take the plate back.  Enter into the gate that you just opened.
Follow the path until you see another stone piece in the wall.  Notice the writing on the stone piece. Place your plate into it and press
the button then get your plate. Go back to the stone piece where you first grabbed the plate and press the button.  Go back to the stone 
piece with the writing on it.  Place the plate in it once more.  A secret door should open.  At this point take a left.  You should see
a ladder leading up.  Take the ladder up.  

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THE ORPHEUS
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You should be now be back looking at the parakeet.  Exit the room and go into the door on the opposite side off the hallway. When the mean
ghost appears, use the pendant that you found in the cemetery. Turn on the light. To turn the water pump on you must turn the valves and 
push the switches in a certain order.  The order goes as follows: Small valve, large valve, switch, and lever. Exit the room and go up the
ladder.  Once you are on the deck of the ship go through either of the doors. If the poolroom has a red glow in it, hop into the pool then 
place the eye into the small mound. 

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THE LIBRARY
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Duck under the librarian's desk to get by her. Once you get by her, enter the door in front of you. You should now be in a room with two
men sorting books. Talk to the old man sitting on the ladder.  Walk down that isle.  You will see a bin full of green books.  Ignore that bin
and proceed to the next bin which should be on your left.  Press the X button on that bin. The other man should move over to that bin. You will
see another bin to the right that looks similar to the bin you were just looking at.  Press the X button on that bin now.  The man should
move once again. Walk over to the bin with the single book in it and take the Book. 

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THE ORPHEUS
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Exit the poolroom through the girls' locker room and grab the Curing Potion that is in one of the lockers.  Exit the girls' locker 
room and go insert the flying fish plate into the wall with the other plate you retrieved. Go back to the Grand Dining Room and talk
to Arthur Rockwell.  He will give you the key to the kitchen. 

Use the kitchen key on the door that is locked in the Grand Dining Room. Talk to the ghost standing by the small elevator. Press the
button on the elevator to go down. You should now be in the mess room.  Walk forward until the ghost drops down from the ceiling.  Stay
back until your father comes in and turns on the lights. Exit the mess room.  You should see a ghost holding a flashlight walking down the
hallway with four doors.   Go to the second set of doors and enter the left door.  

You should see a ghost reading some documents. Talk to him. Walk over to the alarm on the wall and press X. When the picture of the clock
comes up press and hold the X button until it starts ringing.   Grab the document off of his bed while the ghost goes to shut off the alarm.
Exit the room.  

The man from the room and the security guard in the hallway will have a conversation.  Once they are done talking, grab the astral piece and
enter the door on the opposite side. You should see a ghost leaning against a bed.  Walk towards him and he will talk to you. Open locker 1 
then 2. Next open locker 3. Close locker 2 then open locker 4.  Exit the room once the ghost finds the combination.  Walk towards the big doors
and take a right and enter the door.  You should be in a long hallway.  Down the hallway you should see the sailor that you just talked to.
This is the Starboard Corridor.  Press the X button on the combination lock that he is looking at.  The proper combination is 6891.  

Follow the man into the door.  Go up the stairs.  He will move an object out of the way for you.  Once he is done, grab his As- (ahem) Astral Piece.
At this point the lights should all break and you will be attacked.  Go through the door to the right while the ghost is pulling you towards him.  
If you succeed in getting into the room, you will notice you are in a electrical room with lots of generators.   You will notice that one of the
generators is not turned on.  Go ahead and turn it on. This will provide light to the lower part of the ship where there was no power. Exit the room
and go back down the stairs.  Once you are back in the big hallway, take a left. You should now be in an area similar to the one where the patrolman
was walking around with the flashlight.  In the middle of the corridor you will see two doors.  Go into the door to the right. Before you can enter
you should hear a telegraph operating.  Once inside the room, go to the equipment with the dials on it.  When you select it, a screen should come up
with 4 switches with numbers and letters.  Set them to B-A-1-0.

Next go to the telegraph and punch in this combination: Dash-Dot-Dash-Dot-Dot-Dash-Dot-Dot-Dot-Dash. Take the music box,  from the boy. 

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THE CATHEDRAL
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Once in the Cathedral, take either the door to the right, or the door to the left.  They will both take you to the same place.  When you are
up the stairs you will see a huge organ.  Press the X button on the organ to get a close up of the keys.   There are a total of 7 white
keys and 5 black keys.  The number 1 white key will be the far key on the left, and the number 7 white key will be the key to the far 
right.  The order of the keys goes as follows: #2 white,  #3 white, #4 white,  #6 white, #5 black, #6 white, #5 white,  and #4 white. Go 
back downstairs and go to the alter and climb the ladder down.  When you go down the ladder, take the stairs all the way to the bottom. 
Be careful not to fall down. Go through the door at the bottom.  Show the music box to the girl in the cell. 

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THE ORPHEUS
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Once back from the cathedral, give the earring to the boy.   Take the astral piece and the plate.  Exit the room and go into the door right
in front of you. Talk to the man lying on the bed.  Take his astral piece. Exit the room and go to the area where the man holding the flashlight
is.   If the lights are on, take his astral piece. Go back to the Grand Dining Room.  Then enter the kitchen and talk to the man standing by the
elevator.  Take his astral piece and the plate he leaves behind.  Go insert the final two plates and take the two astral pieces.  Enter the big
doors, which you have unlocked with the plates. Enter the first door to the left.  Talk to the lady and get the picture from her.  Exit the room
and enter the door to the upper right hand corner of the hallway. Give the picture you just received to the man standing by the shelves.  Exit 
the room and go into the door on the opposite side of the hall. Pick up the clock key that is sitting on the table.  Exit the room and use the
clock key on the control panel to your left. Set the dial so the pointer is pointing on the bird. Go into the room that you have not been in yet.
You should be in the Sky Room.  Inside are a bunch of pictures on the wall.  Look at the one that is in color. 

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THE KINGS QUARTERS
=========================================================================================================================

Go through the door that is not locked (there are only two doors) Press the X button on the King's dead body. Pick up the Cameo.

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THE ORPHEUS
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Exit the sky room. When the king appears, use the Cameo. Go through the big doors that the king was guarding.   

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THE HOUSE
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Pick up the bullet on the table. Oh and go take a leak, it's been about 3 days hasn't it? :)

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THE ORPHEUS
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Pick up the key from off the table. Go down to the Starboard Corridor (where the lock was with the 4 numbers).  This time go to
the corridor on the opposite side.  There are two of them that look very much the same.  Look for the engine room door.  Use the
engine room key on the door to unlock it.  Walk down the stairs and go through the door. You should hear a voice when you walk in.  Go
straight and walk through the first door you see.  You should be in a room with very large pistons with a walkway through the middle of 
them. This is Engine Room A.  Go across the walkway and through the door on the other side. 

You should see your father, although he is not so nice anymore.  After he turns evil, turn around and go through the door to the 
right. You should no be in Engine Room B.  Go through the door on the opposite side of where you entered the room. You should now be in
Boiler Room B.  Go straight and pass up the first door you see on the right.  Enter the second door you see.  You should now be in the
Fuel Storage room.  Ahead of you are some stairs and two doors.  Go up the stairs and through the door to the right. You should now be
in Compartment B.  Look behind the boxes in the second stall to find the valve.  Take the valve and exit the room the way you came in.

Once you are back in the Fuel Storage room, go down the first set of stairs and go through the door to the right. You should now be in
Boiler Room A.  You will see a key hanging from the wall.  Pick up the key. Exit the room the way you came. Now go down the second set
of stairs. You should see two fuel tanks down there.  Each one of them has a control panel.  Press the X button on the control panel and
use the valve on both control panels. Go back to Engine Room B.  Towards the middle of the room you will see a control panel that says Do
Not Touch.  Go ahead and touch it.  When you press the X button, it should say Piston Control and there should be a keyhole below.  Use the
Piston key on the keyhole. Do the same thing in Engine Room A.  You will notice that the lights come on.  Go back to where the Red Crystal
is hovering in the air and use the blue crystal on it. Your father will turn good again and instruct you to get off the boat.Take his advice.
Go back to compartment B.  Go to the back of the room and talk to Crea. 

=========================================================================================================================
HOUSE
=========================================================================================================================

Exit the house.

=========================================================================================================================
THE END ?
=========================================================================================================================

There are supposedly three different endings to Echo Night. Unfortunately as a game reviewer (some know me as John Doe) 
I only have time to finish a game once. If anyone else bothers to finish Echo Night 3 times and gets all the endings for 
God's Sake, get a life and when you are done that, let us know what the other endings are.

=========================================================================================================================
CREDITS
=========================================================================================================================

The first half of this walkthrough was written by Vaughn Smith for use on Cheat Code Central. The second half of the 
walkthrough was written by Robert Shreive from Agetec. Thanks to Vaughn & Rob! 




Any questions, comments, or anything else concerning this strategy guide
should be mailed to vaughn@cheatcc.com


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