------ |######| |######| -- -- - - - |######| - - - --- - - --- | / | | / \ \######/ |\ | | / | | | |-- | |-| | | |####| | \ | | | - |-| | | \ | | \ / |####| | \| | \ / | | | -- -- - - - /######\ - - - -- - - - --/########\-- ----------- /##############\ \ \ /################| --- ----- --- ---- | ----#####----#######| \ \ \ / | | | | -------- \ /#####\ /##------- | \ | | --------- | | | | \ --- | | |#####| |#/ \ | \ | | \ \ | | / / - | \| \ \###/ /#/ --- \ | \ | | | --- \ | ---- - | | |\ \#/ /#/ /###\ \ | |\ \ | | | | \ | | < | | /| |#\ - /#| |###| | | | \ \ | | | | \ | | ---- - | |-- | |##\ /##| |###| | | | \ \ | | | | | | | | \ \ | | |###\ /###| |###| | | | \ \ | | | | | | | | | | | |-- | |###| |###| |###| | | | \ \| | | | / | | | | | | | \| |###| |####\ \###/ / | | \ | | | / | --- ---- | | | |###| |#####\ --- / | | \ | | --- / / / - | /| |###| |######\ / | | \ | / / ----------- / --- | |###| |#######-------| / \ \ | --------- -------- |##/ \#############| ----- \| /#/\-----#############| |#| |#################| \\ |################/ - |################| |################| ------------------------------------------------------------------------------ Echo Night: Beyond FAQ/Walkthrough By Brian Mills "DarkBlade22" version 1.1 (6-27-2005) e-mail bmgamfrk22@alltel.net ASCII art by DarkBlade22 =============== Version History =============== version 1.1 (6-27-05) - added a necessary ghosts list to the quick walkthrough and added a note to the bpm part of the Playing The Game section version 1.0 (3-23-05) - finished entire walkthrough version 0.8 (3-20-05) - finished notes and items and wrote more of the walkthrough version 0.6 (3-14-05) - completed a third of the actual walkthrough and several sections of the notes version 0.4 (3-13-05) - completed characters and found all of the endings version 0.2 (3-7-05) - began walkthrough by creating the skeleton of the faq and wrote the first 3 sections and some notes ======== Contents ======== 1. Introduction 2. Story 3. Playing the Game 4. Controls 5. Walkthrough a. Shuttle - The Beginning b. Operations Area - Into the Facility c. Energy and Residential Area - The Reunion d. Floor B1 - Sibling Rivalry e. Floor B1 - Hunger and Devotion f. Work and Mining Area - The Plant and the Crater g. Work Area - A Lack of Oxygen h. Shuttle and Operations Area - Bodies... and Power i. Space Port and Shuttle Svetlana - Music to Soothe the Savage Beast j. Work Area - The Lost Crewmates k. Residential Area - Justice and Revelations l. Work Area - Putting Chairs on the Tables, Turning Out the Lights... m. Operations Area - ... Before Closing the Door on the Universe 6. Quick Walkthrough 7. Endings 8. Items 9. Notes a. Characters b. Locations c. Recordings d. Files 10. Thanks 11. Copyright ============================================================================== WARNING!!! WHILE THIS WALKTHROUGH HAS BEEN WRITTEN SO AS NOT TO SPOIL MUCH OF THE STORY, IT WILL STILL CONTAIN SOME SPOILERS. READ AT YOUR OWN RISK!!! ============================================================================== =============== 1. Introduction =============== Hello, and welcome to my FAQ/Walkthrough for Echo Night: Beyond for the Playstation2. My name is DarkBlade22. This is my 9th faq. This game was released in 2004 by Agetec. While it is not a very well-known game, it is part of a continuing series, and is a welcome addition to today's market. One of my favorite genres these days is the survival horror/suspense selection of games. What began with games on earlier systems, like Splatterhouse, gained popularity with Resident Evil and its sometimes cheesy but definitely scary type of horror. Since then it has evolved to include deep plots and new ways to scare by delving into the mind's deepest reaches and pulling out the player's worst fears, such as in the Silent Hill games. Because of this, the genre is quickly becoming a relevant entertainment and art form. Echo Night: Beyond leans more toward the suspense rather than the survival horror portion of the genre. It doesn't outright jump out and shock you with grotesque images and blood, but it does get your heart racing. The claustrophobic feel of the game, the setting - an abandoned space station on the moon - and the various ghosts that pop out of thin air in front of you are very effective. Step into this game, and you will step into the shoes of your protagonist, journeying into the dark to chase the unknown. And you will feel alone. Completely, utterly alone. ======== 2. Story ======== ------------------------------------------------------------------------------ Prologue (from the instruction booklet) "Love is eternal, but it does not heal all wounds." The year is 2044. Richard Osmond and his fiancee Claudia Selfer had been carefully planning this day for what felt like, to them, a lifetime. It was a beautiful night for a launch; everything seemed perfect. After years of waiting, their dream was finally becoming a reality. With a smooth take off, Richard and Claudia were launched into space with a single mission objective - to be married on the moon. But the reality of the dream was something that no one could have planned for. After a few hours of flight, the shuttle started its approach to the Lunar Station. It was circling the moon's orbit, preparing for it's final descent, when disaster struck. The shuttle began taking heavy damage from an unknown source, and Richard lost consciousness as the shuttle plummeted down on a crash course with the moon station. After an unknown period of time, Richard woke up to find himself right outside the Lunar Station with no sign of his fiancee. As the sudden isolated darkness gripped him, Richard felt an emotion he had not felt since childhood - fear! ------------------------------------------------------------------------------ Your objective in this game is to control Richard Osmond and to enter and journey through the Lunar Station, meeting and freeing ghosts in order to journey deeper, and obtain clues to find out what happened to your fiancee, Claudia. =================== 3. Playing the Game =================== Your basic actions in the game are to move through each room, exploring and searching for items and clues to help you advance further into the facility. Much of the environment is interactive, in that you can open doors, cabinets, and other things in search of items. Any items you find may not be used right away, but may be important later. When journeying through the station, you will periodically run into spirits that are also wandering around. These ghosts all have some sort of unfinished business, and it will fall to you to help them be free by completing various objectives for them. Sometimes these ghosts will be hostile, due to the influence of evil-looking fog that sometimes permeates the rooms, and you must get rid of the fog using ventilation systems scattered about before you can help them. Your health is measured by an EKG readout in the corner of the screen. This normally reads around 80 bpm (beats per minute). When you encounter ghosts or other strange phenomena, your heart rate will go up, sometimes just a little, but at other times greatly increasing as your controller vibrates and your vision darkens. You will die if your readout goes above 300 bpm. You can control this by running away from the source of your fear, or by using sedatives found within the game. You can also stop an increase by leaving the current room. Keep in mind that with non-hostile ghosts, your bpm will only go up a little before stopping at around 139 bpm. Be careful when you approach a dropoff. If you fall from too great a height, the impact will kill you. Try to climb down a ladder, or find another way down instead. During your travels you will come across areas of the lunar surface that are outside of the facility. When in these areas you will walk slower, and the run button will make you jump instead. Jumping will make you move faster, but be careful. You cannot control your movement while jumping, and an errant jump off of a cliff will kill you. At times you will come across rooms with monitor stations installed within. In these rooms, you will be able to save, and you will be able to use the monitoring system to look into rooms in order to see the location of ghosts and items, and to view special flashbacks that will uncover past events in order to advance the story. The monitors will sometimes have a green glow to help guide you to these recordings. Make sure you visit them all. Your battery power for your searchlight will not last forever. You will be forced periodically to find and use a battery pack, which will recharge about half of your battery power. You can conserve battery power by knowing when to have your light on. Some areas can be seen enough without your light, and for other areas, the low power setting will be enough. If you need light from the high setting, turn it on in small bursts. If you begin to run low on power, the light will diminish, so keep it charged. =========== 4. Controls =========== These are the controls for the game. game controls ------------- - start - Pause the game. - select - Bring up the in-game menu. - control pad - Move character. - triangle - Operate the searchlight. - square - Open up the item shortcut bar. - circle - Hold down to make character run. Also cancels selections. - x - Talk to other characters. Also confirms selections. - L1 - Move character left. - L2 - Make character look up. Hold L2 and R2 to make character look ahead. - R1 - Move character right. - R2 - Make character look down. Hold L2 and R2 to make character look ahead. - left analog (L3) - Move character. - right analog (R3) - n/a monitor controls ---------------- - start - n/a - select - n/a - control pad - Move camera. - triangle - Zoom in. - square - Zoom out. - circle - Go to previous screen. - x - n/a - L1 - n/a - L2 - n/a - R1 - Select previous camera. - R2 - Select next camera. - left analog (L3) - Move camera. - right analog (R3) ============== 5. Walkthrough ============== a. Shuttle - The Beginning -------------------------- "I thought I heard someone calling my name. My fiance, Claudia, and I were on a space trip. Suddenly, there was an intense shock and roaring sound... A massive shock as the shuttle crashed on to the moon. That's... all I remember. I'm slowly starting to come to... But... I can't sense that Claudia is here anywhere..." This is what you say to yourself as you wake up in the wrecked remains of the shuttle. You will see a sign telling you to go to the facility. That is your immediate objective. You begin with a <promise ring>, <Claudia's photo>, and a <med kit>, which can hold up to three syringes. You start with one <syringe>. Begin by looking around. Examine the broken android on the ground for points toward character completion. Now check one of the front seats for a <flask>. Pick it up and head for the next room. In the parlor, you will notice your heart rate going up. Climb the stairs, ignoring the door in front of you, since that part of the shuttle is blocked by part of the busted hull. Next to the bar, you will encounter your first ghost, Dudley Tungsten. Speak to him to find out he wants a drink, then give him the flask. This will free him, and you'll be able to move on. Go into the lounge. You can't open any doors in the VIP passenger cabin, so ignore it for now. Go into the crew's passage and explore. Take notice of the generator room. You can't do anything here, but note where it is. Take the elevator down to the bottom floor, and travel through the crew boarding area until you reach the hatch. Use the nearby hatch controls to lower the hatch, and travel outside the shuttle. Use the comlink outside to save if you need to, and enter the facility. b. Operations Area - Into the Facility -------------------------------------- Travel down the stairs in the water filtration plant, and open the door in front of you. Go forward until a cutscene starts. After it ends, quickly turn around and run from the ghost, going through the door. In the next room, travel across the conveyor belt until a cutscene plays. Talk to the ghost, Nikolai Ivanov. He won't let you pass, but says something about a woman. Show him Claudia's photo, and he'll move out of the way, staying to the side for the time being. There is a <port. batt.> near the door, and make sure you pick up the <host radio>. Go into the rest area. A door to the left is marked "monitor room." Go in here to find the first monitor. Use it to look at different rooms, and to find the first of the recordings (Couch Drag Marks). The door to the work area is locked, with a Lv. 2 card reader, so go into the central hall door instead. The central hall is the basic hub for the various areas in the lunar facility. You'll be coming back here very often. Currently, the small door to the left is locked, and you can't reach the lower area, so go straight ahead to the door marked "energy area." A strange man will greet you in the next area. He seems to know you for some reason, and will invite you to come back to his room. His room, the studio, is behind the locked door on the upper level in the central hall. Go ahead and visit him. The studio is a room with one big painting depicting all the freed ghosts in the game, so come back often to see the progression. You'll also find a <syringe> on the table, and at various points in the game you can find more if you need them. c. Energy and Residential Area - The Reunion -------------------------------------------- Back in the observatory hallway, get the <port. batt.>, ignore the stairs (which leads to the observatory), and head to the energy area hallway. Travel through to the power transfer room, and head right into the battery room hallway. Go straight ahead into the monitor room, and scope out the monitors for a recording (Stairway Footprints), and look into the observatory hallway to see the numbers you couldn't see before. Memorize these numbers (2044/08/13), and go back to the power transfer room. Back in the power transfer room, go up the small flight of stairs and meet Marcel Aron. Listen to him, then go to the desk and pick up the <monthly report>. Go into the solar power control room and examine the controls. You will be prompted to enter today's date. Enter the date you saw on the monitor, and the solar array will restore power. Back in the power transfer room, Marcel will move off towards the central hall, leaving behind a <video disc>. Pick it up and follow. With power restored, you can now access the bottom part of the central hall. If you need a <syringe>, you can find one in the center part of the bottom. There are two doors: a Lv. 3 door leads to the space port, and the other door leads to the residential area. Marcel can be found kneeling outside, crying about something on the other side. In the main residential hallway, you will have your first major encounter with fog. Advance slowly, as there is a ghost here, and any ghost encountered in fog is hostile and can kill you. Duck into the first door to your right (room 101) to avoid it. Room 101 is another monitor room. View the monitor for recordings (Room Sign Hand Imprint, Table Glove Imprint, Chemical Container Mark). Notice the thing on the wall in the hallway, which connects to the ventilation system, and the card on the bed in room 102. Go back out into the hallway, and cautiously make your way to room 102. In room 102, go to the back, where the bedroom is. Grab the <employee ID card> off of the bed, and head back into the hallway. Run for the vent, and use the card to activate it. The fog will clear, and the crisis is averted. Go into room 105, and the ghost that previously haunted the hallway will appear. Her name is Carol Aron, and she is trying to remember something. You may have noticed video monitors in some of the rooms, and there is one in here. Play the video disk for her, and she will remember what she was trying to remember. Follow her into the hall. She and her dad will be reunited, and they will both be freed. Pick up the <hair clip> from the floor, and the <port. batt.> if you need it, and go back into the central hall. Go up the stairs to find that Nikolai has moved into here. He was concerned about the little girl he saw, so give him the hair clip to assure him of her safety. He will be freed, leaving behind a <elevator card key>. Pick it up. Explore the rest of the rooms in the main residential hallway before moving on. Get the <letterhead paper> in a closet in room 105, and read a message on the wall in room 106. After you're done, enter the door at the end of the hallway. Once you enter the elevator lobby, you will be attacked by a ghost in the foggy area. This will be your first of many encounters with this ghost. Quickly turn around and exit, then reenter the room to make it disappear. Get the <port. batt.> on the boxes to the left in front of the blocked off door if you need it, then enter the renovation area. Go straight ahead in the ren. area, and find the <yellow chemical> on the shelf (which you may have seen earlier). Notice the door with the unmarked card reader. Go back to the elevator lobby. Before you enter the elevator, notice the dispensary door, which has a Lv. 4 door lock. Finally, enter the elevator, and use the elevator card key to open up floor B1. d. Floor B1 - Sibling Rivalry ----------------------------- In the elevator lobby, you'll notice a doorway to your left that is locked by a Lv 1 lock. There is also another door blocked by plants. That leaves one door for you to go through, so do so. In the research area hallway, you'll find that you're moving slower, and periodically a pair of handprints will appear on your helmet as a child laughs. Ignore this for now. If you need it, there is a <port. batt.> near the bathrooms. Otherwise, enter the vegetable plant passage. You can now move easier. Head into the monitor room and view the monitors for recordings (Footprints, Dented Wall Panel). The vegetable plant cameras have limited movement, but you should notice a stuffed animal on one, and a pair of ghosts on another. Watch the ghosts to determine their movement, then disconnect and run out of the monitor room, veering left into the vegetable plant. Depending on where the ghosts may be, either head straight down the center, or go left or right. You need to get to the door at the other end. Once you do, enter it to find yourself in the calibration control room. Turn on the vent to eliminate the danger in the previous room. Grab the <greenhouse key> from the box on the wall, grab one of the 2 <port. batt.> in the lockers if you need one, notice the burner on the table, and exit. Back near the entrance to the room, you'll meet the ghosts Katarina and Katrina Pollucs. They're looking for something for their brother. On one side of the room, you'll find that one of the vegetation tanks has a working control panel. Go to the nearby box on the wall and use it to start a fan. It won't turn on all the way, but it will remove some vegetation from the trays in the tank. Now use the greenhouse key on the panel, and it will switch to manual control. Here is a diagram: [ L ] [ ] [ ] L - Lion S - Syringe [ ] [ S ] [ ] E - empty slot / - can't move [ / ] [ ] [ E ] O - press to open [ O ] Use the controls to bring down the <stuffed lion>. You can also find a <syringe> too. Show the stuffed lion to the girls, and they will be freed. There is a <port. batt.> on the other side of the room if you need it. Otherwise, go back to the bathrooms. In the men's restroom, pick up the <glass cleaner> from one of the stalls. In the ladies' restroom, you'll find another <port. batt.>, as well as a message scrawled on the wall of one of the stalls. Examine the mirror over the sink, and use the glass cleaner to clean it. This will reveal a ghost sitting on your shoulders. This ghost is Jacob Pollucs, who is the brother of the two girls. Follow him back into the hallway, and listen to his story. Give him the stuffed lion, and he will also be freed. He will drop the <Lv 1 card key>, so pick it up. This card will allow you to enter the door in the elevator lobby, and the two Lv 1 doors in the hallway you're in. e. Floor B1 - Hunger and Devotion --------------------------------- Unlock and enter the food storage passageway, and go into the monitor room. View for recordings (Rolling Coin Trail, Conveyor Belt Shadow, Paw Prints). Notice that in the fisheries station, a ghost will attack the camera you're using at the moment if he gets close to it. This is the same ghost from the elevator lobby on floor 1. You'll be back, but for right now exit and go back to the lobby, opening the locked door. In the gravity training room, the door to your left is locked. Look under one of the seats for a <chocolate coin (gold)>, and enter the gravity control room at the end. In here, pick up the <collar> from the floor, and access the computer. Turn off the gravity, and watch everything inside fall to the floor, including another ghost. Enter that previously closed door, and meet Oliver Molibden, who is hungry. Pick up the <chocolate coin (red)> behind him, and give it to him, along with the one you picked up outside. He wants three, so you have one more to go. There is a can opener on the ground, but he won't let you have it yet. Unlock the other door in the res. area hallway, but don't go in yet. Return to the second monitor room, and access the fisheries station. Plan your route out, then lure the ghost away from where you want to go. When he begins to shake the camera, disconnect and run. In the fisheries station, move silently but quickly toward the fisheries control room. Once inside, use the <port. batt.> if needed, turn on the vent, then examine the computer on the wall. This is the watertank security system, and you need to unlock it. It requires a 4-letter password. Now examine the list of fish on the other wall. The password is going to be a word that is short enough and uses the letters that the computer has. Find this word and use it to unlock the watertank. If you can't find the word, it is (dace). Return to the fisheries station. Go to the tank nearest to the control room, and turn the valve. The water will drain from that tank and into the other tank, causing an item to rise up from the bottom. Go to the doors on that tank and push the button. A platform will rise up, and the doors will open. Enter and get the <amulet>, then go to the other tank and go in. At the bottom of the tank a ghost, Victor Nickel, will be cowering in the corner. Give him the amulet and he will be freed, leaving behind the final <chocolate coin (green)> for Oliver. Pick it up and leave. If you need another <port. batt.>, there is one under the grate between the tanks. As you travel back down the res. area hallway, you may notice a red-haired ghost in a space suit traveling down the same hallway, toward the elevator. You can't speak to him, but if you were to follow him, you could find him in other parts of the facility. From the res. area hallway, he travels to the observatory hallway, where you can find him headed for the central hall. His next appearance is in the filtration plant hallway, where he rides the conveyor belt past you back into the main part of the station. At this time his only purpose is for a ghostly appearance, so follow him or ignore him. When you are ready, go back to the gravity training room. Give the final chocolate to Oliver. He's finally full, but now he's thirsty. At least the high-maintenance ghost will let you pick up the <can opener>. Do so and go to the food storage warehouse. You may want to save before this part, as it can be tricky. You may have noticed a vent on the security cameras. Problem is, there is a ghost right in front of it. You'll notice some boxes in this room, and if you open one of them, you'll alert the ghost to your presence. Go to your right and open one of the boxes you'll find there. The ghost will be attracted to that spot, so quickly turn around and head the other way, around the machine, to the vent. Use a syringe if you have to. Once you reach the vent, open the box so you can use the card. After the fog is gone, talk to the ghost of Biggs Covellin. He wants to open a can, so give him the can opener. Unfortunately for him, its not what he wants, so he leaves, dropping the can on the floor. Pick up the <fuel canister> and head around to the other side of the machine. Push the button to start the conveyor belt and make a can appear. Pick up the <canned drink>, find the <port. batt.> behind a partially opened door if you need it, and leave. Go back to the cultivation control room and use the fuel canister on the piece of equipment you saw earlier on the table. Pick up the <emergency food rations> and go back to the gravity training room. On your way back, notice that the plants in front of the control passage have been moved. When you get back to Oliver, give him the canned drink. He will thank you and tell you that he saw someone in a hall-like place, near somewhere labeled the "work area." He will be freed, leaving behind the <Lv.2 card key>. This is all you are required to do here, but for completion, there is one more task to complete. Go into the control passage. Your way is blocked by Biggs Covellin, who came here after leaving the other room. He's looking for some food for his wife, Ali, so give him the emergency food rations. He'll move out of the way, allowing you to go to the back. There, you'll find that she is missing an earring. Look around the ground near Bigg's feet for the <earring> and give it to Ali. You will reunite them and free them both. You are now completely done with floor B1, so heed Oliver's directions and go back upstairs. f. Work and Mining Area - The Plant and the Crater -------------------------------------------------- First, a little detour. Travel back all the way to the energy area, and head for the monitor room. Be careful, as you will be attacked in the energy area hallway. Leave and reenter to survive. Examine the battery room for the ghost, and when he goes past the machine in the middle of the walkway, disconnect and go, using your brand new Lv. 2 card to open the door. Inside, you need to get to that machine and examine it. Doing so will cause a display to appear, showing a gauge that says discharging and charging. Your goal is to push the button when the arrow lands on the exact spot between discharging and charging. Doing so will supply power to the vent on the wall below, which you can now activate. The ghost, Dan Bertrand, will be benign now, but he needs something that you don't have yet, so leave him for now. Back in the central hall, you need to go into the rest area, as this is the area marked "Work Area" by the sign on the wall. Enter and view the sight that awaits you, then proceed to the door you are directed to. Use the Lv. 2 key and enter. As you travel down the work area hallway, be ready. As you step off the moving walkway, you will be attacked again. Quickly get on the other walkway and go back, going through the door. Reenter to continue. This time, as you travel down the walkway, notice the sound and look down to find the <filtration plant key>. Continue on. In the next room, an alarm will be sounding, and a dense fog will fill the room. Notice the hot machinery that water is dripping onto, and notice the lift that is stopped down below. There is no way to bring it up now, so grab the <port. batt.> and enter the next room. In electrolysis extraction, you will be attacked yet again, but this time you just have to quickly duck into the room to your left, which is a monitor room. View the screens (Wall Shadow, Container Footprint) and leave. Back outside, go ahead and look around the pipes for the <repair tape>. Enter the next room, which is the processing plant. Be forwarned: you cannot use the vent with your current ID card, so don't try. You can't enter the door next to it, so sneak past the ghost and open the other door. Hurry, because the room beyond needs to pressurize, and the ghost periodically wakes up. In the air lock beyond, get the <port. batt.> on the bench, and open the air lock door. Welcome... to outer space. Outside, your run button will function as a jump button. Carefully jump over the fissure and speak to the ghost, Nathan Gold, on your left. You can't get past him this way, so continue to the nearby building. Go through the air lock into the mine entrance, if you want to take a side trip. Down the stairs in the mine entrance, you will have a split second before that problemsome ghost attacks you again, so if you can, grab one of the two items outside. Otherwise, go through the door into the monitor room and view the monitors (Altar Handprints). Save and get ready. The ghost outside is not leaving this time, and is pounding on the door. You've got to lure him away. Access the monitors and find him so he'll walk away from the door. Switch between monitors until he goes to the camera nearest the entrance. As soon as he starts shaking the camera, disconnect and go. Veer to the left outside and go for the exit. Don't stop in the next room. Go to the switch on your left and activate it to bring the elevator up. You need to hurry because that ghost is going to follow you into this room. As soon as the elevator comes up, get on and activate the switch to your left to make it go down. If you hurry, you'll be able to make it barely, but use a syringe if you need it. At the bottom, activate the vent to suck up the fog. Nick Getchell, as the ghost is now known, will leave you alone... for now. Go through the airlock into the mine. This is another outside area, and you need to be careful, as there are a lot more opportunities to fall and die out here. Carefully make your way down the ramp and the ladder. You need to get to the platform to your right, but the ladder is busted, so you'll have to find another way. Go left to the next ladder, and go a bit further if you need a <port. batt.>. Climb the ladder to the graveyard. Make your way into the graveyard. There is another <port. batt.> next to a gravestone near the far end. You will find, kneeling between some graves, another ghost, Nancy Spinel. She tells you about her husband, still trapped on the ship. Make your way up the steep cliff nearby, where you will be able to get on one of those lifts you may have seen when you came in. The next part is also tricky. You must ride the lift over all the way, then time a jump or drop off onto another lift below you. If you miss, it will be a long way down. If you can get onto the bottom lift, ride it until you can jump onto the previously inaccessible platform and grab the <tie pin>. You can't give the tie pin to Nancy, but she does react to it. Take notice of that. Nothing else here for now, so head back up to the lunar surface. On your way, pick up the <port. batt> and <leather diary> in the mine entrance if you couldn't before. g. Work Area - A Lack of Oxygen ------------------------------- Back outside, continue back behind the building. Jump across toward the conveyor belt and search around for a <syringe>. Jump back across and continue around. On the other side, begin to climb the cliff, but look to your right. You'll see a ledge with another <syringe>. Jump over and get it if you need it, but be warned that the cliff will break apart and fall after you get it. You won't die, you'll just land on a ledge below. Carefully climb back out and continue. Go back up to the top of the cliff and walk off the edge. Out here, the height won't kill you. You are now on the other side of Nathan Gold. Use your searchlight to find a <port. batt.> in a corner of the building near the entrance, and jump over a pit to get it. Continue to the opposite side, jumping over another pit. Notice the fixture in the ground that is covered in ice, then turn around and go up the cliff. Enter the door at the top. You are now in the garage. You can get another <port. batt.> in here. Nearby is a locked lunar rover, and on one of the walls is a keybox, which requires a password you don't have. Continue into the next room. Go through the airlock, take a look at the map in front of you if you want, then continue down the hall into the monitor room. View the monitors for recordings (Railing Handprints, Mineral Silhouette, Key Box Handprint), and use one of the cameras in the garage to view a number on top of the keybox that you'll need later (1028). Go down the stairs outside and through the door to find yourself on the bottom level of the oxygen production plant. Ignore the door to the control room, as there is a ghost in there. Climb up the ladder to the tank. Find the leak in the pipe and use the repair tape to patch it up. A cutscene will then play, showing the ghost coming out of the control room. When you regain control, quietly go in the opposite direction of the ghost and climb (don't jump) down the ladder. Go into the control room. Inside, pick up the <daily report> from the chair, and examine the doll. It will play a message to the father of the little girl you hear. In this message a number is hidden that you will need to decipher. Listen for a date, then convert it to a 4 digit number. Check the trash can for a <bent employee ID card> before you leave. You can also find 2 <port. batt.> in one of the closets, but the fog is thick, so you may need to clear the fog first. Back in the plant, ride the lift up and go to the hot machinery where the water is dripping. Place the bent ID here, and the steam will reshape it into the <executive ID card>. Pick it up and head back down so you can use it to activate the vent. Once the fog is clear, head back up the ladder so you can talk to the ghost, Paolo Dato. He compliments you on the repair job, and is freed, leaving behind the <Lv. 3 card key>. Pick it up so you can continue. By the way, there is a <syringe> underneath the lift, but to get it, you will have to ride it up and go all the way back around to get it, so it may not be worth it. If you do this, though, you may catch a glimpse of that red-haired ghost. Before you leave this area, there are a couple of things to do. Travel back to the garage and go to the keybox. It asks you for a password, so enter the number you saw on top. It then asks you for another password. The number you need is the number you got from the doll (0524), so enter it. Get the <lunar rover key> and use it to unlock the lunar rover. Get the <vehicle battery> inside and head back to the production plant. Make a quick stop in the processing plant and use the executive ID to clear the fog. Talk to the sleeping ghost, Igor Hinggan, to hear about his commander. He needs a sign that his commander is alright, but you don't have anything yet. h. Shuttle and Operations Area - Bodies... and Power ---------------------------------------------------- This is optional and can be done any time. If you are ready to move on, go to the next section. Before you go to the next section, there are some things you can do. First, go back to the battery room and give the vehicle battery to Dan. He'll charge the battery and be freed. Get the <vehicle battery> back out and head back to the shuttle. On the way back, stop in the water filtration plant. At some point (possibly when you cleared the fog from the oxygen production plant), you cleared this room of fog. The ghost is gone, so use the filtration plant key on the console in the middle of the bridge. The entire bridge will move and allow you access to the door on one of the walls. Inside you will find the ghost, Martin Hirkimer. He'll thank you for finding him and will be freed. Grab the <port. batt.> before you go. Use the machine again to reset the bridge to its original position. Travel back into the shuttle to the generator room. Set the battery into the generator to restore partial power, then head back upstairs to the VIP passenger cabin. Behind one of the newly unlocked doors you will find a body and a letter. Pick up the <passenger's letter> to learn that this is Norman Spinel. If you want, you can now go back to visit Nancy in the mine, but you'll be back there in good time, so let's move on. This is all you can do for now, so it's time to go back to the central hall to unlock the next area. i. Space Port and Shuttle Svetlana - Music to Soothe the Savage Beast --------------------------------------------------------------------- Back in the central hall, unlock the lv. 3 door on the bottom level to enter the space port. In the hall ticket gate, open the closet to your left to uncover 4 <port. batt.> for your use. Go into the crew's room and access the computer to start the linear transport and bring it to the hall station so you can board it. Board the transport to meet another ghost, Natalia Riskaya. She is another member of the crew that stopped for fuel. She offers to work the transport if you will search for a pendant for her. She goes back to the crew's room, so go to the opposite end of the transport and use the comlink to activate the linear. At the other end, go into the monitor room and view some recordings (Floor Shadow, Shelf Mark, Cat Footprints). Go back outside and take a look at the two doors. Both have ghosts in them, as you may have viewed on the monitors, but in the central accessway, the ghost directly blocks the vent, and you can't get past her to get to it. So, your only choice is to go into the worker's passage. Directly in front of you on a crate in the worker's passge is a <port. batt.>. Continue down until you get to the halfway point, where there is an archway with a vent. Activate the vent to get rid of some of the fog, but notice that Nick is still attacking. How do you get past him? Quickly run to the other side of the archway (exit if you need to) and check the opposite half for another vent. Use it and the fog is clear. As you make your way to the exit, you'll hear some pounding. Look to the window to see a ghost in a space suit. He draws a map on the window and points down where you just came. If you viewed the monitors, you will recognize the area he is referring to as where a music box used to be, but there is no music box to be found there. Keep that in mind. In the next area, a musical tinkling can be heard, creating an eerie atmosphere, but the source cannot be seen. Ignore it for now and pick up the <purple diary>. Open the door to the central accessway to find yourself at the opposite end. Don't go straight ahead yet. Look to your left to see a control panel. Use it to start the conveyor belt and move the ghost out of the way. Now you can use the vent. Do so and talk to the ghost, Licia Turner, who is looking for her cat. Use the collar to unlock her bag. Take the <bell> and go back to the space port lobby. Go through the boarding gate into the shuttle. Check out the monitor in the cockpit. In the cabin, open the shower door for a <port. batt.>. Pick up the <crew logbook> in the dining area, and pick up another <port. batt.> on one of the beds. In the very back, you'll encounter the cat ghost, Ruthie. Use the bell to make her follow you, and go back to the space port lobby. Back in the lobby, Ruthie will hear the music and will go hunting for it, pushing the <music box> out from under a bench. Pick it up and go back into the central accessway. Ruthie will be reunited with Licia, and you will free them both. Pick up the <pendant>. Before you go back across to the main area, there is one more thing to do. Go back to the worker's passage. Next to the ghost is an access hatch. Open up your end and insert the music box. The ghost, Alan Coleman, will take the music box. Watch as the music box is carried off into the distance, as if it is floating. Now go back to the crew's room. j. Work Area - The Lost Crewmates --------------------------------- Back in the crew's room, give the pendant to Natalia and speak to her again to learn of her other crewmates. Keep speaking to her to hear about their radio. Nikolai was one of her crewmates, so show her the host radio that he had. Get a <cigar> from her, and hear about someone named Khristina who can fix the radio. Of the six crewmates, you can account for Natalia and Nikolai, so head back to the only other one you know of for now - Igor. Head back to the processing plant and wake Igor up. Show him the cigar, and he will go to converse with his other crewmates. You may now enter the material storage room. Inside, meet with crewmembers number 4 and 5, Dimitri Euxen and Khristina Pegma, who are also worried about their commander. Natalia mentioned Khristina, so give her the host radio. She will fix it, and they will contact their commander, Sergei Descloizo. He says he is waiting in a rest area near the center hub, and the three crew members will be reassured. They will say they will meet him, and will be freed. Pick up the repaired <host radio> and the nearby <port. batt.>, and leave. Head back to the observatory hallway. The red-haired ghost you may have seen wandering about is sitting on a bench. This ghost is Sergei. He wonders about the radio being fixed, so give it to him. After a touching moment between him and Natalia on the radio, speak to him again. He asks you to find a pocket watch for him to give to Natalia, and hands you the <Lv. 4 card key>. He is freed, and you have another area to unlock and explore. k. Residential Area - Justice and Revelations --------------------------------------------- Head back into the residential area. Remember that door marked "dispensary" that was near the elevator? This is where you need to go. Get back there and use the card key to open it. Inside, you will see a ghost, Clark Brogan, typing at a desk. He wants confirmation of something. You'll find a <port. batt.> in a drawer next to him, and another <port. batt.> in a nearby glass cabinet. Use the monitor nearby (Pocket Watch Outline, Cell Footprints, Notice Handprint), then go through the next area, a group of jail cells. You may notice a ghost in one of the cells. In the operating room, look for another <port. batt.> in a cabinet, then go to the back corner, behind the partition. Access the computer to find a release confirmation ready to print. You can print it and gain the <release permit>, but Clark is a stickler for proper protocol and will not accept this, as it is not official. So how do you make it official? It needs an official letterhead. Insert the letterhead paper into the printer, then print out a copy. Claim the <official release permit> and head back to Clark. Give him this, and you will free him, causing the locks in the jail to release. Open cell 102, the middle cell, and meet Henry Polybas. He will be freed when he is released, but not before giving you the <laboratory key>. After he disappears, look on the ground and grab the <pocket watch>. If you need a light, there is a <port. batt.> in the first cell. When you're done, leave this section and go to the renovation area. Do you remember a locked door in the renovation area? That key you just got will unlock this door. Inside, go ahead and use the vent to clear the fog. Pick up the nearby <electronic organizer> and read it. Enter the bedroom compartment to find a locked closet. Examine the lock. Remember the last part of the organizer's message? Use the ORB clue to decipher the lock (orange, red, blue) and open the closet to find the <red chemical>. Exit the bedroom to find the mysterious android waiting for you. View the cutscene for a huge rush of revelations. If you've been paying attention to the story and recordings, the picture in your head must be getting clearer, if not more disturbing... l. Work Area - Putting Chairs on the Tables, Turning Out the Lights... ---------------------------------------------------------------------- First things first. If you have explored the space port for whatever you need, and you have no need to go back there, go ahead and give Natalia the pocket watch. Doing so will free her. However, you will no longer have anyone to send you to the space port, so you may want to save her for last. Now, on to the lunar surface. Almost everything you have left to do is there. On the surface, if you gave Alan the music box, talk to Nathan, and a cutscene will play, after which both Alan and Nathan will be freed. Go into the mining area. In the mine entrance, Nick will be kneeling before the altar. Now that all the fog is gone, he is alright. Talk to him to get the <rosary>. He mentions two people named Cayla and Geoffrey before he is freed. Continue down into the regolith mine and revisit Nancy Spinel. Give her the passenger's letter you got in the shuttle. At first she seems amused by the contents (you think she'd be more grateful - honestly, what does it take to make some people happy?), but speak to her again to learn she's having some regrets. Now give her the tie pin. She'll thank you and be freed. Back up on the surface, head over to that frozen fixture that you remember from so long ago. Remember what happens when you mix the two chemicals together? Use the red and yellow chemicals on top of the ice to uncover a hatch. Go downstairs into a frozen room. You can see three dead bodies on the other side of the door, but you can't get through, and you never will, as it is frozen shut. Nearby are two not too happy ghosts, Cayla Conichaldo and Geoffrey Amblygo. Give them the rosary. They will be freed, with the words that you should go to the observatory. Pick up the <observatory key> from the floor. Before you go, step into the monitor room and view the recording (Surface Footprints) to learn more of the man from the recordings involved with the stone. m. Operations Area - ... Before Closing the Door on the Universe ---------------------------------------------------------------- At this point, you are ready to complete the game. But, with your current status, you can only access half of the endings. Save your game at this point, so you'll have access to all the endings, and get ready to go through one last journey. If you are ready, go to the observatory. If not, read on. Make sure you have freed all of the ghosts. Once everyone is freed (which they should if you've followed this walkthrough), go into the observatory hallway. You will be greeted by the android, who has some cryptic statements for you. He tells you to come to his room one last time, as his picture is done. Back inside the studio, notice the now complete landscape. Pick up the <master key> from the table. There is now one last place you haven't been in the facility, a place that you may have wondered about. Head back down to the residential area. Back in the elevator, use the master key on the key slot to unlock floor B2. Go down once you have access. At the end of the hall, enter the door and take in the rather shocking scene in front of you. To unlock the last two endings, pick up both the <letter to Claudia> and the <platinum ring>. Now you are ready. Go back to the observatory hallway, and take the escalator to the top. Enter the observatory foyer, use the observatory key, and listen as the door opens with an ominous sound... You will have a choice to make during the last scene. Choose either "yes" or "no" to view one of the two different endings you have picked. Congratulations! You have just completed Echo Night: Beyond. If you want to view another ending, simply reload your last save and complete what steps you need.