------ |######| |######| -- -- - - - |######| - - - --- - - --- | / | | / \ \######/ |\ | | / | | | |-- | |-| | | |####| | \ | | | - |-| | | \ | | \ / |####| | \| | \ / | | | -- -- - - - /######\ - - - -- - - - --/########\-- ----------- /##############\ \ \ /################| --- ----- --- ---- | ----#####----#######| \ \ \ / | | | | -------- \ /#####\ /##------- | \ | | --------- | | | | \ --- | | |#####| |#/ \ | \ | | \ \ | | / / - | \| \ \###/ /#/ --- \ | \ | | | --- \ | ---- - | | |\ \#/ /#/ /###\ \ | |\ \ | | | | \ | | < | | /| |#\ - /#| |###| | | | \ \ | | | | \ | | ---- - | |-- | |##\ /##| |###| | | | \ \ | | | | | | | | \ \ | | |###\ /###| |###| | | | \ \ | | | | | | | | | | | |-- | |###| |###| |###| | | | \ \| | | | / | | | | | | | \| |###| |####\ \###/ / | | \ | | | / | --- ---- | | | |###| |#####\ --- / | | \ | | --- / / / - | /| |###| |######\ / | | \ | / / ----------- / --- | |###| |#######-------| / \ \ | --------- -------- |##/ \#############| ----- \| /#/\-----#############| |#| |#################| \\ |################/ - |################| |################| ------------------------------------------------------------------------------ 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 , , and a , which can hold up to three syringes. You start with one . 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 . 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 near the door, and make sure you pick up the . 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 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 , 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 . 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