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Walkthrough

by Shotgunnova

        ______      |\                               |\
        )  ___\ ___ |(      __    |\            ___/)|(      ___/|_
       _| |__  / __/| ����// _/\  | )   /\  /) / _  || ����//     _/
       )_  _/ ( (___| /\ (( (_) ) )  \  ) )| |( {_} )| /\ ( \/�| |
        | |____\___/| ) )/ \/__/  | ) \/ / | ) \__  || ) )/    | |
        | _____\    |(           ( ( \  /  |/     ) ||(        | )
         \)         |/            ) ) \/   ___.-~'_/ |/        | |
                                  \/       \___--'             (/
 _________________________________________________ ___________________________
|�������������������������������������������������|���������������������������|
| FAQ 'n' WALKTHROUGH by Shotgunnova / P. Summers | shotgunnova [@] gmail.c0m |
|_________________________________________________|___________________________|
 �����������������������������������������������������������������������������
    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TIPS N' TRICKS . . . . . . . . . . . . . . . . . . . . . . . . . TPST
  III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

       01) Henry Osmond's House / Train ............................... WK01
       02) Orpheus - Upper Deck ....................................... WK02
       03) Orpheus - 1st Floor ........................................ WK03
       04) Orpheus - 2nd Floor ........................................ WK04
       05) Orpheus - 1st Floor [II] ................................... WK05
       06) Orpheus - 2nd Floor [II] ................................... WK06

   IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ
   VI. UPDATES & CONTRIBUTORS . . . . . . . . . . . . . . . . . . . . . UPDT
  VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
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I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Echo Night is compatible with a DualShock controller (or third-party brands
 of that nature) but only the vibration function works -- the analog sticks're
 a no-go. Vibration works regardless of whether the Analog function is on, but
 can be changed in the Options menu...the same goes for basic control configs.
  ___________ _______________________________________________________________
 | BUTTON    | FUNCTION                                                      |
 |�����������|���������������������������������������������������������������|
 | D-Pad     | Controls Richard (first-person POV)                           |
 | Start     | Un/pause game                                                 |
 | Select    | Opens main menu                                               |
 | Circle    | Toggle stance (erect or crouching)                            |
 | Square    | Bring up item menu                                            |
 | Triangle  | Check button (in item menu, press to equip certain items)     |
 | X-Button  | Accept/Inspect button                                         |
 | L1 Button | Look upward                                                   |
 | L2 Button | Look downward                                                 |
 | R1 Button | Strafe left                                                   |
 | R2 Button | Strafe right                                                  |
 |___________|_______________________________________________________________|

_______________________________________________________________________________
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II. TIPS N' TRICKS                                                       [TPST]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 � INSPECTIONS! This is a first-person mystery game, after all, and this will
   be a huge part of the procedures. Triangle button investigates things w/o
   touching, and crouching (O-button) can get items under tables and low to
   the ground. Keep yer eyes peeled or that crucial item may go unnoticed!

 � ASTRAL PIECES! These are obtained when a ghost's soul is freed, and there
   are twenty-six (26) in the game. These can be traded to the blind medium
   for Holy Water, which is like a weaker curing potion. Freeing all ghosts'll
   tie into two of the endings, so don't leave any strays!

 � LIGHTS OUT! Ghosts typically hate light, so when a room's first entered,
   bolt for the light switch. The child and lady ghosts can be very brutal if
   they corner Richard, so this'll be second nature after awhile. [Not all
   switches will work however...some ghosts have to be killed with mementos
   of their past lives.]
                                                    _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
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01) HENRY OSMOND'S HOUSE / TRAIN                                         [WK01]
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 After a little preamble, Richard Osmond (the player) will have the ability to
 search around the burned remnants of his father's house. This is a good time
 to get acclimated to the controls

STARTING ITEMS
��������������
 � Small Key [x1]

HOUSE WALKTHROUGH
�����������������
 There's nothing of worth in the living room, where the fireplace and a broken
 lantern lie. The adjacent hallway's a bit better, with one of the dead ends
 containing a WINDING KEY amidst the rubble. To pick it up, make the camera
 angle downwards (with the shoulder buttons) until the item shimmers -- then
 use the x-button. The angle will be correct if the Triangle button can be
 pressed and Richard comments about the viewed item.

 With the new item found, enter the other door off the hallway, coming to a
 frugal bedroom with a grandfather clock. Approach it and use the SMALL KEY
 (with Square button) on the clock, then inspect it to open the cabinet. The
 WINDING KEY should now be used -- after highlighting its slot -- to reveal a
 hidden passage.

 Using the O-button to crawl, enter the passage to find a book.

TRAIN [THE PAST]
����������������
 Richard will have boarded a train after the house events, starting up in a
 cabin with a Youth and Conductor. Talk with both, then leave to the adjacent
 card, containing a Little Girl and Grandfather. Speak with both of them too,
 then try to leave back to the front -- the Youth will pass Richard and lock
 himself into the 2nd car.

 Obtain the CRANK from the, uh, conductor in the 1st car, and return outside
 again. That ladder won't climb itself, people! On top of the cabin, carefully
 locate the trapdoor hatch that needs to be CRANKed open. This lets Richard
 have a nice bird's-eye view on the events unfolding below.

 After, climb back down and enter the 2nd car. Follow the blood trail onto
 the balcony for teh closing scene.

HOUSE WALKTHROUGH
�����������������
 The sequence ends and it's back to Henry's house. Pick up the RED BOOK and
 enter the dead-end room downstairs. There is a painting, two statues, and
 a chair. This is one of those "match the painting" puzzles -- get the chair
 out of the way and pick up the male statue. It has to be moved so it's facing
 the female one, bolted into the corner. Doing it correctly starts the next
 level...

_______________________________________________________________________________
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02) ORPHEUS - UPPER DECK                                                 [WK02]
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�������������������������������������������������������������������������������
 The Orpheus is a steamliner that sets the stage for the next level. Follow
 the Captain's advice and enter the room he does, which is then locked to
 prevent Richard from leaving...

STARTING ITEMS
��������������
 � Red Book [x1]

 The captain's cabin is now Richard's temporary prison! His desk can be
 searched for a CURING POTION, after the swivel chair is relocated. Enter the
 bedroom next. Search the nightstand for a LEATHER ORGANIZER, which isn't an
 item but does add the 'Note' option to the main menu -- this lets the player
 see info on characters encountered thus far. We'll come back to the locked
 closet later, but the bathroom's a no-go. Time to leave!

 Exit through the door the cap'n went through for a scene with a ghostly girl,
 attacking Richard immediately. However, a mysterious person will flick on a
 light switch and halt the beatdown. This enemy can only appear in dark places
 so it'll be prudent to turn on the lights (if applicable) to prevent her from
 getting in any extra attacks.

   � It's not a bad idea to go around turning lights on in the initial passage
     and that same-level connecting one (girl appears in the latter).

   � To save, Richard must operate a telephone. The dark 'Chart Room', the only
     other room on that upper level, has one.

 Upstairs, avoid the ghostly person and enter the deserted bridge. Search a
 cabinet for two CURING POTIONs. Duck under a corner table to find the METAL
 HANDLE, which can be placed into the weird floor tile (looks like trapdoor)
 in the opposite corner. The SHIP MAP is hidden inside! The 'Map' option is
 now available on the main menu.

 With the bridge cleared, it's time to help the two ghosts in this area.

GHOSTLY ASSISTANCE
������������������
 There are two ghosts to help: one on the upper railing and one in the dark,
 upper Chart Room. Talking to either starts a past sequence, and finally
 curing their problems earns an ASTRAL PIECE (each).

  � The railside ghost's sequence involves his fiance and her lost ring. Locate
    the ENGAGEMENT RING in a corner by the carousel, which is easiest found by
    riding said carousel and making the ring light up. Once found, return it to
    the fiance for a short scene, then locate her again at the opposite end of
    that courtyard to get the ring back. [Giving the ring back to the railside
    ghost cures his problems.]

  � Sitting in the dark room is another ghost, whose sequence involves a dock.
    Pick up the RUBBER GLOVES by an unused gangplank, which ends the events.
    However, to cure the ghost, the lights in that room must be turned on...and
    there seems to be a fuse blown somewhere. Go downstairs to the connecting
    hallway between the outdoor decks (if unvisited it'll be dark) and enter
    the only level door there. It'll be dark with broken lights, so the ghost
    girl can't be chased off! Work quickly by running left and grabbing a WIRE
    CUTTER off the left rack, then exit just as fast.

 At this point, return to the captain's cabin and use the WIRE CUTTER on the
 closet locked up. The COMET BOOK is automatically obtained and starts another
 tiny sequence.

  � Richard'll be inside an observatory. Operate the elevator's pad to reach
    the 3F, where a chalkboard shows a star and sun colliding. On the opposite
    wall is a sun plaque...and when the COMET BOOK is used on it, Richard's in
    a small room with a blind guy who wants the ASTRAL PIECE. Give it over to
    him in exchange for a HOLY WATER, which can cure Richard if he ever gets
    possessed. On the way out, a BROKEN STONE is also obtained. [In case it
    wasn't clear, the book coming in contact with a sun plaque will transport
    Richard to the blind man's place at leisure.]

 Back on the Orpheus, pick up the WIRE that fell off the closet. This can be
 used to fix the fusebox across the hall from the storage room the WIRE CUTTER
 was located in. Equip the RUBBER GLOVES first by selecting them from the menu
 and pressing Triangle (an "E" should denote they're on) or Richard will get
 a electrocuted. When things are good, put the WIRE on the empty fuse slot so
 power will be returned to the upper Chart Room. That ghost can now give up an
 ASTRAL PIECE when Richard turns on the lights. Make sure to pick up the IRON
 KEY he was sitting on, then exit and get the captain's ASTRAL PIECE.

  � The pieces can be traded for more Holy Water by using the sun plaque in
    the bridge.

 That affectively ends the upstairs mysteries; now it's time to go downstairs
 in the fusebox hallway. One door is blocked from the other side, and the other
 is locked -- but the IRON KEY will open that sucker right up!

_______________________________________________________________________________
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03) ORPHEUS - 1ST FLOOR                                                  [WK03]
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 * - Light Switches
 G - Ghost

                           START
                  ____________)  Ed    Sister
                 |_   ___ * __|_/___ ___/
           To   /  |_|   | |  | |   |   |___
          Steward    \   | |_  _|  _|  _|   |
                   Stair |  _  _ G _   _    |-Claudia's Room
                         | | BAR|   |   |___|
                         | |____|___|___|
                         |___|-Stair    '-Sister
CURRENT INVENTORY
�����������������
 � Red Book [x1]
 � Curing Potion [x0-3]
 � Rubber Gloves [x1]
 � Wire Cutter [x1]
 � Comet Book [x1]
 � Holy Water [x0-3]
 � Broken Stone [x1]

FIRST FLOOR WALKTHROUGH
�����������������������
 The hallway is dark and we know what kind of situation that breeds -- turn
 on the lights on the right wall. Besides the two stairways leading further
 below, there are two doors: one leads to a hallway blocked by a steward (who
 demands proper attire to pass through) and the other to a longer hallway
 with a drunk ghost.

 Talk to the ghost to learn his friend Ed went crazy, and now he (ghost) wants
 to taste that drink he used to mix. Pick up the GLASS by him and enter the
 bar (on map) nearby. The paintings here provide a clue on how to concoct the
 drink -- only ones signed "E.M." matter here. Crawl behind the bar & inspect
 the cabinets to find the drinks. The drinks have pictures that correlate with
 the paintings, thus making the correct mixture:

 - 1 part "Man Bottle"
 - 2 part "Snake Bottle"
 - 1 part "Axe Bottle"

 The other cabinet has a CLAIM TICKET to take as well. Give the GLASS to the
 drunk ghost to learn he threw a medal into the ventilation shaft, and the
 sisters have the other two. Pick up his ASTRAL PIECE and the SAILOR MEDAL B
 when he vanishes.

  � More Holy Water can be obtained from a previous sun plaque now.

 First, the vent medal. The room north of the bar is where Ed's incarceration
 took place, and also the way into the vent -- move the stepladder near the
 shorter dresser and get inside. Once SAILOR MEDAL A is found, backtrack out.
 The sisters' rooms are at the east end of the hallway.
 [Now's a good time to save.]

 The sisters' rooms are mirror images of each other -- when the player goes
 into one room, the door to the other opens; this applies to moved items. The
 southern girl is blocked by a ghostly woman and can't be talked to...but this
 is where the mirror image thing is used against her! In the northern twin's
 room, move the radiator in front of the gray (bathroom) door -- this uproots
 the radiator in the southern room (not normally movable) to block the ghost
 lady. Talking to both sisters earns an ASTRAL PIECE and their keepsakes, the
 SAILOR MEDAL C and SAILOR MEDAL D. [Each room also has a CURE POTION inside
 a drawer.]

 With all four medals obtained, the room with the vent entrance is the next
 target. The large shelf blocking Ed's room has four sailor dolls, each with
 an indentation in their chest...a medal-sized indentation. When a medal is
 correctly placed, the statue's arms move -- this makes the right order of
 insertion (from NW, going clockwise): C, A, B, D. [I'm pretty sure the way
 the dolls hold their flags says their legs in semaphore language, but it's
 a lot easier to just trial-and-error it.] Talking with Ed earns 1 more ASTRAL
 PIECE and the BRASS KEY.

  � More Holy Water can be obtained from a previous sun plaque now.

 The new key opens the easternmost doorway, where the girl ghost makes a lot
 of furniture move around. Don't bother approaching or she'll hit y'flush
 upside the head with a chair or something. Leave and a boy ghost starts a
 new sequence with Richard.

ABANDONED MINE [THE PAST]
�������������������������
 Richard starts alone. The way starts out blocked, but by backtracking a bit,
 a mine car can be sent careening into the obstacle (look for wall lever). The
 2nd cart has two switches, a stick lever and a pull lever. Climb inside the
 cart, hit the stick, then the pull -- this will send Richard on a wild ride
 to another part of the mine (exit with O-button).

 The next puzzle is using the cart to break another barricade. Climb in to the
 nearby cart and use the lever for a trip. When it stops, disembark. The
 object here is to set the cart in motion (stick lever) and immediately switch
 the track (pull lever) to send it on a new path...then switch the track back
 after a bit so it goes down a side-tunnel into the barricade. Due to the angle
 of all this, Richard won't be able to get a visual so it's up to the player
 to do the guesswork! There'll be a loud crack if all goes well.

 Use the pull lever a final time to get the car out of the dead end, so one
 can enter the ladder down. The dead-end below is where a man is mining in
 search of his daughter. Talk to him once, inspect the china doll, then talk
 a 2nd time to find Claudia. Taking CLAUDIA'S DOLL will end the sequence.

FIRST FLOOR WALKTHROUGH [II]
����������������������������
 Save and reenter the room with the psycho furniture ghost. Show CLAUDIA'S
 DOLL and she'll disappear for good. The southern bathroom's floor has a CLAIM
 TICKET to steal. To continue, enter the northern bedroom and take the DRESS
 SUIT -- this prompts someone to coldcock Richard. He ends up...

_______________________________________________________________________________
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04) ORPHEUS - 2ND FLOOR                                                  [WK04]
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CURRENT INVENTORY
�����������������
 � Red Book [x1]
 � Curing Potion [x0-5]
 � Rubber Gloves [x1]
 � Wire Cutter [x1]
 � Comet Book [x1]
 � Holy Water [x0-7]
 � Broken Stone [x1]
 � Claim Ticket [x2]
 � Dress Suit [x1]

SECOND FLOOR WALKTHROUGH
������������������������
 Appropriately, Richard wakes up in the infirmary...and he's still hurting.
 Use a potion to convalesce a bit, then save and exit. The office next door
 has a ghost doctor, and the large cupboard has a CURING POTION at the bottom
 -- there's also one in the desk (move the footstool). Open the cupboard's
 top to start another sequence...

LABORATORY [THE PAST]
���������������������
 This is a pleasant change of scenery! Richard starts in the doctor's lab,
 seemingly out of nowhere. Leaving via the door leaves the sequence, but
 that isn't what we want here. To continue, inspect the drawers on his desk
 and the doctor will excise the busybody from the sequence! Wait a bit after
 this and the doctor leaves the Orpheus' room, locking it behind him.

 Now return to the past and get ready to look around. There's a PRESCRIPTION
 inside the drawer the doc closely guarded, which ends the sequence again.

SECOND FLOOR WALKTHROUGH [II]
�����������������������������
 Show the doctor the PRESCRIPTION and he'll frantically exit. Enter the hall
 and a ghost lady will immediately start attacking! This happens every time
 Richard enters the hallway, although she'll always start near the doctor's
 office, not near the current door.  Go the opposite way she's at and go
 around the corner, which leads to a theater. Richard can open a small flap
 and crawl under the ticket-taker's area, to the light switch, sun plaque, and
 door. Upstairs, take the RECORD from a shelf, then return back down. In the
 lower theater area where the doctor is, another CLAIM TICKET's on a purple
 sofa -- y'may have to duck to get it. That's all for this area, for now.

 NOTE: There is actually a 2nd light switch in the hallway, and when turned
       on, makes the ghost lady disappear...but it's kinda hard to find w/o
       a tip (this is given by the casino impresario later). To find it, 
       locate the theater, then exit -- Richard faces west. On the southern
       side of the wall are constellation panels lit up with bulbs. The 2nd
       panel from the door, which has a bull on it, has a burned out bulb...
       but when inspected, is actually an auxiliary light switch! This makes
       the ghost kid appear near where the evil lady was. [The green sparkles
       are a poisonous substance that prevents Richard from passing.]

 Across from the theater is the casino.

CASINO [OPTIONAL]
�����������������
 This safe haven is where gambling can be done, and those Claim Tickets can
 be exchanged for chips (there's also a ticket by the roulette table). Though
 this place is optional, the three ghosts here can be saved and this ties into
 the best endings for the game. The manager gives 5 free chips, and after can
 exchange Claim Tickets for 20/per -- liquidiate the tix and save in the doc's
 office! [There's no reason to walk out of here a loser.] Here's the lowdown
 on the games.

 � ROULETTE : Winning is done by placing chips on the betting board, and then
              hoping the roulette-spinning portion gives a payout. Betting on
              one number alone (such as 25, 33, etc.) gives a higher payout but
              has a lower chance of winning; doing a split bet, where a chip
              pile covers two numbers, has a higher chance of winning but the
              payout is halved; a corner bet, where a stack is on four numbers,
              has an even higher chance of winning but the payout is reduced.

              Corner-betting can cover two-thirds of the board and give a nice
              payout of 80 coins (if max bets on all of 'em). Win this way
              twice in a row and blackjack's unlocked!

 � SLOTS    : It's a slot machine -- you pay it more coins to increase the
              chance of winning and if (3) certain icons line up horizontally
              or diagonally, there's a payout. However, this game's got a
              horrible payout rate and said payouts suck, so there's no reason
              to play this. [A jackpot is only about 30 coins...lame.]

 � BLACKJACK: This game opens after winning Roulette twice in a row (seemingly)
              and the manager automatically notifies Richard of this. [Richard
              can't go back and save before this portion either.] The object's
              to get 200 chips, double what Richard starts with.

   All cards have a value: face cards are 10, numbered cards have their listed
   value, and an Ace can be 1 or 11. The dealer's good at this game so be
   prepared for an uphill battle! "Hit" adds another card to Richard's pile &
   "hold" stops adding cards and checks what the dealer has. "Insurance" flips
   the dealer's face-down card and makes Richard lose, although he assumes only
   half the loss of the initial bet. This option's about risk management -- it
   should be used when using "Hit" will probably make the player bust (range
   of 13-17) so the player can recoup half the loss rather than busting.
   Getting a blackjack (value 10 card + Ace) gives a payout of 30 chips, and
   two consecutive blackjacks (called a "queen jack" here) gives 100 chips, I
   believe. It's pretty rare to get a queen jack but that's how I beat the
   dealer the first time. ;D [A queen jack may also be just an Ace + Queen
   combination but there's no way I'm resetting to check it out, haha.]

   To make headway, it's a good idea to "Double Down" -- this adds just one
   card (like "Hit") but also doubles the player's bet, which means upon
   winning, Richard gets quadruple his initial bet. This should only be done
   in good hands (cards equal 10) and not when they're 11+.

   If both people tie, it's a "Push" situation the pot is split evenly. It'll
   take awhile to get a feel for the game so don't be surprised if y'lose a
   lot of the time. [Game automatically ends when 0 chips are gotten.] Winning
   Blackjack -- that is, getting to 200 chips -- saves the souls of all three
   specters and lets one collect three ASTRAL PIECEs. Obviously _save_ after
   winning!

 The gambling den closes at 6:00 AM, and Richard is kicked out if he's playing
 any game other than Blackjack. 

SECOND FLOOR WALKTHROUGH [III]
������������������������������
 With the lady ghost gone, there should be a ghost kid wandering around the
 hallway. The mother in the nursery nearby wonders where that kid is, and he
 comes running once Richard puts the RECORD on the phonograph nearby. This
 earns two ASTRAL PIECES and a CROWN PIECE, the latter of which can be used
 to unlock the nursery's chest and gain a FILM and GEAR.

 Return to the theater's projection room and give the FILM to the ghost, who
 then turns into an ASTRAL PIECE. Back down in the theater lounge, talk to
 the doctor to watch the murderous silent picture. After, get the ASTRAL PIECE
 and CABINET KEY. Said key opens the locked cabinet drawer in the doctor's
 office, and has an ANTIDOTE inside.
 
 With the neutralizing agent in hand, enter the hall and use the ANTIDOTE on
 the sparkly green substance preventing the path forward. The next door will
 lead back to the first floor.

_______________________________________________________________________________
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05) ORPHEUS - 1ST FLOOR [II]                                             [WK05]
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CURRENT INVENTORY
�����������������
 � Red Book
 � Curing Potion [x0-6]
 � Rubber Gloves
 � Wire Cutter
 � Comet Book
 � Holy Water [x0-7]
 � Broken Stone
 � Dress Suit
 � Prescription
 � Astral Piece [x0-7]
 � Gear

FIRST FLOOR WALKTHROUGH
�����������������������
 First things first, visit the blind guy and get HOLY WATERs in exchange for
 the huge amount of ASTRAL PIECES collected thus far. It's possible to save
 in the Guest Hallway too, remember.

 Put on the Dress Suit (with Triangle) and talk to the steward who blocked the
 way forward in the west hallway. There'll be a scene with Arthur & Hilda and
 a trip to...

CASTLE [THE PAST]
�����������������
 Richard's free to wander the halls and antechambers here, except for the
 king's quarters guarded by two knights. The room with a dead knight inside
 leads to a scene with the king, which ends this part.

FIRST FLOOR WALKTHROUGH [II]
����������������������������
 Talk with Arthur again and he'll task Richard with finding three "plates,"
 like the FIRE BIRD PLATE on the table -- they'll be needed to locate William.
 Get the steward's ASTRAL PIECE that was missed before, then the door west of
 there. The evil laugh signals that there's a ghost lady around. Turn on the
 lights and move to the crow statue across the room -- it has a lid on its
 back that can be opened. Whaddya know, the GEAR fits perfectly!

 Inspect the crow to make it squawk, which temporarily makes the ghost lady
 upstairs distracted. Quickly rush up and flip on the light switch behind
 her, which kills her (more poison residue remains). There are two doors now:
 the one nearest the switch leads to an outer deck with a sun plaque, but it's
 the other that must be taken. That outer walkway has an stair entrance going
 to the upper deck! [And a save phone. Turn on the lights or the ghost girl
 will appear!] This hallway has three doors.

  NOTE: Make sure to take the GEAR out of the crow before continuing!

 The one nearest the phone leads to a changing room, and snooping in the
 lockers can earn a CLAIM TICKET. The middle door leads to an office, but
 the desk blocks all but a light switch (flip it). The remaining door leads to
 the male changing room, where a CURING POTION can be uncovered in a locker.
 Across from the pool, enter either door to find the aft deck where a bookworm
 boy can be found. Pick up the EYE OF A SEA FISH next to him to learn that it
 should be inserted into the pool during the blood-red moon. Exit via a floor
 hatch nearby (duck to enter).

 Once the lights're flipped on, go in the west door to hear a servant bemoan
 her situation: a parrot stopped moving! Like the crow, put the GEAR into its
 back to fix everything, and get her ASTRAL PIECE. [The gear can't be removed
 again.] Curing the servant makes part of the parrot's pedestal's plinth open
 up, showing a broken plate. Inspect it for a scene...

CEMETERY [THE PAST]
�������������������
 Near Richard are three headstones, and on the backs of them three symbols.
 Once the inscriptions and such are memorized, enter the tombstone gated from
 the rest -- it's by three plaques with the same symbols as before on it!
 Inspect them in this order: 2nd, 1st, 3rd. This opens up the grave to reveal
 a ladder down.

 Follow the crypt path until a birfurcation -- hang a right. This leads to
 a hallway with a gate and a dead-end; approaching the latter starts a scene
 with William, who orders Richard to quit trespassing and leave! At the dead
 end, inspect the corpse to get the PENDANT. When the old man tries to kill
 Richard, run past to the gate and remove the FLYING FISH PLATE from the
 indentation.

  � Having trouble dodging? Use the strafe buttons (R1/R2) to get out of the
    knife's way.

 Return to the bifurcation and a gatekeeper will join the chase, meaning he
 can't go back towards the graveyard -- but that's okay. Run the way that was
 not yet taken and put the FLYING FISH PLATE into the next gate contraption,
 then press the button to open the gate. Steal that same plate once again and
 run to the end of the hallway. This final indentation is different, and its
 description (backwards becomes forwards) hints at the solution -- pressing
 the button first, then putting the FLYING FISH PLATE inside. This opens up a
 wall hole that leads back to the cemetery entrance. Remember to take the 
 FLYING FISH PLATE before leaving!

  � Leaving without the FF Plate means Richard has to do most of the cemetery
    stuff over, although when he goes underground, William will still be on
    the warpath -- all that remains is taking the plate and exiting again.

FIRST FLOOR WALKTHROUGH [III]
�����������������������������
 Richard should now have an intact FLYING FISH PLATE and PENDANT in his
 inventory. Now's the right time to go across the hall from the lazarette and
 enter the pool's pump room. As said before, there's a lady ghost in here who
 will easily kill Richard if he tries to bypass her...but the PENDANT can be
 used on her to finally subdue her -- she won't appear anymore! Flick on the
 lights and observe the pump machine.

 The valves must be turned in a certain order, although the paper manual stuck
 to the wall nearby is smudged and only half is displayed. Do it in this order:
 small -> large -> button -> crank. If done right, the pool on the floor above
 will now be completely drained. The EYE OF THE SEA FISH can be placed into
 the floor socket inside, but it only works when it's nighttime -- the place
 should be glowing red from the moonlight. If done right, the bookworm ghost's
 appearance will herald another sequence...

LIBRARY [THE PAST]
������������������
 Approach the librarian and she'll try to kick Richard out -- the place is
 closed! The simple and unclever way to bypass her is ducking down out of
 sight, then crawling past her desk (haha). In the adjacent room, a male
 librarian won't let Richard get the book in his cart. Keep examining carts
 to draw the librarians' ire, until the annoying one moves away from his 1st
 cart. Draw the annoying librarian into a corner where he can't see that cart,
 so Richard can finally claim the OLD BOOK. This ends the scenario.

FIRST FLOOR WALKTHROUGH [IV]
����������������������������
 With all the pool events done, return to Arthur in the ballroom. If there's
 two plates in Richard's inventory, he'll get the KITCHEN KEY from ghosty boy.
 This unlocks the red door nearby, which has a savepoint inside. The ghost
 here wants Richard to save his crewmates below, and the dumbwaiter nearby is
 the way to get down there. Press a button to be on your way...

_______________________________________________________________________________
�������������������������������������������������������������������������������
06) ORPHEUS - 2nd FLOOR                                                  [WK06]
_______________________________________________________________________________
�������������������������������������������������������������������������������
CURRENT INVENTORY
�����������������
 � Red Book
 � Curing Potion [x0-6]
 � Rubber Gloves
 � Wire Cutter
 � Comet Book
 � Holy Water [x0-16]
 � Broken Stone
 � Dress Suit
 � Prescription
 � Fire Bird Plate
 � Astral Piece [x0-1]
 � Flying Fish Plate
 � Old Book

SECOND FLOOR WALKTHROUGH
������������������������
 Try to get to the door and the ghost king (!) from the castle sequence will
 appear. Stay really close to the dumbwaiter and let him approach -- when it's
 almost too close for comfort, someone flicks on the lights and sends the king
 scrambling (god rest ye EVIL gentleman!). After the scene, clear the mess
 hall and exit into the crewman quarters' hallway.

 There is a patrolling watchman here, and when talked to, talks about how he
 wishes his replacement would arrive. This ghost is in the west corridor (SW
 room), sitting on his bunk reading notes. To get him up, inspect the alarm
 and set its clock to midnight -- this gives a short window to steal the
 SAILOR'S DOCUMENTS. Said sailor goes on patrol after this event, and an
 ASTRAL PIECE can be collected in the hallway from the previous patroller.

  � The bathrooms across from each other have a CURING POTION and CLAIM TICKET
    to take, although y'may want to wait until the lights are back on to get
    'em.

 The new guard talks about the hallway's lighting. Across the hall from the
 barracks Richard was just in, is another barracks. The ghost here talks about
 the numeric lock combination written in locker #4. Of the six lockers though,
 only #1-2 can be opened.

  � This puzzle can be solved by trial and error but it helps to know how to
    proceed. Basically a locker (besides 1/2) can't be opened unless the
    other opened lockers' numbers are equal to it. So, opening lockers 1 & 2
    can open 3 (1+2=3) and to get into #4 it has to be #3 and #1 (3+1=4).

 The combination is 1-6-8-9, by the sailor's own admission -- he then leaves.
 Follow him to his destination (the starboard corridor, SE of current area)
 and he'll say the combination doesn't work. This is because it's upside-down!
 The real combination is 6-8-9-1 and can be input on the keypad to unlock
 the electrical room's door. Inside, the guy will remove a door's blockage,
 and when his ASTRAL PIECE is taken, the ghost king appears! As his suction
 force draws Richard toward him, enter the door in-between to avoid becoming
 a royal feast. Inside this electrical room, switch on the only "off" breaker
 to restore power to the crewman's quarters hallway.

  � The 2nd patrolman can be ASTRAL PIECE'd now if the lights are turned on.
    Unlike other switches, when the orange light is "on" it means the lights
    are "off". This applies to the starboard corridors as well.

 With all that hullabaloo done, return down to the starboard corridors and go
 east, into a yet-unentered corridor. In the northern barracks, there's a ghost
 who can't sleep because of sounds in the control room; the adjacent room has
 a CURING POTION in a chest. Across the hall is the telegraph room and that's
 where the noises are coming from! First set the machine's functions to BA10,
 the prohibited line -- this is found out by reading the SAILOR'S DOCUMENTS
 (from the Item menu, one of the few times to do that).

  � The solution to the telegraph is to make type out "CREA" in the machine,
    which would be: - . - . . - . . . -

 If done right, the boy ghost appears and gives a MUSIC BOX to Richard, which
 also starts...

CATHEDRAL [THE PAST]
��������������������        Up the side door stairs is the church organ, which
  _______________________   is where Richard has to repeat the musicbox's tune
 |A|B|C|D|E|F|G|H|I|J|K|L|  on the twelve available keys. The correct answer's
 | |_| |_| | |_| |_| |_| |  [C-E-F-J-K-J-H-F]. Down the altar's stairway, give
 |__|___|__|__|___|___|__|  the musicbox to the imprisoned woman. The EARRING
                            is received for the musicbox. Sequence over!

SECOND FLOOR WALKTHROUGH [II]
�����������������������������
 Back in the radio room, give the ghost boy the EARRING -- he gives up his
 ASTRAL PIECE and a FOREST FIRE PLATE for the gesture. The sleepy ghost across
 the hall also gives up his ASTRAL PIECE. That ends all the crew quarters
 events, although the dumbwaiter in the kitchen doesn't work anymore -- to get
 back to the kitchen guy, one of the starboard corridors leads back up to the
 main guest passageway, and from there it's just a matter of backtracking. He
 gives up an ASTRAL PIECE and WATER LEAF PLATE, the final plate needed! Save.

 Back in the room with the crow, Arthur and Hilda will say their goodbyes when
 the plates are inserted (x2 ASTRAL PIECE).

PRIVATE ROOMS WALKTHROUGH
�������������������������
 Through the sealed door is a hallway with four side-rooms and one main one.
 Don't bother going through the main one yet, though, 'less you want to get
 clobbered! The Forest Room is the SE of the four, and Amelia will give an
 OLD PICTURE as a way to get into Crea's room, across the hall. However, it's
 locked (expectedly). Go kittie-corner from Amelia's digs to Jack's fire-themed
 room, and show him the new picture to get an ASTRAL PIECE and clue on how to
 get into Crea's room -- adjust the hall clock to the bird. [Jack's bedroom's
 got a CLAIM TICKET as well.]

 The control panel in the hallway (by double doors) is locked, and requires a
 CLOCK KEY from the water-themed room's table (a CURING POTION is on a bedroom
 floor). Unlock the panel and set the clock to the bird symbol, then enter
 Crea's room across from Amelia's. There's nothing to do in these rooms 'sides
 looking at paintings. When the castle one's viewed, it's another sequence!

CASTLE [THE PAST]
�����������������
 Go onto the balcony and inspect the king's corpse to get the CAMEO. Sequence
 over!

PRIVATE ROOMS WALKTHROUGH [II]
������������������������������
 Enter the main hallway and the ghost king shows up -- use the CAMEO posthaste
 and he'll disappear forever. At long last, enter the double doors there to
 meet William Rockwell, then...

HOUSE [THE PAST]
����������������
 Take the BULLET from the table to cue some scenes, during which the BLUE
 STONE PIECE is obtained.

PRIVATE ROOMS WALKTHROUGH [III]
�������������������������������
 Take the ENGINE ROOM KEY from William's desk, then revisit Amelia's room to
 get her ASTRAL PIECE.

  � That should be the 26th and final Astral Piece to collect. When the blind
    guy is given the final piece, he will create a Red Stone (not given over)
    and disappear. Doing this means all four endings can be witnessed. If any
    ghosts have been forgotten, the ship can still be reexplored -- the casino
    ones are easiest to miss.

 Return downstairs, save in the starboard corridor, and unlock the engineroom.

FLOOR 3 WALKTHROUGH
�������������������
 At the bottom of the boilerroom stairs, pick up a CURING POTION before
 entering. A poster on the wall indicates the locations of a valve & key, and
 this will be important in a bit. Enter the engine room and keep proceeding
 west, until a coolly evil scene takes place. William's ghost will now appear
 and be ready to chase Richard around the ship.

 This is where the valve and key will come into play. The room where Richard's
 father is has a 2nd door that goes back west, so take that. Don't stop until
 reaching the far west end of the ship (Compartment B on map) In a corner by
 some crates will be the VALVE -- pocket that sucker. Go one room back (not
 by same door) and go downstairs to a dead-end, where two pipe panels can be
 opened to reveal a valve slot. Use the VALVE on both to pressurize the pipes.

 From this room, go back west (north door) to a small dead-end -- on one of
 the walls hangs the PISTON KEY. With this in hand, it's time to backtrack to
 [Engine Room A] and [Engine Room B], the rooms with the heavy pistons. Look
 for a panel on a large machine that says "EMERGENCY" and open that. There's
 a keyhole...y'know what to do. Once both piston rooms have been cleared, the
 place lights up and the pursuing ghost dies.

 Return to the room with the Red Stone (where Richard's dad is at) and use
 the BLUE STONE on it...this destroys it! It also starts a 98-second timer to
 get to the other side of the ship, the room where the VALVE was obtained. If
 y'make it here, that pretty much ends the game.

 NOTE: If you collected all 26 astral pieces, the medium talks about entering
       the "sun" -- this is a false part of the wall near the eastern door.
       Taking the offered KNIFE will impact whether one gets the evil ending
       (taken) or the best ending (didn't take).

 But which of the four endings was obtained when entering this room, hmm? Here
 is a list of all possible ones (spoilers beyond of course).

 .

 .

 . ENDINGS CAN BE WATCHED AT (http://www.youtube.com/watch?v=9nb_jfiR7OY)

 .

 .

 1) BAD ENDING - this happens when Richard doesn't make it to the valve room
    within the time limit. The Orpheus blows up, killing him and his slowpoke
    legs! A newspaper entry talks about how he and his father disappeared and
    that disappearance may be a crime (arson?) related to the house fire.

 2) GOOD ENDING: The policeman finds Richard in a daze by the grandfather
    clock in Henry Osmond's house, then asks him to leave. When the policecar
    doesn't start, he asks Richard to get the tools...and when the trunk's
    popped, the Red Stone Knife is in there for some reason. Ooh...

 3) EVIL ENDING: After taking the Knife, Richard is transported back to Henry's
    house...and he ends up killing the nice ol' policeman with it. =/

 4) BEST ENDING: The knife is not taken and back in the normal hallway, Crea'll
    take Richard off the ship with her...ghost magic. Back at his house, Rich
    fondly recalls Crea while listening to her musicbox. [I dunno why they put
    the scene of her getting shot in a "happy" montage though...]

          _________          _______    _______  _        ______   _ 
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

_______________________________________________________________________________
�������������������������������������������������������������������������������
V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 [Q] - How do I wind the grandfather clock?
 [A] - First, use the Small Key to unlock the cabinet protecting the clock,
       then the Winding Key -- after highlighting its slot -- to open a hidden
       passage.

 [Q] - How do I equip the rubber gloves?
 [A] - Highlight them in the menu and press Triangle -- this works for other
       items of this nature, too, like the Dress Suit.

 [Q] - How does the casino's jukebox work?
 [A] - Give all (26) astral pieces to the blind medium. There are twenty-eight
       tunes in total to listen to...the only downside is it can't be done
       until the very last part of the game!

 [Q] - I'm missing an Astral Piece(s)!
 [A] - The most commonly missed are the casino employees, and definitely the
       hardest to obtain (winning at blackjack is hellish). Besides that, it's
       about backtracking and checking to see if any have been missed. Example:
       the 2nd patroller in the crewman's quarters disappears when the lights
       are turned on, but his sphere doesn't appear unless Richard's close by.

 [Q] - Who's the blind guy?
 [A] - Satan? The bad ending certainly seems to suggest that.

_______________________________________________________________________________
�������������������������������������������������������������������������������
VI. UPDATES & CONTRIBUTORS                                               [UPDT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 04-01-09 -------------------------------+ Started walkthrough
 12-06-09 -------------------------------+ Finished walkthrough

THANKS TO...
������������
 � Sailor/Ceej, for hostin' my whatsits
 � Agetec, for makin' this sweet li'l gem of a game

_______________________________________________________________________________
�������������������������������������������������������������������������������
VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find the document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites                       Disallowed Sites
 �������������                       ����������������
  � Gametalk.com                     � CheatCC.com
  � GameFAQs.com
  � MyCheats.com
  � Neoseeker.com
  � Gamesradar.com
  � Supercheats.com
  � Honestgamers.com
  � Chaptercheats.com                               E-mail for permissions at:
  � Cavesofnarshe.com                                 shotgunnova[@]gmail.c0m
_______________________________________________________________________________
FIRST IT STEALS YOUR            Document � Shotgunnova 1997-2009 (and countin!)
MIND AND THEN IT                        Echo Night namesake � respective owners
STEALS YOUR SOUL                                  E N D   O F   D O C U M E N T