Updated at 2023-10-21
Written by Perseonn Balthasaar
Echo Night
Tips Prologue House Train House Captain's Order Captain's Cabin Passageway Pilothouse (Optional) Passageway (Upper) Chart Room Passageway Compartment Captain's Cabin Observatory Captain's Cabin Passageway Chart Room Doll Exorcism Passenger Hallway Guest Hallway Lounge Guest Hallway Guest Room C Guest Room D Guest Room C Guest Hallway Reading Room Guest Hallway Special Guest room Abandoned Mine Guest Hallway Escaping the Theatre Medical Office Laboratory Medical Office Laboratory Medical Office Theater Hallway Casino (Optional) Theater Hallway Theater Theater Hallway Child Room Theater Medical Office Theater Hallway Getting the Flying Fish Plate Passenger Hallway Dining Room Hallway Castle Grand Dining Room Dining Room Hallway Stairway Stern Passageway Corridor to Pool Pool Deck Terrace Terrace Lazarette Cemetery Terrace Lazarette Pool Library Getting the Forest Fire Plate Grand Dining Room Dining Room Galley Mess Room Crewman's Quarters Crew's Quarters B Crewman's Quarters Crew's Quarters A Crewman's Quarters Starboard Corridor (Southern) Engineer Hallway Electrical Room Crewman's Quarters Starboard Corridor (Southern) Engine Corridor Engineer's Room Engine Corridor Radio Room Cathedral Radio Room Engineer's Room Starboard Corridor (Northern) Cameo Exorcism Dining Room Galley Dining Room Hallway Stairway Private Quarters Forest Room Fire Room Water Room Private Quarters Sky Room Private Quarters House Owner's Quarters Forest Room Dining Room Hallway Passenger Hallway The Boiler Starboard Corridor (Northern) Boiler A Engine Room A Stern Passageway Engine Room B Boiler B Fuel Storage Compartment B Fuel Storage Boiler A Engine Room B Engine Room A Stern Passageway Compartment B Ending

Echo Night is a supernatural survival horror for the good ol' Sony PlayStation. It's delivered in a first-person view, and it's clearly on the easy side. The mystery is good, and the horror is not overwhelming. This guide is intended as an easy-to-read to-do list rather than giving you unnecessary narration. Feel free to explore the game too!

Tips

Play on an emulator (DuckStation is recommended) and change the bindings, or use Custom Mapper like DS4 Windows. You can and should map your shoulder buttons to your right stick, typically:

  • Looking up to Right Stick Up
  • Looking down to Right Stick Down
  • Rotate left to Right Stick Left
  • Rotate right to Right Stick Right

This will make the control more in-line with modern games, and saves you the frustration as the game itself is slow.

Prologue

House

  • Living room, go to Hallway
  • Hallway, get the Winding Key
    • Items or Subjects lying on ground may require you to crouch before you can interact with it.
    • Align your crosshair with said items or subject to check (B) or interact with/take them (C)
  • Room with Clock, use Small Key on the clock (A)
    • Clock, Use Small Key on the clock (A)
    • Highlight the hole, use Winding Key
    • Go to the opened passage

Train

  • First Car, go outside
  • Outside First Car, go to Second car
  • Second Car talk to Grandfather and Little Girl
  • Go back to First Car, get the Crank
  • Outside First Car, climb ladder
  • Train rooftop, use Crank on the trapdoor hatch.
  • Enter Second Car, go to the other end

House

  • Get the Red Book, go down the stairs to the room
  • Art Room, move the chair away, take the boy statue and put it facing the girl statue.
    • The facing doesn't have to be accurate.

Captain's Order

Captain's Cabin

  • You can check where you are by pressing ?, to open the sub-menu
    • Example, at this point the location on top of the sub menu will read "Upr Deck Captain's Cabin"
  • Cabin's living room, Get Curing Potion from desk
  • Cabin's living room, exit to the door beside the desk

Passageway

  • It's a good idea to look for a light switch in a darkened area.
  • (Optional) Locate the light switch near the stairs
  • (Optional) Enter the door beside the switch

Pilothouse (Optional)

  • Get two Curing Potion from the cabinet
  • Get Metal Handle from under the table
  • Use Metal Handle on the trap door
  • Get Ship Map
    • Map menu is now available
  • Exit via the door near trap door

Passageway (Upper)

  • (Optional) Talk to the ghost in Passageway
    • Fountain area, go to the carousel area
    • Go to the far-left corner of the area (left from where you entered the area), look for Engagement Ring
      • You can ride the carousel to light up the ring.
    • Fountain area, give the Engagement Ring to the Lady.
    • Talk to the Lady again
    • Passageway, give the Engagement Ring to the ghost
    • Get the Astral Piece (1/26)
  • Enter the metal door in the middle of passageway

Chart Room

  • The Red Telephone is a save point
  • (Ghost) Talk to the ghost
    • Get the Rubber Gloves on the gangway (portable stairs)

Passageway

  • Go downstairs and enter the other door to a hallway-connecting passageway
  • Hallway-Connecting passageway, note the Fusebox and the two stairs going down
  • Enter the door to Compartment

Compartment

  • Get the Wire Cutter off the left side of the room, leave
  • Go to Captain's Cabin

Captain's Cabin

  • Go to the bedroom
  • Bedroom, get Leather Organizer
    • Notes menu is now available
  • Use the Wire Cutter on the closet

Observatory

  • Use the elevator to get to 3F
  • 3F, use the Comet book on the Sun relief
  • Give the man the Astral Piece
  • Exit

Captain's Cabin

  • Get the Wire
  • Go to the a fusebox hallway

Passageway

  • Open the Fusebox, its on the front of the door to the Compartment
  • Equip the Rubber Gloves
    • Open the menu by pressing A
    • Select the Rubber Gloves
    • Press B to equip them
    • There will be an "E" icon as equip indicator
  • Put the Wire on the Fusebox
  • Go to Chart Room

Chart Room

  • Turn on the light
  • Get Astral Piece (2/26) and Iron Key
  • Exit to get Get Astral Piece (3/26)
  • Go to fusebox hallway and descend the stair left of fusebox (when facing it) to use the Iron Key

Doll Exorcism

Passenger Hallway

  • Light switches are on your right
  • Enter the door to the left (east)

Guest Hallway

  • Three doors on left side, three doors on right side, one double doors on the other end
  • Red telephone on your right
  • Talk to the Drunk Man
  • Get Glass
  • Go to the first door on the right side (north)

Lounge

  • Crawl through the bar and face the closest cabinet
    • Open the left side to reveal Axe and Man bottle
    • Use the Glass, on Man once, Axe once
    • Open the right side to reveal Snake and Sword bottle
    • Use the Glass, on Snake twice
  • (Optional) Go to the other cabinet and get the Claim Ticket

Guest Hallway

  • Use the Glass on the Drunk Man
  • Get Astral Piece (4/26) and Sailor Medal B
  • Go to the third door on the left side

Guest Room C

  • Get the Cure Potion from the drawer
  • Move the radiator to block the door to the bathroom
    • Moving radiator in this room also moves it on the other room
  • Go to the third door on the right side

Guest Room D

  • Get the Cure Potion from the drawer
  • Talk to the Girl
  • Get Astral Piece (5/26) and Sailor Medal D

Guest Room C

  • Talk to the Girl
  • Get Astral Piece (6/26) and Sailor Medal C

Guest Hallway

  • Go to the first door on the left side

Reading Room

  • Face the sailor figures, and put the medals in this order, clockwise from the red one: C A B D
    • The medals show which pose to put them on
  • (Ghost) Talk to Ed
  • Get Astral Piece (7/26) and Brass Key

Guest Hallway

  • Go to the double door and use the Brass Key

Special Guest room

  • Go to Guest Hallway

Abandoned Mine

  • Turn around, use the pull-switch on the wall near the other cart
  • Get into the empty cart
    • Use the stick-switch first
    • Use the pull-switch second
    • Get off the cart
  • Get into another empty cart, use the pull-switch
    • After stopping, disembark and go around the cart to the switches
  • You need to use the pull-switch, then use the stick-switch after about 2 seconds
    • This is so the empty cart goes straight, but will turn after you pull the stick switch, to break the barricades.
  • Follow the cart, go down the stairs
  • Talk to the Man
  • Check the Doll
  • Talk to the Man (or just talk to him twice)
  • Get Claudia's Doll

Guest Hallway

  • Go to Special Guest room
  • Use Claudia's Doll
  • (Optional) To your right is the bathroom, Get the Claim Ticket
  • To your left, is the bedroom, get the Dress Suit

Escaping the Theatre

Medical Office

  • Remember to heal, exit
  • Talk to the Doctor
  • Move the stool
  • Get the Cure Potion from the second desk drawer
  • Get the Cure Potion from the bottom-most cabinet drawer
  • Check the big cabinet door

Laboratory

  • Check the top drawer near the Doctor

Medical Office

  • Wait until the Doctor leave the room (based on his open hours)
  • Check the big cabinet door

Laboratory

  • Check the top drawer again
  • Get the Prescription

Medical Office

  • Use the Prescription on the Doctor
  • Exit

Theater Hallway

  • Find the Casino.

Casino (Optional)

  • Talk to the big guy twice to know about hallway light
  • You can exchange Claim Ticket for 20 coins
  • Win 150 coins to unlock the Black Jack
  • Win 200 coins in Black Jack to get 3 Astral Piece (8/26) (9/26) (10/26)

Theater Hallway

  • Turn on light
    • Upon exiting Casino, you'll face a hallway with zodiac sign lights on each side
    • Find the Taurus sign, it's on the right side, number 3 from your position
    • Check the missing light to turn on the light
  • Go to the double door, to the Theater

Theater

  • Room with counter, open the small flap on the counter
  • Go through the counter
  • Go through the door
  • Climb the stairs
  • Projector's room, get the Record

Theater Hallway

  • Go to Child Room

Child Room

  • Use the Record on the phonograph
  • Get 2 Astral Piece (11/26) (12/26)
  • Get the Crown Piece
  • Use the Crown Piece on the treasure box
  • Get the Film and Gear

Theater

  • Go to the projector's room
  • Projector's room, use the Film on the Engineer (not the projector!)
  • Get the Astral Piece (13/26)
  • Go to the viewing room, talk to the Doctor
  • Get the Astral Piece (14/26)
  • Get the Cabinet Key
  • (Optional) Get Claim Ticket on a corner sofa

Medical Office

  • Use the Cabinet Key on the left drawer of the big cabinet
  • Get the Antidote

Theater Hallway

  • Use the Antidote on the green goo

Getting the Flying Fish Plate

Passenger Hallway

  • Go to Dining Room hallway

Dining Room Hallway

  • Equip the Dress Suit
  • Talk to the Steward

Castle

  • Go to the door on your right
  • Go to the door on your right (there's a knight lying on the ground)
    • Go to the opposite end door of this room

Grand Dining Room

  • Talk to the Gentleman
  • Get the Firebird Plate
  • Return to the Dining Room Hallway

Dining Room Hallway

  • Get the Astral Piece (15/26)
  • Go to Stairway

Stairway

  • Light switch to your left
  • Check the back of the crow statue, open the lid
  • Use the Gear
  • Check the Crow statue to make it caw
  • Go upstairs and turn on the light (visible if you backtrack to the stairs from the crow)
  • Get the Gear back from the crow statue
  • (Optional) Upstairs door nearest to the switch leads to Sun Relief
  • Go to the other door

Stern Passageway

  • Go to the only door

Corridor to Pool

  • There's a Red Telephone
  • Go to the office and turn on the light, exit
  • Go to the left or right changing room

Pool

  • Left Changing room, get the Claim Ticket from the second locker from your position
  • Right Changing room, get the Cure Potion from the first locker from your position
  • Go straight to Pool area
  • Pool area, go straight to Deck Terrace

Deck Terrace

  • Talk to the Boy
  • Get Eye of the Sea Fish
  • Go to the floor hatch and go down the stairs

Terrace Lazarette

  • Go to the left door, if the stairs is on your back
  • Servant room, check the parrot and use the Gear like with the previous crow statue
  • Get the Astral Piece (16/26)
  • Check the plate on the base of the parrot

Cemetery

  • (Optional) Check the 3 gravestones on your left and their reverse side
  • Open the metal gate
  • Facing the three plates on the wall, press the 2nd, 1st and 3rd plate
  • Descend the ladder
  • Explore till an event in a dead end on the next area
  • Facing the Man, Get Flying Fish Plate from the relief switch
  • Talk to the Woman
  • Get Pendant on the floor
  • If you haven't, Get Flying Fish Plate from the relief switch
  • Go to the previous area
  • Use the Flying Fish Plate on the relief switch
    • Press the switch
    • Get Flying Fish Plate from the relief switch
  • Go to the last relief switch
  • Press the switch (yes, you have to press the switch first on this one!)
    • Use the Flying Fish Plate on the relief switch
    • Get Flying Fish Plate from the relief switch
    • You need to have the Flying Fish Plate and Pendant in your inventory!
  • Turn left on the opened path, the right on is a dead end
  • Climb the Ladder

Terrace Lazarette

  • Servant room, exit
  • Go to the door across this room
  • Use the Pendant
  • Drain the pool by using: small valve, large valve, button, lever

Pool

  • Use Eye of the Sea Fish on the eye socket in the pool, but only at night (above 7:00pm), when the pool area glows red

Library

  • Duck past the Woman
  • Go around the young Employee and inspect the books on the cart roughly on his left
  • Inspect the books on the cart on other cart to draw him again
  • Get the Old Book

Getting the Forest Fire Plate

Grand Dining Room

  • Talk to the Gentleman
  • Get the Kitchen Key
  • Use the Kitchen Key on the locked door

Dining Room Galley

  • Talk to the Man
  • Press the second button on the dumbwaiter in front of him

Mess Room

  • Back away from the threat

Crewman's Quarters

  • Talk to the Patrol
  • Go to the room on the south west

Crew's Quarters B

  • Talk to the Probationer
  • Set the alarm to midnight
  • Get the Sailor's Documents when the Probationer is turning off the alarm
  • Wait until the Probationer exits

Crewman's Quarters

  • Get the Astral Piece (17/26)
  • Talk to the Probationer

Crew's Quarters A

  • Go near the locker to make the Sailor talk
  • Open locker 1, 2, 3
    • Close locker 2
    • Open locker 4
  • Note the combination 1-6-8-9

Crewman's Quarters

  • Go to south-east door

Starboard Corridor (Southern)

  • Talk to the Sailor
  • Check the keypad, input 6-8-9-1
  • Follow the Sailor

Engineer Hallway

  • Get the Astral Piece (18/26)
  • Enter the electrical room, door on the hallway

Electrical Room

  • Pull the breaker up on the only one off breaker

Crewman's Quarters

  • Turn on the lights
  • Get the Astral Piece (19/26)

Starboard Corridor (Southern)

  • Go to the east door

Engine Corridor

  • Go to the north door on the eastern corridor

Engineer's Room

  • Talk to the Ship Engineer
  • (Optional) The adjacent room has Cure Potion in a box

Engine Corridor

  • Go to the Radio Room

Radio Room

  • Set the frequency to BA10
  • Check the telegraph
    • Press CBCBBCBBBC
  • Get the Music Box

Cathedral

  • Locate the Pipe Organ
  • Play D E F A A# A G F
    • If you're not musically inclined, from left to right, 1 to 12: 3 5 6 10 11 10 8 6
  • Altar, go down
  • Use the Music Box on the Woman
  • Get the Earring

Radio Room

  • Use the Earring on the Boy
  • Get the Astral Piece (20/26)
  • Get the Forest Fire Plate

Engineer's Room

  • Talk to the Ship Engineer
  • Get the Astral Piece (21/26)

Starboard Corridor (Northern)

  • Go to the door labelled "Passenger Floor"

Cameo Exorcism

Dining Room Galley

  • Talk to the Man
  • Get the Astral Piece (22/26)
  • Get the Water Leaf Plate

Dining Room Hallway

  • Go to Stairway

Stairway

  • Insert all the plates
  • Get 2 Astral Piece (23/26) (24/26)

Private Quarters

  • Go to first door to your left

Forest Room

  • Talk to the Woman
  • Get the Old Picture

Fire Room

  • Talk to the Man
  • Use the Old Picture on the Man
  • Get the Astral Piece (25/26)

Water Room

  • Get the Clock Key

Private Quarters

  • Use the Clock Key on the box beside the other double door
  • Set the dial to the bird symbol
  • Do not enter the double door

Sky Room

  • Check the castle bedroom painting
  • Check the Man
  • Get the Cameo

Private Quarters

  • Use the Cameo immediately
  • Enter the double doors

House

  • Get the Bullet
  • Get the Blue Stone

Owner's Quarters

  • Get the Engine Room Key

Forest Room

  • Talk to the Woman
  • Get the Astral Piece (26/26)

Dining Room Hallway

  • Go to Passenger Hallway

Passenger Hallway

  • Visit the Blind Man to give all your Astral Pieces
    • Thankfully, he'll take all of the pieces in one go

The Boiler

Starboard Corridor (Northern)

  • Use the Engine Room Key

Boiler A

  • Check the "Seculity Information", and enter the door
  • Go the door in front of you, you should be heading west

Engine Room A

  • Go to the door in front of you, heading west again

Stern Passageway

  • Turn around, go to the right door

Engine Room B

  • Go to the door, head east

Boiler B

  • Go to the door (not the side door!), head east

Fuel Storage

  • Go to the right door

Compartment B

  • Get Valve, hidden behind crates
    • If you go to the right door on the Fuel Storage, the Valve is on the third indentation to your left, behind crates
  • Return to Fuel Storage

Fuel Storage

  • Go downstairs to a dead end, there are two hatches on the pipes, each near the stair
    • Open the hatch, use Valve once on both of them
  • Go through the north door

Boiler A

  • Get the Piston Key
  • Return to Engine Room B

Engine Room B

  • Open the Emergency Panel, use the Piston Key

Engine Room A

  • Open the Emergency Panel, use the Piston Key

Stern Passageway

  • Use the Blue Stone on the Red Stone
  • Return to Compartment B

Compartment B

  • (Optional) Check the Sun carving on the wall at the east end of the room
    • (Optional) Take the Knife
  • Go to the east door

Ending

  • Ending 1: Obtained if you died during gameplay
  • Ending 2: Go to east door immediately without checking the Sun carving
  • Ending 3: Take the Knife
  • Ending 4: Talk to the Blind Man, but don't take the Knife