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ECHO NIGHT
Written By: Jerrold Ng
(jiyau@yahoo.com)


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                        E C H O
                       N I G H T
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               Walkthrough by Jerrold Ng
                   
                      Version 2.0

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Contents
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Introductions
Walkthrough 
Chapter 1 : Henry's House
Chapter 2 : Orpheus Upper Deck
Chapter 3 : The Drunks, the Twins and the Deep Dark Hole
Chapter 4 : A Doctor's Guilt and a Mother's Love
Chapter 5 : The Story of the Stones
Chapter 6 : Crea and the Crewmates
Chapter 7 : It Ends
Extra : How to be a Gambling Pro
Acknowledgements

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Introductions
-------------
ECHO NIGHT is definitely not your ordinary game. Rather
than focusing on action (which every other game seems 
to be doing lately), this one focuses on puzzle solving,
a type of game that hasn't really existed since the old
days of the PC gaming (which was, what, last year?).

The game itself has it's charms. The graphics are really
good, and the entire environment of the haunted ship is 
very well done. The sound isn't spectacular, but there's 
some bits where the audio can really spook you out. 
Speaking of spooking, this game unfortunately doesn't 
have much scares for a horror game - it has it's moments,
though.

But the problem with the game is that it's extremely 
short and somewhat easy. Other than a few really hard
puzzles, most can breeze through this game in under 
five hours. 

Overally, this game is not really a keeper, more like
a good rental. But it is fun while it lasted, and that's
all that really matters, right?

Alright, lets get on with it!

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Walkthough
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Chapter 1 : Henry's House
-------------------------
Your adventure begins! There's nothing dangerous 
here at all, so you should take the opportunity
to practice the controls of the game. Once you've
done enough practicing, leave the room you're in.
Look around the ruined hallway; in one junction
there's a winding key on the floor. Now enter
the only other door available, then go to the 
grandfather clock. Use the key you began with
and then use the winding key. A passageway will
open. Hold down the circle button for awhile 
to crouch. Then crawl into the little space 
and you'll automatically look at the book on
the floor. After that, you'll get spirited 
(literally) off into the pass.

Once you regain control, chat with the guard
and the youth sitting down. Now leave the
cabin and enter the next one. By the way, note
the ladder on the side. Chat with the old man 
and the young girl. Then, leave the cabin 
through the way you came in from - you'll bump 
into the youth you spoke early to. Go back to 
the cabin you began in, and take the winch on 
the floor near the guard. Now you can take the
ladder you saw before up; then head to the 
trapdoor and use your winch. Watch the long 
scene that unfolds, then go back down and enter
the cabin with the girl again - this time no
one is around. Now go to the end of the train
through the other door, watch another scene,
and then you'll leave the past.

Back to the burnt house. Take the red book,
then proceed down the staircase into the 
little room. Look at the artwork and you'll
figure out what to do next, right?

[Solution] Easy.  Take the chair and put it 
somewhere else, then position the statue of
the boy so that he faces the statue of the 
woman. 

After this, you'll get spirited off again, 
this time into the doomed ocean liner Orpheus.

Chapter 2 : Orpheus Upper Deck
------------------------------
You'll meet you're first ghost, the captain
of the liner, the moment you arrive. He'll 
lead you into the captain's room and tells
you not to leave the room. Look around the 
room (check the drawers for a cure potion,
remember to move the chair first), then
go to the next room (bedroom) and the room
after that (toilet). Nothing much you can
do here, so ignore the captain's warning 
and leave the rooms. Either way you exit, 
you'll be attacked by a ghost girl; you'll
be saved by a mysterious voice who will tell
you that these ghost girls are afraid of
light. So, from now on, whenever you enter a 
room, look for a light switch first! 

First, go upstairs and look around. You'll
find a the ship control room - look around for 
two cure potions, and note the sun plaque. then
check under the table for a metal handle. With
it, you can open the hatch (duck down first) and
get the important Ship Map. Outside, a lonely 
ghost looking out by the sea, and another ghost 
is in a in the dark room. Also in the dark room, 
you can find a telephone to save the game.

The lonely ghost - in his past, you'll meet
his fiancee who has lost her engagement ring.
You'll have to look for it!

[Solution] Go to the merry-go-round and take
a ride. The entire area will light up; look
at the corners and you'll spot a bright light
on the floor. Once the ride is over, go to 
that spot to pick up the hard-to-see ring.

Return the ring to the girl and watch what
happens. You'll get the ring back and return
to the Orpheus. Give the engagement ring to
the ghost and he'll leave; claim the astral
sphere.

The ghost who's afraid of the dark - To help
him out, talk to him first and you'll jump 
to his past and find out the reason for his 
phobia. Get the glove to exit the past.

Once you're done, go back down to the lower
floor and enter the other doors - you'll be
in a hallway with two staircases going down,
a door and a fuse box. Here comes the scary
bit - enter the door opposite the fuse box.
You'll spot a girl ghost in the corner - 
don't reach for the lights, they don't work!
Instead, rush to the left and pick up the 
wire cutters, then get the hell out of there!
If you get injured, use a cure potion.

With the wire cutters, go back to the captain's
bedroom and cut the wires tying up the cupboard.
You'll find the comet book. Take it and you'll
zoom off into the past.

The medium - You'll be in an observation tower.
Go up the lift (press the button in on the side)
then look at the picture on the chalkboard. 
Figured it out?

[Solution] Comet on the sun? Use your comet book
on the sun plaque.

You'll encounter the medium; from now on, you
can visit him every time you see a sun plaque. 
He exchanges your astral spheres for holy water,
which prevents possessions and heal you slightly.
Also, in your first encounter, he'll give you a
blue, incomplete crystal. Remember the scene on
the train?

Once you're done, you'll return to the Orpheus.
Pick up the wire on the floor, then go back to
the fuse box you saw a couple of doors away.
Equip you glove, then put in the wire one the
empty fuse, then go back to the ghost who fears
darkness, and show him the light. He'll 
gratefully donate another astral sphere before
he goes, and you can pick up the key he was 
sitting on. Once you leave, you'll meet the 
captain again, and he'll give up the ghost too
and you'll net another astral sphere. You can
trade them for more holy water if you want - 
remember that there is a sun plaque in the 
ship control room. 

Now, return to the room with the fuse box. 
Of the two doors below, one is blocked, and
one is locked. With now key, unlock the locked
door and proceed.

ON THE LIGHTS! They are on your right. There's 
two doors here (forget about the staircases for
the moment) - one door leads to a steward ghost
who will refuse to let you pass - it's a dead 
end here. The other door leads to a corridor with
a drunk ghost on the floor. That's where your 
next major hurdle begins.

Chapter 3 : The Drunks, the Twins and the Deep Dark Hole
--------------------------------------------------------
There are six rooms here and one locked one on 
the other side of the corridor. Chat with the 
drunk ghost to fins out about his artist friend. 
His request is to drink his old friend's 
concoction for the last time. Take the glass next 
to him. Now, explore the rooms - the directions 
are assuming that you are looking down the 
corridor facing the locked door on the other end.

First door on the left - Notice the four sailor
dolls? Make a note of them, then look carefully
at the vent up on one of the walls. You can use
the step ladder to climb up onto the shorter 
cupboard, then from there you can reach the vent.
Go inside and crawl all th way to the end of the 
shaft, and pick up the sailor medal. Exit the
doorway and the room.

Second door on the left - This one is a cabin
belonging to the artist Ed Mooring. Read the 
writings on the table.

First door on the right - leads to a bar. Look 
at the artworks on the wall. Crawl behind the bar 
counter and open the sliding doors to find a claim 
ticket and four alcohol bottles with the pictures 
of a man, an axe, a snake and a sword. Come on, 
this one is easy! Try figuring out how to how to 
concoct Ed's drink.

[Solution] Notice that one of the artwork belongs 
to Ed (initials E.M.). The picture Ed drew had a 
man carrying an axe fighting two snakes. Thus, to 
make his drink, put one portion of the alcohol from 
the bottle with the picture of a man, one portion 
from the bottle with the picture of an axe, and two 
portions from the bottle with the picture of a 
snake. You may do this in any order.

Once you have Ed's drink, give it to the drunk and
he'll leave - take his Astral Sphere and the sailor
medal he holds.

Second door on the right - Nothing here. Really.

Third door on the left and right - These pair of 
doors are part of a puzzle you have to solve. Talk
to the twin girls to find out just how well they 
know each other - in the right door a demon ghost 
will come out of the bathroom door - don't come any
closer or you'll end up as dead as both sisters.

[Solution] Notice that both the rooms are mirror
images of each other? And that whenever you open
one door, the other door opens? In the room without
the demon, put the heater in front of the bathroom
door. Now go to the room with the demon and tadda!
She's blocked too! 

With that problem solved, talk to both sisters and
you'll get two astral spheres and two sailor medals.
Also, there's a cure potion in each of their rooms.

Now return to the room with the sailor dolls. Look
at the sailor medals carefully and put them in the
proper slots. The cupboard slides open and you can
enter the secret room. Talk to Ed and gain his 
Astral Sphere as well as a brass key for the locked 
door. Well, what are you waiting for?

Upon entering, you'll see a familiar girl ghost 
again. Can't do much now - walk any closer to 
her and you'll end up with a face-full of furniture.
Just leave and a boy ghost appears, and before you
know it, you're whisked off into a mine.

First up, you'll find yourself blocked. Go backwards
to find a mine cart and a lever. Hit the lever to
break the blockage. From here, you'll find an empty
mine cart and two levers, one stick lever and one 
pull lever. The stick lever changes the tracks 
while the pull lever sends the cart moving.

First, enter the cart, then hit the stick lever,
then the pull lever. Enjoy the ride! At the end,
climb onto the other mine cart and hit the pull
lever. Once you've reached the end, get out of
the mine cart. The puzzle here is to break the 
gate using the mine cart.

[Solution] Hit the stick lever while standing 
outside the cart. Now, hit the pull lever, and 
after one second, hit the stick lever. If you 
did it right, the mine cart will be sent 
crashing through a wooden gate on the other 
end. 

Proceed past the broken gate, climb past the 
cart and go down the hole. You'll spot a digger 
digging. Talk to the man, then try and take the 
doll. Talk to the man again, and he'll break the 
rock and find his daughter. Now take the doll 
and you'll return to Orpheus. Return to the girl
ghost and use it the doll, then...

Chapter 5 : A Doctor's Guilt and a Mother's Love
------------------------------------------------
First up, head pass the left door into a 
bathroom and then a toilet - check the floor 
here for a claim ticket. Then, return to the 
formerly haunted room and take the other door. 
Pick up the suit and...

You're now in the medical office. Save if you
want, then leave and talk to the ghost doc.
Check the drawers for some curing bottles, then
open the cupboard to zoom off into the doc's 
past. Here, look around at all the stuff - 
you'll irritate the (then living) doc if you 
touch the drawers on his desk. He'll proceed to 
push you out. Now, you'll be back in the medical 
office. Wait a while, then the doc will say 
"it's time..." and leave the room, and lock the 
door behind him. Now go back to the past again 
and check the drawers, he won't be around 
anymore. Take the prescription and you'll be 
back again. Read the prescription, then use it 
and the doc will run out screaming. Now you can 
leave the doc's office. By the way, you will be 
injured by now; remember the gulp down a cure 
potion before going out - you'll see why.

Go right and right again into the theater. Ring
the bell if you want. Open the counter and get
inside (there's a sun plaque, if you need to use
it), climb up to the projector area and take the 
record from the shelf. in the next room talk to
the doc and pick up the claim ticket on one of 
the sofas. Leave the theater. The door directly
facing you is a casino - you can use your claim
tickets for some games by giving it to the 
manager. By the way, there's another claim ticket
on the floor near the roulette machine. 

If you want to get all the four endings, you must 
obtain the three souls in the casino by winning 
the roulette and blackjack games - which can be 
quite a pain. See the section below entitled "How 
to be a Gambling Pro" for more details.

Now go to the nursery (the one other door you can 
go through in this corridor) and chat with the 
mother, who is looking for her child. Know where
he is?

[Solution] Leave the room and look carefully at
the lighted wall panels near the theater door
to find a light switch. Then, head back to that
ghost in the hallway and you'll find the kid.
Now that you've freed the kid, you need to 
unite him with his mother. Use the record on 
the phonograph in the nursery.

Once you've united mother and child, take back 
the record if you want. take the crown and use 
it on the chest in the room to get a roll of 
film and a gear. Now go back to the projection
room and give the film to the projectionist - 
he'll give up the ghost; go back down and talk
to the doctor in the film room and you'll get 
to watch the film... 

Now that the doctor is satisfied, take his 
astral sphere and the cabinet key. Use the 
cabinet key on the only locked cabinet in the
doctor's office to get the antidote; use the
antidote on the pool of poison.

Chapter 6 : The Story of the Stones
-----------------------------------
Now that you have a formal dress, equip it 
and go back to the stubborn steward - he'll
let you through, and then you'll meet with
Arthur and Hilda Rockwell. After that scene, 
you'll be sent to an ancient castle to witness
the story of the red stone.

Once you come back, Arthur and Hilda will 
ask you to find three plates similar to the
one on the their table. Take the plate, then 
leave and go to the door behind where the 
steward used to stand. Switch on the lights,
then look at the crow's back. Use your gear to 
make the crow divert the woman's attention, then 
switch on the lights behind her. You should then 
take back the gear you put into the crow. Now, 
behind the woman are two doors. Go through the 
right one if you need a sun plaque, otherwise go 
through the left door, and then again through 
the next door you find.

In this new corridor, you can save the game.
Here, the middle door is a dead end, but the 
other two doors lead to male and female locker 
rooms which in turn lead into a common swimming 
pool area. Check the male lockers for a claim 
ticket and the female lockers for a cure potion, 
then head to the swimming pool area. Enter 
either doors on the other end (doesn't matter 
which, both lead to the same place) and talk to 
the boy. Take the eye on the floor next to him.
Now open the hatch nearby and descend down to
the floor below. First enter the door on the 
left to meet the worried servant; fit your 
gear in the parrot to relieve her stress. Now, 
look at the broken plate below the parrot.

Graveyard - Look at tombstones here - 
particularly the three nearest to you when you
appear. Look at the wordings and the symbols
on the back. Now enter the fenced area and look 
at the plaques. Got the puzzle yet?

[Solution] Hit the plaques in this order assuming
you count from left to right - 2nd, 1st, 3rd.

Once you've opened the grave, climb down the 
staircase and follow the path down. Here's the 
fun part - once you've reached the junction, go
left. You'll meet old William, and he'll show 
you how to open the gate. Follow his 'exit' and
you'll reach a familiar-looking dead body. 
Examine it to get the pendant. Now William will 
try to kill you. Run past him and take the 
plate off the wall, then go back to the junction 
and go the other way (don't try to get back to 
where you came in from). When you reach a gate, 
remember how to open it - insert the plate, then 
press the button. The next gate is a little 
different though...

[Solution] Forward becomes backward? Try pressing
the button first, then put in the plate. Remember
to take the plate out when you're done.

Now that you're back on Orpheus, leave the room
you're in and try the other door. When the woman
appears, use the pendant to finally be rid of her.
Now you've got to solve the water pump puzzle - 
look at the inscription...

[Solution] This is what the inscription should say:
1. Turn small valve
2. Turn large valve
3. Press button
4. Pull large crank
Each time you do the right action you'll hear a loud
sound signifying that you've done it right.

Once you're done, return to the pool and wait for
night time. Once the entire area turns red, put the
fish eye into the picture on the base of the pool.

The book - To get pass the librarian, simply duck 
down and sneak pass her desk. In the next room, keep 
examining different boxes of books to make the 
librarian move away from his box. After he has moved
away twice, you can pick up the old book. On 
returning, read the old book. Now return to the 
dining room and talk to Arthur to get the kitchen 
key; use it on the locked door in the same room.

Chapter 7 : Crea and the Crewmates
----------------------------------
In the kitchen, talk to the man and use the elevator.
You'll meet your next demon, the ghost king. Stay as
close to the elevator as possible; he'll come nearer
and nearer, but once he gets way too close for comfort, 
your father appears and throws on the light. After some 
chatting, he'll leave. Follow him. You're now in a 
pretty large area with a lot of rooms to explore.

The crewman's corridors - There's a watchman wandering
around the hall. Talk to him. Now go to the crewman's 
quarters B (front corridor, 2nd door on the left). The 
replacement watchman is here. You'll need to distract 
him from his notes he's reading. 

[Solution] Ring the alarm near the door by setting it to
12 o'clock. Quickly take his notes while he goes off to 
switch the alarm off. He'll suddenly remember his duty 
and leave the room. 

When you return outside, the current watchman will 
'take a rest', and after that, the new watchman will 
complain about the lighting problem. Now, head to the 
door opposite to where you came out from. There's a 
crewmate puzzling himself over the lockers. Your aim is 
to open the fourth locker to read the code number. 
Here's a tough little puzzle to solve...

[Solution] Of the lockers, numbers 1 and 2 can be 
opened, but numbers 3 to 6 can't be opened. The solution 
of this puzzle is this : Other than lockers 1 and 2, a 
locker can only be opened if the total numbers from the 
open lockers equal it's own number. For instance, to open 
locker 3, you need lockers 1 and 2 to be open (1+2=3).
Hence, to open locker 4, first open locker 3, then close
locker 2 - hence only lockers 1 and 3 are opened (1+3=4). 
Locker no. 4 will open up. 

The crewman in the room will then read the code number
to you and leave the room. Now follow him. When you leave
the room, go left and then take the right corridor, then
go through the door. Talk to him. You'll find out that 
the code number doesn't work. Can you figure this one 
out too? 

[Solution] The numbers 1 6 8 9 are written upside down.
Turning them around gives you the true code 6 8 9 1.

Follow him again into the next room - he'll fix the pipe
blocking the way. Now you'll get a nasty surprise. Exit 
through the nearest door and come back to avoid becoming 
ghost food! Once you're back, enter the door opposite 
the once fallen pipe to reach the breaker room - here,
switch on the only breaker that is off to return power
to the crewman's floor. Return back to the second 
watchman and see him off. Now you can enter the two 
remaining rooms in this hall - the bathroom (mistakenly
labeled the shower room) has a claim ticket on the 
floor of the furthest stall; the shower room (mistakenly
labeled the port corridors) contain a cure potion in
the second furthest locker.

Now, go to either of the other corridors and take the 
doors there. Follow the corridor into another T-shaped 
area, this time with two doors. The left door leads
to a room with a sleeping ghost who is complaining 
about the sounds from the radio room. Further into this 
room is another room; nothing here except a curing 
potion in a box in the corner and a sun plaque. The 
right door leads to a radio room. You'll here someone 
tapping in morse code when you try to open the door. 
Once you enter, set the machines to 'BA10' (it's in the 
notes you picked up in the crew quarters). Now you'll 
have to hit the correct message on the telegraph.

[Solution] Notice the words CREA etched on the 
side? Use the coding in the panel on the side. 
If you're lazy, just input:
- . - . . - . . . -

You'll be handed a music box by that boy and 
zoom off into a large cathedral. Go up the 
stairs to reach the grand piano. Examine it,
play the music box and repeat the tune on the
piano.

[Solution] Numbering the white keys from left 
to right, 1,2,3,4,5,6,7 and lettering the black 
keys A,B,C,D,E, press the keys in this order:
2,3,4,6,E,6,5,4. No problem right?

After playing the tune, a trapdoor will open
under the alter below. So what are you waiting
for? Once you meet Crea, play her the music 
box. Then she'll give you an earring and send
you back. Now give the earring to the boy to
finally free his spirit at last - you'll get 
another plate as a prize. One more to go!

Go back to the person complaining about the 
sound from the radio room. He'll finally get
some rest - the eternal type. Now that all the 
crew mates have left, you can return to the man 
in the kitchen - note that the kitchen lift 
doesn't work anymore, so you have to find an 
alternate route. In the corridor linking the two 
T-shaped halls (the one with a savegame 
telephone) there's a door leading back up to the 
main passenger hallway. From there, return to 
the dining room, then the kitchen. Talk to the 
man and he'll leave with his other mates, and 
leave the fourth and final plate.Now leave and 
note that Arthur and Hilda have both left the 
dining room. Go to the staircase room (the one 
with the crow) and they'll be there. Insert the 
plates and they'll be freed for good. Now enter 
the door into the private quarters.

Chapter 8 : It Ends
-------------------
There are four rooms here each with it's own 
theme decor. Don't try the double doors on
the other side yet or you'll regret it.

Forest room - Another daughter of William is 
here. She tells you to meet Crea in the room
opposite hers. It's locked, so she tells you 
to talk to Jack (yet another son of William's
ever-growing family tree). Nothing else in
this room.

Water room - There's a clock key and a cure 
potion here if you look hard enough.

Fire room - Jack Rockwell, another son of 
William, haunts this room. There's a claim 
ticket on his bed. Show him the picture and
he'll tell you how to open the door. Well,
do what he says - go to the locked clock on
the side of the prohibited double doors and
adjust it to the bird symbol. That will allow
you to open Crea's room.

Sky Room - You can only get here once you've
unlocked it with Jack's help. Here, examine 
the castle drawing then use it to zoom back to 
the ancient castle. Go out to the castle 
balcony and examine the king's body and you'll
get a cameo. You'll get to use it real quick
as soon as you leave the room!

Now that the final ghost is out of the way, 
you can enter the dangerous double doors.
Here you'll meet William Rockwell himself. 
He'll tell you the truth about Crea, and 
you'll zoom off into the past. Here, pick up
the bullet on the table and then watch the 
scene. You'll ultimately pick up the other 
half of the blue stone. Once you return, 
you'll see that William Rockwell is dead. 
Go back to Emilia in the Forest room and 
she will go for eternal rest herself. 

Go visit the medium and unload your last few
astral pieces. If you don't have all 26 
pieces, you will only be able to see 2 of the 
4 endings. If you give all 26 astral pieces 
to the medium, he will create ANOTHER red 
stone - what, one isn't bad enough? You'll 
then be able to see all the endings.

Now, head back to the crew floor (down the 
stairs from the passenger hallway), to the 
corridor with the savegame telephone. The
entrance to the engine room is here for 
your final showdown. Save the game before 
you go down so you can reload and see more 
endings. 

Go down the stairs,look at the sheet on the 
wall and heed where the valve and the key is 
located, and how to overload the ship. 
There's a cure potion on the floor here. Now 
enter the engine room.

First, head to the very end of the ship.
You'll witness a spectacular scene, and 
then after that, Crea's voice will tell 
you to light up the area. It isn't all 
that hard...

[Solution] To do that, you'll need the valve 
and key. Here, William's ghost will be 
chasing you all over the place - nothing 
quite like working under pressure, eh? Rush 
up to the front end of the ship (as front as 
you can go, anyway) and take the valve from 
that room (look carefully at the floor). Then
go one room back and climb down the staircase. 
Here, use the valve on both fuel tanks. Then,
from this room you can enter a door that leads
you to the room with the piston key. With that,
go back to the two piston rooms and use the
key on both emergency piston locks. 

Once the area lights up, go back to where the
red stone is located. Use the blue stone on 
the red stone. Now return to the room where you
found the valve. Here it depends on your actions 
previously. If you had not gotten all 26 astral 
pieces, or didn't give them all to the medium, 
you'll only get 2 of the 4 endings. To get the 
pathetic ending 1, wait until time runs out, and 
to get the slightly better ending 2, go to the 
front of the ship and meet Crea.

If you gave all 26 astral pieces to the medium,
once you arrive towards the front of the ship 
you'll hear the medium's voice telling you to
"enter the sun". Look at the wall opposite to
the exit door (the one that leads to the front 
of the ship) - there's a sun symbol etched onto 
it. If you wait till the timer runs out, you get 
ending 1. If you ignore it and just go through 
the door, you'll see ending 2. If you go inside 
the sun symbol, you'll meet the medium, who will 
offer you the red dagger. If you take the dagger, 
you get to see ending 3, if not, you'll get the 
best ending, ending 4.

Ending 1 - Timer ran out before you got to the 
front of the ship. This one is a rubbish ending 
where you are never seen again.

Ending 2 - You meet Crea and she whisks you away. 
Back at the old house, you get awaken from your 
trance by the police officer; he'll tell you 
to leave the place. So go leave the house and 
watch the scene for a good surprise...

Ending 3 - You took the dagger. In this ending,
you zoom back to your father's house, and then
proceed to knife the policeman there in the back.
Ooh, evil!

Ending 4 - You didn't take the dagger. This is 
the best ending of the game, where you return to
your apartment and listen to Crea's music box. 
Then you remember your many encounters with Crea.

Congratulations, you've won ECHO NIGHT!

Incidently, I've only gotten about two-thirds of 
the game's 'secrets'. Wonder what happens if I
find them all? Another ending perhaps?

-----------------------------------------------------------

Extra : How to be a Gambling Pro
--------------------------------

To get the last two endings of the game, you'll 
need to have all 26 souls freed, including the
ones in the casino. To free them, you'll have to
play and win the roulette table, then the 
blackjack game that ensues.

Roulette
--------
Trade as much of your claim tickets as possible - 
you'll have around 80 chips. Now save the game,
and then bet on any number (or any two adjacent 
numbers) using 9 chips. Keep at it until you lose 
all your chips, then reload the game and repeat. 
Keep to one number (or two) and you'll eventually 
win (be patient, it will take a while). Once you 
win, the manager will tell you to challenge the 
blackjack player. 

Blackjack
---------
The rules here are simple - you bet some chips
and then let her deal. If you win, you get double
your betting, if you lose, you lose your bettings.
You start with 100 chips. Go bet the maximum of 
ten chips. If you get below 17, get another card; 
if not, pass. Since luck seems to be skewed your 
way, you'll usually win more often than you lose,
until you get 200, where she will finally admit 
defeat.

Once you've won her, all three ghosts will be 
freed from their casino duties, and you can 
collect another 3 astral pieces. 

-----------------------------------------------------------
Acknowledgments
----------------
- Myself  for slogging through 
  this game.
- From Software, for making such a weird game.
- Agetec, for bringing over such a weird game.
- Mark Androvich  
  for helping me out in some sticky bits. 
- FERNIQUE Antoine  for clueing
  me on the casino ghosts and the gambling bits,
  as well as the last two endings.

-----------------------------------------------------------
   ECHO NIGHT is a copyright of AGETEC and From Software
-----------------------------------------------------------


Please note that A.P.I shall not be held responsible for the accuracy of this article.

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