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00:00 Find and Replace Power Crystals (2/2)00:52 Find and Replace Power Crystals (3/3)02:00 Find and Replace Power Crystals (2/2)This is the Gameplay Walkthr...
- 3 min
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- Gamerpillar
May 28, 2020 · Let's Play - Echoes of the Past 1 - Royal House of Stone - Full Walkthrough. Having made an incredible journey in time, you'll find yourself in the medieval kingdom of Orion. Reveal an...
- 143 min
- 4.9K
- V.O.R. Bros
- Overview
- Echoes of the Past Walkthrough Guide
- Reach The Lock
- Explore The Lock
- Reach the Control Room with Mathis
- Reach the D-Block Cells
- Locate the Cache in Section 02-106
- Locate Cell 03-118
- Reach Kryx's Escape Tunnel
- Escape The Lock
Galaxy Map
New Atlantis Map
Akila City Map
Cydonia Map
Neon Map
Red Mile Map
After passing your first initiation to get invited onto The Key - the major headquarters and commandeered operating base of the Crimson Fleet - their leader Delgado will have another test for you and the other new recruits: exploring the icy tomb called The Lock, that was once the super-max prison for the UC. When the prisoners rioted and broke free, it was Jasper Kryx who led them to take over The Key and form the Crimson Fleet, but Delgado believes Kryx knew of a vast treasure, and intends to find clues on the planet's surface.
While Delgado takes the other rooks down to the surface of the nearby planet Suvorov, you'll need to take your own ship down to meet him there. The planet is incredibly inhospitable and bombarded by freezing temperatures, so it might be worth taking armor with some a good Thermal stat to stave off frostbite.
Upon arriving on the planet's surface, meet up with Delgado, and you'll have the opportunity to trade insults with the other main rook, Mathis, or stick to following orders.
Follow Delgado, Mathis, and the other two nameless rooks down the icy path, and you'll be set upon by your main adversary on this planet: Gryllobas. These aggressive indigenous life forms can burrow up through the ice and snow all around you, and move frighteningly quick to close the distance. Most of them aren't very durable, so swap to an assault rifle or shotgun to quickly mow them down with the group until they stop appearing.
At the other end of the icy path, you'll come out upon the surface entrance to The Lock. The prison itself is located deep underground, and the perimeter of the prison base is now in shambles, having been deserted long ago.
Follow Delgado into the center of the the base, where you'll come up another ambush by a lot more of the native Grylloba. They'll come at you from all sides, so it's not a bad idea to gain some high ground over them. Try to use your boost pack to get up onto the yellow ramparts that circle the prison entrance. The Grylloba can spit rocks at you, but it's a much easier problem to deal with than being swarmed on all sides.
After the battle subsides, Delgado will move on to the main entrance door to The Lock. You can feel free to explore the ruined surface buildings for some containers, crafting benches, and a few locked weapon crates, but otherwise you should focus on regrouping.
Once you speak to Delgado, he'll open up the gate with the key he was able to gain, and you can head inside the depths of The Lock's sprawling underground prison.
Despite Delgado's warnings about it being just as cold inside, you won't have to worry about any status afflictions from being down in here. Follow the group down the large stairwell to the main entry hall for The Lock.
The place has definitely seen better days (as much as a super-max prison can see better days), and several pathways and areas are full of debris and icy rubble that's impossible to sift through.
After the Grylloba are dealt with, speak to Delgado and after some more bickering with Mathis, he'll put you two in the buddy system to reach a control room on the second floor to try and unlock the doors back on the ground floor.
Before you have to team up against your will, you can also check out the nearby Depository room on the left to find several lockers full of random loot, and a small security booth on the right with a dead security guard that should hold a random helmet, pack, and weapon nearby, along with a Transfer Area Guard's Workstation terminal with interesting notes on it.
When you're done looting, head to the far back right of the large room under some stairs to find a hallway pointing to B and C Block, the Workroom, and Storage, and keep close to Mathis.
As soon as you reach the other side of the hallway, a ton of ice and debris will come crashing down and block off your route back to Delgado, forcing you to move onward if you want to make it out alive.
Be sure to check the nearby storage room for a locked crate and some other loot, and then look along the left wall for a loose part of the wall to knock over.
You'll enter one of the Workshop rooms, and on one of the workshop tables you can find the Partners in Time Audio Slate. There may be a few other industrial resources in the room, but not much to worry about aside from some destroyed robots you can loot.
Head through the newly opened door and down the stairs to another control room with a few locked weapon and storage crates - as well as a few Prison Scrubs you can take with you to commemorate your trip to prison.
Over by the window, there's a dead security guard by a Prisoner Intake Workstation, that also will help you unlock the next few sealed doors by returning auxiliary power to D-Block, where Jasper Kryx was once held.
Before you leave, check to the left of the terminal to find the Surface Tension Audio Slate for more clues on the creatures digging into the prison.
The room beyond has a great view of the cell-blocks below built into the icy caverns of the planet. Mathis will point out a large guard tower that overlooks the place, making it a good first stop once you reach the cavern.
Through the next door, you'll head out onto an assortment of walkways that span the large cavern and the D-Block of cells. Unfortunately, the entire place is teeming with more Gryllobas. You can probably a snipe more than a few from your vantage point up on high if you have a good rifle. Otherwise, be ready with a shotgun or rapid fire weapon to deal with any that charge the narrow walkways.
Ignore the broken walkway ramp and head right, and you'll come down some stairs to a row of cells that mark the Section 01. Be sure to take the time to give each of them a quick glance, as they often have a few random items, a book, some chems, or even a body with more items on them. Some cells are still locks, and usually (but not always) have a few more items inside.
The large cavern that houses the three sections of D-Block can be a bit confusing to navigate at first, so we'll start by making a detour to Section 02. While it is possible to jump the gap over to Section 03 next to the guard tower, there's a long complete stairwell leading all the way down the tower to the icy main floor below.
This is a good chance for you to mop up any remaining creatures skill skittering about out in the open, as you don't want them ambushing you from behind when exploring other parts of the cell block that they may appear from.
From the ground floor of the guard tower, looking straight ahead and a bit to the right will lead up towards the exit, so head straight and then take a left up some stairs to visit Section 02 of the cell block. Like Section 01, a few of them are still locked and require some lockpicking, and you can find various items behind some of them -- but others may be completely stripped.
When you find 02-106, you'll find it's actually locked by computer, which means you'll need to find a security station to unlock it. Double back along the walkway with the cells, and you should spot a small stairs leading down to a cafeteria and showers. Ignore the showers for now -- we'll be back for it later -- and instead wipe out all the enemies in the cafeteria area and loot the tables of assorted money and chems.
Just above the cafeteria kitchen, you can spot a security guard tower that you can head up to. Inside is a dead guard you can loot, and above the body is a Suspicious Stolen Goods Audio Slate in a holder you can listen to. Against the opposite wall, look for a weapon rack with a gun and ammo, and next to it you'll find a green glowing D-Block Section 02 Cell Release Switch. Also, if you head out the opposite door, you can find the other end of a broken walkway with a locked storage crate.
Flip the switch, and it will unlock Cell 02-106. Upon your return, you'll find the cell loaded with a weapon case, ammo cases, mines, grenades, digipicks, and two Cutters under the bed!
Return back towards the guard tower, and this time take the stairs up to a path on the left that goes past a large storage area (with a few crates and bodies to loot) up to another walkway.
When you reach a fork between paths to different cells in Section 03, you can also find another green release switch for the cells in this section. Press it, then start picking apart each of the cells in the area.
Start with the cell just to the left of the release switch, and you'll find yourself at 03-118 - Kryx's Cell. The insides seem pretty sparse, so you'll need to put on your detective hat to find some clues.
Beyond some money and ammo (and a tray on the toilet), the one thing Kryx's cell has that others don't is a reading lamp on the small shelf. Inspect the lamp itself, and you'll find it has a hollow base that he's slipped in the Best Laid Plans Audio Slate. This is a document that holds the clue to the Legacy - a Galbank ship that was shot down during the war that's loaded with riches, and one Kryx was desperate enough to launch a riot to find.
The log also mentions that the exit to D-Block is locked by a rotating security code, but he was able to gain the code from a crooked guard named Carter, who used his locked in the showers as a dead drop location.
Now that you have the code to the locker, return back to Section 02 of the cells across from Section 03, and head down the stairs from the cells to the Shower room.
Now that you have the means to escape, head back to the main cavern floor and look for the stairs up on the far side past the walkway bridge. This will lead to two doors - one marked Workroom and Ventilation.
Take the Ventilation door, and look for a Maintenance Access Computer you can use with the code you got from the audio slate. This will open the nearby sealed door, and inside the closet you can find a large cut square in the wall to push back and reveal a secret path.
This leads directly into the Armory room, which has been ransacked during the riot. Still, they did leave some weapons and ammo behind, so be sure to look around carefully to grab any extra supplies you need, while Mathis grabs a heavy weapon for himself (which you can't take).
Once you are done looting the room, head outside and prepare to face off against more Grylloba Hunters. Thankfully, Mathis can now help whittle them down even faster, because you're going to face a lot more before you are through.
Mind the toxic spills as you go down the hallway and into the Power Plant room where more enemies will appear. After defeating them, take the stairs up to the higher level, but not before checking a Utility Room on the left for a small safe you can unlock.
In the Power Plant's Control Room, you'll find some dead guards and a Event Supervisor's Workstation terminal - which has more info to read up on. In the far right corner of the workstation is a Sign of Things to Come Audio Slate among some chems and items that you can listen to as you escape through the door at the end of the control room.
You'll arrive in the Warden's Office, which is relatively untouched by the carnage down below. Delgado will start hailing you from an intercom opposite the office, and you can also spot a hangar outside with a shuttle craft to escape with.
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