A straightforward guide to taking care of granny.
A lovely time with Granny
In case you did not pay attention to where granny is at, enter through this door. It shouldn’t be too tough of a choice, as the only other door in the entryway room you are in is locked. Go speak with granny and Chris will offer to make her some tea.
Return to the entryway and enter the kitchen, which will be in front of you past the dining room table, to the right. Once in this small area, go over to the electric kettle – It is between the fridge and the microwave. Click it to discover that it is empty and needs some water. Try the kitchen sink and find that the water has apparently been shut off. Avoid wasting your own time by immediately opening the drawer to the left of the stove and grab the flashlight. Press [F] to turn it on. You won’t have to worry about collecting batteries for it and can leave it on if you like.
Now that you are equipped to see better in the dark, head outside and towards your car. Turn left as you get close to it and make your way to the well out around the back of the house. It is lit up by a lamp as seen in the above screenshot. As you arrive at the well, click the bucket to grab it and click on the… Well, the stagnant water. Hooray, brain-eating amoebas!
With the water gathered, the nearby light will start to flicker; turn around and look back at the house. Is that granny in the window watching us? Ah well. Nobody ever said she COULDN’T walk around…
Go back inside and return to the electric kettle. Go ahead and left click it to fill it. Now you will have to wait for the kettle to reach a boil. As you wait, someone will knock on the window. Silly pranksters. Once it lets you, you’ll need to find the box of teabags. These can be found in the cabinet above the sink. Click the box and then go click the coffee mug next to the kettle. Once it is full of the decidedly-green tea, click the mug again to pick it up. Go ahead and return to granny and give her the drink.
After she provides you some dialogue about spending a lot of her time looking through your family’s old photographs, you tell her you brought your Polaroid camera and that you can take new photos for her. Go ahead and walk outside again and return to your car. Open the driver’s side door and click the button I have highlighted in the above screenshot. This button will unlock the trunk so go ahead and go open it now. Go ahead and grab your camera and bring it back to granny.
Lights out!
Weird… OK well, go back inside again and back to the room granny’s in. From here, take the other door in here to enter the office. Pick up the paper next to typewriter to see its demands. Apparently, it wants its photo taken, too! Go ahead and do so, and just as before, shake your mouse about to develop the image. You will find that the writing has been replaced with a drawing. Go ahead and pick up this new version of the paper to see what it says.
Turns out, it wants you to find a tree. The one in question is not at all hard to find and is in fact just across the street from the house. It will be the one with a light attached to it, and as you approach it, you will find a tiny grave as well.
Click on the dirt at the grave to realize you’ll need a shovel to dig whatever’s in it up, as the note suggested that you do. You can now try and speak to any of your four neighbors, but the house highlighted in the image above will be the only helpful one. Only half of the houses are occupied and the other guy is kind of a jerk about it.
This helpful neighbor will tell you that you can find the shovel around the right side of his house so go ahead and go back there. It will be propped against the wall amongst all the other construction equipment. With his shovel in hand, return to the grave and go ahead and click it to begin digging. This will reveal a lighter. Crouch and click on it to pick it up. You can at any time use [Z] or [3] to pull it out as a secondary light source. It doesn’t appear to be the only thing buried here however, so try and dig again. You will reveal an old, heavy-duty revolver and upon picking it up, you will proceed to have a bit of a freak out.
The screen will flash black here. Right-click to put the gun down as soon as you can and quickly turn around to find a monstrous tall man running at you from the road, in the direction of the house you got the shovel from. Run back inside! But if you don’t make it… Don’t worry. It doesn’t appear to actually hurt you once it makes contact with you. Try and go back to speak with granny however and all of the doors will close and lock you into the entryway/kitchen area. Your vision will begin to go a bit wonky and the lights will go out as the power is cut. If you try to pull out your flashlight here, you will discover that its batteries have also suddenly drained. Oh no! GHOSTS!!
Instead, pull out your lighter with either [Z] or [3] and now you will be able to check on granny. However, you will discover that she is gone. Apparently unperturbed by this, you will instead decide to turn on the power. To do so you will need to go to unlock the storage room door, and to do that you will need to check the bookcase in that TV room. Be prepared for a bit of a jumpscare though. Now pick the key off the shelf and return to the locked door to open it.
The above image is the door you are looking to open. Open the other door on the other end of this small storage room to find that it leads back outside. Grab the generator off the floor in this room and take it out back, next to the stairs.
Generator will automatically place when in the right spot. Left click generator to find you need fuel. Although Chris says that he saw some in the storage room, this will turn out to be empty, so just ignore this entirely and instead go down the gated path you are in to find a can of fuel next to a grounded boat.
With this fuel in-hand, return to the generator and click on it to fill it full of fuel. Now click it again to turn the power back on. Return to granny to find that she is back in her usual spot. She is surprised that you were gone so long, and suggests you go to bed; go back into the hallway and enter the door to your right. Click on bed in here only to find out you’re actually a bit hungry.
Go to fridge and find a bowl of pasta on the right-hand side. Ignore the vinyl. You’ll need to heat up your leftovers so open the microwave and click to put the pasta in there. Close the door and click the microwave again to turn it on. Let it cook for a few seconds; when the timer dings, you can then open the microwave again and remove the pasta.
We’ve got another weird protagonist here, and despite everything he’s been through tonight – much of which has happened outdoors – he still wants some fresh air and to eat the pasta out on the porch. Go ahead and head out onto the porch. It will be pitch black outside at first but it will soon light up. You can ignore this if you like and set your food down on the table out there. Click pasta three times to eat it all.
Endgame
Go out the front door again and head around the right side of the building to locate the attached ladder that leads onto the roof. Click ladder and use [W] to climb up onto the roof.
The antenna itself might be hard to see. It is in the middle of the roof, as seen in the above screenshot. Once there, you will need to click the antenna multiple times (I believe about seven times?) until Chris states that it is fully adjusted. Now you’re in luck: You can simply drop off the roof to the ground from any location. Best place is obviously dropping down right in front of the front door steps again.
Enter the house more time and Chris decides to barricade the doors from the inside. He will want to barricade both the front door and the door to the storage room (why he doesn’t barricade the door in the storage room leading to the outside, I don’t know though.) The two doors to barricade are seen in the above screenshot.
To barricade these doors, go ahead and click any of the chairs at the dining room table. Bring it to either of these two doors and Chris will take care of it. Do this again for other door. Go into hallway and enter the door on your right — this is the bathroom. Use the toothbrush on the bathroom sink and then click on the toilet to use it.
Hope granny didn’t hear that. You thought the other ghosts were scary? Now there are FOOD GHOSTS in play! Once done just walk across the hall and enter bedroom. Click on bed and fall asleep.
A sudden sound will rudely wake you up. Return to the entryway to find one of the chairs have been moved and the front door wide open. Check out front on the porch to hear two gunshots ring out back inside the house. Reenter the house.
Enter room granny stays in to find her missing but a portrait of her and her late husband, as well as the vinyl we found earlier in the fridge on the couch. Pick up painting to comment on it, then pick up vinyl.
Enter the office again and find a vinyl player on the desk. Click it to play song. You won’t be able to move as you apparently focus on the music, even though you can hear heavy footsteps coming up behind you. Turn around soon as the music stops to get… shot?
Wake up suddenly back in the bedroom. Was it all just a bad dream? Return to granny to find her suddenly young again. Chris will now refer to her by her name–Glenda. After her dialogue you wake up again outside the house, back at the ladder. As you go to reenter the home, you may notice that your car is missing, as is the entire neighborhood. You’re the only ones out here now.
As you enter the home, you’ll find it very different than you left it, with everything packed up. Try and find granny (err… Glenda) again but she will be gone. Instead there will be two bloody streaks under the office door and she will speak to you from there, insisting that you leave before you fade away with her.
You can now take the OPTIONAL torch, sitting on the empty shelving in the entry. You can equip this with the [4] key. It’s bright but also has a strong bloom effect. You may or may not find it easier to see.
Leave the house again to see Glenda walking off into the swamp across the street. Follow her. You won’t be able to see her anymore but you can follow the lights that light up as you go. As you reach one, the next one in turn will light up. Follow these lights a little ways into the swamp until you come across an old gallows.
At the behest of our protagonist, turn back around and return to the house. It’s a markedly easier trek back as all the lights are still lit. Heck, you could even put your torch away if you wanted to here. Did you expect that ending?
Now if you want you can go back and replay the intro and maybe notice something in the cutscene you might not have noticed before… Do you see it?
And that wraps up our share on Echoes Of The House: Full Walkthrough. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Somarinoa, who deserves all the credit. Happy gaming!