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Echoes is the third mission of Escape Dead Island after the previous mission One Less Boat and before Marathon.

Synopsis[]

Cliff has to find his friends and get back to the beach.

Walkthrough[]

  • After watching their boat sink and Cliff try to swim out to rescue their belongings, Cliff is knocked out by the sail arm and wakes up inside a container high up on a cliff overlooking the beach. Cliff has no idea how he got there and his friends are nowhere to be found.
  • You get a new objective which simply reads 'explore'. You can take some pictures of the inside of the container, but you can leave out the open door to be in the jungle.
  • Exit the container and walk around to the left, following the slope down. At the bottom you'll see the beach.
  • Head right to follow the path. If you head left you'll find a tunnel filled with gas, which will kill you if you enter it for any length of time, so don't bother trying.
  • Follow the path to the marina. Here is where you'll meet one of your main enemies you'll be fighting throughout the game, the Shambler. These guys are pretty much just regular Walkers that we all know and love, but under a different name.
  • There's one snag, though, which is that you don't have a weapon and Cliff can't fistfight, so killing it is out of the question, at least for now.
  • If you keep going forwards you'll find a section of wall broken off with a yellow wooden floor put in its place. This is your way forwards but you need a rope. The rope, however, is in a building that the Shambler has been attracted to, due to the alarm going off.
  • Head around the wrecked cars and vans to find one which has a broken lamp post fallen on it, making a handy ramp up. You can't go any further anyway, as the bridge is broken. Go up it to get past the Shambler, then drop down and climb the ladder to the roof of the small building.
  • Continue over the roof and go down the other side using the other ladder. You can now crouch under the wooden boards blocking the doorway to enter the room.
  • The rope is attached to the wall in the corner near the wrecked van. Go over to it and pick up the rope. For some reason, this stops the van alarm, but we're not complaining. Peace and quiet! However, this does mean that the Shambler is no longer distracted.
  • Go back the way you came, using the ladders to get up over the building.
  • Once on the other side, you'll need to crouch under the pole up against the wrecked van so you can return to the climbing area.
  • Use the rope to get down to the water's edge. Ignore the guy hanging from a branch by his leg, he'll be fine. From here, you can make your way to the main marina if you go right. If you go left, there's a hatch to enter the GeoPharm Complex as a part of the Underwater Labs DLC, but since you don't have the combat flashlight yet, this is pointless.
  • Once at the marina docks, there's two options to you. Either you can climb up the ladder to a roof, or you can go through the hope in the fence.
  • If you go through the hole in the fence, you can turn on the radio to distract all the Shamblers in the docks part of the marina. Then you can go by foot without problem. This is advised as they're scattered in really not advantageous positions, as they're all over the place. However, it is possible to just sneak over the rooves and get down the ladder at the other side, though the zombies will probably see you if you didn't activate the radio.
  • At the far end of the docks is a large yellow cargo door. This is where you need to go. If you haven't distracted the zombies, this will be a problem, but it is possible.
  • Mash the button prompt when Cliff lifts the door to allow yourself to get into the building.
  • Once inside, you get your hands on your first weapon, the screwdriver. This is only a stealth weapon, so you need to rely on sneaking up on a zombie to make this effective.
  • Once acquired, head up the stairs to enter the warehouse. The warehouse is dark and you need to restore power.
  • Climb down the ladder in front of you and go forwards. There's a zombie guarding the power switch and you need to crouch under the wooden board to get in.
  • Sneak up behind the zombie and stealth kill it with your screwdriver. If you mess this up, you'll need to reload or wait until the zombie forgets about you.
  • Once it's dead, turn on the power. A cargo lift comes down to you, so get in it and go up with it. At the top, crouch under the opening.
  • There's some breakable boards next to you, but you need a proper weapon first, since the screwdriver won't do. At this point, Cliff will start complaining about his head, which can't be good.
  • Go up the stairs and open the door at the end, to enter some offices.
  • A phone will start ringing, but you don't need to answer it, since you can move on regardless. If you answer it, you'll hear someone say, "It's your fault, Cliff. It's all your fault!"
  • Ignore it and move on, across the walkway and down the stairs at the end. Now you need to make your way stealthily through the offices. You can kill the zombies or ignore them, but it's far harder to avoid them, so just kill them as you go.
  • There's more telephones in the offices, but if you answer them they'll attract the zombies, so clear the area first before you listen to them, or just listen to them then reload the game. The calls are not important, just echoes from further in the game that Cliff is hearing, as a part of his emerging insanity, not that he knows it yet.
  • You're aiming for a keycard door at the far end of the offices, pretty much going right from the stairs. The zombie with the keycard is feasting on a body opposite the door, so sneak up behind it and kill it to take the keycard. Use it to open the door.
  • Once open, use the rope to drop down through the hole in the floor, down the garbage chute.
  • You're now in a cave system, your last obstacle to escaping the marina. Collect the medkit at the entrance and make your way through the cave. Heading right leads you to a destructible board, but since you still don't have a weapon you can't do this yet. Keep going straight instead until you reach the exit, back on the beach where the beach bar is.
  • There's now zombies here, and you need to stealth kill them. If you mess up and they spot you, simply crouch into the cave and wait for them to wander off, or reload the game. The zombies can't follow you into the cave, as they can't crouch.
  • There's a total of four zombies here, but they're spaced out and if you're smart you can kill them all without alerting each other. Once the zombies are dead, head down the beach.
  • Suddenly, a shipping container falls from the sky and lands in front of Cliff, a part of his reality breaking down. Looking up, more start falling from the sky before one lands on Cliff. He flashes to a white screen, which is a flashback to when he first met Devan and they were roommates. Waking back up, he's inside another shipping container, but this one is the GeoPharm one on the beach. Linda calls out to him and appears at the container entrance. This marks the end of the mission and the beginning of the next one.

Notes[]

  • This is the first mission to contain zombies.
  • It's also the first mission that contains Cliff's reality starting to break down.
  • This is the mission where collectibles can first be found.

New Game + Differences[]

  • Thanks to having access to the katana from Mission 1 - Smooth Sailing in New Game +, you don't need to stealth through it all as much. You can kill the zombies with the katana!
  • The telephones in the staff office now say different things to the first time runthrough. See the New Game + article if you're interested in what they say.