Echoes of the Past Walkthrough - Starfield Guide - IGN (2024)

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Echoes of the Past is the third Mission for the Crimson Fleet Faction in Starfield. This mission involves exploring the old supermax prison known as The Lock in search of evidence of Kryx's Legacy. This guide will contain tips and information on how to enter The Lock, where to find Kryx's notes, how to escape The Lock, and other important loot to find along the way.

  • Rewards: Experience, Credits, UC Prison Shuttle Ship, Keelhauler Pistol
  • Evidence Slates: Carter's Gig, Warden's Log

Echoes of the Past Walkthrough Guide

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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.

You should also be sure to sell off any random junk you have on The Key and stock up on Digipicks from the Trade Authority, as there will be a lot to lockpick, loot, and carry while exploring the prison.

Reach The Lock

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.

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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.

Explore The Lock

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.

As you near the large open room, Delgado and Mathis will start to argue before you are again ambushed by a horde of Grylloba coming from every corner. There's not much high ground to consider here, but there are a few high shelves to take cover on and let the creatures swarm the other rooks while you pick them off from relative safety. Again, it's better to be pelted by a few rocks then get continually staggered on all sides.

Reach the Control Room with Mathis

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.

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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.


At this point, Mathis will want to talk to you about what to do next, starting one of many conversations about how you really feel about the job. You can choose to focus on the mission or humor Mathis and his plan to do a little usurping - it's worthwhile to keep in mind which allies and enemies you want to make while serving in the Crimson Fleet.

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.

At the end of the next hall, take the stairs up to overlook the area where Delgado and the other rooks are still waiting in, and you'll find the Control Room up ahead with an intercom to get yelled at by Delgado.

He'll ask you to find a nearby terminal to open the doors, but since you've been separated, he also wants you and Mathis to forge on ahead on your own in search of clues to Kryx's Legacy. You can find the Transfer Area Control Workstation to the right of the intercom, which will also open a sealed door to your right. The terminal also has notes on Jasper Kryx's transfer to the prison, placing him in "D Block" which another message notes that its for High-Risk Prisoners only.

Before you leave, be sure to loot the two dead guards, as well as a tub of assorted chems and credstiks next to the sitting corpse.

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Reach the D-Block Cells

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.

On the second lower floor of cells, the closest locked door has a lot more items, including a few digipicks, a gun, and ammo cases to loot.

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Heading down stairs once more, you'll come onto another walkway along the cavern walls leading towards the guard tower. Ignore the urge to drop down to lower levels for the moment, and snipe any creatures lurking nearby. When you reach the tower, head up around the stairs that circle the place to reach the main tower guard room.


Once again, Mathis will press you about his views on Delgado and a plan for getting rid of him. You can stand your ground on not wanting any part of it, play along, or redirect the conversation to finding Kryx's clues. If you have the Theft Skill, you can accurately point out that his cell is most likely to hold a clue.

For further confirmation of where to go next, consult the D-Block Guard Post Workstation terminal. Not only does it list where all the prisoners by name and their given cell, but it also allows you to unlock all three sections of D-Block's cells - including Jasper Kryx's cell at D-03-118. If you didn't lockpick open some cells back in Section 01, they might be open now. One of the other emails also mentions of a potential smuggling cache that was stored in Cell D-02-106, making it a good stop along the way.

Before leaving the tower, be sure to look around for assorted credstiks, books, a helmet in a case, plus the dead body for loot. There's also a weapon case by the door, but it has a Master Lock on it.

Locate the Cache in Section 02-106

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.

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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!

Locate Cell 03-118

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.

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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.

The place is full of lockers to loot, but the important one in the middle can be unlocked with the code given from the audio log. Inside it, you'll find money and chems - but more importantly Carter's Gig (Evidence) Audio Slate that not only gives you a means of escape, but can be turned in at the UC Vigiliance for more dirt on the Crimson Fleet!

Before you leave the showers, check the second locker to the far left nearest to the shower themselves, and you can find a copy of Kryx's Journal Entry 04 - which will permanently reduce prices of items and increase item sell value.

Reach Kryx's Escape Tunnel

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.

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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.

Head up the stairs into a large Barracks area. The mess hall you find yourself in will soon be overrun by invading creatures, and it's not a bad idea to take cover behind the makeshift barricade tables and lob some grenades at the doorway as they mass to attack.

When the creatures are all dead, check the bodies of guards and prisoners alike for loot, and the cafeteria kitchen for food if you need some healing. Down the hall past the cafeteria are more bodies, plus a living area for the guards on the left.

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Be sure to search the barracks bed area for a lot of more loot, checking the lockers against the far wall, and the shelves by the door for A Close Call Audio Slate for more lore.

At the end of the barracks hall you'll find a larger atrium with an icy ceiling, and bodies strewn everywhere. Loot the dead behind the barricades, then look for the hallway leading to the exit.

Escape The Lock

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.


Head over to the far wall to interact with the intercom, and talk to Delgado. Now you'll have the chance to tell him how things went, and either paint Mathis in a good or poor light - the choice is yours. This is the real culmination of your chats with Mathis, as Delgado will value your word when deciding on what to do with him.

Delgado will unlock the shuttle bay doors, and will demand you take the ship outside to reconvene back at The Key. Before you exit, be sure to check out the Warden's Terminal, and also loot the large Military Crate in the corner by the terminal for good loot, and a locked Weapon Case that should hold some decent loot as well.

Just to the right of the intercom where Mathis stands, look along the wall for a Warden's Log (Evidence) Audio Log that can be turned in to Lt Toft back at the UC Vigilance!

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You'll have a final conversation with Mathis here, and he'll have different things to say depending on if you decided to not expose his incompetence or not. If you covered for him, he'll be grateful that you don't talk about the whole "lets kill Delgado" bit, pretending it was all a joke in the hopes you don't take it seriously. Even if you threw him under the bus, he'll be too much of a wimp to try anything right now.

With Delgado spoken to, the sealed doors in the far corner should now open, leading you outside to stairs heading down to the shuttle bay ship.

Before you can secure the Shuttle Bay and board the ship, you'll have to find off a few waves of Grylloba, and eventually an incredibly huge Adult Grylloba Queen. This massive version of the monsters you've been fighting will pack a huge punch, and is best engaged from afar as much as possible. It can also inflict frostbite with its melee attacks, meaning you'll lose more O2 when taking damage, so you may want to quickly heal that off with meds if possible.

Quickly wipe out the smaller attackers so they don't stun you when you try to flee, then have Mathis play the part of the lure while you strafe and dodge the queen, using anything you can to gain height and distance, and lobbing grenades as much as you can.

Defeating it will finally cause the ceiling hangar to open up, and allow you to escape the planet. You'll need to board the UC Prison Shuttle -- don't worry, all your cargo and crew on whatever ship you landed on Suvarov will be transferred over. In fact, you can keep this ship for free!

Once inside, head up the ladder to find a pilot seat, and lift off of the planet to return to The Key.

Speak to Delgado

Now that you've arrived safely back at The Key, you'll need to pass along the intel to Delgado. He can be found up above where you met him last time, on the second floor of the Command Center's balcony.

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Pass over the audio slate, and you'll get some more info on how to find this mysterious Galbank ship called the Legacy that Kryx was seeking. Delgado will make the next logical jump that Galbank may know where their lost ship went down, and will want you to infiltrate a starliner ship where a Galbank executive is aboard, gain his credentials, and sneak into the archives on New Atlantis.

In recognition of your hard work, Delgado will also give you a legendary unique pistol - the Keelhauler, which can stagger and frenzy targets while increasing your damage output with lighter armor.

Finally, Delgado will have one last word for you about what you said about Mathis. If you stuck up for him and painted him in good light, Delgado will keep the guy around as a member of the Fleet, and you can find him later in The Last Nova where he'll thank you for the kind words. If you confessed you did all the heavy lifting, Mathis will be kicked out of the Fleet - but not before he swears his revenge on you.

Before you can leave The Key, Naeva will also want to talk to you in The Last Nova. You can find her at the back to the right of the bar, and she'll express her distaste in Delgado taking over her job to hit the starliner cruise - and demand that you finish her job by stealing an important item aboard. If you refuse, it'll be coming out of your pay, which will limit your options!

Be sure to check just to the left of Naeva on the bar table for the Grunt Issue 04 Skill Magazine, which will increase ballistic crit damage by 5%!

Debrief at the UC Vigilance

Remember that you now own and control the UC Prison Shuttle, making it your primary ship. It doesn't have any weapons equipped (though it does come with a whopping 1090 cargo space), so you may want to consider talking to Jasmine in the Ship Services area before leaving to either mod it or swap back to your original ship.

Your last stop is to return back to the Sol System and meet up with the UC Vigilance and Commander Ikabe to tell them what's transpired. You can tell him all about Delgado's plan to find the Legacy ship and infiltrate the starliner, and Ikabe will have you continue your work as planned to see where it all leads - but he does not want you handing over the location directly to Delgado!

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Pack your bags, because your next stop is a resort space cruise!

Up Next: Breaking the Bank Walkthrough

PreviousRook Meets King WalkthroughNextBreaking the Bank Walkthrough

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Echoes of the Past Walkthrough - Starfield Guide - IGN (2024)

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