- The game includes a total of 38 Echoes, with almost every stage featuring at least one. A few levels in the Hills world are exceptions, but other areas can host up to five Echoes each. They are deliberately positioned to reward careful exploration without forcing detours with new equipment later, making them both accessible and tempting for players wanting to uncover every story fragment.
- The Erazus Forest hosts five Echoes. This early area sets the tone, blending natural environments with hidden lore pieces that get you immersed in Duskfade’s world.
- Echo 1 is impossible to miss, placed right on the main path near the first checkpoint in the forest. Its position ensures new players get an immediate taste of collecting Echoes.
- Echo 2
- Echo 4 requires some quick platforming. Shortly after the second checkpoint, the room with two pillars houses this Echo. Jump rapidly atop the pillars before they sink to reach a ledge on the right containing it.
- Echo 3 is actually further along the path than Echo 4. Look for a ledge behind a tree a short distance past the previous Echo’s location, a subtle placement that can be overlooked at first glance.
- Echo 5 is to the left of the fast travel point in the blue glowing room. You’ll need to jump across some pillars and defeat the enemies that spawn at the dead end to cause the Echo to appear, adding a small combat challenge alongside exploration.
- Scorched Grove features three Echoes. This fiery environment mixes platforming danger with lore spots.
- Echo 6 is conveniently located immediately to the left as you see the stage’s name appear, making it one of the first things players see upon arrival.
- Echo 7 lies hidden beneath the fast travel point in a room just below, rewarding players who take a moment to look down and around.
- Echo 8 can be found on a ledge beside a small pond near the second checkpoint, right where enemies spawn. It blends natural scenery with the promise of secret story details.
- Starstone Mines is home to two Echoes, integrating mining tunnels and machinery into the lore hunt.
- Echo 9 is on the main path inside the Clockmaster’s Workshop. After the cutscene introducing Arpeggio, it’s right by your side, ensuring you don’t miss key story beats alongside the collectible.
- Echo 10 sits just left of the checkpoint after the lava section, rewarding progression with lore access.
- Mount Cinder contains two Echoes amid its rocky, volcanic terrain.
- Echo 11 is on a rocky ledge just left of the stage’s entrance, a straightforward find early in the area.
- Echo 12 can be discovered near the fourth checkpoint, in the room with a spinning gear. It’s positioned opposite the fast travel point, encouraging players to explore the mechanical surroundings fully.
- Clockwork Academy contains four Echoes. This section challenges players with intricate platforming and mechanical puzzles, and the Echoes are placed to blend with that complexity.
- Echo 13 stands directly in front of you upon entering the stage, making it easy for newcomers.
- Echo 14 appears again in an open area two rooms later, straightforwardly positioned.
- Echo 15 sits right in front of the fast travel point. Its accessibility allows quick lore pickups between platforming runs.
- Echo 16 is a bit trickier. Look left of the fast travel zone for grapple points and a bouncy plant near the ceiling. Use these to reach a ledge where the Echo waits, rewarding the player’s skill with extra story content.
- Apprentice’s Wing hides three Echoes deep within puzzles and platforming sections.
- Echo 17 appears just after acquiring the Pendulum item, right in your main path to guide your progress smoothly.
- Echo 18 waits beside the fast travel point, a common theme for these collectibles to encourage exploration around checkpoints.
- Echo 19 is tucked in a hallway just after the large chessboard room and before the pendulum platforming section, a slightly more hidden location that might trip you up on first playthrough.
- Craftsman’s Wing contains two Echoes, blending industrial design with lore collection.
- Echo 20 is very easy to spot near the first checkpoint, making early exploration rewarding.
- Echo 21 hides in the room that houses the fast travel point, encouraging a thorough search.
- Great Library hosts three Echoes, nestled within an expansive repository of knowledge befitting their theme.
- Echo 22 is conveniently located next to the fast travel point.
- Echo 23 can be found by heading to the right side of the large library room near the stage’s end.
- Echo 24 is reachable after activating a gear that opens the final door in the library segment, then jumping to a ledge on the right side of the room. This Echo shares space with challenging platforming elements.
- Canal Hamlet contains four Echoes, blending urban environments with collectible hunting.
- Echo 25 is immediately visible at the stage’s start.
- Echo 26 is positioned near a building in the open town area close to the beginning.
- Echo 27 awaits on a platform accessible by turning left on the bridge at the stage’s end, a rewarding detour.
- Echo 28 is simply in plain sight at the level’s conclusion.
- Deepthorne breaks the echo drought with one collectible before moving on.
- Echo 29 is out in the open near the town area before the fast travel point, welcoming explorers back to collectible hunting.
- Clockmaker’s Rest has three Echoes embedded in its architecture and chase sequences.
- Echo 30 requires some platforming finesse: after clearing enemies in a circular building, head left up stairs, climb a wall to a platform with an Ancient Coin, then cross a series of invisible platforms to reach the Echo.
- Echo 31 lies along a side path to the right during the chase for Cuckoo near the stage’s climax.
- Echo 32 is unavoidable along the main path while chasing Cuckoo, placed to ensure you catch essential story tidbits.
- Desert of the Last Memory features four Echoes, mixing open terrain with vertical platforming.
- Echo 33 stands open at the beginning, easily snagged during your first steps in the desert.
- Echo 34 blends environmental puzzles with echo hunting: after activating a gear atop the fast travel point building, backtrack to a hazardous pendulum bounce pad sequence, using it and climbable walls to reach a rooftop ledge holding an Echo and an Upgrade Gear.
- Echo 36
- Echo 37
- Echo 35
Echoes form one of the earliest collectible quests in Duskfade, delivering pieces of the game’s story through scattered audio or visual fragments. While most collectibles often demand backtracking or item requirements, Echoes ask only for keen observation and exploration. Their small size and sometimes tucked-away placements can easily cause players to miss them on first runs, but they’re vital for piecing together the narrative and unlocking full completion satisfaction.
The game includes a total of 38 Echoes, with almost every stage featuring at least one. A few levels in the Hills world are exceptions, but other areas can host up to five Echoes each. They are deliberately positioned to reward careful exploration without forcing detours with new equipment later, making them both accessible and tempting for players wanting to uncover every story fragment.
There are 38 Echoes in Duskfade, with nearly every stage in the game having at least one (With only a few levels in the Hills world being an exception to this). Some stages even have up to as much as five different Echoes within them. Below is a list of all Echoes in the game, sorted by which stage they’re in.
The Erazus Forest hosts five Echoes. This early area sets the tone, blending natural environments with hidden lore pieces that get you immersed in Duskfade’s world.
There are five Echoes in the Erazus Forest.
Echo 1 is impossible to miss, placed right on the main path near the first checkpoint in the forest. Its position ensures new players get an immediate taste of collecting Echoes.
Echo 2 awaits inside a building in a small town just to the left of that initial checkpoint, encouraging players to explore off the beaten path early on.
Echo 2
To the left of that checkpoint you’ll find a building in this small town that you can enter, the next echo is inside of it.
Echo 4 requires some quick platforming. Shortly after the second checkpoint, the room with two pillars houses this Echo. Jump rapidly atop the pillars before they sink to reach a ledge on the right containing it.
In the room with the two pillars that’s a short distance after Checkpoint 2, you’ll be able to find an echo if you jump atop the pillars and use them to reach a ledge on the right side of the room. The pillars sink after you stand on them so you’ll need to jump fast.
Echo 3 is actually further along the path than Echo 4. Look for a ledge behind a tree a short distance past the previous Echo’s location, a subtle placement that can be overlooked at first glance.
Don’t let the numbering confuse you, Echo 3 is further down the path than Echo 4. Continue along the main path for a few seconds until you encounter this ledge. Hidden behind the tree on this ledge is the next echo.
Echo 5 is to the left of the fast travel point in the blue glowing room. You’ll need to jump across some pillars and defeat the enemies that spawn at the dead end to cause the Echo to appear, adding a small combat challenge alongside exploration.
The last echo of the stage can be found to the left of the fast travel point. To reach it, just jump across the pillars in the blue glowing room and fight all of the enemies that appear at the dead end to make the echo spawn in.
Scorched Grove features three Echoes. This fiery environment mixes platforming danger with lore spots.
You’ll find three Echoes in the Scorched Grove.
Echo 6 is conveniently located immediately to the left as you see the stage’s name appear, making it one of the first things players see upon arrival.
This stage’s first echo is directly to your left after the name of the stage pops on screen.
Echo 7 lies hidden beneath the fast travel point in a room just below, rewarding players who take a moment to look down and around.
You’ll find the next echo in a room directly underneath the area’s fast travel point.
Echo 8 can be found on a ledge beside a small pond near the second checkpoint, right where enemies spawn. It blends natural scenery with the promise of secret story details.
Further along the main path, you’ll find the third echo of the stage sitting atop a ledge next to the small pond where enemies spawn before the second checkpoint.
Starstone Mines is home to two Echoes, integrating mining tunnels and machinery into the lore hunt.
There are two Echoes in the Starstone Mines.
Echo 9 is on the main path inside the Clockmaster’s Workshop. After the cutscene introducing Arpeggio, it’s right by your side, ensuring you don’t miss key story beats alongside the collectible.
This echo is unmissable as it directly in the main path as you make your way through the Clockmaster’s Workshop. After the cutscene introducing Arpeggio, you’ll be standing right next to it.
Echo 10 sits just left of the checkpoint after the lava section, rewarding progression with lore access.
You’ll find the next echo to the left of the checkpoint after the lava section.
Mount Cinder contains two Echoes amid its rocky, volcanic terrain.
Mount Cinder has two Echoes on it.
Echo 11 is on a rocky ledge just left of the stage’s entrance, a straightforward find early in the area.
The first echo in this stage is located on a rocky ledge directly to the left of the stage’s entrance.
Echo 12 can be discovered near the fourth checkpoint, in the room with a spinning gear. It’s positioned opposite the fast travel point, encouraging players to explore the mechanical surroundings fully.
Much later in the stage you’ll find an echo directly next to the fourth checkpoint. It is located in the same area as the stage’s fast travel point, directly parallel from it in the room with the spinning gear in the center.
Clockwork Academy contains four Echoes. This section challenges players with intricate platforming and mechanical puzzles, and the Echoes are placed to blend with that complexity.
You’ll be able to find four different Echoes in the Clockwork Academy.
Echo 13 stands directly in front of you upon entering the stage, making it easy for newcomers.
This echo will be directly in front of you when you begin the stage.
Echo 14 appears again in an open area two rooms later, straightforwardly positioned.
Similarly, this Echo will also be right in the open two rooms later.
Echo 15 sits right in front of the fast travel point. Its accessibility allows quick lore pickups between platforming runs.
Like the other Echoes in this stage so far, this one is very hard to miss. It is directly in front of the stage’s fast travel point.
Echo 16 is a bit trickier. Look left of the fast travel zone for grapple points and a bouncy plant near the ceiling. Use these to reach a ledge where the Echo waits, rewarding the player’s skill with extra story content.
On the left side of the room with the fast travel point, you’ll spot several grapple points and a bouncy plant near the ceiling. Grapple/bounce on these and you’ll be able to reach a ledge with another Echo on it
Apprentice’s Wing hides three Echoes deep within puzzles and platforming sections.
There are three Echoes in the Apprentice’s Wing
Echo 17 appears just after acquiring the Pendulum item, right in your main path to guide your progress smoothly.
The first Echo in this area will be directly in front of the main path after obtaining the Pendulum item.
Echo 18 waits beside the fast travel point, a common theme for these collectibles to encourage exploration around checkpoints.
You’ll find the next Echo directly next to the stage’s fast travel point.
Echo 19 is tucked in a hallway just after the large chessboard room and before the pendulum platforming section, a slightly more hidden location that might trip you up on first playthrough.
The final Echo of the stage can be found in the hallway just after the large chessboard room. It’s at the back of the hallway just before the pendulum platforming segment.
Craftsman’s Wing contains two Echoes, blending industrial design with lore collection.
The Craftsman’s Wing has two Echoes inside of it.
Echo 20 is very easy to spot near the first checkpoint, making early exploration rewarding.
This Echo is very easy to spot as it’s right next to the first checkpoint of the stage.
Echo 21 hides in the room that houses the fast travel point, encouraging a thorough search.
The next Echo is located in the room with the stage’s fast travel point.
Great Library hosts three Echoes, nestled within an expansive repository of knowledge befitting their theme.
You’ll find three Echoes in the Great Library.
Echo 22 is conveniently located next to the fast travel point.
This Echo is right next to the stage’s fast travel point.
Echo 23 can be found by heading to the right side of the large library room near the stage’s end.
In the large library room near the end of the stage, run to the right side of the room and you’ll find another echo.
Echo 24 is reachable after activating a gear that opens the final door in the library segment, then jumping to a ledge on the right side of the room. This Echo shares space with challenging platforming elements.
In the library segment near the end of the stage, after activating the gear which opens the final door turn around and you’ll see some platforms leading to a ledge on the right side of the room. Jump up there and you will see an Echo.
Canal Hamlet contains four Echoes, blending urban environments with collectible hunting.
The Canal Hamlet has four Echoes within it.
Echo 25 is immediately visible at the stage’s start.
This Echo is right in plain sight at the beginning of the stage.
Echo 26 is positioned near a building in the open town area close to the beginning.
The next Echo can be found next to a building in the open town area near the start of the stage.
Echo 27 awaits on a platform accessible by turning left on the bridge at the stage’s end, a rewarding detour.
On the bridge at the end of the stage, turn left and you’ll see a platform you can jump on. This will let you reach the edge of the area where another Echo will be waiting for you.
Echo 28 is simply in plain sight at the level’s conclusion.
This Echo is right in plain sight at the very end of the stage.
Deepthorne breaks the echo drought with one collectible before moving on.
After several stages with no Echoes, you’ll finally find another one when exploring the Deepthorne
Echo 29 is out in the open near the town area before the fast travel point, welcoming explorers back to collectible hunting.
This Echo can be found out in the open at the town area before the fast travel point in the Deepthrone.
Clockmaker’s Rest has three Echoes embedded in its architecture and chase sequences.
There are three Echoes in the Clockmaker’s Rest
Echo 30 requires some platforming finesse: after clearing enemies in a circular building, head left up stairs, climb a wall to a platform with an Ancient Coin, then cross a series of invisible platforms to reach the Echo.
After fighting enemies in the circular building midway through the stage, turn left and you’ll spot a set of stairs. Walk up them and then climb the wall in order to reach a platform with an Ancient Coin. After collecting the coin, turn to your left and you shall see the small outlines of some invisible platforms. Jump across these platforms and you’ll reach an Echo.
Echo 31 lies along a side path to the right during the chase for Cuckoo near the stage’s climax.
When chasing Cuckoo near the end of the stage, turn to your right and you’ll see some stairs which lead to a short side path which has an Echo on it.
Echo 32 is unavoidable along the main path while chasing Cuckoo, placed to ensure you catch essential story tidbits.
This next Echo will be directly in your path while you’re chasing Cuckoo, you can’t miss it.
Desert of the Last Memory features four Echoes, mixing open terrain with vertical platforming.
The Desert of the Last Memory has four different Echoes inside of it.
Echo 33 stands open at the beginning, easily snagged during your first steps in the desert.
This Echo is right out in the open at the beginning of the stage.
Echo 34 blends environmental puzzles with echo hunting: after activating a gear atop the fast travel point building, backtrack to a hazardous pendulum bounce pad sequence, using it and climbable walls to reach a rooftop ledge holding an Echo and an Upgrade Gear.
After reaching the area’s fast travel point, jump off the edge to your right and fly into the building that the fast travel point is on top of. In here, you can hit a gear which will activate a pendulum bounce pad in the building earlier in the stage that hurts you while you’re in it.
Backtrack to that building and use the bounce pad and the climbable walls to reach the top gear, then hit it several times to elevate it to the rooftop. Up here you will find an Echo and an Upgrade Gear.
Echo 36
Echo 36 is near the platform with the pendulum bounce after flying through green rings. Inside a nearby building is the last Music Box in the game alongside this Echo.
Echo 37
Echo 37 sits near a checkpoint on the main path close to the desert’s end.
Echo 35
Echo 35 is actually the final collectible in the Desert of the Last Memory, despite its numbering. Its placement late in the level adds a satisfying capstone to your echo hunting there.
