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Gloomy Tales 1: Horrific Show - Full Walkthrough with Tips and Puzzles

Grim Tales 1: Nightmare Performance. Annabelle was turned into a monster and kidnapped during a Halloween circus performance. Her sister teams up with Bella, one of the permanent residents of a traveling circus, to save a missing girl and unravel the terrible secrets that are hidden from prying eyes under the circus dome. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 Opening Show
  3. Chapter 2 The Circus
  4. Chapter 3 The Toy Store
  5. Chapter 4 Roshar’s Tent
  6. Chapter 5 Labyrinth
  7. Chapter 6 Felix Manor
  8. Chapter 7 Find Kronos
  9. Bonus Chapter
  10. Collections
  11. All Game Achievements

Grim Tales 1: General Tips

Halloween is the most terrible day of the year, when evil forces come to life and gain power. That is why at this time you need to be especially careful. Annabelle and her sister attend a performance at a mysterious circus that has arrived in their town on Halloween. At the performance, Annabelle is invited to take part in the act, and she happily accepts. The owner of the circus, Felix, approaches the girl, turns her into a monster and... dissolves with her in the air before the eyes of the audience.

At first, the heroine of the game thinks that what happened to her sister is only part of the show. Later, Bella, a circus resident, approaches her and explains that Annabelle needs to be rescued. Now, together with Bella, the heroine will have to visit many dark places, fight monsters, find Annabelle and unravel the terrible mysteries of the traveling circus. Go through the game’s locations, play mini-games, collect items and look for the right ways to use them. Use hint if necessary.

The game has several difficulty modes: choose any for a comfortable passage. This guide will not mention every time you need to zoom in. Screenshots will show each large-scale scene. Hidden object puzzles are referred to as HOPs. This walkthrough does not explain the decisions of the HOP. It only shows the location of the HOP and the item received.

You will be shown puzzle solutions that are not randomly generated. Please read the in-game descriptions for each puzzle. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the Map to quickly move between locations.

Grim Tales 1: Chapter 1 Opening Show

  1. Take the CANDLE (A) and DIARY. Read.
  2. Open (B). Take MATCHES, PUMP, BAT and Advice. Read.

  1. Use the BATT (C). Take HANDKERCHIEF, SPATULA and BRACKET.
  2. Use knife (D); add CANDLE, MATCHES and BRACKET.
  3. Take the PUMPKIN LANTERN.

  1. Hang the PUMPKIN LANTERN (E).
  2. Play the HOP (F); take the HAIRPIN.

  1. Use HAIRPIN.
  2. Take map and WALLET (G).

Give the WALLET (H).

  1. Examine (I); add PUMP.
  2. Take DOOR KNOCKERS 1/2 (J) and BUTTON.
  3. Use SPATULA; take WATER.

  1. Take the HOOK (K) and ELECTRIC TAPE.
  2. Use HANDKERCHIEF and WATER; take VALVE and DOOR KNOCKERS 2/2.
  3. Place DOOR KNOCKERS (L).

Solution: (M) Easy.

  1. Solution: (N) Difficult.
  2. Go to the amusement park.

  1. Speak (O). Take the BOW.
  2. Select (P).

  1. Take TAROT CARDS 1/4 (Q), FERIS WHEEL FIGURINE, and ROPE.
  2. Use the ROPE on the HOOK; receive HOOK ON ROPE.
  3. Add HOOK ON ROPE (R); take CLOWN FIGURINE.
  4. Add BOW.

  1. Solution: (S) Easy.
  2. Solution: (T) Difficult.

  1. Take the WINDING MOUSE (U).
  2. Go to the square.
  3. Read (V).
  4. Use WINDCLOCK MOUSE; take the SIGN.
  5. Go forward.

  1. Move (W); add a SIGN.
  2. Take FELT-PEN and TAROT CARDS 2/4.
  3. Use BUTTON; take CIRCUS TENT FIGURINE.
  4. Go to the square.

  1. Read (X).
  2. Add the FERRIS WHEEL, CLOWN, and CIRCUS TENT FIGURES.
  3. Take TAROT CARDS 3/4, SYRINGE and WIRE.
  4. Go forward.

  1. Examine (Y). Use INSULATED TAPE and WIRE.
  2. Solution: (Z) Easy Cx2-Bx3-C-Dx2-Ax2-B-Ax2-Bx4.
  3. Cx4-Dx3-Ax4-Dx4-Cx2-DC-Dx2-A-Bx2-Ax2-D-Cx3-Bx2-C-Bx2.
  4. Solution: (A) Hard CBDABCADCBCDCAD.
  5. CBADCDCBCDADADADCBCBA-BABCD.

  1. Take Chopsticks (B) and TAROT CARDS 4/4.
  2. Read (C); add TAROT CARDS.

  1. Play the HOP (D); take TICKETS.
  2. Give TICKETS (E).
  3. Enter the circus tent.

Grim Tales 1: Chapter 2 The Circus

  1. Take the FIRE HOSE (F).
  2. Open (G); take GLUE.
  3. Add VALVE and FIRE HOSE.

  1. Use hose (H).
  2. Receive a FLASHLIGHT.

Use FLASHLIGHT (I).

  1. Press (J).
  2. Throw items (K). Receive CANNONBALLS.

  1. Take the CORKSCREW (L) and ALCOHOL.
  2. Use the SYRINGE and ALCOHOL on the PEN; receive a FELET-PEN and PAPER.
  3. Use FELT-PEN and PAPER (M); take CODE.
  4. Add CODE (N).

  1. Solution: (O).
  2. Take BROKEN MASK AMULET and WICK.
  3. Go to the circus tent.

Add the WICK (P) and CANONBALLS.

Decision: (Q) the decision is random; the screenshot shows the target for various cannonballs.

  1. Take the WHEEL OF FORTUNE (R).
  2. Go to the Halloween Fair.
  3. Take TOKENS 1/4 (S) and LEATHER BRACELET.

  1. Add WHEEL OF FORTUNE (T); take TOKENS 2/4 and MASK AMULET PIECE.
  2. Add BRACELET; take GEAR.
  3. Go to the dressing room.

  1. Read (U).
  2. Add GEAR; take CRYSTAL BALL and ANTISTAPLER.
  3. Use Chopsticks; receive PIECE OF AMULET MASK.

  1. Glue all the MASK AMULET PARTS together; receive AMULET MASK.
  2. Insert the MASK AMULET (V).

  1. Play the HOP (W); take GLOVES.
  2. Put on the GLOVES (X); take TOKENS 3/4 and MAGNET.
  3. Go to the circus tent.

  1. Open (Y); use MAGNET.
  2. Take SHURIKEN; insert the CORKSCREW.
  3. Take HAT and BOLT.
  4. Attach the BOLT to the ANTISTAPLER; receive ANTISTAPLER.

  1. Use ANTISTAPLER (Z); take HAIRPIN and TOKENS 4/4.
  2. Go to the Halloween Fair.
  3. Add TOKENS (A).

Solution: (B) Easy.

  1. Solution: (C) Difficult.
  2. Receive PETARD.

  1. Use PETARD (D); take PLIERS.
  2. Go to the circus tent.

  1. Use PLIERS (E); receive a TUSK.
  2. Add CRYSTAL BALL (F) and FANG; take RAKE and CANE.
  3. Enter the dressing room.

  1. Insert the CANE (G).
  2. Take the SLINGSHOT; insert the PIN.
  3. Open; take PHOTO OF ANNABEL.
  4. Go to the Halloween Fair.

  1. Show ANNABEL’S PHOTO (H).
  2. Play the HOP (I); take KEYS.

Insert KEYS (J).

  1. Solution: (K) Easy.
  2. Solution: (L) Difficult.
  3. Enter the circus carriage.

  1. Use SHURIKEN (M).
  2. Use HAT (N); take the CORK.

  1. Open (O); read; take NUTS and LIGHTER.
  2. Open (P). Add CORK; take CUP and GAS.
  3. Use the GAS on the LIGHTER; get the LIGHTER.

Use LIGHTER (Q); take the GEM.

Add GEM (R).

Solution: (S)CABD.

  1. Solution: (T) Easy.
  2. Solution: (U) Hard (D-II)-(BF)-(AJ)-(IW)-(OV)-(DD-HH).
  3. (HH-N)-(NX)-(GN)-(HH-G)-(YU)-(BB-GG)-(FF-S)-(HH-CC)-(X-HH).

Grim Tales 1: Chapter 3 The Toy Store

  1. Take the SAW (V); use RAKE; take BRUSH and GLASS EYE.
  2. Use the GLASS EYE on the SLINGSHOT; receive the SLINGSHOT.

  1. Use SLINGSHOT (W); take PADLOCK.
  2. Offer NUTS; take BUTTON.
  3. Add BUTTON (X); take MOUSE FIGURINE.

  1. Take the PUMPKIN FIGURINE (Y).
  2. Add PUMPKIN FIGURINE (Z) and MOUSE FIGURINE.

  1. Play the HOP (A); take RING.
  2. Add RING (B).
  3. Enter the toy store.

  1. Talk. Take the CHAIN ​​(C) and DOLLS 1/2.
  2. Use CUP; take the NUT.
  3. Use the NUT on the BROKEN SAW; receive a SAW.
  4. Use the SAW (D).
  5. Enter the store’s warehouse.

  1. Take the MINERAL WATER (E).
  2. Take the LOCK PICK 1/2 (F).
  3. Add BRUSH and MINERAL WATER; take BELT.
  4. Add BELT (G).
  5. Enter the garage.

  1. Select (H). Receive BOOK OF ROSHAR.
  2. Take the FLASHLIGHT (I) and BUTTON.
  3. Remove; add CHAIN ​​and LOCK.

Solution: (J) Easy ON-Mx2-Lx2-Kx2-Hx2-G-Fx2-E-Cx2-B-Ax2.

  1. Solution: (K) Hard Ax2-Bx2-Cx2-EO-Nx2-Mx2-Ix2-J-Hx2-P.
  2. Take the PUMP.

  1. Use PUMP (L); take JACK LEVER.
  2. Add BOOK OF ROSHAR (M).
  3. Enter Roshar’s room.

  1. Take PENDANT (N) and FLAGS.
  2. Add FLAGS (O).

  1. Solution: (P) Simple and complex.
  2. Take the NEEDLE AND THREAD and 1/2 HEART HALVES.

  1. Use NEEDLE AND THREAD (Q); receive a TEDNY BEAR.
  2. Go to the store’s warehouse.

  1. Use JACK LEVER (R); receive JACK.
  2. Give the TEDDISH (S); take TWEEZERS.
  3. Place JACK (T); take PENCIL and DOLLS 2/2.
  4. Return to the toy store.

  1. Add DOLLS (U).
  2. Solution: (V) Easy EFCADHCADICADJCADGCAB.

  1. Solution: (W) Difficult EFCADHCADGCADBIJCBDEC-AB.
  2. Take the GLOVE (X); use TWEEZERS; receive RUBY.

  1. Read (Y). Use the GLOVE.
  2. Play the HOP (Z); take PLATES.
  3. Add PLATES (A); take GLUE and LOCKPICK 2/2.
  4. Go to Roshar’s room.

  1. Use the RUBY on the PENDANT; take WINDING KEY.
  2. Add WINDING KEY (B); take HEART HALVES 2/2.
  3. Place HEART HALVES (C).

  1. Play the HOP (D).
  2. Go to the garage.
  3. Add LOCK PICK (E).
  4. Read; take the SIGNET RING.
  5. Add SIGNET RING (F); take MYSTIC POWDER and SCRAPER.
  6. Go to the store’s warehouse.

  1. Use the SCRAPER (G); take HOOK.
  2. Use BUTTON; take BATTERIES.
  3. Place BATTERIES; receive a FLASHLIGHT.

Use FLASHLIGHT (H).

  1. Solution: (I). Easy and hard - the solution is random, the screenshot shows examples.
  2. Take the WIRE and CLOCK HANDS.
  3. Go to the toy store.

  1. Add CLOCK HANDS (J); take PATCH and DIARY AMULET.
  2. Go to the garage.

  1. Read (K).
  2. Add DIARY AMULET; add PENCIL.
  3. Take SPELL.
  4. Add the MYSTICAL POWDER (L) and cast the SPELL.

Grim Tales 1: Chapter 4 Roshar’s Tent

Throw items (M).

  1. Take the BELT (N) and CARDBOARD FIGURES.
  2. Add CARDBOARD FIGURES (O) and GLUE.

  1. Play the HOP (P); take BEAR HEAD FIGURINE.
  2. Add BEAR HEAD FIGURINE (Q).
  3. Go to the tent.

  1. Take the FORK (R).
  2. Take COLORED STONES 1/2 (S).
  3. Use the FORK; take the WEATHER VANE.
  4. Add HOOK (T) and WEATHER VAN; take WATER.
  5. Use WATER (U).
  6. Return to Roshar’s tent.

  1. Add WIRE (V) and PATCH; take GEM 1/2 and FORK.
  2. Take the INVISIBLE CARD (W) and SIEVE.
  3. Use FORK; take the WAND.
  4. Exit the tent.

  1. Add BELT (X) and WAND.
  2. Solution: (Y) Simple A-Bx2-Ax2-BC.
  3. Solution: (Z) Complex B-Ax3-Bx3-AC.

  1. Take the CUTTERS (A) and COLORED GEMS 2/2.
  2. Add COLORED STONES (B); take the CAP.
  3. Go to the monster camp.

  1. Add COVER (C); take WHEEL.
  2. Add WHEEL (D); take MAGNET.
  3. Go to Roshar’s tent.

Use the MAGNET (E).

Solution: (F) Easy.

Solution: (G) Easy.

Solution: (N) Easy.

Solution: (I) Difficult.

Solution: (J) Difficult.

  1. Solution: (K) Difficult.
  2. Take the SCRAPER and TOXIN.

  1. Use TOXIN (L); take STATUETTE.
  2. Use CUTTERS; receive a HORSESHOE.
  3. Go to the tent.

  1. Add HORSESHOE (M); take INSECTICIDE.
  2. Add SITO; take GEMS 2/2.
  3. Enter Roshar’s tent.

  1. Add GEMS (N).
  2. Play the HOP (O); take the FLASHLIGHT AMULET.

  1. Add FLASHLIGHT AMULET (P); take OPENER and CANDLE.
  2. Go to the monster camp.
  3. Use the CANDLE on the INVISIBLE CARD; receive a CARD.
  4. Use MAP (Q).

Grim Tales 1: Chapter 5 Labyrinth

  1. Take PLANKS 1/2 (R) and RAG.
  2. Use SCRAPER; take AX.
  3. Use the AX (S).
  4. Go to the lake.

  1. Take the TONGS (T) and PLANKS 2/2.
  2. Use OPENER (U); take NAILS.
  3. Add PLANKS (V), NAILS and STATUE.

  1. Solution: (W) Easy.
  2. Solution: (X) Difficult.
  3. Go to the maze.

  1. Use INSECTICIDE (Y); take AMMONIA, FISH AMULETS 1/2 and CORKSCREW.
  2. Add AMMONIA (Z) and RAG. Receive AMULET.
  3. Return to the edge of the forest.

Add AMULET (A).

  1. Solution: (B) Simple.
  2. Solution: (C) Complex.

  1. Take the VALVE (D).
  2. Add VALVE (E); take BOLT and LASSO.
  3. Return to the lake.

  1. Use LASSO (F); take the SHELL.
  2. Use the SHELL (G); receive NET.
  3. Go to the maze.

  1. Examine (H); add NET; use network; take MAGIC GLASSES.
  2. Use CORKSCREW; read; take the CORK.

  1. Add CORK (I); take PHEASANT FEATHER.
  2. Use TONGS; receive a KEY.
  3. Go to the edge of the forest.

  1. Insert GATEHOUSE KEY (J).
  2. Play the HOP (K); take the SHOUT.
  3. Use the SHOUT (L); take FISH AMULETS 2/2 and CANE.
  4. Go to the lake.

  1. Add FISH AMULETS (M); take SPOON and STUD EARRING.
  2. Add STUD EARRING (N); take PARCHMENT and WIRE.
  3. Go to the Labyrinth.

  1. Use SPOON (O).
  2. Take ACID and LENSES.
  3. Use the BOLT, LENSES and WIRE on the MAGIC GLASSES.
  4. Use MAGIC GLASSES (P).

Solution: (Q) Easy.

Solution: (R) Easy.

Solution: (S) Difficult.

Solution: (T) Difficult.

Solution: (U) Difficult.

Grim Tales 1: Chapter 6 Felix Manor

  1. Select (V). Receive the RAKE and PACKAGE OF ROSHAR.
  2. Take MOSAIC 1/3 (W) and SCREWDRIVER.
  3. Use the RAKE; take BOXES.

  1. Open the PACKAGE OF ROSHAR; take the BASEMENT KEY.
  2. Insert the BASEMENT KEY (X).
  3. Solution: (Y) Easy Bx4-(CE)-Bx3-(CF)-Bx4-(CG)-Bx2-(CH)-Bx2-(CI)-Bx4.
  4. Solution: (Z) Hard Bx4-(CE)-Bx3-(CF).
  5. Bx4-(CG)-Bx2-(CH)-Bx2-(CI)-Bx2-(CJ)-Bx4-(CK)-B.
  6. Enter the basement.

  1. Take the RING (A) and GIRL DOLL.
  2. Use RING (B); take BLACK ROSE.
  3. Add GIRL DOLL (C) and BLACK ROSE; take PAINTS 1/2 and TONGS.
  4. Go to the manor courtyard.

  1. Add BOXES (D).
  2. Enter the Main Hall.
  3. Examine (E).

  1. Take the GOBLIN FIGURINE (F).
  2. Use FEATHER; receive INK AND FEATHER 1/2.
  3. Take INK AND FEATHER 2/2 (G).

  1. Use the CANE (H).
  2. Take NEEDLE, THREADS and GEAR.
  3. Add INK, FEATHER, and PARCHMENT; receive CODE.
  4. Add GOBLIN FIGURINE (I) and CODE. Click: BACBC.
  5. Enter the laboratory.

  1. Take the BELLOWS (J) and WHEEL.
  2. Add WHEEL (K). Take the PAPIER.
  3. Add ACID; take SCREWS and MOSAIC 2/3.

  1. Add SCREWS (L) and SCREWDRIVER.
  2. Add a handle; take PHOTO OF MANNEQUIN and MOSAIC FRAGMENTS 3/3.
  3. Go to the courtyard of the estate.

  1. Add MOSAIC FRAGMENTS (M).
  2. Play HOP (N); take the SAW.

  1. Use the SAW (O); take WIRE and NOZZLE.
  2. Use TONGS; take the HANDLE.
  3. Enter the basement.

  1. Add HANDLE (P); take PAINTS 2/2.
  2. Add PAINTS (Q).

  1. Solution: (R) Simple and complex.
  2. Take RESIN and STAR AMULET.
  3. Go to the lab.

  1. Use the NEEDLE WITH THREAD and NOZZLE on the BELLOWS; receive BELLOWS.
  2. Use the BELLOWS (T); take GEARS 2/3 and LIGHTNING AMULET.
  3. Insert LIGHTNING AMULET (U); read.
  4. Receive an ANCHOR.

  1. Use ANCHOR (V); take BRUSH and WRENCH.
  2. Insert STAR AMULET; take the HANDLE.
  3. Go to the Main Hall.

  1. Remove (W); use WRENCH; take GEARS 3/3.
  2. Add GEARS (X).

  1. Solution: (Y) Easy and hard.
  2. Take ORGAN KEYS 1/3 and KNIFE.
  3. Go to the courtyard of the estate.

  1. Add PAPERWEAR (A) and KNIFE; take SOLVENT and MAGNET.
  2. Use MAGNET (B); take the MANNEQUIN HAND.
  3. Enter the basement.

  1. Add RESIN (C) and HANDLE.
  2. Play the HOP (D).
  3. Go to the Main Hall.

  1. Add PHOTO (E) and MANNEQUIN ARMS. Set up the mannequin.
  2. Take BRACELET and EXTENDER.
  3. Use EXTENDER (F); take STICKS, VOODOO DOLL, and FEATHER.
  4. Go to the lab.

  1. Add FEATHER (G).
  2. Play the HOP (H); take the LIGHTNING CYLINDER.

  1. Add WIRE (I) and LIGHTNING CYLINDER; press the button.
  2. Take the LIGHTNING.
  3. Read (J); add the BRACELET, VOODOO DOLL, and ZIPPER.

Grim Tales 1: Chapter 7 Find Kronos

  1. Take KEYS 2/3 (K).
  2. Take the BRACELET (L).
  3. Add SOLVENT and BRUSH; take HANGER and MIRROR.
  4. Add MIRROR (M).
  5. Enter the bedroom.

  1. Take HANDLE (N) and KEYS 3/3.
  2. Take ANIMAL FIGURINES 1/4 (O).
  3. Add ORGAN KEYS (P).

Solution: (Q) Easy BGDFCHEA.

  1. Solution: (R) Difficult GBCFHJADIE.
  2. Read. Take ROPE and WIRE.
  3. Go to the library.

  1. Examine the WIRE; take the LOCK PICK.
  2. Use LOCK PICK (S); take the ROOD.
  3. Use the ROD (T).
  4. Enter Felix’s Tower.

  1. Take ANIMAL FIGURINES 2/4 (U).
  2. Add STICKS and ROPE; receive the SPATULA.
  3. Use the SPATULA (V); take TONGS; use HANGER.
  4. Read; take ANIMAL FIGURINES 3/4.
  5. Go to the bedroom.

  1. Use TONGS (W).
  2. Play the HOP (X); take RUBY.
  3. Add RUBY (Y); take BRACELET.
  4. Go to Felix’s tower.

  1. Add BRACELETS (Z); take STETHOSCOPE.
  2. Add HANDLE (A) and STETHOSCOPE.

Solution: (B) Easy.

  1. Solution: (C) Difficult D-Ex3-Bx3-Cx3-Ax4.
  2. Take STAND, OIL CAN, and WINDING KEY.
  3. Go to the library.

  1. Insert WINDING KEY (D); take PENCIL and ANIMAL FIGURINES 4/4.
  2. Add MONSTER ANIMAL FIGURINES (E).

  1. Solution: (F) Ax2-B-Ax4-B-Ax2-Bx2-Ax5.
  2. Take FILE, LONG TWEEZERS, and SCOOP.

  1. Open (G); use SCOOP; take the EEL FOOD.
  2. Enter the bedroom.

  1. Add STAND (H); take CLOWN.
  2. Use LONG TWEEZERS; take RUBBER GLOVE.
  3. Add RUBBER GLOVE (I) and EEL FOOD.

Solution (J): (AG)-(CG)-(DH)-(BH)-(DI)-(FI).

  1. Take the FOLIANT AMULET (L).
  2. Return to Felix’s tower.
  3. Add AMULET (M); take FOLIANT.
  4. Place FOLIANT (N).

  1. Play the HOP (O); take MAGIC DUST.
  2. Add MAGIC DUST (P).

  1. Use the OIL CAN (Q); receive FLAG ON HANDLE.
  2. Add FLAG ON HANDLE (R); take PLATE.
  3. Take the KEY (S).
  4. Use the FILE, PENCIL and PLATE on the KEY; receive BAG KEY.

  1. Insert KEY (T); take the MAGIC DAGGER.
  2. Add MAGIC DAGGER (U).

Solution: (V) Easy and hard - the solution is chosen randomly; the screenshot shows an example of how to solve the puzzle.

Solution: (W).

Solution: (X).

Solution: (Y).

Grim Tales 1: Bonus Chapter

  1. Read (A); take PAINT STAND and WEIGHT.
  2. Use the WEIGHT (B). Take HOOK, POWDER and KEY.

  1. Take the LINE (C) and BLACK PAINT.
  2. Add KEY.

  1. Play the HOP (D); take the PUMPKIN AMULET.
  2. Add PUMPKIN AMULET (E).

Solution: (F) Easy D-(A-A1), BA-Dx2-(B-B1); CA-Dx2-(C-C1).

Solution: (G) Difficult.

  1. Take the PINK PAINT (H), MAGNET, and CORK.
  2. Add CORK (I); take the HANDKERCHIEF and RED PAINT.

  1. Use the HANDKERCHIEF (J).
  2. Take BOOMERANG and BRUSH.
  3. Use the BLACK PAINT, RED PAINT and PINK PAINT on the STAND; receive PAINT.

Add BRUSH (K), PAINTS and POWDER.

  1. Take the WHEEL (L).
  2. Use the LINE on the HOOK; receive HOOK ON LINE.
  3. Use HOOK ON LINE (M); take the CLIP.
  4. Take HORSE FIGURES 1/2 (N).
  5. Use the CLIP; take DOVE.

  1. Use the DOVE (O); take the SHARD.
  2. Use the SHARD (P).

  1. Solution: (Q) Easy BA-Dx4-C-Dx2-AC-Bx4-AC-Bx8-AC-Dx6.
  2. A-Bx8-C-Bx2-AC-Dx10-A-Bx4-C-Dx2-A.
  3. A-Bx4-CDAC-Dx4-AC-Bx12-A-Dx8-C-Bx4-A-Dx4-C-Dx8-A.

  1. Solution: (R) Hard Dx5-AC-Bx4-AC-Bx4-AC.
  2. Bx4-AC-Bx4-AC-Bx4-AC-Bx4-A.
  3. A-Bx4-CDAC-Dx4-AC-Bx12-AC-Bx8-AC.
  4. Bx8-A-Dx8-C-Bx4-AC-Dx8-A-Dx4-C-Dx8-A.
  5. Read; take HERBICIDE.

  1. Use HERBICIDE (S).
  2. Enter the store.
  3. Use MAGNET (T); receive COIN.

  1. Take the DIAL (U); insert COIN; take the GRINDER.
  2. Use the GRINDER on the RUSTY BOOMERANG; receive a BOOMERANG.
  3. Throw the BOOMERANG (V).

  1. Solution: (W) Move target to the very top.
  2. Enter the dressing room.

  1. Take the MAGIC AMULET (X) and EXTENSION.
  2. Add DIAL (Y); take OIL CAN.

  1. Add WHEEL (Z) and OIL CAN; take WITCH HAT.
  2. Add WITCH HAT (A); take NAILS 1/2 and HORSE FIGURES 2/2.
  3. Go to City Square.

  1. Add HORSE FIGURES (B); take WHISTLE.
  2. Use WHISTLE (C); take the SPADE HANDLE and CODE.
  3. Enter the Horror Shop.

Add CODE (D).

  1. Play the HOP (E); take BUTTON.
  2. Add BUTTON (F); read; take NAILS 2/2 and BROOCH.
  3. Go to the dressing room.

  1. Use BROOCH (G); take the WASH and GEM 1/2.
  2. Take GEM 2/2 (H).
  3. Insert the GEMS (I).

  1. Use MAGIC AMULET (J).
  2. Take the HANDLE (K) and CURTAIN HOLDER.
  3. Go to City Square.

  1. Add CURTAIN HOLDER (L); take CORKSCREW, PAPER, and ELECTIVE TAPE.
  2. Go to the dressing room.
  3. Add EXTENSION (M) and ELECTIVE TAPE.

  1. Solution: (N) Simple.
  2. Solution: (O) Complicated.
  3. Take the LION STATUETTE.
  4. Go to the Horror Shop.

  1. Add NAILS (P), HANDLE, and LION FIGURINE.
  2. Enter the tunnel.

  1. Take the STENCIL (Q), RUBIES 1/3, and the SPADE.
  2. Use CORKSCREW (R); take BELT.

  1. Add the WASH (S) and BELT. Take the KNIFE and SHOVEL HOLDER.
  2. Use the SPADE and SPADE BRACKET on the HANDLE; receive a SHOVEL.

  1. Use the SHOVEL (T); find items; take AX.
  2. Use the AX (U).
  3. Go to Julia’s house.

  1. Take RUBIES 2/3 (V) and COAL.
  2. Take the LIGHTER (W).
  3. Add PAPER and CHARCOAL; receive CODE.
  4. Use LIGHTER (X); take the BAG.
  5. Use the BAG (Y).
  6. Enter Julia’s house.

  1. Take the VINE (Z) and FRAME.
  2. Take the BASKET (A) and DISC WITH BALLS.

  1. Add FRAME (B) and CODE.
  2. Click on the symbols; take ROD and RUBIES 3/3.

Add RUBIES (C).

  1. Solution: (D). Take the PENCIL.
  2. Get out of the house.

  1. Turn (E); add SCREEN, KNIFE, and PENCIL; receive ROUND AMULET.
  2. Add DISC WITH BALLS (F).

  1. Solution: (G) Easy B-Ax2-B-Ax2-BA-Bx3-Ax3-BAB.
  2. Solution: (H) B-Ax2-B-Ax6-Bx5.
  3. Take the SCREWDRIVER HANDLE and CHISEL.
  4. Go to the tunnel.

  1. Add CHISEL (I); use stone; take PLIERS.
  2. Add PLIERS (J) and ROD; take BUTTON and SHARK.
  3. Go to Julia’s house.

  1. Give the SHAKE (K); take the WOLF AMULET.
  2. Add ROUND AMULET (L) and WOLF AMULET; take BASKET HANDLE, STAND, and MATCHES.
  3. Exit Julia’s house.

  1. Use the VINE and BASKET HANDLE on the BASKET; receive the BASKET.
  2. Use BASKET (M).
  3. Play HOP (N); take RING.
  4. Return to Julia’s house.

  1. Use RING (O); take SODA, HOLE PUNCH, and SCREWDRIVER TIP.
  2. Return to the tunnel.
  3. Use the SCREWDRIVER TIP on the SCREWDRIVER HANDLE; receive a SCREWDRIVER.
  4. Use the SCREWDRIVER (P).
  5. Go to the amusement park.

  1. Take the COMB (Q).
  2. Use COMB (R); take RUNES 1/2 and THREE DOLLARS.
  3. Get a TICKET TO THE SCENARIO.
  4. Add BUTTON (S) and THREE DOLLARS.

  1. Solution: (T) Simple.
  2. Solution: (U) Complicated.
  3. Take WITCH BADGE and PETARD.

  1. Use MATCHES (V) and PETARD.
  2. Go to the Ritual Room.

  1. Take MAGIC POWDER (W), BENT KEY, CRYSTAL, and WATER.
  2. Add CRYSTAL (X) and STAND.

Solution: (Y) Simple.

Solution: (Z) Complicated.

  1. Solution: (A) Complicated.
  2. Go to the Ceremonial Hall.
  3. Read (B); take VINEGAR.
  4. Go to the amusement park.

  1. Add SODA (C) and VINEGAR.
  2. Take BOLT and CLAW.

  1. Add HOLE PUNCH (D) and CLAW; take FRESCO FRAGMENT and PLIERS.
  2. Examine (E); give the TICKET TO THE SCENARIO.
  3. Enter the fear room.

  1. Take the FLASHLIGHT (F).
  2. Add WATER; take COPPER COINS.
  3. Take the POUCH (G).
  4. Add COPPER COINS.

  1. Play the HOP (H); take OTHER ELIXIR.
  2. Use FLASHLIGHT (I).

Solution: (J) Simple and complex - the solution is chosen randomly; The screenshot shows an example of solving the puzzle.

  1. Solution: (K) Simple and complex.
  2. Take the SUN AMULET.
  3. Add SUN AMULET (L); take the SKULL.
  4. Go to the Ritual Room.

  1. Use SKULL (M); take BONE KNIFE.
  2. Go to the ceremonial hall.

  1. Insert the FRESCO FRAGMENT (N); take RUNES 2/2.
  2. Read; take SPELLS and RITUAL CANDLES.

  1. Add RUNES (O), then WITCH BADGE.
  2. Take FERTILIZER, ST.

  1. Add MAGIC POWDER (P) and RITUAL CANDLES.
  2. Go to the amusement park.

  1. Use the PLIERS on the BENT KEY; receive a KEY.
  2. Insert the KEY (Q).
  3. Play the HOP (R); take STONE SKULL.
  4. Add STONE SKULL (S); take BLACK ROSE PETALS and PIECE OF PLIERS.
  5. Go to the Ritual Room.

  1. Use the BOLT and PLIER PIECE on the PLIERS; take PLIERS.
  2. Use PLIERS (T); take the CLOAK.

  1. Add CLOAK (U); take the HAMMER.
  2. Give FERTILIZER; take TONGS and ACID.

  1. Use ACID (V); take FERN LEAVES and MAGIC STONE.
  2. Return to the room of fear.

  1. Use BONE KNIFE (W); receive a LOLLIPOP.
  2. Insert the LOLLIPOP (X); use POUCH; receive ASHES OF THE HELL.

  1. Add OTHER ELIXIR (Y) and NELL ASH.
  2. Go to the Ceremonial Hall.

  1. Add MAGIC STONE (Z); use TONGS.
  2. Receive the SOUL STONE.
  3. Use the SOUL STONE on the HAMMER; receive SOUL STONE SHARDS.

Add SPIRIT (A), BLACK ROSE, FERN, and SOUL STONE SHARDS.

Solution: (B) Easy Ax4-Bx2-Cx3-D.

Solution: (C) Difficult Ax4-Bx2-Cx3-DE. Congratulations! You have successfully completed the passage of the game "Grim Tales 1: Nightmare Performance - Collector’s Edition".

Grim Tales 1: Collections

Collections (AD).

Collections (EH).

Collections (IJ).

Grim Tales 1: All Game Achievements

Types of achievements. Collect all the achievements available in the game. These include:

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