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Grim Tales 21: Echo Of The Past - Full Walkthrough with Tips and Puzzles

Penny Dreadful 21: Echoes of the Past. Anna Gray immediately begins searching for her missing daughter, Alice, who has been captured by a puppet doll. To save and return Alice, Anna has to travel back in time, find out family secrets, find out the circumstances of the life of a distant relative and understand who the insidious doll in the attic of her house was. 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 Grim Theater
  3. Chapter 2 The Trophy Room
  4. Chapter 3 Magic Basement
  5. Extra Chapter
  6. Collectibles


Penny Dreadful 21: General Tips

Anna Gray and her daughter Alice are sorting through the attic and find a doll that looks eerily like Alice. Suddenly, the doll comes to life and kidnaps the girl. Now Anna has to come up with a plan of action to save her daughter and bring her home. Hints lead the heroine to reveal new facts from the past of her own family, as well as the mystery of the disappearance of a distant relative. It turns out that earlier in the Gray family there was a sad event that negatively affected the present. To prevent misfortune, Anna again goes on a journey through time...

Each location of this game is a task of ingenuity, where you need to find the right items and apply them correctly. This is the only way you can progress further in the story and complete quest tasks. Be sure to read the found notes to get information about the circumstances of the case. In case of difficulty, use the hint and often look at the Map of the area so as not to get lost. The game has several difficulty modes: choose any for a comfortable passage.

This walkthrough will not mention the need to zoom in each time. Screenshots will show an already enlarged image. For Hidden Object scenes, the acronym "SEARCH" will be used. Items marked with a different color are hidden or require additional steps to obtain them. The walkthrough does not show solutions to the search scenes. Only their location and the resulting item are shown.

Here will be described step-by-step solutions for those mini-games that have a single solution and are not randomly generated. For other mini-games, read the explanations and rules carefully. 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 to the desired location.

Penny Dreadful 21: Chapter 1 Grim Theater

Activate SEARCH. Take WOODEN BLOCK, CODE WHEEL, G STAMP, PUFF, and POSTER PIECE (A). Use the STAMP WITH LETTER G on the lock of the secretary and take the VINEGAR and WINDOW 1/3 (B); check out the diary and photograph.

Use VINEGAR on cabinet latch, select latch and take WINDOW 2/3 and TOWER (C); check out the newspaper (D). Place the TOWER on the dollhouse (E); take the CHISEL and KNOB (F). Place the CODE WHEEL and BUTTON on the drawer (G).

Solution: count the number of faces on each symbol (4-10-5-3). Take WOODEN HAMMER and WINDOW 3/3 (H).

Combine the WOODEN BLOCK, CHISEL and WOODEN HAMMER in Inventory; take WIND ROSE. Place the WIND ROSE on the casket in the closet; take the BALCONY (I). Place the BALCONY and WINDOWS 3/3 on the dollhouse (J); play the HOP to receive the SMOKER BODY. Examine the poster part and place the POSTER PIECE on the other part (K); select poster.

Take MECHANICAL ARM, REMOTE CONTROL, JOY MASK, and wormwood (L). Use the REMOTE CONTROL on the theater van door; take the POWDER and BELLOWS (M). Use the POWDER and Puff on the cash register (N); select the buttons in sequence 1-2-3 and take the SMOKER CAP and COIN (O). Use the COIN on the museum sign screws; take MECHANICAL LEG and GLASSES (P).

Place the MECHANICAL LEG and MECHANICAL ARM on the doll in the camper van (Q); take the FLINT AND FEATHER and COSMETIC SHADOWS (R). Combine the SMOKER BODY, WORMWOOD, SMOKER CAP, BELLOWS, and FLINT AND FILTER in Inventory; take the SMOKER. Use the SMOKER on the insects in the cash register; take SAD MASK and LIGHT BULB 1/4 (S). Place the SAD MASK and JOY MASK on the theater door (T).

See screenshot for solution (1-8). Walk forward (U).

Check out the documents (V). Take SCREW, FAULTY SCISSORS, and CORD (W). Use the CORD on the curtain; take the BADGE and STICKER (X). Put the GLASSES and BADGE on the photo (Y); take LIGHT BULB 2/4 and LEVER (Z).

Place the LEVER on the stage mechanism (A); take the GRINDSTONE and LIGHT BULB 3/4 (B). Combine the FAULTY SCISSORS, SCREW and GRINDSTONE in Inventory; take SCISSORS. Use the SCISSORS on the fabric wall on the left; take POWER BUTTON and BULB 4/4 (C).

Place the BULBS 4/4 on the spotlights and use the STICKER on the damaged wire (D); play the HOP to receive the CANE. Talk to Corey to get a PASS. Walk back. Use the PASS on the electronic door lock of the museum (E). Walk left (F).

Take the HAIRPIN and GAS PLATE (G). Use the HAIRPIN on the display lock; take STONE FLOWER and NAMEPLATE (H). Place the NAMEPLATE on Alexandra’s bust; take GLAZED PRERTEL 1/4 and PARCHMENT (I). Walk back.

Use the PARCHMENT and BEAUTY SHADOWS on the symbols on the van door; take CODE (J). Return to the Grim Museum (K). Use the CODE on the door lock; select buttons in sequence 4-6-7-11-1. Walk forward (L).

Take GLAZED PRETELL 2/4, PICTURE PIECE, LOLLIPOP MOLD, and ADJUSTING KNOB (M). Place the ADJUSTING KNOB and POWER BUTTON on the electronic stand (N).

Do the steps in the following sequence: (1-9). Take the PUMPKIN CARRIAGE HANDLE and LOLLIPOP STICK (O).

Place the PUMPKIN CARRIAGE HANDLE on the carriage door; take GLAZED PRETELL 3/4 and DIAMOND SHOE (P). Return to the Theater Hall.

Use the DIAMOND SHOE on the display glass; take GLAZED PRETELL 4/4 and CYLINDER (Q). Place the CANE and CYLINDER on the stage decoration (R); take SUGAR and CARRIAGE TOKEN (S). Return to the Hall of Achievement.

Combine the GAS STOVE, LOLLIPOP MOULD, LOLLIPOP DAY STICK and SUGAR in Inventory; select the red button and take the LOLLIPOP HOUSE. Place the GLAZED PRETELLS 4/4 and the LOLLIPOP HOUSE on the door of the gingerbread house (T); play the HOP to receive ALEXANDRA’S PORTRAIT. Walk back. Use ALEXANDRA’S PORTRAIT on the right wall (U); take the MAGNETIC KEY (U1). Use the MAGNETIC KEY on the cabinet lock; take CUP 1/3 and PRECIOUS APPLE (V). Return to the Hall of Achievement.

Place the PRECIOUS APPLE on the mirror frame (W); take MERCHANT WRENCH and MIRROR SHARD (W1). Use the MERCHANT WRENCH on the carriage wheel (X); take the CRYSTAL FLOWER and PICTURE CARD 1/4 (X1). Walk back.

Place the STONE FLOWER and CRYSTAL FLOWER on Alexandra’s bust (Y); take the HOUSE TOKEN (Y1). Place the CARRIAGE TOKEN and HOUSE TOKEN on the door panel on the right (Z).

Solution: ABCDEFGHGIJKL. Walk right (M).

Take PICTURE CARD 2/4, BURNER NOZZLE, and REPAIR SPRAY (N). Read the note (O). Place the PICTURE PIECE on the painting (P); use the REPAIR SPRAY on the painting and take the GAS CAN and FORGED MONOGRAM (Q). Place the FORGED MONOGRAM on the chest panel (R); play the HOP to get the PLANET.

Put the PLANET on the model in the statues’ hands (S); take CARD WITH PICTURE 3/4 and TRIGGER (T). Combine the GAS CAN, TORCH NOZZLE, and TRIGGER in Inventory; take GAS BURNER. Use the GAS BURNER on the chest compartment (U); take ANASTASIA FIGURINE and PICTURE CARD 4/4 (V). Place the PICTURE CARDS 4/4 and the MIRROR SHARD on the device on the table (W).

Solution: (1-Bx2-2)-(B-3)-(Bx2-4)-(B-5)-(Ax2-6)-(A-7)-(Bx2-8)-(A-9 ). Take the DEFECTIVE LAMP and DOUBLE MEDALLION.

Place the DOUBLE MEDALLION on the left statue (C); read the diary (D).

Penny Dreadful 21: Chapter 2 The Trophy Room

Check out the note and photo. Take the SCRAPER. CUP 2/3 and LAMP GLASS (E). Use the SCRAPER on the cabinet shelf on the left; take the GEAR and TEAPOT DECORATION (F). Place the GEAR on the balcony lock mechanism (G); take FEATHER FAN and SPOON DECORATION (H).

Place the TEAPOT DECORATION and SPOON DECORATION on the compartment doors on the right wall; take ROUND FAN and CORKSCREW (I). Place the FEATHER FAN and ROUND FAN on the stand in the cabinet on the left (J).

Do the steps in sequence 1-14. Take the SEVEN-POINTED STAR. Place the SEVEN-POINTED STAR right on the door panel (K). Walk forward (L).

Take SHURIKEN 1/4, SHURIKEN 2/4, BOOK KEY, and DISASSEMBLED CROSSBOW (M). Check out the photos. Use the BOOK KEY (N); play the HOP to receive the HORN.

Place the HORN on the scarecrow’s head (O); take ALEXANDRA FIGURINE and SHURIKEN 3/4 (P). Place the ANASTAISIA FIGURINE and ALEXANDRA FIGURINE on the supports on the shelf; take BOW and CUP 3/3 (Q). Walk back.

Place the CUPS 3/3 on the hooks; place the cups on the correct positions (R) to get the MATCHES and ARROW. Combine the DEFECTIVE LAMP, MATCHES and LAMP GLASS in Inventory; take LAMP. Place the LAMP on the table on the balcony (S); play the HOP to receive the GRIM STORY BOOK. Walk forward (T).

Place the GRIM STORY BOOK on the cabinet compartment; take the TWEEZERS and RED EYE (U). Use the CORKSCREW (V) and TWEEZERS (W) on the bottle; take SHURIKEN 4/4 and TRIGGER (X). Combine the DISASSEMBLED CROSSBOW, BOW, TRIGGER, and ARROW in Inventory; take LOADED CROSSBOW. Place the LOADED CROSSBOW and SHURIKENS 4/4 on the table (Y).

Solution: ADCBAE. Take the PURPLE EYE.

Place the PURPLE EYE and RED EYE on the scarecrow’s clawed box; take ETERNITY PENDANT (F). Walk back. Use the PENDANT OF ETERNITY on mom (G). You will receive the CREAM and TICKET 1/2.

Take the DEFECTIVE PUMP and BERRIES (H). Check out the theater poster (I). Use the CREAM on the cart compartment; take FOLDING POINTER and DECORATION 1/3 (J). Use the FOLDING POINTER on the gate (K) to get the NAIL PULLER and HOSE.

Use the NAIL PULLER on the nails of the boards in the wagon; take the STONE and PUMP HANDLE (L). Combine the DEFECTIVE PUMP, HOSE and PUMP HANDLE in Inventory; take WATER PUMP. Place the WATER PUMP near the fountain and select the pump (M); play the HOP to get the LOCK PICK SET.

Use the LOCK PICK SET on the cart compartment locks; take TICKET 2/2 (N). Use TICKETS 2/2 on the gate lock (O). Walk forward (P).

Talk to Alexandra to receive a SHEET OF PAPER. Take DECORATION 2/3 and BANANA (Q). Give the BANANA and BERRIES to the monkey (R); take the PICK and CLAPPER (S). Use the CLAPPER on the crow (T) to get the MAGNET. Walk back.

Use the MAGNET on the crate in the wagon; take the SADDLE and RUBBER PATCH (U). Walk forward (V). Place the SADDLE on the carousel horse (W).

Solution: ADGBJECAIFHI.

Take DECORATION 3/3 and LEAKED BUCKET (K). Place the DECORATIONS 3/3 on the puppet theater decoration; take the BOX WITH A HOLE (L). Use the BOX WITH A HOLE and the SHEET OF PAPER on the device in the balloon (M); take FOREST MAP (N). Give the FOREST MAP to Alexandra (O). Walk forward (P).

Talk to Alexandra to get TILE 1/4 and BRUSH. Take TILE 2/4 and TILE 3/4 (Q). Use the BRUSH on the house door (R) to get the RESIN. Combine the LEAKED BUCKET, RESIN and RUBBER PATCH in Inventory; take the BUCKET. Place the BUCKET on the well’s rope hook; take WATER and CROWN (S).

Use the WATER on the fire; take the NAMEPLATE (T). Place the NAMEPLATE on the tombstone (U); play the HOP to receive the FAMILY CREST. Put the FAMILY CREST on the lock of the house door (V). Walk left (V1).

You receive the SWORD. Take the WIG and CLOTH (W). Check out the photos and note (W1). Place the CROWN and SWORD on the figurine on the shelf (X1); take CUTTER’S TOOL and BUTTON (X2). Place the BUTTON on the sewing machine compartment; take DOLL 1/3 and SANDPAPER (Y). Walk back.

Combine the STONE, PICKAXE and SANDPAPER in Inventory; take BLACK ONYX. Place the BLACK ONYX on the well (Z). Solution: (DA-Cx2-Fx9-Dx2-Bx8-Cx2)-(E-Dx2-Ax9-Cx2-F-Dx2-A-Cx2)-(E-Dx2-Ax3-Cx2-E-Dx2-A-Cx2 )-(E-Dx2-A-Cx2-Ex3-Dx2-A-Cx2)-(Ex3-Dx2-Ax2-Cx2-Ex2-Dx2-Ax8)-(Cx2-Ex4-Dx2-Bx2-Cx2-Ex2)- (Dx2-A-Cx2-Ex3-Dx2-A-Cx2-Fx9-D). Take PLANE and DOLL 2/3 (G). Walk left (H).

Use the PLANE and CUTTER’S TOOL on the log on the workbench; take TILE 4/4 and UNFINISHED DOLL (I). Place the TILES 4/4 on the table top; take the LOCKED SPELLBOOK and THREADS (J). Use the THREADS and CLOTH on the sewing machine; take the DRESS (K).

Combine the UNFINISHED DOLL, WIG and DRESS in Inventory; take DOLL 3/3. Place the PUPPET 3/3 on the shelf (L); take PUPPET FIGURINE and LEAF 1/4 (M). Place the PUPPET FIGURINE on the base of the bust on the table; take the MAGIC SCROLL (N). Use the MAGIC SCROLL on Lars (O). Solution: (3-5)-(4-8)-(3-8)-(4-7)-(5-8). You receive an ARTIFACT.

Penny Dreadful 21: Chapter 3 Magic Basement

Select the Cameo (P) to receive the PAW PRINT. Take LEAF 2/4 (Q). Place the PAWPRINT on the lock of the doghouse door; take the TREE CROWN and SOFT LATTER (R). Use the SOFT LATCH on the spikes of the trap (S).

Take the TREE BODY and DEVELOPER SPRAY (T). Place the CROWN OF TREE and TREE TRUNK on the annex door; take PROTECTIVE GLOVES and LEAF 3/4 (U). Use the PROTECTIVE GLOVES on the thorns (V); play the HOP to receive the MIRROR TRAY. Use the DEVELOPER SPRAY and MIRROR TRAY on the basement hatch (W). Go down the basement hatch (X).

Take LEAF 4/4, CANDLE 1/3, and AMETHYST HEART (Y). Place the LEAVES 4/4 on the crate on the right; take ANCIENT GOBLET and SUN KEY (Z). Check out the diary (Z1). Walk back.

Use the SUN KEY on the drawer in the outhouse (@1). Solution: A-B-C. Take the SCOOP and SAPPHIRE EYE (D). Use the SCOOP on the ground near the dog house; take DAMAGED CANDELABRA and WOODEN FAUCET (E). Return to the Cellar (F).

Use the WOODEN FAUCET and ANCIENT GOBLET on the barrel (G); take ELIXIR OF MATERIALIZATION. Use the ELIXIR OF MATERIALIZATION on the altar; take the RUBY DROP (H). Combine the LOCKED SPELLBOOK, SAPPHIRE EYE, AMETHYST HEART and RUBY DROP in Inventory; take DESTROYING SPELL. Use the DESTROYING SPELL on the mannequin (I).

Solution (@2): (AB)-(ACD)-(AEF)-(AGH).

Take the LONG METAL HOOK (J). Use the LONG METAL HOOK on the folding ladder (K). Go up the stairs (L).

Select the Cameo (M) to receive the FIRE SPHERE. Take WELDING MACHINE, CHISEL, CANDLE 2/3, SCREWDRIVER, and RED PENDANT (N). Use the SCREWDRIVER on the drawer screws; take VICE HANDLE and CANDLE 3/3 (O). Place the VICE HANDLE on the vise (P); take the sledgehammer and RADIO TUNING KNOB (Q). Open the oven doors and use the FIRE SPHERE on the wood; place the LONG METAL HOOK on the furnace; use the CHISEL and SLAMMER on the hook and take the CANDELABRA PIECE (R).

Combine the DAMAGED CANDELABRA, CANDELABRA PIECE and WELDING MACHINE in Inventory; place the CANDLES 3/3 on the candelabra, use the FIRE SPHERE on the candles and take the CANDELABRUM. Use the CANDELABRA on the wall straight ahead (S); play the HOP to receive the RADIO DISPLAY. Place the RADIO TUNING KNOB and RADIO DISPLAY on the radio (T); select tuning knob three times and take SHELL PIECE 1/5 and BUNCH OF GRAPES (U). Walk back.

Place the BUNCH OF GRAPES on the crate near the barrel; take the BROKEN FIGURINE and PURPLE PENDANT (V). Place the RED PENDANT and PURPLE PENDANT on the garland on the box; take the LIVING WATER (W). Use the LIVING WATER and ARTIFACT on the altar (X); play the HOP to receive the AMULET OF LIFE. Return to the Old Workshop (Y). Use the LIFE AMULET on Alice (Z) to get the STONE HEART.

Select the Cameo (A) to receive the SLIMMER. Take SHELL PIECE 2/5, SHELL PIECE 3/5, and HONEY SPOON (B). Use the SLIMMER on the plate on the table (C) to get the FLOWER WREATH and BLACK HORSE. Place the STONE HEART and FLOWER WREATH on the matching statues (D).

Solution(@3): Dx2-Rx2-URURDLDL. Take SILVER TURTLE and HERBICIDE.

Use the HERBICIDE on the plant shoots on the building gate (E) to get the CAN OPENER and GOLD FRAGMENTS. Use the CAN OPENER and HONEY SPOON on the jar on the table (F) to get the SPOON WITH SYRUP. Combine the BROKEN FIGURINE, GOLDEN FRAGMENTS, and SPOON WITH SYRUP in Inventory; take the GOLDEN TURTLE. Place the SILVER TURTLE and GOLDEN TURTLE on the stone with the other turtles (G).

Solution (@4): ABCDEABCE. Take the CARRIAGE WHEEL and STEPLADDER PART (H). Place the CARRIAGE WHEEL and BLACK HORSE on the bolt (I). Walk right (J).

Take the FILE and STEPLADDER FRAME (K). Use the FILE on the drawer latch; take the FORK and PLANKS (L). Use the FORK on the haystack (M) to get the HAY; play the HOP to receive the CHAIN.

Combine the STEPLADDER FRAME, STRIPS, CHAIN ??and STEPLADDER PART in Inventory; take STEPLADDER. Place the STEP LADER under the hammock (N); take the DRINKING LEVER (O). Use the DRINKER LEVER and the HAY on the horse’s drinker and feeder (P); take the PONYTAIL and STIRRUMP (Q). Use the STIRRUMP on the wagon door (R). Walk right (S).

Take SHELL PARTS 4/5, PURPLE GOLD KEY, and CUFFLINK (T). Use the CUFFLINK on the box on the table; take HANGER AMULET and HAIRPIN (U). Place the HANGER AMULET on the wardrobe panel (V); play the HOP to receive the MAGNET.

Combine the PONYTAIL, HAIRPIN and MAGNET in Inventory; take ROPE WITH MAGNET. Use the ROPE WITH MAGNET on the floor grate and the PURPLE GOLD KEY on the chest lock (W); take the MAGIC CANE and BOUQUET OF DAFFILS (X). Place the BOUQUET OF NARCISSOS in the vase on the table (Y); take the SPUR and TALENT STONE (Z). Walk back.

Use the SPUR on the rope of the bag in the hammock and take the SHELL PIECE 5/5 (A); read the note. Walk back. Place the SHELL PARTS 5/5 on the large turtle; take the GOOD STONE (B). Combine the MAGIC CANE, STONE OF TALENT and STONE OF GOOD in your Inventory; take CANE OF TALENT AND GOOD. Use the CANE OF TALENT AND GOOD on Lars (C).

The solution to the mini-game is random; the screenshot shows one of the possible solutions (D). Complete five stages in a row to complete the mini-game (E).

Penny Dreadful 21: Extra Chapter

Take POINTER 1/3, MECHANICAL BIRD, CANVAS, and HOOK (F). Use the MECHANICAL BIRD on the birdhouse; take the POSTHORN and SCRAPER (G).

Use the SCRAPER on the plaster above the grate; take LETTER E and ENVELOPE (H). Place the POSTHORN and ENVELOPE on the mailbox and take the ROPE (I); read the note. Combine the HOOK and ROPE in Inventory; take ROPE WITH HOOK. Use the ROPE WITH HOOK on the theater sign (J); take the PIPE (K).

Use the CANVAS and PIPE on the grate and select the lever (L); play the HOP to receive the POSTER. Place the POSTER under the door (M), take the FEATHER (N) and use it on the keyhole (O); select poster (M) and key (P). Walk forward (Q).

Take MORTAR AND PESTLE, ESSENTIAL OIL, NOTE HALF, and PEARL (R). Remove the mask from the actress on stage (S). Walk back. Place the PEARL on the sign shell (T); take SEA SALT and DOUBLE RING (U). Return to the Auditorium (V).

Place the DOUBLE RING on the arm of the chair; take COIN and CARBINE (W). Use the COIN on the door plate screws on the left; take POINTER 2/3 and CHAIN ??(X). Place the CARBINE and CHAIN ??on the hoist mechanism (Y) and select the lever (Y1); play the HOP to receive the OPENER. Use the OPENER on the chair nails to get the NAILS; take AROMATIC HERBS (Z).

Combine the MORTAR AND PESTLE, AROMATIC HERBS, SEA SALT and ESSENTIAL OIL in Inventory; take SMELLING SALT. Use the SMELLING SALT on Claire (A); take ELEANOR’S OFFICE KEY (B). Use ELEANOR’S OFFICE KEY on the door lock panel on the right (C). Walk right (D).

Zoom into the bass cabinet (F). Take the NOTE HALF and RED PETALS (G). Examine the envelope (E). Place the two NOTE HALVES on the piano lid (H).

Solution (@5): BFGFDEACAGBECD. Take CUTTERS and DISC.

Use the CUTTERS on the chain (I); take the SPINDLE WITH THREAD and CODE (J). Put the CODE and DISC on the safe (K), select the dial three times and take the BRUSH and FLOWER 1/2 (L); check out the diary. Place the BRUSH and RED PETALS on the table (M).

Solution (@6): Dip the brush into the paint, then use it on the desired area of ??the drawing (ABCD). See screenshot for final solution (N). Take the WOODEN HAMMER.

Use the NAIL and WOODEN HAMMER on the bass cabinet; take the HARLEQUIN FIGURINE and RATCHET (O). Use the RATCH on the rat (P); take the DAMAGED KITE and PIERO FIGURINE (P1). Place the HARLEQUIN FIGURINE and PIERO FIGURINE on the stand in front of the safe (Q); take the SNACK KEY and NEEDLE (R). Walk back.

Use the Shackle KEY on Claire’s shackle (S) to get FLOWER 2/2 and WAREHOUSE ADDRESS. Place the FLOWERS 2/2 on the left door panel (T); play the HOP to get the LETTER L. Go back.

Place the LETTER E and LETTER L on the theater sign; take SPIRAL SHELL and POINT 3/3 (U). Use the SIGNS 3/3 and the WAREHOUSE ADDRESS (V) on the waypost; go right (W).

Take LEVER, STARFISH, and BELL 1/3 (X). Examine the envelope (Y). Place the SPIRAL SHELL and STARFISH on the bag (Z); play the HOP to receive the FILE. Use the FILE on the drawer latch; take the KITE PIECE (Z1).

Combine the DAMAGED KITE, SPINDLE WITH THREAD, CANVAS, NEEDLE and KITE PART in Inventory; take the KITE. Use the KITE on the extendable ladder (A); take the BOARD (B). Place the LEVER on the gate lowering mechanism (C); use the BOARD on the gap in the gate. Walk right (D).

Take WHEAT AMULET, CANVAS BAG, and HANDLE (E). Place the WHEAT AMULET on the drawer lock; take the DOUGH and RAM ROD (F). Use the DOUGH on the glass shards; take WEATHER VANE PIECE and BELL 2/3 (G). Walk back.

Place the WEATHER PIECE on the weather vane; take HAND DRILL and WIRE (H). Return to the warehouse (I). Use the HAND DRILL and CANVAS BAG on the barrel (J). to get BULLETS. Walk back. Use the BULLETS and RAM ROD on the weapon (K).

The solution to the mini-game is random. Take OIL LAMP and TOKEN.

Use the TOKEN on the newspaper machine (N); take ROUND PLIERS and ALCHEMICAL INSTRUCTION (O). Return to the Warehouse (P). Combine the HANDLE, WIRE and ROUND PLIERS in Inventory; take HOOK HOOK. Use the HOOK HOOK (Q) and OIL LAMP (R) on the hatch.

Take the FLASK (S). Walk back. Place the FLASK and ALCHEMICAL INSTRUCTION on the table (T); take ACID. Use the ACID on the awning chain (U); play the HOP to get the SHACKLES. Go down the hatch (V).

Use the CHAIN ??on the mage (W) to get the ENCODED CARD. Take the SCISSORS (W1). Remove the screen and take the SHEET OF PAPER (X); use the SCISSORS on the bag and take the BELL 3/3 and HALF MOON (X1). Walk back.

Place the BELLS 3/3 on the headpiece (Y); take the SUN HALF and INK (Y1). Go down the hatch (Y2). Place the MOON HALF and SUN HALF on the sofa compartment (Z).

Solution: Ax5-Bx7-Cx6-D. Take the FOUR-SIDED KEY and LITOGRAPH STONE 1/3; read the note.

Use the FOUR-SIDED KEY on the lock of the box; take the CHISEL and LITOGRAPH STONE 2/3 (E). Combine the ENCODED CARD and CHISEL in Inventory; take LITHOGRAPH STONE 3/3. Place the LITHOGRAPH STONES 3/3, INK, and SHEET OF PAPER on the printing press; take ELEANOR’S CARD (F). Give ELEANOR’S MAP to Richard (G).

Solution (@7): (Ax2-B)-(Cx2-D)-(EF)-(Gx2-H)-(Ix2-J).

Take GOLDEN STAR, TONGS, BRANCH, and COMET 1/4 (K); select symbol (K1). Use the TONGS on the fountain (L); take SOAP and FLOWER PEN (M). Place the FLOWER HANDLE on the greenhouse door (N); play the HOP to receive the URINE GOURD. Use Explosion Magic (P) on the stone debris (Q).

Take the SILVER STAR (R). Place the GOLD STAR and SILVER STAR on the fountain (S); take the SCREWDRIVER and KNIFE (T). Combine the BRIN GOURD, KNIFE and SOAP in Inventory; take the WASHER. Use the WASH and SCREWDRIVER on the swing lock (U); take COMET 2/4 and TUBE (V). Use the TUBE and BRANCH on the door of the house (V1). Walk forward (V2).

Take COMET 3/4, CONTINENT, and SEXTANT (W). Place the CONTINENT on the globe; take the BIRD TOTEM and STRIPPER (W1). Use the STRIPPER on the stuck objects (X) to get the FISH SKELETON and COMET 4/4. Select both symbols (Y). Use Flying Magic (Z) on the chandelier (Z1). Put the COMETS 4/4 on the chandelier (Z2).

Solution: (AB)-(D-Ex2)-(J-Kx5)-(G-Hx5). See screenshot for final solution (M). You receive a COMPASS and TONGS.

Place the COMPASS and SEXTANT on the base of the globe (N); take the MOULINE THREADS and GOLDEN DISC (O). Select symbol (P). Place the GOLDEN DISC on the sliding door panel (Q). Walk forward (R).

Take the BULL TOTEM (S). Walk back. Put the TOTEM BULL and TOTEM BIRD on the totem pedestal (T); play the HOP to receive the AWL. Walk forward (U).

Combine the FISH SKELETAL, TONGS and AWL in Inventory; take BONE NEEDLE. Use the MULLINA THREADS and the BONE NEEDLE on the panel (V). Select symbol (W). Use Sleep Magic (X) on Eleanor (Y).

Select both symbols (A). Use Healing Magic (B) on Alexandra (C). Congratulations! You have successfully completed the Penny Dreadful 21: Echoes of the Past Collector’s Edition walkthrough.

Penny Dreadful 21: Collectibles

The locations of cutscene fragments are marked with a green marker. The location of the exhibits of the Collection is marked with a red marker. Collection objects (A-D).

Collection objects (EG).

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