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Grim Tales 19: Heritage - Full Walkthrough with Tips and Puzzles

Penny Dreadful 19: Legacy. Maureen Black receives a message from the future, announcing her death. The frightened woman immediately seeks help from the main character of the story, who has the ability to travel through time. To prevent misfortune, you will have to throw all your strength into finding the right inventory, solving tricky puzzles and quest tasks. Only in this way will it be possible to find out what intrigues Maureen got into and who so zealously wants her death. 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 Maureen
  3. Chapter 2 The Study
  4. Chapter 3 Chantal
  5. Extra Chapter
  6. Collectibles


Penny Dreadful 19: General Tips

Maureen Black reads a newspaper article announcing her death. This does not look like a prank or a bad joke, because the article contains a photo of an observation tower, which has not yet been built in the present! In need of help, Maureen turns to a relative who has the gift of time travel and asks her to understand such an unusual and mysterious situation. Now you have to figure out Maureen’s ill-wisher and stop him before misfortune happens...

Each location of this game is a task of ingenuity, where you need to find the right items and apply them correctly. Only in this way will you be able to restore the chain of events, get all the evidence and complete the quest tasks. Be sure to read the found notes and do not forget to make important notes in the diary. 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 19: Chapter 1 Maureen

Talk to Maureen to get Maureen’s Cameo. Take the CLOTHING PEG, FLAMING LIQUID RECIPE, and PEACOCK FIGURINE (A). Look at the photo (B). Put the PEACOCK FIGURINE on the box (C); take BUTTON 1/2 and SPRAYER PUMP (D).

Use the CLOTHING PEG on the locker latch; take the BAKING SODA and HEART EMBLEM (E). Place the HEART EMBLEM on the box; take DORIAN’S CAMEO and PEROXIDE (F). Place DORIAN’S CAMEO and MORENE’S CAMEO on the wall above the fireplace (G) for a mini-game.

Do the following sequence (@1): (K on M-P) - (H on NIOLM) - (F on E-BCLK) - (G on DEBCLMJ) - (L on M) - (C on IGF) - (G on ICL) - (D on GI-O) - (D on GIN) - (H on CIGD) - (H on C-B-A) - (G on ICB) - (I on G) - (C to I) - (C to H). Take the PIN and REFRIGERATOR HANDLE (Q).

Place the REFRIGERATOR HANDLE on the refrigerator; take BUTTON 2/2 and SODA (R). Combine the FLAMING LIQUID RECIPE and BADDING SODA in Inventory and remove the lid from the jar; use the SODA and PEROXIDE on the jar and take the JAR WITH GLOWING LIQUID. Use the JAR OF FLAMING LIQUID and BUTTONS 2/2 on the lock (S). Walk forward (T).

Take WRAP, HAIR CLIPS, and MARLOW PLATE (U). Read the note (V). Use the PIN on the screen hinge (W); play the HOP to receive the BOOKS SUPPORT. Put the MARLOW PLATE on the cage (X); take the TOY WAND (X1). Walk back.

Place the BOOK STAND on the shelf (Y); select books and take EYE EMBLEM and NECKLACE (Y1). Walk forward (Z).

Place the EYE EMBLEM on the bag on the dresser; take BATTERY 1/3 and EYE PENCIL (A). Place the SPRAYER PUMP on the vial (1) and use the WRAP and EYE PENCIL on the mirror (2); select all the numbers on the mirror (3) and take the CODE. Use the CODE on the box on the windowsill; put the number 121202 on the box (B) and take the COLLAR (C). Use the COLLAR on the cat; take the FEATHER PEN (D).

Place the PEN on the dressing table drawer; take the HAIR NET (E). Examine the TOY WAND in Inventory and remove the top part of the wand; use the NECKLACE, HAIR NET and HAIR CLIPS on the stick and take the NET. Use the NET on the newspaper clipping outside the window (F); find the differences (G) and take the NEWSPAPER CUTTING. Walk back. Give the PRESS CUTTING to Maureen (H) to receive the COMB.

Take the CUTTERS and EMPTY SEAL (I). Open the information stand compartment (J) to receive the CASH BILL. Use the CUTTERS on the bike (K) to get the CHAIN. Use the MONEY on the crate in the booth (L) to activate a mini-game.

See screenshot for solution (1-33). Take ANTI-RUST and LEVER (M).

Use the ANTI-RUST on the bike (N) to get the CARBINE. Use the CHAIN, CARBINE, and LEVER on the turret lift mechanism (O); select lever.

Take the NOTEBOOK, BATTERY 2/3, BICYCLE KEY, and MOREEN FIGURINE (P). Use the COMB on the dog; take BATTERY 3/3 (Q). Walk back.

Use the BICYCLE KEY on the bike bag: take the TOP TOWER and EMMET FIGURINE (R). Walk forward (S). Place the EMMET FIGURINE and MAUREEN FIGURINE on the near stand (T); play the HOP to receive the COIN. Walk back.

Place the BATTERIES 3/3 in the information stand compartment (U); take the ELECTRONIC BOARD (V). Walk forward (W). Place the ELECTRONIC BOARD on the card machine (X); take the TOWN MAP (X1). Use the COIN on the viewing device (Y) and place the CITY MAP on the stand (Z); play the HOP to receive the BUTTON.

Combine the NOTEBOOK and BUTTON in Inventory; select the note twice. Take the EAR SPEAKER and Knapsack (1). Select the sign on the door handle on the left; take PHOTO SHIELD 1/3 (2). Examine the bill (3) and take the UMBRELLA HANDLE (4); read the diary (5). Place the UMBRELLA HANDLE on the umbrella; take the PHOTO PIECE 2/3 and the HOUSE EMBLEM (6). Place the HOUSE EMBLEM on the painting (7) for a mini-game.

Do the steps in the following sequence: JHGFEADCBLK. JHGACBLKJHGACB. LKJALKJA. Take PENDULUM BALL and OFFICE KEY. Use the OFFICE KEY on the lock on the left door (M). Walk left (N).

Place the PENDULUM BALL on the pendulum hanger; take the WHITE FLOWER and ELECTRIC TAPE (O). Familiarize yourself with the letter (P); place the TOP OF THE TOWER on the mock tower and take the TUBBS PLATE and SAFE HANDLE (Q). Combine the Knapsack, TUBBS PLATE, and WHITE FLOWER in your Inventory; move the objects and take PHOTO SHIELD 3/3, SUNGLASSES and SHOE HOLE. Place the PHOTO SHIELD 3/3 on the framed photo (R); take CHARITY EMBLEM (S). Walk back.

Use the SHOEHOLE on the flower pot; take the GOLF BALL and SEAL CUTTER (T). Walk left (U).

Place the CHARITY EMBLEM on the cabinet door; take the GOLFER and CORKSCREW (V). Place the GOLF PLAYER and GOLF BALL on the table golf (W) to activate a mini-game. Stop the marker on the green spot three times (X); take EMMET’S SIGNATURE (X1).

Combine the BLANK STAMP, EMMET’S SIGNATURE, and the STAMP CUTTER in your Inventory; take EMMET’S SIGNATURE SEAL. Use the SEAL WITH EMMET’S SIGNATURE, SAFE HANDLE, and EYE PIECE on the safe; take SLIDES (Y). Use the ELECTRIC TAPE and SLIDES on the projector (Y1). Play the HOP (Z) to receive the HINT SLIDE.

Penny Dreadful 19: Chapter 2 The Study

Zoom into the crowbar door (A). Take the ROD, SHEARS, and CAR KEY (B). Use the CORKSCREW on the display case; take the GLOVE and COAT (C). Use the GLOVE and SHEARS on the rose shoots; select the pruner and take the MONOGRAM (D). Use the CAR KEY (E); play the HOP to receive the BADGE.

Place the MONOGRAM on the mailbox (F) and examine the letter; take the CLIP (G) and FALSE MUSTACHE (H). Use the ROD on the tree (I) to get the HAT. Combine the COAT, HAT, FALSE MUSTACHE, SUNGLASSES and BADGE in Inventory; select coat. Walk right (J).

Take PHOTO SHIELD 1/3, TORN PHOTO, EMMET’S BAG, and PAINTING REPAIR (K). Combine EMMET’S BAG and CLIP in Inventory; take RING 1/2. Use the CORKSCREW on the crack in the floor (L) to get PHOTO PIECE 2/3 and RING 2/2.

Place the RINGS 2/2 on the cabinet doors on the right (M); play the HOP to receive the NAIL PULLER. Use the NAIL PULLER on the padlock on the left door (N) to get the CHARITY CREST HALF; select handle (O). Walk left (P).

Use the HINT SLIDE on the screen (Q); select red button (R). Use the PAINTING REPAIRER on the painting (S) to activate a mini-game.

Do the steps in the following sequence (@1): (A-B)-(CD)-(EF)-(GH)-(IJ)-(KL)-(MN)-(O-P)-(QR)- (ST). Take CHARITY CREST HALF and ADHESIVE TAPE.

Place the 2 CHARITY CREST HALVES on the drawer; take the DEFECTIVE FLASHLIGHT and SEAM Ripper (U). Walk back.

Combine EMMET’S BAG and SEAM Ripper in Inventory; read the note and take the FLASH DRIVE and SCREWDRIVER. Use the SCREWDRIVER on the mirror screws; take POWER BUTTON and PHOTO SHIELD 3/3 (V). Walk left (V1).

Combine the TORN PHOTO, PHOTO SHEARS 3/3 and ADHESIVE TAPE in Inventory; take PASSWORD. Select the computer power button (A); use the PASSWORD on the computer (B). Type in the password 14985 (C) and place the FLASH DRIVE into the slot (D); play the HOP to receive the LETTER.

Take the LIGHT BULB (E). Read the note; take the FLASK (F). Use the SEAM Ripper on Mike (G) to get the ROPES. Place the FLASK under the barrel cap (H); use the CORKSCREW on the barrel cork to get the OIL. Use the OIL on the toolbox latches; take BATTERIES and SCUBA MASK (I).

Combine the DEFECTIVE FLASHLIGHT, BULB, BATTERIES and POWER BUTTON in Inventory; select button and take FLASHLIGHT. Use the FLASHLIGHT on the dark corner (J); play the HOP to receive the VINEGAR. Use VINEGAR on Mike (K) to get a KNITTING NEEDLE and WOODEN DECORATION. Use the LETTER (L) and the KNITTING NEEDLE (M) on the door on the right. Walk right (N).

Take BROKEN LADDER, HACKSAW HANDLE, BRUSH, and STICKED BRANCH (O). Use the SCUBA MASK on the pool (P); play the HOP to receive the HAMMER. Use the SHARPENED BRANCH and HAMMER on the bust plate (Q) to get a HOOK; take HACKSAW SCREW. Use the BRUSH on the window of the house; take METAL DECORATION and GRINDSTONE (R).

Place the WOODEN DECORATION and the METAL DECORATION on the chest (@2) for a mini-game. Do the steps in the following sequence: ECBDFGECABDFECD. Take the TOOLBOX PLATE (H). Walk back.

Place the TOOLBOX PLATE on the toolbox panel; take the SANDING BAR and HACKSAW BLADE (I). Return to the Back Yard (J).

Combine the HACKSAW HANDLE, HACKSAW BLADE, HACKSAW SCREW and GRINDSTONE in Inventory; take the HACKSAW. Use the HACKSAW on the table (K) to get the SUCKER and PLANKS. Combine the BROKEN LADDER, PLANKS, ROPES and HOOK in Inventory; take the LADDER. Use the LADDER and SUCKER on the window (L). Walk right (M).

Talk to Mike to get a FIREPLACE DISC. Take STONE TILE and CUTTERS (N). Use the WIRE CUTTERS on the wire on the fireplace (O) to get the WIRE and OPENER. Walk back. Place the STONE TILE on the bust plinth (P) for a mini-game.

Do the steps in the following sequence (@3): (BO)-(TQ)-(MP)-(SN)-(GU)-(KR)-(AH)-(FE)-(GL)-(M-G )-(A-K)-(AE)-(JG)-(DN)-(AC)-(CD). See screenshot for final placement (@4). Take the FAULTY VOICE RECORDER. Return to the Dining Room.

Use the OPENER on the case on the serving table; take the SILVER SPOON and WATER BOTTLE (V). Use the WATER BOTTLE and FIREPLACE DISC on the fireplace (W) to activate a mini-game.

Do the following in the following order: (E)-(DF)-(E)-(C-H)-(BG)-(FD)-(E)-(HF)-(E)-(FC)-(E )-(GF)-(E)-(FB)-(E)-(DF)-(E)-(CI)-(BH)-(AD)-(F-A)-(E)-(H -F)-(E)-(FC)-(E)-(IF)-(E)-(FB). Take POCKET WATCH and AUDIO CASSETTE (J).

Combine the FAULTY VOICE RECORDER, AUDIO CASSETTE and WIRE in Inventory; select voice recorder and take MEOW RECORD. Use the RECORDING OF MEOW on the cat figurine (K) to activate a mini-game.

Solution for the first stage (@1): (3-BCFGHK)-(1-ACEDJ)-(2-BCEHGL). Step two solution (@2): (4-NJGFC)-(5-NMKGFB)-(6-MLKJHDEFA). Third step solution (@3): (BD)-(AB)-(DAC)-(BABDH)-(7-DEGJKL)-(HJKM)-(CEFGHN). Talk to Mrs. Peabody to receive the CHANTAL KEY. Use the CHANTAL KEY on the lock on the left door (P).

Penny Dreadful 19: Chapter 3 Chantal

Take ECHEVERIA, HINGE, FLOWER 1/5, RAW STONE, and BROKEN RING (A). Look at the photo (B) and the note (B1). Combine the BROKEN RING, RAW STONE and SANDING BAR in Inventory; take RING. Use the RING on the palm near the bust; take the CLOVER TOKEN (C).

Place the CLOVER TOKEN on the casket on the fireplace; take FLOWER 2/5 and BOLTS (D). Place the HINGE and BOLTS on the coffee table (E); play the HOP to receive the DISC SAW. Use the DISC SAW on the ivy shoots (F). Walk forward (G).

Take HIBISCUS and BLUE PETALS (H). Read the note (I). Place the ECHEVERIA and HIBISCUS on the cart (J); take the PLAYER BUTTON and CLOCK HINT (K). Walk right (L).

Place the RECORDER BUTTON on the tape recorder in the fireplace (M); take the RING WRENCH and WINDING GEAR (N). Walk forward (O).

Use the RING WRENCH on the swing bolt (P); play the HOP to receive the LEVER. Place the LEVER on the lift mechanism (Q); take FLOWER 3/5 (R). Combine the POCKET WATCH, WINDER, and CLOCK HINT in Inventory and set the time to 10 o’clock; look at the photo and take the HERALDIC LILY. Place the HERALDIC LILY on the floor hatch (S) for a mini-game.

Do the steps in the following sequence: Fx2-CF-H-A-Hx3-Bx2-D. Go down the hatch (H1).

Take the PEARL NECKLACE, FAULTY LAMP, TORN Stencil, RUBY EARRINGS, POWDER, and BROCCOLI AMULET (I). Read the note (J). Place the BLUE PETALS in the mortar (K) to get the BLUE PAINT. Return to the Greenhouse (L).

Place the BROCCOLI AMULET on the box; take the SKEW and BOILED EGG (M). Return to the Chamber of Secrets (N). Use the TORN Stencil and the SKEW on the table (O) for a mini-game.

Do the steps in the following sequence (@2): (AB-C-DEFG)-(DBGAHG)-(JFKJHKL). Take DIAMOND TIARA and FLOWER 4/5. Return to Chantal Hall.

Place the RUBY EARRINGS, PEARL NECKLACE, and DIAMOND TIARA on the bust (P) to get the CLOTH; take the LIGHT BULB (Q). Return to the Chamber of Secrets.

Combine the DEFECTIVE LAMP, LIGHT BULB and BLUE PAINT in Inventory; take the UV LAMP. Use the UV LAMP, POWDER, and BOILED EGG on the hat in the dresser (R) to get a FINGERPRINT. Examine the CCTV monitors (S) and use the FINGERPRINT on the fingerprint scanner (T); play the HOP to receive the EVIDENCE. Return to the Greenhouse (U).

Talk to Chantal to receive a FLOWER 5/5. Use the SILVER SPOON on the laser emitter (V). Give the EVIDENCE to the policeman (W). Return to Chantal Hall (X) to receive the PURSE; go to the Greenhouse.

Put the FLOWERS 5/5 on the flowerpot; take the BUTTERFLY TOKEN (Y). Place the BUTTERFLY TOKEN on the cart; take the SMALL WHEEL and SOLVENT (Z1). Return to the Chamber of Secrets (Z2).

Use the SOLVENT on the cured glue (A); play the HOP to receive the PIN. Return to the Greenhouse (B). Combine the PURSE and PIN in Inventory; take RANDY’S CAMEO. Place RANDY’S CAMEO on the flowerpot plinth; look at the photo (C).

Take BROKEN WATERING WATER, DROP AMULET, and SHORT GRIP (D). Examine the envelope (E). Use the CLOTH on the glass shards (F) for a mini-game.

Do the steps in the following sequence: (1-3)-(4-8)-(9-14). Take the WOODEN KEY and ELECTRIC TAPE.

Use the WOODEN KEY on the barn door lock; take SMALL RAKE and RAIL 1/4 (G). Use the SMALL RAKE on the ground of the flower bed; take the DOOR HANDLE (H). Place the DOOR HANDLE on the house door lock (I). Go into the house (J).

Take SOAP, RAIL 2/4, WATERING HEAD, and DOLL 1/3 (K). Read the note (L). Place the DROP AMULET on the cabinet compartment; take the LATCH and LAUNCHED BOAT (M). Place the LATCH on the water pipe (N); take the SMALL STEERING WHEEL (O).

Place the SMALL WHEEL and SMALL STEERING WHEEL on the car model (P) for a mini-game. Position the cars in the correct positions (Q); select button (R). Take RAIL 3/4 and SCREWDRIVER (S). Walk back.

Use the SCREWDRIVER on the shovel screw; take the WOODEN HANDLE (T). Return to Tubbs House (U). Combine the SHORT GRIP, WOODEN HANDLE, and ELECTIVE TAPE; take EXTENDED GRIP. Use the EXTENDED GRIP on the rope ladder (V). Go up the stairs (W).

Take RAIL 4/4 and SWITCH (X). Look at the photo (Y). Place the RAILS 4/4 (Z1) and the SWITCH on the toy railroad (Z2); select switch and take MAGNET (Z3). Walk back.

Use the MAGNET on the cabinet compartment (A); play the HOP to receive the HORSE FIGURINE. Place the HORSE FIGURINE on the toy carriage (B); take PENCIL and DOLL 2/3 (B1). Return to the Attic (C).

Use the SOAP and PENCIL on the lock of the secretary; take STAPLER UNIT and PLASTILINE (D). Use the ANTISTAPLER on the staples of the box; take HACOC (E). Walk back.

Combine the BROKEN WATERING WATER, WATERING OUTLET, and PLASTILINE in your Inventory; take the WATERING WATER. Use the WATERING WATER on the sink faucet (F) to get the WATER WATERING WATER. Walk back. Use the WATERING WATER on the flower; take DOLL 3/3 (G). Return to the Attic. Place the PUPPET 3/3 on the toy house (H) for a mini-game.

Do the steps in the following sequence (@1): (AB)-(CD)-(EF)-(GH)-(JK)-(LM)-(N-0)-(PQ). Take the PLASTIC PLUG (R). Walk back twice.

Combine the LAUNCHED BOAT, PLASTIC PLUG and PUMP in the Inventory; close the plug and take the INFLATABLE BOAT. Place the INFLATABLE BOAT on the pile of rocks (S).

Penny Dreadful 19: Extra Chapter

Talk to Emmett to get the SUITCASE KEY. Take GRAPPLE CRANE CONTROLLER 1/2, REMOTE CONTROL, and CANE (A). Use the SUITCASE KEY (B); play the HOP to receive an EMPTY TRAP.

Use the REMOTE CONTROL on the faucet control panel; take the WASP BAIT (C). Combine the EMPTY TRAP and OS BAIT in Inventory; take the WASP TRAP. Use the OS TRAP on the waymark; take RUBBER GLOVES and ELEMENT TILE 1/4 (D).

Use the RUBBER GLOVES on the electric box (E); take GRAPPLE CRANE CONTROLLER 2/2. Place the GRAPPLE CRANE CONTROLLERS 2/2 on the crane panel for a mini-game; do the steps in the following sequence: F-Gx2-J. Walk right (K).

Take TERMINAL BLOCK, MIRROR, and BIRD (L). Use the CANE on the air mattress (M); take ELEMENTAL TILE 2/4 and TONGS (N). Use the TONGS on the brazier (O) to get ELEMENTAL TILE 3/4 and SWITCH. Walk back.

Place the TERMINAL BLOCK and SWITCH on the electrical cabinet (P); take the SNOWFLAKE HALF and METAL BIRD (P1). Walk right (Q).

Place the METAL BIRD on the bread box; take GLASS CUTTER HANDLE and BREAD (R). Place the BREAD and BIRD on the birdhouse; take ELEMENTAL TILE 4/4 (S). Combine the MIRROR and ELEMENTAL TILES 4/4; take ELEMENTAL MIRROR. Use the ELEMENTAL MIRROR on the Cryptkeeper (T) to activate a mini-game.

Solution for the first step (@1): (AF)-(BE)-(CG)-(DH). Step two solution (@2): mark the symbols corresponding to the symbol shown in the mirror (A). Solution for the third step (@3): (AL)-(BN)-(CG)-(DM)-(E-H)-(FJ)-(K-O). Solution for the fourth step: select the symbol that matches the symbol shown in the mirror (@4). Walk forward (U).

Take SNOWFLAKE HALF, FRESCO PIECE 1/5, FRESCO PIECE 2/5, LOCKED BOX, and EMPTY MEDALLION (V). Read the scroll (W) and note (X). Walk back.

Place the two SNOWFLAKE HALVES on the box; take FRESCO PIECE 3/5 and DIAMOND TIP (Y). Return to the Family Crypt (Z).

Combine the GLASS CUTTER HANDLE and DIAMOND TIP in Inventory; take GLASS CUTTER. Use the GLASS CUTTER on the glass of the tomb (A); play the HOP to get the DUKE’S NAME PLATE. Place the DUKE’S NAME PLATE on the slab under the bust; take the DUKE FIGURINE and GOBLET (B).

Place the GOBLET on the figurine on the altar; take STONE FRAME and FRESCO PIECE 4/5 (C). Combine the LOCKED BOX, DUKE FIGURINE and STONE FRAME in your Inventory; take FRESCO PIECE 5/5 and POWER SYMBOL. Place the FRESCO PARTS 5/5 on the fresco (D); activate SEARCH. Walk forward (E).

Talk to Emmett to get the PORTRAIT OF THE DUKE. Take BUTTON 1/3, SILK DRESS, SEWING MACHINE KEY, POTHEPHONE PICKUP, DOLL, and BALLERINA (F). Use the SEWING MACHINE KEY on the sewing machine; take BUTTON 2/3 (G).

Put the BALLERINA on the box near the gramophone (H); take LACE and Rhombus HANDLE (I). Place the Rhombus HANDLE on the matching cabinet drawer and take the DUKE SYMBOL; read note (J). Walk back.

Place the POWER SYMBOL and DUKE SYMBOL on the altar panel (K) for a mini-game. Do the steps in the following sequence (@2): ABCDEFBCDF. Take STONE CROWN. Place the STONE CROWN on the bust (L) and take the SMALL FAN and GRAMO REC (M); read the note. Return to the Storeroom.

Place the GRAMOPHONE PICKUP and GRAMO REC on the gramophone (N); take WAX ??and BUTTON 3/3 (O). Use the SILK DRESS, LACE and BUTTONS 3/3 on the sewing machine; take the CASQUERATE ATTACHMENT (P). Combine the DOLL, Fancy Dress and SMALL FAN in Inventory; take UNUSUAL DOLL. Place the UNUSUAL DOLL on the shelf; arrange the puppets in their correct positions (Q) and take the STAR AMULET and WICK (R).

Place the STAR AMULET on the matching cabinet drawer (S); play the HOP to get SANDRO’S PORTRAIT. Place the PORTRAIT OF SANDRO and the PORTRAIT OF THE DUKE on the back of the cabinet; take the OLD MAN’S ADDRESS (T). Return to the Main Entrance. Use the OLD MAN’S ADDRESS on the waypoint (U). Walk left (V).

Take the BROKEN FIGURINE, TOWER PASS 1/3, TOWER PASS 2/3, LILY EMBLEM, and TASK TOKEN (W). Place the LILY EMBLEM on the fountain slab; take the DRAGON EMBLEM (X). Place the DRAGON EMBLEM on the box in the stall; take CLOCK HAND 1/2 and FLINT AND FEATHER (Y).

Combine the WAX, WICK and FLINT AND FLINT in your Inventory; take BURNING CANDLE. Use the BURNING CANDLE (A); play the HOP to receive the FIGURINE PARTS. Use the BRUSH TOKEN (B); take GLUE and LOCKED ALBUM (C).

Combine the BROKEN FIGURINE, GLUE and FIGURINE PARTS in Inventory; take the FROG FIGURINE. Place the FROG FIGURINE on the fountain (D); take CLOCK HAND 2/2 and WARDROBE NUMBERS (E). Place the CLOCK HANDS 2/2 on the clock face (F) for a mini-game.

Do the steps in the following sequence (@3): (A-8, B-12) - (B-1, A-5) - (B-2, A-9) - (B-3, A-6) - (B-4, A-11) - (B-7, A-10). Take TOWER PASS 3/3 and RECTANGULAR BLOCK. Use the TOWER PASS 3/3 on the electronic lock on the tower door (G). Walk forward (H).

Talk to the old man to get the TRIANGULAR BLOCK and KEY 1/3. Take KEY 2/3, FAILED SOLDERING IRON, and TOWER HALF (I). Read the note (J). Use the WARDROBE NUMBERS on the scanner (K); take ROUND BLOCK (L). Place the RECTANGULAR BLOCK, TRIANGULAR BLOCK, and ROUND BLOCK on the drawer near the easel; take the SCREWDRIVER (M).

Use the SCREWDRIVER on the display case screws; take PALETTE EMBLEM (N). Combine the LOCKED ALBUM and PALETTE EMBLEM in Inventory; take KEY 3/3 and PAINT PACK. Place KEYS 3/3 on the reception desk and select key 4 (O); take PIECE OF CANVAS and PICTURE PIECE 1/4 (P). Use the PIECE OF CANVAS and PAINT SET on the easel (Q) to activate a mini-game.

Use the brushes and paints (R) on the matching canvas pieces (S); don’t forget to put the brush in the water (T) between paint changes. See screenshot for final solution (U). Take CABINET HANDLE and TOWER HALF.

Place the two TOWER HALVES on the display case glass; take TOWER HEART and PICTURE PIECE 2/4 (V). Give the TOWER HEART to the old man (W) to receive the BONE.

Take the SCREW (X). Read the note (Y). Use the BONE on the column mechanism near the skeleton (Z); take the TUNING FORK and SOLDERING IRON (A). Use the TUNING FORK on the flask; take the SHARD OF GLASS and PICTURE PIECE 3/4 (B). Use the SHARD OF GLASS (C); play the HOP to receive the HANGER EMBLEM. Walk back.

Add the HANGER EMBLEM to the wardrobe rack panel; take the HELMET and HEX KEY (D). Use the HEX KEY on the speaker screws; take the BATTERY (E). Return to Sandro’s Lair (F).

Combine the DEFECTIVE SOLDERING IRON, SOLDERING TIP, SCREW, and BATTERY in Inventory; take the SOLDERING IRON. Use the CABINET HANDLE and SOLDERING IRON on the cabinet door (G); play the HOP to get PICTURE PIECE 4/4. Place PICTURE PARTS 4/4 on the painting (H). Walk forward (I).

Take GLASS EYE 1/2 and FILE (J). Use the FILE on the cage bars; take CAMEO SANDRO (K). Combine the EMPTY MEDALLION and CAMEO SANDRO in Inventory; take MEDALLION SANDRO. Place SANDRO’S MEDALLION on the stone slab (L) for a mini-game.

Do the steps in the following sequence (@4): CD-Ax2-C-Bx2-CD-Ax2-BCDCBA. Dx2-CBABAD-Cx2-D-Ax2. Take the SHEATH and GLASS EYE 2/2. Walk back.

Place the GLASS EYES 2/2 in the skull sockets; take the WEIGHT and SHIELD (M). Walk forward (N). Put the WEIGHT on the scale (O); take the KEY (P). Use the KEY on the metal box; take the DEATH AMULET (Q).

Combine the SHEATH and DEATH AMULET in Inventory; take the MAGIC DAGGER. Put the HELMET, SHIELD, and MAGIC DAGGER on the armor (R); take KNIGHT ARMOR. Take the CROWBAR (S). Use the CROWBAR on the tomb (T). Use the KNIGHT ARMOR on the ghost (U) to activate a mini-game.

Choose three of your symbols (A-B-C) to start the battle. If the enemy has a sword - select a shield, for a shield select a cross and for a cross select a sword. As the opponent’s life decreases, his symbols will be hidden. In such a case, choose a sword or a cross based on your health - you only have 3 hearts. Congratulations! You have successfully completed the Penny Dreadful 19 Legacy Collector’s Edition walkthrough.

Penny Dreadful 19: Collectibles

The location of morphing objects is marked with a yellow marker. The location of the exhibits of the collection is marked with a red marker. The location of the splash screen fragments is marked with a green marker. Collection objects (AD).

Collection objects (EG).

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