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Grim Tales 22: Horizon Of Wishes - Full Walkthrough with Tips and Puzzles

Scary Tales 22: Ultimate Dreams. This is a continuation of the story of Anna Gray, a time traveler who is able to travel to different eras and establish contacts with people who lived in the distant past. This time, Anna intends to find the soul of her father Richard, fulfill his last wish and reunite the family. Along the way, the girl is trying to fight the ancient Evil, which wants to penetrate our world and harm it. 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 Detective Agency
  3. Chapter 2 The Throne Room
  4. Chapter 3 Market
  5. Bonus Chapter
  6. Collectibles


Penny Dreadful 22: General Tips

Anna Gray has a new goal - to find her father Richard and fulfill his last wish. To find the right clues, the heroine again goes on a journey through time, this time following the clues from her mother. If everything goes well, Anna will be able to deal with the enemies that will meet on her way, and finally gather her whole family for one last family outing.

Each location of the 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 new information. 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 22: Chapter 1 Detective Agency

  1. Move the cloth cape; take the Cameo (A).
  2. Talk to mom to get the GRIM FAMILY CREST.
  3. Select Skull (B).

  1. Look at the three photographs (C).
  2. Take RUNE POUCH, BONE 1/3, SKULL KEY, and FOUNTAIN PEN (D).
  3. Read the two notes (D1).

  1. Use the SKULL KEY on the glass cube bolts; take the GREY FAMILY CREST and FIRST COORDINATES (E).
  2. Place the GRIM FAMILY CREST and GREY FAMILY CREST on the altar (F); take BONE 2/3, CORK, and OBSIDIAN DAGGER (G).
  3. Combine the RUNE POUCH and OBSIDIAN DAGGER in Inventory; take RUNES and BONE 3/3.
  4. Place BONES 3/3 on the floating stone table (H); take COIN and HAT AMULET (I).

  1. Place the HAT AMULET on the chest lock (J); play the HOP to receive the MAGIC INK.
  2. Use the RUNES, FOUNTAIN PEN, MAGIC INK, and FIRST COORDINATES on the portal (K).

  1. Select Cameo (L); talk to mom to get the Map.
  2. Take the UMBRELLA HANDLE, WANTED POSTER, and SCISSOR AMULET (M).
  3. Place the SCISSOR AMULET on the shop sign (N) to get POKER TOKEN 1/4 and DOOR HANDLE.
  4. Place the DOOR HANDLE on the car door (O).

  1. Solution: (6-RT)-(7-9-ST)-(7-8-9-RU)-(5-6-QT)-(lPU).
  2. (3-QT)-(2-3-PU)-(1-2-QT)-(4-5-6-RU).
  3. Take SWITCH and PASS (V).
  4. Give the PASS to the guard (W).
  5. Walk forward (W1).

  1. Select the column, newspaper and glass (XYZ) to receive the BANK NOTE.
  2. Walk back.
  3. Use the COIN and BANKNOTE on the workshop cash machine (A); play the HOP to receive the COSMETIC BRUSH.
  4. Return to the Bar (B).

  1. Take BAR KEY, POKER TOKEN 2/4, WOODEN BAR, and TRUE CLEF (C).
  2. Use the BAR KEY on the bar lock; take BOX WITH LIGHTS and POKER TOKEN 3/4 (D).
  3. Use the SWITCH and BOX WITH LIGHTS on the scene; take the JACK and PLANE (E).
  4. Use the JACK on the blockage in the center of the bar (F); take the AGENCY BUSINESS CARD and WEIGHT (F1).
  5. Walk back.

  1. Use the AGENCY BUSINESS CARD on the agency door (G).
  2. Take POKER TOKEN 4/4 (H).
  3. Return to the Bar (I).

  1. Place the POKER TOKENS 4/4 on the game table; take the FAUCET HANDLE and ROPE (J).
  2. Walk back.
  3. Combine the UMBRELLA HANDLE, WEIGHT and ROPE in Inventory; take CLIMBING HOOK.
  4. Use the CLIMBING HOOK on the balcony (K).

  1. See screenshots for solution (LMN).
  2. Take the CUTTERS and WAX (O).

  1. Use the CUTTERS on the umbrella (P) to get the UMBRELLA SPOKE.
  2. Use the WANTED POSTER (Q) and UMBRELLA SPOKES (R) on the agency door; select key (Q).
  3. Walk forward (R1).

  1. Take the TWEEZERS, NATURAL POWDER, and RICHARD’S LETTER FRAGMENT (S).
  2. Read the three notes (S1).
  3. Return to the Bar.

  1. Use the TWEEZERS on the table top in the center (T) to get the BASS KEY and CARTRIDGE CASE.
  2. Place the TRUE CLEF and BASS CLEF on the instrument case; take RADIO HANDLE and CODE (U).
  3. Return to the Detective Agency.

  1. Place the RADIO KNOB on the radio (V); take LUNCH TOKEN (W).
  2. Place the LUNCH TOKEN on the lunch box (X); play the HOP to receive the BUTTER KNIFE.
  3. Use the BUTTER KNIFE on the telephone (Y) to get the DIAL.
  4. Place the DIAL and CODE on the safe and take the RAW EGG (Z).
  5. Read the agreement and take the ELUSIVE GANG SYMBOL (Z1).

  1. Select Cameo (A); talk to mom to get the MECHANICAL WING.
  2. Place the MECHANICAL WING on the screen mechanism (B).
  3. Take the CRAYON (C); read the note (C1).
  4. Return to the Bar.
  5. Combine the WOODEN BAR, PLANE, WAX and CRAYON in Inventory; take CUY.
  6. Use the CUBE on the pool table (D).

  1. Solution: (EF)-(Gx6-H)-(Ix15-J).
  2. Take LETTER FRAGMENT 1/4 and COFFEE JEZE (K).

  1. Use the KPAN HANDLE (L) and the COFFEE CELL (M) on the bar; place the RAW EGG in the pot (N), select the egg and take the BOILED EGG (N1).
  2. Use the FINGER POWDER, BEAUTY BRUSH and BOILED EGG on the glass on the table (O) to get a FINGERPRINT.
  3. Return to the Detective Agency.

  1. Place the CARTRIDGE CASE and FINGERPRINT on the evidence board (P); use the SEARCH to get BARRY CARSON’S ADDRESS.
  2. Walk back.
  3. Use BARRY CARSON’S ADDRESS on the car (Q).

  1. Take MONOGRAM C, LETTER FRAGMENT 2/4, and BROKEN TOY (R).
  2. Place the MONOGRAM C on the cabinet drawer; take MOSAIC PIECE and BROWN PLANE (S).
  3. Place the MOSAIC PIECE on the cabinet mezzanine door; take GREEN PLANE and WHEEL (T).

  1. Place the BROWN PLANE and GREEN PLANE on the hanging carousel (U) to get a PIECE OF CARDBOARD and a BRONZE HANDLE.
  2. Place the BRONZE HANDLE on the door lock (V); play the HOP to get the HANDKERCHIEF.
  3. Use the HANDKERCHIEF on the broken glass of the cabinet door; take DARTS and MINER FIGURINE (W).

  1. Combine the BROKEN TOY, WORKER FIGURINE, and WHEEL; take TOY CAR.
  2. Place the TOY CAR on the rails (X); take TOY ENGINE and BOOK KEY (Y).
  3. Use the BOOK KEY and ELUSIVE GANG SYMBOL on the bookcase (Z); open the correct book and take the LETTER FRAGMENT 3/4 (Z1).

  1. Take the MAGNET (A).
  2. Use the MAGNET on the hook (B).
  3. Use the DARTS on the button (C).
  4. Aim and roll (D).

  1. Take GLUE and POKER (E).
  2. Use the POKER on the crate; take the PRECIOUS ZOISITE and RAILS (F).
  3. Place the RAILS and STEAM ENGINE on the luggage compartment (G).

  1. Solution: (HIKJK).
  2. Take CARSON’S MEDALLION.

  1. Place the CARSON MEDALLION on the chair rail (L) and take the HAT AMULET and LETTER FRAGMENT 4/4 (M1); read the note (M).
  2. Combine RICHARD’S LETTER FRAGMENT, LETTER FRAGMENTS 4/4, GLUE and PIECE OF CARDBOARD in Inventory; take RICHARD’S LETTER.
  3. Give RICHARD’S LETTER to Barry (N) to receive the FAMILY PORTRAIT.

  1. Select bandits (O).
  2. Place the FAMILY PORTRAIT on the base of the mirrors and take the HATCH RING and FORKED STICK (P); read the note (Q).
  3. Place the HATCH RING on the floor hatch (R); play the HOP to receive the TRAPS.
  4. Place the TRAPS in front of the bandits (S).

  1. Place the HAT AMULET (T); play the HOP to receive the STAFF OF POWER.
  2. Place the STAFF OF POWER in Richard’s hand (U); take the POCKET VORTEX and SECOND COORDINATES (V).
  3. Use the POCKET VORTEX for bad weather; take the MEDIEVAL DRESS (W).
  4. Use the SECOND COORDINATES and MEDIEVAL DRESS on the portal (X).

Penny Dreadful 22: Chapter 2 The Throne Room

  1. Select Cameo (A); talk to mom to get the LAUREL WREATH.
  2. Take the BELLOWS, CORKSCREW, and WEDGE (B).
  3. Read the note (C).

  1. Use the CORKSCREW on the cork in the gate (D) to get the DOOR KNOCKER.
  2. Use the DOOR KNOCKER on the ground near the windmill; take the TONGS and WOODEN SCREW (E).
  3. Place the WOODEN SCREW on the guillotine (F); take the METAL BLANK and ROPE (G).

  1. Use the BELLOWS on the coal (H), place the METAL BLANK on the anvil (I) and select the shape (J).
  2. Use the TONGS on the anvil (I) to get the ROYAL CREST.
  3. Place the ROYAL CREST and LAUREL WREATH on the gate (K).

  1. Select the marked areas (L), then select the green paint (M).
  2. Select the marked areas (N), then select the red paint (O).
  3. Select the marked areas (P), then select the blue paint (Q).
  4. Select the marked areas (R), then select the yellow paint (S).

  1. Select the marked areas (T), then select the blue paint (U).
  2. Walk forward (V).

  1. Examine the scroll (W).
  2. Take PICTURE FRAGMENT 1/4, HELMET, SWORD, and PRECIOUS GARNET (X).
  3. Place the PRECIOUS ZOISITE and the PRECIOUS GARNET on the throne rail; take the HORN and SCEPTER (Y).
  4. Place the HORN on the coat of arms near the paintings (Z); play the HOP to receive the VIMPEL.

  1. Place the SCEPTER and PENDANT on the pillows near the princess bust (A); take PICTURE FRAGMENT 2/4 and ROYAL SEAL (B).
  2. Place the ROYAL SEAL on the throne rail (C); take the HAMMER (D).
  3. Use the WEDGE and HAMMER on the padlock on the door (E).
  4. Walk right (F).

  1. Select Cameo (G); talk to mom to get a SHIELD.
  2. Combine the SWORD, SHIELD and HELMET in Inventory; take MILITARY EQUIPMENT.
  3. Use the MILITARY EQUIPMENT on the guard (H).

  1. The solution to the mini-game is random. Select the symbols on the location that match those shown in the panel (I).
  2. Collect the sets three times before the time runs out (J) to complete the mini-game.

  1. Take PICTURE FRAGMENT 3/4 and DUNGEON KEYS (K).
  2. Use the DUNGEON KEYS on the padlock on the grate (L) to get the BRUSH.
  3. Use the BROOM on the table on the right; take FRAME PIECE and EXTENDER (M).
  4. Walk back twice.

  1. Use the EXTENDER on the guillotine (O) to get the EYE AMULET and BLADE.
  2. Combine the FORKED STICK, BLADE and ROPE in Inventory; take AX.
  3. Use the AX on the tree (P) to get the BRANCH.
  4. Use the BRANCH on the forge (Q) to get a BURNING BRANCH.
  5. Return to the Dungeon.

  1. Use the BURNING BRANCH on the breach in the wall (R); play the HOP to get PICTURE FRAGMENT 4/4.
  2. Walk back.

  1. Place PICTURE FRAGMENTS 4/4 and FRAME PIECE on matching painting; take PRINCESS NECKLACE (S).
  2. Place the PRINCESS NECKLACE on the princess bust (T); take PALM AMULET and HAIR NET (U).
  3. Return to the Dungeon.

  1. Put the PALM AMULET and EYE AMULET on the bag and take the FILE and GLOVE (V); read the note (V1).
  2. Use the FILE on the grate of the well; take WITCH CARD and GRIP (W).
  3. Walk back twice.
  4. Use the WITCH MAP on the waypoint (W1).

Solution: (XYZ).

  1. Take the MILL MILL, BASKET, and HORSESHOE (A).
  2. Use the HORSESHOE on the basement door hinge; take the FAKE CROWN and BRUSH (B).
  3. Use the BRUSH on the tree on the left (C) to get the RESIN.
  4. Combine the GRIP, HAIR NET, FAKE CROWN and RESIN; take FRUIT PICKER.
  5. Use the FRUIT PICKER and BASKET on the tree on the right (D).

  1. Collect pairs of matching fruits (1-6).
  2. You receive a GIFT and a SHARP STONE.

  1. Use the SHARP STONE and the GLOVE on the mushroom (E) to get the POISONED MUSHROOM.
  2. Walk back.
  3. Place the POISONED MUSHROOM and MILL GRINDER on the stone mill; select the mill (F) and take the SLEEPING POWDER (G).
  4. Walk right (H).

  1. Combine the GIFT and SLEEPING POWDER in your Inventory; take POISONED FRUIT.
  2. Give the POISONED FRUIT to the guard (I).
  3. Take the METAL BRUSH (J).
  4. Use the METAL BRUSH on the lock of the drawer; open drawer and take HEALING INGREDIENTS 1/3 and MAGIC KEY (K).
  5. Use the MAGIC KEY on the lock of the lair door (L).
  6. Walk forward (M).

  1. Talk to Valtrude to receive HEALING INGREDIENTS 2/3.
  2. Take the SKULL, MAGIC STONE, and EMPTY BOTTLE (N).
  3. Place the SKULL on the cabinet door (O) and take the KING FIGURINE and STRETCHER (P); read the note (Q).
  4. Return to the Dungeon.
  5. Use the STRETCHER on Octavia (R).

  1. Talk to Octavena and Valtrude to get a GLOWING CRAYON and a WITCH FIGURINE.
  2. Place the KING FIGURINE and WITCH FIGURINE on the box; take UNFINISHED ARTIFACT and CORRECT DIAGRAM (S).
  3. Use the RIGHT DIAGRAM and the GLOWING CRAYON on the wall (T); draw the missing symbols to get HEALING INGREDIENTS 3/3.
  4. Use the HEALING INGREDIENTS 3/3 and the EMPTY BOTTLE on the cauldron in the hearth (U) to get the HEALING POTION.
  5. Use the HEALING POTION on Octavia (V).
  6. Talk to the King and Octavia to receive the FAN and PRINCESS HANDKERCHIEF.

  1. Take the COMB (W).
  2. Use the COMB on the drawer nails; take the HAT AMULET and MUG AMULET (X).
  3. Use the PRINCESS HANDKERCHIEF and MUG AMULET on the sign on the right (Y); play the HOP to receive the BOX.
  4. Combine the BOX and MAGIC STONE in Inventory; take POWDER FOR CANCELING WITCHING.
  5. Use the CANCELING POWDER on the princess statue (Z).

  1. Place the HAT AMULET on the chest lock (Z1).
  2. Activate the SEARCH to get the THIRD COORDINATES.
  3. Use the THIRD COORDINATES on the portal (Z2).

Penny Dreadful 22: Chapter 3 Market

  1. Select Cameo (A); talk to mom to get MULTI-COLORED FLOWERS 1/3.
  2. Read the note (A1).
  3. Take the SIEVE RIM, KNIFE, PESTLE, and BROKEN MORTAR (B).
  4. Use the KNIFE on the bag (C); take COOLING BALM and MULTI-COLORED FLOWERS 2/3 (D).

  1. Use the FANS and the COOLING BALM on the display on the right (E); play the HOP to receive the CORD.
  2. Use the CORD on the tent curtain; take the MARGIN SIGN and CANE UMBRELLA (F).
  3. Use the CANE UMBRELLA on the hanging lanterns (G) to get the BAMBOO MAT and ARROW.
  4. Combine the SIEVE RIM, BAMBOO MAT and KNIFE in Inventory to get the BAMBOO SIEVE.

  1. Use the BAMBOO SIEVE on the sand basket (H) to get the GINSENG SIGN and CERAMIC SHARDS.
  2. Place the MARGIN SIGN and GINSENG SIGN on the panel of the first aid kit (I).

  1. Solution: (JK)-(LM-Nx2)-(O-PQ)-(R).
  2. See screenshot for final placement (S).
  3. Take the MEDICINE KIT and FIG.

  1. Use the MEDICINE KIT on the boy (T) to get the CORN KEY and the ONION.
  2. Use the CORN KEY on the lock of the basket; take GLASS JUG and MINIATURE BOOTS (U).
  3. Use the GLASS JUG on the pond (V) to get WATER and 3/3 MULTICOLORED FLOWERS.

  1. Use the WATER and RICE on the cauldron (W) to get the RICE GLUE.
  2. Combine the BROKEN MORTAR, CERAMIC SHARDS, PESTLE, RICE CLUE and MULTI-COLORED FLOWERS 3/3 in Inventory; take PAINT PIGMENTS.
  3. Use the PAINT PIGMENTS on the masks in the tent (X).

  1. Use a brush and the desired coloring pigments.
  2. Solution: (AD).
  3. Take the RESIN.

Use the RESIN on the boat (E).

  1. Take the CRANK and GOLDEN DISC (F).
  2. Place the HANDLE on the gate (G) to get a CHAIN; take the MINIATURE HELMET (H).
  3. Combine the BOW, ARROW and CHAIN ​​in your Inventory; take BOARDING BOW.
  4. Use the BOARDING BOW on the tower (I) and take the STORK HANDLE (J); read the note (K).

  1. Place the STORK HANDLE on the right compartment of the wagon; take the SCREEN and BERGAMOT (L).
  2. Use the STENCIL on the well panel and select the four stones (M); take MUSICIAN FIGURINE and MINIATURE SPEAR (N).
  3. Place the MINIATURE SPEAR, MINIATURE HELMET, and MINIATURE BOOTS on the tower panel (O).

  1. Solution: (1-2)-(3-4)-(5-6)-(7-8)-(9-10)-(11-12).
  2. (13-14)-(15-16)-(17-18)-(19-20)-(21-22)-(23-24)-(25-26).
  3. (27-28)-(29-30)-(31-32)-(33-34)-(35-36)-(37-38)-(39-40).

  1. (41-42)-(43-44)-(45-46)-(47-48).
  2. Take the HIBISCUS.

  1. Place the GOLDEN DISC and HIBISCUS on the gate panel (P).
  2. Walk forward (Q).

  1. Take PLANK 1/3, STONE BLOCK, and GOLDEN SIGN (R).
  2. Place the GOLDEN SIGN on the scabbard; take the STRINGS and HWANDO SWORD (S).
  3. Use the HWANDO SWORD on the palanquin cloth and take the CUTTERS and CHISEL (T); read the scroll (T1).

  1. Use the CUTTERS on the gong hammer chain; take the HAMMER (U).
  2. Combine the STONE BLOCK, HAMMER and CHISEL in Inventory; take STONE LIONESS HEAD.
  3. Place the STONE LIONESS HEAD on the statue on the left (V); play the HOP to receive the BRUSH.
  4. Use the BERGAMOT and BRUSH on the weapon rack; take MUSICAL NOTES and TRIPLE SPEAR (W).

  1. Use the STRINGS and MUSICAL NOTES on the musical instrument; take the MUSICIAN FIGURINE (X).
  2. Place the 2 MUSICIANS FIGURINES on the panel in the palanquin; take STONE ELEMENT 1/4 and CAGE KEY (Y).
  3. Use the CAGE KEY (Z); talk to Su Yong to get the MOON.

  1. Talk to the boy (A) to receive the HORSE HANDLE.
  2. Use the HORSE HANDLE on the latch of the left compartment of the wagon; take TERRAIN MAP and BOARD 2/3 (B).
  3. Use the TERRAIN MAP on the waystone (C).
  4. Walk left (D).

  1. Take the MITTLES and SUN (E).
  2. Place the MOON and SUN on the gazebo panel (F).

  1. Solution (@1): (LEJFL)-(AKA)-(BHCIB).
  2. Take CLAY DRAGON and STONE ELEMENT 2/4.

  1. Place the CLAY DRAGON on the plinth (M); take FLOWER COOKIES and SPONGE (N).
  2. Give the FLOWER COOKIES to the critter; take the BRANCH WITH LEAVES and PLANK 3/3 (O).
  3. Place PLANKS 3/3 on the bridge (P).
  4. Use the BRANCH WITH LEAVES and the SPONGE on the mountain panel (Q) to get the NET.
  5. Use the TRIPLE SPEAR and NET on the ground near the tree on the right (R).

  1. Solution: (1-2)-(3-4)-(5-6)-(7-8)-(9-10)-(11-12)-(13-14)-(15-16)- (17-18)-(19-20).
  2. Take ORNAMENT and STONE ELEMENT 3/4.

  1. Place the ORNAMENT on the pedestal slab (S); take the GROUND STONE and STONE ELEMENT 4/4 (T).
  2. Place the STONE ELEMENTS 4/4 on the mountain panel (U).
  3. Walk forward (V).

  1. Talk to the Keeper to get a STRONG BELT and MAGIC SPORE.
  2. Take the BRUSH (W).
  3. Use the FAN on the cloud of steam; take the COUNTING STICKS and MAGIC CRYSTAL (W1).
  4. Use the MAGIC CRYSTAL and MAGIC Spores on the altar (X); take the FLUORESCENT MUSHROOM (X1).
  5. Use the GLOVES and FLUORESCENT MUSHROOM on the roots (Y); play the HOP to receive the PICKAXE.
  6. Use the PICKAXE on the stalactites (Z); take the STALACTITE (Z1).
  7. Combine the STALACTITE, GROUND STONE and STRONG BELT in Inventory; take CANE.

  1. Give the CANE to the Keeper (A) to get the FLINT and the INCORPORATED STICKS.
  2. Take the EMPEROR’S DECREE (B).
  3. Check the edict in Inventory.

  1. Select scroll (C).
  2. Take INK and ALCOHOL (D).
  3. Place the COUNTING STICK on the trading stall panel; take METAL PLATE and STONE EYES (E).

  1. Use the AROMATIC STICKS, METAL PLATE, and FLINT on the flower bed (F); play the HOP to receive the COTTON WATCH.
  2. Combine the EMPEROR’S DECREE, ALCOHOL, COTTON WATCH, INK AND BRUSH in Inventory; take the CORRECTED DECREE.
  3. Give the CORRECTED DECREE to the herald (G).

  1. Select Cameo (H); talk to Richard to get the FLASK.
  2. Use the STONE EYES (I) and the FLASK (J) on the lion statue to get the RESTORATION ELIXIR.
  3. Use the RESTORATION ELIXIR on the stone flower; take STONE PETALS (K).
  4. Combine the UNFINISHED ARTIFACT and STONE PETALS in Inventory; take the ARTIFACT OF WISHES.
  5. Give the ARTIFACT OF WISHES to Richard (L).

Penny Dreadful 22: Bonus Chapter

  1. Talk to the driver to get the CAR HANDLE.
  2. Take DETECTIVE BADGE (A).
  3. Place the CAR HANDLE on the car compartment; take STAMP 1/3 and OIL CAN (B).

  1. Use the OIL CAN and DETECTIVE’S BADGE on the latch of the bag.
  2. Open the bag and take the WALLET and PAPER KNIFE (C); check out the newspaper (C1).
  3. Use the PAPER KNIFE (D); activate the SEARCH to get the ADDRESS OF THE CRIME SCENE.
  4. Give the CRIME SCENE ADDRESS to the driver (E).

  1. Talk to the policeman to get the MAIL SYMBOL.
  2. Take STAMP 2/3, PLASTER BOX, and SCOOP (F).
  3. Use the SCOOP on the ground of the flower bed; take the DISC MOLD and POST SYMBOL (G).

  1. Place the two MAIL SYMBOLS on the mail stand and take the WIRE CUTTERS and ZIPPER FLAG (H); read the letter (I).
  2. Combine the WALLET and ZIPPER FLAG in the Inventory; take LENS and DETECTIVE ID.
  3. Give the DETECTIVE ID to the policeman (J).

  1. Color the image according to the clue (K-L); see screenshot for final solution (M).
  2. Create the completed image from the fragments (N).
  3. Solution: Ox2-Px2-Qx3-Rx2-S.
  4. Take the HELMET AMULET (T).
  5. Walk forward (U).

  1. Take HAIRPIN, PIPETTE AMULET, and EMPTY BOTTLE (V).
  2. Read the note (W).
  3. Place the HELMET AMULET and PIPETTE AMULET on the case latches (X); take the MAGNET and LOCK PICK (X1).
  4. Use the LOCK PICK on the drawer lock; take COIL and MARK 3/3 (Y).
  5. Walk back.

  1. Place the STAMPS 3/3 on the mailbox; take the PIPETTE and KNOB (Z1).
  2. Walk left (Z2).
  3. Use the PIPETTE on the carpet (Z3) to get a SAMPLE OF THE SUBSTANCE.
  4. Use the LENS, ROTARY KNOB and SAMPLE SUBSTANCE on the microscope (Z4).

  1. Solution: (Ax4-BCD-Ex2-F).
  2. Take GAS KEY and DECRYPTED CODE (G).
  3. Walk back.

  1. Use the GAS KEY (H) and EMPTY BOTTLE (H1) on the hydrant; take the BOTTLE OF WATER (H1).
  2. Walk left (I).

  1. Combine the DISK MOLD, GYPSUM BOX, WATER BOTTLE, and HAIRPIN; take the DIAL DISC.
  2. Use the DIAL and the DECRYPTED CODE on the cupboard lock.
  3. Solution (J): (I-VIII-III)-(IV-II-V)-(IX-VIII-V).
  4. Play the HOP to receive the MASK WITH INITIALS.
  5. Use the MASK WITH INITIALS on the diary (K); play the HOP to get the TAILOR’S DETAILS and MASK WITH INITIALS.
  6. Walk back.
  7. Use the TAILOR’S DATA on the car (L).

  1. Talk to Richard (M) to receive the IGNITION KEY.
  2. Take the FIRE EXTINGUISHER, COBBLE, and SHARPEN (N).
  3. Use the FIRE EXTINGUISHER on the car; take the JACK and DULL BLADE (O).

  1. Use the CUTTERS (1) and JACK (2) on the garage door; take the WHEEL AMULET and WRENCH (P).
  2. Place the WHEEL AMULET on the motorcycle luggage bag; take the VALVE and HANDLE (Q).
  3. Combine the DULL BLADE, HANDLE and SHARPENER in Inventory; take SHARP KNIFE.
  4. Use the WRENCH (R) and SHARP KNIFE (R1) on the mine.

  1. Gently slide the clip (S) along the green wire until you reach the opposite end.
  2. Gently slide the clamp (T) along the red wire until you reach the opposite end.
  3. Gently slide the clamp (U) along the blue wire until you reach the opposite end.

  1. Solution for the first stage: (AB)-(CD)-(EF)-(G-H).
  2. Solution for the second stage: (PN)-(NKLMONJLKIJLMKL).
  3. Solution for the third stage: Qx5-Rx3-Sx6-Tx4-Ux2.
  4. Take PHONE CORD and WEDGE.

  1. Use the WEDGE and ROCKSTONE on the trunk of the car; open the door and take the FIXER and CANISTER (V).
  2. Use the VALVE (W) and CAN (W1) on the fuel pump to get the FUEL.
  3. Use the FUEL (X) and IGNITION KEY (Y) on the motorcycle.

  1. Take DRAWING 1/4 (A).
  2. Use the MAGNET on the lock of the wagon rail; take the SUCKER and HACKSAW (B).
  3. Use the HACKSAW on the fallen tree (C); play the HOP to receive the DOOR KNOCKER.
  4. Use the DOOR KNOCKER and LATCH on the shop door (D); select hammer.
  5. Walk right (E).

  1. Give the MASK WITH INITIALS to the tailor (F) to get the CUTTED BUTTON.
  2. Take the MANNEQUIN ARM FRAME (G).
  3. Use the CUTTED BUTTON and SHARP KNIFE on the roll of cloth (H) to get the FABRIC and TAILOR’S KEY.
  4. Use the TAILOR’S KEY on the sewing machine compartment; take the UMBRELLA AMULET and DRAWING 2/4 (I).
  5. Walk back.

  1. Place the UMBRELLA AMULET on the wagon umbrella (J) to get the CHOCOLATE and GLASS CUTTER.
  2. Use the GLASS CUTTER and SUCKER on the glass of the bar door (K).
  3. Walk forward (L).

  1. Take the BAR DOOR PIECE (M) and PICTURE 3/4.
  2. Place the BAR DOOR PIECE on the bar door (N); play the HOP to receive the BARTENDER FIGURINE and COTTON FILLER.
  3. Place the BARTENDER FIGURINE on the bar drawer; take the MANNEQUIN HEAD and NEEDLE (O).
  4. Return to the Atelier.

  1. Use the NEEDLE and CLOTH on the sewing machine (P); place the COIL on the sewing machine (P1).
  2. Solution (@1): (S)-(Rx6-Dx9)-(S)-(Lx4-D)-(S).
  3. (Rx4)-(S)-(Lx3)-(S)-(Ux4-R)-(S).
  4. Take the STITLED CLOTH (A).
  5. Combine the MANNEQUIN ARM FRAME, STITCHED FABRIC and COTTON FILLER in Inventory; take the MANNEQUIN HAND.

  1. Place the MANNEQUIN HAND and MANNEQUIN HEAD on the mannequin; take the PHONE HANDLET and SLIVEL (B).
  2. Return to the Bar.

  1. Use the SLIVEL on the candle (C) to get the FIRE.
  2. Use the FIRE and CHOCOLATE on the gas stove on the bar; select tile and take HOT CHOCOLATE (D).
  3. Use the HOT CHOCOLATE on the chocolate ball; take the WAFER (E) and MARTINI GLASS (F).
  4. Return to the Atelier.

  1. Give the WAFFLE to the parrot; take the DRILL DRILL and CHAMPAGNE GLASS (G).
  2. Return to the Bar.
  3. Place the CHAMPAGNE GLASS and MARTINI GLASS in the box on the bar; take PICTURE 4/4 (H).
  4. Place the DRAWINGS 4/4 on the wall straight ahead (I).

  1. Solution for the first stage: (Jx2-L-Jx2-LN).
  2. Solution for the second stage: (OPOPOQS).
  3. Talk to Richard to receive LOCK PART 1/3 and a HAT.

  1. Take LOCK PIECE 2/3, DRILL, and MASK (T).
  2. Place the HAT and MASK on the matching cabinet (U); play the HOP to receive the GRAPE AMULET.
  3. Place the GRAPE AMULET on the barrel; take the DRILL HANDLE (V).
  4. Combine the DRILL, DRILL HANDLE and DRILL DRILL in Inventory; take HAND DRILL.

  1. Use HAND DRILL; take LOCK PIECE 3/3 and ROPE TRAP (W).
  2. Place the LOCK PARTS 3/3 on the matching locker and take the GANG SYMBOL (X); read the diary (X1).

  1. Place the GANG SYMBOL on the lock (Y); select the door handle.
  2. Use the ROPE TRAP on the criminals (Z).

  1. The solution to the mini-game is random (A).
  2. Receive the NAIL PULLER.

  1. Use the NAIL PULLER on the floorboard near the barrel; take the POLICE BUTTON (B).
  2. Use the POLICE BUTTON, HANDSET and PHONE WIRE on the phone (C).
  3. Select the phone button. Congratulations! You have successfully completed the Penny Dreadful 22: Ultimate Dream Collector’s Edition walkthrough.

Penny Dreadful 22: Collectibles

  1. The location of the splash screen fragments is marked with a green marker.
  2. The location of the Collection items is marked with a red marker. Collection objects (AD).

Collection Objects (EF).

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