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Grim Tales 20: Trace in Time - Full Walkthrough with Tips and Puzzles

Penny Dreadful 20: A Trail in Time. Time traveler Anna Gray uses her gift to change the past for the better and prevent future troubles. However, not everyone likes her actions. Anna is approached by the secret organization Omen, who planned to destroy all time travelers. Now the heroine has to fight for her own life and the well-being of her loved ones. 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 Richard Gray
  3. Chapter 2 The Omen Mansion
  4. Chapter 3 Jasper
  5. Chapter 4 Aubrey
  6. Chapter 5 March
  7. Extra Chapter
  8. Collectibles

Penny Dreadful 20: General Tips

An assassination attempt is made on Anna Gray during an ordinary lunch in a cafe - someone pours poison into her cake. Waking up, the woman learns from her husband that she was saved only thanks to the transplantation of a donor heart. After the incident, Anna begins an investigation and goes to the Omen organization, which seeks to get rid of all time travelers. Since Anna is one of these travelers, the members of the organization planned to destroy her, which means that they can repeat the unsuccessful attempt!

It’s up to you to challenge the Omen organization and stop it before the next blow is struck. For this purpose, collect the necessary items in colorful locations and look for the right ways to use them. Don’t forget to read notes to get new details about the case and find collectibles. In case of difficulty, you can use the hint. Also check the Map often so you don’t 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 20: Chapter 1 Richard Gray

Take the LOCKED BAG. Take the OIL CAN HANDLE and HEART EMBLEM 1/3 (A). Place the OIL CAN HANDLE on the oil can (B); take BUTTER and SPOON. Look at the clipboard on the windowsill (C).

Take CODE ROLLER (D); use the SPOON on the ground of the flower pot and take the HEX KEY and HEART EMBLEM 2/3. Use the BUTTER and HEX KEY on the wheelchair mirror (E); take MIRROR. Place the CODE ROLLER on the cabinet lock (F); use the MIRROR on the cabinet and set the code 2-3-5-1 on the lock.

Play the HOP (G) to receive the BAG DECORATION. Combine the LOCKED BAG and BAG DECORATION in your Inventory; take COIN and HAIRPIN. Use the HAIRPIN on the box lock on the windowsill (H); take CADUCE. Place the CADUCEUS on the case on the wheelchair (I); take BELT and HEART EMBLEM 3/3.

Place the HEART EMBLEMS 3/3 on the drawer (J) and take the ICOSAHEDRON; select the paper pieces to activate a mini-game. See screenshot for solution (K); select a note.

Take ICE CUBE 1/4 and BOLT CUTTER (L). Take GLOVES (M); use the BOLT CUTTER on the chain and take the ICE DRILL. Take ICE CUBE 2/4 (N); use the ICE DRILL on the ice of the pond and take the MONOGRAM R and the CARBINE. Combine the BELT and CARBINE; take SAFETY BELT. Use the SAFETY BELT and GLOVES on the metal ladder (O).

Find pairs of matching objects (P).

Take MONOGRAM G and ICE CUB 3/4 (Q). Place the MONOGRAM R and MONOGRAM G on the house door lock (R). Go to Richard’s House.

Take the SNOWFLAKER (S). Put the SNOWFLAKER on the frozen safe (T); take CHICKEN FOOT and ICE CUBE 4/4. Walk back.

Place the 4/4 ICE CUBES on the statue niche (U) for a mini-game.

Do the steps in the following sequence (V): (AB)-(ABC)-(ABC)-(ABCD); take MATCHES and ROOT.

Use the MATCHES on the chest (W); take LIGHT BULB and BLACK SEAL. Return to Richard’s House.

Use the BLACK SEAL on the table chain (X); take RUNE STONES and POT. Take the POTION RECIPE (Y) and read the information in the book; place the RUNESTONES and ICOSAHEDRON on the altar and take the AX BLADE and SKULL. Take the FLASK (Z); place the SKULL on the fireplace mantel and take the WOLF TOTEM and the GRINDSTONE. Walk back.

Place the WOLF TOTEM on the treehouse door (A); take AX HANDLE and THISTLE. Combine the AX BLADE, AX HANDLE and GRINDSTONE in Inventory; take AX. Use the AX on the wooden deck (B); take FIREWOOD. Return to Richard’s House.

Combine the POTION RECIPE, POT, CHICKEN FOOT, ROOT and THISTLE in Inventory; take POTION INGREDIENTS. Use the FIREWOOD, MATCHES and POTION INGREDIENTS on the fireplace (C); place the FLASK on the pot to get the MIRROR POTION. Use the MIRROR POTION on the mirror (D). Play the HOP (E); take OMEN EMBLEM.

Penny Dreadful 20: Chapter 2 The Omen Mansion

Receive the DEFECTIVE FLASHLIGHT. Take CLOCK HANDS 1/5 and BUTTERFLY MEDAL (F). Take the PLAQUE HALF (G); place the OMEN EMBLEM and BUTTERFLY MEDAL on the memorial and take the BATTERIES and CLOCK HANDS 2/5. Combine the DEFECTIVE FLASHLIGHT, LIGHT BULB and BATTERIES in Inventory; take FLASHLIGHT. Take CLOCK HANDS 3/5 (H); use the FLASHLIGHT on the bush.

Find the items on the list (I) to receive the HOURGLASS. Place the HOURGLASS on the gate (J). Walk forward.

Take CLOCK HANDS 4/5 (K); use the COIN on the telephone and take the PLAQUE HALF. Take POSTER PIECE 1/3 (L); place the two MEMORIAL PLATE HALVES on the statue plinth and take the CLOCK HANDS 5/5 and the DEFECTIVE SPRAYER. Take SPRAYER BUTTON (M); place the CLOCK HANDS 5/5 on the clock for a mini-game.

Do the following in sequence (N): (FC)-(BE)-(BE); take WIND ROSE and VALVE. Place the VALVE on the locking mechanism of the metal gates (O). Go to the Prison Cell.

Take the ID CARD and POSTER PIECE 2/3 (P). Use the ID CARD on the locker latch (Q); take the SHARD OF GLASS and BROKEN FIGURINE. Use the SHARD OF GLASS on the seam of the mattress (R); take FIGURINE HANDS and POSTER PIECE 3/3. Walk back.

Place the POSTER PARTS 3/3 on the wall next to the telephone (S); select poster and take SPRAYER NOZZLE. Walk back.

Combine the DEFECTIVE SPRAYER, SPRAYER BUTTON and SPRAYER NOZZLE in Inventory; take INSECTICIDE. Use the INSECTICIDE on the ants (T); take CAR KEY. Use the CAR KEY on the car door lock (U).

Play the HOP (V) to receive PETER’S CAMEO. Walk forward. Place PETER’S CAMEO on the statue’s plinth (W); take INFINITY EMBLEM and GLUE. Return to the Prison Cell.

Place the INFINITY EMBLEM on the box on the shelf (X); take MARKER and TONGS. Use the TONGS on the sink (Y); take FIGURINE HEAD. Combine the BROKEN FIGURINE, FIGURINE HEAD, FIGURINE HANDS, and GLUE in Inventory; take TIME TRAVELER FIGURINE.

Place the TIME TRAVEL FIGURINE on the small cage (Z); take KALEIDOSCOPE 1/3 and DRAWING PAGE. Use the DRAWING PAGE on the wall straight ahead (A) to activate a mini-game.

See screenshot for solution (B).

See screenshot for solution (C).

See screenshot for solution (D). Do the steps in the following sequence (E): Ax2-Bx3-Cx5-Dx3; take UNLOADED PISTOL and LOCK PICK.

Use the LOCK PICK on the prison cell door lock (F).

Penny Dreadful 20: Chapter 3 Jasper

Take the WIRE (G). Use the WIRE on the hand (H) for a mini-game. Do the steps in the following sequence (I): (GF)-(FH)-(BE)-(DA)-(BC)-(BH); you receive the GUN TRIGGER.

Take the SWITCH (J). Take MAGNETIC POWDER (K); place the SWITCH on the wall near the pantry and take the RETORT and COMPASS.

Take SKETCH FRAGMENT 1/4 (L); put the WIND ROSE and COMPASS on the stand. Play the HOP (M); take ADHESIVE TAPE.

Take KALEIDOSCOPE 2/3 (N); use the MAGNETIC POWDER and TAPE on the palm print to get a FINGERPRINT. Use the FINGERPRINT on the electronic door lock straight ahead (O). Go to the Invention Room.

Take JASPER’S CAMEO and SCREWDRIVER (P). Take SKETCH PIECE 2/4 and EMPTY ELECTRONIC BOARD (Q). Take the BURNER (R); place the EMPTY ELECTRONIC BOARD on the printing press and take the ELECTRONIC BOARD. Take SKETCH FRAGMENT 3/4 (S); use the SCREWDRIVER on the screws and remove the faulty board; place the ELECTRONIC BOARD in the lock and take the TEST TUBE and BLADE. Walk back.

Use the BLADE on the bag (T); take AUBREY’S CAMEO and SPIRAL TUBE. Place JASPER’S CAMEO and AUBREY’S CAMEO on the locks of the suitcase (U); take DEFECTIVE HAIRDRYER and EMPTY DART. Return to the Invention Room.

Use the SPIRAL TUBE, BURNER, TEST TUBE, RETORT and EMPTY DART on the lab table (V) to activate a mini-game.

Do the following in sequence (W): FGHCBAFGLMNOJEDCBGLMN-IDCBGLMNOJEDCHMNIDCBP; you receive a TRANQUILIZER DART. Walk back.

Combine the UNLOADED PISTOL, TRANQUILIZER DART and GUN TRIGGER in Inventory; take LOADED GUN. Use the LOADED GUN on Jasper (X); you receive a CHISEL. Go to the Corridor. Take SKETCH FRAGMENT 4/4 (Y). Return to the Invention Room.

Place SKETCH FRAGMENTS 4/4 and MARKER on the table on the right (Z). Find all the numbers (A) to get the CODE.

Use the CODE on the table dial on the left (B); take HAIR DRYER SWITCH and DIPLOMA DECORATION. Place the DIPLOMA DECORATION on the diploma (C); take CHEST KEY. Return to the Corridor.

Use the CHEST KEY (D); open chest and take LEVER and WOOL. Place the LEVER on the transition mechanism (E). Take the CObblestone (F). Use the CHISEL and ROCKSTONE on the cell grate lock (G). Go to Aubrey’s Cell.

You receive PETER’S PORTRAIT. Take the LIFE SYMBOL (H). Return to the Hardware Room. Place the LIFE SYMBOL on the locker (I).

Find the pairs of matching objects (J) to get the AMMONIA. Return to Aubrey’s Cell. Use the AMMONIA on Aubrey (K); you receive the KEY HALF and KALEIDOSCOPE 3/3.

Penny Dreadful 20: Chapter 4 Aubrey

Take the NEEDLE (L); place the KALEIDOSCOPES 3/3 on the panel for a mini-game.

See screenshot for solution (M).

See screenshot for solution (N); take COIL and CHAIN.

Take LOCKED BOOK (O); use the WOOL and the SPOOL on the spinning wheel to get the THREADS. Use the NEEDLE and THREADS on the bed drawer hinge (P); take KEY HALF. Walk back.

Use the two KEY HALVES on the left lock (Q). Go to the Signal Tower. Take the GUARD TOKEN (R). Place the GUARD TOKEN on the locker door (S); take the OMEN RING. Walk back.

Use the OMEN RING on the box’s wax seal (T). Play the HOP (U) to receive the OMEN ROBE. Return to the Signal Tower. Use the OMEN ROBE (V).

Take the DIAL DISK (W). Take GEAR 1/3 (X). Place the DISC on the safe (Y) for a mini-game.

Do the actions in the following sequence (Z): Bx5-Ax4-Cx5; take INGRID’S PORTRAIT and WHEEL. Place the HANDWHEEL and CHAIN ??on the curtain mechanism (A). Go to the Laboratory.

Take the TYPEWRITER AMULET (B). Combine the LOCKED BOOK and AMULET TYPEWRITER in Inventory; take GIRL FIGURINE and GEAR 2/3. Take the HEAT SHRINK TUBE (C); place the GIRL FIGURINE on the support and take the WRISTWATCH and GEAR 3/3. Place the GEARS 3/3 on the grandfather clock mechanism (D); take BATTERY. Walk back.

Combine the DEFECTIVE HAIR DRYER, HAIR DRYER SWITCH and BATTERY in Inventory; take FEN. Use the HEAT SHRINK TUBE and HAIR DRYER on the damaged control panel wire (E) to activate a mini-game.

See screenshot for solution (F); take SIGNAL MUFFLER BODY and MONOCLE. Return to the Laboratory.

Use the WRISTWATCH and MONOCLE on the mannequin (G); take CLOCK PENDULUM and EMITTER. Place the CLOCK PENDULUM on the grandfather clock (H); take POWER REGULATOR and PORTRAIT OF MARTHA. Place PETER’S PORTRAIT, INGRID’S PORTRAIT, and MARTHA’S PORTRAIT on the stand (I).

Play the HOP (J) to receive the ACCESS CARD. Walk back. Use the ACCESS CARD on the locker’s electronic lock (K); take INTERFERENCE GENERATOR. Combine the SIGNAL MUFFLER BODY, INTERFERENCE GENERATOR, POWER REGULATOR and EMISSION; take the SIGNAL MUFFLER. Use the SIGNAL MUFFLER on the globe (L).

Penny Dreadful 20: Chapter 5 March

Receive HOURGLASS AMULET and PUZZLE TILE 1/4. Take the WINDING KEY (M). Take PUZZLE TILE 2/4 (N); use the WINDING KEY on the clock and take the CLOCK TOOL and CHESS KING. Take the MUSICAL NOTES (O); use the CLOCK TOOL on the basket latch.

Find pairs of matching objects (P); you receive the CHESS QUEEN.

Take the CRYPTEX (Q); place the CHESS KING and CHESS QUEEN on the chessboard and take the CLOCK FACE PIECE 1/5 and the METRONOME PENDULUM. Place the METRONOME PENDULUM on the metronome (R); take PUZZLE TILE 3/4 and TO-DO LIST. Give the TO-DO LIST to Martha (S). Go to City Square.

Take MONEY and MORSE HANDLE (T). Talk to the merchant to receive the DIAL PIECE 2/5; give the MONEY to the merchant (U) and take the APPLE and SNUFF BOX. Give the APPLE to the horse (V); take PUZZLE TILE 4/4 and CRANK. Walk back.

Place the PUZZLE TILES 4/4 on the puzzle (W) to activate a mini-game.

Proceed in the following order (X): (MC)-(FM)-(IG)-(PI)-(NM)-(EN)-(JE)-(BM)-(PB)-(AB)-( OP)-(CM)-(CK)-(MC)-(OC)-(OC)-(DO)-(AC)-(DA)-(CD)-(JD)-(HF)-(GH) -(MH)-(MJ)-(GJ)-(CG)-(LM)-(LG)-(MG)-(JL); take DIAL PIECE 3/5 and CRYPTEX TILES.

Combine the CRYPTEX and the CRYPTEX TILES in your Inventory; take DIAL PIECE 4/5 and PIANO KEY. Place the MUSICAL NOTES and PIANO KEY on the piano (Y); select the keys in the ABCDE sequence and take the TICKET HALF and MUSIC PUNCH CARD. Return to City Square.

Take the CANE (Z); place the MUSIC PUNCHED CARD and the CRANK on the barrel organ for a mini-game. Do the following in sequence (A): (CFC)-(ADHBA)-(EGE); take TICKET HALF and HORSESHOE AMULET.

Place the HORSESHOE AMULET on the crate in the stable (B); take RUBY and HARNESS. Walk back. Use the STUFF BOX and RUBY in your Inventory; take MAGIC FACE HALF and DIAL PIECE 5/5. Place the DIAL PARTS 5/5 on the box (C); take the SKULL HALF. Return to City Square.

Place the MAGIC FACE HALF and SKULL HALF on the trunk of the car (D). Play the HOP (E); take the MAP. Use the MAP on the forest path (F). Go to the Forest.

Take the BEE EMBLEM (G). Take the WOODEN OWL (H). Take TOKEN 1/3 (I); place the WOODEN OWL on the birdhouse and take the WICK and HONEYCOMB EMBLEM.

Take the FLINT AND FEATHER (J); place the BEE EMBLEM and HONEYCOMB EMBLEM on the beehive and take the BROKEN SHEARS and HONEY. Walk back. Combine the two TICKET HALVES and HONEY in your Inventory; take LOTTERY TICKET. Give the LOTTERY TICKET to the merchant (K); take TOKEN 2/3 and KEROSENE. Return to the Forest.

Use the KEROSENE, WICK, and FLINT AND Flint on the lamp near the tree hollow (L). Find the items on the list (M) to receive the NAIL PULLER.

Use the NAIL PULLER on the beehive nail (N); take BEEKEEPER’S HAT and SCREW. Combine the CANE, BEEKEEPER’S HAT and HARNESS in Inventory; take HOMEMADE NET. Use the HOMEMADE NET on the swamp (O) for a mini-game.

The solution to the mini-game is random (P), the screenshots show one of the possible solutions; you receive the SHEAR PIECE.

Combine the BROKEN PRUNER, PRUNER PART and SCREW in Inventory; take SHEARS. Use the SHEARS on the prickly shoots (Q). Walk forward. Take TOKEN 3/3 (R). Put the TOKENS 3/3 on the annex door (S); take FISH AMULET and FAILED ANTI-TIME DEVICE.

Take ANTI-TIME DEVICE PIECE 1/5 (T); place the FISH AMULET on the lock of the fishing box and take the ROD and REFRIGERATOR LATCH. Use the ROD on the balloon (U).

Play the HOP (V) to receive the LADDER. Use the LADDER on the roof of the house (W).

Take the MORSE CODE (X). Use the MORSE CODE and the MORSE DEVICE HANDLE on the machine (Y) to activate a mini-game.

See screenshot for solution (Z).

See screenshot for solution (A); take BUCKET and ANTI-TIME DEVICE PIECE 2/5.

Use the BUCKET on the pond (B) to get the REFRIGERATOR HANDLE and BUCKET OF WATER. Use the BUCKET OF WATER on the chimney of the house (C). Go to the Magician’s House (D).

Take ARTIFICIAL FINGER 1/3 (E); place the REFRIGERATOR LATCH and REFRIGERATOR HANDLE on the refrigerator and take the MICROWAVE BUTTON and ANTI-TIME DEVICE PART 3/5.

Take ANTI-TIME DEVICE PIECE 4/5 (F). Take the STONE (G); place the MICROWAVE BUTTON on the microwave and take the BONE DECORATION and ANTI-TIME DEVICE PART 5/5. Combine the DEFECTIVE ANTI-TIME DEVICE, ANTI-TIME DEVICE PARTS 5/5 and HOURGLASS AMULET in Inventory; take ANTI-TIME DEVICE. Use the ANTI-TIME DEVICE on the magic sphere (H).

Play the HOP (I) to receive the REMOTE CONTROL. Use the REMOTE CONTROL on the safe (J); take ARTIFICIAL FINGER 2/3 and GLOVE. Use the GLOVE on the fridge (K) to get an ICE BLOCK.

Place the ICE BLOCK on the microwave (L); take WALL Stencil. Use the STONE and WALL STENCIL on the wall straight ahead (M); select marked stones. Go to the Dungeon.

Take the AWL (N). Take the STAFF (O); use the AWL on the cabinet latch and take the SMALL JACK Use the SMALL JACK on the bear’s head (P); take FEATHER EARRINGS.

Use the FEATHER EARRINGS and BONE DECORATION on the hanging head (Q); take ARTIFICIAL FINGER 3/3. Place the ARTIFICIAL FINGERS 3/3 on the hand on the cabinet (R); take the SCRAPER. Use the SCRAPER on the bear paw (S); take MIRROR.

Use the MIRROR on the laser barrier (T); you receive a POWER STONE. Combine the STAFF and STONE OF POWER in Inventory; take the MAGIC STAFF. Use the MAGIC STAFF on Richard (U) to activate a mini-game.

The location of the symbols is random; your version may differ from the one given in this walkthrough. See screenshot for solution (V).

See screenshot for solution (W).

See screenshot for solution (X).

Penny Dreadful 20: Extra Chapter

Take the BROKEN MIRROR (A). Take the COPPER KEY (B). Take the SCREW (C); use the COPPER KEY on the chest lock and take the SHOEHORN and PUMP.

Take MIRROR SHARD 1/4 (D); use the SHOEHORN on the shoe rack and take the GLUE and SCREWDRIVER. Take MIRROR SHARD 2/4 (E); use the SCREW and SCREWDRIVER on the cabinet door hinge for a mini-game.

See screenshot for solution (F); take HEATING HEATER and NAMEPLATE.

Use the HEATING HEATER and PUMP on the chest of drawers (G); take LIP BALM and MIRROR SHARD 3/4. Use the LIP BALM on the ottoman latch (H); open the ottoman and take the BRUSH and ANNA’S PORTRAIT. Place the PORTRAIT OF ANNA and the NAME PLATE right on the wall (I).

Place the nameplates in their respective positions (J); take FOUNTAIN PEN and MIRROR SHARD 4/4. Combine the BROKEN MIRROR, MIRROR SHARDS 4/4, GLUE and BRUSH in Inventory. Activate the Mirror (K); you receive EGG 1/5.

Examine the gate (L). Play the HOP to receive the HACKSAW. Take EGG 2/5 (M); use the HACKSAW on the barrier rope to get the CONSTRUCTION GLOVES and ROPE. Take PASS CARD and SPRING (N); use the BUILDING GLOVES on the rose shoots and take the STAMP PAD and HERALD LILY.

Take EGG 3/5 (O); place the HERALDIC LILY on the stone near the well and take the PRISM GLASS 1/4 and the CODE. Read the note (P); use the PASS CARD and CODE on the barrier control panel. Walk forward.

You will receive a DEMOLITION PERMIT. Activate the Mirror (Q); you receive a METAL HANDLE. Place the METAL HANDLE on the excavator door (R); take TOOL EMBLEM and M MONOGRAM. Take EGG 4/5 (S); place the TOOL EMBLEM on the toolbox and take the CORRECTION FLUID and PLIERS. Walk back.

Combine the SPRING, PLIERS and ROPE in Inventory; take ROPE WITH HOOK. Use the ROPE WITH HOOK on the well (T) for a mini-game.

See screenshot for solution (U); take PRISM GLASS 2/4 and ANTISTAPLER. Walk forward.

Take EGG 5/5 (V); use the ANTISTAPLER on the staples of the box and take the ADMINISTRATION SEAL and DEFECTIVE JACKHAMMER. Combine the DEMOLITION PERMIT, CORRECTION FLUID, FOUNTAIN PEN, STAMP PAD and ADMINISTRATION STAMP in Inventory; take DEMOLITION BAN. Give the DEMOLITION PROHIBITION to the foreman (W) to receive the LEVER. Place the LEVER on the excavator cab (X); take ANGEL FIGURINE and ELECTRIC MOTOR ROTOR. Walk back.

Place the ANGEL FIGURINE on the flowerpot (Y); take SEEDS and PRISM GLASS 3/4. Place the SEEDS and EGGS 5/5 on the bird’s nest (Z); take GLASS CUTTER. Walk forward.

Use the GLASS CUTTER on the glass box on the scaffolding (A); find the objects on the list to get the ROULETTE.

Use the RULETTE on the extendable ladder (B). Go to the Main Hall (C).

Take the EMPTY JAR (D). Return to the Old Gate. Use the EMPTY JAR on the fireflies (E) to get the JAR WITH FIREFLIES. Return to the Main Hall.

Take PRISM GLASS 4/4 (F). Take the HAMMER HANDLE (G); use the PRISM GLASSES 4/4 and the JAR OF FIREFLIES on the hanging glasses to activate a mini-game.

Do the steps in the following sequence (H): (B-Ix4-Jx2)-(A-Ix8-J)-(C-Ix2-H)-(F-Gx5)-(Dl)-(EGJ).

Do the steps in the following sequence (I): (D-Hx7-Ix3-Kx4)-(C-Jx7-Ix4-Kx2)-(A-Hx3-lx5)-(F-Hx5-Gx10-Lx4)-(B- Jx5-lx10-K)-(E-Ix4-JL).

Do the following in sequence (J): (C-Jx8-lx2-Kx2)-(E-Gx5-Jx2-Lx3)-(A-Hx4-Ix3-Kx5)-(E-Lx4)-(D-Ix3- Jx4-Lx3)-(B-Ix11-Hx3-Lx2); take MONOGRAM R and HAT.

Place the MONOGRAM M and MONOGRAM R on the fountain (K); take POCKET WATCH and MARTHA’S PALM. Place the POCKET WATCH and HAT on the matching pictures (L); read the note and take the ACID and RUBY SUN. Walk back.

Use the ACID on the truck door lock (M); take the HAMMER PIKE and CARRYCASE. Return to the Main Hall. Combine the DEFECTIVE PICKHAMMER, ELECTRIC MOTOR ROTOR, PICK HAMMER and PICK HAMMER HANDLE in Inventory; take the HAMMER. Use the BUCKHAMMER on the rock (N). Go to Peter’s Laboratory.

Take the DIAMOND MOON (O). Combine the CARVOYAGE, DIAMOND MOON and RUBY SUN in Inventory; take the REMOTE CONTROL and START BUTTON. Use the REMOTE CONTROL on Ingrid (P). Find the indicated characters.

Take the BROKEN INGRID (Q). Place the BROKEN INGRID on the setup (R); take SCANNER.

Use the SCANNER on the pile of spare parts (S); examine the parts and take the SPARE GEAR.

Take the WIRES (T). Use the START BUTTON, SPARE GEAR, and WIRES on the plant’s control panel (U) to activate a mini-game.

Do the following in the following sequence (V): (EF)-(GH)-(FG)-(AF)-(GB)-(BG)-(CB)-(DC)-(HI)-(GH)-( BG)-(CB)-(ID)-(HI)-(IJ). Proceed in the following sequence (W): (LG)-(GL)-(EF)-(FG)-(KF)-(FE)-(LK)-(KF)-(GL)-(HG)-( MH)-(LM)-(GL)-(HG)-(IN)-(MH)-(HI)-(IJ). You will receive a LASER and MIRROR WORLD INSTRUCTIONS.

Use the LASER on the safe door (X); take PETER’S PALM. Walk back.

Place MARTHA’S PALM and PALM! and PEN on panel between paintings (Y); take REALITY AMULET and WATER LILY. Place the WATER LILY on the fountain (Z); take SMALL MASK and SCROLL EMBLEM. Return to Peter’s Laboratory.

Place the SCROLL EMBLEM on the small display case (A); take SILVER PAINT. Combine the MIRROR WORLD MANUAL, REALITY AMULET, SMALL MASK and SILVER PAINT in your Inventory; take MIRROR WORLD AMULET. Activate the Mirror (B). Place the MIRROR WORLD AMULET on the Mirror (C).

Play the HOP to receive the PALETTE. Take the CROWN (D). Go to the Dark Side (E).

Take DAGGER and LIFE BEAD 1/4 (F). Take VILLAIN ROSETTA (G); use the DAGGER on the net to get the THREAD OF LIFE. Take the FATE CARD. Take LIFE BEAD 2/4 (H); use the FATE CARD on the Goddess of Fate and take the RING OF ETERNITY and the CROWN THORN. Walk back. Go to the Light Side.

Use the RING OF ETERNITY on the pedestal (I); take LIFE BEAD 3/4 and DEATH AMULET. Return to the Dark Side. Use the DEATH AMULET on the rock (J); take LIFE BEAD 4/4 and VILLAIN SANDRO. Return to the Light Side.

Use the THREAD OF LIFE and BEADS OF LIFE 4/4 on the trees (K); take BRUSHES. Use the PALETTE and BRUSH on the portrait on the right (L) to activate a mini-game.

Do the steps in the following sequence (M): (A-1-16-17Ax2) - rinse the brush - (4-4Ax2) - rinse the brush - (4-8-12Ax2); (B-2-16-18Bx2) - rinse brush - (1-1Bx3) - (8-9B) - rinse brush - (2-8-10B) - rinse brush - (4-16-20Bx3) - rinse brush - (1-16-17V); (C-2-2C)-(1-3Cx2)-wash brush-(2-16-18Cx2)-wash brush-(1-8-9Cx2)-wash brush-(2-8-10Cx3).

Take the WEDDING RINGS and FAMILY PHOTO (N). Return to the Dark Side. Place the FAMILY PHOTO in the frame (O); take SAND OF TIME. Return to the Light Side.

Use the SAND OF TIME on the hourglass (P); take ANNA’S POWERS and TIME PILLAR. Walk back. Give ANNA’S POWERS to the girl (Q); take the WHITE RABBIT and ANNA’S PERSON. Return to the Light Side.

Place the WEDDING RINGS in the box (R) and take the DESTROYED SPHERE; place the WHITE RABBIT on the box. Find the objects on the list (S) to receive the CROWN DECORATION. Return to the Dark Side.

Combine the CROWN, CROWN DECORATION, and CROWN THORN in Inventory; take BLACK CROWN. Place the BLACK CROWN on the skull (T); take TIME SUBSTANCE. Combine the TIME PLATE, DESTROYED SPHERE and TIME SUBSTANCE in Inventory; take SPHERE OF FATE. Place the SPHERE OF FATE on the plinth (U); take VILLAIN INGRID and REVERSIBLE CLOCK.

Place VILLAIN ROSETTA, VILLAIN SANDRO, and VILLAIN INGRID on the shelves (V). Play the HOP (W) to receive a PIECE OF HEART. Walk back.

Use the PIECE OF HEART and REVERSIBLE CLOCK on the heart on the pedestal (X); take REJUVENATED HEART. Place the REJUVENATED HEART on the old woman (Y); take ANNA’S MEMORY.

Use ANNA’S IDENTITY and ANNA’S MEMORY on Anna (Z); you receive the PORTAL CHALK. Use the PORTAL CHALK on the mirror on the left (A). Congratulations! You have successfully completed the Penny Dreadful 20: Time Trace Collector’s Edition walkthrough.

Penny Dreadful 20: Collectibles

Collection objects (A-D).

Collection objects (EG).

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