Walkthrough Menu
- General Tips
- Chapter 1: The Assignment
- Chapter 2: The Mansion
- Chapter 3: Dorian
- Chapter 4: The Boarding House
- Chapter 5: The Portrait
- Chapter 6: The Dungeon
General Tips
- This is the official guide for Grim Tales: Crimson Hollow.
- This guide will not mention when you have to zoom into a location; screenshots will show each zoom scene.
- The screenshots will show where to play a Hidden-Object Puzzle (HOP) and what inventory item will be received.
- Some inventory items require further actions.
- This guide will give step-by-step solutions for all puzzles which are not random. Read the instructions in the game for each puzzle.
Chapter 1: The Assignment
- Talk to Rosette (A).
- Move the flowers (B). Take the LETTER OPENER and LOCKPICK.
- Use the LETTER OPENER (C).
- Play the HOP (D); receive the NOTES.
- Take the PASSWORD (E).
- Place the PASSWORD (F) and NOTES.
- Press Internet (G); play the mini-game.
- Solution: Select the search terms (H, J); then press Search (I). Read the text, then select the screen.
- Take the SUITCASE (K).
- Take the DAGGER, ELEPHANT PIECE, MATCHES, ID CARD and CAR KEYS from the SUITCASE (inventory).
- Insert the ELEPHANT PIECE (L). Take the BATTERY (1/2), SCREWDRIVER and GEAR.
- Press Play (M); use the SCREWDRIVER. Take the BATTERY (2/2).
- Insert the BATTERIES (N); take the FLASHLIGHT.
- Insert the LOCKPICK, SCREWDRIVER and FLASHLIGHT into the SUITCASE (inventory); close the SUITCASE; take the KEY CARD.
- Move the clothes (O); use the KEY CARD. Play the mini-game.
- Solution: a-b (P). Pull the lever. Take the Skull.
- Use the CAR KEYS (Q).
- Examine anywhere (R).
- Take the MAGNET (S).
- Take the ROPE (T) and SCRAPER.
- Take the DEATH AMULET (U). Use the SCRAPER; receive the SCRAPER WITH SAP.
- Take the CHECKERS PIECE (1/3) (V). Place the MAGNET, then attach the ROPE; play the mini-game.
- Solution: (W-X). Receive the DOOR KNOCKER PIECES.
- Reassemble the DOOR KNOCKER PIECES (inventory) (Y); use the SCRAPER WITH SAP. Take the DOOR KNOCKER.
- Place the DOOR KNOCKER (Z). Pull the door knocker twice; receive the WHISTLE.
- Use the WHISTLE (A); take the WIRE.
- Use the WIRE (B). Take the SUITCASE.
- Open the SUITCASE (inventory); take the LOCKPICK, SCREWDRIVER and FLASHLIGHT.
- Use the LOCKPICK (C); play the mini-game.
- Solution: g-a-f-l-g-c-j-e-f-p-n-f-c-i-r (D).
- Enter the Mansion Hall.
- Talk to Dorian (E).
- Present the ID CARD (F).
- Take the STONE (G).
- Move down (H). Take the CLOTH.
- Use the CLOTH (I); receive the CLOTH WITH FUEL. Use the DAGGER and the STONE; take the TORCH STAND.
- Place the TORCH STAND (J); add the CLOTH WITH FUEL; then MATCHES.
- Play the HOP (K); receive the DOOR KEY.
- Move down (L). Add the DOOR KEY; play the mini-game.
- Solution: (M-N). Move forward.
Chapter 2: The Mansion
- Activate the Skull (O). Receive the CUP AMULET (1/2).
- Take the TONGS (P) and CROSS WENCH. Use the SCREWDRIVER; take the CHECKERS PIECE (2/3).
- Take the CHECKERS PIECE (3/3) (Q).
- Take the CUP AMULET (2/2) (R). Place the CHECKERS PIECES; play the mini-game.
- Solution: This solution is random (S). Take the CLOCK HANDS (1/3) and DEATH AMULET.
- Place the CUP AMULETS (T); take the FRESCO PAINTING (1/4), TALISMAN BOTTOM and PIANO KEY (1/3).
- Enter the Cell Room.
- Take the DEATH AMULET from the TALISMAN BOTTOM (inventory).
- Place the DEATH AMULETS (U). Insert and turn the CROSS WRENCH. Take the PURSE and TALISMAN CORE.
- Insert the TALISMAN CORE into the TALISMAN BOTTOM (inventory); take the Talisman.
- Press the Skull (V); receive the ROSE (1/2).
- Move down.
- Press the Talisman (W).
- Take the NAIL (X).
- Take the PIANO KEY (2/3) (Y); use the NAIL; receive the WINDING KEY.
- Take the BALLET DANCER (Z).
- Place the BALLET DANCER (A); insert and turn the WINDING KEY; take the ROSE (2/2).
- Insert the ROSES (B). Enter the Garden, Past.
- Take the GARDENER AMULET (1/2) (C). Try to take the seal.
- Take the GARDENER AMULET (2/2) (D).
- Insert the GARDENER AMULETS (E); take the PRUNER.
- Use the PRUNER (F); take the BONE and CLOCK HANDS (2/3).
- Move down.
- Offer the BONE (G); take the BOOMERANG.
- Enter the Garden, Past.
- Use the BOOMERANG (H); receive the BOX SEAL.
- Insert the BOX SEAL (I); take the BRUSH and PAINTS.
- Use the BRUSH (J); open the chest; take the LION AMULET (1/2).
- Use the BRUSH (K); take the FRESCO PAINTING (2/4) and CLOCK HANDS (3/3).
- Move down.
- Place the CLOCK HANDS (L); play the mini-game.
- Solution: ax2-cx3-bx4-ax2-cx2-b (M). Take the LION AMULET (2/2).
- Enter the Garden, Past.
- Place the LION AMULETS (N); take the NATURE BOOK.
- Use the NATURE BOOK (O); use the FLASHLIGHT; play the mini-game.
- Solution: (P). Take THE BLACKS' SEAL.
- Move down.
- Press the Talisman (Q).
- Use THE BLACKS' SEAL (R). Go to the Second Floor.
- Take the FRAME PIECE (1/2) (S).
- Take the FRAME PIECE (2/2) (T).
- Insert the FRAME PIECES (U). Take the VIAL OF WATER.
- Move down.
- Use the VIAL OF WATER (V). Take the CODE pieces.
- Go to the Second Floor.
- Add the CODE (W); enter 3-3-5-2.
- Play the HOP (X); receive the SPARE KEYS.
- Open the SPARE KEYS (inventory); take the BEDROOM KEY, OFFICE KEY and ANCIENT KEY.
- Insert and turn the BEDROOM KEY (Y). Enter the Bedroom.
- Talk to Stacy (Z).
- Present the ID CARD (A).
- Take the PIANO KEY (3/3) (B). Use the FLASHLIGHT; use the TONGS; receive the CORNFLOWER AMULET (1/2).
- Place the PIANO KEYS (C); play the mini-game.
- Solution: a-e-g-j-f (D). Take the GEAR and CORNFLOWER AMULET (2/2).
- Place the CORNFLOWER AMULETS on the PURSE (inventory); open the Diary; take the DIARY.
- Offer the DIARY (E).
- Play the mini-game (F).
- Solution: (G).
- Take the EVIDENCE pieces (H), KNOB and EYE.
- Present the EVIDENCE (I).
- Return to the Mansion Hall.
- Talk to Stacy (J); receive the FRESCO PAINTING (3/4).
- Activate the Skull (K). Receive the FRESCO PAINTING (4/4).
- Activate the Talisman (L).
- Add the FRESCO PAINTINGS (M); play the mini-game.
- Solution: (N). Take the ARTIFACT and MECHANICAL BIRD.
- Enter the Garden, Past.
- Add the EYE and GEARS to the MECHANICAL BIRD (inventory); take the MECHANICAL BIRD.
- Add the MECHANICAL BIRD (O).
- Play the HOP (P); receive the PHOENIX FEATHER.
- Move down.
- Activate the Talisman (Q).
- Go to the Second Floor.
- Add the PHOENIX FEATHER and KNOB to the ARTIFACT (inventory); take the MAGIC WAND.
- Insert and turn the OFFICE KEY (R).
- Use the MAGIC WAND (S). Play the mini-game.
- Solution: (T-U).
Chapter 3: Dorian
- Activate the Skull (V).
- Play the mini-game.
- Solution: i-c-f-a (W).
- Take the SIGNET (X).
- Take the BRIDE (Y). Insert the SIGNET; take the SPYGLASS (1/2) and MONUMENT.
- Take the SPYGLASS (2/2) (Z).
- Add the SPYGLASSES (A). Take the BRONZE HEART, PROTECTIVE GLOVE and MONUMENT.
- Use the PROTECTIVE GLOVE (B). Receive the CURSED DAGGER.
- Talk to Dorian (C). Receive the GLOBE FIGURINE.
- Place the GLOBE FIGURINE (D); take the MONUMENT.
- Place the MONUMENTS (E); play the mini-game.
- Solution: (F).
- Play the HOP (G); receive the PLAN.
- Offer the PLAN (H). Play the mini-game.
- Solution: l-r-r-l-l-r-l (I).
- Help Dorian (J). Receive the PASS TO HEART.
- Take the FEATHER (1/4) (K) and MOON.
- Take the TOOL (L).
- Return to the Second Floor.
- Use the PASS TO HEART (M).
- Take the TOOL (N).
- Enter the Bedroom.
- Pick up the CAT (O).
- Enter the TOOLS (P). Take the CENTIPEDE and PIPE (1/2).
- Take the PRAYING MANTIS (Q).
- Return to Dorian's Study.
- Insert the CENTIPEDE (R) and PRAYING MANTIS; take the INSECTICIDE.
- Return to the Bedroom.
- Open the purse (S); use the INSECTICIDE. Empty the purse.
- Play the HOP (T); receive the WIDOW AMULET.
- Move down.
- Insert the WIDOW AMULET (U). Insert and turn the OLD KEY.
- Move forward.
- Take the SNAKE AMULET (V).
- Activate the Skull (W). Receive the FEATHER (2/4).
- Take the FEATHER (3/4) (X).
- Take the LIZARD AMULET (Y).
- Return to the Back Door.
- Insert the SNAKE AMULET (Z) and LIZARD AMULET. Take the FEATHER (4/4), CLOCK PART and the JEWELRY SET pieces.
- Return the Mansion's Heart.
- Place the FEATHERS (A). Take the LIBERTY AMULET and CLOCK PART.
- Insert the LIBERTY AMULET (B).
- Take the PIPE (2/2) (C) and REMAINS.
- Place the CLOCK PARTS (D); pour the REMAINS; play the mini-game.
- Solution: (E). Take the CRYSTAL.
- Add the PIPES to the BRONZE HEART (inventory); take the HEART.
- Insert the HEART (F). Use the PHIAL; receive the PHIAL WITH TEARS.
- Use the JEWELRY SET on the CRYSTAL (inventory); take the CLEARED CRYSTAL.
- Insert the CLEARED CRYSTAL (G). Move the cap; add the PHIAL WITH TEARS. Play the mini-game.
- Solution: (H).
- Return to the Back Door.
- Talk to Dorian (I). Receive the DAGGER PARTS (1/3).
- Take the LOCKET (1/4) (J) and DAGGER PARTS (2/3).
- Return to the Mansion Hall.
- Insert the MOON (K); take the COOKIE.
- Activate the Talisman (L).
- Offer the COOKIE (M); take the DAGGER PARTS (3/3).
- Return to the Back Door. You have to use the map but you should have to use the Talisman to return to the Back Door.
- Add the DAGGER PARTS to the CURSED DAGGER (inventory); take the RESTORED DAGGER.
- Use the RESTORED DAGGER (N); open the window. Go out to the Backyard.
- Use the CAT (O); take the WHEEL AND AXLE.
- Take the HYDRAULIC SHEARS (P).
- Use the HYDRAULIC SHEARS (Q); take the CHAIN.
- Place the WHEEL AND AXLE (R), then the CHAIN. Take the SPEAR.
- Use the SPEAR (S); receive the BACKPACK.
- Take the ICE AXE from the BACKPACK (inventory).
- Use the ICE AXE (T); take the GLASS CUTTER.
- Use the GLASS CUTTER (U).
- Play the HOP (V); receive the BLACK WIDOW.
- Move down.
- Insert the BLACK WIDOW (W); find the pieces.
Chapter 4: The Boarding House
- Activate the Skull (X). Receive the LOCKET (2/4).
- Take the LOCKET (3/4) (Y).
- Take the LOCKET (4/4) (Z).
- Move the curtain (A).
- Insert the LOCKETS (B); play the mini-game.
- Solution: fx2-bx2-dx2-ex2-g (C).
- Move forward.
- Take the BRIDE (D).
- Take the HAIRPIN (E).
- Use the HAIRPIN (F); take the BRIDE.
- Move down.
- Add the BRIDES (G); play the mini-game.
- Solution: (H). Take the AMBER.
- Move forward.
- Insert the AMBER (I); turn the page; take the SCISSORS.
- Use the SCISSORS (J).
- Move down.
- Use the SCISSORS (K); take the RECORDS, INSTRUCTION and STORAGE KEY (1/2).
- Move forward.
- Place, then press the BUTTON (L); take the OLD HYPNOCHIP.
- Activate the Skull (M). Receive the STORAGE KEY (2/2).
- Insert the STORAGE KEYS (N).
- Play the HOP (O); receive the HYPNOCHIP.
- Place the OLD HYPNOCHIP (P), HYPNOCHIP and INSTRUCTION. Use the stylus; take the NEW HYPNOCHIP.
- Insert the NEW HYPNOCHIP (Q); take the RECIPE.
- Place the RECIPE (R); play the mini-game.
- Solution: (S). Take the DEVELOPER.
- Move down.
- Separate the RECORDS (inventory); add the DEVELOPER. Gather and take the DEVELOPED RECORDS.
- Add the DEVELOPED RECORDS (T); play the mini-game.
- Solution: (U). Take the DECODED RECORDS.
Chapter 5: The Portrait
- Offer the DECODED RECORDS (V).
- Take the VASE (W).
- Take the ARTIST'S AMULET (1/3) (X). Use the VASE.
- Activate the Skull (Y). Receive the ARTIST'S AMULET (2/3).
- Take the ARTIST'S AMULET (3/3) (Z) and WICK.
- Activate the Talisman (A).
- Take the BROKEN TORCH (B).
- Take the DAGGER (C) and TRIANGLE AMULET. Insert the ARTIST'S AMULETS; take the CUTTERS, BRUSH (1/3) and RULER.
- Use the CUTTERS (D); take the OIL CAN.
- Take the BRUSH (2/3) (E) and TRIANGLE AMULET.
- Activate the Talisman (F).
- Add the OIL CAN on the BROKEN TORCH (inventory); receive OIL.
- Use the OIL (G); add the TRIANGLE AMULETS. Take the WING.
- Use the OIL (H). Use the RULER; receive the SPRING.
- Activate the Talisman (I).
- Remove the spring (J); use the OIL; add the SPRING and WING. Take the PAINTER'S KEY.
- Take the BRUSH (3/3) (K).
- Insert the PAINTER'S KEY (L).
- Play the HOP (M); receive the PAINT THINNER.
- Activate the Talisman (N).
- Add the BRUSHES (O) and PAINT, then the PAINT THINNER. Play the mini-game.
- Solution: Clean the brush. (f) between applications (P-R).
- Talk to Dorian (S). Receive the HINT.
- Activate the Talisman (T).
- Place the HINT (U); find the five PARTS.
- Activate the Talisman (V).
- Assemble the PARTS (inventory); take the MULTIFACETED KEY.
- Use the MULTIFACETED KEY (W).
- Enter the Dungeon.
- Add the WICK and MATCHES to the BROKEN TORCH; take the TORCH.
- Use the TORCH (X).
- Talk to Dorian (Y). Receive the SKULL (1/4).
Chapter 6: The Dungeon
- Take the HANDLE (Z) and MONOGRAM (1/2).
- Take the MONOGRAM (2/2) (A).
- Take the CANE (B). Insert the MONOGRAMS; take the SKULL (2/4).
- Use the CANE (C); receive the SKULL (3/4).
- Return to the Portrait Room.
- Activate the Talisman (D).
- Insert the HANDLE (E); take the SAUSAGES.
- Use the map; return to the Mansion Hall Past.
- Offer the SAUSAGES (F); take the SKULL (4/4).
- Activate the Talisman (G). Return to the Dungeon.
- Insert the SKULLS (H); play the mini-game.
- Solution: (a-b)-(b-e)-(a-c)-(d-f)-(d-b)-(f-g)-(c-f)-(c-d) (I).
- Play the HOP (J); receive the BUST.
- Move up.
- Place the BUST (K); take the BIRD'S HEAD.
- Activate the Talisman (L).
- Place the BIRD'S HEAD (M); take the CLOCK FACE.
- Activate the Talisman (N).
- Return to the Back Door.
- Insert the CLOCK FACE (O); take the RUNE SYMBOL.
- Return to the Backyard.
- Insert the RUNE SYMOL (P); take the POLE STAR.
- Return to the Portrait Room.
- Insert the POLE STAR to the BACKPACK (inventory); take the GLUE.
- Reassemble the bust (Q); use the GLUE. Take the BUST.
- Place the BUST (R). Play the mini-game.
- Solution: (S). Play the HOP; receive the WEAPON.
- Enter the Dungeon.
- Offer the WEAPON (T).
- Move forward.
- Talk to Dorian (U). Receive the GRAVE.
- Take the GRAVE (V).
- Take the GRAVE (W).
- Place the GRAVES (X). Read the note; take the PLAGUE HEAD and TIME SEARCHER.
- Return to the Portrait Room.
- Activate the Talisman (Y).
- Use the TIME SEARCHER (Z-A); take the CRYSTALS (2/6).
- Return to the Mansion Hall Past.
- Use the TIME SEARCHER (B-C); take the CRYSTALS (4/6).
- Return to the Garden, Past.
- Use the TIME SEARCHER (D-E); take the CRYSTALS (6/6).
- Move down.
- Activate the Talisman (F).
- Return to the Gates.
- Place the CRYSTALS (G) and PLAGUE HEAD. Play the mini-game.
- Solution: a-b-c, f-c-b-a, ax3-e-f (H). Take the IMPROVED SPHERE.
- Press the Talisman (I); add the IMPROVED SPHERE.
- Activate the Skull (J). Receive the DIARY AMULET.
- Activate the Talisman (K).
- Take the BOMB BASE (L).
- Insert the DIARY AMULET (M); take the HOOK.
- Take the SPOOL (N).
- Take the LINE (O).
- Use the map to return to the Portrait Room, Past.
- Add the LINE and HOOK to the SPOOL (inventory); take the FISHING GEAR.
- Use the FISHING GEAR (P); activate the gear until the STEERING WHEEL is received.
- Return to the Gates, Past.
- Insert the STEERING WHEEL (Q); take the AXE.
- Use the AXE (R). Take the STICK. Look in the hollow.
- Use the TORCH (S). Take the METAL, PLAGUE AMULET and MASK PART.
- Activate the Talisman (T).
- Insert the PLAGUE AMULET (U); take the MASK PART and FILE.
- Activate the Talisman (V).
- Remove the eye (W). Insert the MASK PARTS; take the FILTERING MASK.
- Activate the Talisman (X). Return to the Dungeon.
- Use the FILTERING MASK (Y); open the chest; take the MORTAR AND PESTLE and PHIALS.
- Move forward.
- Use the PHIAL (Z); receive SULFUR.
- Activate the Talisman (A).
- Use the PHIAL (B); receive SALTPETER.
- Activate the Talisman (C).
- Add the STICKS (D) and MATCHES; use the tongs; take the COAL.
- Move down.
- Place the MORTAR AND PESTLE (E), SULFUR, COAL and SALTPETER; play the mini-game.
- Solution: b-e-a-d-e (F). Take the GUNPOWDER.
- Move forward.
- Activate the Talisman (G).
- Pour the GUNPOWDER into the BOMB BASE (inventory); add the WICK; take the BOMB.
- Place the BOMB (H); use the MATCHES.
- Play the HOP (I); receive the HEART.
- Activate the Talisman (J). Return to the Dungeon.
- Insert the HEART (K); receive the FORM.
- Move forward.
- Place the FORM (L); add the METAL; take the BLANK.
- Activate the Talisman (M).
- Place the BLANK (N); use the FILE; take the FAMILY KEY.
- Use the FAMILY KEY (O); gather the FAMILY AMULET pieces.
- Activate the Talisman (P).
- Insert the FAMILY AMULET (Q).
- Play the mini-game.
- Solution: This puzzle is randomly generated (R-S).
- Congratulations! You've completed Grim Tales: Crimson Hollow.
Created at: 2016-09-23