Welcome to the Grim Tales: The Nomad Walkthrough!
Table of Contents
- General Tips
- Chapter 1: Museum
- Chapter 2: Abandoned Factory
- Chapter 3: Guardian's House
- Chapter 4: The Past
- Chapter 5: Supermarket
- Chapter 6: Outcasts
A series of museum robberies leads to a shocking discovery!
- Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we're pretty sure you'll find what you're looking for here.
- This document contains a complete Grim Tales: The Nomad game walkthrough featuring annotated screenshots from actual gameplay!
- We hope you find this information useful as you play your way through the game. Use the walkthrough menu above to quickly jump to whatever stage of the game you need help with.
- This walkthrough was created by Big Fish Games &Laurie Murphy, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
General Tips
- This is the official guide for Grim Tales: The Nomad.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Museum
- Speak to character; (A) take 1/2 DINOSAUR TOKENS (B).
- Remove tape, take DOLLAR BILL; BAG (C).
- Take MUSEUM MAGNET; use DOLLAR BILL (D); take SOUVENIR PIN (E).
- SOUVENIR PIN on BAG. Take LIGHTER, 1/3 BATTERIES, PEN and Skull.
- Select Skull (F); speak to character.
- Use LIGHTER for MINI-HOP (G); receive ALARM SYSTEM FOB.
- Take 2/3 BATTERIES; use ALARM SYSTEM FOB (H); take 2/2 DINOSAUR TOKENS (I).
- Place 2/2 DINOSAUR TOKENS (J).
- Solution. (1-7)-(Ax3)-(8).
- Go forward.
- Speak to character; take PASSWORD (K).
- Take REMOTE CONTROL WITHOUT BATTERIES, GUEST RECORD; ELECTRIC PANEL KEY (L).
- Go down.
- Take RUBBER GLOVE; use ELECTRIC PANEL KEY (M); take 3/3 BATTERIES (N).
- Go forward.
- Use RUBBER GLOVE for 1/3 WIRES (O).
- 3/3 BATTERIES in REMOTE CONTROL WITHOUT BATTERIES for REMOTE CONTROL.
- GUEST RECORD for CCTV RECORDING and 2/3 WIRES.
- Take LOUISA'S HANDKERCHIEF (P); place CCTV RECORDING; use REMOTE CONTROL; place PASSWORD (Q).
- Play HOP (R) for RULER.
- Use RULER (S); open, take ACETONE and TOWN MAGNET (T).
- Place MUSEUM and TOWN MAGNETS (U); solution (V); take NUMBER WHEEL (W).
- Go down.
- Place NUMBER WHEEL (X); enter 2-9-6; take CIRCUIT BOARD (Y).
- Go forward.
- Place CIRCUIT BOARD (Z).
- Solution (A). (A-O-A)-(L-B)-(C-O-C)-(H-O-D)-(E-O-E)-(K-Ox2-M)-(H-Ox3-H)-(G-O-G)-(I-Ox3-J)-(N).
- Go left.
- Select Skull; speak to character; take OLD PHONE (B).
- Take WIRE CUTTERS and TAPE (C).
- Take WALKIE TALKIE; use WIRE CUTTERS for 3/3 WIRES (D).
- Go down 2x.
- Place 3/3 WIRES; take 1/2 NUMBERED BUTTONS (E).
- Return to Museum Storage.
- OLD PHONE for CODE and COIN.
- COIN on WALKIE TALKIE; take TOGGLE SWITCH.
- Place TOGGLE SWITCH; take 2/2 NUMBERED BUTTONS (F).
- Place 2/2 NUMBERED BUTTONS, CODE; select 5-1-6-7 (G).
- Solution (H). 1-4.
- Take MAGNET KEY (I).
- Go down 2x.
- Use MAGNET KEY (J); take WOODEN INLAY (K).
- Return to Museum Storage.
- Place WOODEN INAY (L); take LETTER OPENER, HAND EMBLEM (M).
- Go down.
- Place HAND EMBLEM (N) for HOP (O); receive WHEEL.
- Go left.
- Place WHEEL (P); take Origami Elephant (Q).
Chapter 2: Abandon Factory
- Take FLARE GUN (R).
- Use FLARE GUN; (S) use LETTER OPENER for 1/3 PHOTOS; take FACTORY ADDRESS (T).
- Use LOUISA'S HANDKERCHIEF (U); lift lock; take TOOLKIT BUTTON, JARED'S BACKPACK (V).
- Place TOOLKIT BUTTON (W); open; take CARABINER and PLIERS (X).
- Use PLIERS (Y) for MINI-HOP; receive CAR BUTTON.
- Place CAR BUTTON (Z); take BROKEN FLASHLIGHT and PAPER CLIP (A).
- PAPER CLIP on JARED'S BACKPACK; open; take GOLDEN APPLE.
- Place GOLDEN APPLE (B).
- Solution (C).
- Go forward.
- Take JARED'S PENDANT (D).
- Take COTTON PAD; place JARED'S PENDANT (E); take 2/3 PHOTOS (F).
- Use ACETONE and COTTON PAD; take 3/3 PHOTOS (G).
- Place 3/3 PHOTOS; take GEAR KEY (H).
- Use GEAR KEY (I); take note and LEVER (J).
- Place, select LEVER (K).
- Go forward.
- Select Skull; speak to character; take MORPHING STAR (L).
- Use COIN (M); receive TRIANGULAR KEY.
- Use TRIANGULAR KEY (N); take LOCKED CASE and UMBRELLA (O).
- Go down.
- Use UMBRELLA (P); play HOP (Q) for IRON DAGGER.
- Go forward.
- Take BUTTON BATTERY; BULB (R).
- Go down.
- BUTTON BATTERY and BULB on BROKEN FLASHLIGHT for FLASHLIGHT.
- Place FLASHLIGHT; take TROWEL and FILE (S).
- Go down.
- Use TROWEL; take NUT KEY (T).
- NUT KEY on LOCKED CASE; take OIL and FIRE SALAMANDER.
- Use OIL; take SNAKE FIGURINE (U).
- Return to Common Room.
- Use FILE; receive DRAGON FIGURINE (V).
- Place SNAKE and DRAGON FIGURINES (W); play MINI-HOP for RED KEY.
- Use RED KEY; take CUP OF POWER (X).
- Place CUP OF POWER, FIRE SALAMANDER, MORPHING STAR and IRON DAGGER (Y).
- Solution (Z). Ax2-B-D-Ax2-Bx2-Cx2-Dx2-Ax2-Bx2-Cx2-Dx2.
- Take GEMSTONE.
- Place FACTORY ADDRESS (A).
Chapter 3: Guardian's House
- Speak to character; take TIRE INSTRUCTIONS (B).
- Take TRUNK KEY; OPENER and BROKEN JACK (C).
- Use TRUNK KEY for HOP (D); receive PUMP.
- Take BLUNT KNIFE (E).
- Take DOG FOOD and JACK SCREW (F); place BLUNT KNIFE for SHARP KNIFE (G).
- OPENER on DOG FOOD.
- Give DOG FOOD (H); take FUSE and TRAIN INLAY (I); use SHARP KNIFE, take PATCH (J).
- Place FUSE (K).
- Solution (L). (G-I)-(F-K)-(A-E)-(C-G)-(F-A)-(G-F).
- Take DOGHOUSE SHAPE.
- Place DOGHOUSE SHAPE (M); take TRAIN INLAY and GLUE (N).
- Place 2 TRAIN INLAYS for MINI-HOP (O); receive LUG WRENCH.
- JACK SCREW on BROKEN JACK for JACK.
- Place TIRE INSTRUCTIONS, JACK; use LUG WRENCH (P), select tire; use GLUE and PATCH (Q); select tire, use LUG WRENCH; remove jack; use PUMP (R).
- Speak to character; receive JARED'S PHOTO (S).
- Give JARED'S PHOTO (T).
- Solutions (U1-U2).
- Solution (U3). (C-A)-(H-B)-(G-C)-(H-D)-(F-E)-(G-F).
- Take JARED'S CASE.
- JARED'S CASE for 1/4 INSERT.
- Take JARED'S WALLET (V).
- JARED'S WALLET for ANCHOR SHAPE.
- Place ANCHOR SHAPE (W); take PATTERN PART and 2/4 INSERT (X).
- Place PATTERN PART (Y); take SCARF and CELLAR HANDLE (Z).
- Use SCARF for SHARD (A).
- Take CORKSCREW; use SHARD, receive BRANCH (B); place CELLAR HANDLE for MINI-HOP (C); receive MONOGRAM.
- Use BRANCH; receive 3/4 INSERT (D).
- MONOGRAM on JARED'S WALLET; open; take 4/4 INSERT.
- Place 4/4 INSERTS (E).
- Go forward.
- Select Skull; take RITUAL SCROLL (F).
- Place RITUAL SCROLL; select 1-7.
- Take PLANE WING; use SHARD (G); uncover, take GRAY FAMILY LOCKET (H).
- Place GEMSTONE (I); take SLEDGEHAMMER and MAGNIFIER (J).
- Place GRAY FAMILY LOCKET; take STAPLE REMOVER and JARED'S BOX (K).
- Go down.
- Use STAPLE REMOVER (L) for HOP (M); receive PLANE PROPELLER.
- Go forward.
- Place PLANE WING and PLANE PROPELLER; take 1/2 BOX LOCK PART (N).
- Use SLEDGEHAMMER; uncover; take WOLF FIGURINE (O).
- Place WOLF FIGURINE; take 2/2 BOX LOCK PART (P).
- 2/2 BOX LOCK PARTS on JARED'S BOX; take DIARY and photo.
Chapter 4: The Past
- Take GUARD'S BAG (Q).
- Use CARABINER; press button; take PICKAXE (R).
- Take HYDRANT WRENCH; use PICKAXE; take GUARD'S KEYCARD (S).
- GUARD'S KEYCARD on GUARD'S BAG; open; take BOOTH KEY.
- Use BOOTH KEY (T).
- Solution (U1). A-D-E-F-C-D-B-D-C-F-C-F-A-C-B-D-A-E-F-C.
- Solution (U2). H-J-G-M-J-H-K-L-K-J-M-L-M-J-I-M-J-H-K-J-M-L-M-J-I-J.
- Go forward.
- Take FIREHOSE KNOB (V); place FIREHOSE KNOB (W).
- Solution (X). B-A-B-A-Bx2-A-B-Cx2-Bx2-C.
- Take FIRE HOSE.
- Go down.
- Place FIRE HOSE; place, select HYDRANT WRENCH (Y).
- Take TONGS (Z).
- Go forward.
- Select key, use TONGS (A); take note and NOTEBOOK (B).
- Take SEEDS (C); place NOTEBOOK, use PEN; take CODE (D).
- Place CODE; select 5-4-2-1; take GUARD'S BADGE (E).
- Go down.
- Use GUARD'S BADGE (F).
- Go to Security Tower.
- Take SODA (G).
- Go down.
- Use SODA; take paper (H), JARED'S RING and TV SWITCH (I).
- JARED'S RING on DIARY for HOP (J); receive SMALL KEY.
- Return to Guard's Booth.
- Replace, select TV SWITCH; take MEDIUM GEAR (K).
- Use SMALL KEY (L); take LEVER, HEX KEY and STONE SYMBOL (M).
- Return to Security Tower.
- Place LEVER; take SPRING (N).
- Use HEX KEY; take SMALL GEAR (O).
- Go down.
- Place STONE SYMBOL (P); take note and KNOB (Q).
- Return to Security Tower.
- Place SPRING; place, select KNOB; take SCREWDRIVER (R).
- Use SCREWDRIVER; take LARGE GEAR (S).
- Place SMALL, MEDIUM and LARGE GEARS (T).
- Solution (U). I-O-K-B-D-L-H-I-D-E-H-J-N-P.
- Take PERSONAL NUMBER.
- PERSONAL NUMBER on JARED'S CASE; open; select photo.
Chapter 5: Supermarket
- Select Skull; speak to character; take BROKEN MIRROR (V).
- Give SEEDS; take BELT BAG (W).
- Take 1/2 BAG SHAPES; HACKSAW (X).
- Use HACKSAW; take note and CHISEL (Y).
- Use CHISEL; receive MEDICAL EMBLEM (Z).
- Place MEDICAL EMBLEM; take STETHOSCOPE (A).
- Place STETHOSCOPE (B).
- Solutions (C). B-E-C-A; A-D-B-C-E; C-D-A-B-E.
- Solution (D). A-B-C.
- Take syringe.
- Speak to character; take GLOWING STONE and 2/2 BAG SHAPES (E).
- 2/2 BAG SHAPES on BELT BAG; take EMPLOYEE'S CARD and 1/4 MIRROR SHARD.
- Use EMPLOYEE'S CARD (F).
- Go forward.
- Use TAPE; select button (G).
- Take 2/4 MIRROR SHARD; use SCREWDRIVER; receive CROSS HANDLE (H).
- Take TEAPOT TOKEN; place, select CROSS HANDLE (I); take 1/2 STONE FLOWER (J).
- Place TEAPOT TOKEN (K); take DRUGSTORE LOCK PART (L).
- Go down.
- Place DRUGSTORE LOCK PART (M).
- Solution (N). Cx6-F-G-H-I-Bx10-E-F-G-H-I-Cx7-F-G-H-J-K-Bx3.
- Take COFFEE TOKEN and 3/4 MIRROR SHARD.
- Go forward.
- Place COFFEE TOKEN (O) for HOP (P); receive 2/2 STONE FLOWER.
- Go down.
- Place 2/2 STONE FLOWERS (Q); take SQUARE HANDLE (R).
- Go forward.
- Place SQUARE HANDLE (S); take TWEEZERS and 4/4 MIRROR SHARD (T).
- 4/4 MIRROR SHARDS and GLOWING STONE on BROKEN MIRROR for SOUL MIRROR.
- Go down.
- Use SOUL MIRROR (U); speak to character; take (V).
Chapter 6: Outcasts
- Take BROKEN PRUNER (W).
- Take DEVIL FIGURE; use TWEEZERS for OUTCASTS' KEY (X).
- Use OUTCASTS' KEY (Y); take PRUNER PART and ANGEL FIGURE (Z).
- Place ANGEL and DEVIL FIGURES (A).
- Solutions (B). (A4-A5)-(A6-A4)-(A9-A6)-(A3-A8)-(A7-A2)-(A9-A1)-(A9-A7).
- (B5-B3)-(B5-B1)-(B8-B7)-(B1-B6)-(B9-B2)-(B8-B4)-(B8-B9).
- (C1-C5)-(C4-C2)-(C9-C3)-(C9-C7)-(C8-C4)-(C1-C9).
- (D1-D3)-(D1-D5)-(D8-D7)-(D1-D2)-(D9-D6)-(D4-D9); G-H-F-G-F.
- Take 1/2 CRYSTAL.
- Take 2/2 CRYSTAL (C).
- Place 2/2 CRYSTALS (D); open; take note and LUCKY CHARM (E).
- Place LUCKY CHARM (F); take LION LOCKET (G) and BOLT (H).
- PRUNER PART and BOLT on BROKEN PRUNER for PRUNER.
- Use PRUNER (I); take TINMAN'S GLASSES (J).
- Give TINMAN'S GLASSES (K).
- Take PENCIL CASE (L); open book; take 1/4 FRIENDS' PHOTOS (M).
- Take CLOCK HANDS; place LION LOCKET (N); open, take GOLDEN TULIP (O).
- Place GOLDEN TULIP (P); take INITIAL T (Q).
- Place CLOCK HANDS (R); take SNAKE SHAPE (S).
- Place SNAKE SHAPE for MINI-HOP (T); receive SILVER TULIP.
- Place SILVER TULIP (U); take DRAGON SHAPE (V).
- INITIAL T on PENCIL CASE; take 2/4 FRIENDS' PHOTOS and WEIGHT.
- Place WEIGHT; take 3/4 FRIENDS' PHOTOS (W).
- Place DRAGON SHAPE (X); take 4/4 FRIENDS' PHOTOS (Y).
- Place 4/4 FRIENDS' PHOTOS (Z) for HOP (A); receive RAY OF FATE.
- Give RAY OF FATE (B); select Skull; speak to character; take FIREGIRL'S PENDANT (C).
- Give FIREGIRL'S PENDANT (D).
- Open door; take TONGS (E).
- Take POUCH; use CORKSCREW (F); take COOK HAT; open (G); use TONGS for KNIFE HANDLE (H).
- Place COOK HAT for MINI-HOP (I); receive DUST MOP.
- Use DUST MOP; place KNIFE HANDLE for KITCHEN KNIFE (J).
- KITCHEN KNIFE on POUCH; take LOCKPICK and MATCHES.
- Use LOCKPICK (K); take ROAD MAP (L).
- Place ROAD MAP (M).
- Solutions (N). A-F; Ax3-B-Cx3-Dx2-E; E-B-C.
- Take RAY OF FATE.
- Give RAY OF FATE (O).
- Select Skull; speak to character; take THUNDER'S ID TAG (P).
- Place THUNDER'S ID TAG (Q).
- Take INK (R).
- Use MATCHES; take INSIGNIA PART and GRIP BAG (S).
- Use SCREWDRIVER; receive CHILD'S KEY (T).
- Use CHILD'S KEY (U); take QUILL (V).
- Place INSIGNIA PART (W).
- Solution (X). (F-J)-(B-F)-(E-B)-(C-E)-(J-C)-(D-H)-(A-D)-(H-A).
- Take GRIP LATCH.
- GRIP LATCH on GRIP BAG for EMPTY SCROLL.
- Use MAGNIFIER; place EMPTY SCROLL, INK and QUILL; take SAFE CODE (Y).
- Place SAFE CODE; select 5-4-2-8 (Z) for HOP (A); receive RAY OF FATE.
- Give RAY OF FATE (B).
- Take newspaper (C).
- Congratulations. You have completed Grim Tales: The Nomad.