Welcome to the Grim Tales: Color of Fright Walkthrough

A shadow from the Gray family’s past has returned for revenge. Can you save your family from their worst nightmares?

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: Color of Fright 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 below to quickly jump to whatever stage of the game you need help with.

Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!

This walkthrough was created by David Becker, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Walkthrough Menu

General Tips

  • This is the official guide for Grim Tales: Color of Fright.
  • Hidden-object puzzles are referred to as HOPs. This guide will not show screenshots of the HOPs, however, it will mention when an HOP is available and the inventory item you’ll collect from it.
  • This guide will not mention each time you have to zoom into a location; the screenshots will show each zoom scene.
  • At some locations, you have to pan left and right to access certain areas.

Chapter 1: The Castle

Grim Tales: Color of Fright
  • Move four branches (A).
  • Take the STARFISH (B).
  • Pan right.
  • Use the food (C).
  • Place the STARFISH (D); take the WHETSTONE (E) and CASTLE KEY (F).
  • Pan left.
Grim Tales: Color of Fright
  • Place the CASTLE KEY (G); turn the key.
  • Open the door (H).
  • Move forward.
  • Move the curtain (green).
  • Take the BROKEN CANE (I) and SUN AMULET 1/3 (J).
Grim Tales: Color of Fright
  • Take the BLUNT KNIFE (K).
  • Sharpen the BLUNT KNIFE with the WHETSTONE (L); take the KNIFE.
  • Use the KNIFE (M); take the CHICKEN LEG (N).
  • Pan right.
  • Use the KNIFE (O); move two objects.
  • Take the TAPE (P).
  • Walk down, pan left.
Grim Tales: Color of Fright
  • Use the CHICKEN LEG (Q); take the HANDLE (R) and AXE HEAD (S).
  • Move forward.
  • Place the HANDLE (T); open the door.
Grim Tales: Color of Fright
  • Play the HOP (U) to acquire the MERMAID MIRROR.
  • Walk down, pan right.
  • Place the MERMAID MIRROR (V); take SUN AMULET 2/3 (W).
  • Move forward, pan left.
Grim Tales: Color of Fright
  • Activate 4 pairs of runes (X).
  • Take the ARTIST’S KIT (Y).
  • Finish the sketch: (Z).
  • Take the BUTTERFLY SKETCH (A).
Grim Tales: Color of Fright
  • Use the BUTTERFLY SKETCH (B); take the CAT MEDALLION (C) and SUN AMULET 3/3 (D).
  • Move forward.
  • Place the SUN AMULET (E).

Grim Tales: Color of Fright
Grim Tales: Color of Fright
Grim Tales: Color of Fright
Grim Tales: Color of Fright

  • Play the mini-game.
  • Solution (F): 1-12.
  • Solution (G): 1-6.
  • Solution (H): 1-6.
  • Solution (I): 1-10.
  • Enter the Corridor, pan left.
Grim Tales: Color of Fright
  • Take the pencil (J); place the CAT MEDALLION (K).
  • Take the CORKSCREW (L) and FILE (M).
  • Use the FILE (N); open the trapdoor.
  • Move forward.
Grim Tales: Color of Fright
  • Remove the curtain (green).
  • Take the KEY PART (O).
  • Pan right.
  • Inspect the photo (P) and letter (Q); take the MAGNET (R).
  • Walk down three times.
Grim Tales: Color of Fright
  • Use the MAGNET (S); take the WIND-UP KEY (purple).
  • Move forward, pan right.
  • Place the WIND-UP KEY (T); turn it.
  • Take the CANE HANDLE (U) and KEY PART (V).
  • Connect the CANE HANDLE and TAPE to the BROKEN CANE (orange); take the CANE (W).
  • Move forward twice, pan right.
Grim Tales: Color of Fright
  • Use the CANE (X).
  • Play the HOP (Y) to receive the RECORD.
  • Place the RECORD (Z); take the KEY PART (A).
Grim Tales: Color of Fright
  • Place 2 KEY PARTS on the KEY PART (B); take the SNOWFLAKE KEY.
  • Place the SNOWFLAKE KEY (C); turn it.
  • Move forward.

Chapter 2: The Forest Edge

Grim Tales: Color of Fright
  • Take the sketch (D).
  • Complete the sketch: 1-2.
  • Take the OWL SKETCH (E).
Grim Tales: Color of Fright
  • Use the OWL SKETCH (F).
  • Take the WOODEN HANDLE (G) and RAVEN AMULET (H).
  • Connect the WOODEN HANDLE to the AXE HEAD (green); take the AXE (I).
Grim Tales: Color of Fright
  • Use the AXE (J).
  • Remove a branch; take the CRANK (K).
  • Move forward.
  • Take the RAVEN AMULET (L) and paint (M).
  • Place the CRANK (N); turn it.
  • Take the IRON HOOK (O).
  • Walk down.
Grim Tales: Color of Fright
  • Use the IRON HOOK (P); take the LOCKPICK SET (Q).
  • Move forward.
  • Use the LOCKPICK SET (R); turn it.
Grim Tales: Color of Fright
  • Play the mini-game.
  • Solution: (S).
  • Open the door (T).
  • Move forward.
Grim Tales: Color of Fright
  • Take the COMPACT (U).
  • Place 2 RAVEN AMULETS (V).
Grim Tales: Color of Fright
  • Play the mini-game.
  • To solve this puzzle, hit 15 hunter figurines (purple).
  • Avoid wolf figurines (green).
  • In hardcore mode, time for this puzzle is limited.
  • Take the BEAR TOTEM (W).
  • Go to the Corridor, pan left.
Grim Tales: Color of Fright
  • Place the BEAR TOTEM (X); take the CUPBOARD BUTTON (Y).
  • Go to the Hunter’s House.
  • Place the CUPBOARD BUTTON (Z).
  • Play the mini-game.
  • Solution: C-Ax3-Cx2.
Grim Tales: Color of Fright
  • Grab the key (E).
  • Move the items; take the MOON (F).
  • Go to the Attic, pan right.
  • Place the MOON (G); take the DOG WHISTLE (H) and FLASK (I).
  • Go to the Hill.
Grim Tales: Color of Fright
  • Use the DOG WHISTLE (J).
  • Remove snow five times; take the sketch (K).
  • Attempt to catch the chipmunk (1).
  • Use the ARTIST’S KIT.
Grim Tales: Color of Fright
  • Complete the sketch: 1-2.
  • Take the CHIPMUNK SKETCH (L).
Grim Tales: Color of Fright
  • Use the CHIPMUNK SKETCH (M); take the CRYSTAL HEART (N).
  • Go to the Corridor, pan right.
  • Place the CRYSTAL HEART (O).
Grim Tales: Color of Fright
  • Play the mini-game.
  • Solution: Qx2-Px2-R-S-Qx2-R-Px4.
  • Take the KNITTING NEEDLE (green) and SHARP BLADE (orange).
  • Go to the Hunter’s House.
Grim Tales: Color of Fright
  • Use the KNITTING NEEDLE (T); open the door.
  • Take the WOLF AMULET (U) and HANDLE (V); inspect the file (W).
  • Place the WOLF AMULET (X); take the HANDLE GRIP (Y).
  • Walk down.
Grim Tales: Color of Fright
  • Place the SHARP BLADE (blue) and HANDLE GRIP (purple) on the HANDLE; take the ICE AXE (Z).
  • Use the ICE AXE (A).
  • Move forward.
  • Use the COMPACT (B).
Grim Tales: Color of Fright
  • Play the mini-game.
  • Solution: 1-3.

Chapter 3: The Lair

Grim Tales: Color of Fright
  • Take the LADLE (C); remove ice four times (green).
  • Go to the Hunter’s House.
  • Place the FLASK (D); use the LADLE (E).
  • Take the SLEEPING POTION (F).
  • Go to the Lair.
Grim Tales: Color of Fright
  • Use the SLEEPING POTION (G); take the CAMEO CLASP (H).
  • Place the CAMEO CLASP (I); open the bag.
  • Take the GOLD BRACELET (J) and AMMONIA (K).
  • Use the ICE AXE (L).
Grim Tales: Color of Fright
  • Play the HOP (M) to acquire the WIRE CUTTERS.
  • Use the WIRE CUTTERS twice (N) and (O); use the AMMONIA (P).
  • Take the BRACELET PIECE (Q).
  • Walk down twice.
Grim Tales: Color of Fright
  • Connect the BRACELET PIECE to the GOLD BRACELET (green).
  • Play the mini-game.
  • Solution: R-S-T-R-U-V-U.
  • You receive the LOUISA’S BRACELET.
  • Place LOUISA’S BRACELET (W); take the LIVING ROOM KEY (X) and CADUCEUS (Y).
  • Go to the Corridor.
Grim Tales: Color of Fright
  • Place the LIVING ROOM KEY (Z); turn it.
  • Enter the Guest Room, pan left.
  • Place the CADUCEUS (A); take the SEALED ALCOHOL BOTTLE (B) and BANDAGES (C).
  • Open the SEALED ALCOHOL BOTTLE with the CORKSCREW (D); take the ALCOHOL.
  • Pull the ROPE LADDER (E) and take it.
  • Pan right.
Grim Tales: Color of Fright
  • Take the BOY FIGURINE (F).
  • Tear off the wallpaper (blue).
  • Go to the Lair.
  • Place the ROPE LADDER twice (1) and (2).
  • Move forward.
Grim Tales: Color of Fright
  • Use the ALCOHOL and BANDAGES (G).
  • Speak with John and Louisa to receive THOMAS’ ROOM KEY.
  • Go to the Guest Room.
  • Place THOMAS’ ROOM KEY (H); turn it.
  • Open the door (I).
  • Move forward, pan right.
Grim Tales: Color of Fright
  • Play the HOP (J) to receive the DAGGER.
  • Pan left.
  • Take the artist’s kit part (K) and BIRD HEAD (L).
  • Walk down.
Grim Tales: Color of Fright
  • Use the DAGGER (M); take the CRUMPLED PAPER (N).
  • Unfold the CRUMPLED PAPER three times; take the sketch (O).
  • Open the ARTIST’S KIT.
  • Assemble the sketch correctly (P).
Grim Tales: Color of Fright
  • Paint the sketch: 1-2-3-4-3-5-2-6-7-8-9-10-3-11-12-13-14-15.
  • Take the FERRET (Q).
  • Move forward, pan left.
Grim Tales: Color of Fright
  • Use the FERRET (R).
  • Play the mini-game.
  • Solution: S-T-U-T-U-V-Ux2-Vx2.
  • Take the WOLF MEDALLION (W).
  • Go to the Corridor, pan left.
Grim Tales: Color of Fright
  • Place the WOLF MEDALLION (X); take the DRAWER HANDLE (Y) and KEY MOLD PART (Z).
  • Go to the Guest Room, pan left.
  • Place the DRAWER HANDLE (A); take the METAL (B) and KEY MOLD PART (C).
  • Pan right.
Grim Tales: Color of Fright
  • Open the case; take the TUNING FORK (D).
  • Move forward.
  • Place 2 KEY MOLD PARTS (E) and the METAL (F); take the KEY FOR THE PAINTED DOOR (G).
  • Walk down.
Grim Tales: Color of Fright
  • Place the KEY FOR THE PAINTED DOOR (H); turn it.
  • Enter the Castle Ruins.
  • Take SCOOP (I); use the TUNING FORK (J).
  • Take the MODEL FRAGMENTS (green).
  • Reassemble the FRAGMENTS (K); take the MODEL SHIP.
  • Walk down.
Grim Tales: Color of Fright
  • Place the MODEL SHIP (L); take the MATCHES (M), paint (N), and CAMP LAMP (O).
  • Open the CAMP LAMP; use the MATCHES (P).
  • Close the CAMP LAMP; take the LANTERN.
  • Go to the Castle Ruins.
Grim Tales: Color of Fright
  • Place the LANTERN (Q).
  • Play the HOP (R) to receive the JACK.
  • Place the JACK (S).
  • Move forward.

Chapter 4: The Outside Tomb

Grim Tales: Color of Fright
  • Use the SCOOP (T); take the sketch (green) and BAS RELIEF PART (blue).
  • Open the ARTIST’S KIT.
Grim Tales: Color of Fright
  • Complete the sketch: 1-2-purple-3-white-4-green-5-black-6-7-2-8-4-8-1-8.
  • blue-6-7-5-8-4-8-1-8-orange.
  • Take the NESTLING (U).
  • Walk down.
Grim Tales: Color of Fright
  • Place the NESTLING (V); take the WOOD CARVING SET (W).
  • Go to the Room under the Stairs.
  • Place the WOOD CARVING SET (purple).
  • Play the mini-game.
  • Solution: 1-5-2-5-3-5-4-5.
  • Take the FIGURINE WITH AX (X).
  • Walk down.
Grim Tales: Color of Fright
  • Place the FIGURINE WITH AX (Y); take the BAS RELIEF PART (Z).
  • Go to the Outside Tomb.
  • Place 2 BAS RELIEF PARTS (green).
Grim Tales: Color of Fright
  • Play the mini-game.
  • Solution: (A).
  • Move forward.
Grim Tales: Color of Fright
  • Take the BAG CLASP (B).
  • Walk down.
  • Place the BAG CLASP (C); open the bag.
  • Take the SUGAR TONGS (D) and WOODEN BAR (E).
  • Go to the Room under the Stairs.
Grim Tales: Color of Fright
  • Place the WOODEN BAR (purple).
  • Play the mini-game.
  • Solution: 1-3-2-3.
  • Take the HACKSAW HANDLE (F).
  • Go to the Inside Tomb.
Grim Tales: Color of Fright
  • Use the SUGAR TONGS (G); collect the button (H).
  • Push the buttons 1-4.
  • Open the box; take the BROKEN HACKSAW (I).
  • Connect the HACKSAW HANDLE to the BROKEN HACKSAW (green); take the HACKSAW (J).
  • Walk down twice.
Grim Tales: Color of Fright
  • Use the HACKSAW (K).
  • Enter the Basement.
  • Examine the scene to receive the LEVER.
  • Place the LEVER (L); take the MECHANISM PART (M).
Grim Tales: Color of Fright
  • Play the HOP (N) to receive the SCREWDRIVER.
  • Go to the Inside Tomb.
  • Use the SCREWDRIVER (O); take the PICKAXE (P) and sketch (Q).
  • Use the ARTIST’S KIT.
  • Complete the rough sketch (R).
Grim Tales: Color of Fright
  • Finish the sketch: 1-2-purple-3-green-4-blue-5-orange.
  • Take the MONKEY (S).
  • Go to the Guest Room.
Grim Tales: Color of Fright
  • Use the SCREWDRIVER (T) to acquire the MECHANISM PART.
  • Go to the Outside Tomb.
  • Use the MONKEY (U) to acquire the RAVEN AMULET.
  • Move forward.
Grim Tales: Color of Fright
  • Place the RAVEN AMULET (V); you receive the MECHANISM PART.
  • Connect 2 MECHANISM PARTS (W) and place the MECHANISM PART (green); take the CELL DOOR PIECE.
  • Go to the Basement.
  • Place the CELL DOOR PIECE (X).

Grim Tales: Color of Fright
Grim Tales: Color of Fright
Grim Tales: Color of Fright
Grim Tales: Color of Fright

  • Play the mini-game.
  • Solution (1): Y-Z-A-A-B-C-D-D-E.
  • Solution (2): F-F-G-G-G-G-H-H-H-H-I-J-K-L-M.
  • Solution (3): N-O-P-Q-R-S-T.
  • Solution (4): U-V-W.
Grim Tales: Color of Fright
  • Use the PICKAXE (X).
  • Speak with John and Louisa to receive the KEY PART and TWISTED HANDLE.
  • Place the TWISTED HANDLE (Y); pull it.
  • Enter the Fireplace Room, pan left.

Chapter 5: The Fireplace Room

Grim Tales: Color of Fright
  • Take the THREADED NEEDLE (Z) and BROKEN MECHANICAL BIRD (A).
  • Place the BIRD HEAD (B) and use the SCREWDRIVER (C) on the BROKEN MECHANICAL BIRD; take the MECHANICAL BIRD.
Grim Tales: Color of Fright
  • Place the MECHANICAL BIRD (D); take the DOOR HANDLE (E).
  • Pan right.
  • Place the DOOR HANDLE (F); pull it.
  • Move forward, pan right.
Grim Tales: Color of Fright
  • Take the RED BUTTON (G) and GIRL FIGURINE (H); move the pillow.
  • Walk down.
  • Place the GIRL FIGURINE and BOY FIGURINE (I).

Grim Tales: Color of Fright
Grim Tales: Color of Fright
Grim Tales: Color of Fright
Grim Tales: Color of Fright

  • Play the mini-game.
  • Solution (1): Jx5-K.
  • Solution (2): L-L-L-M-M-N-O.
  • Solution (3): P-Q-R-S-T-U.
  • Solution (4): V-W-X-X-X-X-Y-Y-Y-Y-Y-Y-Y-Z-A-B-C.
  • Take LUISA’S MEDALLION (D) and PLIERS (E).
  • Move forward, pan left.
Grim Tales: Color of Fright
  • Place LUISA’S MEDALLION (F); take JOHN’S KERCHIEF (G) and the CROOKED KEY (H).
  • Straighten the CROOKED KEY with the PLIERS (I); take the SECRET DOOR KEY.
  • Go to the Room under the Stairs.
  • Place the SECRET DOOR KEY (J); turn it.
  • Move forward.
Grim Tales: Color of Fright
  • Use the PLIERS (K); take the LETTER L (L).
  • Take the KEY PART (N).
  • Go to Grays’ Bedroom, pan right.
Grim Tales: Color of Fright
  • Place the letters (green) and LETTER L (O); open the book.
  • Take the LAMP BUTTON (P).
  • Place the KEY PART on the KEY PART (purple); take the NIGHTMARE KEY (R).
  • Pan right.
Grim Tales: Color of Fright
  • Place the LAMP BUTTON (S); push it.
  • Play the HOP (T) to acquire the WEAK SOLVENT.
  • Go to the Secret Room.
  • Place JOHN’S KERCHIEF and the WEAK SOLVENT (U).
  • Place the NIGHTMARE KEY (V); turn it.
  • Move forward.
Grim Tales: Color of Fright
  • Take the sketch (W).
  • Open the ARTIST’S KIT.
Grim Tales: Color of Fright
  • Complete the sketch: 1-2-purple-3-blue-4-black-5-1-6-green-5-1-6-orange.
  • Take the GECKO (X).
Grim Tales: Color of Fright
  • Place the GECKO (Y); take the GLASS SPLINTER (Z).
  • Go to Gray’s Bedroom.
  • Use the GLASS SPLINTER (A) to acquire the CURTAIN TIE-BACK.
  • Go to the Secret Room.
Grim Tales: Color of Fright
  • Place the CURTAIN TIE-BACK (B).
  • Play the mini-game.

Grim Tales: Color of Fright
Grim Tales: Color of Fright
Grim Tales: Color of Fright

  • Solution: (C).
  • Solution: (D).
  • Solution: (E): take the WRENCH (F).
  • Go to the Fireplace Room, pan left.
Grim Tales: Color of Fright
  • Use the WRENCH (G); take the EYE (H).
  • Go to the School Corridor.
  • Place the EYE (I).
Grim Tales: Color of Fright
  • Play the mini-game.
  • Solution: 1-7.
  • Move the latch (J); open the door (K).
  • Move forward.

Chapter 6: The Teacher’s Room

Grim Tales: Color of Fright
  • Take the ELEPHANT (L); open the case (green).
  • Go to Gray’s Bedroom, pan left.
  • Place the ELEPHANT (M); take the SPHERE PART (purple) and CLOCK HAND (orange).
  • Walk down, pan left.
Grim Tales: Color of Fright
  • Place the CLOCK HAND (N); enter the correct time (O).
  • Take the WOOL (P) and WOODEN OWL (Q).
  • Go to the Secret Room.
  • Place the WOODEN OWL (R); take the SPHERE PART (S) and SCALES AMULET (T).
  • Go to the Teacher’s Room.
Grim Tales: Color of Fright
  • Place the SCALES AMULET (U); open the cupboard.
  • Take the SPHERE PART (V) and COMB (W).
  • Place 2 SPHERE PARTS on the SPHERE PART (X); take the SOCCER BALL.
  • Walk down.
Grim Tales: Color of Fright
  • Place the SOCCER BALL (Y) to play the HOP.
  • You receive the SKULL MOCK-UP.
  • Move forward.
  • Place the SKULL MOCK-UP (Z).
  • Connect four parts to the skeleton (green); take the paper (A) and NOTE (B).
  • Go to the Secret Room.
Grim Tales: Color of Fright
  • Place the NOTE (C); take the CUP (D).
  • Go to the Teacher’s Room.
  • Place the CUP (E); take the RUST SPRAY (F).
  • Go to the Fireplace Room, pan left.
Grim Tales: Color of Fright
  • Apply the RUST SPRAY (G); open the compartment.
  • Take the sketch (H) and GREEN BUTTON (I).
  • Open the ARTIST’S KIT.
Grim Tales: Color of Fright
  • Complete the sketch: 1-2-purple-3-blue-4-green-5-orange.
  • Take the TOOTHY FISH (J).
  • Go to the School Corridor.
Grim Tales: Color of Fright
  • Place the TOOTHY FISH (K).
  • Play the mini-game.
  • Solution: (L); you receive the PEARL.
  • Go to the Secret Room, pan left.
Grim Tales: Color of Fright
  • Place the PEARL (M); take the TORN DOLL (N).
  • Use the COMB on the TORN DOLL (O); place the GREEN BUTTON and RED BUTTON (P).
  • Use the WOOL (Q) and THREADED NEEDLE (R); take the REPAIRED DOLL.
  • Go to the Teacher’s Room.
Grim Tales: Color of Fright
  • Give the REPAIRED DOLL to the girl (S).
  • Play the HOP (T) to acquire the MITTEN.
  • Use the MITTEN (U) to acquire the COOLING LIQUID TANK; take BUTTERFLY MEDALLION 1/2 (V).
  • Walk down.
Grim Tales: Color of Fright
  • Throw the COOLING LIQUID TANK (W).
  • Enter the Math Room.
  • Take BUTTERFLY MEDALLION 2/2 (X).
  • Walk down.
Grim Tales: Color of Fright
  • Place the BUTTERFLY MEDALLION (Y); take the PERFORMANCE MEDAL (Z) and SKETCH PART (A).
  • Go to the Teacher’s Room.
  • Place the PERFORMANCE MEDAL (B); take the SKETCH PART (C) and HEX KEY (D).
  • Go to the Secret Room.
Grim Tales: Color of Fright
  • Use the HEX KEY (E); take the MONSTER PAW (F) and SKETCH PART (G).
  • Go to the Teacher’s Room.
  • Place the MONSTER PAW (H); use the SCREWDRIVER (I).
  • Take the LIGHTER (J) and SKETCH PART (K).
Grim Tales: Color of Fright
  • Combine 4 SKETCH PARTS; take the sketch (L).
  • Open the ARTIST’S KIT.
  • Draw the sketch (M).
Grim Tales: Color of Fright
  • Complete the sketch: 1-2-black-3-purple-4-green-5-1-4-blue.
  • Take the DRAGON (N).
  • Go to the Math Room.
Grim Tales: Color of Fright
  • Use the DRAGON (O).
  • Play the mini-game.
  • Solution: 1-6.
Grim Tales: Color of Fright
  • Examine the scene, pan right.
  • Use the LIGHTER (P).
  • Congratulations, you have unlocked the bonus chapter.
  • Congratulations, you have completed Grim Tales: Color of Fright.

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