This guide will show you where you can find all showpieces that are scattered across the map of Penny’s Big Breakaway.
General notes
- If you pick up a showpiece and meet your demise before hitting a new checkpoint, fret not! No need to grab it again. Once is sufficient.
- There’s hardly any need for fancy “tech” or tricks to nab most showpieces. Being adept at swinging is usually the most you’ll need, but even then, it’s not strictly necessary for most pieces.
- Each and every showpiece is crucial for unlocking all the star globe levels.
- Instead of taking a leap off the edge for a reset, opt for the restart button in the menu. You’ll bounce back to your last checkpoint without losing any health, just have to endure the level intro once more.
- Not entirely sure when it’ll be super useful, but giving your yoyo a whirl will slightly magnetize coins and showpieces toward you.
World 1: Vanilla Town
1-1
The initial showpiece awaits just a tad past this checkpoint; give the trampoline a few extra bounces.
Then, it’s right up there.
The second piece requires a whirl on the very-go-round here.
Once you soar up, zip or swing to the platform with the coin.
Spot the third piece just after the next pair of very-go-rounds, right by the final checkpoint.
You can either hop and swing around the wall or head upward and drop down from above using the nearby elevator shaft.
1-2
The first piece pops up right after the penguin-occupied walls burst open. Grab onto this pole and swing upward (just hold up).
In this construction site, locate the second piece. Once more, aim for the swing pole up ahead and simply hold up.
The third piece awaits at the far end. Just before the pole ride upward, veer further left. You’ll stumble upon three trampolines; take them up, and the last piece hides in a secret alcove.
1-3
Surprisingly, this piece is visible right from the start! Look up to the upper left.
It’s a breeze to climb up to it, but watch out for the collapsing floor just before.
Spot the second piece just after the swift dash with the nets. Utilize the trampoline and bounce a bit to land next to it.
The final piece sits atop this pole; jump off early into the alcove on the right, and there it is.
1-4
Another first piece that’s kinda visible from the get-go. Ascend to the top of the blue building, and it’s behind the grating to the right.
For the next piece, avoid taking the zipline! Instead, use the trampoline below, pop up through the flipping floor, swing ahead to this platform, then hop onto the piece.
As for the final piece of world 1, once again, you encounter some trampolines. Just give the higher one a few more bounces, and there you have it.
World 2: Tideswell
2-1
The first piece nestles in an alcove to the right here. You can either leap straight to it and swing over or head to the island on the right and launch from there.
Piece 2 hangs up to the upper right. Enter the pipe, launch upward, and either land on the platform or swing directly to it.
Spot piece 3 after dealing with these smelly flightless birds and taking the very-go-round. Follow the path on the right side into the ramp and keep heading that way.
2-2
Piece 1 awaits after this checkpoint. Utilize the powerup to soar upwards.
Venture left towards the platform with the green penguins. Further left off that platform, you’ll discover a path leading to the piece.
Piece 2 lies straight ahead from this checkpoint.
Scale up the two crushing blocks here and platform ahead to reach the piece.
The very last piece of world 2 is visible directly from this checkpoint. Simply take the lower path, avoiding the crushing rocks, and ride the pipes back out to the finish!
World 3: Zaphara
3-1
Piece 1 is quite early. Proceed forward from the start and veer left, climbing these pillars.
Ascend this pole and hop off to your right; there’s your piece.
Piece 2 is part of a collection I like to call: Why?
Unlike any other piece so far, this one isn’t visible at first. Take a look at this location.
You’ll notice a distinct absence of a piece. To make it appear, head back below, knock the bull into the golf hole, and wait until the pole fully rises. Why is there a piece tied to an interaction that previously hasn’t had any such interaction? Don’t know, but I dislike it; moving on.
Piece 3 is right after this checkpoint, up the stairs.
Engage in jumprope across these platforms, and there you have it. If you fall, it’s fairly easy to get back up by jumping against the wall, sending the yoyo into the wall, wall kicking, then dashing to get up, but that’s slightly advanced tech, so if you fall and don’t know how to do all that, just reset back to the checkpoint.
3-2
Piece 1 is straightforward. Head forward from the start, and you’ll see it on the other side of this fence. Just go to the right where the fence ends and go around it.
Piece 2 is halfway through the pseudo-2D section. Look to the lower foreground for it, placed behind this fence. Just hop in the hole to the lower right.
From this individual requesting coffee, ride down the hills and up the ramp at the end for Piece 3. If you find it hard to gather enough speed going down the hill to get up top, there’s a swing pole to the right of the piece. Get on it and hold up left, then zip/swing over to the piece. It’s slightly blind but a good backup.
3-3
For Piece 1, from the penguin bowling bit here, ride downhill to the left.
You’ll notice in the upper left that the dirt curves into the wall, forming a ramp! Ride up it. You can execute a fully charged spindash (hold the spin button from standstill) to just barely get up if you’re having a hard time of it.
Piece 2 is directly up and to the right of this checkpoint. Take the pepper powerup here and ride up the curved wall for a cool bit, and the piece will be right there.
After riding up the sand waterfall near the end, you’ll encounter two pillars you can ascend. Choose the right one for Piece 3. If you’re skilled, try to retain the pepper powerup and use it to ascend to the piece.
3-4
Piece 1 is right ahead of this checkpoint.
Swing up the pole, traverse across the air, and zip across to the piece. Simple.
Returning to the theme of “Why?” from this checkpoint, we must raise the flag ahead for the piece to appear.
Maneuvering the bull across is a bit tricky, but this is an opportune moment to utilize the right stick for your yoyo. Get however many holes you need; your coin awaits at the top.
Piece 3 is very close ahead, just beneath these stairs. And with that, world 3 is complete!
World 4: Moltobene
4-1
You’ll encounter a half-pipe early on; piece 1 is up the right side. I recommend riding up the left first, then turning back down to build up speed, or simply jumping off the left side and activating the ride button on the way down.
Piece 2 is easily visible as you ascend. Ride across the little plaza and launch upward.
Piece 3 requires you to use the green launch pad ahead in the photo, then hit an accel ring to launch directly over to its platform.
4-2
Piece 1 awaits at the end of the score attack section. Ride down this ramp and land on the upper platform. Take the baseball glove to its section; straightforward from there.
Piece 2 is a bit further along from piece 1. It hides behind the flame wall to the upper left. Turn it off by using the adjacent lever. (Note: the flame wall is not shown in the picture; it’s annoying to turn off, and I forgot to take the picture before.)
Utilize the Endurian to ascend the lava, hop across the lava tubes before it depletes, and there’s your piece.
Piece 3 isn’t far from piece 2, directly up from this skillet.
Utilize the upper launch pad to land directly on it.
4-3
Piece 1 can be reached from this tree. Time your launch to the upper right, past the flame jets, to land right on it. Alternatively, you could probably land at the checkpoint and zip/swing over to it blindly.
Piece 2 is found at the end of this path, up and to the right of the checkpoint. Use your momentum from the ride to land on top.
Piece 3 is free. You can spot it below you as you ride into this section on the paper. Just hop below and zip into it.
World 5: Bubblin
5-1
Piece 1 can be easily missed. Start from the big slanted circle you ride across.
Take the diving board and rope up to the next diving board.
Use this diving board to ascend even higher and to the right. There’s ANOTHER diving board. That one will lead you to the secret path shown. It’s a tricky section to navigate, but it’s otherwise straightforward from there.
Piece 2 is hidden to the back left of this area, across the alternative rotating platforms.
Pull out the cart, and it’s right there.
Piece 3 lies straight ahead from this checkpoint. Ride along and make sure to hit the ramp ahead.
Land on this diving board and catch the pole above. You’ll need to maneuver past the gushing water by either going over or around it.
5-2
Piece 1 is near the start, just above the water spout ahead.
Once up top, head left, and pull out this cart. Behind it lies a baseball glove and a mini-section for the piece.
Piece 2 is almost directly above this checkpoint.
Once you grab the spin pole, head up left instead of up right. The piece rests on one of the rotating platforms.
Piece 3 awaits ahead from this checkpoint. Take the water spouts up and land on the platform above.
Spot the diving board in the upper middle of this photo! Utilize it, then another, and straight down that path lies the piece.
5-3
The first piece is in a baseball glove section behind the glass to the upper left. Self-explanatory otherwise.
Piece 2 is tricky. You must use this trampoline to ascend, cross the gap with either proficient swinging and zipping or utilize the rotating spike platforms. Once across, use some ride momentum to ascend and grab the piece mid-air. Falling at any point during this necessitates a reset as there’s no good way to get back up and try again.
Piece 3 is once again in a baseball glove section behind some glass. Ascend this diving board as high as you can; the section is to your upper left.
Nab it, and world 5 is complete!
World 6: World’s Edge
6-1
A relatively easy world for showpieces. The first one is nestled up in this tree. Utilize the moving blocks for extra height when dashing over if you prefer.
Piece two rests atop this platform. You might notice the drawer above the puppet.
Land on top of the puppet, pull the drawer, and hop on up.
The third piece is once again pretty hard to miss. It’s just up in these trees. Once more, utilize the moving blocks for extra height.
6-2
The first piece is up the trees at the start.
Take the pole to the upper left instead of the right, then a second one towards the piece.
The second piece is hard to miss, slightly off the main course to the right here.
The third piece is similar, but it’s the first instance of racing to get a thing while also racing against a fuse. If it isn’t obvious, you don’t have to do everything in one go if that’s too challenging.
6-3
Piece 1 is in the alcove behind the rightmost position of the moving block.
Hop in and up on the trampoline, launching you up to the piece and a teleport.
Piece 2 is another one to grab while chasing the fuse. It’s hard to miss.
Piece 3 is located in this section. Take the pole, launch up and forwards, bounce off the ring, and the piece will be on the tree in front of you.
6-4
For the first piece, light up this fuse and race it to the top.
Instead of a cannon that shoots you, this time the cannon will shoot a bomb. Knock it into the stone wall; the piece is right behind.
Piece 2 is a race against being bombed! Get up to this platform, and you’ll notice the stone platforms up ahead. Hop across them and the books as fast as you can before the cannon destroys the ground beneath you. If you fall down, just reset to the checkpoint.
The final piece of World 6 is once again a race against the fuse. It’s barely off the path; you could even dash and swing over to it instead of taking the trampoline.
World 7: Pengoville
7-1
Piece 1 is directly in your path, but hard to grab. Need a good swing to get it and keep going, otherwise just suicide dive this one.
Piece two is in the upper left here, back where the penguin wheel spawns and behind some barrels.
Peice 3 is at the end of the break the barrel dilemma. Hop on top of the crushing blocks and it’s in the air between the two sets.
7-2
Take the cake powerup, and once you’re up top, go a bit to the left. Piece 1 is just off the side here.
Piece 2 can be seen in the distance as you approach this area. Just ride the drifting ice off to the back and grab it.
Piece 3 is right above the goal, behind all these penguin balls.
7-3
Piece 1 is up the ramp wall at the end of this penguin chase hellzone.
Piece 2 is in a baseball glove zone, tucked away in this alcove to the back right just after you climb the waterfall with the pepper power up.
And finally for piece 3, another episode of: Why?
Knock the bull into this flagpole to raise it, and the piece out of the ground.
World 8: Industria
8-1
Piece 1 is very near the start. If you walk forward and to the left you should be able to see it. Just run against the treadmill, watch the penguins zip past, there ya go.
The second piece is just past the first instance of breaking a light bulb to stop electricity. Swing on the now safe bar, and then above that is another light bulb. Break it and the gate will open, allowing you to grab the piece underneath the proper path.
Piece 3 is clearly visible at the end of this runway, however the penguin wheel WILL break the rocky flooring, so when you get there be ready to jump and dash across to the piece.
8-2
You can see piece 1 on top of the pillar in the distance at the top of the screen.
Break this light bulb so you can swing on the pole below it and grab.
Piece 2 is up these ever rising platforms, but above the first stop. Ride all the way up just before you hit the electric gate.
The final piece is in the solitary block that isn’t the giant wall just ahead of this checkpoint.
World 9: Lawberry
9-1
Piece 1 can be found up the side of the left wall here. Simply ride on up.
Piece 2 is above this doorway. You can either use ride momentum from the previous area to get up, or a good swing.
Piece 3 requires you ride a screw up to grab a Endurian on top of a pole of fire spitting traps (not pictured, somehow missed it, might add it later, hate Lawberry). Grab it and then run down the path before the Endurian runs out to grab the piece inside of the fire geysers. Alternatively it’s not very difficulty to damage boost your way inside.
9-2
Piece 1 is at the end of this sick slide. Just have the momentum to hop on up. I advise using the side of the ramp, going up and down them, to build speed as needed. If you fail, just restart.
The second piece is just above this rail, easy find, easy grab.
Once you get to this pepper, we’re gonna head to the right instead of the left. In an alcove ahead is the last piece. Watch for the platforms as the lava rises and falls.
9-3
Once you reach this screw, make sure you get down the burning tubes FAST. The door to the Endurian ahead will begin to close and we need it.
With the Endurian, take the lava geyser up and rush down the path ahead and get to this showpiece being blocked by fire geysers.
Piece 2 is just on this spinning wheel next to a checkpoint. Do some circus magic to grab it and continue.
Piece 3 requires you to take this pole, into the accel ring, and you’ll land right up next to it.
World 10: Gala Night
10-1
The first piece is on top of this crane right near the start. I’m really not sure what the best way to get it is, so I just built up a lot of speed riding down the previous area then used the momentum to carry me up to grab it. You’ll probably fall out trying to grab this.
The second piece is just up this water pressure shooter thing. When you take it up, be ready to dash over to the blue roof.
Up ahead and you’ll see some alcoves in the wall. In the higher of the two is the piece.
The third piece is very similar to a piece in world 1. It’s up the side of this wall. Take the upper path, knock out the lightbulb, and swing up to it.
This first piece eluded me for quite some time, but you can see it from the start, it’s just underneath the pipe gushing water down.
Get on top of the arch here however you see fit, then pull the valve to turn the water off, drop down and swing into the piece to grab it.
The second piece requires you to hit all 3 buttons from this checkpoint forward. The first two are directly in your path as you cross the water.
The third is placed up here. This will open the door to the upper left. Therein is the piece
The final piece is just after. Grab the pepper and ride up, you can’t miss it.
World 11: Edditorium
11-1
Piece 1 is up here where there are 3 Eddy pictures side by side. It’s hiding behind the middle one.
Piece 2 is to the upper right here. Take the spin pole and launch up and to the left.
The last piece is at the end of the big helicopter section. Make sure you have enough height to reach this platform on the right.
11-2
Piece 1 is behind the painting ahead, guarded by the penguin wheel
Piece 2 is down this hallway, make sure to grab the magnet from the second painting to the left.
Ride the magnet beam up ahead up, and there it is.
The third piece is both behind this painting, and behind a stone wall. Make sure you bring the burger powerup all the way down here to break it.
11-3
The first piece is just off to the right path here.
The second piece is on the upper right platform, behind a cart. Watch for the flame jets as you pull it out!
The final piece can be seen at the top of this pole. Go riding down the path and up the ramp to get sent high enough to dash over to it.
11-4
The first piece Can be found up and to the right of this platform.
And then once again above and forward from here.
I’m unsure what the intended way to get here is, but I sleep bounce against the wall to climb up. Alternatively you could take the saxophone tube ahead, and then try to climb it backwards. This is hard and requires a bit of blind movement, but if you find climbing the wall hard then it’s an option.
Second piece requires you to get across this entire gap with only the two platforms in one go. Falling here sucks because the last checkpoint is a bit far back, this isn’t easy.
The very last Showpiece of the game can be found directly in your path, floating in the middle of these rotating platforms. At least this one has a checkpoint just before it.
And that’s it! That’s all showpieces. Hopefully the pictures and descriptions I gave are sufficient. I might make a video form of this guide in the future if anyone is interested, but for now here ya go. Have fun with Penny!
That's everything we are sharing today for this Penny’s Big Breakaway guide. This guide was originally created and written by SnapKick. In case we fail to update this guide, you can find the latest update by following this link.