Royal Legends 1: Marshes Curse is an adventure mystery game that offers a fantastic mixture of compelling storying, point-and-clickpuzzles, and secret object finding, with some match-three elements thrown in too. As with all good games in this genre, you can set your own difficulty levels, but if you make it a challenge, it can be a little frustrating if you get stuck. I’ve played through the whole game and put this walkthrough together in case you get a bit stuck along the way.
Full Royal Legends 1 walkthrough - Marshes Curse
To make this guide more manageable, I’ve broken it down intothree roughly even parts. Below you’ll find the walkthrough for what we’re calling Chapter 1, which takes you up to and through theSwamp Maze.
Finding out the details of the murder
Take theAmuleton the floor at the base of theMessage Board(a1). Select thecarriage door(a2) and, in the close-up, take the Magnifying Glass (which opens up the Hints feature), then open and read the letter. Once read, take the Ring that was underneath. Click the key on the small hatch here, and it will break off.
Come away from the carriage and click thecockerel(a3) and take the twoWitch’s Coinsin the close-up, and also take theMap(it looks like a scroll) and read the Missing poster. Use the Ring on the chain to open the Royal Post box and take theNotefrom inside, along with theBroochandGrapes Amulet.
Now center on themarket stall(a4) and grab thePiece of Leatherin the close-up. This reveals a puzzle underneath it. All you have to do is place your Grapes Amulet into its center and then complete it by moving the shapes into the right spots by clicking them. You can’t fail. This opens a secret compartment, from which you’ll receive aHookand aHorn.
Go back to the cockerel and use the Horn. You’ll need to keep clicking it until it fills up the bar, then the cockerel will fly off and reveal aBarretteyou can pick up. Now select the carriage once more and use the Barrette on the key stub to open the box. Click and open theSatchelinside, take out theNotebook, and grab theRoyal Medal.
Next, click on the group of people standing together in the square (a5), select the Royal Medal, and click the people to make them disperse. Click the scene again and choose to complete either a missing object or a match-three puzzle. On completion, you’ll get theLaundry Address. Show this to the Advisor, Duncan, who appears and then moves on to the next location.
Questioning Bertha
Grab theWitches Belongingson the floor (b1), then get a close-up of thewell(b2) and take theNutandCutting Board. While here, you can also add the Hook to the rope in the well.
Come back to the main image and select thechest(b3). Take theWitch’s Coinon the soil, then use the Brooch to open the lock of the chest. Take thePainted Stoneand theWeathervanefrom inside. Go back to the well and use the Weathervane in the handle slot on the well, then use it once attached to bring up the bucket. Take thePlankfrom inside the bucket, then pick up theWater Bucket.
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Use the Water Bucket on the fire to start a mini-game. You simply need to make two straight lines between the fires on the right and the water buckets on the left to win. When you connect one straight line between them, the blocks that made it will disappear, clearing you some space to keep going. There isn’t a right answer, as the puzzle randomizes, but you’re able to keep trying until you finish it. Once done, you canenter the Laundry.
Go inside and click the window (c1) to clear the smoke. Get theAmuleton the floor (c2), then click on Bertha to free her from the ropes. She gives you aValveand asks you to bring her a Soothing Decoction.
Making the decoction
Select the bubbling barrel (c3) and take the greenParasolto reveal a tap. Use the Valve on the tap, then the Nut, and they’ll attach and empty some of the water from the barrel. Now you can take theCuttersand theButtonfrom inside the barrel.
Click thefireplace(c4) and select the kettle there, moving it onto the hook above the fire (also grab theWitch’s Cointhat is underneath the kettle). Use the Button to unfasten the box lid here, then take theTongs,Nails, and your secondPainted Stonefrom inside.
Go to the central table (c5) to get theBroken Bellowsand a secondPlank. Click the book here to see the Soothing Decoction recipe you need.
Select your map and go back outside the Laundry. Go back to the Well, place the two Painted Stones on its rim, then take theMirror,Trowel, andPuppet with Needlefrom inside the revealed secret compartment.
Go back to the Well and use the Trowel to dig up and take theValerian Root. In your inventory, select the Bellows, and while selected, add the Leather and Doll with Needle to fix them. Go back into the Laundry and use the working Bellows on the fire (c4). Click the Kettle to getBoiling Water. Go back to the table (c5) and place the Kettle, Chopping Board, and Root on it. Click the table once more (it will now have a purple mist over it) to again choose either an item matching or match-three game.
Completing it gets you theSoothing Decoctionyou can give to Bertha, who will now tell you her tale. Afterward, she’ll give you aHairpinthat you can use on the bag by the bubbling barrel (c3) to get aHeavy Statuettefrom inside.
Go back outside and click thewharf(b4) at the back. Place the two Planks, then place the Nails here, too, then use the Statuette to bang the nails in and fix it. Click the boat to advance toMartha’s house.
Getting into Martha’s House in Royal Legends Chapter 1
Outside, collect theWitch’s Belongings(d1) and then click theblue cloth(d2) in the close-up of the cart. Take theJackfrom the cart, then use the Cutters to break the chain and get theChain and Hookfrom the bag it was protecting.
Select the front door of Martha’s house (d3) and pull the string, breaking the glass and getting aFuse. Use your mirror where the glass used to be to get a look at the other side of the lock, which is aslide bolt. Use the chain and hook to unbolt it, and the door opens. Head inside for a cutscene in which Duncan is dragged into the basement, with the path then blocked behind him.
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Take theAmulet(e1), then click thecabinet(e2), collect theNote,and reveal thesymbols underneath it.Select thechest(e3)and take theTubeandTracing Paperon top. Selecting the tube in your inventory shows it needs several items connected to it. You can only add the fuse for now.
Click therug(e4), which pulls it back to reveal a trap door but also triggers the cat to come and defend it. Select thebench(e5) next and use the jack to fix it, taking theGemstoneandPowder(which you’re able to add to the tube in your inventory) from underneath afterward. Use the parasol to grab the handle of thecasethat is also underneath the bench and pull it out. Grab theFigurinefrom on top of the case.
Back in the room, select thepiano(e6) and use the figurine on the blue slot on the top. Now you can take theCufflinkandMatchesfrom inside the piano, then use the Tongs to grab yoursecond Gemstone. Go back to the chest, put the two gemstones in its lid, then complete the puzzle. Place a gem pair from the center to the location the mechanism is pointing to by clicking the gems. Spin the mechanism by clicking the dials. Each color needs to end up in aside-by-side pairto complete the puzzle (as pictured). Don’t worry, because if you put a piece in the wrong place, you can switch it with the right one later. Once done, take theAxefrom the chest.
Saving Duncan
Now use the axe on the wood blocking thedoors(e7), which gets you access to thebasement. Head down, and you’ll find Duncan in a bit of bother. Take theWitch’s Belongingsfrom the chair (f1), then select thedressing table(f2), and in the close-up, take theBlue Clay. Come back out and click thetable(f3), where you can collect aKeyand read a paint recipe (click the recipe a second time to add it to the table for easy access). Next, use the Cufflink to open and then collect the greenSpellbookon the table. You can also put the Blue Clay on the table now, as it is an ingredient for the paint.
Back in the main basement image,use the Spellbookin your inventory to get rid of the monster. After a cutscene with Duncan, he’ll give you aLantern. Click the dark area at the back of the basement (f4) and use the Lantern on it to start a puzzle (item finding or match three). Completing the puzzle gets you aBracelet. Use the Bracelet on the two holes on the dressing table close-up (f2) to open a secret compartment, and take theSaltpepper,Pencil, andWitch’s Coinsfrom inside. Add the Saltpepper to the Tube in your inventory which, as long as you have added the other ingredients mentioned above, will now turn the tube intoDynamite.
Use the map to go back upstairs and use the Pencil with the Tracing Paper on the cabinet (e2) to get theMystical Code. Now select the case you pulled from under the bench (e5) and use the Mystical Code to open it (simply click the symbols in the correct order as they are on the tracing paper –6,1,4,3, if looking at the symbols from left to right), taking theAmuletandMousefrom inside. Use the Mouse to move the cat away from the trapdoor, then pick up theCinnabarandWitch’s Coinsfrom where it was sitting. Place the Dynamite on the trapdoor and then place the Matches to light it. Take theSwamp Map,Note, andPegfrom the compartment you find.
Getting to the swamp
Use the map to move outside of Martha’s house and use the Peg to fix the cart (d2), collecting theWitch’s Coins,Key,Glue, and woodenTubafter the cart moves. Place the Tub under theladder(d4) to balance it, then take theRopeandMortarfrom the tree.
Head back down to the basement and put the Cinnabar and the Mortar on the table (f3). This will create the paint you need to start a coloring puzzle. Simply copy the colors that are already there to complete it, after which you’ll open a secret compartment. Click it to get a close-up and take theNoteandCleaning Agentfrom inside.
Go back into the basement, select the dressing table (f2), and use the Cleaning Agent on the red substance on the green box. Use the brush that’s in the close-up to finish the cleaning job, then click the key to open the box and take theKnockerand thirdKeyfrom inside. Go back upstairs and add the three Keys to the piano (e6), which opens a compartment from which you can take someFeathersand a secondAmulet Part. In your inventory, use the glue to fix the two amulet parts and get anAmulet.
Use the Amulet to open the drawer on the cabinet (e2) and take theNote,Corkscrew, andBarn Keyfrom inside. Head back outside and use the Barn Key to enter thebarn(d5). Find the items required inside (or play match-three) to collect theSaddle and Reins. Click the horse (d6) for a close-up, add the Saddle and Map to the horse, then watch the next cut scene.
Getting rid of the roots
Collect theAmulet(g1), then select theBasket(g2) and take theWitch’s Coins,Pendant,Scoop Net Pole,andRevealing Powder. Select theCage(g3) and use the Revealing Powder and then the Feathers on the lock to reveal a puzzle. Turn the sections until they match, then take theLeaf CupandLace Shawlfrom inside. Note thatthis puzzle was bugged for me on PCand the only way I could complete it was to use a hint.
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Select the Scoop Net Pole in your inventory and add the Pendant, Rope, and Lace Shawl to it to make aScoop Net. Click the Basket (g2) and use the Scoop Net to fish out the bag and take theMagnetandSwamp Lily Amuletfrom inside.
Click theTree(g4) to move the branches and reveal a box. Use the Swamp Lily Amulet to open it and grab theNoteandMagical Sword. Click theMagical Barrier(g5), use the Magical Sword to cut through, and start a puzzle to make it through the swamp.
The swamp maze
To get through each set of stepping stones, you need toclick the stones in order to get across. This means actually making a path from the bottom to the top of the screen, which makes it easier. On Easy,click the left path twiceand then follow the image above to get the animals in the correct order.
Afterward, click the left path again, and you’ll now also have up and down path options. Click left, up, and left to get to the next puzzle (below). This time you need toclick the sequence markedbut using the same symbols, so it is pretty easy. Once you’ve completed the second puzzle, click the left path once more for another cut scene.
If you want to continue with this walkthrough, check outRoyal Legends 1 Walkthrough, Chapter 2, to get the next section here at Pro Game Guides!