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Royal Legends 1 Walkthrough Guide

Can you solve the mystery?

Royal Legends 1: Marshes Curse is an adventure mystery game that offers a fantastic mixture of compelling storying, point-and-click puzzles, 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.

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Full Royal Legends 1 walkthrough - Marshes Curse

To make this guide more manageable, I’ve broken it down into three roughly even parts. Below you’ll find the walkthrough for what we’re calling Chapter 1, which takes you up to and through the Swamp Maze.

Finding out the details of the murder

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Take the Amulet on the floor at the base of the Message Board (a1). Select the carriage 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 the cockerel (a3) and take the two Witch’s Coins in the close-up, and also take the Map (it looks like a scroll) and read the Missing poster. Use the Ring on the chain to open the Royal Post box and take the Note from inside, along with the Brooch and Grapes Amulet.

Now center on the market stall (a4) and grab the Piece of Leather in 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 a Hook and a Horn.

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 a Barrette you can pick up. Now select the carriage once more and use the Barrette on the key stub to open the box. Click and open the Satchel inside, take out the Notebook, and grab the Royal 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 the Laundry Address. Show this to the Advisor, Duncan, who appears and then moves on to the next location.

Questioning Bertha

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Grab the Witches Belongings on the floor (b1), then get a close-up of the well (b2) and take the Nut and Cutting Board. While here, you can also add the Hook to the rope in the well.

Come back to the main image and select the chest (b3). Take the Witch’s Coin on the soil, then use the Brooch to open the lock of the chest. Take the Painted Stone and the Weathervane from 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 the Plank from inside the bucket, then pick up the Water Bucket.

Related: Lost Lands 3 Full Walkthrough (Golden Curse)

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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 can keep trying until you finish it. Once done, you can enter the Laundry.

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Go inside and click the window (c1) to clear the smoke. Get the Amulet on the floor (c2), then click on Bertha to free her from the ropes. She gives you a Valve and asks you to bring her a Soothing Decoction.

Making the decoction

Select the bubbling barrel (c3) and take the green Parasol to 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 the Cutters and the Button from inside the barrel.

Click the fireplace (c4) and select the kettle there, moving it onto the hook above the fire (also grab the Witch’s Coin that is underneath the kettle). Use the Button to unfasten the box lid here, then take the Tongs, Nails, and your second Painted Stone from inside.

Go to the central table (c5) to get the Broken Bellows and a second Plank. 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 the Mirror, Trowel, and Puppet with Needle from inside the revealed secret compartment.

Go back to the Well and use the Trowel to dig up and take the Valerian 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 get Boiling 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 the Soothing Decoction you can give to Bertha, who will now tell you her tale. Afterward, she’ll give you a Hairpin that you can use on the bag by the bubbling barrel (c3) to get a Heavy Statuette from inside.

Go back outside and click the wharf (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 to Martha’s house.

Getting into Martha’s House in Royal Legends Chapter 1

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Outside, collect the Witch’s Belongings (d1) and then click the blue cloth (d2) in the close-up of the cart. Take the Jack from the cart, then use the Cutters to break the chain and get the Chain and Hook from the bag it was protecting.

Select the front door of Martha’s house (d3) and pull the string, breaking the glass and getting a Fuse. Use your mirror where the glass used to be to get a look at the other side of the lock, which is a slide 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.

Related: Echo Bay Murders – Chapter 1 Walkthrough

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Take the Amulet (e1), then click the cabinet (e2), collect the Note, and reveal the symbols underneath it. Select the chest (e3)and take the Tube and Tracing Paper on top. Selecting the tube in your inventory shows it needs several items connected to it. You can only add the fuse for now.

Click the rug (e4), which pulls it back to reveal a trap door but also triggers the cat to come and defend it. Select the bench (e5) next and use the jack to fix it, taking the Gemstone and Powder (which you can add to the tube in your inventory) from underneath afterward. Use the parasol to grab the handle of the case that is also underneath the bench and pull it out. Grab the Figurine from on top of the case.

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Back in the room, select the piano (e6) and use the figurine on the blue slot on the top. Now you can take the Cufflink and Matches from inside the piano, then use the Tongs to grab your second 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 a side-by-side pair to 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 the Axe from the chest.

Saving Duncan

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Now use the axe on the wood blocking the doors (e7), which gets you access to the basement. Head down, and you’ll find Duncan in a bit of bother. Take the Witch’s Belongings from the chair (f1), then select the dressing table (f2), and in the close-up, take the Blue Clay. Come back out and click the table (f3), where you can collect a Key and 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 green Spellbook on 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 Spellbook in your inventory to get rid of the monster. After a cutscene with Duncan, he’ll give you a Lantern. 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 a Bracelet.  Use the Bracelet on the two holes on the dressing table close-up (f2) to open a secret compartment, and take the Saltpepper, Pencil, and Witch’s Coins from 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 into Dynamite.

Use the map to go back upstairs and use the Pencil with the Tracing Paper on the cabinet (e2) to get the Mystical 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 the Amulet and Mouse from inside. Use the Mouse to move the cat away from the trapdoor, then pick up the Cinnabar and Witch’s Coins from where it was sitting. Place the Dynamite on the trapdoor and then place the Matches to light it. Take the Swamp Map, Note, and Peg from 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 the Witch’s Coins, Key, Glue, and wooden Tub after the cart moves. Place the Tub under the ladder (d4) to balance it, then take the Rope and Mortar from 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 the Note and Cleaning Agent from 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 the Knocker and third Key from inside. Go back upstairs and add the three Keys to the piano (e6), which opens a compartment from which you can take some Feathers and a second Amulet Part. In your inventory, use the glue to fix the two amulet parts and get an Amulet.

Use the Amulet to open the drawer on the cabinet (e2) and take the Note, Corkscrew, and Barn Key from inside. Head back outside and use the Barn Key to enter the barn (d5). Find the items required inside (or play match-three) to collect the Saddle 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

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Collect the Amulet (g1), then select the Basket (g2) and take the Witch’s Coins, Pendant, Scoop Net Pole, and Revealing Powder. Select the Cage (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 the Leaf Cup and Lace Shawl from inside. Note that this puzzle was bugged for me on PC and 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 a Scoop Net. Click the Basket (g2) and use the Scoop Net to fish out the bag and take the Magnet and Swamp Lily Amulet from inside.

Click the Tree (g4) to move the branches and reveal a box. Use the Swamp Lily Amulet to open it and grab the Note and Magical Sword. Click the Magical Barrier (g5), use the Magical Sword to cut through, and start a puzzle to make it through the swamp.

The swamp maze

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To get through each set of stepping stones, you need to click 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 twice and then follow the image above to get the animals in the correct order.

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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 to click the sequence marked but 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 out Royal Legends 1 Walkthrough, Chapter 2, to get the next section here at Pro Game Guides!


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Author
Image of Chris Marling
Chris Marling
Chris Marling is a writer and editor with more than 20 years of experience across newspapers, magazines, and websites. Based in the UK, he has written professionally on everything from tech to tearooms. But his real passion is gaming, going right back to the Atari 2600 - and especially RPGs and MMOs. He cut his teeth on games such as The Realm and Anarchy Online. But 20 years on still gets excited about exploring each new world. When not online, you'll find him gaming analog-style around the table. Chris has had five of his own board games published, including Pioneer Days and Armageddon.

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Royal Legends 1 Walkthrough Guide

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