If you’ve made it through the main story of Royal Legends: Marshes Curse, you’ll now know that it isn’t the end, as a bonus chapter awaits. It's about a third as long as the main story, with all the RPG-infused point-and-click puzzles we’ve come to love. But just because we’ve made it this far doesn’t make some of the challenges any easier. So if you’re looking for a bit of guidance to make it through this final challenge, check out my Royal Legends 1 bonus chapter walkthrough below.
Royal Legends 1 - Marshes Curse Bonus Chapter full walkthrough
This is a walkthrough for the final bonus chapter of Royal Legends: Marshes Curse, which only becomes available once you’ve completed the main part of the game, gone through the credits, and clicked play once more to continue. If you’re stuck on an earlier part of the game, check out these guides instead.
- Royal Legends 1 Walkthrough, Chapter 1: Your initial search for the Swamp Witch.
- Royal Legends 1 Walkthrough, Chapter 2: From Jail to going through the Druid's Portal.
- Royal Legends 1 Walkthrough, Chapter 3: From Margeria's House to Fighting Bertha.
Note that I’ve played the game on PC, not on mobile. I did come up against some bugs but only in a couple of puzzles. It meant that I couldn’t play one or two puzzles, but I was able to skip them using the Hint feature, so I could still complete the game.
Extinguish the Fire
Collect the Witch’s Belongings near the Barrels (a1), then click the Gate (a2) and take the Map, Note, and Pitchfork. Next, select the Pile of Hay (a3) and use the Pitchfork to move it, taking the Witch’s Coins, Knife, Rope, and Ladder.
Select the Window (a4) and use the Ladder to get to the roof, and take the Brace, Shovel, and Mallet. Now click the Cellar Entrance (a5) and use the Mallet to break the lock, starting a simple object-finding or match-three puzzle. Once complete, you’ll receive a Sack of Sand. Use the Sack of the Sand on the Fire (a6) to extinguish it. After a cut scene, the innkeeper will give you a Key, allowing you to move on to the Crossroad.
Walk the Secret Path
Once at the crossroad, click in front of the Field (b1) to take the Sieve and Saw. Now click the Well (b2) and take the Note, then use the Saw to remove the log and take the Boards. Now select the area Left of the Well (b3) and use the Rope, Planks, and Brace to make the Rope Ladder. You now have access to By The Lake.
When you’re by the lake, take the Witch’s Belongings by the steps (c1), then take the Fishing Rod by the Tree (c2). Next, select the Sand (c3) and take the Handkerchief, then use the Fishing Rod on the net in the water here to get the Grindstone (you have to take the Handkerchief before you can use the Fishing Rod). In your inventory, use the Grindstone on the Knife to make a Sharpened Knife (you have to move the stone to sharpen the knife in the close-up).
Next, select the buried box by the Water (c4), take the Witch’s Coins, then use the Knife on the net by the box and take the Broom, plus a Note. You can now use the Shovel on the dirt underneath and get the Pendant. Combine this with the Map in your inventory to gain the finished Map.
Walking the Secret Path
Move back to the crossroad, select the Path (b4) on the right, and use the Map (see image above). Click the left marker to advance to d2, take the Rake, then move back and use it to clear the central path at d1.
Now move forward on the central path to d3, then go right to d4 (you may need to lower the map) and collect the Planks there. Move back to d3, then use the planks to allow yourself to go left across the river to d5. Now go left to d6, get the Rope, go back to d5, and use the Rope on the tree on the right to open that path and move to d7. With that, you’re through the Secret Path at the Trail by the Ruins.
Getting to the Herbalist
At the Trail by the Ruins, select the Muddy Puddle (e1) and use the Sieve to fish out the Moon Amulet. Click the Ruins Entrance (e2) next, and grab the Sun Amulet and Wheel. Next, select the Tree (e3) and add the Sun and Moon Amulets to the bag there, taking the Bucket and Sickle from inside.
Use the map to return to the crossroad and use the Sickle at the field (b1) to clear it and take the Oil Lamp and Iron Rod. Now select the Cage (b5) here and use the Handkerchief and Iron Bar to break into it, taking the Key from inside (don’t forget the Witch’s Coins too). Return to the lake and use the Key on the box by the tree (c2), starting a match-three or object-matching puzzle. Once complete, take the Amulet from inside the box.
Use The Amulet on the purple glow (c5) to remove the barrier and take the Wooden Pyramid and Slingshot. Move back to the trail by the ruins and use the Slingshot to get the Apple from the tree (e3). Select the Tent (e4) here, give the Apple to the badger, taking the Wick and Note after it has gone. Now use the Broom to clear the dirt here and take the Handle (don’t miss the Witch’s Coins here too).
Fixing the Magic Lamp
Go back to the Well (b2) and add the Bucket and Handle, taking the Nut and Magnifying Glass afterward. Now select the Cart (b6), add the Wheel and Nut, taking the Corkscrew once the cart has moved. Go to the lake next and use the Corkscrew to open the wooden box by the water (c3) to get the Funnel and Scroll from inside.
Put the Scroll in the hand of the figurine by the water (c4), and the box here will open, too, gaining you the Inlay and Oil. You can now select the Oil Lamp in your inventory and add the Wick, Oil, and Glass to get the Magic Lamp. Go back to the trail by the ruins, select the Ruins Entrance (e2), and use the Magic Lamp to start a puzzle to scare away the strange creatures. See the image for the solution above, and once complete, move on to meet the Herbalist.
Help Drive the Witch Out
As the battle rages, take the Amulet in the flowers (f1) and then click the Hole (f2) there, taking the Plate. Now click the Cage (f3) and use the Pyramid and Plate to force it open, taking the Clothespin and Magnet from inside. Use the magnet to open the Metal Box (f4) and get the Note and Protection Scroll from inside, which you can use on the Battle (f5) to start a symbol-matching puzzle. Once complete, you can speak to Priscilla.
Help Priscilla
Inside the house, take the Witch’s Belongings from the mantlepiece (g1) and then select the Cauldron (g2), taking the Witch’s Coins, Magic Chain, Note, and Flask. Now click the Table (g3), add the Flask and Funnel to the flasks already there, and take the Acid. Select the Back Door (g4) and use the Acid on the chest padlock and take the Hook and Door Handle from inside.
Head outside and select the Shed Door (h1), using the Inlay and Door Handle to fix it. Complete the match-three or matching puzzle (your choice) to get the Insect Repellant. Use the Repellant to remove the Wasps by the Gate (h2), giving you access to the Forest Path. Head to it now.
Find the Mushrooms
Take the Amulet from just below the toadstool (i1), then click the Toadstool (i2) and take the Note and Rake. Next, select the Box (i3) and use the Rake on the leaves to get to the Scythe, Mushroom, and Turquoise Flower. Now you can click the Reeds (i4) and use the Scythe to remove them, taking a second Mushroom and using the Clothespin to get the Comb.
Head outside the house and use the Comb on the Box (h3), taking the Padlock, Mushroom, Branch, and Witch’s Coins from inside. Add the Hook and Padlock to the Magic Chain in your inventory, creating a Chain With Hook. Now use it on the Hole (h4) to fish out the bag there, taking the Amulet afterward.
Back inside Priscilla’s Hut, use the Amulet on the back door (g4) and complete the gemstone puzzle, taking the Note and Key after you’re finished. Move back to the forest path and use the Handle to open the Box (i3), allowing you to take another Note, the Brush, the final Mushroom, and some more Witch’s Coins.
While in the forest, select the Toadstool once more (i2) and use the four M mushrooms to open the door, getting the Code, Magic Mushroom, and Broken Pickaxe. Go into the house now and use the code with the box on the Table (g3), following the code to open the box and take the Note, Wooden Peg, and Powder.
Select the Cauldron (g2) and add the Turquoise Flower, Branch, Magic Mushroom, and Powder to make the Potion of Strength. Take it and give it to Priscilla, who will reward you with a Magic Scoop Net.
Go to the forest path and use the Magic Scoop Net at the Pond (i5) to trigger a match-three or frog-finding puzzle to get the Magic Staff. Now you can use the Magic Staff to remove the rock covering the Cave Entrance (i6), allowing you to move on to the Cave.
Put Silvan to Sleep
Once inside, click the Wooden Box (k1) to open it, taking the Note and Herbs. Now select the Sack (k2) and pick up the Wooden Box, Censer, and New Blade. Select the Broken Pickaxe in your inventory and add the Brush and New Blade to make the Pickaxe. Now you can select the Right Back Wall (k3) and use the Pickaxe to break through and get a Flask and Parchment.
Use the Flask in the water by the Fire (k4), pouring it on the fire so that you can take the Statuette. Now click the Left Back Wall (k5) and use the Statuette and Wooden Peg to make a ladder, starting a puzzle. Click the correct objects to climb up and enter Silvan’s Lair (see above).
Grab the last collectible Amulet (m1), then add your Box to the Boxes (m2). You can now select the small Nook (m3) above it and take the Witch’s Coins, Feather Pen, and Tongs. Select the area at the end of the Single Plank (m4) and take the Magic Stone and Note, then use the Tongs to get the Hot Coal. Add the Herbs and the Hot Coal to the Censer in your inventory to make the Censer With Potion, then use it on Silvan (m5) to put him to sleep.
Destroy Lacrima’s Crystal
You now have access to the Ominous Grove behind Silvan (m5). Once there, click the Bag (n1) and take your second Magic Stone and the Screwdriver. Now select the Pedestal (n2) and use the Screwdriver to remove the plate, and take the Note, Incomplete Dynamite, and Hook. Now select the Treestump (n3) and use the Hook to get the Wheel.
Back at the cave, use the Wheel on the Box (k1) to get the Matches and Sickle, as well as your final Witch’s Coins. Use the Sickle to break open the Sack (k2) and get the Sponge from inside, then add the Feather Pen and Parchment here to copy the symbol on the wall, taking the Drawing afterward.
Go to Silvan’s Lair and click the wall at the end of the Pair of Planks (m6), beginning a match-three or symbol-finding puzzle. You’ll be rewarded with the Barrette. Use it to open the Chest (m7) and get the final Magic Stone, meaning you can now head to the Ominous Grove and add them to the pedestal (n2). Pick up the Star Amulet that appears to trigger a cutscene.
How to defeat Lacrima in Royal Legends 1 Bonus Chapter
Use the Star Amulet on the Treestump (n3) and take the Net. Head back to the cave and use the Net in the Pool (k4) to catch a Fish, which you can give to the Bat in the Nook in Silvan’s Lair (m3) to make it move away. Take the Gunpowder.
Add the Gunpowder to the Incomplete Dynamite in your inventory to make Dynamite, then use it with the Matches at the end of the single plank (m4) to blow the wall and take the Potion. Head out to the Ominous Lair once more, use the Potion with the Sponge on the Bag (n1), and get Priscilla’s Amulet.
Click on her with the Amulet selected to enter a game in which you need to win more chips than Lacrima to win. Each time you place a chip adjacent to an opponent’s chip, you take it, so look for any opportunity to do so. You can keep trying until you win, after which you’ll have completed the game!
For more point-and-click walkthroughs at Pro Game Guides, also check out Abandoned Walkthrough & Puzzle Solutions and Clue The Murder of Mr Black – Full Walkthrough.
Published: Jun 21, 2023 01:08 am