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Royal Legends 1 Walkthrough, Chapter 3

It's time to battle Bertha!

Point-and-click RPG puzzle game Royal Legends blends lots of game elements into a compelling storyline, with image-finding and even match-three mini-games sprinkled in if you want them. The wealth of choices means you can always find a way around the puzzles. However, some of the point-and-click solutions span across several screens with loads of items you can use, so it can be quite frustrating if you get stuck. If you need a bit of a steer, read on for Chapter 3 of our Royal Legends 1: Marshes Curse walkthrough.

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Royal Legends 1 - Marshes Curse Chapter 3 full walkthrough

This is the third part of my Royal Legends 1 walkthrough, concluding the story from when you arrive at Margeria’s House through the Druid’s portal. If you need help and information on earlier parts of the game, click through to the information you need here:

Preparing for the ritual

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Arriving at Margeria’s house, she explains that you need to perform a ritual to be able to remove the unwanted gift given to you by the witch. Take the Amulet under the Stool (a1), then select the boxes on the Table (a2) and take the Witch’s Coins, Lockpicks, and Winch Handle. Use the Ribbon on the two small holes in the drawer here to pull it open and take the Rake and Pliers Part.

Select the Broken Pliers in your inventory and add the Pliers Part to fix them, gaining Pliers. Next, click the Door (a3) and try to turn the key, which breaks. Use the Pliers to open the door, then head outside of Margeria’s Hut.

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Once outside, grab the Witch’s Belongings by the Tree Stump (b1), then click the Music Box (b2) for a close-up. Take the Magnet, then use the Wrench to open the wooden box here and take the Hook. At the Well (b3), take the Witch’s Coins and attach the Hook to the Well Chain. Click the well handle on the right to bring up the well’s bucket and take the Chain from inside.

Next, select the Archway (b4) to the left of the image and take the Bracelets. Add the Chain and Winch Handle (you just need to add them to the middle of the close-up image, not to the exact spots such as the handle hole), then click the handle once attached to fix the pillar. This turns the archway into a match-three or pattern-matching mini-game. Once complete, collect the Key. Click the Gate (b5) and use the Key to enter the Garden.

In the garden

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Take the Amulet at the bottom of the Steps (c1), then select the Statue (c2) and take the Glove. Then, use the Seashell to clear the vines and take the Spell Book. Come back out to the main image and select the Tree (c3), where you can pick up a Fang and use the Rake to clear the leaves, under which you’ll find the second Lock Pick.

Click the Pumpkin Patch (c4) next, taking the Witch’s Coin before opening the bag with the Lockpicks. Take the Herbs from the bag, go back inside the house, and add the Herbs and Spell Book to the Altar (a4) where Margeria is standing to enter a mini-game. You need to move the scroll around until the symbols in its holes match the clue on the parchment on the left of the screen. As with all the puzzles here, you can’t fail, but you can see the Easy solution below. Once done, enjoy the cutscene and then take the Tapestry.

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Get into the cave

Click the pictures on the Wall (a5) and add the Tapestry to the missing frame, opening a secret compartment from which you can take the Barrel Organ Cylinder. Head back outside and add it to the Music Box (b2), which opens a compartment. Take the Nuts from inside and feed them to the Squirrel (b3), who will run off and allow you to pick up the Hairpin.

Back in the garden, use the Hairpin on the planks blocking the hole in the Tree (c3) and take the Torch from inside. Then, use the Magnet to get your second Bracelet that is stuck in the back of the same hole. Click back on the Statue (c2), add the Bracelets, then complete the gem-swapping mini-game to get the Mirror and Winding Key.

Head into the house and use the Winding Key to open the blue box on the Table (a2) and take the Cork, then use the Glove on the broken glass to take the Brush and Squirrel Statue. Back in the garden, select the Hut (c5) at the top of the steps and add the Horn and Squirrel Statue to the window seal there, using them to smash the lock. After a match-three or item-finding mini-game, you’ll find the Ointment. Take the Ointment outside and give it to the Reindeer (b6), who will now take you to the cave entrance.

Finding the Magic Compass in Marshes Curse

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Grab the Witch’s Belongings at the base of the Tree (d1), then click the Tree (d2) itself and take the Iron Bar and Oakum. Combine the Oakum with the Torch in your inventory to get the Oakum Torch, then light the Torch in the Firepit (d3) to get the Flaming Torch. Use the Flaming Torch on the Cave Entrance (d4) and complete the runes mini-game. When you click the correct starting rune, it will go dark (see image below). From there, just click the next rune that is as many arrows from (in the arrow’s direction) it as there are arrows on the rune. Once done, you’ll get access to the Cave.

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Related: Echo Bay Murders – Chapter 1 Walkthrough

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Enter the cave for a brief cutscene, then pick up the Amulet by the Wooden Post (e1). Click the Well (e2) and take the Tongs and Tarot Cards, then use the Brush on the green dust here and take the Amulet from beneath it. Next, use the Amulet on the wall at the back of the cave (e3) to open the Secret Room and go inside.

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Grab the Witch’s Belongings on the floor by the Altar (f1) before clicking the Altar (f2) and taking the Bas-Relief Part. Still in this close-up, use the Mirror on the lasers to open the green box and take the Witch’s Pendant from inside.

Click the other Altar (f3) at the top of the stone steps and take the Paper, Sharp Stone, and Witch’s Coins. In the same close-up, use the Cork on the spike of the Lantern to open it and take the Candle. Switch to the back of the cave (f4) and add the Witch’s Pendant, Tarot Cards, and Candle to the close-up image. Complete the match-three game or item-matching game (you choose). This triggers to get the Sheet Music.

Find the magic words

Select the Harp (f5) and place the Sheet Music here to open a secret drawer and get the Strap. Back at the Well (e2), add the Iron Bar and the Strap to the close-up image to bend the bars and take the Rope and Goblet from underneath.

In the Cave (e4) on the right side of the Secret Room, take the Witch’s Coins and then use the Goblet to dig in the sand and get the Clothespin, then take back the goblet to get Sand. Go back outside and use the Sand to extinguish the Firepit (d3) and use the Tongs to collect the Charcoal from inside the firepit. Also, take the Witch’s Coins.

While you’re outside, select the Tree (d2) and use the Paper and Charcoal to copy the runes and receive the Code. Back in the Secret Room, place the Code on the stone slab on the Altar (f2), which will open up and let you take the Compass. In addition, after a cut scene, Margeria will give you a Bottle.

Find the Swamp Witch’s hut

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Now go up the steps (f3) in the secret room and use the Bottle to get some Water. Once you’ve got it, click the water here once more to get the second Bas-Relief Part. Back in the main cave, click the Sandstone Pillar (e5) and use the two Bas-Releif Parts to trigger a jigsaw puzzle. Each piece makes a clicking sound when you put it in the right spot, and can no longer be moved, while if wrong you can just move it again, so it’s impossible to fail the puzzle (see completed image above). You’ll be rewarded with a Pickaxe.

Click the cave area on the right (e4) and use the Pickaxe on the stones there and take the Note and Handkerchief. Still in this close-up, use the Stone to get the Net. Head back to the secret room, click the Harp (f5), and add the Net to the Pole to get a Butterfly Net. Go outside and use the Butterfly Net on the Tree (d2) to get the second Rope and a Brush. Connect the two pieces of Rope in your inventory and then use the Long Rope on the tree stump (d5) to climb down to the forest and find the Swamp Witch’s Hut.

Getting Rid of the Roots

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Get the Amulet to the left of the door (g1), then select the Door (g2), and take the Runes and the Wood Chip. Click the Key, which will break in the lock, then use the Clothespin to open the door and start a match-three or item-finding puzzle to get the Axe. Select the left root and use the Axe to destroy it, which lets you go behind the Living Hut. Go there now.

Related: Escape the Bathroom Walkthrough

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Take the Witch’s Belongings from the dead tree (h1), then select the Basket (h2), and take the Peg and Needle and Thread. Afterward, add the Handkerchief and Water to the basket so you can open it, and take the Whetstone and Witch’s Coins from inside. Use the Whetstone on the Blunt Axe in your inventory to sharpen it once more to get a Sharp Axe, then use that on the left-of-center root (h3) to remove it. Once destroyed, take the Matches that were behind it.

The third and fourth roots

Go back to the front of the house, select the Cart (g3) to the right of the hut, and use the Matches on the orange resin to melt it. Use the Brush on the resin to get a Brush With Resin, then use that on the Horn here to fix it and take the Bugle. Select the Central Root (g4), use the Bugle to scare off the birds, and take the Button and your second Rune.

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Return to behind the hut and select the Box (h4) there, then add the Runes to it to begin a gem-swapping puzzle. You just need to switch runes until they’re all connected, noting that they get a green edge once in the right place. Once complete, you’ll get a Cufflink and Axe Head from inside. Select the Axe Handle in your inventory and add the Wood Chip and Axe Head to it to get the Axe, then move to the front of the house and use it on the central root (g4) to remove it. Take the Wheel and Witch’s Coins that are behind it.

Select the Cart (g3) once more and use the Metal Pin to attach the Wheel. With the cart moved, take the Candle and then use the Axe on the roots that were behind the cart. This brings the Tree Hut down to the ground, allowing you to get inside.

Piercing the Tree Hut’s heart

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Now inside, take the Amulet from the root just below the left cabinet (i1). Select the Cabinet (i2) and take the Frame Part and Shovel. Still in this close-up, click the cloth to move it and use the Button on the broken handle to open the drawer. Click the drawer for another close-up and use the Needle And Thread to fix and then take the Hat.

Select the Boiling Pot (i3) and use the Hat to fan away the poisonous fumes. Collect the second Frame Parts and some Witch’s Coins. Next, click the Wall Cupboard (i4) and use the Frame Parts to open it, triggering a match-three or item-matching game. If you go for item matching, note that the ropes on the right change the picture, and some items may need a mismatched image for you to collect them. Once finished, you’ll get the Dagger. Use the Dagger on the Heart (i5) to destroy the House.

Defeating Bertha in Royal Legends 1

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Use the Dagger to cut your restraints. Once the battle begins, take the Witch’s Belongings near the Mushrooms (k1) and then click the Tree Stump (k2). Take the Pin and Witch’s Coins, then click the Bag (k3) and take the Candle. Use the Pin to unlock the bag puzzle, moving and rotating the shards until they’re all in place. Once the bag is open, take the Note and the Magic Wand Base, then use the Cufflink to open the pouch and get the Glove.  

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Go back to the main image and select the Thorns (k4), using the Glove to clear them and get the Fastener. While you're still here, use the Shovel to remove the dirt and take your third Candle. Place the Candles on the tree stump (k2), then take the Magic Wand Part from the secret compartment. You should have three wand parts in your inventory, so use them to make the Magic Wand.

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Select the Wand in your inventory, click the green forcefield in the middle of the screen (k5), and begin a collection puzzle. See the image above for an example of the puzzle completed. The key is that you can retrace your steps as much as you like, so you don’t need to keep moving onto inefficient spaces. With the puzzle complete, you’ll have completed the main storyline!

You can now take on the Bonus Chapter of Royal Legends. If you do, check out our Royal Legends 1 Bonus Chapter Walkthrough here at Pro Game Guides!


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Author
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, Chapter 3

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