
Myths of the World 7: The Whispering Marsh (Bonus Chapter) – You must return to Kaltdorf once again, as the city faces a new threat. Wilhelm urgently summons you back, a dark force has awakened once more, and there is no time to hesitate. Upon arrival, you learn from Professor Johan Brandt that the peace following recent events was short-lived. Aggressive creatures have begun appearing in the surrounding area, attacking residents and distorting the familiar nature of the marshes. The town has been partially evacuated, but the danger continues to grow, and the professor is trying to contain it with a potion he created. Your investigation quickly leads you to the conclusion that the source of the threat is hidden in an ancient place of power at the very heart of the swamp. Moreover, the hermit Weber has been spotted there, and her connection to what is happening becomes increasingly clear. While the professor remains to defend the city, you must venture deep into the marshes by boat to find the source of the calamity. In the finale, you face a force driven by pain and loss that seeks to rid the land of humans. A tragic story lies behind the threat, and it is up to you to decide how this confrontation will end whether you will stop the destruction or allow the ancient force to prevail.
Bonus Chapter Walkthrough

- Go to the Study (A).
- Take the FOOT STOOL and TINDER LIGHTER (B).
- Remove the cloth for a puzzle (C), play it to get the VIAL 1/3.
- Take the CROCHET HOOK and look at the instructions (D).
- Open the door and take the INITIALS (E).
- Take the LADDER (F).
- Walk down.

- Take the WOODEN NOSE (G) and WING NUT (H).
- Use the CROCHET HOOK, take the VIAL 2/3 (I).
- Place the INITIALS, take the ELASTIC SUSPENDERS (J).
- Look at the creature (K).
- Place the LADDER (L), open the pocket and take the WADING STICK (M).
- Return to the Study.

- Place the WING NUT, take the HAND VICE (N).
- Place the WOODEN NOSE, take the AMMO PELLETS (O).
- Walk down.

- Use the HAND VICE, take the VIAL 3/3 (P).
- Use the FOOT STOOL, take the DISH AND DIPPER (Q).
- Go to the Study.
- Place the 3 VIALS, DISH AND DIPPER and the AMMO PELLETS.
- Select (1-4).
- Take the INFUSED AMMO (R).
- Walk down.

- Place the ELASTIC SUSPENDERS and INFUSED AMMO on the WADING STICK to get the LOADED SLINGSHOT (inventory).
- Use the LOADED SLINGSHOT for a puzzle (S).
- Solution (T-U-V-V1).
- Go to City Gate on the left.

- Read the note (W).
- Remove the stick and then move the stones (X), take the OAR SHAFT, SMALL CLIPPERS and STONE (Y).
- Read the note, take the BIRD FIGURINE (Z).
- Return to the Study.

- Place the BIRD FIGURINE, take the DYE STAND KEY (A).
- Use the SMALL CLIPPERS, take the ALCOHOL FLASK (B).
- Return to City Gate.

- Use the DYE STAND KEY for a puzzle (C), play it to get the RUST REMOVER.
- Use the ALCOHOL FLASK and TINDER LIGHTER, take the IMPROVISED STEPS (D).
- Go forward.

- Take the KNIFE HANDLE (E).
- Use the RUST REMOVER (F) and pull the handle, take the JOURNAL 1/2 (G).
- Go left.

- Place the IMPROVISED STEPS (H) and then use the STONE.
- Take the JOURNAL 2/2 and BAYONETS EMBLEM (I).
- Walk down.

- Place the BAYONETS EMBLEM, take the SPADE HEAD and SOLDIER’S BOWL (J).
- Place the KNIFE HANDLE, take the DULL KNIFE (K).
- Go forward.
- Place the OAR SHAFT and SPADE HEAD (L) for a puzzle.

- Solution (L1-L2-L3-L4).
- Wait for obstacles (M-N-O) to disappear before passing.
- For obstacle P, go near it and then go the opposite way so it can follow you and bump into the rocks, then follow the green path.

- Place the 2 JOURNAL pieces and move them out of the way.
- Arrange the pieces as shown (Q).
- Take the LIFE SYMBOL (R).
- Go to Spirit Grove (S).

- Take the RIVER STONE (T).
- Select the flowers, take the DIBBLE (U).
- Use the SOLDIER’S BOWL, take the CHARM (V).
- Walk down.

- Place the RIVER STONE (W), take the GNARLED HAND (W1).
- Walk down and go right.
- Use the DULL KNIFE (X), take the SMALL FISH (X1).
- Return to Spirit Grove.

- Use the GNARLED HAND, take the BONE ORNAMENTS (Y).
- Give the SMALL FISH to the turtle, take the BUDDING PLANT (Y1).
- Place the BONE ORNAMENTS on the CHARM to get the BLACK CHARM (inventory).
- Walk down.
- Use the DIBBLE and place the BUDDING PLANT (Z) for a puzzle, play it to get the ROUND SEAL 1/2.
- Place the BLACK CHARM for a puzzle (Z1).

- Solution (Z2).
- Take the RED CHALK (Z3).
- Go forward.

- Take the GLOWING IDOL (A) and look at the picture (B).
- Read the note.
- Take the BONE HOOK (C).
- Place the LIFE SYMBOL and touch it.
- Select the symbols in order: 2-4-1-3.
- Read the note and take the AMULET BASE (D).
- Select the stone (E).
- Go to Spirit Grove.

- Place the GLOWING IDOL (F) and read the note.
- Take the POISON PELLETS (G) and WHIP (F1).
- Place the POISON PELLETS on the WADING STICK to get the LOADED SLINGSHOT (inventory).
- Return to Breeding Mire.
- Use the LOADED SLINGSHOT (H).
- Use the WHIP (I) for a puzzle, play it to get the FORCEPS.
- Use the RED CHALK (J).
- Go forward.

- Take the ROUND SEAL 2/2 (K).
- Place the BONE HOOK and turn off the lights (L).
- Take the STAR SAPPHIRE (M).
- Walk down.
- Place the 2 ROUND SEALS, take the JAW PIECE and LEFT AMULET PART (N).
- Go to the Heart of the Swamp.

- Use the JAW PIECE and then use the FORCEPS to get the RIGHT AMULET PART (O).
- Place the LEFT AMULET PART and RIGHT AMULET PART on the AMULET BASE and then place the STAR SAPPHIRE to get the DISPELLING AMULET (inventory).
- Use the DISPELLING AMULET (P).
- Go forward.
- Use the DISPELLING AMULET for a puzzle (Q).

- Solution: E-C-E-D-B-A-E-C-A-D-B-A-E-C-A (@1).

- Solution (@2).

- Solutions (E-G).
Congratulations! You have completed the game Myths of the World 7: The Whispering Marsh.



