Walkthrough Menu
- General Tips
- Chapter 1: The Masked Assassin
- Chapter 2: The Unnamed Prisoner
- Chapter 3: On the Scent
- Chapter 4: Into the Sewers
- Chapter 5: Louisa's Story
- Chapter 6: The Iron Mask
General Tips
- This is the official guide for Haunted Legends: The Iron Mask.
- This guide will not mention each time you have to zoom into a location; the screenshots will show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. This guide will not show screenshots of the HOPs, but it will mention when a HOP is available and the inventory item you'll collect from it.
- This guide will give step-by-step solutions for all puzzles that are not random. Please read the instructions in the game for each puzzle.
Chapter 1: The Masked Assassin
- Knock and go forward (A).
- Talk to the cardinal; take the MYSTERIOUS TUBE (B).
- Scroll down and take the THREE (C).
- Access the MYSTERIOUS TUBE; take the LETTER and FIVE (D).
- Place the THREE and FIVE and select the numbers I-V (E); open the door and go forward.
- Try to walk forward.
- Remove the leaves and take TILE 1/4 (F) and COIN 1/3 (G).
- Find the 5 leaves of CATNIP (H).
- Walk down.
- Use the CATNIP (I); take the CAT and OWL (J).
- Place the OWL and play the mini-game (K).
- Open the cabinet (L).
- Take TILE 2/4 and the Book; read the scroll (M).
- Go right.
- Release the CAT (N).
- Play the HOP (O).
- You receive a QUEEN.
- Walk down.
- Place the QUEEN and move the tiles as indicated (P); play the mini-game (Q).
- Take the KEY.
- Go right.
- Place and turn the KEY and go forward (R).
- Play the mini-game (S).
- You receive a SWORD.
- Talk to the captain and give him the SWORD (T); take the KEY (U).
- Place and turn the KEY and open the box (V); zoom in and place the LETTER for a mini-game.
- Solution (W).
- Take the LETTERS (X).
- Talk to the captain; take TILE 3/4 (Y).
- Take the POKER (Z).
- Take TILE 4/4 (A).
- Place the TILES for a mini-game.
- Casual solution: LN-CG-T-MN-DG-T-NR-IG-T-NS-EG-T-DB-EC-DG-GI-MR-MS.
- Hard solution: as casual, then turn Cx1-Dx3-Ex2-Gx1-Hx3-Ix2-Jx3-Kx3-Lx3-Px1-Hx3.
- Take the Book Seal and move the first book (C); take the second book (D), place the LETTERS, select 64389, select the pencil and paper and take the CLUE (E).
- Talk to the captain and give him the CLUE; take the HINT (F).
- Walk down.
- Interact with the gate, use the POKER and take the crown (G); place the HINT for a mini-game (H).
- Go right.
- Try to walk forward.
- Play the HOP (I).
- You receive a WHEEL.
- Place the POKER and move the cauldron and brush (J); take the TAR (K).
- Access the WHEEL and place the TAR, tar the axle and place the spokes, tar the spokes and place the rim pieces and place the hoop (L); take the WHEEL (M).
- Place the WHEEL for a HOP (N).
- You receive a MIRROR.
- Go right.
Chapter 2: The Unnamed Prisoner
- Talk to the guard (O).
- Take COIN 2/3 (P).
- Walk down.
- Take COIN 3/3 (Q).
- Remove the string and open the curtains (R); place the COINS in the top left hand, move the tobacco (S), add sneezing powder if you like, and take the SNUFF (T).
- Go right.
- Talk to the guard and give him the SNUFF (U).
- Open the door and go forward.
- Knock on the door (V).
- Go left.
- Talk to Sen Marout and give him the CLUE; take SAFE PIECE 1/2 (W).
- Move the plate and take SAFE PIECE 2/2 and the KNIFE (X).
- Place the SAFE PIECES for a mini-game (Y).
- Take the Book Seal (Z); move the bottles, go through the letter and take the UNSIGNED PERMIT (A).
- Talk to Sen Marout (B).
- Walk down five times.
- Talk to the cardinal and remove his gag; use the KNIFE and give him the UNSIGNED PERMIT (C).
- Take the GOBLET (D).
- Go right.
- Use the GOBLET to get a GOBLET WITH WATER (E).
- Walk down.
- Look through the window (F).
- Take the UNSIGNED PERMIT (G).
- Use the GOBLET WITH WATER (H).
- Take the CARDINAL'S RING (I) and RUBY (J); move the quill (K) and find all the parchment pieces (L).
- Play the mini-game (M).
- Place the UNSIGNED PERMIT and zoom in for another mini-game (N).
- Access the CARDINAL'S RING, place the RUBY, close the clamps and take the RING (O).
- Place the RING and turn it (P); take the stamp and put it on the paper to receive a STAMP (Q), then take the PERMIT (R).
- Zoom down and use the napkin (S); enter the code (T).
- Access the STAMP and turn the discs until you have an M; take the OPENED STAMP (U).
- Use the OPENED STAMP (V).
- Go right.
- Talk to the captain (W).
- Go right, right and left.
- Talk to Sen Marout and give him the PERMIT; take the METAL TICKET (X).
- Walk down.
- Use the KNIFE; you receive a RAG (Y).
- Take CLAW 1/2 (Z) and the WIRE (A).
- Access the WIRE and turn it into a LOCKPICK (B).
- Place and turn the LOCKPICK (C); take the TORCH and OIL (D).
- Walk down twice.
- Access the TORCH, place the RAG and use the OIL; take the TORCH (E).
- Use the TORCH to get a BURNING TORCH (F).
- Go right.
- Use the BURNING TORCH (G).
- Check the doors until you find number 13 (H).
- Interact with the hooded man (I).
- Use the TORCH; take the ROD (J).
- Take the BUCKET (K).
- Pour some water and take the WATER and APPLES (L).
- Take the SHEET (M) and check the man's pulse (N).
- Scroll right.
- Place the ROD to get a HEATED ROD (O).
- Take the DAGGER (P); place the MIRROR and look in it (Q).
- Access the SHEET and use the DAGGER (R); braid the pieces, attach the METAL TICKET and take the ROPE AND PLATE (S).
- Open the hatch (T).
- Scroll all the way down and place the ROPE AND PLATE (U).
- Scroll back up and use the APPLES for a mini-game (V).
- Take the KEYS (W).
- Use the HEATED ROD and WATER (X); open the lock, place and turn the KEYS and remove the lock and bar (Y).
- Go right.
Chapter 3: On the Scent
- Talk to Sen Marout and take the RING (Z).
- Walk down four times.
- Talk to the cardinal and show him the RING; take the HANDKERCHIEF (A).
- Go right.
- Use the BUCKET to get WATER (B).
- Play the HOP (C).
- You receive the LOCK.
- Raise the torch and take MANE FRAGMENT 1/3 and the LOCK PART (D).
- Place the LOCK and LOCK PART for a mini-game (E).
- Casual solution: J-M-Nx2-Fx3-J-Nx2-Ix3-M-H-Nx3-K-L-F-N-J-I-M-G-Hx3-N-K-L-N2-K-L-Ix2.
- Hard solution: J-M-Nx2-M-I-M-N-Gx3-K-Nx2-G-K-N-M-J-F-J-I-M-Fx2-Nx2-J-Hx2-N-L-Hx2-L-G-K-Hx3-Nx2-L-N-M-Fx2-J-Fx2-Gx3-Hx3-I.
- Go left.
- Scroll up and take the SCOOP (N).
- Take the GRATER (O).
- Take the AXE (P).
- Use the AXE (Q).
- Find the 7 pieces of FIREWOOD (R).
- Walk down and forward.
- Take some COALS with the SCOOP and take the SQUARE (S).
- Chase off the cat (T).
- Take MANE FRAGMENT 2/3 (U).
- Walk down and left.
- Scroll down, open the door and place the COALS and FIREWOOD (V); scroll up, place the WATER and take the HOT WATER (W).
- Use the HOT WATER (X), take the TRIANGLE and use the AXE (Y); open the doors and take the PHEASANT (Z).
- Place the SQUARE and TRIANGLE for a mini-game (A).
- Open the cage and take MANE FRAGMENT 3/3 and the BOWL (B).
- Place the MANE FRAGMENTS for a mini-game (C).
- Take the CHEESE, CEREAL (D) and CORKSCREW (E).
- Walk down.
- Get more WATER with your BUCKET (F).
- Go left.
- Place the WATER, PHEASANT and CEREAL (G); scroll down and take the ladle (H), place the BOWL, use the ladle and take the HOT CEREAL (I).
- Place the HOT CEREAL and take the CEREAL (J).
- Access the CHEESE, remove the dead mouse and use the GRATER; take the GRATED CHEESE (K).
- Place the CEREAL and GRATED CHEESE (L).
- Take the TORTOISESHELL (M).
- Show the dog the HANDKERCHIEF (N).
- Walk down; go right.
- Place the TORTOISESHELL (O) for a mini-game (P).
- Move the barrier and take ANGEL PART 1/11 (Q).
- Go left.
- Move the tarp (R) and take ANGEL PART 2/11 and the BEET (S).
- Go forward.
- Take ANGEL PART 3/11 (T).
- Take the CANDLE (U).
- Walk down twice.
- Use the CANDLE to get a BURNING CANDLE (V).
- Go left and forward.
- Use the BURNING CANDLE three times and take the STONE APPLE (W).
- Use the BURNING CANDLE (X).
- Play the HOP (Y).
- You receive a SAW HANDLE.
- Take the NAIL and ROPE (Z).
- Place the SAW HANDLE and use the saw to receive a SAW (A); take the WOODEN CIRCLE and BOW (B).
- Walk down.
- Use the CORKSCREW and take the KEY (C).
- Place the KEY, turn the top key twice and bottom key once and open the window and curtain (D).
- Place the WOODEN CIRCLE, close the clamps, place the NAIL, ROPE and BEET, draw a circle, take the ROPE and use the SAW and drill (E); remove the clamps and take the WHEEL (F).
- Go forward.
- Place the WHEEL and take the COMB (G); place the peg and use the STONE APPLE (H).
- Walk down.
- Place the BOW and COMB and move the tokens (I); take the Book Seal, OIL and BUCKLE, find the 8 beads and take the AMBER (J).
- Walk down twice and go left.
- Place the BUCKLE (K), open the chest and take the Book Seal, GUNPOWDER and CROSSBOW (L).
- Go down, right, left and forward.
- Play the HOP (M).
- You receive a CANNONBALL.
- Access the ROPE and use the OIL; take the WICK (N).
- Place the WICK, GUNPOWDER and CANNONBALL and use the BURNING CANDLE (O).
- Go forward.
Chapter 4: Into the Sewers
- Take ANGEL PART 4-6/11 (P).
- Take the PADDLE HANDLE and ANGEL (Q).
- Take ANGEL PART 7/11 (R).
- Go forward.
- Take the BOLT and BRANCH (S).
- Take the RUSTY GARDEN SHEARS (T).
- Take ANGEL PART 8/11 (U).
- Take the '8' WEIGHT and find the 7 pieces of ELEMENT PIECE 1/5 (V).
- Walk down three times.
- Use the RUSTY GARDEN SHEARS to receive the GARDEN SHEARS (W).
- Go twice forward.
- Use the GARDEN SHEARS to get a BROOM (X); take ANGEL PART 9/11 (Y).
- Go forward.
- Use the BROOM; play the HOP (Z).
- You receive a BOWSTRING.
- Use the GARDEN SHEARS to get some STICKS (A); take ANGEL PART 10/11 (B).
- Walk down.
- Access the CROSSBOW and place the BOWSTRING and BOLT; place and tighten the string, place the bolt and take the CROSSBOW (C).
- Place the CROSSBOW (D) for a mini-game (E).
- Move all items (F); take the EMERALD OUROBOROS, FAT and ANGEL PART 11/11 (G).
- Access the ANGEL, place the ANGEL PARTS and reconstruct and take the ANGEL (H).
- Place the ANGEL (I).
- Take the DIAMOND OUROBOROS (J).
- Access the STICKS and place the BRANCH; take the NET (K).
- Use the NET to take the RUBY OUROBOROS (L).
- Go forward.
- Place the RUBY OUROBOROS, EMERALD OUROBOROS and DIAMOND OUROBOROS, open the gate and go in (M).
- Take the '5' WEIGHT and CLOTH (N).
- Move the spider twice and take the WEB (O) and SPIKE (P).
- Take a SKULL (Q).
- Walk down six times and go left.
- Place the AMBER and CLOTH to receive some SOAKED FABRIC (R).
- Walk down, right, left, three times forward and right.
- Access the SKULL, turn it over, use the WEB and take the SKULL (S).
- Use the SPIKE, SOAKED FABRIC and SKULL; take the PADDLE, '11' WEIGHT and BELT (T).
- Access the PADDLE, place the PADDLE HANDLE and BELT and take the PADDLE (U).
- Place the PADDLE and use the rock (V); take the SYMBOL (W).
- Place the SYMBOL and take the '3' WEIGHT (X).
- Place the '3', '5', '8' and '11' WEIGHTS and change them to 11-5-8-3 left to right (Y).
- Go forward.
- Follow the dog's directions; the solution is random (Z).
- Take the PADDLE (A).
- Take a BOARD (B), remove the other boards and take ELEMENT PIECE 2/5 (C).
- Take the RUSTY HALBERD (D), remove the sack and take ELEMENT PIECE 3/5 (E).
- Take the FRAME (F).
- Walk down five times.
- Use the RUSTY HALBERD to receive a HALBERD (G).
- Go forward three times, go right and forward.
- Use the PADDLE and HALBERD to get ELEMENT PIECE 4/5; take the JACKBOOT (H).
- Take the ROPE with the HALBERD (I); use the FAT and pull the lever (J).
- Play the HOP (K).
- To receive ELEMENT PIECE 5/5.
- Access the FRAME and place the ELEMENT PIECES; restore and take the SYMBOL (L).
- Place the SYMBOL (M); use the BOARD and go forward (N).
Chapter 5: Louisa's Story
- Talk to Sen Marout; take the KEY (O).
- Open the lock, place and turn the KEY, remove the lock and bar, open the door and go forward (P).
- Scroll left.
- Take the CHARRED WOOD (Q).
- Take the POUCH and WRAP (R).
- Scroll right.
- Go forward and left.
- Talk to Sen and give him the POUCH; take the POUCH (S).
- Look through the gate, use the CHARRED WOOD and enter the code (T); take the KEYS (U).
- Take the SHROUD and take SHACKLES 1/2 with the KEYS (V).
- Walk down.
- Use the KEYS (W).
- Take SHACKLES 2/2 and the FORCEPS (X).
- Go forward and scroll left.
- Access the JACKBOOT, remove the frog and dirt, open the buckle and take the SPUR (Y); use the FORCEPS, remove the heel and take the CROSS (Z).
- Access the POUCH and place the CROSS (A); take the BELL and COINS (B).
- Use the SHACKLES, COINS, SHROUD and ROPE (C).
- Scroll right.
- Talk to the captain; take the EYE (D).
- Go forward, three times down and forward.
- Access and open the WRAP, remove the crumbs and take the BAKERY NAME (E).
- Enter the Archive (F).
- Place the EYE and take the LATCH (G).
- Place the LATCH and open the book (H); place the BAKERY NAME, select the fourth name down and write down and take the BAKERY ADDRESS (I).
- Place the BAKERY ADDRESS for a series of mini-games (J).
- Solution 1 (K).
- Solution 2 (L).
- Solution 3 (M).
- Play the HOP (N).
- You receive SIGN PIECES 1/3 and the PUMPKIN.
- Use the BELL; find the four parts of SIGN PIECES 2/3 (O).
- Take the five parts of SIGN PIECES 3/3 and the KNIFE (P).
- Place the SIGN PIECES for a mini-game (Q).
- Take BELL 2/3 (R).
- Move the cat and take the MILK (S) and BELL 3/3 (T).
- Place the BELL for a mini-game; the solution is random (U).
- Give the BAKERY NAME; go forward (V).
- Talk to the baker.
- Take the BASKET (W).
- Play the mini-game (X).
- Open the doors and take the SUGAR, EGGS, STARCH and Book Seal (Y).
- Place the SPUR, open the cupboard and take the YEAST and Book Seal (Z).
- Place the MILK and take the WARM MILK (A).
- Place the YEAST, WARM MILK, EGGS, SUGAR, KNIFE and PUMPKIN for a mini-game (B).
- Add flour (1) and milk (2) to the bowl (3) and whisk (4), add an egg (5) and yeast (6) and whisk, use the towel (7), turn out the dough (8) and add some flour, roll the dough into a ball (9), use the knife (10) on the dough, use the knife on the pumpkin (11), use the rolling pin (12), add pumpkin and sugar (13) to all pies, roll them up, place the tray (14) and put the pies on the tray; take the UNCOOKED PIES.
- Walk down twice.
- Access the BASKET and take the FAN SYMBOL (C).
- Place the FAN SYMBOL and take the FAN (D).
- Go left and left.
- Use the FAN (E); place the UNCOOKED PIES to get some PIES (F).
- Access the BASKET, place the PIES and put them in the basket; take the FILLED BASKET (G).
- Play the HOP (H).
- You receive a VIAL.
- Walk down.
- Select the buttons in order (I); place the FILLED BASKET, place the VIAL and take MEDICATION (J).
- Go left.
- Give the MEDICATION to Louisa; play the HOP (K).
- You receive a DIARY.
- Walk down three times and go right.
- Talk to Sen Marout and give him the DIARY; take the RUSTY KEY (L).
- Go right.
- Play the HOP (M).
- You receive a JOLLY ROGER.
- Place the JOLLY ROGER, swap the skulls and open the chest (N); take the LOADED GUN, Book Seal and WINE (O).
- Use the RUSTY KEY and LOADED GUN (P).
- Take the MOON and use the STARCH (Q).
- Walk down.
- Play the HOP (R).
- You receive a SEGMENT.
- Look through the door; take the WIG (S).
- Go right.
- Use the WIG and place the SEGMENT; select all the buttons in chronological order and take the SUN (T).
- Walk down.
- Place the MOON and SUN (U); open the compartment and take the Book Seal and LEVER (V).
- Go right.
- Place the LEVER and pull it (W).
- Go left.
Chapter 6: The Iron Mask
- Take the CLOAK and MOUSETRAP (X).
- Take the MASK and use the WINE; you receive a ROPE (Y).
- Interact with the men; place the CLOAK (Z).
- Move the paintings and take the Book Seal and SCRAP (A).
- Take the HANDLE and CHARRED WOOD (B).
- Access the SCRAP and place the CHARRED WOOD; take the WRITING INSTRUMENTS (C).
- Talk to Philip and give him the WRITING INSTRUMENTS; take the BLACKSMITH NAME (D).
- Walk down seven times and go forward.
- Place the HANDLE and take RUBY 1/3 (E).
- Take the FLEUR-DE-LIS (F).
- Open the book (G); turn the page, place the BLACKSMITH NAME, select Edward Stone and write down and take the BLACKSMITH ADDRESS (H).
- Place the BLACKSMITH ADDRESS for a series of mini-games.
- Solution 1 (I).
- Solution 2 (J).
- Solution 3 (K).
- Solution 4 (L).
- Take the OIL (M).
- Take the STAIRS (N).
- Take the Book Seal and BOARD (O).
- Use the OIL and receive a BOWL (P).
- Go right.
- Take the BOLT and 6 NAILS (Q).
- Take the HAMMER (R).
- Select the symbols in order (S), open the doors and take the SOAP and LOCK PART 1/2 (T).
- Walk down.
- Access the BOLT and attach the ROPE; take the ROPED BOLT (U).
- Access the CROSSBOW, tighten the string and place the ROPED BOLT; take the CROSSBOW (V).
- Use the CROSSBOW and take the BARREL (W).
- Access the STAIRS, place the BOARD and use the NAILS and HAMMER; take the STAIRS (X).
- Place the STAIRS (Y).
- Go forward.
- Touch the cat (Z); find the 7 MOUSE (A).
- Take the BRUSH (B), place the MOUSETRAP and take the LIVE MICE (C).
- Take the PADLOCK (D).
- Take the SHOEMAKER'S THREAD (E); place the MOUSE, zoom in and remove the tiles for a mini-game (F).
- Solution (G).
- Take the DUCK (H).
- Walk down.
- Access the BARREL, take the ROPE and place the DUCK (I); turn over the barrel and take the BOOKS and BUCKET (J).
- Place the BUCKET, turn the wheel twice and take the WATER (K).
- Go right.
- Access the BOOKS, take the AWL and go through the pages (L).
- Access the AWL and attach the SHOEMAKER'S THREAD; take the THREADED AWL (M).
- Use the THREADED AWL and PADLOCK (N).
- Play the HOP (O).
- You receive a WEIGHT.
- Take the CHISEL and use it on the stone; use the WATER and take LOCK PART 2/2 (P).
- Walk down.
- Place the LOCK PART for a mini-game (Q).
- Solution: 3-4, 2-3, 5-2, 4-5, 3-4, 2-3, 4-2, 5-4.
- Go forward for a mini-game.
- Solution: Rx6-S-R.
- Take the COAL.
- Go forward.
- Use the CHISEL and HAMMER to get a METAL (T).
- Access the BRUSH and attach the ROPE and WEIGHT; take the CHIMNEY BRUSH (U).
- Place and release the LIVE MICE (V) and take the Book Seal (W); use the CHIMNEY BRUSH (X).
- Go down and right.
- Take the TWIGS (Y).
- Walk down.
- Use the TWIGS to get BURNING TWIGS (Z).
- Walk down twice, go forward three times, go right and left.
- Talk to Philip (A).
- Use the SOAP to get an IMPRINT (B).
- Talk to Philip.
- Play the HOP (C).
- You receive a TIN RAVEN.
- Walk down five times, go left and twice right.
- Place the IMPRINT and match the molds; take the MOLD (D).
- Place the BURNING TWIGS and COAL (1), the BOWL, METAL and TIN RAVEN (2) and the MOLD (3); use the tongs (4) on the bowl, open the mold and take the KEY BLANK (E).
- Place the KEY BLANK and CHISEL and use the HAMMER twice; take the STILL-HOT KEY (F).
- Put the STILL-HOT KEY in the barrel to get a KEY (G).
- Walk down three times, forward three times, and go right and left.
- Play the HOP (H).
- You receive RUBY 2/3.
- Place the KEY, put ginger (1) in the bowl (2), add water (3), use the brush (4) and rag (5) and take the KEY (I).
- Use the KEY and receive MASK 2/2 (J); take the CHAIN (K).
- Walk down eight times.
- Talk to the cardinal and give him the MASKS and CHAIN; take the Book Seal (L).
- Zoom into the cabinet (M).
- Place all seals and take the BOOK (N).
- Talk to the cardinal; take RUBY 3/3 (O).
- Go right twice, go left and twice forward.
- Access the FLEUR-DE-LIS, place the RUBY and take the AMULET (P).
- Place the AMULET and go forward (Q).
- Take the 10 SHARDS (R).
- Place the SHARDS, open the window and take the BEADS (S).
- Place the BEADS and take the LAMP (T).
- Place the LAMP (U).
- Take the KING and 'CATHERINE' PLATE (V).
- Take the 'KARL' PLATE and SKULL (W).
- Take the 'HEINRICH' PLATE and ANGEL (X); place the 'CATHERINE' PLATE and SKULL (Y).
- Take the 'MARGOT' PLATE and GARGOYLE (Z); place the 'KARL' PLATE and KING (A).
- Place the ANGEL and 'MARGOT' PLATE (B).
- Place the 'HEINRICH' PLATE and GARGOYLE (C).
- Take DECORATIVE AMULET 1/2 and CLAW 2/2 (D).
- Access the MYSTERIOUS TUBE and place the CLAW; take the HINT (E).
- Place the HINT (D).
- Walk down, forward and right.
- Remove the rocks and take DECORATIVE AMULET 2/2 (F).
- Walk down.
- Place the DECORATIVE AMULET (G).
- Go left.
- Use the BOOK; you receive the BOOK (H).
- Walk down six times.
- Talk to the cardinal and give him the BOOK (I).
- Congratulations, you have completed Haunted Legends: The Iron Mask.
Created at: 2016-07-29