![]() Sound-based puzzles should be accompanied by much less ambient noise so that you can focus only on the details that are vital. It made more sense to assume those were in-game noises the monkeys were responding to, rather than that these crude instruments would ever be confused as originating from a living being. In the first tree house just to see the totem, I spent hours watching the monkeys and listening to the background noises, because, surprise, there are similar sounds in the background music track as you create on the levers. There is a total disconnect between these instruments and the fact that I was supposed to use them to mimic the animals, and I never, ever would have guessed that in a million years because they sound nothing alike. Mechanically, the controls for manipulating the sounds are atrocious: they demand timing and dexterous precision, rotating the lever for the correct amount of time, and grabbing the next lever as quickly as possible (which itself is finicky as hell because of the hit boxes on the levers are not clear and it's easy to "miss" grabbing a lever).įrom a problem solving and discovery standpoint, the notes you create on the levers sound ABSOLUTELY NOTHING like the mangrees. The implementation of it is an abomination. The mangree puzzle is without a doubt the worst moment of the entire Myst series, full stop.įrom a strictly logical standpoint, I like the idea, but that is the end of it. If all the above still fails then find a decent Haven vid, watch it and take notes, be aware it may likely be different than my version, (probably longer if it is) If you follow the moves I offered in 1st post know that I triple checked it with 3 new game starts to ensure the solution worked every time. WB starts in "B" hut and is moved to "E" 2 moves before the throw If you haven't already figured it out Hut "E" is the throwing hut, (has berry bush beside it) His career composing credits include Jade Empire, Myst IV: Revelation, Myst III: Exile, Splinter Cell: Pandora Tomorrow (cinematic music), Dungeon Siege II. Discern the starting positions and call sounds of the 4 Mangrees and mark them down on said huts in the map.īrain out and write down the shortest number of moves to get white beard from his starting position to the throwing hut then ensure that the next move had Shecky, (Camo) heading away from White beard toward "A" hut. Map the puzzle out on paper it helped me big time. ![]() If you messed with the initial hut positions of the Mangs and or can't remember if you did then yes start a new game and ensure you make a save point before touching the call device in the tree house. If you aren't thorough, (methodical, looking into and reading everything, keeping accurate and thorough notes on all things you find) Spire is as cruel if not worse.
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