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Number the 5 huts A to E from right to left. There're 4 Mangrees involved in the puzzle, White Beard, (the thrower) designated "WB", 2 Ears Down, "2ED", 1 Ear Down, (1ED) and 2 Ears Up, "2EU". WB begins in nest "B", 1ED sits in nest "E", 2EU sits in nest "D" and 2ED sits in nest "C".
Move the Mangs in this order.
E-A, D-E, A-D, B-A, C-B, D=C, E-D, A-E, D-A, C-D, Throw.
If your problem is with recreating the sounds I sympathize with you it took me a while too. Consider the number of rotations of each sound device e.g. 1-1 1/2 rotations for a short and 3 for a long. Also the speed at which you rotate the lever.
If you even come close to my demeanor when playing through overly frustrating moments, maybe take a day or 2 off, it helped save many items around my PC from being crushed.
I'm also not aloud to play with open windows.
WB should be in the throwing hut prior to Shecky falling into the pit. If you save before moving any of the Mangs then follow my instructions you'll take Shecky out.
WB moves into the throwing hut at the 8th move A-E, the next move positions Shecky at hut A. Move 10 C-D repositions 1 ear down from hut C to D forcing Shecky into the pit
SAVE before you mess with the puzzle.
Draw an image of the puzzle on paper and order it A-E from right to left including the pit
Accurately reproduce a mangs call sound to be able to ID it and the hut it occupies on the paper.
Remember you need all 4 Mangree call sounds, they must be accurately reproduced and in the order from my 1st post.
I've had the guide at gamefaqs for years and no one has mentioned that their game has a different Mang set up.
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.
Map the puzzle out on paper it helped me big time. Discern the starting positions and call sounds of the 4 Mangrees and mark them down on said huts in the map.
Brain 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.
If you haven't already figured it out Hut "E" is the throwing hut, (has berry bush beside it)
WB starts in "B" hut and is moved to "E" 2 moves before the throw
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.
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)
From a strictly logical standpoint, I like the idea, but that is the end of it. The implementation of it is an abomination.
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).
From a problem solving and discovery standpoint, the notes you create on the levers sound ABSOLUTELY NOTHING like the mangrees. 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. 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. 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. Sound-based puzzles should be accompanied by much less ambient noise so that you can focus only on the details that are vital.