Myst IV: Revelation Hints

What am I supposed to do with the four Mangrees (monkey-like creatures)?

  • 1 of 38: Without question, this is the most annoying, exasperating, and physically taxing puzzle in Haven!  This puzzle can be made slightly less frustrating by installing a Game Patch available direcly from UbiSoft.
  • 2 of 38: Did you study the scene outside the tree house window -- especially when you first entered the tree house?
  • 3 of 38: There were four Mangrees running away from a Camoudile.
  • 4 of 38: This is the same Camoudile that you walked past earlier, on the way to the tree house (that's why the Mangrees were running around a minute ago -- the Camoudile was busy with you!).
  • 5 of 38: If you could figure out how to get rid of the Camoudile while still in the tree house, you will be getting rid of the Camoudile that was blocking your path earlier.
  • 6 of 38: The Mangrees are hiding in small enclosures.  They will help you, if you give them instructions.
  • 7 of 38: Have read Achenar's second journal?  It contains a bit of information about Mangrees.
  • 8 of 38: The most important information is on the last page of the journal.
  • 9 of 38: Achenar noticed that the Mangrees had named him (Achenar)...
  • 10 of 38: ...using "drawn-out highs and lows".
  • 11 of 38: If the Mangrees created a name for Achenar, then surely they must have names for each other, right?
  • 12 of 38: The Mangrees call out names for themselves by creating a series of high, medium, or low tones -- which can be either a long or short sound.
  • 13 of 38: From the house near the lake, you should have found four diagrams showing four different Mangrees.
  • 14 of 38: Did you notice the code beneath each picture?  The code indicates each Mangree's name.
  • 15 of 38: The name codes are all in a 2x3 matrix containing a combination of long rectangles or short squares.  Each name is made up of two tones.
  • 16 of 38: The columns of the matrix represent the three tones (low, medium, high).  The size of the rectangle (or square) indicates whether a tone is long or short.
  • 17 of 38: The full "name" must be read from top to bottom.  For example, one Mangree's name consists of a short low tone, followed by a high long tone.  Another Mangree's name consists of a long, low tone, followed by a long middle tone.
  • 18 of 38: As in the Mangree totem puzzle, the three wheels in the tree house produce the three tones -- low, medium, high.  What is different now is that it makes a difference as to how long a tone is played, since the names distinguish between long tones (the rectangles) and short tones (the squares).
  • 19 of 38: Experiment with the wheels, using the codes for the four Mangrees' names.
  • 20 of 38: Note that when a Mangree recognizes its name, one of two things can happen: he may just open his enclosure, look around, and close it again.  Or he may hop to another enclosure.  This is one of the most important parts of the puzzle, so you will need to follow the logic wisely.
  • 21 of 38: Take note of the vines that go between the five enclosures.  Each of the vines is a potential pathway for a Mangree to run across.  However, a Mangree will not leave his enclosure and run to another, unless there is an available (i.e., empty) enclosure immediately adjacent to him (following any one of the vines).  Thus, at any given time, with four Mangrees and five enclosures, one is always open.  And normally there are only two Mangrees (in some cases, three) adjacent to that enclosure, who could move to it, if they were called.
  • 22 of 38: The Mangrees also need to rest in between sprints after moving to a new enclosure.  Therefore, a single Mangree cannot move two times in a row.  In other words, a Mangree cannot move to an adjacent enclosure on one turn, and then move back to the (now empty) original enclosure on the next turn.  If you call the same Mangree name twice in a row, the Mangree will stay in the same enclosure.
  • 23 of 38: Perhaps the most difficult part of this entire puzzle (as if the rest isn't challenging enough!) is keeping track of which Mangree is where (so you know which call to use), once you start shuffling them between the enclosures.  Although it is possible to track which one is in which enclosure, simply with pencil and paper, there is a better way.  Cut out five little pieces of paper, and write on them each Mangree's name (i.e., tone code).  Cut out one extra piece of paper, and leave it blank.  Then set the pieces of paper in a rough semi-circle representing the five enclosures, putting the four Mangree names in their proper starting position, and the blank piece of paper in the place of the empty enclosure.  (Initially, the only way you will know which is which will be to begin trying the various Mangree names, calling them, and seeing who responds.)  Now, as you call the Mangrees, and they run between the enclosures, move the pieces of paper each time, so that you constantly show the current positioning of all Mangrees.
  • 24 of 38: After you've used the Mangree names a bit, you may begin to see a pattern in the way the Camoudile moves.
  • 25 of 38: The Camoudile follows the Mangrees around, chasing the one who just ran across the vine, and stopping outside the enclosure he just settled into.
  • 26 of 38: Did you notice the rope that angles between the second enclosure and the fifth?  What happens if you can make the Camoudile run along that path -- between the second and fifth enclosure (it doesn't matter which direction the Camoudile runs, it could be 2 to 5; or 5 to 2)?
  • 27 of 38: If the Camoudile runs along that line, he falls into a pit between the two enclosures.
  • 28 of 38: Pay close attention to what happens as the Camoudile is pulling himself out of the pit.
  • 29 of 38: Notice that puff of green gas released by the plant?  Where have you seen that before?
  • 30 of 38: This is the same green gas that saved you from a Camoudile by the water (the place along the lake, just past the grassland totem).
  • 31 of 38: If you can get the green gas to release a bit earlier, or delay the Camoudile just a bit, perhaps the Camoudile would still be near the pit when the hazardous gas is released.
  • 32 of 38: You cannot affect the plant from where you stand... but the Mangrees can!
  • 33 of 38: Notice the fruit tree by the enclosure on the far left?  Can you get a Mangree to use one of the fruits for this purpose?
  • 34 of 38: In addition to the four Mangrees' names, you must know the code to tell the first Mangree to throw the fruit.
  • 35 of 38: Look at the diagram on the side wall of the tree house, and you will see a picture of a Mangree throwing fruit, and a slightly larger (3x3) matrix of tones.
  • 36 of 38: This indicates that there is a single three-tone sequence that will cause ANY Mangree that is in the left-most enclosure to come out, pick up a fruit, and throw it.
  • 37 of 38: One more rule, regarding the fruit throwing -- just as you cannot move the same Mangree twice in a row, you cannot call on a Mangree to throw a fruit if he was the last one moved.  (You cannot move a Mangree into the first enclosure, and then immediately call on him to throw a fruit.  Some other move must intervene.)
  • 38 of 38: But the Camoudile needs to be in the right place for this to work.