Montague's Mount

Montague's Mount

118 ratings
Puzzles - Hints & Solutions
By TempusMori
This guide contains hints and solutions for some of the puzzles encountered within Montague's Mount. The "find object and use on another object" type of puzzles have been omitted as they are very straightforward. This guide will focus more on the puzzles that require a little more involvement.

I've enjoyed most of the puzzles in Montague's Mount, but admittedly the objectives were not always clear. This guide will attempt to clarify each objective, provide increasingly revealing hints, as well as blatantly show the solution. This information will be presented in a way as to not spoil the puzzles right away, so hopefully everyone using this guide will get just what they need without having the whole thing spoiled for them.

Puzzles will be listed in approximate chronological order.
Please let me know if there is anything I have missed, or leave a comment if you've found any part of this guide helpful. Thanks!
   
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Generator / Gramaphone MiniGame
OBJECTIVE:
Successfully time 4 consecutive mouse clicks when the indicator passes the correct spot on the spinner. If at any time you miss one of the clicks, the counter resets back to 0.

Please refer to the screenshot below for the approximate point where you should click. Unfortunately the game never provided any guidance here so I basically just mashed my mouse randomly until I figured it out.


There are several generators on the island plus a gramaphone and they all trigger the same mini game. If all else fails and frustration overwhelms you, there is an option under the settings at the main menu where you can disable these games.
Sundial Puzzle
OBJECTIVE:
The sundial needs to be set to a specific time in order to trigger the next event. In order to set the sundial, you will first need to find the Sundial Castor.

LOCATION OF OBJECTS:
The Sundial Castor is found inside an old suitcase just outside of the Old Wood Shed.



SOLVING THE PUZZLE:
HINT 1: Look for a broken clock on the island that reveals the time.
HINT 2: The broken clock is hanging outside of the Hermit's Shack.



SOLUTION: Set the time to 10:10.
Spinners Puzzle
OBJECTIVE:
Find 4 spinners and insert them into the mechanical contraption inside the shack by the Old Overlook. Set the spinners to the correct color sequence in order to proceed past the bridge.

LOCATION OF OBJECTS:
Spinner locations listed in inventory order...
  1. Side of the road just past the electric gate.
  2. On the floor inside the shack with the gramaphone.
  3. On the first beach on the far side opposite where the walking stick was found.
  4. On the dock right next to the bridge by the Old Overlook.


SOLVING THE PUZZLE:
Where to look for the code to reveal the spinners color sequence...

HINT 1: Look for a floating buoy with an unusual flashing pattern.
HINT 2: Search the Old Overlook for a seaside view.
HINT 3: Look past the "Bizarre Sculpture" and make note of the flashing pattern.



Deciphering the code...

HINT 1: The flashing pattern is morse code.
HINT 2: Look for a chart somewhere on the island to decipher the code.
HINT 3: Look inside the Old Hermit's Shack for the reference chart.



HINT 4: The pattern from the buoy is .--. .-. --. .-.
HINT 5: The pattern spells out "P R G R."
HINT 6: Each letter represents a color.

SOLUTION: Enter the following sequence: (P)urple - (R)ed - (G)reen - (R)ed
Old Rusty Safe #1
OBJECTIVE:
This is the first Old Rusty Safe you will come across, located just past the bridge. The objective is of course, to open it.

SOLVING THE PUZZLE:
HINT 1: Look in the drawer of the table the safe is sitting on.

SOLUTION: The combination is 24-52-12-67.
Old Rusty Safe #2
OBJECTIVE:
Another Old Rusty Safe to open! This one is located in a semi-hidden area on Fisherman's Beach.

SOLVING THE PUZZLE:
HINT 1: Examine the cave door.

SOLUTION: The combination is 55-10-14-82.
Compass / Stone Plinths Puzzle
OBJECTIVE:
There are 3 compasses spread out across the beach around the Lighthouse. Each compass needs to be set so that they are all "orientated towards the Lighthouse." A sign past the rusty locked gate above the beach provides some hint towards this objective, but does not explain how to accomplish it which can be the confusing part.



SOLVING THE PUZZLE:
After exploring the beach, you've no doubt located the 3 stone plinths and might be wondering where the compasses are. The top wooden parts of the stone plinths are actually the lids to the compasses and you will need to open them before you can proceed. Maybe you've had no issues figuring this part out (good for you)...or maybe you were like me and spent a good 45 minutes gimping around the beach and previous areas in a fit of hysterical rage before figuring it out (or reading this guide). Either way, here are the hints for opening the lids.

HINT 1: Have you started the generator on the beach?
HINT 2: The generator serves a dual purpose.
HINT 3: In addition to providing power to the beach, the generator also opens up the lid to the initial stone plinth that is located in the small gated area above the beach where you first saw the objective hint sign. Under the lid is a lever that will open up the other lids on the beach. Good gods I hope I'm not the only one that got stuck here for so long. I feel like the lever was easy to miss.



After opening the lids and high-fiving yourself, you are now ready to set the compasses on the beach. Here are the hints for how to align the compasses correctly. This is not the type of puzzle where an actual solution is easy to list as it takes a bit of adjustment for each one. I think most people have a hard time with this one because the objective is not very intuitive and the interface needs some explanation.

HINT 1: Make sure you are standing on the footprints which is meant to align your sight to the Lighthouse.
HINT 2: Determine your orientation using your personal compass (Hit "Q").
HINT 3: Set each plinth compass to match your orientation. In the example pictured below, the arrow on your compass indicates your orientation which is about halfway between SE and E.



HINT 4: The Indicator of the plinth compass is the bar at the bottom. This is where you want to match the orientation to your personal compass (i.e. where the arrow is pointing on your personal compass = where you want the bar at the bottom to be set at).



All 3 compasses will need to be set correctly using the above steps for each one. Unfortunately the game will not let you know whether or not each one has been set correctly until you have correctly set all 3. This means you might be running between each one making slight adjustments until you get the pop-up message letting you know you've done it. On the bright side, if you're going for the "10 kilometres" achievement, this part of the game might just put a good dent in that one.

EDIT: Thanks to another player, elfe-nachtauge, I have been informed that there is a light pole on the other side of the gated area above the beach that will actually let you know if you've set each of the 3 compasses correctly! The light pole is visible from the beach so you won't have to run around too much to check your progress. The screenshot below shows 2 out of 3 correct settings on the compasses (there are 3 lights total for each of the 3 compasses).

Old Rusty Safe #3
OBJECTIVE:
This is the last of the Old Rusty Safes you'll find. This one is located just past the Religious Shrine on the way to the Caves in the "secret" shack.

SOLVING THE PUZZLE:
HINT 1: Search the shack for 4 pieces of paper with numbers on them.
HINT 2: Location of the papers = on the table, on the floor by the foot of the sofa, inside the stove, and inside the neglected book cabinet.
HINT 3: The 4 papers = 1-5, 2-32, 3-51, 4-79.
HINT 4: Each paper contains two numbers, which mean two different things.
HINT 5: The first number indicates the order for which the combination needs to be set. The second number indicates the actual number in the combination.

SOLUTION: The combination is 5-32-51-79.
Semaphore Puzzle
OBJECTIVE:
The actual puzzle mechanism is located in Flander's Cove (on the beach) but the clues are all found in Brennan's Folly. The puzzle is the "Small Wooden Disk with a Painted Face" containing 4 dials that will need to be set correctly in order to unlock the final gate atop Brennan's Folly.

LOCATION OF OBJECTS:
2 keys are needed in order to proceed. One will unlock the gate that leads down to Flander's Cove, and the other will actually unlock the glass cover to the dials on the final puzzle.

The first key can be found after activating the "Decorative Wooden Plaque." It is in the small slot below the semaphore code. The second key is inside Brennan's Folly in the container on the ground.


SOLVING THE PUZZLE:
Finding the code...
There are actually 2 different ways you can ascertain the code - the subtle way, and the not-so-subtle way. Hints are provided for both below.

The Not-so-Subtle Way...
HINT 1: Find the ideal spot overlooking the sea.
HINT 2: Go around to the other side of Brennan's Folly to find the lookout point.



HINT 3: Look down.
HINT 4: The rocks on the beach lay out the number "1740."



The Subtle Way...
HINT 1: A good tourist always pays attention to facts around landmarks.
HINT 2: Did you read the "Decorative Wooden Plaque" before activating it?



HINT 3: Brennan's Folly was built in the year 1740.

How to decipher the code now that you've obtained it...
HINT 1: There must be a way to "translate" the numbers found into a format that could be used on the puzzle with the dials...
HINT 2: Observe the semaphore code on the other side of the Decorative Wooden Plaque.



HINT 3: Notice each number corresponds to a specific dial setting.

SOLUTION: Set the dials to the following configuration.



Now that you have completed the last puzzle, trek back up the stairs to Brennan's Folly and enjoy the endgame sequence. I hope this guide has been helpful to some of you. Thanks for letting me be a part of your journey.
27 Comments
Metabitly 15 Jul, 2018 @ 11:26pm 
@ELATE I got the last puzzle to trigger by entering 6 instead of 7 in semaphore. Odd.
Harkenstein 18 Nov, 2017 @ 11:52pm 
I have the very same problem as ELATE and Actze. I managed to solve all puzzles by myself but the last one did not open an latch for me so I came here to if I was checking the wrong latch or whether I did something wrong. Nope. It's just bugged, it seems :/
Shonkawakan 7 Oct, 2017 @ 7:35am 
Thanks!). I was so confident about the safe1's combination to consist of the numbers on those cubes or the dates on the notes that i forgot to keep looking for more drawers to open)). Didn't even spot the one under the safe yet))
Actze 10 Sep, 2017 @ 12:06pm 
got the same problem of ELATE user, hust on the last puzzle. very bugged game, can't recommend
Moonshadow 3 Jul, 2016 @ 10:17am 
Great guide dude, many thanks.
S.T.A.R.S Leon S. K. 26 Dec, 2015 @ 11:05am 
Great guide.
_Soj_ 10 Nov, 2015 @ 5:20pm 
To start the generators, I found that clicking right at the beginning of the top yellow 'tab' works -- not as you depict it, which is in the middle.
Arsinowey 14 Jul, 2015 @ 1:17pm 
Thank you for the help,it came in handy when my brain just stopped working lol !:brigid::cross:
Torchiest 22 Jan, 2015 @ 4:02am 
There were at least three things I never would have figured out because I just couldn't find the missing items in the super dark environments. Thanks.
Johnny Crash 21 Jan, 2015 @ 3:54am 
great guide, thx a lot:phoenixheart: