You will then have to tell a joke to the tree to make it laugh, so that it shakes its branches and makes the fallen object fall from the sky. Return to the talking tree and wait for the fish to fall onto its branches. Once you have untied the rope, you will get the anti-gravity unit from F'ther which will help you take it to Alex, then you can use the opportunity to deliver the Hypercam too. Unfortunately with every mistake you will be forced to start over, having Carol deliver a new diagram, in this case always make sure you understand what shape the new node has. At each game the node will be different, therefore it is not possible to make a unique guide for this puzzle. Go back to Meriloft and use the diagram Carol gave you to explain to F'ther how to untie the knot. Go to Curtis and ask him if he can create the object starting from the mold you just obtained you will come into possession of the infamous "Superconductive Gyroscope Hypercam"! Go back from the talking tree and place the "Superconductive Gyroscopic Hypercam" on the hardened sap at its feet, show Vella's flyer to the plant to make it vomit some sap on the model which will effectively become a mold. Join Alex in the pyramid and ask him for his space pencil, then go back to Carol and give it to her to get the diagram. Go to Carol and ask her about the knots, tell her the shape of the knot you saw earlier, she will tell you that she needs a special tool. Talk to Marshall and exhaust all dialogue options, then hand him the "Superconductive Gyroscope Hypercam" schematics to have him pull one out of the sand. Return to Shellmound and give Marsall the snake that will envelop him, making him spit the shell-shaped fife that was blocking his vocal cords, you can then pick up this new and strange object. Go up the ladder and talk to Harm'ny exhausting all the dialogue options, ask him what the knot looks like, finally don't tell him what to do with the knot now, otherwise the knot itself will change shape. Talk to F'ther to find out he's not fearless enough to go up the stairs and save Harm'ny, it's up to you to do it. Exhausted all dialogue options, then climb the ladder to Meriloft. Go to the mailbox in front of Curtis' house and pick up the missing Vella flyer.Įnter the house and talk to Curtis, the man is working with metal instead of wood. Go left and continue to the talking tree, exhaust all dialogue options with the plant and continue to the left until you are in front of the woodcutter's house.Ĭontinue to the left until you reach the snake, let it envelop you, instead of blowing the horn, let the reptile try to crush you until the moment when it gets tired and falls to the ground without strength, pick it up and enjoy the scene during which Shay will decide to call the snake Mr. The woman has a cable that you need, however she will want a hook in return she doesn't think your hook will catch any fish, so you'll have to convince her later in the game. Talk to Carol (also called Car'l) and exhaust all dialogue options. The man will tell you that he needs more calcium carbonate to balance the ph of the mixture to fix the hull by now he has used all the shells and it will be up to you to find more. The ship is really bad! Ignore Marshall Dune for now, we'll help him in the future, talk to your father again. Your goal will be to get one of these items, an "electric genius", help your father repair the ship's hull, find a radiation suit for Alex and get an anti-gravity unit. Check out each dialog option to get the schematics for the "Superconductive Gyroscopic Hypercam". Go up the stairs to the right of the pyramid, talk to Alex to find out how you can help fix the ship. You are in the Shellmound, go left to collect the broken Hexipal. Your father (Ray) will talk to you and you can select any answer, then he will come out of the sand. By following this solution you will be able to see all the cutscenes in the most opportune moments and you will minimize the "backtracking".Īs written above, we will begin our adventure as Shay. When I talk about exhausting each option, I will refer to the various dialogues and I intend to select each option, question and affirmation available it will not always be necessary to continue within the game, but listening to each dialogue is the best way to fully enjoy this wonderful adventure. The last chapter of this guide will see you change characters several times. We will start with Shay until we reach the point where you have to move on to the adventures of Vella. Since they are intertwined, I will not separate the stories of Shay and Vella. What you are about to read is a step by step guide to Broken Age - Act 2. The solution is based on the American version of the game, so there may be differences with the Spanish one.
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