Not what you're looking for? Check out the rest of the Broken Age Guides. He will toss Shay a key and then disappear as Shay is sucked up into the protective cocoon of the ship. This is an important character, and will help you through the rest of the story. While at the base of Spike Canyon, and after the yarn creatures have been bounced away, Shay is introduced to a wolf figure. However, the base of Spike Canyon is full of foam shapes rather than actual spikes, so Shay is completely safe even in this dangerous situation. Shay will plummet to his seeming doom, along with the yarn creatures. This will cause you to fall into Spike Canyon. When he does this, click the Bridge Man, telling him to go back to sleep. The long-armed yarn creature will release his grip on the top of the hill. Wake up the Bridge Man and he will extend his tongue. Your plan is to sabotage the train and fall into Spike Canyon. The long-armed yarn creature in the back of the vehicle will not let go of the top of the hill unless the path is clear. The train will pull up to the top of the hill before the final fall into Spike Canyon. Ahead there is a disaster, the bridge is out and the Bridge Man (a large mountain) has fallen asleep. The next mission you're going to want to select in the bridge is "Runaway Train." The computer will deposit you on what appears to be a slightly oversized children's train. The game will cut to Shay being fed breakfast. He'll struggle, but ultimately pull back and realize that the anemone was, in fact, a present. Broken Age 100 Walkthrough - Shay Act 2(Broken Age 100 Walkthrough Shay Act 2/Achievement Guide/All Achievements/Playthrough/Gameplay - Xbox Game Pass - Xb. ![]() You need to give the fish to Carol so she’ll give you the wire. You can also watch my video for the last puzzles of the game and the ending: 1. Shay will feel a sudden and compelling urge to stick his face into the foreign body.Īs he does this, however, it attacks his face like a brightly colored face-hugger. See my step-by-step Broken Age Act 2 walkthrough. Once you are outside the ship and on the hull, you'll want to walk as far as you can to the right.Īt the end of the walkway there is an anemone like object. The suit is a bulbous piece of machinery with magnetic shoes that restrict your movement. You're going to want to "suit up and investigate that foreign body." This will not progress the story much, but it will give you an item.īefore leaving, the computer will insist that you wear the safety suit. However, if you'd like a shortcut, there is an abbreviated route. They are humorous and set the mood for what Shay is going through. You can go through all of the missions, most of them multiple times. ![]() Distress Beacon from the Ship Friendship Circle.Ultimately, they're a part of the ship's agenda to keep Shay safe. ![]() While the missions at first seem to be important and interesting, they are actually children's activities doctored up to seem initially threatening. Shortly after waking up on Shay's ship, you will be given an opportunity to take on several missions.
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