5. Broken Age Story walkthrough - Act 2: Shay

Click on Shay to begin his half of Act 2. Pick any of the conversation options and then watch as Shay's Dad free's himself from the sand. Then pick any of the conversation options again to see a cutscene where Shay is told that they must rescue his Mom from inside the ship.

Use the Spoon on Shay's Dad (8) and the destroyed spaceship (9).

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Shay Act 2

Head left to leave the crash site.

Shellmound

Pick up the Broken Hexipal.

Use the Spoon on the Mayor (10), C'rol (11) and the bowl of Chum (12) that is still sitting on the beach. Then open your inventory and use the Spoon on the Broken Hexipal (13).

Shay Act 2

Head to the right and up the steps -- we need to visit Alex.

Alex's Ship

After the cutscene, exhaust all of the conversation options. During the conversation, Alex will give you the Hypercam Schematic.

Use the Spoon on Alex (14) and the Charging Station (15). Open your inventory and use the Spoon on the Schematic (16).

Shay Act 2

Head back out of Alex's Ship and down the steps. Walk through Shellmound and across the bridge. Walk past the Talking Tree to reach the Woods outside Curtis' House.

Woods

Go all the way to the left of the screen to be attacked by the snake. Let the cutscene play out -- do not blow the horn. Once the Snake has exhausted itself, pick it up. Then click on the mailbox that is outside Curtis' House. You'll take a Flyer out of the mailbox.

Open your inventory and use the Spoon on the Snake (17)

Head into Curtis' House. As this is the first time that you've met Curtis, you'll start a conversation with him. Choose these options:

  • "Space"
  • "What are you making?"
  • "What are you forging?"
  • "What is it?"

Back out of the conversation.

Use the Spoon on Curtis (18)

Climb up the stairs and exit the house by climbing the ladder to Meriloft.

Offering Area

Walk past F'ther to get a cutscene.

Use the Spoon on F'ther (19)

Make a MANUAL SAVE at this point. The following puzzle must be completed correctly on your first attempt. If you get it wrong, you can always reload the save and reattempt the puzzle. Get on the ladder that leads up to Brother Lightbeard's cloud. While standing on the ladder, talk to F'ther. Choose these options:

  • "Can you untie that bow on Harm'ny's cloud?"
  • "Because it's in the way of us saving him!" During this conversation option, you will see a picture of the knot. Your knot will look like one of the following eight options. Underneath is the description that you will need to give to C'rol when we get back to Shellmound.

Shay Act 2Like an alligator wrestling a pretzel.

Shay Act 2Like a lazy pole vaulter.

Shay Act 2A little bit like you, strangely enough.

Shay Act 2Like a mathematical formula.

Shay Act 2Like an elephant eating its trunk.

Shay Act 2Like a face that's really a cow's udder.

Shay Act 2Like a bucket of fingers.

Shay Act 2Like a headache wearing a belt.

  • "Hm, sounds bad. I'd better go find a knot expert for advice."

Get off the ladder and return to Shellmound.

Shellmound

Talk to C'rol. Choose "You seem good with your hands. Know anything about KNOTS?" You now need to choose which of the four replies looks most like your knot. The problem is that C'rol can't draw a diagram without a writing utensil, so we'll need to find one.

Use the Snake on the Mayor. He'll cough up a Flute. Talk to the Mayor:

  • "Who are you?"
  • "Do you know anything about electronics?"
  • "Do you know how to build a Superconductive Gyroscopic Hypercam?"
  • "I think sand is the perfect material for making spaceship parts!"

You will give the Schematic to the Mayor, who will build you a Hypercam Sand Model.

Use the Spoon on Shay's Dad (20) and the bowl of Chum (21). Open your inventory and use the Spoon on the Flute (22).

We need to talk to Alex again.

Alex's Ship

Talk to Alex. Ask "Can I borrow your space pencil?" and Alex will give you his Pencil. Choose "Okay, see you later!" to end the conversation.

Return to Shellmound. Give the Pencil to Carol. She will draw a Knot Diagram that will help to untie the knot.

Leave the area by crossing the bridge into the woods again.

Talking Tree

Place the Hypercam Sand Model on the resin patch that is on the floor in front of the tree. Then show the Flyer to the tree. He will barf over the model to create a Hypercam Mold.

Use the Spoon on the Talking Tree (23).

Shay Act 2

We need to see Curtis again so head towards his house.

Curtis' House

Give the Hypercam Mold to Curtis. He will create a Superconductive Gyroscopic Hypercam.

Pass through Curtis' House and climb the ladder back to Meriloft.

Offering Area

Climb back onto the ladder leading to Brother Lightbeard's cloud. While standing on the ladder, talk to F'ther again. Choose "Let's give that knot another try, okay?" You will then see your Knot Diagram with three pictures. You need to describe these pictures in order to untie the knot. These are the 12 possible pictures that you could have:

Shay Act 21. She loves me, she loves me not...
2. Pull off the fly's wings.
3. Tug on the piggy's tail.

Shay Act 21. Make the baby play patty-cake.
2. Unravel the sweater.
3. Tickle the foot.

Shay Act 21. Pull apart the fighting snakes.
2. Pull the finger.
3. Poke the clown in the eye.

Shay Act 21. Make the water come out of the cup.
2. Make the boat go under the bridge.
3. Steal the banana.

If you have identified the knot correctly and given F'ther the correct instructions, he will finish untying the knot and the cloud will unravel:

If you don't get the achievement, reload your manual save. The game will generate another knot for you but the good news is that the game won't recognise that you got the puzzle wrong already.

During the following cutscene, the unravelled cloud reveals that a Hypergravity Thruster has been holding Brother Lightbeard up in the sky. F'ther helps you to deliver the Thruster back to Alex in his ship:

Once the cutscene is over, give the Superconductive Gyroscopic Hypercam to Alex:

Now we need to sort out the electronic genius, the radiation suit and fix the ship's undercarriage. Leave the ship and cross the bridge into the woods.

Talking Tree

Make another MANUAL SAVE. You need to tell the tree a joke, but you need to get the joke right on your first attempt. If you mess the joke up, just reload your save again. Choose these options:

  • "Don't worry. I've seen much weirder stuff than talking trees where I'm from."
  • "I understand why you're so mad."
  • "That fish up there in your branches... can I have it?"
  • "Oh come on. You don't need that fish."
  • "Hey, want to hear a joke?"

The perfect joke has three parts. The four conversation options that the game presents to players are randomly generated, but you will always be able to tell one of the following three great jokes:

Joke 1
• "What's the smallest full-grown tree you ever heard of?"
• "I've seen one no bigger than my hand."
• "A Palm Tree."

Joke 2
• "Did you hear about the First National Tree Bank?"
• "It closed down!"
• "Don't worry. It just started a new branch."

Joke 3
• "Say, do you know Ol' Pete the Pine Tree?"
• "Well, I hear he got in some really big trouble."
• "It seems he was being... really knotty."

Once you have finished telling the joke correctly, you will get:

Talk to the tree again. Choose the conversation option that is relevant to your joke and the tree will tell you how you did:

End the conversation. Pick up the Talking Fish. We need to return to Meriloft. Once at the Offering Area, walk along the path to the centre of Meriloft and then head out along the path to the right.

Nesting Grounds

Talk to Rocky and M'ggie.

  • "I want a cupcake!"
  • "How about a trade? I could give you something."
  • "Well, bye! Good luck with the bake sale!"

Go down the path leading to the Rear Nesting Grounds. Talk to Grandpa Beastender and Ch't. Choose "Do you guys know any place here to get some money?" Ch't will give Shay a Coin. Back out of the conversation. Return to the Nesting Grounds. Give the Coin to Rocky and M'ggie and they'll give you a Cupcake.

Use the Spoon on Rocky and M'ggie (24). Open your inventory and use the Spoon on the Cupcake (25).

Head left out of the Nesting Grounds.

Meriloft Central Area

Give the Cupcake to Vella's Dad and Walt'r. Walt'r will then lick the frosting off the cupcake before giving it back to you.

Use the Spoon on Vella's Dad (26).

Return to the Nesting Grounds and head back towards Grandpa Beastender and Ch't.

Rear Nesting Grounds

Give the Cupcake to Grandpa Beastender. He will refrost the cake but this means that he has no more frosting in his cane. He will give the Cane to Shay to get it refilled.

Use the Spoon on Grandpa Beastender (27). Open your inventory and use the Spoon on the Cane (28).

Head back to the Central Area. Climb the ladder to Jessie's nest.

Use the Spoon on Jessie (29).

Follow the path that leads away from there.

Giant Fruit Tree

Head towards the tree. Fall down the centre of the tree trunk. Walk along the left branch and pick up a Peach.

Open your inventory and use the Spoon on the Peach (30).

At this point, you should have used the spoon on enough objects and people to get:

Talk to Gus:

  • "What's that thing you're sticking in the fruit?"
  • "Hey, can I borrow that little fruit tapper?"
  • "I'll let you get back to your juice."

After Gus has given you the Fruit Tapper, climb back up the tree trunk. Talk to the Dead Eye God's Bodyguards. Choose these options:

  • "If you give me back those robes, I promise Alex won't press charges."
  • "I'll fight you for those robes, no problem. I need them to help my mom."
  • "I'll be back."

If you have missed any of the Spoon opportunities, use the Spoon on the Dead Eye God's Bodyguards (31).

Use the Cane on the Dead Eye God's Bodyguards. Pick up the Robes that they have dropped and leave this area.

Meriloft Central Area

Stand in Jessie's Nest and use the Fruit Tapper on Jessie's egg. Pick up the Eggshells that drop below the nest.

If you have missed any of the Spoon opportunities, use the Spoon on the Eggshells (32).

Climb down the ladder to Meriloft's Maiden's Feast Area.

Meriloft Maidens Feast Area

Talk to Brother Lightbeard, who is sitting in a cage underneath the body of a green bird. You'll need to click on him three times before he tells you that he is sick of fish:

Talk to Twyla and Vella's Mom:

  • "What were you guys talking about when I walked up?"
  • "Maybe he tried to get you, but something came up."
  • "Swinging!"
  • "Well, at least your costume is cool."
  • "Do you think you could make me a costume?"

If you have missed any of the Spoon opportunities, use the Spoon on Vella's Mom (33).

Give the baby sized Hazard Radiation Suit and the Robes to Twyla. She will create an adult sized Hazard Radiation Suit for you. Now we need to tie up some loose ends in Shellmound.

Shellmound

Show the Talking Fish to C'rol. Then show the Crochet Hook to C'rol. Choose "But please promise to leave SOME fish in the ocean for future generations." C'rol will throw away the Wire that she was using.

If you have missed any of the Spoon opportunities, use the Spoon on the Wire (34).

Talk to Shay's Dad. Choose "What's cookin'?" before backing out of the conversation. Use the Spoon on the bowl of Chum to get a pH reading. We need to get the Chum to give a pH reading of 7. If you use the Peach on the mixture, it will decrease the pH level by two. If you add the Eggshells to the mixture, it will increase the pH level by three. Use as many of each as necessary to reach the correct pH level. Once the pH has reached 7, you'll get a cutscene where Shay's Dad takes the mixture to Alex:

Alex's Ship

Give the Hazard Radiation Suit to Alex. This will give you the penultimate achievement for Shay's part of Act 2.



If you weren't following this guide, the final achievement in Shay's part of Act 2 would require you to play part of Vella's side of Act 2 to know the answer to the puzzle. Once Vella has reached the control room with Shay's Mom, she will be able to examine a family photo. That photo has six symbols behind the head of Shay's Mom. These symbols are the same in every playthrough and are below so that you can finish Shay's side of the story before we move on.

Shay Act 2


Open your inventory and use the Wire on the Hexipal. You will be able to create links between the terminals using three bits of wire. For now, link them together like the diagram below:

Shay Act 2


Put the Hexipal in the Charging Station. You will then see what symbol is represented by each terminal. This layout varies in every playthrough, so the symbols represented by each terminal are likely to be different for you. This was the image from my playthrough.

Shay Act 2


Take the Hexipal out of the Charging Station and change the wiring so that it matches the layout in the family photograph. Place the Hexipal back into the Charging Station. If your wiring is correct, you will get a cutscene where the Hexipal comes back to life. Give the Hexipal to Alex:



Back out of the conversation. Give the Flute to Alex. He will play you the navigation tune. Make a note of the tune because you will need it for Vella's part of Act 2. Now, we don't need to wait for Shay's Dad to finish fixing the hull. What we actually need to do is to complete Vella's part of Act 2. Press I to open the inventory and click on Vella's icon to start her story.

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