12 October 2021

Broken Age: The Complete Adventure

 


YEAR:  2014


GENRE:  Point & Click Adventure


WHERE TO GET IT:   GOG





Shay Volta  -  Part 1

Shay Volta  -  Part 2

Vella Tartine  -  Part 1

Vella Tartine  -  Part 2

Shay & Vella  -  Part 3


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SHAY & VELLA  -  PART 3


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THE PLAGUE DAM COLLISION

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COLLISION

 

Watch the cut scene, as both Mog Chothra’s arrive at the Plague Dam, and collide into each other.  Vella is on one ship, Shay is on the other ship.  Neither ship is able to move out of the way - Vella‘s ship is on a collision course after the explosion, Shay‘s ship is on autopilot.  Both of you need to work together in order to get out of this predicament, and save the day. 

 

You have to choose which ship to control first.  Click on the ship on the left - Shay’s ship. 

 

 

 

 

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SHAY’S SHIP

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CONTROL ROOM

 

Look at Rocky and Hexipal dancing in the corner.  Chat to Rocky if you like.  She‘s really enjoying herself.  And it was Rocky who programmed Hexipal to dance.  Chat to Vella’s family if you like, to make sure they understand that you weren’t kidnapping Maidens on purpose.  Try to talk to Alex if you like, but he’s busy trying to communicate with anyone that could help them.  Use the GRABBING GARY REMOTE on yourself - you manage to get the other Mog Chothra ship to hug your ship, but then your mum (who’s on board the other ship) over-rides your command, and her ship stops hugging you.  You can’t do anything else here at the moment, so switch to Vella. 

 

 

 

 

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VELLA’S SHIP

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CONTROL ROOM

 

Watch the cut scene, with Shay’s mum desperately trying to convince the Space Weaver to change course.  Talk to Shay’s mum and work through all the dialogue.  Explore the room, and when you’re ready, leave the room. 

 

 

 

 

RECREATIONAL CORRIDOR

 

Go through door on the left, into Shay’s bedroom. 

 

 

 

 

SHAY’S BEDROOM

 

Crawl through the open vent, into Marekai’s Secret HQ. 

 

 

 

 

MAREKAI’S SECRET HQ

 

Walk left a few steps.  Pick up the piece of SCRAP WIRE from the computer in the back wall.  Talk to Marakai’s supervisor on the monitor and work through all the dialogue.  When conversation is over, crawl through the open vent on the right, back to Shay’s bedroom. 

 

 

 

 

SHAY’S BEDROOM

 

Continue right, to the Recreational Corridor. 

 

 

 

 

RECREATIONAL CORRIDOR

 

Walk right a few steps.  The little HEXIPAL that was guarding the hull breach is now lying lifeless on the floor.  Pick up the HEXIPAL - it looks like her wires have been knocked out.  Poor little thing.  Maybe you could fix her up.  In your Inventory, insert the SCRAP WIRE into your HEXIPAL.  Now examine the HEXIPAL.  Notice the scorch marks where the wires used to be - again, this is random.  You might spot hints of blue, yellow, and red, on the contact points, which will help you slightly.  In my play through, I placed the wires like this. 

 

 



 

Now exit the close-up.  If you wired it correctly, she’ll be waving her torch again.  Go through door on the right, to the Central Hub. 

 

 

 

 

CENTRAL HUB

 

Look at the other Mog Chothra through the window - it looks like it‘s going to melt down soon.  Now since you are in visual range of the other ship, use the DEATH RAY REMOTE on yourself to try and cause the meltdown.  However, Alex in the other ship is afraid that you‘ll get them all killed, so he shuts down the melt down.  If only you could communicate directly with him!  That’s all you can do here for now, so switch to Shay. 

 

 

 

 

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SHAY’S SHIP

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CONTROL ROOM

 

Alex has left the door to the Power Room open.  Follow him right, into the next room. 

 

 

 

 

HULL

 

Your dad is here, fixing up holes in the wall.  Look at the book lying on the table in the foreground. 

 

 



 

This book tells you how to wire a Hexipal Harp.  Look through door on the left, and you see several shadowy figures running past.  That can’t be good!  Now go through door on the left, into the Power Room. 

 

 

 

 

POWER ROOM

 

Several Hexipals gather on the path, and block your way.  They don’t seem very friendly.  And you can’t understand them, since they communicate by honking tones.  Leave them for now, and go right, back to the Hull. 

 

 

 

 

HULL

 

Walk right, into the Music Room. 

 

 

 

 

MUSIC ROOM

 

Explore the room.  Take BROKEN RADIO on the right.  Look at the harp in the middle of the room.  When you’re ready, walk back left, to the Hull. 

 

 

 

 

HULL

 

Climb up the ladder to the Control Room. 

 

 

 

 

CONTROL ROOM

 

Give BROKEN RADIO to the Dancing Hexipal, who’ll quickly repair it, and give you back a REPAIRED RADIO.  You decide to take HEXIPAL with you.  Give REPAIRED RADIO to Alex, who can use it to try and communicate with someone who could help.  Chat to Alex, and suggest that Vella might have a reason for starting up the death ray… although you don’t know what that reason is.  Walk through door on the right, into the Hull. 

 

 

 

 

HULL

 

Go left into the Power Room. 

 

 

 

 

POWER ROOM

 

Use your dancing HEXIPAL with the aggressive Hexipals.  They bow to your HEXIPAL.  And when you pick your HEXIPAL up again, they seem sad.  Since your dancing HEXIPAL made such an impression on them, they will follow you around now.  So leave the room, and go right to the Hull. 

 

 

 

 

HULL

 

Continue right to the Music Room. 

 

 

 

 

MUSIC ROOM

 

The little Hexipals seem to like the harp in this room.  If you could programme your own HEXIPAL with the same tune as the harp, you might be able to communicate with the Hexipals better.  Walk left, to the Hull. 

 

 

 

 

HULL

 

If you haven’t done so already, look at the book on the table in the foreground.  Now climb up the ladder to the Control Room. 

 

 

 

 

CONTROL ROOM

 

Now you have to reprogrammed your little HEXIPAL.  The idea is the same as the previous wire puzzle.  It’s fiddly, and it’s frustrating.  And like before, it’s completely random.  If necessary, refer to the book you saw in the Power Room, to see how the HEXIPAL should be wired. 

 

 



 

Place the HEXIPAL in the Recharging Station next to door on the left, to see how she’s currently wired.  Now pick up HEXIPAL again. 

 

Examine HEXIPAL in your Inventory, and remove all 3 wires.  Now you need to rewire her, to match the harp code.  Remember that the correct coloured wires must be on the correct contact points, and the wires are always placed in the order blue, yellow, red.  Also remember that the direction of the wires is important.  For example, 1 - 2 is not the same as 2 - 1.  For my play through, I clicked on the contact points in this order. 

 

 



 

When you have it wired correctly, you’ll say the following message. 

 

 

        -       That’s the harp-playing pattern, I’m pretty sure. 

 

 

You automatically pick up HEXIPAL.  Go through door on the right, and down to the Hull. 

 

 

 

 

HULL

 

All the little Hexipals are still here, waiting patiently.  Walk right to the Music Room. 

 

 

 

 

MUSIC ROOM

 

The Hexipals will follow you here.  Use your HEXIPAL with the harp - he’ll start playing the harp, and the other Hexipals will dance along with the music.  Now they are distracted, so they won’t bother you anymore.  Head left 2 times, so you are in the Power Room. 

 

 

 

 

POWER ROOM

 

Try to flip the switch in the back wall.  Wait a minute… this switch is really a DRUM MALLET.  So where’s the real switch?  Follow the path along to the left. 

 

Ahh, you found the real controls.  Flip the switch in the wall to turn the power back on.  Now follow the path back around, then return right to the Hull. 

 

 

 

 

HULL

 

Continue right to the Music Room. 

 

 

 

 

MUSIC ROOM

 

SAVE YOUR GAME HERE.  Pick up your HEXIPAL, who is still happily enjoying himself playing the harp.  In your Inventory, give DRUM MALLET to HEXIPAL, then use HEXIPAL with the drum.  Hmm, that didn’t make much difference.  Maybe you need to rewire your HEXIPAL.  But how?  Remember Vella’s little Hexipal, waving her torch around?  If you imagine the torch is a drum mallet, that’s a good rhythm to play drums with. 

 

Switch to Vella, examine her Hexipal and take note of how it is wired, then switch back to Shay..

 

In your Inventory, examine your HEXIPAL.  Now remove all the wires, and rewire to match Vella’s Hexipal.  In my play through, it looked like this.   

 

 



 

Exit the close-up.  That’s more like it.  All the Hexipals join in, and play their own instruments.  However, Alex doesn’t like all the noise they’re making, and comes down to investigate.  Stay in the Music Room for now, and make sure Alex stays with you.  Switch over to Vella. 

 

 

 

 

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VELLA’S SHIP

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CENTRAL HUB

 

Use the DEATH RAY REMOTE on the other Mog Chothra again.  Watch the cut scene.  Your ship reluctantly moves slightly.  But you still need to make it move completely out of the way.  Go through door under the raised platform, into the Navigation Room. 

 

 

 

 

NAVIGATION ROOM

 

Ask the Space Weaver to change paths, but he still won’t cooperate, claiming that he can’t do anything until you reach your current destination.  Drastic action is needed!  Climb down the ladder next to him. 

 

Touch the NavScarf - it’s very sensitive.  Maybe if you tickle the NavScarf, that will jolt the Space Weaver into creating a new path.  Use your HEXIPAL with the NavScarf.  Space Weaver finds that ticklish, but not ticklish enough.  You need to rewire the HEXIPAL to be MORE ticklish.  Remember the rhythm of Shay’s Hexipal when he was playing the harp?  Maybe you could use the same thing here.  Examine HEXIPAL in your Inventory.  Remove all the wire, then rewire it to match Shay‘s Hexipal.  In my play through, it looked like this. 

 

 



 

Exit the close-up.  If you rewired it correctly, your Hexipal will start tickling the NavScarf, causing Space Weaver to giggle uncontrollably.  You hear Shay’s mum over the intercom, saying that she’s coming down here to find out what is going on.  Climb up the ladder. 

 

Head through door on the left - you bump into Shay’s mum, who asks you to watch the controls in the Control Room, while she tries to ‘fix’ Space Weaver. 

 

 

 

 

CENTRAL HUB

 

Go through door on the left, into the Recreational Corridor. 

 

 

 

 

RECREATIONAL CORRIDOR

 

Walk left a few steps, and enter through door in the back wall, into the Control Room. 

 

 

 

 

CONTROL ROOM

 

Now Shay’s mum is busy with the Space Weaver, so you have full access to the controls.  Press the red triangle button in the control panel, to switch control of the ship’s tentacles to Manual Control.  Leave the Control Room. 

 

 

 

 

RECREATIONAL CORRIDOR

 

Go through door on the right, to the Central Hub. 

 

 

 

 

CENTRAL HUB

 

Wait here, and switch over to Shay. 

 

 

 

 

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SHAY’S SHIP

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MUSIC ROOM

 

Make sure Alex is still down here.  Leave the Music Room. 

 

 

 

 

HULL

 

Go left to the Power Room. 

 

 

 

 

POWER ROOM

 

Follow the path along to the back area. 

 

The power has been turned off - flip the switch to turn power back on again.  Now follow the path, and leave the Power Room. 

 

 

 

 

HULL

 

Climb up the stairs to the Control Room. 

 

 

 

 

CONTROL ROOM

 

Use the GRABBING GARY REMOTE one last time.  Switch to Vella. 

 

 

 

 

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VELLA’S SHIP

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CENTRAL HUB

 

Use DEATH RAY REMOTE.  Watch the cut scene, as the ships will hug, and then melt down.  It’s very tricky to get the order right, so if something goes wrong, check the following. 

 

 

        -       The computer in the Control Room on Vella’s ship is set to Manual.

        -       Vella is in the Central Hub, while Shay’s mum is in the Navigation Room. 

        -       The power is switched on in the Power Room on Shay’s ship.

        -       Alex stays down in the music room, while Shay is up in the Control Room. 

 

 

 

Now sit back and enjoy the final cut scene, as both ships evacuate, and both Mog Chothras melt down. 

 

Congratulations Shay and Vella - you are true heroes! 

 

Watch through the credits for some lovely artwork. 

 

 

 

 

The End!

 

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