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When the cutscene ends, you need to use the helmet on the mechanical arm you see while floating. This will cause the area to lose gravity and have Vella float and spin around. Now go back to the two vents and connect the top part of the right vent to the middle part of the left vent. This will allow a platform to appear close to the bottom part of the leftover pipe, which you can cut now to get a Longer Pipe to use between the two vents. Use this pipe on whichever two vents cause the middle platform to appear, which to pipes it is may change from playthrough to playthrough. Walk over to the pipe and us the Talking Knife to cut part of it off, which will add the Short Pipe to your inventory. Move further to the right and you will notice two open vents next to a broken section of the ship, and a long pipe leading upward. Examine it and pick it up to add to your inventory. When you enter the area, there will be a Helmet in the broken section of the ship.
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After getting the Talking Knife, head to the next area to the right. Talk to it and then you will be able to add it into your inventory. When you click anywhere to get up, Shay's Talking Knife will fall from above right next to you. If earlier it was possible to pass both parts of the stories in turn, now have a strong incentive to play them evenly. The idea of ”two characters, one story” now works properly.At the beginning of this part in Vella's story, she is laying on the ground in the aftermath of the events on Shellmound. Here, this, unfortunately, quite a lot, especially when you are running around the ship, and the task of wiring.īut then there are also lucky find – periodically have to switch between characters in order to, say, playing for Vella look at the scheme, required to advance further beyond the neck. It will be easier for those who pass the two acts in one gulp – sometimes it is necessary to remember some of the details from the first half of the game.īut the “old school” and brought not the most pleasant features inherent in some of the old quests. In Broken Age: Act 2 with the normal difficulty the game has “backtracking” – reception of game design, which forces the player to go back to complete the game on. Now, to solve riddles have to remember every little detail that characters talk about themselves: who what is good, who have secrets and personal weakness.Īnd if my memory does not fail, any task may seem illogical or absurd – which is important because the force the player to go through all the options blindly at least strange. I guess with everything except the difficulty – every puzzle solved easily, even those with the genre did not sign. It lacked the “old school.” This time, it “delivered” with a margin. When Broken Age: Act I just came out, many expected to see a classic sheyferovsky quest with a nice visual style, humor and a good story. The Act 2 is really different from the first half of the story, so it is a task on which decision you have to think at this time. Someone simply show poster with the face of Vella to the source immediately reacted emotionally.īut in general, to observe the development of familiar characters are not as interesting as the first time to meet them. The more that they, due to certain circumstances of the plot, there are fewer, and some really have not changed (the same hipster Curtis).
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On the other – the beginning of the act turns and twists worlds of the protagonists, and with them and all the supporting characters. Watch how familiar personality interact quite funny.Įxactly like to hear about “Me” in the third person, for example, a guy with a torn after meeting Vella cowards (I hope that reading this people have passed the first act, or the phrase sounds weird) is trying to hush up the story in front of Shay, but what -That still blurts. The second act can hardly be called absolutely the same or an entirely new game – it’s just different. On the one hand, the world of Broken Age has been studied, and in this time of new locations there is little, which is why you do not feel that pleasant delights of exploring unfamiliar countryside and forests.