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Silent Hill: Book of Memories

Silent Hill: Book of Memories - Silent Hill spi n-off for Sony PlayStation Vita, developed by the American developer WayForward Technologies and published by Konami.

The main emphasis in the game is placed on the passage of the dungeons and the cooperative multiplayer action, and not on the horror elements for the survival, which the series is famous for.

Content

  • 1 plot
    • 1. 1 dungeon
    • 2. 1 Castomization of the character
    • 2. 2 zones
    • 2. 3 weapons, battle and Karma counter
    • 2. 4 multiplayer
    • 10. 1 concept art
    • 10. 2 screenshots
    • 10. 3 Preproductive demonstration

    Plot []

    Note: Silent Hill: The Book of Memories takes place in 2010.

    Book of memories.

    The main character receives a strange book on his birthday from an unknown sender from Silent Hill, Maine. Howard Blackwood, a local postman, assures the player before leaving that the book is intended for him. The protagonist opens the book and discovers that all his memories are recorded in it, including the whole experience and history of life. Curious, the protagonist decides to change some memories before going to bed.

    店のハワード・ブラックウッド

    悪夢の中で二人は、あの世のようなダンジョンにいることに気づく。ダンジョンを横切った彼らは、ダンジョン内で雑貨屋を営んでいるように見えるハワード・ブラックウッドを見つける。ハワードは主人公に「 記憶の残滓」と呼ばれる物質を紹介し、主人公の過去を変えるにはまずその物質を集めなければならないと説明する。ダンジョンの探索を終えた主人公は、翌朝目覚めると現実に戻っている。しかし、 翌朝眠ると、主人公は再びダンジョンに戻っていた。3 日目に目を覚ますと、主人公は本に書いたこと、変えたことが現実になっていることに気づく。この新たな力を得た 主人公は、最近の過去の出来事を自由に書き換え続け、毎晩、特定のダンジョン内で新たなゾーンに遭遇する。

    手がかりとゲーム内の注釈によれば、「追憶の書」は彼の著作を通じて神の意志を地上にもたらすために創られた。錬金術日誌のページには、万物の根源とされる 3 つの要素が 詳述されている。「光:天の重さを量るもの、血:この世の重さを量るもの、鋼:人類を支え、最も強力なもの。他の元素(火、水、土、 木)はより小さい元素と考えられている。

    When the protagonist changes the past according to the protagonist's kalmameter, the character influenced by the power of "calligraphy" trains a different fate.

    The dungeon and each character are as follows:

    • Fire Dungeon (Derek Copland) -Derek is one of the protagonists's colleagues and recently promoted. After the player rewritten his past, he was promoted, but Derek was suspected of stealing money from the company, retiring or transferring to another store.
    • "Wood Dungeon" (Katie Collins / Matthew Collins) -The hero accidentally meets an old high school. The protagonist rewritten his past, so that his lover Katie or Matthew (due to the gender of the hero) cuts his current relationship with Trent or Ashley, and asks him to associate with the player character.
    • Light Dungeon (Graham Reynolds) -The police officer Graham Reynolds, who is dating the hero's family, is sitting on a police car while parents are relaxing in front of the player's parents' house at home. You are witnessed. As a result, the protagonist is anxious and rewrites the past to distract Reynolds. Through the memo, the relationship between Graham and his wife, Lorelei Reynolds, has recently been jerky and reveals that he was flirting. As a result of the protagonist intervening, Graham's wife applies for divorce, brings out children, or after Graham solves a big affair, they reconcile. In both scenarios, the protagonist concludes that Reynolds will not have time to worry about them and their books.
    • Water Dungeon (Trent Baker / Ashley Baker) -Trento / Ashley (shaken lover) begins to harass the hero from jealousy and desperation. The protagonist decides to solve the problem by writing in his book. At one point, it became clear that Trent / Ashley had their own "books" before the protagonist received the "book of memory", but were stolen by robbery. After defeating the Water Guardian, Trent / Ashley stops calling the protagonist either suffering from an accident that causes memory loss or a new lover. < SPAN> Characters affected by the power of "calligraphy" will follow different fate when the protagonist changes the past according to the hero's kalmameter.
    • The dungeon and each character are as follows:
    • Fire Dungeon (Derek Copland) -Derek is one of the protagonists's colleagues and recently promoted. After the player rewritten his past, he was promoted, but Derek was suspected of stealing money from the company, retiring or transferring to another store.

    "Wood Dungeon" (Katie Collins / Matthew Collins) -The hero accidentally meets an old high school. The protagonist rewritten his past, so that his lover Katie or Matthew (due to the gender of the hero) cuts his current relationship with Trent or Ashley, and asks him to associate with the player character.

    • Light Dungeon (Graham Reynolds) -The police officer Graham Reynolds, who is dating the hero's family, is sitting on a police car while parents are relaxing in front of the player's parents' house at home. You are witnessed. As a result, the protagonist is anxious and rewrites the past to distract Reynolds. Through the memo, the relationship between Graham and his wife, Lorelei Reynolds, has recently been jerky and reveals that he was flirting. As a result of the protagonist intervening, Graham's wife applies for divorce, brings out children, or after Graham solves a big affair, they reconcile. In both scenarios, the protagonist concludes that Reynolds will not have time to worry about them and their books.

    Water Dungeon (Trent Baker / Ashley Baker) -Trento / Ashley (shaken lover) begins to harass the hero from jealousy and desperation. The protagonist decides to solve the problem by writing in his book. At one point, it became clear that Trent / Ashley had their own "books" before the protagonist received the "book of memory", but were stolen by robbery. After defeating the Water Guardian, Trent / Ashley stops calling the protagonist either suffering from an accident that causes memory loss or a new lover. When the protagonist changes the past according to the protagonist's kalmameter, the character influenced by the power of "calligraphy" trains a different fate.

    The dungeon and each character are as follows:

    Fire Dungeon (Derek Copland) -Derek is one of the protagonists's colleagues and recently promoted. After the player rewritten his past, he was promoted, but Derek was suspected of stealing money from the company, retiring or transferring to another store.

    "Wood Dungeon" (Katie Collins / Matthew Collins) -The hero accidentally meets an old high school. The protagonist rewritten his past, so that his lover Katie or Matthew (due to the gender of the hero) cuts his current relationship with Trent or Ashley, and asks him to associate with the player character.

    • Light Dungeon (Graham Reynolds) -The police officer Graham Reynolds, who is dating the hero's family, is sitting on a police car while parents are relaxing in front of the player's parents' house at home. You are witnessed. As a result, the protagonist is anxious and rewrites the past to distract Reynolds. Through the memo, the relationship between Graham and his wife, Lorelei Reynolds, has recently been jerky and reveals that he was flirting. As a result of the protagonist intervening, Graham's wife applies for divorce, brings out children, or after Graham solves a big affair, they reconcile. In both scenarios, the protagonist concludes that Reynolds will not have time to worry about them and their books.
    • Water Dungeon (Trent Baker / Ashley Baker) -Trento / Ashley (shaken lover) begins to harass the hero from jealousy and desperation. The protagonist decides to solve the problem by writing in his book. At one point, it became clear that Trent / Ashley had their own "books" before the protagonist received the "book of memory", but were stolen by robbery. After defeating the Water Guardian, Trent / Ashley stops calling the protagonist either suffering from an accident that causes memory loss or a new lover.
    • Earth Dungeon (Jack Merrick) - The protagonist is attacked by a man who claims to have their "Book of Memories". The man, Merrick, threatens the protagonist, telling them that he knows where they live and work, and that he intends to take the "Book" from them. Apparently, the man has a criminal record, having been arrested by Officer Reynolds for attempted murder and other crimes. It also appears that Merrick has been using the "Book" to aid in his various crimes and to elude the police. At the end of the dungeon, due to the player's intervention, Merrick is either brutally beaten to the point of permanent brain damage by law enforcement or arrested, and his Book is placed in an evidence locker.
    • Blood Dungeon (Shannon) - The protagonist's teenage sister, Shannon, has been very distant from the protagonist lately, worrying them. Shannon has been suffering from depression for a long time, and it is revealed that Shannon is the woman Graham had/had a relationship with. In the Blood scenario, Shannon continues her relationship with Graham, gets drunk at a party, is seriously injured in a car accident (injuries to her ribs, left arm, and skull), and sends the protagonist a break-up letter before attempting suicide. In Wright's script, he sends the protagonist a letter thanking her for always being there for him and telling her he is optimistic about her future.
    • The protagonist confronts the Steel Guardian.

    Steal Dungeon (Protagonist) - The Protagonist realizes that each of his concrete actions in the nightmare world had a direct impact on the past. He also realizes that the Guardians they fight represent the will and desires of the other characters, and that by conquering them, he affirms his will over the others. From this, he concludes that in order to restore karmic balance, when one character benefits from the power of the book, another character must be adversely affected. Regretting his interference in the lives of others, the Protagonist decides that he must find their Guardian before someone else does, and in so doing, find a way to reverse the damage they have caused. During his journey through the dungeon, the Protagonist finds rewrites of the book he wrote: "I wanted to get promoted", "I wanted to date Katie/Matthew", "Officer Reynolds needs a distraction. Trent/Ashley just needs to forget about Katie/Matthew. "Whoever this person is, my book will never work". The Protagonist finally confronts the Guardian in the depths of the dungeon and declares his intention to destroy it. Guardian Steal tells the protagonist that he is the same and that the book merely gave the monster a physical form, but can never kill it.

    Regular

    • In each zone, there are multiple notebooks to collect. Each zone set (fire, wood, etc.) has an introductory notebook, three challenge notebooks, five karma (blood/light) notebooks, and ten final notebooks that you get after defeating the zone's guardian. Karma notebooks are influenced by whether you have completed the challenge notebooks for that zone. If you meet the conditions of a particular challenge, some of your karma notebooks will be light, if you don't, they will be blood aligned. Once you have collected all the notebooks in a zone, you do not need to recall the notebooks again to change the alignment of that notebook. You simply exit that zone and do or don't do the challenge for that zone.

    The final zone notebook placement is determined by which karma notebook you have more of before the battle with the zone guardian. For example, if you have collected five karma notebooks, three of which are blood and two are light, you will receive the final blood notebook after the battle with the zone's guardian.

    After the battle with a Zone 21 steel guardian, the story is cleared and the ending is reached. There are six zones, and there are six ending notes: fire, tree, light, water, soil, and blood. Since the ending obtained before entering the final battle changes depending on the ratio (blood / light) of the ending note, it is important how to get five normal game endings.

    The last clear light (5 or six bright notes before the final battle): "I use books to help people." The protagonist stops using a book for selfish reasons, and decides to use a book to help others instead. In this way, the effects of the book are controlled by assimilating others' misfortune to restore the balance of karma. As a result of this decision, the protagonist will be weakened, suffered from serious illness, and lies in a hospital bed. When he is hospitalized, they hear that a woman is talking to a doctor about the rapidly deterioration of her lif e-threatening daughter. Unfortunately, the doctor tells me that there is nothing for her daughter. The protagonist then changes the book to save his daughter's lives, but at the same time suggests that the protagonist will be violent, and at the same time, his situation is getting worse. The heart monitor emits a long beep sound, implying that the hero's death is approaching.

    Light of the light (four sounds of the last light before the final battle): After the protagonist decides that this book never reaches the bad guys, it is time to change things. The book is confined so that the power does not reach the other person. Then turn on the TV and turn the channel, each station will broadcast disasters, tragedies, or movies in the world. The protagonist walks to the drawer with the book and opens the key. They repeat, "There is no need to change anything." While looking at the book. < SPAN> Clears the story after fighting a zone 21 steel guardian and ends. There are six zones, and there are six ending notes: fire, tree, light, water, soil, and blood. Since the ending obtained before entering the final battle changes depending on the ratio (blood / light) of the ending note, it is important how to get five normal game endings.

    The last clear light (5 or six bright notes before the final battle): "I use books to help people." The protagonist stops using a book for selfish reasons, and decides to use a book to help others instead. In this way, the effects of the book are controlled by assimilating others' misfortune to restore the balance of karma. As a result of this decision, the protagonist will be weakened, suffered from serious illness, and lies in a hospital bed. When he is hospitalized, they hear that a woman is talking to a doctor about the rapidly deterioration of her lif e-threatening daughter. Unfortunately, the doctor tells me that there is nothing for her daughter. The protagonist then changes the book to save his daughter's lives, but at the same time suggests that the protagonist will be violent, and at the same time, his situation is getting worse. The heart monitor emits a long beep sound, implying that the hero's death is approaching.

    Light of the light (four sounds of the last light before the final battle): After the protagonist decides that this book never reaches the bad guys, it is time to change things. The book is confined so that the power does not reach the other person. Then turn on the TV and turn the channel, each station will broadcast disasters, tragedies, or movies in the world. The protagonist walks to the drawer with the book and opens the key. They repeat, "There is no need to change anything." While looking at the book. After the battle with a Zone 21 steel guardian, the story is cleared and the ending is reached. There are six zones, and there are six ending notes: fire, tree, light, water, soil, and blood. Since the ending obtained before entering the final battle changes depending on the ratio (blood / light) of the ending note, it is important how to get five normal game endings.

    The last clear light (5 or six bright notes before the final battle): "I use books to help people." The protagonist stops using a book for selfish reasons, and decides to use a book to help others instead. In this way, the effects of the book are controlled by assimilating others' misfortune to restore the balance of karma. As a result of this decision, the protagonist will be weakened, suffered from serious illness, and lies in a hospital bed. When he is hospitalized, they hear that a woman is talking to a doctor about the rapidly deterioration of her lif e-threatening daughter. Unfortunately, the doctor tells me that there is nothing for her daughter. The protagonist then changes the book to save his daughter's lives, but at the same time suggests that the protagonist will be violent, and at the same time, his situation is getting worse. The heart monitor emits a long beep sound, implying that the hero's death is approaching.

    Light of the light (four sounds of the last light before the final battle): After the protagonist decides that this book never reaches the bad guys, it is time to change things. The book is confined so that the power does not reach the other person. Then turn on the TV and turn the channel, each station will broadcast disasters, tragedies, or movies in the world. The protagonist walks to the drawer with the book and opens the key. They repeat, "There is no need to change anything." While looking at the book.

    Neutral ending (last notes of three blood and three lights before the final battle): "I have to do everything perfectly." The protagonist said that it was difficult at first, but eventually began to realize that there was a pattern of power in the book, and since then it has been a little positive to the outside world. The protagonist seems to be obsessed with making everything perfect. They achieve a perfect world by making a small adjustment to the world while balancing the karma of the book. The protagonist starts: "It's a little more, a few more lines (then), the whole world is perfect, order, and happy." It became clear that while the protagonist was housed in a psychiatric hospital, it was actually abnormal to the spirit and distorted the entire script.

    • Brad Ending (4 blood notes before the final battle): "I will break this guy. I discover. The hero tries to cut the page but does not work. Next, I try to destroy the binding with an ax. Finally, the protagonist tries to burn the book, but the protagonist is finally relieved of the book. But
    • At the end of Pure Blood (the last 5 or 6 blood notes before the final battle): "I have the only book". The protagonist decides to use the book endlessly to fulfill his own selfish desires: winning the lottery, becoming a rock star, rock climbing in Australia, base jumping in New Zealand, cliff diving in Mexico, etc. The protagonist cheats on Katie/Matthew, flies away when he is found out, but the protagonist rewrites the past so that he can marry Katie/Matthew. Eventually, the protagonist finds his spouse in the book, needing a change; a simpler life. This leads the protagonist to conclude that he can no longer trust anyone, and accordingly "writes" his spouse out of the book. The paranoid protagonist hires a private army to protect his house from intruders who would steal the book. The protagonist lives alone for a while, but the words written on the pages start to mysteriously disappear, leaving the protagonist infuriated and confused. Silent Hill Book of Memories - Joke Ending
    • The joke ends here.
    • Playing ending (Before defeating steel guardian, equip three items that have no effect: Tag Dog [Zone 19 Valtiel's Reward], White Feather [You can buy it at the Shop], Channel Stone [21 or later You can buy it at the shop zone shop]): The end of the joke is drawn in comic format. Mat (locker male), Derek (bookworm male), trevers (jock men), Casey (locker women), Katie (Preppie Women), and Becka (Bookworm Women) tourist groups spend their holidays in Silent Hill. Meanwhile, I was asked if I met the characters in the previous work, such as Harry Mason, and did not see the girl (his daughter). Heather Mason seems to be working as a receptionist at Jax in, and when they leave, they breathe in the irony and confuse "tourists." She says that the customer in Room 302 has accidentally locked the room and hits his head on his desk too much. In the motel, eerie Bellboy Walter Salivan asks tourists if they are interested in room service, but they are refused. They decided to head to Lake Trooka, and on the way to Games Thunderland and Mary Shepher d-Thunderland. Coincidentally they arrived at BECCA, and James worried about his wife's health. In the lake, you can see Mira playing with sand, and Alex Shepard is supervising his brother Joshua.
    • Game play []
    • Customization of character []

    The appearance of the player.

    At the start of the game, the player must choose a charm with a permanent game advantage. < SPAN> Playing ending (Equipped with three items that have no effect before defeating steel guardian: Tagdog [Zone 19 Valtiel's Reward], White Feather [Buy in Shop], Channel Stone [ You can buy it at the shop zone shop after 21]: The end of the joke is drawn in comics. Mat (locker male), Derek (bookworm male), trevers (jock men), Casey (locker women), Katie (Preppie Women), and Becka (Bookworm Women) tourist groups spend their holidays in Silent Hill. Meanwhile, she meets the characters in the previous work, such as Harry Mason, and is asked if she did not see the girl (his daughter). Heather Mason seems to be working as a receptionist at Jax in, and when they leave, they breathe in the irony and confuse "tourists." She says that the customer in Room 302 has accidentally locked the room and hits his head on his desk too much. In the motel, eerie Bellboy Walter Salivan asks tourists if they are interested in room service, but they are refused. They decided to head to Lake Trooka, and on the way to Games Thunderland and Mary Shepher d-Thunderland. Coincidentally they arrived at BECCA, and James worried about his wife's health. In the lake, you can see Mira playing with sand, and Alex Shepard is supervising his brother Joshua.

    Game play []

    Customization of character []

    The appearance of the player.

    At the start of the game, the player must choose a charm with a permanent game advantage. Playing ending (Before defeating steel guardian, equip three items that have no effect: Tag Dog [Zone 19 Valtiel's Reward], White Feather [You can buy it at the Shop], Channel Stone [21 or later You can buy it at the shop zone shop]): The end of the joke is drawn in comic format. Mat (locker male), Derek (bookworm male), trevers (jock men), Casey (locker women), Katie (Preppie Women), and Becka (Bookworm Women) tourist groups spend their holidays in Silent Hill. Meanwhile, I was asked if I met the characters in the previous work, such as Harry Mason, and did not see the girl (his daughter). Heather Mason seems to be working as a receptionist at Jax in, and when they leave, they breathe in the irony and confuse "tourists." She says that the customer in Room 302 has accidentally locked the room and hits his head on his desk too much. In the motel, eerie Bellboy Walter Salivan asks tourists if they are interested in room service, but they are refused. They decided to head to Lake Trooka, and on the way to Games Thunderland and Mary Shepher d-Thunderland. Coincidentally they arrived at BECCA, and James worried about his wife's health. In the lake, you can see Mira playing with sand, and Alex Shepard is supervising his brother Joshua.

    Game play []

    Customization of character []

    The appearance of the player.

    At the start of the game, the player must choose a charm with a permanent game advantage.

    The game gives the player a template for their character, which the player can then arrange within a limited range. The first aspect of character creation is the class system, with five classes to choose from. Each class gives a slight bonus to certain artifact stats. For example, Jocks get +10 to Strength and Dexterity, and Goths get +10 to Vitality and Intelligence.

    The player can choose the gender, face, hairstyle, hair color, outfit, skin color, and accessories for their character. The accessories are purchased from Howard's shop, and range from traditional items like glasses to fan service items like Robbie's mask, Princess Heart's headphones, and Pyramid's helmet.

    If the player is not satisfied with their character, they can use an Identity Stone to redefine their character.

    48 types of items

    The player can also equip "items". "Items" are accessories/talismans that increase RPG-like stats such as health and stamina. There are 64 types of items in total. These items are modeled after items from previous games, such as the Channeling Stone from Silent Hill. It is important that players place the item in the correct slot. For example, Conquest's Coronet Coronet gives +5 int, but putting it in the int slot gives +6 int. STR (affects attack damage and power move accumulation)

    • Dex (affects chance of breaking creature shields with combat weapons, chance of critical strike in combat, and top speed.
    • VIT (affects resistance to eye attacks, resupply from health packs, and chance of creatures missing the player when using melee attacks.
    • AGI (increases chance of breaking creature shields with thrown weapons, chance of critical strikes with thrown attacks, and dodge distance, and decreases chance of taking damage and missing when dodging with thrown weapons)
    • MND (increases resistance to attacks from creatures other than melee attacks, duration of karma abilities, and chance of creatures other than melee attacks missing the player.)
    • INT (decreases chance of breaking creature shields with wildcard weapons, chance of critical strike with wildcards, trap awareness, and chance of missing when using wildcard weapons.)
    • Players can level up using the EXP obtained by defeating monsters. The base game level cap is 50, the extended pack level cap is 70. If you level up, you can increase your favorite status by two.
    • zone

    A player exploring the zone.

    The game is a puzzle base, and is set in an automatically generated isometric zone. Players must complete the challenge (basically gonna gain the enemies in the room) to collect the puzzle pieces used in combination with items to solve the puzzle at the end of each zone. The zone door is often locked, and opening the key requires keynotes around the zone. If you conquer the three zones, the Guardian's boss battle awaits. After Zone 21, the zone is random, and there are a total of about 500 zones.

    A player interacting with Valtiel.

    Various side quests are also available, such as achieving missions throughout the zone, tracking notes and television programs, hunting for specific creatures, and collection of memories of memory. Valtiel becomes a quest creator and rewards players with rare weapons and artifacts after the mission is completed. Missions, puzzles and dungeons are all random.

    Each zone has a library with savepoints and a Howard shop where you can purchase items.

    • In addition, each player has a backpack in the lower right, and has an upgraded slot. The backpack contains a health kit, tool kit, weapons, and ammunition that restores the durability of weapons.
    • About weapons, battles, karumameters []
    • While going through the zone, players can find up to two weapons and equip them. All weapons have resilience levels (indicated by icons that change from greenery to red) and ammunition, which change depending on whether the weapon is shooting or a proximity battle. Resilience can be recovered with a tool kit. Some of the weapons that players can use are some that have appeared in the previous work, such as hype r-spray, Great Knife, and obedience swords.
    • Book of Memories focuses on the battle, and if you attack again when the previous hit hit, a combo occurs. If the combo lasts five times, the player can run by pressing the X button to get a large karma.
    • Players can use the special abilities called karmaability. To use karma abilities, you need to use the back touch screen of Vita.

    Monsters are divided into three categories: "Blood", "Light" and "Steel". Killing enemies with "Blood" and "Light" affinity will leak a pool of the opposing element. The messier the kill, the more it will be. These pools are collected and counted in conjunction with a new game element in the top right corner called the "Karma Meter".

    • This counter controls which powers are unlocked and when to use them. If the player is leaning towards Blood (killing Light creatures), destructive abilities (standard DP) will be unlocked, while Light (killing Blood creatures) will unlock restorative powers that focus on healing and protection. The Steel class consists of creatures with more power than the other two classes, and killing them does not affect the Karma Meter.
    • There are also six types of Power Moves that can be purchased at Howard's shop. Power Move Gems are blue stones under the health bar that allow the player to perform super moves. Hold r:
    • Weapon Breaker - Triangle button - This move performs a final dramatic strike with the currently drawn weapon, pushing away any creatures standing in front of the character.
    • Barrel button - Circle button - This move charges the character forward, plunging into any creatures in the way.
    • Karma Flip - Circle button - This move turns all blood creatures into creatures with light and sparkles in their blood.
    • Push Force - Up button - This move sweeps away creatures in the immediate vicinity of the character.
    • Health Siphon - Left button - This move transfers health from your character to another character. This move can also be used on a dying character to revive them.

    Flash Burst - Down button - This move creates a burst of light from the character's flashlight, temporarily blinding and freezing all creatures in the room.

    • 360 Attack - Rotate left stick - This move turns the current weapon into an arc around the character.
    • Multiplayer
    • Up to four players are allowed in multiplayer. Co-op is not a drop/exit, only a hosted session. If the session ends, players are free to continue the experience in single player mode from where they left off.
    • Players can communicate with each other using pre-recorded classic special voice-outs (hold L and up on the D-PAD) or the built-in voice chat.
    • Expansion Packs

    On March 18, 2013, a 339MB content code update that can be downloaded, including multiple new content, was released. [1] [2] To install, you need to click the yellow circle icon on the game menu screen.

    • The player receives five ID stones.
    • The level cap was raised from 50 to 70.
    • Deleted the death penalty in the case of death in the zone (the progress of the character is maintained).
    • Poison traps can no longer be killed by a single shot, and can damage a shorter time.
    • Balance adjustment of all enemy status.
    • Two abandoned rooms
    • Sanctuary
    • Family portrait
    • Optimist: Change 40 change into light at once
    • Pessimist: Converts all 40 change of change into blood at the same time
    • Level up to God LVL70
    • Complete the DLC (red) section of all commentators.
    • Note 100-115 is related to the main appearance of the cult and Michel Valdes.
    • 5 character categories
    • Type F: Cosplay

    Type G: Hi p-hop

    • Type H: Liver
    • Type I: Vintage
    • Classic James Thunderland (male) and Heather Mason (female)
    • 15 accessories
    • Blue Lobby Mask

    Box head mask

    Creature head (nurse bubble head mask) Jack O Lantern Mask Mirahead Newsboy cap 3D shade Bloody knife
    Cyber ​​mask Heart sunglasses
    Sunglasses joke sunglasses Heart sunglasses Square glasses Square glasses
    Headphone 5 missions (zone 22 or more) Defeat all the enemy of the three mission rooms in light and darkness. Defeat all the enemy of the three mission rooms in light and darkness.
    Find the three relics hidden in the destroyed weapon drawer. Hidden crisis: Defeat all enemies.
    Flame and flame: Defeat all enemies in three mission rooms. 14 Artifacts 14 Artifacts 14 Artifacts
    Dex 5 missions (zone 22 or more) Defeat all the enemy of the three mission rooms in light and darkness. Defeat all the enemy of the three mission rooms in light and darkness.
    #51 Bloo d-coated warwear +5 14 Artifacts Defeat all the enemy of the three mission rooms in light and darkness.
    -1 Heart sunglasses
    #53 place Dawn of duck 5 missions (zone 22 or more) Defeat all the enemy of the three mission rooms in light and darkness. Defeat all the enemy of the three mission rooms in light and darkness.
    #54 Ouroboros Disc 5 missions (zone 22 or more) Defeat all the enemy of the three mission rooms in light and darkness. Defeat all the enemy of the three mission rooms in light and darkness.
    +2 Heart sunglasses
    56 #Hoe the Horse Pin Badge -2 -2 -2
    #57th place Dondondenda of Jango Heart sunglasses +2 5 missions (zone 22 or more)
    58 #58 Jewelry crown of conquest Heart sunglasses

    #59 Kitty Pin

    -2

    +3

    +3

    #60 Rabbit lobby

    -2

    +3

    +3

    61 #61 Spike Coronet of Death

    +5

    #62 Maxwell stone

    • -6
      • -6
      • -6
      • #Model UFO
      • +5
      • -3
      • -2

      64 #A famin e-like Coronet

      +5

      • music
      • Silent Hill Book of Memories Original Soundtrack.
      • Silent Hill: Book of Memories' original soundtracks are produced by Daniel Licht and are the original score of Silent Hill: Book of Memories. The soundtrack was released by Milan Records on April 17, 2012.
      • The menu tracks "Now We're Free" and "Love Psalm" feature Mary Elizabeth McGlynn, while "Love Psalm" features Akira Yamaoka on guitar and Troy Baker on backing vocals.
      • Reception

      The game has received mixed reviews on Metacritic. Currently, reviewers have rated it at 58 out of 100. [3]

      • Hardcore Gamer Mag gave it a score of 80/100 and said: "Survival horror purists may question the concept, but anyone who loves top-down action/RPGs, deep gameplay, and an intriguing story will find this not only the most addictive multiplayer Vita game to date, but also the best Silent Hill in recent memory." Greg Miller of IGN gave it a score of 6. 0 and said: "Flawed but fun: Silent Hill: Book of Memories isn't a good game, but it's one I'll keep coming back to. I was tempted by a Diablo-like game called Warrior's Lair (a cross-play dungeon crawler) before the PlayStation Vita's launch, but haven't seen or heard of the game formerly known as Ruin in months. Hill comes in to fill that void, but without style or flash." He concluded: "It's great for people who just want to dungeon crawl and don't care about sleek menus or a compelling story."[4]
      • The game was also criticized for its long loading times and lack of any horror atmosphere. The game is not considered scary.
      • Karma Abilities
      • When you kill a creature, you leave behind a tank of karma. Collect karma to push your karma meter to the Blood or Light end. Karma is used to activate karma abilities.
      • When the needle on the karma meter passes through any notch, a new karma ability becomes available. To use a karma ability, touch the karma meter and then touch the ability you want to activate. Using these abilities will drain your karma meter. Each karma ability is controlled with the rear touchpad. Additional karma abilities are unlocked as your character levels up.
      • Blood 1: Bullet Barrage
      • Use the rear touchpad to move the cursor, constantly destroying creatures below.

      Use the rear touchpad to control two cursors, casting a blood beam between them.

      • Use the rear touchpad to create a red field on the ground, dealing damage to creatures that stray into it. The smaller the field, the more damage it will deal.
      • Operate the cursor with the back touchpad and squeeze the HP from the creature that returns to the character.
      • Operate the two cursors using the back touch pad, and in the meantime. This HP is transferred to your character or another character in the beam.
      • Put a white field on the ground with the back touch pad. The smaller the field, the more HP is charged. The creatures in the field are fainted.

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      Elim Rim - Journalist, creative writer

      Last modified 26.10.2024

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