They look like sentient safes that run around, attempting to avoid being caught by the player. Razputin can open these with a PSI-Punch. Once opened, memories are revealed of the character whose mind the safe is in. Each Mental World (with one notable exception, the Meat Circus) has two memory vaults, for a total of nineteen in the game. In each Mental World, one of the two vaults is generally in Raz's path when playing through the story. The second vault is in a less obvious spot. The combination of these memories provides insight into the backstory of each character.
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| - They look like sentient safes that run around, attempting to avoid being caught by the player. Razputin can open these with a PSI-Punch. Once opened, memories are revealed of the character whose mind the safe is in. Each Mental World (with one notable exception, the Meat Circus) has two memory vaults, for a total of nineteen in the game. In each Mental World, one of the two vaults is generally in Raz's path when playing through the story. The second vault is in a less obvious spot. The combination of these memories provides insight into the backstory of each character.
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abstract
| - They look like sentient safes that run around, attempting to avoid being caught by the player. Razputin can open these with a PSI-Punch. Once opened, memories are revealed of the character whose mind the safe is in. Each Mental World (with one notable exception, the Meat Circus) has two memory vaults, for a total of nineteen in the game. In each Mental World, one of the two vaults is generally in Raz's path when playing through the story. The second vault is in a less obvious spot. The combination of these memories provides insight into the backstory of each character.
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