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		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Memory_Corridor&amp;diff=372268</id>
		<title>Memory Corridor</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Memory_Corridor&amp;diff=372268"/>
		<updated>2011-01-02T22:46:29Z</updated>

		<summary type="html">&lt;p&gt;87.194.30.99: /* Trivia */&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
The &#039;&#039;&#039;Memory Corridor&#039;&#039;&#039; is used whenever [[Altaïr Ibn-La&#039;Ahad|Altaïr]] or [[Ezio Auditore da Firenze|Ezio]] kills a main story [[Assassination Targets|Assassination Target]]. The corridor has different backgrounds according to the version of [[Animus]] being used. The [[Abstergo]] Animus 1.28 has an icy-blue background with fog and various computer code, while the [[Assassins]]&#039; Animus 2.0&#039;s background is light gray with white lines.&lt;br /&gt;
&lt;br /&gt;
The corridor is used as a loading screen between memories, where the user may run around, as well as a location where the Assassin shares his last words with the dying target. In &#039;&#039;[[Assassin&#039;s Creed]]&#039;&#039; and &#039;&#039;[[Assassin&#039;s Creed: Brotherhood]]&#039;&#039;, it is also used as a tutorial location for the [[Animus Virtual Training Program]].&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Assassin&#039;s Creed&#039;&#039; , it also seems to be a place where Altaïr makes his final judgement whether he would or would not take the life of his target. This is shown when Altaïr strikes down [[Robert de Sable]], who happened to be an imposter, [[Maria Thorpe]]. After the conversation, Altaïr lets her go. The game resumes and Maria is still alive despite the fatal strike.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*No matter what position the assassination target is killed in, or how far away the Assassin is from the target, upon entering the corridor, the Assassin will always be right next to the target, who is always lying down on their back.&lt;br /&gt;
*In &#039;&#039;Assassin&#039;s Creed&#039;&#039;, on a sufficiently long &#039;loading&#039; corridor, it is possible for the player to run far enough that glitches and other symbols surrounding the player are left behind, whereas this is impossible in both &#039;&#039;Assassin&#039;s Creed II&#039;&#039; and &#039;&#039;Assassin&#039;s Creed: Brotherhood&#039;&#039;.&lt;br /&gt;
*In &#039;&#039;Assassin&#039;s Creed&#039;&#039;, [[glitches]] appear frequently in the corridor, prompting the player to change the angle of the scene, and allow the target to walk around as they speak, appearing uninjured.&lt;br /&gt;
*In &#039;&#039;Assassin&#039;s Creed II&#039;&#039;, [[Dante Moro]] and [[Silvio Barbarigo]] appear in the memory corridor together, even if they may be killed separately.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery captionalign=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
Goodbye-william-assassins-creed.png|Altaïr killing [[William of Montferrat]], in the memory corridor of &#039;&#039;Assassin&#039;s Creed&#039;&#039;.&lt;br /&gt;
new_loading_screen_by_ladyve-d3278zz.jpg|The loading screen in &#039;&#039;Assassin&#039;s Creed: Brotherhood&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Article stubs]]&lt;br /&gt;
[[Category:Assassin&#039;s Creed Locations]]&lt;br /&gt;
[[Category:Assassin&#039;s Creed II Locations]]&lt;br /&gt;
[[Category:Assassin&#039;s Creed: Brotherhood Locations]]&lt;br /&gt;
[[Category:Assassin&#039;s Creed: Altaïr&#039;s Chronicles Locations]]&lt;br /&gt;
[[Category:Assassin&#039;s Creed: Bloodlines Locations]]&lt;br /&gt;
[[Category:Assassin&#039;s Creed II: Discovery Locations]]&lt;br /&gt;
[[Category:Assassin&#039;s Creed Gameplay]]&lt;br /&gt;
[[Category:Assassin&#039;s Creed II Gameplay]]&lt;br /&gt;
[[Category:Assassin&#039;s Creed: Brotherhood Gameplay]]&lt;/div&gt;</summary>
		<author><name>87.194.30.99</name></author>
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