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{{Imageneed}}
{{Era|ACB|ACR|AC3|AC4}}
[[File:Multiplayer2.jpg|thumb|250px|right|The [[Nobleman (Animi Avatar)|Nobleman]] attacking the [[Priest (Animi Avatar)|Priest]], as a [[Prowler]] approaches]]
'''Wanted''' was a virtual training mode in the [[assassin's Creed: Brotherhood|first]] and [[Assassin's Creed: Revelations|second stage]] of the [[Animi Training Program]],<ref>''[[Assassin's Creed: Brotherhood]]''</ref><ref>''[[Assassin's Creed: Revelations]]''</ref> as well as during the console stage of [[Abstergo Entertainment]]'s [[Animus]] technology.<ref>''[[Assassin's Creed III]]''</ref><ref>''[[Assassin's Creed IV: Black Flag]]''</ref> It consisted of four to eight Abstergo recruits, who were each assigned targets to kill and pursuers to avoid. Sessions lasted for 10 minutes, with only one round.


'''Wanted''' is one of the online multiplayer modes in ''[[Assassin's Creed Brotherhood|Assassin's Creed: Brotherhood]]''.  
From there, each recruit selected an Animi Avatar and a profile set, which were separate sets of abilities, perks and kill-streaks that can be modified in the program's main menu.


==Basics==
==Description==
{{reflist}}
A maximum of 8 recruits could play a match of Wanted at a time, though the mode could start a session with a minimum of 6. If a recruit left the mode during a session or if a space was available, another recruit could enter into the match mid-progress.
The game consists of each player a target, and pursuer at the same time. The game can be played with a maximum number of 8 players. The goal of the game is to get the most points in a match. This can be done by successfully killing targets, and escaping enemies.


==Targeting==
Once the session was over, the recruit would have an option to rematch with the same opponents. If they were unwilling to rematch, however, the recruit could choose to exit to the main menu, where they could start another session of their choice.
At the start of the game each player is given a target to try to assassinate. The skin of the target appears in the upper-right corner of the screen along with a detection meter. To aid the player, a compass which helps spot out their target. This appears as a blue disc which gradually fills up when closer to the target. If the target is below, or above it will have an "up" or "down" message in the center. When the meter is filled up, the player must then track down their target. The contract can be lost if the target is killed by another person, or the pursuer kills a civilian, or is stunned.  
 
==Targets==
At the start of the mode, each recruit was given a target to hunt down and assassinate. As such, the profile picture of the target's Animi Avatar appeared in the upper-right corner of the screen, along with a stealth meter.
 
To aid the recruit, a compass at the bottom of the screen pointed out the direction of their target and whether they were above or below the recruit. This appeared as a blue disc which gradually filled up when they got closer to their target.
 
To further help the recruit find their prey, the blue light of the compass would glow brighter when the target was in sight. Wise recruits could use this to find the individual instead of attacking a random persona.
 
The contract on the target could be lost if they were killed by another player, if a civilian was killed instead, or if the pursuer was stunned by their target.
 
While hunting a particular persona that the recruit was certain of being a target, a good idea was to use the lock function. If clicked rapidly, a running target would instantly be locked onto, but a stealthy target could be targeted precisely by holding down the lock button and releasing it once they were in the cross-hairs.


==Pursuers==
==Pursuers==
[[File:Wanted-ACB.jpg|thumb|200px|A target's perspective of Wanted. Shown here the target is being pursued (top), then escaping (middle), and hiding (bottom).]]
[[File:Wanted-ACB.jpg|thumb|250px|A target's perspective of Wanted. Shown here the target is being pursued (top), then escaping (middle), and hiding (bottom)]]


Pursuers are shown as a red triangle icon above the respective person's player, and will appear on the target's screen if engaged in chase. Pursuers don't appear unless they startle their target. If the target's detection meter fills up, then a chase sequence will be engaged. During, a chase meter will appear on the screen for the pursuer, or an escape meter for the target. For the pursuer if the meter empties completely then the contract will be lost. And if the escape meter empties, then a hide meter will appear. If this empties then it has the same effect as the chase meter. Tactics such as [[blending]], and hiding in hay stacks can be effective if used properly for both sides. Abilities such as disguises can be used with blending, though this wears off after a short period of time. Also elements known as chase breakers are present as well. These are usually gates, or doors that close behind a human player after walking through them, but they re-open a short time afterwards.
Most often, every recruit would be assigned a pursuer in Wanted. Occasionally, a person with less points would not be hunted by anyone, enabling them to climb back up the scoreboard, with their pursuers returning should they do.
 
Pursuers were shown as a red triangle icon in the top-left portion of the screen, and would also appear near to a recruit's compass if they were being chased by their pursuer. The amount of pursuers could rise to a total of 4 in Wanted, although rare, and red markers would also appear above a pursuer's head if they engaged in high profile activities.
 
A recruit would be wise to remember that their pursuers were other recruits, instead of an artificial intelligence, so they could notice sudden movement, a group of random civilians turning into exact copies of a specific Animi Avatar, and a target who was sprinting. However, it should also be remembered that they could be tricked, which was why the Morph ability worked well on those who were more oblivious to their surroundings.
 
Once a pursuer was close, the recruit would be able to hear "whispers", which sounded like a whooshing breeze. These would enable the recruit to know that their pursuer was in close proximity, prompting them to attempt to identify their pursuer once they began. Whispers also got louder as a pursuer got closer, as well as when they were performing high profile actions nearby.
 
During a chase sequence, the "Chase" meter would appear on the screen for the pursuer, or the "Escape" meter for the target. For both recruits, if the meter emptied completely, then the contract on the targeted party would be lost, prompting the pursuer to wait to reassigned a target and the escaping recruit to receive the Escape bonus.
 
For the pursuer, any strategy that worked for them was the best kind. Some preferred the Hidden Gun (though often discouraged) to kill a fleeing target, while some liked to poison the sneaky ones that hid in crowds. In Wanted, hunting and hiding were blended into a frenzy of action between the entire group of recruits, giving an opportunity to those that surprised everyone else with their tactics.


==Advanced Wanted==
==Advanced Wanted==
This mode is the same as basic Wanted, apart from the fact that the compass to locate targets is reduced in effectiveness, such as not being told whether a target is above or below you and adds a greater emphasis on stealth gameplay as it will make your hunter harder to find you.
This mode was the same as the basic mode of Wanted, aside from the fact that the compass to locate targets was reduced in effectiveness. With this in mind, the compass would no longer tell a recruit whether their target was up or down, making it a far more difficult game mode to play.
 
However, in the second stage, the Advanced Wanted mode did not make a return.


[[Category:Assassin's Creed: Brotherhood Multiplayer Modes]]
==References==
[[Category:Articles needing images]]
{{Reflist}}
{{ACB}}
{{ACR}}
{{AC3}}
{{AC4}}
[[Category:Primary stage modes]]
[[Category:Secondary stage modes]]
[[Category:Tertiary stage modes]]
[[Category:Quaternary stage modes]]

Latest revision as of 18:41, 15 April 2016

The Nobleman attacking the Priest, as a Prowler approaches

Wanted was a virtual training mode in the first and second stage of the Animi Training Program,[1][2] as well as during the console stage of Abstergo Entertainment's Animus technology.[3][4] It consisted of four to eight Abstergo recruits, who were each assigned targets to kill and pursuers to avoid. Sessions lasted for 10 minutes, with only one round.

From there, each recruit selected an Animi Avatar and a profile set, which were separate sets of abilities, perks and kill-streaks that can be modified in the program's main menu.

Description[edit | edit source]

A maximum of 8 recruits could play a match of Wanted at a time, though the mode could start a session with a minimum of 6. If a recruit left the mode during a session or if a space was available, another recruit could enter into the match mid-progress.

Once the session was over, the recruit would have an option to rematch with the same opponents. If they were unwilling to rematch, however, the recruit could choose to exit to the main menu, where they could start another session of their choice.

Targets[edit | edit source]

At the start of the mode, each recruit was given a target to hunt down and assassinate. As such, the profile picture of the target's Animi Avatar appeared in the upper-right corner of the screen, along with a stealth meter.

To aid the recruit, a compass at the bottom of the screen pointed out the direction of their target and whether they were above or below the recruit. This appeared as a blue disc which gradually filled up when they got closer to their target.

To further help the recruit find their prey, the blue light of the compass would glow brighter when the target was in sight. Wise recruits could use this to find the individual instead of attacking a random persona.

The contract on the target could be lost if they were killed by another player, if a civilian was killed instead, or if the pursuer was stunned by their target.

While hunting a particular persona that the recruit was certain of being a target, a good idea was to use the lock function. If clicked rapidly, a running target would instantly be locked onto, but a stealthy target could be targeted precisely by holding down the lock button and releasing it once they were in the cross-hairs.

Pursuers[edit | edit source]

A target's perspective of Wanted. Shown here the target is being pursued (top), then escaping (middle), and hiding (bottom)

Most often, every recruit would be assigned a pursuer in Wanted. Occasionally, a person with less points would not be hunted by anyone, enabling them to climb back up the scoreboard, with their pursuers returning should they do.

Pursuers were shown as a red triangle icon in the top-left portion of the screen, and would also appear near to a recruit's compass if they were being chased by their pursuer. The amount of pursuers could rise to a total of 4 in Wanted, although rare, and red markers would also appear above a pursuer's head if they engaged in high profile activities.

A recruit would be wise to remember that their pursuers were other recruits, instead of an artificial intelligence, so they could notice sudden movement, a group of random civilians turning into exact copies of a specific Animi Avatar, and a target who was sprinting. However, it should also be remembered that they could be tricked, which was why the Morph ability worked well on those who were more oblivious to their surroundings.

Once a pursuer was close, the recruit would be able to hear "whispers", which sounded like a whooshing breeze. These would enable the recruit to know that their pursuer was in close proximity, prompting them to attempt to identify their pursuer once they began. Whispers also got louder as a pursuer got closer, as well as when they were performing high profile actions nearby.

During a chase sequence, the "Chase" meter would appear on the screen for the pursuer, or the "Escape" meter for the target. For both recruits, if the meter emptied completely, then the contract on the targeted party would be lost, prompting the pursuer to wait to reassigned a target and the escaping recruit to receive the Escape bonus.

For the pursuer, any strategy that worked for them was the best kind. Some preferred the Hidden Gun (though often discouraged) to kill a fleeing target, while some liked to poison the sneaky ones that hid in crowds. In Wanted, hunting and hiding were blended into a frenzy of action between the entire group of recruits, giving an opportunity to those that surprised everyone else with their tactics.

Advanced Wanted[edit | edit source]

This mode was the same as the basic mode of Wanted, aside from the fact that the compass to locate targets was reduced in effectiveness. With this in mind, the compass would no longer tell a recruit whether their target was up or down, making it a far more difficult game mode to play.

However, in the second stage, the Advanced Wanted mode did not make a return.

References[edit | edit source]