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{{Imageneed}}
{{Era|ACB|ACR|AC3|AC4}}
'''Wanted''' is one of the online multiplayer modes in ''[[Assassin's Creed Brotherhood|Assassin's Creed: Brotherhood]]''. It consists of hunting down and assassinating a specific player, while one or multiple (depending on your rank) other players hunt the player at the same time. You are the hunter and the pray at the same time, the goal is to master both of the sections in the gameplay.
[[File:Multiplayer2.jpg|thumb|250px|right|The [[Nobleman (Animi Avatar)|Nobleman]] attacking the [[Priest (Animi Avatar)|Priest]], as a [[Prowler]] approaches]]
==Basics:==
'''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.


{{reflist}}A 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 killing your assassination targets while escaping from your own hunters.
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.


==Find and Kill:==
==Description==
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.


At the start of the game, you are given a target to find and kill. This target is another player who is also given a target to assassinate. The disc in the lower section of the screen serves as a guide towards your quarry, the blue segment indicating which direction they are from you and if you must go up or down to find them. As you approach your prey the blue segment widens, until it eventually fills the entire disc. At such a point the player must rely on their own observation skills to determine who is an NPC and who is actually their target. The skin of the player you are trying to assassinate is shown in the upper right portion of the screen.[[File:Radar.jpg|thumb|Courtesan getting closer to her target]]
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.


Once you find your target and have identified him/her, its time to assassinate and get the kill. Killing your target is as easy as getting close and attacking them, initiating an automatic kill, but the score for the kill can vary greatly. The scoring system favors stealthy approaches and ambushes over high-profile assaults, a single subtle assassination being worth a few times the points of an obvious slaying. Regardless of how it's performed, a kill is worth at least 100p.
==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.


Killing an innocent civilian or assassinating another player that is not your target will cause your current contract to be lost and a new one assigned.
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.


==Escaping:==
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.
If you can spot your hunter before he/she can kill you, you can trigger a chase by running away from him/her. Keep in mind that you cannot kill your pursuer (unless you stun him/her from the back, causing the loss of contract) so you have to hide from your pursuer as long as you can.


Once you trigger a chase, a red bar will appear at the top left side. This bar indicates whether you are visible or not to your pursuer and how much time you need to escape from him/her. If the bar is red, you are in the pursuers sight so hiding in a hay or sitting on a bench will not trick your pursuer. If the bar becomes yellow, that means your pursuer lost the line of sight from you. While it is yellow the bar also starts to become empty, that shows you the time you have to stay hidden from your pursuer in order to escape.
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.


If you can blend into the crowd or hide in a hay while your line of sight is broken whit your pursuer, your bar will become blue, indicating that you are hidden and your bar wont become red when your target achieves line of sight with you again.
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.


When the bar fully becomes empty, you will win the chase and get at least 100p for the escape.
==Pursuers==
==Other:==
[[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)]]
Chase breakers are a huge help at escaping your pursuers, they can help you a lot at traveling safe and fast too.


Abilities can both help killing your target and escaping your hunter. It provides an unique style to your kills and escapes.
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.
[[Category:Assassin's Creed: Brotherhood Multiplayer Modes]]
 
[[Category:Articles needing images]]
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==
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==
{{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]