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{{Era|AC3}}
{{Era|AC3|AC4}}
{{Stub}}
{{Youmay|the Animi game mode|the [[Wolf Pack|ability of a similar name]]}}
[[File:AC3_SC_MP_14_BostonHarbor_WolfpackMode_SynchKill2.jpg|thumb|250px|The Night Stalker and [[Independent]] performing a synchronized kill.]]
[[File:AC3 SC MP 14 BostonHarbor WolfpackMode SynchKill2.jpg|thumb|250px|The [[Night Stalker]] and [[Independent]] killing their targets]]
'''Wolfpack''' was a virtual training mode introduced in the [[Assassin's Creed III|third stage]] of the [[Animi Training Program]].
'''Wolfpack''' is an Animi training mode developed by [[Abstergo Industries]]' [[Abstergo Entertainment|entertainment branch]], which is included within the [[Assassin's Creed III|console]] and [[Assassin's Creed IV: Black Flag|internal research stages]] of the [[Animus]] technology.


It revolved around assassinating non-player characters (NPCs) with the co-operation of other Abstergo recruits, and was structured in sequences. There were 25 sequences in all, each which became increasingly more difficult as the recruits progressed.
It revolves around participants assassinating non-player characters, either in a solitary attempt or with the co-operation of others, and is structured in sequences. There are 25 sequences at a basic level, each which become increasingly more difficult through progression. Within each sequence the participants are required to complete a specific objective type, with the intent on achieving the most points possible.


Wolfpack sessions can be played online by between 1 and 4 players who work together to complete all 25 sequences. In doing so they hunt various targets that look the same as the Guards from the single player. The targets stand out as they are armed and in military gear, while the civilians are also the same as the civilians represented in the single player. When more players are added to the session, the points required to advance from sequence to sequence increases incrementally.
==Objective types==
It is important to note that the goal is achievable faster with higher quality kills. Primary means of accomplishing this are through a slow approach, assassination with high focus, and remaining hidden. These are all skills required to complete the further discovery modes in the internal research stage.


===Difficulty Setting===
===Assassination===
Participants are required the eliminate as many targets necessary, in order to earn enough points to complete the sequence, with the amount reduced through higher quality assassinations. The number of targets for each sequence equals the number of players in Wolfpack, with some exceptions; it is possible for an additional target to appear.


===Defense===
Exclusive to the internal research stage, a defense sequence consists of three to five numbered chests appearing, each labeled A, B and C (with D and E dependant on additional participants) at a location on the map. Shortly after, looters will attempt to steal their contents, for which the goal of the players is to prevent this through the elimination of the soldiers.


Unless the chests' loot has been stolen and the sequence "failed", then through the accomplishment of the point threshold and the remaining looters killed, the defense will be a "success".


By increasing the difficulty of the session the sequence point requirements are increased and the targets become more sensitive and react faster to your presence. The time that is given and granted by completing each sequence does not change by increasing the difficulty. By using the Extra-Objectives, Incognito, Focus, Hidden and Poison (with charge time crafted down), it is possible for a single player to complete Wolfpack easily on Standard.
===Infection===
Once more exclusive to the internal research stage, an infection sequence is comprised with three "Healthy Packets" that participants must collect to take down "infected" targets. Without these packets, the targets are invulnerable and highly aggressive, seeking out players to stun. Their numbers depend on participants active within the Wolfpack session, and upon their defeat, any additional Healthy Packets distribute a point bonus depending on their quantity remaining.


===Sync kill===
A special sequence occurs on sequences 10, 16, 22 and 25, which require a "Sync Kill" to automatically progress. To successfully complete these sequences, individuals must either have the relevant target locked or highlighted, before they enter into the kill radius.


===Synchronization Kills===
For sessions with more than one participant, it is important that each Animi Avatar has a separate target locked, or else the Sync Kill prompt will not initiate. The Sync Kill will also fail if any of the Animi Avatars are discovered. In the event a player leaves, the Sync Kill will automatically fail.


Once the Sync Kill requirements are met, a quick time event involving the assassinate button will appear, upon which pressing will cause the Sync Kill to be successful if performed in time. Despite always receiving 250 points as an extra objective reward, individuals can also accrue additional bonuses to increase their kill score, which will carry forward to the next sequence's progress.


==Archetypes==
As Wolfpack is composed of various targets, there are many archetypes that are included, each with their own behaviors. This is dependent of up to four factors, being the target's awareness in detecting the participants, how they react on being startled, the abilities they use, and the perks they employ to help them escape or retaliate.


Synchronization Kills occur on sequences 10, 16, 22 and 25. To successfully execute a Sync Kill, every Assassin in the Wolfpack game must be close enough to see the Focus Icon on one of the targets. If two or more players are focusing on the same target, the Sync prompt will not initiate.  The Sync Kill will also fail if any Assassin becomes discovered. When these requirements are met the game will prompt the players with a quick time event to press the assassinate button, upon which the Sync Kill is successful.  Despite always getting 250 pts as an Extra-Objective reward, players can get any additional bonuses to increase their kill score.
Console Stage:


When a Synchronized Kill is successfuly executed, a short cut-scene will play showing the Assassins killing their targets in slow motion.  The timer slows down so that the kill will take around 1 second off your limit.  Your cooldowns do not slow down, and they recharge about 10 seconds during the attack prompt and kill cam.
===Envoy===
* Detection: Wary
* Reaction: Coward
* Abilities: Smoke Bomb, Decoy


===Soldier===
*Detection: Wary
*Reaction: Fighter
*Abilities: Smoke Bomb, Disguise


===Mole===
*Detection: Short-sighted
*Reaction: Coward
*Perks: Resilience


===Extra-Objectives===
===Lookout===
*Detection: Short-sighted
*Reaction: Fighter
*Perks: Resilience


<p style="margin-top:1em;margin-bottom:1em;">
===Tracker===
</p>
*Detection: Wary
*Reaction: Coward
*Abilities: Disguise
*Perks: Blender


<p style="margin-top:1em;margin-bottom:1em;">Extra-Objectives are optional kill constraints that are changed every sequence. They can range from Incognito Kills, Multi-Kills, Assist bonuses, Focus + Hidden and many others.  Completing the Extra-Objective grants the player an additional points bonus. While this bonus begins at a measly 100 pts, it increases to 250 pts at sequence 11 and at sequence 19 the bonus reaches it's maximum value of 400 pts. The current objective as well as the current bonus pts can be found in the top left corner of the screen, under the team's total points.</p>
===Legionnaire===
*Detection: Wary
*Reaction: Fighter
*Abilities: Bodyguard
*Perks: Resilience


{{-}}
===Spy===
*Detection: Wary
*Reaction: Coward
*Abilities: Firecrackers


===Scout===
*Detection: Wary
*Reaction: Fighter
*Abilities: Firecrackers


===Lieutenant===
*Detection: Wary
*Reaction: Coward
*Abilities: Decoy


===Gallery===
===Captain===
<gallery captionalign="center" position="center">
*Detection: Alert
Assassin-sCreedIII Nightstalker and Lady Maverick.jpg|The [[Night Stalker]] and the [[Lady Maverick]] hunting together.
*Reaction: Fighter
Assassin-sCreedIII Mounteband and Blackbird Sycn.jpg|The [[Mountebank]] and the [[Silent Shadow]] going after their targets.
*Abilities: Decoy
AC III Multiplayer Wolfpack chase.jpg|The [[Commander]] in a chase with his victim, to provide a diversion for the Silent Shadow.
*Perks: Blender
Wolfpack638.jpg|The Lady Maverick, the [[Huntsman]], the [[Preacher (Animi Avatar)|Preacher]] and the [[Bear (Animi Avatar)|Bear]] killing in unison.
 
Assassins-creed-iii-multiplayer-002-600x337.jpg|The Silent Shadow and the [[Hessian]] assassinating together.
===Recruit===
AC III Redcoat and Thief Wolfpack.jpg|The [[Robber]] dispatching his victim, with the [[Redcoat]] closing in on her own target.
*Detection: Alert
AC III Pioneer Wolfpack Chase.jpg|The [[Pioneer]] and the Robber hunting their targets.
*Reaction: Coward
*Abilities: Bodyguard
*Perks: Resilience
 
===Hunter===
*Detection: Alert
*Reaction: Fighter
*Abilities: Disguise
*Perks: Blender
 
Internal Research Stage:
*Basic Coward
*Basic Coward Alt
*Advanced Coward
*Advanced Coward Alt
*Elite Coward
*Elite Coward Alt
*Basic Fighter
*Basic Fighter Alt
*Advanced Fighter
*Advanced Fighter Alt
*Elite Fighter
*Elite Fighter Alt
*Looter
*Thief
*Striker
*Brawler
*Infected Brawler
*Infected Brute
 
==Extra objectives==
Extra objectives are optional kill constraints that are changed with every sequence, which can be located towards the top-left of the heads-up display. They range from earning added bonuses on kills to trigger point-based rewards, spanning from Incognito kills, Multi-Kills, Assist bonuses and many others, including combination requirements such as "Focus + Hidden".
 
While this point bonus initially begins at 100 points, it increases to 250 points at sequence 11, until sequence 19, where it reaches its maximum value of 400 points.
 
In the internal research stage, these bonuses activate upon meeting their request, before eventually cycling back, allowing for the continuation of extra objectives separate from sequence number.
 
==Gallery==
<gallery captionalign="center" position="center" spacing="small" widths="180">
Assassin-sCreedIII Nightstalker and Lady Maverick.jpg|The Night Stalker and the [[Lady Maverick]] hunting together
Assassin-sCreedIII Mounteband and Blackbird Sycn.jpg|The [[Mountebank]] and the [[Silent Shadow]] going after their targets
AC III Multiplayer Wolfpack chase.jpg|The [[Commander]] in a chase with his victim, to provide a diversion for the Silent Shadow
Wolfpack638.jpg|The Lady Maverick, the [[Huntsman]], the [[Preacher (Animi Avatar)|Preacher]] and the [[Bear (Animi Avatar)|Bear]] killing in unison
Assassins-creed-iii-multiplayer-002-600x337.jpg|The Silent Shadow and the [[Hessian]] assassinating together
AC III Redcoat and Thief Wolfpack.jpg|The [[Robber]] dispatching his victim, with the [[Red Coat|Redcoat]] closing in on her own target
AC III Pioneer Wolfpack Chase.jpg|The [[Pioneer]] and the Robber hunting their targets
</gallery>
</gallery>


==Source==
==References==
*''Assassin's Creed III'' - {{Wiki|San Diego Comic-Con}} coverage.
*''[[Assassin's Creed III]]''
*[http://uk.ign.com/articles/2012/07/13/comic-con-kill-with-co-op-in-assassins-creed-iii IGN - Kill With Co-Op in ''Assassin's Creed III'']
*''[[Assassin's Creed IV: Black Flag]]''
{{AC3}}
{{AC3}}
[[Category:Assassin's Creed III multiplayer modes]]
{{ACIV}}
[[Category:Tertiary stage modes]]
[[Category:Quaternary stage modes]]

Latest revision as of 01:56, 21 March 2021

This article is about the Animi game mode. You may be looking for the ability of a similar name.
The Night Stalker and Independent killing their targets

Wolfpack is an Animi training mode developed by Abstergo Industries' entertainment branch, which is included within the console and internal research stages of the Animus technology.

It revolves around participants assassinating non-player characters, either in a solitary attempt or with the co-operation of others, and is structured in sequences. There are 25 sequences at a basic level, each which become increasingly more difficult through progression. Within each sequence the participants are required to complete a specific objective type, with the intent on achieving the most points possible.

Objective types[edit | edit source]

It is important to note that the goal is achievable faster with higher quality kills. Primary means of accomplishing this are through a slow approach, assassination with high focus, and remaining hidden. These are all skills required to complete the further discovery modes in the internal research stage.

Assassination[edit | edit source]

Participants are required the eliminate as many targets necessary, in order to earn enough points to complete the sequence, with the amount reduced through higher quality assassinations. The number of targets for each sequence equals the number of players in Wolfpack, with some exceptions; it is possible for an additional target to appear.

Defense[edit | edit source]

Exclusive to the internal research stage, a defense sequence consists of three to five numbered chests appearing, each labeled A, B and C (with D and E dependant on additional participants) at a location on the map. Shortly after, looters will attempt to steal their contents, for which the goal of the players is to prevent this through the elimination of the soldiers.

Unless the chests' loot has been stolen and the sequence "failed", then through the accomplishment of the point threshold and the remaining looters killed, the defense will be a "success".

Infection[edit | edit source]

Once more exclusive to the internal research stage, an infection sequence is comprised with three "Healthy Packets" that participants must collect to take down "infected" targets. Without these packets, the targets are invulnerable and highly aggressive, seeking out players to stun. Their numbers depend on participants active within the Wolfpack session, and upon their defeat, any additional Healthy Packets distribute a point bonus depending on their quantity remaining.

Sync kill[edit | edit source]

A special sequence occurs on sequences 10, 16, 22 and 25, which require a "Sync Kill" to automatically progress. To successfully complete these sequences, individuals must either have the relevant target locked or highlighted, before they enter into the kill radius.

For sessions with more than one participant, it is important that each Animi Avatar has a separate target locked, or else the Sync Kill prompt will not initiate. The Sync Kill will also fail if any of the Animi Avatars are discovered. In the event a player leaves, the Sync Kill will automatically fail.

Once the Sync Kill requirements are met, a quick time event involving the assassinate button will appear, upon which pressing will cause the Sync Kill to be successful if performed in time. Despite always receiving 250 points as an extra objective reward, individuals can also accrue additional bonuses to increase their kill score, which will carry forward to the next sequence's progress.

Archetypes[edit | edit source]

As Wolfpack is composed of various targets, there are many archetypes that are included, each with their own behaviors. This is dependent of up to four factors, being the target's awareness in detecting the participants, how they react on being startled, the abilities they use, and the perks they employ to help them escape or retaliate.

Console Stage:

Envoy[edit | edit source]

  • Detection: Wary
  • Reaction: Coward
  • Abilities: Smoke Bomb, Decoy

Soldier[edit | edit source]

  • Detection: Wary
  • Reaction: Fighter
  • Abilities: Smoke Bomb, Disguise

Mole[edit | edit source]

  • Detection: Short-sighted
  • Reaction: Coward
  • Perks: Resilience

Lookout[edit | edit source]

  • Detection: Short-sighted
  • Reaction: Fighter
  • Perks: Resilience

Tracker[edit | edit source]

  • Detection: Wary
  • Reaction: Coward
  • Abilities: Disguise
  • Perks: Blender

Legionnaire[edit | edit source]

  • Detection: Wary
  • Reaction: Fighter
  • Abilities: Bodyguard
  • Perks: Resilience

Spy[edit | edit source]

  • Detection: Wary
  • Reaction: Coward
  • Abilities: Firecrackers

Scout[edit | edit source]

  • Detection: Wary
  • Reaction: Fighter
  • Abilities: Firecrackers

Lieutenant[edit | edit source]

  • Detection: Wary
  • Reaction: Coward
  • Abilities: Decoy

Captain[edit | edit source]

  • Detection: Alert
  • Reaction: Fighter
  • Abilities: Decoy
  • Perks: Blender

Recruit[edit | edit source]

  • Detection: Alert
  • Reaction: Coward
  • Abilities: Bodyguard
  • Perks: Resilience

Hunter[edit | edit source]

  • Detection: Alert
  • Reaction: Fighter
  • Abilities: Disguise
  • Perks: Blender

Internal Research Stage:

  • Basic Coward
  • Basic Coward Alt
  • Advanced Coward
  • Advanced Coward Alt
  • Elite Coward
  • Elite Coward Alt
  • Basic Fighter
  • Basic Fighter Alt
  • Advanced Fighter
  • Advanced Fighter Alt
  • Elite Fighter
  • Elite Fighter Alt
  • Looter
  • Thief
  • Striker
  • Brawler
  • Infected Brawler
  • Infected Brute

Extra objectives[edit | edit source]

Extra objectives are optional kill constraints that are changed with every sequence, which can be located towards the top-left of the heads-up display. They range from earning added bonuses on kills to trigger point-based rewards, spanning from Incognito kills, Multi-Kills, Assist bonuses and many others, including combination requirements such as "Focus + Hidden".

While this point bonus initially begins at 100 points, it increases to 250 points at sequence 11, until sequence 19, where it reaches its maximum value of 400 points.

In the internal research stage, these bonuses activate upon meeting their request, before eventually cycling back, allowing for the continuation of extra objectives separate from sequence number.

Gallery[edit | edit source]

References[edit | edit source]