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==Trivia==
==Trivia==
* The Black Room involves puzzle-oriented gameplay to represent Desmond piecing together his subconscious, inspired by Roger Penrose's and other's illusions.
* The Black Room involves puzzle-oriented gameplay to represent Desmond piecing together his subconscious, inspired by Roger Penrose's and other's illusions.
* During Desmonds conversation with Subject 16, 16 tells Desmonds to "find him in the darkness". This could be what he is referring to.


==Gallery==
==Gallery==

Revision as of 03:15, 12 November 2011

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The Black Room was a safe mode inside the Animus, which could be accessed through a back door in its programming. The room was located below its polar opposite, the White Room loading screen. It is the "gut" of the Animus, as described by Subject 16. The Black Room is the original test program, which consists of only basic physics.

When Desmond Miles was placed back inside the Animus while in an unstable mental state, he used this room to look through his own lost personal memories. By accessing them, Desmond hoped to reintegrate the splintered layers of his subconscious and to wake up from his coma.

Somewhere in the Black Room, the key to Desmond recovering from his coma was located in a point in time where the paths of Altaïr Ibn-La'Ahad, Ezio Auditore da Firenze and Desmond coincided, similar to a hub.

Trivia

  • The Black Room involves puzzle-oriented gameplay to represent Desmond piecing together his subconscious, inspired by Roger Penrose's and other's illusions.
  • During Desmonds conversation with Subject 16, 16 tells Desmonds to "find him in the darkness". This could be what he is referring to.

Gallery

Source

  • GameInformer, June 2011 edition