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Memory Corridor: Difference between revisions

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imported>Jasca Ducato
m seeing as nobody actually travels there, and it doesn't technically exist, it's just a gameplay feature
imported>Uditore
Revamp and changed context.
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The '''Memory Corridor''', also known as "'''White Room'''" in Animus 2.0, appears to be an empty virtual space, which the [[Animus]] displays whenever no scene from a memory is displayed. It is displayed whenever [[Altaïr Ibn-La'Ahad|Altaïr]] or [[Ezio Auditore da Firenze|Ezio]] kills a main story [[Assassination Targets|assassination target]], likely to place a focus on the final moments of the 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]]' Animus 2.0's background is light gray with white lines.
[[File:AnimusAM.jpg|thumb|300px|Confrontation with Maria, inside the Corridor.]]The '''Memory Corridor''', also known as "'''White Room'''" in the [[Animus]] 2.0, appeared to be an empty virtual space, which had several different uses.


The corridor is used as a loading screen between memories, where the user may run around, as well as a location where the dying target shares his last words with the Assassin. In ''[[Assassin's Creed]]'' and ''[[Assassin's Creed: Brotherhood]]'', it is also used as a tutorial location for the [[Animus Virtual Training Program]].
==Possibilities==


In ''Assassin's Creed'', the memory corridor is displayed during one particular confrontation even though Altaïr does not kill his intended target. This occurs when Altaïr attempts to strike down [[Robert de Sable]], only to discover that he is a decoy, [[Maria Thorpe]]. After the conversation, Altaïr lets her go. The game resumes and Maria is still alive despite the fatal strike.
The Corridor was mainly used as a loading screen between memories, where the user had the possibility to run around, as well as it was a location where the dying target shared his last words with the Assassin, most likely to place a focus on the final moments of the target. It was also used as a tutorial location for the [[Animus Virtual Training Program]].
 
==Appearance==
 
The Corridor had different backgrounds according to the version of Animus being used. The [[Abstergo]] Animus 1.28 had an icy-blue background with fog and various computer code, while the [[Assassins]]' Animus 2.0's background was light gray with white lines.
==Exception==
 
Whilst reliving memories in the Abstergo 1.28 Animus, the memory corridor was displayed during one particular confrontation, even though Altaïr did not kill his intended target. This occured when [[Altaïr]] attempted to strike down [[Robert de Sable]], only to discover that it was a decoy, [[Maria Ibn-La'Ahad|Maria Thorpe]]. After the conversation, he let her go, at which [[Desmond]] resumed reliving memories, with Maria still alive despite the fatal strike.


==Trivia==
==Trivia==
*No matter what position or method 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.
*No matter what position or method 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.
*In ''Assassin's Creed'', on a sufficiently long 'loading' corridor, it is possible for the player to run far enough that glitches and other symbols surrounding the player are left behind. In both ''Assassin's Creed II'' and ''Assassin's Creed: Brotherhood'', this no longer happens.
*In [[Assassin's Creed|''Assassin's Creed'']], on a sufficiently long 'loading' corridor, it is possible for the player to run far enough that glitches and other symbols surrounding the player are left behind. In both [[Assassin's Creed II|''Assassin's Creed II'']] and [[Assassin's Creed: Brotherhood|''Assassin's Creed: Brotherhood'']], this no longer happens.
*In ''Assassin's Creed'', [[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.
*In ''Assassin's Creed'', [[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.
*In ''Assassin's Creed II'', [[Dante Moro]] and [[Silvio Barbarigo]] appear in the memory corridor together, even if they are killed separately.
*In ''Assassin's Creed II'', [[Dante Moro]] and [[Silvio Barbarigo]] appear in the memory corridor together, even if they are killed separately.
*In ''Assassin's Creed: Brotherhood'', when the Templar Agents (the Templars that appear in Multiplayer) are killed and enter the Memory Corridor they do not speak. Ezio simply says 'Requiescat in pace,' closes their eyes, and walks away.
*In ''Assassin's Creed: Brotherhood'', when the Templar Agents (the Templars that appear in Multiplayer) are killed and enter the Memory Corridor they do not speak. [[Ezio]] simply says 'Requiescat in pace,' closes their eyes, and walks away.
*Another variation of the corridor is present in the [[Cristina Memories]] in ''Assassins Creed: Brotherhood'', where a ghost-like Ezio chases another ghost-like figure--Cristina--taking many sudden turns in a dark, red-hued corridor. The Cristina memories are labeled as repressed memories, which may be why the corridor takes on a different appearance.
*Another variation of the Corridor is present in the [[Cristina Memories]] in ''Assassins Creed: Brotherhood'', where a ghost-like Ezio chases another ghost-like figure--[[Cristina Vespucci|Cristina]]--taking many sudden turns in a dark, red-hued corridor. The Cristina memories are labeled as repressed memories, which may be why the corridor takes on a different appearance.
*The third variation of memory corridor in ''Assassin's Creed: Brotherhood'' is orange - the one after the death of Cesare (after Ezio throws him off the castle wall).
*The third variation of Memory Corridor in ''Assassin's Creed: Brotherhood'' is orange - the one after the death of [[Cesare Borgia|Cesare]] (when Ezio throws him off the castle wall).


==Gallery==
==Gallery==

Revision as of 16:45, 25 June 2011

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File:AnimusAM.jpg
Confrontation with Maria, inside the Corridor.

The Memory Corridor, also known as "White Room" in the Animus 2.0, appeared to be an empty virtual space, which had several different uses.

Possibilities

The Corridor was mainly used as a loading screen between memories, where the user had the possibility to run around, as well as it was a location where the dying target shared his last words with the Assassin, most likely to place a focus on the final moments of the target. It was also used as a tutorial location for the Animus Virtual Training Program.

Appearance

The Corridor had different backgrounds according to the version of Animus being used. The Abstergo Animus 1.28 had an icy-blue background with fog and various computer code, while the Assassins' Animus 2.0's background was light gray with white lines.

Exception

Whilst reliving memories in the Abstergo 1.28 Animus, the memory corridor was displayed during one particular confrontation, even though Altaïr did not kill his intended target. This occured when Altaïr attempted to strike down Robert de Sable, only to discover that it was a decoy, Maria Thorpe. After the conversation, he let her go, at which Desmond resumed reliving memories, with Maria still alive despite the fatal strike.

Trivia

  • No matter what position or method 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.
  • In Assassin's Creed, on a sufficiently long 'loading' corridor, it is possible for the player to run far enough that glitches and other symbols surrounding the player are left behind. In both Assassin's Creed II and Assassin's Creed: Brotherhood, this no longer happens.
  • In Assassin's Creed, 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.
  • In Assassin's Creed II, Dante Moro and Silvio Barbarigo appear in the memory corridor together, even if they are killed separately.
  • In Assassin's Creed: Brotherhood, when the Templar Agents (the Templars that appear in Multiplayer) are killed and enter the Memory Corridor they do not speak. Ezio simply says 'Requiescat in pace,' closes their eyes, and walks away.
  • Another variation of the Corridor is present in the Cristina Memories in Assassins Creed: Brotherhood, where a ghost-like Ezio chases another ghost-like figure--Cristina--taking many sudden turns in a dark, red-hued corridor. The Cristina memories are labeled as repressed memories, which may be why the corridor takes on a different appearance.
  • The third variation of Memory Corridor in Assassin's Creed: Brotherhood is orange - the one after the death of Cesare (when Ezio throws him off the castle wall).

Gallery