Memory Corridor: Difference between revisions
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, | [[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. | ||
==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 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 | *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 | *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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Here we seek to reveal the danger of blind faith. This article has yet to be sourced. Please add citations and a list of appearances verifying its relevance to Assassin's Creed. Failure to do so will result in the article being deleted. |
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
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Altaïr killing William of Montferrat, in the memory corridor of Assassin's Creed.
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Cesare Borgia being thrown off a wall in the Memory Corridor.
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Animus 2.0 Memory Corridor
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The Black Room in Assassin's Creed: Revelations
