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imported>Lacrossedeamon
lede and intro could also use some work probably
imported>Darman36
Lucy and Desmond flee Abstergo on 8 Sept, but AC2 manual says she emails updated txt file on 17 Sept...when on the run after game ends/*before* ACB?? Also, as these msgs are basically sticky notes/in-universe scribbles, may as well use note template
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'''Animus Control & Feedback.txt''' was a file pertaining to functionality of the [[Animus|Animus 1.28]] as well as the [[Animus Project|subject]] and [[Animus host|host]] for a particular session. [[Lucy Stillman]] [[emails|emailed]] the document to [[Warren Vidic]] who added some written commentary to it.
{{Era|Culture|Abstergo}}
'''Animus Control & Feedback.txt''' was a file pertaining to the [[Animus|Animus 1.28]]'s functionality as well as the [[Animus Project]]'s subject and [[Animus host|host]] for a particular session. On 7 September 2012, [[Lucy Stillman]] [[Emails|emailed]] the document to [[Warren Vidic]], who added some written commentary to it.<ref>''[[Assassin's Creed]]'' – [[Warren Vidic's email]]: "RE: Animus Functionality & New Subject"</ref><ref>''Assassin's Creed'' – [[Lucy Stillman's email]]: "RE: Animus Functionality & New Subject"</ref> The next day,<ref>''[[Assassin's Creed: Initiates]]'' – [[The Desmond Files]]: "Escape From Abstergo"</ref> she escaped with [[Desmond Miles]] from [[Abstergo Industries]]' [[Animus Project laboratory|laboratory]] in [[Rome]], though she kept the original document with her all the way to an [[Assassins|Assassin]] [[Rome hideout|hideout]] staffed by [[Rebecca Crane]] and [[Shaun Hastings]].<ref>''[[Assassin's Creed II]]'' – [[21st century conversations|Modern day]]</ref> When Vidic [[raid]]ed the safehouse on 15 September,<ref>''Assassin's Creed: Initiates'' – The Desmond Files: "Under Attack"</ref> the small [[Assassin cell]] was forced to flee. After reaching the [[Tuscany|Tuscan]] town of [[Monteriggioni]] by the next day, Lucy emailed an [[Animus Control & Feedback (Updated).txt|updated version]] to an associate the day after.<ref>''Assassin's Creed II'' game manual</ref>


=Animus Control & Feedback.txt=
==Animus Control & Feedback.txt==
'''<u>Subject #17</u>'''<br>
;<u>Subject #17</u>'''<br>
Desmond Miles<br>
Desmond Miles<br>
Age: 25<br>
Age: 25<br>
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Blood Type: A+<br>
Blood Type: A+<br>
Nationality: U.S.<br>
Nationality: U.S.<br>
Psychological traits: Independent, introverted and defensive. Desmond has trouble
Psychological traits: Independent, introverted and defensive. Desmond has trouble trusting others. His parents were incredibly overprotective, essentially imprisoning him within their [[The Farm|community]], swearing it was for his own good. He has spent the past nine years avoiding large cities, hiding from civilization. He guards his thoughts and emotions behind a wall of cynicism.<br>
trusting others. His parents were incredibly overprotective, essentially imprisoning him
within their community, swearing it was for his own good. He has spent the past nine
years avoiding large cities, hiding from civilisation. He guards his thoughts and emotions
behind a wall of cynicism.<br>
He might be a little difficult to work with. – Lucy
He might be a little difficult to work with. – Lucy
 
;<u>Ancestor for this treatment:</u>'''<br>
'''<u>Ancestor for this treatment:</u>'''<br>
Altaïr Ibn La-Ahad ("Son of None")<br>
Altaïr Ibn La-Ahad (“Son of None”)<br>
Age: 25<br>
Age: 25<br>
Weight: 170 lbs<br>
Weight: 170 lbs<br>
Height: 6’<br>
Height: 6'<br>
Nationality: Unknown<br>
Nationality: Unknown<br>
Year: 1191<br>
Year: 1191<br>
Line 27: Line 23:
Psychological Traits: Disciplined, focused, bold.
Psychological Traits: Disciplined, focused, bold.


==CONTROLS==
===CONTROLS===
{| class="article-table"
{| class="article-table"
| Forward || W
|Forward||W
|-
|-
| Backward || S
|Backward||S
|-
|-
| Left || A
|Left||A
|-
|-
| Right || D
|Right||D
|-
|-
| High Profile || Right Click
|High Profile||Right Click
|-
|-
| Weapon Hand Action || Left Click
|Weapon Hand Action||Left Click
|-
|-
| Free Hand Action || Left Shift
|Free Hand Action||Left Shift
|-
|-
| Head Action || E
|Head Action||E
|-
|-
| Leg Action || Spacebar
|Leg Action||Spacebar
|-
|-
| Target Lock || F
|Target Lock||F
|-
|-
| Throwing Knives || 1
|Throwing Knives||1
|-
|-
| Hidden Blade || 2
|Hidden Blade||2
|-
|-
| Sword || 3
|Sword||3
|-
|-
| Fists || 4
|Fists||4
|-
|-
| Chase Camera || E
|Chase Camera||E
|-
|-
| Centre Camera || C
|Centre Camera||C
|-
|-
| Map || Tab
|Map||Tab
|-
|-
| Pause || G
|Pause||G
|}
|}


NOTE: THE DEFAULT CONTROLS CAN BE RE-MAPPED IN THE OPTIONS MENU FOR PLAY WITH A 5 BUTTON MOUSE, A GAME-PAD, OR ONLY THE KEYBOARD
NOTE: THE DEFAULT CONTROLS CAN BE RE-MAPPED IN THE OPTIONS MENU FOR PLAY WITH A 5 BUTTON MOUSE, A GAME-PAD, OR ONLY THE KEYBOARD


===Animus controls===
====Animus controls====
The animus allows the subject to control his ancestor through a combination of standard and contextual buttons. Standard buttons always perform the same action, for example pressing 2 always selects the Hidden Blade. Conversely, the action resulting from a contextual button press will change depending on the context the ancestor is currently in. For example, pressing a can make the ancestor sprint, jump, dodge, blend or run up a wall, depending on the context.
{{IUNote
|Text=Vidic – When we switched the animus control scheme to use standard videogame controls I guessed that the subject's learning curve would improve, but the increased acclimatisation rate we are seeing with these slacker types is astounding.}}


The animus allows the subject to control his ancestor through a combination of standard and contextual buttons. Standard buttons always perform the same action, for example pressing 2 always selects the Hidden Blade. Conversely, the action resulting from a contextual button press will change depending on the context the ancestor is currently in. For example, pressing a can make the ancestor sprint, jump, dodge, blend or run up a wall, depending on the context.<ref group="note" name="note1">Vidic - When we switched the animus control scheme to use standard videogame controls I guessed that the subject’s learning curve would
=====Map=====
improve, but the increased acclimatisation rate we are seeing with these slacker types is astounding.</ref>
====Map====
Pressing the Tba key opens the map (see section 2.7 for details).
Pressing the Tba key opens the map (see section 2.7 for details).


==Standard Controls==
===Standard Controls===
The standard Animus controls are not contextual. Each of the keys listed here always triggers a single predictable action in the ancestor.
The standard Animus controls are not contextual. Each of the keys listed here always triggers a single predictable action in the ancestor.


====Move====
=====Move=====
The subject moves his ancestor using the W, A, S, and D keys. Pressing W or S moves his ancestor forward or backward. Pressing A or D makes the ancestor turn to the left or right.
The subject moves his ancestor using the W, A, S, and D keys. Pressing W or S moves his ancestor forward or backward. Pressing A or D makes the ancestor turn to the left or right.


====Look====
=====Look=====
The subject can look around the ancestor’s environment by using the mouse.
The subject can look around the ancestor's environment by using the mouse.


====Target and Lock On====
=====Target and Lock On=====
The Animus will display specific visual effects on certain citizens with whom the ancestor can interact. By pressing the Target Lock key, the attention of the ancestor focuses on the selected citizen, and he is then locked on to that citizen. When locked, the ancestor can pickpocket, interrogate, kill and accomplish other objectives. Press the F key to enter Fight mode. Once you are in Fight mode, targeting will switch automatically to the nearest enemy. When you want to exit Fight mode, press the F key again to unlock and run away.
The Animus will display specific visual effects on certain citizens with whom the ancestor can interact. By pressing the Target Lock key, the attention of the ancestor focuses on the selected citizen, and he is then locked on to that citizen. When locked, the ancestor can pickpocket, interrogate, kill and accomplish other objectives. Press the F key to enter Fight mode. Once you are in Fight mode, targeting will switch automatically to the nearest enemy. When you want to exit Fight mode, press the F key again to unlock and run away.


====High Profile====
=====High Profile=====
By holding the High Profile key, the subject enters High Profile mode. The profile of the subject dictates the actions (see section 1.3.1 for more details).<ref group="note" name="note2">Vidic - Lucy, this layout is confusing. Why mention High Profile mode here if you are not going to describe it until later?</ref>
By holding the High Profile key, the subject enters High Profile mode. The profile of the subject dictates the actions (see section 1.3.1 for more details).
{{IUNote
|Text=Vidic - Lucy, this layout is confusing. Why mention High Profile mode here if you are not going to describe it until later?}}


====Chase Camera====
=====Chase Camera=====
When the subject is chased by a soldier, pressing the Chase Cam button makes the camera change its viewing angle to see the closest pursuer.
When the subject is chased by a soldier, pressing the Chase Cam button makes the camera change its viewing angle to see the closest pursuer.


====Quick Inventory====
=====Quick Inventory=====
Numbers 1–4 on the keyboard each have a weapon assigned to them.<br>
Numbers 1–4 on the keyboard each have a weapon assigned to them.<br>
Pressing a number selects the weapon assigned to that number. Pressing a second time unsheathes the weapon.<br>
Pressing a number selects the weapon assigned to that number. Pressing a second time unsheathes the weapon.<br>
1: Short Blade and Throwing Knives<br>
#Short Blade and Throwing Knives
2: Hidden Blade<br>
#Hidden Blade
3: Sword<br>
#Sword
4: Fists<br>
#Fists


====Pause====
=====Pause=====
By pressing the G key, the subject accesses the Pause menu.
By pressing the G key, the subject accesses the Pause menu.


====Map====
=====Map=====
Pressing the Tab key opens the map (see section 2.7 for details).<ref group="note" name="note3">Vidic – (See comment 1.2.4 for why I am annoyed.)</ref>
Pressing the Tab key opens the map (see section 2.7 for details).
{{IUNote
|Text=Vidic – (See comment 1.2.4 for why I am annoyed.)}}


===Contextual Puppeteering Controls===
====Contextual Puppeteering Controls====
The Animus allows the subject to control his ancestor like a puppet. Each body part is linked to a key (E key for head, Left Mouse Button for weapon hand, Left Shift for empty hand, and Spacebar for legs). In the top right corner, the heads-up display (HUD) shows each key’s functionality. You will notice that the functionality changes depending on the context.<ref group="note" name="note4">Vidic – Holding down buttons is much more effective than tapping.</ref>
The Animus allows the subject to control his ancestor like a puppet. Each body part is linked to a key (E key for head, Left Mouse Button for weapon hand, Left Shift for empty hand, and Spacebar for legs). In the top right corner, the heads-up display (HUD) shows each key's functionality. You will notice that the functionality changes depending on the context.
{{IUNote
|Text=Vidic – Holding down buttons is much more effective than tapping.}}


====High and Low Profile====
=====High and Low Profile=====
It is possible to change the intensity with which the ancestor performs each action. By default, the ancestor will be in Low Profile, but the ancestor’s state can be changed to High Profile by pressing and holding the Right Mouse Button.<ref group="note" name="note5">Vidic – This is like stepping on the accelerator! In low profile, the ancestor’s actions are inconspicuous and more socially acceptable. Fast and powerful assassin moves are available in high profile.</ref>
It is possible to change the intensity with which the ancestor performs each action. By default, the ancestor will be in Low Profile, but the ancestor's state can be changed to High Profile by pressing and holding the Right Mouse Button.
{{IUNote
|Text=Vidic – This is like stepping on the accelerator! In low profile, the ancestor's actions are inconspicuous and more socially acceptable. Fast and powerful assassin moves are available in high profile.}}


====Free Roaming====
=====Free Roaming=====
=====Free Roaming: Low Profile=====
======Free Roaming: Low Profile======
Spacebar: Blend<br>
Spacebar: Blend<br>
Press and hold the Legs key to blend in and pass close to informed soldiers unnoticed. The ancestor moves more slowly when blending.
Press and hold the Legs key to blend in and pass close to informed soldiers unnoticed. The ancestor moves more slowly when blending.
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Left Mouse Button: Attack<br>
Left Mouse Button: Attack<br>
Pressing the Weapon Hand button makes the ancestor attack with his currently equipped weapon.<ref group="note" name="note6">Vidic – Doesn’t this belong in the fight section? You should add a note that attacking is easier if you are locked on a target, otherwise the ancestor will just perform some less effective mobile attacks.</ref>
Pressing the Weapon Hand button makes the ancestor attack with his currently equipped weapon.<ref group="note" name="note6">Vidic – Doesn’t this belong in the fight section? You should add a note that attacking is easier if you are locked on a target, otherwise the ancestor will just perform some less effective mobile attacks.}}


E key: Vision<br>
E key: Vision<br>
Pressing the Head key makes the ancestor enter first-person view.
Pressing the Head key makes the ancestor enter first-person view.
* First-person view can only be triggered if the ancestor is stationary. The camera returns automatically to third person if the ancestor starts walking.
*First-person view can only be triggered if the ancestor is stationary. The camera returns automatically to third person if the ancestor starts walking.
* If the subject’s synch bar is at 100%, the fi rst-person view is enhanced with Eagle Vision. We believe that in these moments of perfect synch, the Animus is able to read and display Altaïr’s gift for intuition. The Animus has colour-coded intuitive powers, as follows: red=soldiers, blue=allies, white=civilians with information, gold=assassination targets.
*If the subject's synch bar is at 100%, the fi rst-person view is enhanced with Eagle Vision. We believe that in these moments of perfect synch, the Animus is able to read and display Altaïr's gift for intuition. The Animus has colour-coded intuitive powers, as follows: red=soldiers, blue=allies, white=civilians with information, gold=assassination targets.


=====Free-Running: High Profile=====
======Free-Running: High Profile======
Spacebar: Sprint/Free-Run<br>
Spacebar: Sprint/Free-Run<br>
Press and hold the Legs key to make the ancestor perform free-running. Holding this key down makes the ancestor automatically adapt to any object in his path. Just press the movement keys (W, A, S, D) for the direction you want the ancestor to go.<br>
Press and hold the Legs key to make the ancestor perform free-running. Holding this key down makes the ancestor automatically adapt to any object in his path. Just press the movement keys (W, A, S, D) for the direction you want the ancestor to go.<br>
Example: The subject is on the ground, close to a wall. Holding the Free-Run key and pressing the movement keys for the direction of the wall will make the ancestor climb that wall.
Example: The subject is on the ground, close to a wall. Holding the Free-Run key and pressing the movement keys for the direction of the wall will make the ancestor climb that wall.
* If no Free-Run objects are in the path of the assassin, holding the Legs key while moving around in High Profi lemakes the ancestor sprint.
*If no Free-Run objects are in the path of the assassin, holding the Legs key while moving around in High Profi lemakes the ancestor sprint.


Left Shift Key: Grab and Throw<br>
Left Shift Key: Grab and Throw<br>
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Pressing the Weapon Hand button makes the ancestor attack with his currently equipped weapon.
Pressing the Weapon Hand button makes the ancestor attack with his currently equipped weapon.


====Fight====
=====Fight=====
Fight abilities will change depending on your ancestor’s Assassin Rank. Combo kills are mastered at Rank 1, while counters are only mastered at Rank 2. The assassins were known for their deadly defensive counters, so the subject may want to steer away from big battles until these high-profile counters are mastered.
Fight abilities will change depending on your ancestor's Assassin Rank. Combo kills are mastered at Rank 1, while counters are only mastered at Rank 2. The assassins were known for their deadly defensive counters, so the subject may want to steer away from big battles until these high-profile counters are mastered.


=====Fight: Low Profile = Offensive Moves=====
======Fight: Low Profile = Offensive Moves======
Spacebar: Step<br>
Spacebar: Step<br>
Pressing the Legs key makes the ancestor perform a stepping motion, based on the direction in which the subject is pressing the movement keys.
Pressing the Legs key makes the ancestor perform a stepping motion, based on the direction in which the subject is pressing the movement keys.
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- Hold for a slower but stronger attack.<br>
- Hold for a slower but stronger attack.<br>


=====Fight: High Profile = Defensive Counters=====
======Fight: High Profile = Defensive Counters======
In Fight mode, High Profile enables defensive actions like counters and dodging moves.<br>
In Fight mode, High Profile enables defensive actions like counters and dodging moves.<br>
By default, holding the High Profile key makes the subject deflect enemy attacks.
By default, holding the High Profile key makes the subject deflect enemy attacks.


Spacebar: Dodge<br>
Spacebar: Dodge<br>
When pressing the Legs key with the right timing, the ancestor performs a counter-dodge move that exposes the enemy to a strike. If the timing is not good, the ancestor will become open to the enemy’s strike.
When pressing the Legs key with the right timing, the ancestor performs a counter-dodge move that exposes the enemy to a strike. If the timing is not good, the ancestor will become open to the enemy's strike.


Left Shift Key: Counter-Grab<br>
Left Shift Key: Counter-Grab<br>
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Left Mouse Button: Counter-Attack<br>
Left Mouse Button: Counter-Attack<br>
When pressing the Weapon Hand button with the right timing, the ancestor counter-attacks an NPC. If the timing is not good, the ancestor is open to the enemy’s strike.
When pressing the Weapon Hand button with the right timing, the ancestor counter-attacks an NPC. If the timing is not good, the ancestor is open to the enemy's strike.


====Horse====
=====Horse=====
=====Horse: Low Profile=====
======Horse: Low Profile======
Spacebar: Blend<br>
Spacebar: Blend<br>
Holding the Legs key makes the horse move at its slowest pace, the blend. The blend cancels the proximity radius of soldiers, enabling the assassin to move next to soldiers without exposing himself.
Holding the Legs key makes the horse move at its slowest pace, the blend. The blend cancels the proximity radius of soldiers, enabling the assassin to move next to soldiers without exposing himself.
Line 180: Line 185:


Left Mouse Button: Rear/Attack<br>
Left Mouse Button: Rear/Attack<br>
With the assassin’s sword sheathed, pressing the Weapon Hand button makes the horse perform a rearing movement.<br>
With the assassin's sword sheathed, pressing the Weapon Hand button makes the horse perform a rearing movement.<br>
When the assassin holds his sword, the Weapon Hand button makes the assassin attack.
When the assassin holds his sword, the Weapon Hand button makes the assassin attack.


E key: Vision<br>
E key: Vision<br>
Pressing the Head key makes the ancestor go into first-person view.
Pressing the Head key makes the ancestor go into first-person view.
* First-person view can only be triggered if the subject is not moving. If the subject is in first-person view and starts walking, the camera returns automatically to third person.
*First-person view can only be triggered if the subject is not moving. If the subject is in first-person view and starts walking, the camera returns automatically to third person.
* If the subject’s synch bar is at 100%, first-person view is enhanced with Eagle Vision. Eagle Vision lets the subject identify whether NPCs in a crowd are friends or foes.
*If the subject's synch bar is at 100%, first-person view is enhanced with Eagle Vision. Eagle Vision lets the subject identify whether NPCs in a crowd are friends or foes.


=====Horse: High Profile=====
======Horse: High Profile======
Spacebar: Gallop<br>
Spacebar: Gallop<br>
In High Profile mode, holding the Legs key while moving the horse makes it move at its fastest pace, the gallop.
In High Profile mode, holding the Legs key while moving the horse makes it move at its fastest pace, the gallop.
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Pressing the Weapon Hand button makes the ancestor perform an attack motion from the horse.
Pressing the Weapon Hand button makes the ancestor perform an attack motion from the horse.


==HEADS-UP DISPLAY (HUD)==
===HEADS-UP DISPLAY (HUD)===
The HUD provides important information while in the Animus. Various elements of the display will allow the subject to remain aware of his current status.
The HUD provides important information while in the Animus. Various elements of the display will allow the subject to remain aware of his current status.


===Synchronisation Bar===
====Synchronisation Bar====
When controlling the Animus, the subject's actions need to be synchronised with the actions of his ancestor. The synchronisation bar shows the synchronisation level.
When controlling the Animus, the subject's actions need to be synchronised with the actions of his ancestor. The synchronisation bar shows the synchronisation level.


====How to Gain and Lose Synchronisation====
=====How to Gain and Lose Synchronisation=====
'''Gain Synchronisation by''': Completing an objective or staying anonymous. Your synchronisation bar regenerates automatically as long as you are anonymous and will also increase when you are exposed, but at a slower rate.<br>
'''Gain Synchronisation by''': Completing an objective or staying anonymous. Your synchronisation bar regenerates automatically as long as you are anonymous and will also increase when you are exposed, but at a slower rate.<br>
'''Lose Synchronisation by''': Killing an innocent person, falling from too great a height or getting hurt in combat.
'''Lose Synchronisation by''': Killing an innocent person, falling from too great a height or getting hurt in combat.


===Abstergo Logo===
====Abstergo Logo====
(See Social Status indicator for more details.)
(See Social Status indicator for more details.)


===GPS===
====GPS====
Found in the bottom right corner of the screen, the GPS helps navigate by always showing which way is North. It can also display the location of various important memory objectives. A good way to fill the GPS with memory objectives is to climb to the top of landmarks and scan the view.
Found in the bottom right corner of the screen, the GPS helps navigate by always showing which way is North. It can also display the location of various important memory objectives. A good way to fill the GPS with memory objectives is to climb to the top of landmarks and scan the view.


Getting to these view points will help the subject synchronise with the ancestor’s memory of the area and remember what he did in those locations.<ref group="note" name="note7">Vidic – With recent updates, the animus GPS can even display hiding spots nearby. He'd better keep his eye on the GPS if he gets into trouble. Hiding spots will help him become anonymous and resynchronise with his ancestor!</ref>
Getting to these view points will help the subject synchronise with the ancestor's memory of the area and remember what he did in those locations.
{{IUNote
|Text=Vidic – With recent updates, the animus GPS can even display hiding spots nearby. He'd better keep his eye on the GPS if he gets into trouble. Hiding spots will help him become anonymous and resynchronise with his ancestor!}}


===Control HUD===
====Control HUD====
The top right corner displays the available actions at all times.
The top right corner displays the available actions at all times.


===Chase Camera===
====Chase Camera====
The Chase camera is accessible by pressing the E key (indicated on-screen when available).
The Chase camera is accessible by pressing the E key (indicated on-screen when available).


===Cinematic Cuts===
====Cinematic Cuts====
During a scene, the Animus can reframe from a different angle. This can be activated by pressing any key or mouse button during a visual glitch.
During a scene, the Animus can reframe from a different angle. This can be activated by pressing any key or mouse button during a visual glitch.


===Map===
====Map====
Press the Tab key to display a map of the area. The Animus is able to fill in a basic outline of the area from historical data, but further details will have to be filled in through the subject’s DNA. The subject should climb to the top of landmarks and scan the view to become synchronised with the ancestor’s memory of the area. This will allow the Animus to complete the map with specific memory objectives and other details stored in the subject’s genetic memory. A GPS marker can be placed on the map to assist the subject in reaching a desired location.
Press the Tab key to display a map of the area. The Animus is able to fill in a basic outline of the area from historical data, but further details will have to be filled in through the subject's DNA. The subject should climb to the top of landmarks and scan the view to become synchronised with the ancestor's memory of the area. This will allow the Animus to complete the map with specific memory objectives and other details stored in the subject's genetic memory. A GPS marker can be placed on the map to assist the subject in reaching a desired location.


==INTERACTION LOOP==
===INTERACTION LOOP===
===Ancestor's Social Status and Indicator===
====Ancestor's Social Status and Indicator====
When starting a new session, the ancestor is anonymous and will remain so as long as his actions are socially acceptable. Walking next to soldiers is not a problem at this stage. Starting a fight, being spotted on rooftops, or killing people will change his status to Exposed (icon flashing red).<br>
When starting a new session, the ancestor is anonymous and will remain so as long as his actions are socially acceptable. Walking next to soldiers is not a problem at this stage. Starting a fight, being spotted on rooftops, or killing people will change his status to Exposed (icon flashing red).<br>
When the ancestor is Exposed, soldiers will immediately engage him in fights. To return to an anonymous state, the ancestor must break soldiers’ lines of sight (icon flashing yellow).<br>
When the ancestor is Exposed, soldiers will immediately engage him in fights. To return to an anonymous state, the ancestor must break soldiers’ lines of sight (icon flashing yellow).<br>
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When the ancestor has Vanished (icon returns to white), he is once again anonymous and can safely leave his hiding spot.
When the ancestor has Vanished (icon returns to white), he is once again anonymous and can safely leave his hiding spot.


===Soldier Awareness Levels===
====Soldier Awareness Levels====
A soldier’s awareness level will vary depending on the situation. Learning how to recognise these levels of awareness will be a great asset to the ancestor as he navigates through increasingly difficult situations.<ref group="note" name="note8">Vidic – Yes! And learn it well! He MUST keep his eye on the indicator.</ref>
A soldier's awareness level will vary depending on the situation. Learning how to recognise these levels of awareness will be a great asset to the ancestor as he navigates through increasingly difficult situations.
 
{{IUNote
A soldier’s awareness level will be indicated by the colour of the eye inside the logo. White indicates unaware, yellow indicates suspicious, and red indicates informed.
|Text=Vidic – Yes! And learn it well! He MUST keep his eye on the indicator.}}


'''Unaware'''<br>
A soldier's awareness level will be indicated by the colour of the eye inside the logo. White indicates unaware, yellow indicates suspicious, and red indicates informed.
;Unaware
Unaware soldiers won’t interfere with the ancestor as long as his actions are socially acceptable. They will react only if the ancestor kills someone in front of them, provokes them directly or if they witness another soldier in conflict with him.
Unaware soldiers won’t interfere with the ancestor as long as his actions are socially acceptable. They will react only if the ancestor kills someone in front of them, provokes them directly or if they witness another soldier in conflict with him.
 
;Suspicious
'''Suspicious'''<br>
Suspicious soldiers will react to socially unacceptable behavior, such as harassing the crowd. They are more easily provoked and won't tolerate the ancestor bumping into them. A suspicious guard has one hand on his sword and will only give one warning before becoming informed.
Suspicious soldiers will react to socially unacceptable behavior, such as harassing the crowd. They are more easily provoked and won't tolerate the ancestor bumping into them. A suspicious guard has one hand on his sword and will only give one warning before becoming informed.
 
;Informed
'''Informed'''<br>
Informed soldiers are on the lookout for the ancestor. He will be instantly recognised if he gets too close to them, or if he exhibits any unusual behaviour such as free-running, climbing walls or bumping into civilians. Informed guards have their swords already drawn.
Informed soldiers are on the lookout for the ancestor. He will be instantly recognised if he gets too close to them, or if he exhibits any unusual behaviour such as free-running, climbing walls or bumping into civilians. Informed guards have their swords already drawn.<ref group="note" name="note9">Vidic – This is the perfect time to blend to avoid being exposed.</ref>
{{IUNote
 
|Text=Vidic – This is the perfect time to blend to avoid being exposed.}}
'''City Alert'''<br>
;City Alert
During City Alert, every soldier is informed and will attack the ancestor as soon as he stands out from the crowd (climbing, walling, bumping into civilians) or gets too close. City Alert is triggered when the ancestor assassinates a target.
During City Alert, every soldier is informed and will attack the ancestor as soon as he stands out from the crowd (climbing, walling, bumping into civilians) or gets too close. City Alert is triggered when the ancestor assassinates a target.


==OBJECTIVES==
===OBJECTIVES===
===Assassinations===
====Assassinations====
The subject’s ancestor is an assassin and his mission is to assassinate specific targets.
The subject's ancestor is an assassin and his mission is to assassinate specific targets.


===Viewpoints===
====Viewpoints====
The cities and the kingdom have viewpoints that can be reached by climbing tall buildings where eagles circle. These viewpoints are identified on the map and GPS by an eagle icon.<ref group="note" name="note10">Vidic – A recent animus update adds an eagle flying above the building as well. Well done, Lucy.</ref>
The cities and the kingdom have viewpoints that can be reached by climbing tall buildings where eagles circle. These viewpoints are identified on the map and GPS by an eagle icon.<ref group="note" name="note10">Vidic – A recent animus update adds an eagle flying above the building as well. Well done, Lucy.}}
To fill in all map details for an area, the ancestor must climb to the top of a viewpoint and press the Head key (E) to synchronise with the appropriate memory strand. Synchronising reveals the position of the Assassins' Bureau and all other viewpoints of the district, as well as the following elements in a radius around the viewpoints: citizens who need saving, stationary soldiers, hiding spots and all other investigation memories on the map.
To fill in all map details for an area, the ancestor must climb to the top of a viewpoint and press the Head key (E) to synchronise with the appropriate memory strand. Synchronising reveals the position of the Assassins' Bureau and all other viewpoints of the district, as well as the following elements in a radius around the viewpoints: citizens who need saving, stationary soldiers, hiding spots and all other investigation memories on the map.


===Investigations===
====Investigations====
Before gaining access to an assassination memory, the subject must complete a certain number of investigation memories. These are minor memories, but still part of the ancestor’s life. Completing the required number will ensure that the subject is sufficiently acclimatised to relive the more traumatic moment of assassination.<ref group="note" name="note11">Vidic – I never understood why we cannot just go directly to the memories we are interested in. I want a proposal from you by Monday on how we can decrease the number of minor memories needed for acclimatisation.</ref>
Before gaining access to an assassination memory, the subject must complete a certain number of investigation memories. These are minor memories, but still part of the ancestor's life. Completing the required number will ensure that the subject is sufficiently acclimatised to relive the more traumatic moment of assassination.
{{IUNote
|Text=Vidic – I never understood why we cannot just go directly to the memories we are interested in. I want a proposal from you by Monday on how we can decrease the number of minor memories needed for acclimatisation.}}


====Pickpocket====
=====Pickpocket=====
To pick someone’s pocket, lock on to the designated target and carefully follow him without being noticed. Pick-pocketing can be accomplished by pressing and holding the Empty Hand button (Left Shift Key), and is possible even when the target is moving. When the target stops, it’s because he is suspicious. Stay away while he is looking around so that he does not become suspicious of you.<ref group="note" name="note12">Vidic – And please, WATCH the target's head! If he's looking at the ancestor, DON'T pickpocket!</ref>
To pick someone's pocket, lock on to the designated target and carefully follow him without being noticed. Pick-pocketing can be accomplished by pressing and holding the Empty Hand button (Left Shift Key), and is possible even when the target is moving. When the target stops, it's because he is suspicious. Stay away while he is looking around so that he does not become suspicious of you.
{{IUNote
|Text=Vidic – And please, WATCH the target's head! If he's looking at the ancestor, DON'T pickpocket!}}


====Eavesdropping====
=====Eavesdropping=====
The objective is to spy on a secret conversation between two or more characters. To eavesdrop, the ancestor must sit on a bench, lock on to the characters and press the Head key (E) to listen. Looking at the targets is necessary to hear the information.
The objective is to spy on a secret conversation between two or more characters. To eavesdrop, the ancestor must sit on a bench, lock on to the characters and press the Head key (E) to listen. Looking at the targets is necessary to hear the information.


====Interrogation====
=====Interrogation=====
Some information is harder to get and needs to be extracted. After locking on to a despot, the ancestor needs to track him and choose the right moment to engage in a fistfight in order to get the necessary information.
Some information is harder to get and needs to be extracted. After locking on to a despot, the ancestor needs to track him and choose the right moment to engage in a fistfight in order to get the necessary information.


===Informers===
====Informers====
Assassins that you encounter on city streets are Al Mualim’s informers. They will provide you with information about your target in exchange for services. Pay close attention to the instructions that the informer gives you. He will only reward you with information if you follow his instructions to the letter.<ref group="note" name="note13">Vidic – Lucy, add this to your document before you submit it:
Assassins that you encounter on city streets are Al Mualim's informers. They will provide you with information about your target in exchange for services. Pay close attention to the instructions that the informer gives you. He will only reward you with information if you follow his instructions to the letter.<ref group="note" name="note13">Vidic – Lucy, add this to your document before you submit it:
* Eagle Vision can be used to spot people who have important investigation information.
*Eagle Vision can be used to spot people who have important investigation information.
* Pickpocket victims always wear a bag on their left side.
*Pickpocket victims always wear a bag on their left side.
* Despots pose as town criers and spread propaganda about their corrupt masters.
*Despots pose as town criers and spread propaganda about their corrupt masters.
* Investigations can only be performed while anonymous.
*Investigations can only be performed while anonymous.
Judging by Subject 17’s traits in your notes, he’ll need all the help he can get.</ref>
Judging by Subject 17's traits in your notes, he’ll need all the help he can get.}}


===Save Citizens===
====Save Citizens====
There are two types of citizens to be saved: vigilantes and scholars. The citizens you save will help you in return. Lock on to an assaulting soldier to save the citizen who is being harassed. Once you have killed all aggressive soldiers, don’t forget to talk to the citizen you have saved so that he or she tells his or her friends of your good deed.
There are two types of citizens to be saved: vigilantes and scholars. The citizens you save will help you in return. Lock on to an assaulting soldier to save the citizen who is being harassed. Once you have killed all aggressive soldiers, don’t forget to talk to the citizen you have saved so that he or she tells his or her friends of your good deed.<br>
'''Vigilante:''' If you save a vigilante's daughter or wife, the men of the family will help you in return. Escape down a street where your vigilante friends hang out and you will easily lose pursuing soldiers. Vigilantes will block your enemies’ path, giving you time to escape and hide.<br>
'''Scholar:''' Because of the nature of their work, scholars have access to all areas of the city. Befriend these men in order to gain access to restricted areas.


'''Vigilante''': If you save a vigilante’s daughter or wife, the men of the family will help you in return. Escape down a street where your vigilante friends hang out and you will easily lose pursuing
====Templars====
soldiers. Vigilantes will block your enemies’ path, giving you time to escape and hide.
 
'''Scholar''': Because of the nature of their work, scholars have access to all areas of the city. Befriend these men in order to gain access to restricted areas.
 
===Templars===
Templars are easily identified by their clothing (a white uniform with a red cross). If discovered, they attack on sight. The ancestor is rumoured to have killed every Templar in the Holy Land.
Templars are easily identified by their clothing (a white uniform with a red cross). If discovered, they attack on sight. The ancestor is rumoured to have killed every Templar in the Holy Land.


===Flags===
====Flags====
Flags are located throughout the cities and kingdom. They were a popular way to lay claim to an area, but in the assassin’s mind, the claims are false. They seemed to believe that the Holy Land belonged to no one and everyone.<ref group="note" name="note14">Vidic – Picking up flags and helping old ladies! I thought Desmond's ancestor was an assassin, not some flag-stealing Robin Hood. I suppose that performing these activities helps our subject synchronise with his ancestor and we will have to endure it, but really Miss Stillman! The coma is starting to look like an increasingly attractive option.</ref>
Flags are located throughout the cities and kingdom. They were a popular way to lay claim to an area, but in the assassin's mind, the claims are false. They seemed to believe that the Holy Land belonged to no one and everyone.
{{IUNote
|Text=Vidic – Picking up flags and helping old ladies! I thought Desmond's ancestor was an assassin, not some flag-stealing Robin Hood. I suppose that performing these activities helps our subject synchronise with his ancestor and we will have to endure it, but really Miss Stillman! The coma is starting to look like an increasingly attractive option.}}


==GAME STRUCTURE==
===GAME STRUCTURE===
An assassin must always gather information about his target and scout the surrounding area in order to plan a successful attack.
An assassin must always gather information about his target and scout the surrounding area in order to plan a successful attack.
'''Step 1: Viewpoints:''' The first thing that Altaïr did upon entering a new district was to climb to the top of the tallest buildings. This gave him a viewpoint from which to scan the surrounding area.<br>
'''Step 2: Investigation:''' The second step in preparing for an assassination is gathering as much detailed information about the target as possible. Information can be obtained through interrogation, by eavesdropping, pick-pocketing or with the help of assassin informers.<br>
'''Step 3: The Bureau:''' Once an assassin thinks he is ready, he must go and see the city's Assassin Bureau leader in order to obtain the feather. The feather must be dipped in the target's blood and returned to the Bureau leader as proof that the deed is done.
{{IUNote
|Text=Vidic – Lucy, didn’t you say that the new animus update allows us to jump to the assassination mission without doing all of the investigation missions? We need the animus to fill in the blanks on some of these if we are going to make our deadline.}}


'''Step 1: Viewpoints:''' The first thing that Altaïr did upon entering a new district was to climb to the top of the tallest buildings. This gave him a viewpoint from which to scan the surrounding area.
===MENUS===
 
====Main Menu====
'''Step 2: Investigation:''' The second step in preparing for an assassination is gathering as much detailed information about the target as possible. Information can be obtained through interrogation, by eavesdropping, pick-pocketing or with the help of assassin informers.
 
'''Step 3: The Bureau:''' Once an assassin thinks he is ready, he must go and see the city’s Assassin Bureau leader in order to obtain the feather. The feather must be dipped in the target's blood and returned to the Bureau leader as proof that the deed is done.<ref group="note" name="note15">Vidic – Lucy, didn’t you say that the new animus update allows us to jump to the assassination mission without doing all of the investigation missions? We need the animus to fill in the blanks on some of these if we are going to make our deadline.</ref>
 
==MENUS==
===Main Menu===
'''New:''' Start a new session within the Animus.<br>
'''New:''' Start a new session within the Animus.<br>
'''Continue:''' Continue the existing session.
'''Continue:''' Continue the existing session.


===In the Animus===
====In the Animus====
====Main Menu====
=====Main Menu=====
'''Start/Continue Session:''' Begins a new session to record, and initialises the first memory block. Continue Session resumes a session during a memory block.<br>
'''Start/Continue Session:''' Begins a new session to record, and initialises the first memory block. Continue Session resumes a session during a memory block.<br>
'''Memory Log Timeline:''' Browse through the memory block with a DNA timeline. By selecting one memory block, the subject can access his objectives.<br>
'''Memory Log Timeline:''' Browse through the memory block with a DNA timeline. By selecting one memory block, the subject can access his objectives.<br>
Line 315: Line 324:
'''Exit Animus:''' End the session and exit the Animus. This will give the subject a small reprieve, allowing him to stretch his legs a bit.
'''Exit Animus:''' End the session and exit the Animus. This will give the subject a small reprieve, allowing him to stretch his legs a bit.


====Pause Menu====
=====Pause Menu=====
'''Resume Session:''' This will reactivate the session from where it was paused by the subject.<br>
'''Resume Session:''' This will reactivate the session from where it was paused by the subject.<br>
'''Options:''' Access the Animus menu.<br>
'''Options:''' Access the Animus menu.<br>
'''Map:''' Access the map of the region in which the subject’s ancestor is located.<br>
'''Map:''' Access the map of the region in which the subject's ancestor is located.<br>
'''Quit Session:''' End the session and allow the subject to exit the Animus.<br>
'''Quit Session:''' End the session and allow the subject to exit the Animus.<br>
'''Memory Log Timeline:''' Browse through the DNA memory block timeline. By selecting one memory block, the subject can access its objectives.<br>
'''Memory Log Timeline:''' Browse through the DNA memory block timeline. By selecting one memory block, the subject can access its objectives.<br>
'''Additional Memories:''' See the status of available objects (fl ags, Templars, etc.).
'''Additional Memories:''' See the status of available objects (flags, Templars, etc.).


=Notes=
==References==
<references group="note"/>
{{Reflist}}
[[Category:Animus]]
[[Category:Animus]]
[[Category:Documents]]
[[Category:Documents]]

Revision as of 02:25, 8 August 2024

Animus Control & Feedback.txt was a file pertaining to the Animus 1.28's functionality as well as the Animus Project's subject and host for a particular session. On 7 September 2012, Lucy Stillman emailed the document to Warren Vidic, who added some written commentary to it.[1][2] The next day,[3] she escaped with Desmond Miles from Abstergo Industries' laboratory in Rome, though she kept the original document with her all the way to an Assassin hideout staffed by Rebecca Crane and Shaun Hastings.[4] When Vidic raided the safehouse on 15 September,[5] the small Assassin cell was forced to flee. After reaching the Tuscan town of Monteriggioni by the next day, Lucy emailed an updated version to an associate the day after.[6]

Animus Control & Feedback.txt

Subject #17

Desmond Miles
Age: 25
Weight: 170 lbs
Height: 6'
Blood Type: A+
Nationality: U.S.
Psychological traits: Independent, introverted and defensive. Desmond has trouble trusting others. His parents were incredibly overprotective, essentially imprisoning him within their community, swearing it was for his own good. He has spent the past nine years avoiding large cities, hiding from civilization. He guards his thoughts and emotions behind a wall of cynicism.
He might be a little difficult to work with. – Lucy

Ancestor for this treatment:

Altaïr Ibn La-Ahad ("Son of None")
Age: 25
Weight: 170 lbs
Height: 6'
Nationality: Unknown
Year: 1191
Months for Study: July – August – September
Personal History: Little is known of Altaïr and the assassins for whom he worked.
Psychological Traits: Disciplined, focused, bold.

CONTROLS

Forward W
Backward S
Left A
Right D
High Profile Right Click
Weapon Hand Action Left Click
Free Hand Action Left Shift
Head Action E
Leg Action Spacebar
Target Lock F
Throwing Knives 1
Hidden Blade 2
Sword 3
Fists 4
Chase Camera E
Centre Camera C
Map Tab
Pause G

NOTE: THE DEFAULT CONTROLS CAN BE RE-MAPPED IN THE OPTIONS MENU FOR PLAY WITH A 5 BUTTON MOUSE, A GAME-PAD, OR ONLY THE KEYBOARD

Animus controls

The animus allows the subject to control his ancestor through a combination of standard and contextual buttons. Standard buttons always perform the same action, for example pressing 2 always selects the Hidden Blade. Conversely, the action resulting from a contextual button press will change depending on the context the ancestor is currently in. For example, pressing a can make the ancestor sprint, jump, dodge, blend or run up a wall, depending on the context.

Vidic – When we switched the animus control scheme to use standard videogame controls I guessed that the subject's learning curve would improve, but the increased acclimatisation rate we are seeing with these slacker types is astounding.
Map

Pressing the Tba key opens the map (see section 2.7 for details).

Standard Controls

The standard Animus controls are not contextual. Each of the keys listed here always triggers a single predictable action in the ancestor.

Move

The subject moves his ancestor using the W, A, S, and D keys. Pressing W or S moves his ancestor forward or backward. Pressing A or D makes the ancestor turn to the left or right.

Look

The subject can look around the ancestor's environment by using the mouse.

Target and Lock On

The Animus will display specific visual effects on certain citizens with whom the ancestor can interact. By pressing the Target Lock key, the attention of the ancestor focuses on the selected citizen, and he is then locked on to that citizen. When locked, the ancestor can pickpocket, interrogate, kill and accomplish other objectives. Press the F key to enter Fight mode. Once you are in Fight mode, targeting will switch automatically to the nearest enemy. When you want to exit Fight mode, press the F key again to unlock and run away.

High Profile

By holding the High Profile key, the subject enters High Profile mode. The profile of the subject dictates the actions (see section 1.3.1 for more details).

Vidic - Lucy, this layout is confusing. Why mention High Profile mode here if you are not going to describe it until later?
Chase Camera

When the subject is chased by a soldier, pressing the Chase Cam button makes the camera change its viewing angle to see the closest pursuer.

Quick Inventory

Numbers 1–4 on the keyboard each have a weapon assigned to them.
Pressing a number selects the weapon assigned to that number. Pressing a second time unsheathes the weapon.

  1. Short Blade and Throwing Knives
  2. Hidden Blade
  3. Sword
  4. Fists
Pause

By pressing the G key, the subject accesses the Pause menu.

Map

Pressing the Tab key opens the map (see section 2.7 for details).

Vidic – (See comment 1.2.4 for why I am annoyed.)

Contextual Puppeteering Controls

The Animus allows the subject to control his ancestor like a puppet. Each body part is linked to a key (E key for head, Left Mouse Button for weapon hand, Left Shift for empty hand, and Spacebar for legs). In the top right corner, the heads-up display (HUD) shows each key's functionality. You will notice that the functionality changes depending on the context.

Vidic – Holding down buttons is much more effective than tapping.
High and Low Profile

It is possible to change the intensity with which the ancestor performs each action. By default, the ancestor will be in Low Profile, but the ancestor's state can be changed to High Profile by pressing and holding the Right Mouse Button.

Vidic – This is like stepping on the accelerator! In low profile, the ancestor's actions are inconspicuous and more socially acceptable. Fast and powerful assassin moves are available in high profile.
Free Roaming
Free Roaming: Low Profile

Spacebar: Blend
Press and hold the Legs key to blend in and pass close to informed soldiers unnoticed. The ancestor moves more slowly when blending.

Left Shift Key: Gentle Push
Press and hold the Empty Hand button to perform a gentle push. A gentle push is socially acceptable and will allow the ancestor to get past citizens without making them drop what they are holding.

Left Mouse Button: Attack
Pressing the Weapon Hand button makes the ancestor attack with his currently equipped weapon.<ref group="note" name="note6">Vidic – Doesn’t this belong in the fight section? You should add a note that attacking is easier if you are locked on a target, otherwise the ancestor will just perform some less effective mobile attacks.}}

E key: Vision
Pressing the Head key makes the ancestor enter first-person view.

  • First-person view can only be triggered if the ancestor is stationary. The camera returns automatically to third person if the ancestor starts walking.
  • If the subject's synch bar is at 100%, the fi rst-person view is enhanced with Eagle Vision. We believe that in these moments of perfect synch, the Animus is able to read and display Altaïr's gift for intuition. The Animus has colour-coded intuitive powers, as follows: red=soldiers, blue=allies, white=civilians with information, gold=assassination targets.
Free-Running: High Profile

Spacebar: Sprint/Free-Run
Press and hold the Legs key to make the ancestor perform free-running. Holding this key down makes the ancestor automatically adapt to any object in his path. Just press the movement keys (W, A, S, D) for the direction you want the ancestor to go.
Example: The subject is on the ground, close to a wall. Holding the Free-Run key and pressing the movement keys for the direction of the wall will make the ancestor climb that wall.

  • If no Free-Run objects are in the path of the assassin, holding the Legs key while moving around in High Profi lemakes the ancestor sprint.

Left Shift Key: Grab and Throw
Pressing the Empty Hand key while standing still makes the ancestor grab and throw an NPC. The throw direction depends on the direction of the movement keys.
Pressing the Empty Hand key while running makes the ancestor tackle anyone in his way, clearing his path of civilians.

Left Mouse Button key: Attack
Pressing the Weapon Hand button makes the ancestor attack with his currently equipped weapon.

Fight

Fight abilities will change depending on your ancestor's Assassin Rank. Combo kills are mastered at Rank 1, while counters are only mastered at Rank 2. The assassins were known for their deadly defensive counters, so the subject may want to steer away from big battles until these high-profile counters are mastered.

Fight: Low Profile = Offensive Moves

Spacebar: Step
Pressing the Legs key makes the ancestor perform a stepping motion, based on the direction in which the subject is pressing the movement keys.

Left Shift Key: Grab
Pressing the Empty Hand button makes the ancestor attempt a Grab and Throw move on an enemy NPC. The throw direction depends on the direction in which the subject is pressing the movement keys.

Left Mouse Button: Attack
Pressing the Weapon Hand button makes the ancestor attack an NPC with his currently equipped weapon. The strength of the attack depends on the length of time the subject holds down the button.
- Tap for a quick attack.
- Tap a second time as soon as your weapon makes contact to unlock a combo attack.
- Hold for a slower but stronger attack.

Fight: High Profile = Defensive Counters

In Fight mode, High Profile enables defensive actions like counters and dodging moves.
By default, holding the High Profile key makes the subject deflect enemy attacks.

Spacebar: Dodge
When pressing the Legs key with the right timing, the ancestor performs a counter-dodge move that exposes the enemy to a strike. If the timing is not good, the ancestor will become open to the enemy's strike.

Left Shift Key: Counter-Grab
When pressing the Empty Hand button with the right timing, the ancestor performs a counter-grab move on the NPC that is attempting to grab the subject. If the timing is not good, the ancestor is grabbed by the enemy.

Left Mouse Button: Counter-Attack
When pressing the Weapon Hand button with the right timing, the ancestor counter-attacks an NPC. If the timing is not good, the ancestor is open to the enemy's strike.

Horse
Horse: Low Profile

Spacebar: Blend
Holding the Legs key makes the horse move at its slowest pace, the blend. The blend cancels the proximity radius of soldiers, enabling the assassin to move next to soldiers without exposing himself.

Left Shift Key: Dismount
Pressing the Empty Hand button makes the ancestor get off the horse.

Left Mouse Button: Rear/Attack
With the assassin's sword sheathed, pressing the Weapon Hand button makes the horse perform a rearing movement.
When the assassin holds his sword, the Weapon Hand button makes the assassin attack.

E key: Vision
Pressing the Head key makes the ancestor go into first-person view.

  • First-person view can only be triggered if the subject is not moving. If the subject is in first-person view and starts walking, the camera returns automatically to third person.
  • If the subject's synch bar is at 100%, first-person view is enhanced with Eagle Vision. Eagle Vision lets the subject identify whether NPCs in a crowd are friends or foes.
Horse: High Profile

Spacebar: Gallop
In High Profile mode, holding the Legs key while moving the horse makes it move at its fastest pace, the gallop.

Left Shift Key: Dismount
When the subject presses the Empty Hand button, the ancestor will dismount the horse.

Left Mouse Button: Attack
Pressing the Weapon Hand button makes the ancestor perform an attack motion from the horse.

HEADS-UP DISPLAY (HUD)

The HUD provides important information while in the Animus. Various elements of the display will allow the subject to remain aware of his current status.

Synchronisation Bar

When controlling the Animus, the subject's actions need to be synchronised with the actions of his ancestor. The synchronisation bar shows the synchronisation level.

How to Gain and Lose Synchronisation

Gain Synchronisation by: Completing an objective or staying anonymous. Your synchronisation bar regenerates automatically as long as you are anonymous and will also increase when you are exposed, but at a slower rate.
Lose Synchronisation by: Killing an innocent person, falling from too great a height or getting hurt in combat.

(See Social Status indicator for more details.)

GPS

Found in the bottom right corner of the screen, the GPS helps navigate by always showing which way is North. It can also display the location of various important memory objectives. A good way to fill the GPS with memory objectives is to climb to the top of landmarks and scan the view.

Getting to these view points will help the subject synchronise with the ancestor's memory of the area and remember what he did in those locations.

Vidic – With recent updates, the animus GPS can even display hiding spots nearby. He'd better keep his eye on the GPS if he gets into trouble. Hiding spots will help him become anonymous and resynchronise with his ancestor!

Control HUD

The top right corner displays the available actions at all times.

Chase Camera

The Chase camera is accessible by pressing the E key (indicated on-screen when available).

Cinematic Cuts

During a scene, the Animus can reframe from a different angle. This can be activated by pressing any key or mouse button during a visual glitch.

Map

Press the Tab key to display a map of the area. The Animus is able to fill in a basic outline of the area from historical data, but further details will have to be filled in through the subject's DNA. The subject should climb to the top of landmarks and scan the view to become synchronised with the ancestor's memory of the area. This will allow the Animus to complete the map with specific memory objectives and other details stored in the subject's genetic memory. A GPS marker can be placed on the map to assist the subject in reaching a desired location.

INTERACTION LOOP

Ancestor's Social Status and Indicator

When starting a new session, the ancestor is anonymous and will remain so as long as his actions are socially acceptable. Walking next to soldiers is not a problem at this stage. Starting a fight, being spotted on rooftops, or killing people will change his status to Exposed (icon flashing red).
When the ancestor is Exposed, soldiers will immediately engage him in fights. To return to an anonymous state, the ancestor must break soldiers’ lines of sight (icon flashing yellow).
When the ancestor is Unseen, he must find a hiding place (bales of hay, roof gardens, benches or scholars). Once in hiding, he’ll begin to vanish (icon flashing blue).
When the ancestor has Vanished (icon returns to white), he is once again anonymous and can safely leave his hiding spot.

Soldier Awareness Levels

A soldier's awareness level will vary depending on the situation. Learning how to recognise these levels of awareness will be a great asset to the ancestor as he navigates through increasingly difficult situations.

Vidic – Yes! And learn it well! He MUST keep his eye on the indicator.

A soldier's awareness level will be indicated by the colour of the eye inside the logo. White indicates unaware, yellow indicates suspicious, and red indicates informed.

Unaware

Unaware soldiers won’t interfere with the ancestor as long as his actions are socially acceptable. They will react only if the ancestor kills someone in front of them, provokes them directly or if they witness another soldier in conflict with him.

Suspicious

Suspicious soldiers will react to socially unacceptable behavior, such as harassing the crowd. They are more easily provoked and won't tolerate the ancestor bumping into them. A suspicious guard has one hand on his sword and will only give one warning before becoming informed.

Informed

Informed soldiers are on the lookout for the ancestor. He will be instantly recognised if he gets too close to them, or if he exhibits any unusual behaviour such as free-running, climbing walls or bumping into civilians. Informed guards have their swords already drawn.

Vidic – This is the perfect time to blend to avoid being exposed.
City Alert

During City Alert, every soldier is informed and will attack the ancestor as soon as he stands out from the crowd (climbing, walling, bumping into civilians) or gets too close. City Alert is triggered when the ancestor assassinates a target.

OBJECTIVES

Assassinations

The subject's ancestor is an assassin and his mission is to assassinate specific targets.

Viewpoints

The cities and the kingdom have viewpoints that can be reached by climbing tall buildings where eagles circle. These viewpoints are identified on the map and GPS by an eagle icon.<ref group="note" name="note10">Vidic – A recent animus update adds an eagle flying above the building as well. Well done, Lucy.}} To fill in all map details for an area, the ancestor must climb to the top of a viewpoint and press the Head key (E) to synchronise with the appropriate memory strand. Synchronising reveals the position of the Assassins' Bureau and all other viewpoints of the district, as well as the following elements in a radius around the viewpoints: citizens who need saving, stationary soldiers, hiding spots and all other investigation memories on the map.

Investigations

Before gaining access to an assassination memory, the subject must complete a certain number of investigation memories. These are minor memories, but still part of the ancestor's life. Completing the required number will ensure that the subject is sufficiently acclimatised to relive the more traumatic moment of assassination.

Vidic – I never understood why we cannot just go directly to the memories we are interested in. I want a proposal from you by Monday on how we can decrease the number of minor memories needed for acclimatisation.
Pickpocket

To pick someone's pocket, lock on to the designated target and carefully follow him without being noticed. Pick-pocketing can be accomplished by pressing and holding the Empty Hand button (Left Shift Key), and is possible even when the target is moving. When the target stops, it's because he is suspicious. Stay away while he is looking around so that he does not become suspicious of you.

Vidic – And please, WATCH the target's head! If he's looking at the ancestor, DON'T pickpocket!
Eavesdropping

The objective is to spy on a secret conversation between two or more characters. To eavesdrop, the ancestor must sit on a bench, lock on to the characters and press the Head key (E) to listen. Looking at the targets is necessary to hear the information.

Interrogation

Some information is harder to get and needs to be extracted. After locking on to a despot, the ancestor needs to track him and choose the right moment to engage in a fistfight in order to get the necessary information.

Informers

Assassins that you encounter on city streets are Al Mualim's informers. They will provide you with information about your target in exchange for services. Pay close attention to the instructions that the informer gives you. He will only reward you with information if you follow his instructions to the letter.<ref group="note" name="note13">Vidic – Lucy, add this to your document before you submit it:

  • Eagle Vision can be used to spot people who have important investigation information.
  • Pickpocket victims always wear a bag on their left side.
  • Despots pose as town criers and spread propaganda about their corrupt masters.
  • Investigations can only be performed while anonymous.

Judging by Subject 17's traits in your notes, he’ll need all the help he can get.}}

Save Citizens

There are two types of citizens to be saved: vigilantes and scholars. The citizens you save will help you in return. Lock on to an assaulting soldier to save the citizen who is being harassed. Once you have killed all aggressive soldiers, don’t forget to talk to the citizen you have saved so that he or she tells his or her friends of your good deed.
Vigilante: If you save a vigilante's daughter or wife, the men of the family will help you in return. Escape down a street where your vigilante friends hang out and you will easily lose pursuing soldiers. Vigilantes will block your enemies’ path, giving you time to escape and hide.
Scholar: Because of the nature of their work, scholars have access to all areas of the city. Befriend these men in order to gain access to restricted areas.

Templars

Templars are easily identified by their clothing (a white uniform with a red cross). If discovered, they attack on sight. The ancestor is rumoured to have killed every Templar in the Holy Land.

Flags

Flags are located throughout the cities and kingdom. They were a popular way to lay claim to an area, but in the assassin's mind, the claims are false. They seemed to believe that the Holy Land belonged to no one and everyone.

Vidic – Picking up flags and helping old ladies! I thought Desmond's ancestor was an assassin, not some flag-stealing Robin Hood. I suppose that performing these activities helps our subject synchronise with his ancestor and we will have to endure it, but really Miss Stillman! The coma is starting to look like an increasingly attractive option.

GAME STRUCTURE

An assassin must always gather information about his target and scout the surrounding area in order to plan a successful attack. Step 1: Viewpoints: The first thing that Altaïr did upon entering a new district was to climb to the top of the tallest buildings. This gave him a viewpoint from which to scan the surrounding area.
Step 2: Investigation: The second step in preparing for an assassination is gathering as much detailed information about the target as possible. Information can be obtained through interrogation, by eavesdropping, pick-pocketing or with the help of assassin informers.
Step 3: The Bureau: Once an assassin thinks he is ready, he must go and see the city's Assassin Bureau leader in order to obtain the feather. The feather must be dipped in the target's blood and returned to the Bureau leader as proof that the deed is done.

Vidic – Lucy, didn’t you say that the new animus update allows us to jump to the assassination mission without doing all of the investigation missions? We need the animus to fill in the blanks on some of these if we are going to make our deadline.

MENUS

Main Menu

New: Start a new session within the Animus.
Continue: Continue the existing session.

In the Animus

Main Menu

Start/Continue Session: Begins a new session to record, and initialises the first memory block. Continue Session resumes a session during a memory block.
Memory Log Timeline: Browse through the memory block with a DNA timeline. By selecting one memory block, the subject can access his objectives.
Options: Adjust certain Animus options such as blood content, sound, brightness, video settings, controls and HUD display.
Exit Animus: End the session and exit the Animus. This will give the subject a small reprieve, allowing him to stretch his legs a bit.

Pause Menu

Resume Session: This will reactivate the session from where it was paused by the subject.
Options: Access the Animus menu.
Map: Access the map of the region in which the subject's ancestor is located.
Quit Session: End the session and allow the subject to exit the Animus.
Memory Log Timeline: Browse through the DNA memory block timeline. By selecting one memory block, the subject can access its objectives.
Additional Memories: See the status of available objects (flags, Templars, etc.).

References

  1. Assassin's CreedWarren Vidic's email: "RE: Animus Functionality & New Subject"
  2. Assassin's CreedLucy Stillman's email: "RE: Animus Functionality & New Subject"
  3. Assassin's Creed: InitiatesThe Desmond Files: "Escape From Abstergo"
  4. Assassin's Creed IIModern day
  5. Assassin's Creed: Initiates – The Desmond Files: "Under Attack"
  6. Assassin's Creed II game manual