Wolfpack: Difference between revisions
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*''[[Assassin's Creed III]]'' | *''[[Assassin's Creed III]]'' | ||
Revision as of 01:10, 29 November 2013
| This article is about the Animi game mode. You may be looking for the ability of a similar name. |

Wolfpack is an Animi training mode developed by Abstergo Industries' entertainment branch, which is included within the console stage 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 in all, each which become increasingly more difficult through progression.
Sync kills
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.
When these requirements are met, the mode will prompt participants to engage in a quick time event where they must press the assassinate button, upon which the Sync Kill is successful if it is 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 towards the next sequence's total.
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.
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
Lookout
Detection: Short-sighted Reaction: Fighter Perks: Resilience
Tracker
Detection: Wary Reaction: Coward Abilities: Disguise Perks: Blender
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
Captain
Detection: Alert Reaction: Fighter Abilities: Decoy Perks: Blender
Recruit
Detection: Alert Reaction: Coward Abilities: Bodyguard Perks: Resilience
Hunter
Detection: Alert Reaction: Fighter Abilities: Disguise Perks: Blender
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.
Gallery
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The Night Stalker and the Lady Maverick hunting together
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The Mountebank and the Silent Shadow going after their targets
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The Commander in a chase with his victim, to provide a diversion for the Silent Shadow
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The Silent Shadow and the Hessian assassinating together
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The Pioneer and the Robber hunting their targets
Reference