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Memory Corridor

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The Memory Corridor appears to be an empty virtual space, which the Animus displays whenever no scene from a memory is displayed. It is displayed whenever Altaïr or Ezio kills a main story 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.

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.

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.

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 are used 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 (after Ezio throws him off the castle wall).
  • In Brotherhood: It is not possible to open the weapon wheel in the corridor while it is possible to take weapons with the quick buttons, when using a long distance weapon you will be able to shoot untill the amount of ammo you had left is wasted, when out of the corridor the ammo doesn't seem to be used and it 's refilled.
  • In Brotherhood: You can't hear sounds in the corridor what you will normally hear when using weapons in
  • In Brotherhood: When using the hidden gun in the corridor you can hold the aiming button, when you release it when the screen turns white, afterwards go to the pause menu, you will hear the gunshot sound now. (Sometimes it doesn't work, then you should time your shot better.

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