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  • Assassin's Creed Mirage Is Getting Free Story DLC Releasing Later This Year | TheOnesWhoCameBefore

    Assassin's Creed Mirage Is Getting Free Story DLC Releasing Later This Year Breakdown Share 24 Aug 2025 Written By: Edited By: Zephryss Colum Blackett Back To Database Assassin's Creed Mirage Is Getting Free Story DLC Releasing Later This Year Ubisoft has officially confirmed that a new Assassin’s Creed Mirage DLC is coming later this year for free, set in ninth-century AlUla, Saudi Arabia. Here’s everything you need to know about the DLC and its development. Image: Yves Guillemot at the NGSC 2025 in Riyadh, Saudi Arabia. Source: True Gaming on X Ubisoft CEO Yves Guillemot announced that new content is coming to Assassin's Creed Mirage later this year at NGSC 2025, which was held in Riyadh, Saudi Arabia, on August 23, 2025. Image: Official AC Mirage DLC announcement post. Source: Assassin's Creed on X A short while later, the official Assassin's Creed account on X shared more information. They mentioned: “Assassin's Creed Mirage players, we have a surprise coming your way later this year! AC Mirage will get a new story chapter and missions set in 9th-century AlUla. There will also be gameplay improvements for both the base game and the new location. The best part is that all of this will be absolutely free.'' Here is some information on the AlUla region where the DLC will be set: Image: Qasr al-Farid also known as The Lonely Castle. Source: Middle East Journeys AlUla is a region in North Western Saudi Arabia, in Al Madinah Province. It’s a desert valley area with dramatic sandstone mountains, ancient ruins, and oases. For thousands of years it’s been a crossroads of trade and culture, part of the incense route connecting Arabia with Egypt and Mesopotamia. In the 9th century CE, AlUla was not a forgotten desert, it was still inhabited and functioning as a regional hub, though not at the same peak as during the earlier Dadanite, Lihyanite, or Nabataean periods. By the 7th century, with the spread of Islam, the old pre-Islamic ritual centers and tomb cults of places like Hegra (Mada'in Salih) lost their religious importance. By the 9th century, AlUla was a Muslim settlement, integrated into the broader Islamic world. The inhabited town was known as Al-‘Ulā al-Jadīda ("New AlUla”), built near the fertile oasis. It had mudbrick housing, markets, and small fortifications, with agriculture (dates, citrus, grains) sustaining local life. The region was under Abbasid influence during the 9th century, but being on the periphery, it was more a local tribal-led settlement with Islamic allegiance rather than a major administrative hub. Ubisoft and Saudi Arabia Deal for the New Assassin's Creed Mirage DLC. Here’s how it all started: Source: Les Échos & Eurogamer Earlier this year, the French financial newspaper Les Échos reported that Ubisoft had made a deal with Savvy Games Group, owned by Saudi Arabia. This deal includes a new DLC for Assassin's Creed Mirage. The DLC will feature additional maps, levels, and characters that can be offered to players after completing the base game of Assassin's Creed Mirage. When asked about this, a Ubisoft spokesperson declined to comment and stated they were only focusing on AC Shadows. But on August 23rd 2025, Ubisoft announced that new content is coming to Assassin's Creed Mirage. It will include a new story chapter and additional missions set in the 9th century within the historical AlUla region, improvements to the core gameplay with location-specific additions, and the content will be available for free. This announcement was made at the NGSC 2025 event in Riyadh, Saudi Arabia. Source: Digitale Anime on X Ubisoft CEO Yves Guillemot also said during the NGSC 2025 event in Riyadh, Saudi Arabia, as reported by Digitale Anime: “We are still cooperating with several parties in the region, and Assassin's Creed Mirage is not the end.” New Early Concept Image Breakdown: Image: New Early Concept Image for AC Mirage Ubisoft also shared this image along with the announcement post, which contains some hidden details. In the image, you can see Basim walking on the sand in a new region, probably AlUla, carrying a brooch from the base game. It is made from the ceramic of his father's house, from which he was exiled. In the sky, we can see Enkidu, Basim’s eagle, flying. On the right side, there appears to be a tomb, which could be an Isu tomb, an Order of Ancients hideout, or a location for hidden treasures. In front of Basim, an old man is walking with a stick, who could be a new character in the upcoming DLC. Image: New outfit for Basim Ubisoft Canada recently shared a new video on social media showcasing a new outfit for Basim in the upcoming Assassin's Creed Mirage DLC. Source: Lee Majdoub on X The English voice actor for Basim Ibn Ishaq, Lee Majdoub, recently teased on X by quoting the official announcement post and writing, “More Assassin's Creed Mirage!” It looks like he will reprise his role as Basim Ibn Ishaq in the new DLC for Assassin's Creed Mirage. What are your thoughts on this, and how excited are you for the Assassin's Creed Mirage DLC? Share them in the comments below. More articles coming soon, covering everything in more depth. Stay tuned! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Zephryss is a passionate social media manager based in India who joined TOWCB's Social Media Team in Summer 2024 to help the team prepare for coverage of Assassin's Creed Shadows news and updates. Recently, he completed his Masters degree in Electrical Engineering and is now preparing to take on a PhD. He loves video games very much, and since childhood has enjoyed playing various types of games in different genres He also has 3 gaming channels (Zephryss, Assassin Zephryss & Spider Zephryss) where he uploads gameplay videos regularly. Zephryss

  • The Bold Assassin's Creed Syndicate | TheOnesWhoCameBefore

    The Bold Assassin's Creed Syndicate Analysis Share 9 Aug 2024 Written By: Edited By: Hayden Bird Colum Blackett Back To Database ‘Assassin’s Creed Syndicate’ was released by Ubisoft in October 2015, and was immediately greeted with fan love and appreciation. This game was the next title in the long-running ‘Assassin’s Creed’ franchise, and it had fans excited because the historical setting of this game would be the most “modern” game yet in the series, meaning it is the closest time period yet to modern day, set during the year 1868 in London, England during the famous Industrial Revolution. This era in history was a great setting for the ‘Assassin’s Creed’ series to visit, as ‘Syndicate’ had to change things up in order to accurately match the authenticity of London during this time. Previous games in the series were set further back in history, so certain elements of the era then were quite different from that of previous historical settings. Specifically the way people lived and acted during the Industrial Revolution. People did not walk around carrying swords on their hip anymore, so Ubisoft had a challenge to be different from the past games, while also making the game realistic to players. Ubisoft took a different path than what fans were used to in prior ‘Assassin’s Creed’ games, by still giving players the option to carry around and customize their weapons, but not sacrificing the authenticity of the era. Ubisoft introduced new weapons and elements to the game that made sense in this era. Instead of the protagonists carrying around swords and daggers strapped to their belt, they instead introduced weapons like cane swords, which were common during that era, having a large blade hidden inside a cane like one used for walking with. Ubisoft also brought in brass knuckles for the very first time, which also made sense in this era. Gang members and fight clubs used these weapons frequently, making Ubisoft’s attempt at historical accuracy a win for the company, and still giving fans the full experience of an ‘Assassin’s Creed’ game without worsening the experience for players and still being true to the Industrial Revolution in London. Aside from the weapons that were introduced in ‘Syndicate’ , Ubisoft also had to face the challenge of transportation. People in this era got places in different ways. Horse pulled carriages were very popular at the time, the majority of all major streets in the Industrial Revolution London were filled with carriages. So, Ubisoft brought the idea of being able to ride or hijack carriages seen throughout London, and being able to use them as destruction devices. You were able to ram other carriages to damage or destroy enemies pursuing you, or to catch the enemies running away you had to chase down. It was a breath of fresh air for the ‘Assassin’s Creed’ series, as mechanics like this were brand new in the franchise. Ubisoft also had to introduce the important railroad system. Trains were all the rage in this time period in London, the railroads were used for everything back then, meaning Ubisoft had a challenge to implement this important factor in history into their game. Ubisoft took advantage of the opportunity and made the trains a big part of the game itself. A little bit into the story, gamers had access to their own train. It was a full on homebase almost, as everything you did in the game, a lot of it came down to your train. You could earn money through a safe on the train or upgrade your supplies needed within your group. It was a great deal of creativity from Ubisoft, as they had to face big challenges by being authentic to 1860’s London. Ubisoft also introduced the first dual-protagonist system, a first for the ‘Assassin’s Creed’ series. Previous games had you mostly playing as one character throughout the majority of the game, so having the choice to switch characters freely at any time was a welcome addition to the series. Ubisoft also allowed gamers to play as a female protagonist for the very first time. This was significant as every prior playable main character in the games were all males. The two characters were twin Assassins Jacob and Evie Frye, who you could switch to either character at any time during the game. The game even had missions designated for both Jacob and Evie, meaning you got to use both of them equally in the story, and still have the freedom to play as whichever Assassin you wanted while exploring London and what the massive city had to offer. Many fans had been asking for years to finally play as a female protagonist, and Ubisoft delivered in ‘Syndicate’ . The template of a male and female lead-character in an ‘Assassin’s Creed’ game was in a way, a precursor to the future of the series. Each game following ‘Syndicate’ offered the choice to play as either a male or female protagonist, showing the importance that ‘Syndicate’ provided. Ubisoft also brought in a very unique addition to the series by introducing a new way to scale and zip across buildings and towers across London, a new rope launching grappling hook. This device was used to quickly climb buildings and structures without the need to take time to physically scale the walls. This was a very unique addition for fans as it was something unseen in the ‘Assassin’s Creed’ series before. Gamers could use the rope launcher to escape combat against enemies and quickly disappear without taking too much damage or being outnumbered, and the players were also able to use this launcher as a zipline. If two buildings were far apart and separated, gamers could zipline across the two structures and get there fast without having to possibly encounter enemies and be spotted in your stealth mission. There were also unique things you could do while on the zipline, such as assassinating enemies from above. This addition to the game is still a fan-favorite feature in the series that made ‘Syndicate’ more unique than any other ‘Assassin’s Creed’ game. ‘ Syndicate ’ faced a hefty challenge for its release. The ‘Assassin’s Creed’ game released prior to this one, ‘Assassin’s Creed Unity’ in 2014 was met with criticism upon its launch. There were a significant amount of bugs and glitches that hurt the fan experience when the game was released. These issues put Ubisoft in a tough position. They now had to gain the trust back from the fanbase, and also had to deliver a relatively bug-free game after ‘Unity’ . Ubisoft had not been in this position before, so they knew they had to recover with ‘Syndicate’ as expectations were high and fans wanted to see a game that was well-polished and fun to play. ‘Syndicate’ , however, did in fact, deliver to fans who were anticipating its launch. The game ran and played particularly well when fans got their hands on the game in late 2015. ‘Syndicate’ also marks a significant timeline for the ‘Assassin’s Creed’ series. It is considered the “final” game of the original formula that the series was created in. After the launch of ‘Syndicate’ , Ubisoft took a full year off from creating an ‘Assassin’s Creed’ game. This was a major decision from Ubisoft, as all games in the series were annual releases, meaning a new game was launched every calendar year. The tradition of annual releases in the ‘Assassin’s Creed’ series began in the early days of the franchise. The last time an ‘Assassin’s Creed’ game before ‘Syndicate’ took a year break was 2009’s ‘Assassin’s Creed II’ . Which was released two years after the original game in the series which began in 2007. Ever since then, an ‘Assassin’s Creed’ game was released every single year until the break in 2016. Ubisoft decided to reevaluate the series after ‘Syndicate’ and instead of releasing a major game that year, they focused their time on the anticipated release of the ‘Assassin’s Creed’ movie, and also released a collection of remastered games in the series that were heavily popular among fans, which was always labeled ‘The Ezio Collection’ which was a tribute to the franchises most famous protagonist, Ezio Auditore, who had three main solo games to himself, a feat still no other game in the series has yet to touch, as Ezio is still the only main character to receive more than one game. So the launch of this collection of his three games were a requested bundle from fans and gamers alike. While 2016 was technically a year off for the franchise, it was still filled with great and exciting projects for fans to enjoy while they waited for the next installment in the series. ‘Syndicate’ still marks the close of the classic format the series had grown so accustomed to, because after the 2016 pause, Ubisoft rebooted the franchise with ‘Assassin’s Creed Origins’ in October 2017. This game was very unlike any previous games in the series. It introduced new gameplay mechanics the series had never seen, and created features like a new leveling system, RPG elements, an abilities tab where you can equip special abilities to give you an edge against enemies, and even the option to scan and examine your surroundings with your own pet eagle. These features were brand new to the ‘Assassin’s Creed’ series, and for the majority of the fanbase, were a welcome sight. The significance of ‘Assassin’s Creed Syndicate’ still remains evident today. It was clearly the most creatively bold game in the series to date, and also the end of a long run of recurring mechanics and gameplay styles that the series had known for so long. Ubisoft had to be bold with ‘Syndicate’ as they knew the importance of the game, knowing they were under pressure to regain fan trust and to create a game that plays and feels authentic to the Industrial Revolution in London. It took a lot of creative gambles and choices to historically honor this era of history while also remaining true to the ‘Assassin’s Creed’ series and its fanbase. It's unclear if Ubisoft will touch on a similar time period again as we have seen with ‘Syndicate’ , or if the series will visit another era this relatively far up in history, but the importance and relevance of this game remains vital. Ubisoft faced a big challenge while creating ‘Syndicate’ , as they had many important factors to take into account while creating this game. To many gamers today, ‘Syndicate’ remains a fan favorite for the series, and clearly the boldest ‘Assassin’s Creed’ game to date. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird

  • TOWCB VP Team Members Aaron Young and Turið Torkilsdóttir Featured on Pixel Focus Podcast Episode 8 | TheOnesWhoCameBefore

    TOWCB VP Team Members Aaron Young and Turið Torkilsdóttir Featured on Pixel Focus Podcast Episode 8 News Share 6 Mar 2024 Written By: Edited By: Colum Blackett (Col_96) TOWCB Team Back To Database Pixel Focus podcast is a show hosted by N7_spectres and Son_OG5 that provides insight into the world of Virtual Photography across a wide spectrum of gaming communities. In episode 8, the hosts are joined by two members of ACFirstCiv . Representing The Ones Who Came Before Assassin's Creed fan community via the AC Partnership Program ( Isu_Network ) were Aaron Young (FalconSwift87) and Turið Torkilsdóttir . Aaron and Turid make up 50% of TOWCB Virtual Photography Team, and in episode 8, they discuss their passion for Virtual Photography, time management when capturing VP shots as parents, and working alongside TOWCB to establish a VP branch. It's always fascinating to hear the inspirations that motivate players to take particular shots in gaming worlds, whether it be story driven, landscape photography or portraits. Are they planned or do moments just appear as you play is a question that is posed in the episode, and does gaming provide an outlet to escape outside of parenthood. This episode was particularly thought-provoking and reflected the dual balance of life and gaming that lots of gamers experience. You can listen now on Youtube or Spotify (below) https://www.youtube.com/watch?v=Yr1OY5C379A Turið Torkilsdóttir is a member of the Isu_Network Virtual Photography team, and a moderator of our VP community. Back in 2020, she began sharing her Virtual Photography captures on Twitter, and interacting with the gaming community. In 2023, she joined TOWCB VP Team, and has been working behind the scenes on a number of social media and website strategies that spotlight community captures. She has also been contributing towards our VP projects, such as our bimonthly articles and showcase videos. You can normally find Turid interacting with community members in our Twitter VP community, spreading positivity and words of encouragement. Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2022. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

  • Rally the Creed returns! | TheOnesWhoCameBefore

    Rally the Creed returns! News Share 22 Jul 2025 Written By: Edited By: TOWCB Team Colum Blackett Back To Database We are thrilled to announce to the Assassin's Creed community that Rally the Creed is returning, but with a twist! Originally known as the AC Community podcast with host rotation, demonstrating different branches of the community around the world, RTC will now also include weekly TikTok livestreams hosted by TOWCB Team Leader Col_96! We hope that the weekly streams will also act as a hangout for community members to discuss the franchise at the end of the week, and join the admin team for discussions about the franchise. Look out for Q &A opportunities, special guests and more as we look to establish an active social hangout to bring community members together! Rally the Creed Live #1 is available now! New episodes air Sundays at 10pm BST https://www.youtube.com/watch?v=PdKMe8xqL_I comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author A collection of articles from The Ones Who Came Before team. TOWCB Team

  • Michael Doyle

    Michael is a close personal friend of the admin team who has worked alongside TOWCB for many years, lending a hand behind the scenes who is best known for his time leading the Rally the Creed video-podcast. In 2022, Michael stepped out of the shadows and joined TOWCB's Writing Team, where he explored game journalism by expanding TOWCB database, filling it with guides, tips and tricks and more. After a series of article launches, he joined TOWCB's Core Team, where he now works as a Strategist, overseeing major campaigns, establishing internal systems and managing charity efforts for the group. Previous Next Writer Michael Doyle Previous Partner Michael is a close personal friend of the admin team who has worked alongside TOWCB for many years, lending a hand behind the scenes who is best known for his time leading the Rally the Creed video-podcast. In 2022, Michael stepped out of the shadows and joined TOWCB's Writing Team, where he explored game journalism by expanding TOWCB database, filling it with guides, tips and tricks and more. After a series of article launches, he joined TOWCB's Core Team, where he now works as a Strategist, overseeing major campaigns, establishing internal systems and managing charity efforts for the group. Twitter Work

  • Al Boncompagni (It’s A Creed)

    Al is a French artist specialised in portraits who discovered Assassin’s Creed with Black Flag, and their initial passion for the golden age of piracy. They later discovered the previous and newer games to be able to grasp the depth of the lore this saga has to offer. They started regularly posting Assassin’s Creed fanarts in 2020 with the release of Assassin’s Creed Valhalla and met at that moment many other very talented artists with whom they love sharing their work. They were delighted to join the partnership as it means to them sharing their work with many people that are as passionate as them about the Assassin’s Creed saga. Previous Next Artist Al Boncompagni (It’s A Creed) Previous Partner Al is a French artist specialised in portraits who discovered Assassin’s Creed with Black Flag, and their initial passion for the golden age of piracy. They later discovered the previous and newer games to be able to grasp the depth of the lore this saga has to offer. They started regularly posting Assassin’s Creed fanarts in 2020 with the release of Assassin’s Creed Valhalla and met at that moment many other very talented artists with whom they love sharing their work. They were delighted to join the partnership as it means to them sharing their work with many people that are as passionate as them about the Assassin’s Creed saga. Twitter | Instagram Work

  • James Davis (TopChef1288)

    James is a UK-based video creator who joined TOWCB's Video Content Creation Team in June 2025. James was originally brought on board to help TOWCB with TikTok news coverage and to establish a consistent Twitch streaming schedule, but he also took on the Video Content Creation Team leadership position until personal circumstances changed in Summer 2026. He is a big fan of the Assassin's Creed series, and runs the Rally the Creed podcast alongside TOWCB Team Leader Col, consistently hosting weekly episodes. By joining the partnership program, we aim to provide James with opportunities to grow and further his relationship with the AC Community and Ubisoft. Previous Next Video Content James Davis (TopChef1288) James is a UK-based video creator who joined TOWCB's Video Content Creation Team in June 2025. James was originally brought on board to help TOWCB with TikTok news coverage and to establish a consistent Twitch streaming schedule, but he also took on the Video Content Creation Team leadership position until personal circumstances changed in Summer 2026. He is a big fan of the Assassin's Creed series, and runs the Rally the Creed podcast alongside TOWCB Team Leader Col, consistently hosting weekly episodes. By joining the partnership program, we aim to provide James with opportunities to grow and further his relationship with the AC Community and Ubisoft. TikTok │ Twitch │ X (Twitter) Work

  • Valhalla Merchandise Guide #1 | TheOnesWhoCameBefore

    Assassin's Creed: Valhalla Merchandise Guide Updated 20/3/21 By Colum Blackett Edited by Ashlea Buckley Share Here we will be logging all of the merchandise we find for Assassin's Creed: Valhalla. UbiCollectibles Please note that this guide contains Amazon affiliate links, Learn more The ultimate guide for Assassin's Creed Valhalla Merchandise. Eivor's Hidden Blade Be like Eivor in Assassin’s Creed Valhalla by wearing this faithful and size-adjustable replica of the Hidden Blade or display it in your collection. Available from Ubisoft Store Xzone Cz Amazon Game Game Mania Eivor The Wolf-Kissed Figurine Eivor is a devoted and confident Viking clan leader, who is not scared of dying to protect his people. Despite his deep love for his clan, he is a lone wolf. Available from: Xzone Cz Ubisoft Store Amazon Eivor and Drakkar Figurine (30cm) Only available with the Assassin's Creed Valhalla Collector's Edition. A Viking Statuette of Eivor with her raven and Dane axe (height: 5cm). Exclusively sold on the Ubisoft Store. Apparel Assassin's Creed Valhalla 2020 Announcement T-shirt Available from EMP Assassin's Creed Valhalla: Northern Lights T-shirt (available in Black, White, Black Heather, Athletic Heather and Ash) Available from the Ubisoft Store Assassin's Creed Valhalla: Axes T-shirt (available in Black, Black Heather, Athletic Heather and Ash) Available from the Ubisoft Store Assassin's Creed Valhalla: Eivor T-shirt (available in Black, Black Heather, Athletic Heather and Ash) Available from Ubisoft Store Assassin's Creed Valhalla: Aurora Hoodie (a vailable in Black and Carbon Grey Available from Ubisoft Store Assassin's Creed Valhalla: Berserker Hoodie (a vailable in Black and Carbon Grey Available from Ubisoft Store Assassin's Creed Valhalla: Nordic Hoodie Available from Ubisoft Store Assassin's Creed Vikings Long Sleeve T-shirt (available in Black, Dark Grey Heather, Navy and Athletic Heather. Available from Ubisoft Store Assassin's Creed Valhalla: Axe Snapback Hat (available in White or Charcoal Grey) Available from Ubisoft Store Assassin's Creed Valhalla: Long Sleeve T-shirt (available in Black, Dark Grey Heather, Navy and Athletic Heather) Available from Ubisoft Store Assassin's Creed Valhalla Hoodie Available from Ubisoft Store Assassin's Creed Viking Snapback Hat (available in White/ Charcoal grey) Available from Ubisoft Store Raven's Face mask Available from Ubisoft Store Axes Face mask Available from Ubisoft Store Nordic Face mask Available from Ubisoft Store Northern Lights Face Mask Available from Ubisoft Store Berserker Face Mask Available from Ubisoft Store Valhalla Face Mask Available from Ubisoft Store Viking Face Mask Available from Ubisoft Store Valhalla Crest Banner Hoodie by Difuzed Available from from Merchoid , Xzone Cz , Gamlery Assassin's Creed Valhalla: Raven T-shirt by Difuzed. Available from Xzone Cz , Gamlery Assassin's Creed Wolf: Raven T-shirt by Difuzed. Available from , Xzone Cz , Gamlery, Fantasy Welt Assassin's Creed Valhalla: Shield T-shirt by Difuzed. Available from Xzone Cz , Gamlery Assassin's Creed Valhalla: Shield Hoodie by Difuzed. Available from Merchoid , Xzone Cz , Gamlery Assassin's Creed Valhalla: Teddy Women's Hoodie by Difuzed. Available from Xzone Cz Assassin's Creed Valhalla: Nordic T-shirt by Difuzed. Available from Xzone Cz , Gamlery Assassin's Creed Valhalla: Crest T-shirt by Difuzed. Available from Xzone Cz , Gamlery Assassin's Creed Valhalla: Axes T-shirt by Difuzed. Available from EMP , Xzone Cz , Gamlery Assassin's Creed Valhalla: Eivor T-shirt by Difuzed. Available from Xzone Cz , Gamlery Assassin's Creed Valhalla: Women's Teddy Hoodie by Difuzed. Available from Xzone Cz , Gamlery Assassin's Creed Valhalla: Metal Badge Snapback by Difuzed. Available from Merchoid , Xzone , Gamlery Assassin's Creed Valhalla Logo Beanie by Difuzed. Available from Xzone Cz , ActionFiguresItalia Assassin's Creed Valhalla: Tribal Baseball Hat by Difuzed. Available from Merchoid , Gamlery Assassin's Creed Valhalla: Logo Baseball Hat by Difuzed. Location unknown Assassin's Creed Valhalla: T-shirt by Difuzed. Available from FantasyWelt De Assassin's Creed Valhalla: Snake T-shirt by Difuzed. Available from HMV , FantasyWelt De Assassin's Creed Valhalla: Wolf T-shirt by Difuzed. Available from HMV , FantasyWelt De Assassin's Creed Valhalla: Woodcut Dragon T-shirt by Difuzed. Available from FantasyWelt De Assassin's Creed Valhalla: Eivor T-shirt by Difuzed. Available from FantasyWelt De Assassin's Creed Valhalla: T-shirt by Difuzed. Available from FantasyWelt De Assassin's Creed Valhalla Snapback by Difuzed. Available from Xzone Assassin's Creed Valhalla Tie Die T-shirt Available from Xzone Assassin's Creed Valhalla Longsleeve T-Shirt. Available from Merchoid Assassin's Creed Valhalla Viking Hoodie Available from Merchoid Ubisoft Heroes: Female Eivor Chibi figure, inspired from Eivor in the Assassin’s Creed® Valhalla. Available from the Ubisoft Store Ubisoft Heroes: Male Eivor Chibi figure, inspired from Eivor in the Assassin’s Creed® Valhalla. Available from the Ubisoft Store Assassin's Creed Valhalla Leggings Available from WildBangarang Assassin's Creed Valhalla Leggings Available from WildBangarang Assassin's Creed Valhalla Pencil Skirt Available from WildBangarang Assassin's Creed Valhalla Snood Available from WildBangarang Assassin's Creed Valhalla Snood Available from WildBangarang Eivor T-shirt Available from GraphMkt Limited edition Assassin's Creed Valhalla T-shirts by Charli Cohen , featuring augmented reality technology Glow in the dark Assassin's Creed Valhalla T-shirt Available from Zavvi Assassin's Creed Valhalla Face Mask by Volante Design Assassin's Creed Valhalla Snapback Cap by AbyStyle Assassin's Creed Valhalla T-shirt by AbyStyle Assassin's Creed Valhalla T-shirt by AbyStyle Assassin's Creed Valhalla T-shirt. Available from ASDA Assassin's Creed Valhalla T-shirt. Available from ASDA Assassin's Creed Valhalla T-shirt. 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Available from Zavvi Assassin's Creed Valhalla Raven and Symbol Tracksuit Trousers, available from EMP Assassin's Creed Valhalla Logo Cap Available from EB Games Assassin's Creed Valhalla Crew Socks Available from EB Games Assassin's Creed Valhalla T-shirt by BioWorld Available from EB Games Assassin's Creed Valhalla Face Masks Previously available from Geek Store Officially licensed Viking wraps by Volante Design Officially licensed Viking belt by Volante Design Officially licensed Viking cloak by Volante Design Eivor Hoodie Available from the Ubisoft Store Sigurd and Eivor Sweatshirt Available from the Ubisoft Store Will Never Die T-shirt (4 colour options) Available from the Ubisoft Store Valhalla Comics Sweatshirt Available from the Ubisoft Store Valhalla Comics Bomber Jacket Available from the Ubisoft Store Valhalla Comics Hoodie Available from the Ubisoft Store Will Never Die Hoodie Available from the Ubisoft Store Valhalla Comic Premium T-shirt Available from the Ubisoft Store Valhalla Comic Crop Top Available from the Ubisoft Store Valhalla Raid T-shirt (4 colour options) Available from the Ubisoft Store Valhalla Comic Face Mask Available from Ubisoft Store Valhalla Face Mask Available from Volante Designs Valhalla Vintage Cap Available from Alza Assassin's Creed Valhalla Christmas Jumper Available from EMP and Impericon Assassin's Creed Valhalla Christmas Jumper Available from Ubisoft Store Assassin's Creed Valhalla Raven Cap Available exclusively from Ubisoft Store Brazil Assassin's Creed Valhalla T-shirt Available exclusively from Ubisoft Store Brazil Assassin's Creed Valhalla T-shirt Available exclusively from Ubisoft Store Brazil Previous Guides AC Odyssey AC Movie Funko Pops AC Origins AC Rogue Black Flag PART 2 PART 3 Are we missing anything? Let us know and we'll update the article Did you buy anything from the Merchandise Guide? Let us know in the comments! Merchandise

  • This Week in Assassin's Creed Virtual Photography: 23rd - 29th July 2022. Black & White Special | TheOnesWhoCameBefore

    This Week in Assassin's Creed Virtual Photography: 23rd - 29th July 2022. Black & White Special Community Share 30 Jul 2022 Written By: Edited By: Aaron Young Ashlea Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week, we will be picking our top 5 favourite Assassin’s Creed shots and showcasing them on The Ones Who Came Before website, in order to promote virtual photography and talented content creators within the community. Aaron is a keen virtual photographer and loves to post his journeys through Assassin’s Creed on Twitter. Keep an eye on the site as more weekly shots are added, we are looking for capture across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week we have a black and white special featuring 6 shots from the VP Community. 1) Elise de la Serre Game: Assassin’s Creed Unity This week’s first capture comes from @ JamesTiddlyQuid a member of our Assassin’s Creed VP Twitter Community. First up we have an elegant photo of everyone’s favourite Templar. This particular shot comes from a stunning set of black and white portraits that showcase the details of Elise and her attire. I am loving the lighting and how it shows off Elise’s hair. As a character she is modelled so well and this shows how ahead of its time Unity was. this image conveys period drama vibes from the scenery, Elise's stance and the depth provided by the black and white filter, absolutely brilliant. Link to set 2) Eivor Game: Assassin’s Creed Valhalla Photo number two comes from @ warriorqueenvp a member of our Assassin’s Creed VP Twitter Community. Next up we have male Eivor looking quite vulnerable. The ability to customise your character is a major plus in Assassin’s Creed Valhalla. From a VP perspective the option to add tattoos, beards, and hairstyles means many unique captures. Black and White VP is often overlooked but this shot shows the advantages to it. The way the tattoos pop against Eivor’s skin is just incredible. Check out the original tweets to see a comparison with the coloured version of the image. Link to set 3) Spartan Game: Assassin’s Creed Odyssey This week’s third shot comes from @ kingforever008 a member of our Assassin’s Creed VP Twitter Community. Although photo number three has a slight blue haze it’s still qualifies for this showcase. What I love about this shot is how historical it looks. It reminds me of the pictures you see in museums next to exhibits. The shadows, especially across Kassandra’s face give off a mysterious, yet brutal feel. It could easily be mistaken for a statue you might find in London when playing Valhalla. Obviously the helmet gives away who this really is and RenanVP does a great job of showcasing it. 4) Amunet Game: Assassin’s Creed Origins VP number four comes from @ Subject_72 a member of our Assassin’s Creed VP Twitter Community. Two weeks in a row for Subject_72 but how could I not feature this unbelievable shot of Amunet? Dressed for the kill, and wearing a stare that only Aya can pull off, this capture is an incredible achievement. I imagine this is what all her target see right before the blade is brandished. I am really enjoying the blurred out background because it lets Amunet shine, it also gives of the feel of a sandstorm sweeping in. 5) Hidden One Game: Assassin’s Creed Valhalla VP number five comes from @ petta_velan a member of our Assassin’s Creed VP Twitter Community . I wanted to include this capture as it’s a great representation of black and white VP. What’s confusing about Valhalla and this shot is how Eivor can look just like an assassin, but still have bulky armour on. The light shining off the armour plating brings so much light to the photo, you can almost see the colour. I think my favourite part of this capture would have to be the shadow covering Eivor’s eyes. Combined with the hood and the stance you can tell he is eavesdropping on a conversation. 6) Raven Clan Game: Assassin’s Creed Valhalla Platform: PS5 The final capture of the week comes from @ Brentassins over on Twitter. We end the Black and White special with a stunning portrait of Eivor dressed in her black raven helmet. This piece of gear is one of my favourites in the game, it especially looks impressive when worn with a hood. You can see that look in the link below. Once again this is a capture that shows off the benefits of black and white photography. The way it highlights the golden patterns on the helmet and adds those menacing white eyes is perfection. And that sums it up for this week’s Assassin’s Creed virtual photography recap list! Thank you for checking out this week’s photo collection. This would not be possible without the virtual photographers out there so a huge thanks to them. Until next week keep those shots coming! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Aaron is a passionate Assassin's Creed fan who joined our AC Partnership Program as an Online Article Writer back in 2021 after the release of Assassin's Creed Valhalla. After building momentum and interest on TOWCB website for Virtual Photography, Aaron established TOWCB Virtual Photography Team, of which he is now Team Leader. Throughout 2024, TOWCB VP Team will be sharing community captures in dedicated articles, and providing a positive environment on Twitter for gamers to share their shots. Aaron Young

  • Assassin's Creed Black Flag Resynced - Wallpapers Collection | TheOnesWhoCameBefore

    Assassin's Creed Black Flag Resynced - Wallpapers Collection Other Share 16 May 2026 Written By: Edited By: MR. TOM (Ishan Yadav) Gargudon Back To Database A collection of Assassin's Creed Black Flag - Resynced desktop, square and mobile wallpapers, designed by MR. TOM & Gargudon from the TOWCB team. Feel free to save any of them and use them for your own personal devices! Edward in stealth, a Caribbean beach, lively Havana and a Spanish brig. Edward sitting on a beach. Edward on the Jackdaw eyeing a fishing village. Edward, Blackbeard, Anne Bonny & Adéwalé. Edward, Blackbeard, Anne Bonny & Adéwalé 2. Edward, Blackbeard, Anne Bonny & Adéwalé, a pair of pistols, and a map of the Caribbean. Lively Havana, Edward in combat, and a tropical sunset. Edward, Blackbeard, Anne Bonny & Adéwalé 3. Adéwalé. Edward Kenway. Jack Rackham. Charles Vane. Mary Read. Benjamin Hornigold. Anne Bonny.. Blackbeard. comments debug Comments (1) Write a comment Write a comment Sort by: Newest Sap May 16 This is pretty cool, but you should work with and output higher resolutions (i'd say atleast 4k) Like Reply About the Author Ishan Yadav, also known as MR. TOM, is an active community member, who joined The Ones Who Came Before in March of 2026, being the newest addition to the Social Media Team. Ishan is a versatile team member of many talents, specialising in graphic design among other things, creating various content including graphics and interactive posts for TOWCB’s social media platforms. In the real world, he also holds a Bachelor degree in Information Technology. MR. TOM (Ishan Yadav)

  • Evolution of Modern Day storytelling and structure throughout the Assassin’s Creed franchise. | TheOnesWhoCameBefore

    Evolution of Modern Day storytelling and structure throughout the Assassin’s Creed franchise. Analysis Share 27 Sept 2021 Written By: Edited By: UbiCypher (Joe) Ashlea Buckley Back To Database The Assassin’s Creed series is highly praised for beautifully recreated landscapes that allows players to experience the most convoluted eras of history and its major events, as we know all of this is possible due to a high-tech device called “The Animus”. The Animus is what makes it possible for the player to experience not just the modern day, but moments from the past. By stepping into the machine you are able to delve into the genetic memories of the modern day character's ancestor's and relive their memories through their eyes. When the first iteration of this franchise came out in November 2007, it was revolutionary. The concept of having history as our playground whilst playing through a fictional plot based in historical fact was amazing, hence our love and passion for this franchise. However, it is important to note that not all of Assassin’s Creed is supposed to take place in the past. We have to remember and keep in mind that when the first entry came out, we were playing as a young man who was abducted by a multinational corporate conglomerate which serves as a front for the modern day activities of the Templars. Which means that they are still present in modern times. The first iterations of the franchise started somewhat bland on the character development of Desmond Miles, only using his persona as a tool for us to understand the modern day situation and what is to come and what to do then. But as the story progressed and hidden information starts to be discovered in the emails from Lucy Stillman’s personal computer, that’s when we could finally get a glimpse of how the modern day storyline was intended to be implemented in the game. It is no surprise that the most part of the modern day plot is revealed via E-mails, notes, messages left over by employees or within the database of the animus itself, due to the limited scope of exploration available to Desmond due to his imprisonment. This method of information discovery is reutilized in future games for the development of the characters knowledge surrounding the brotherhood and Abstergo. When we take a look back at the first games, Desmond was not very well explored until Assassin’s Creed II, where we could see his personality and skills develop in terms of response to danger, his coping with the bleeding effect and involvement after discovering his Assassin Heritage. The follow-up, Assassin’s Creed Brotherhood, allowed us to finally get out of that attic in Italy, and for the first time explore a small modern day environment that made us connect even more with Desmond’s ancestry when exploring the crypt of his ancestor’s family villa. Not to mention that the DLC for Brotherhood “The Da Vinci Disappearance” first implemented the ARG concept of mixing reality with fiction by adding a special set of coordinates that, when googled, would lead us to a random wooded area in upstate New York, which had the fans baffled for many years until Assassin’s Creed III was released shedding light over the mystery behind said coordinates. Assassin’s Creed Revelations picks up where Brotherhood ended, with the stressful cliffhanger (Desmond kills Lucy) making us wonder what would happen next, but instead of making us play an actual modern day section like in the prior installment, we received optional missions in which you navigate through Desmond’s life through the use of flashbacks while he is in the animus in a comatose state. This was actually refreshing as it was a good insight into how Desmond had to recover his past life’s memories, in order to separate them from those of his ancestors which were overlapping with his and invading his mind, accompanied by those weird and cold yet attractive geometrical shapes and blocks emulating the core systems of the animus. Assassin's Creed III was the end of a cycle. Sadly the end of Desmond Miles’ story on behalf of what everyone expected. In this particular entry of the franchise, Desmond was now a capable Assassin having inherited all of the abilities his ancestors possessed through the Bleeding Effect. The modern day sections of this game are, to this day, considered by many fans as perfect, and what the balance between past & present sections ought to be in any Assassin’s Creed game. Unfortunately for them at the time, little did they know that it was just going to happen for one time only. Moving on to the next entry, Assassin’s Creed IV: Black Flag, that came out in 2013, was the turning point of it all, officially aligning the timeline of the modern day with the real word allowing players to better follow the chronology of the games, which was actually a smart move, as some years in the expanded universe are pretty tough to correctly organize in terms of dates and months. As Desmond’s cycle was now over, it was time for Ubisoft to start thinking outside the box and figure out a way to properly set future instalments without the need of Desmond himself. They had it all at their disposal to write whatever they wanted. That’s where Abstergo Entertainment joins the game. They shifted from the perspective of one character to be the center of a story to multiple points of view, characters and ways of exploring genetic memories. The creation of Abstergo Entertainment was really an incredible idea, the stories could now be “Infinite” because of the introduction of technology which allows you to relieve genetic memories without the direct descendant was genius. It opened up a door to what we would later know as “Helix”. However, Black Flag also started the lore-telling structure that we know today, which did not please everyone, as we went straight from the perspective of one single character experiencing everything continuously, to a lot of different stories and events happening simultaneously in the same game, poorly explained through Emails, files you’d have to find and recover and lots of notes scattered around the offices of Abstergo, thus, thwarting the quality of the Modern Day storytelling altogether. From there on, this procedure would last for every installment to come until 2015, switching between voiceless and non-playable characters, with the exception of Assassin’s Creed Unity and Syndicate which incorporated cinematic cutscenes as substitutes for playable sections. The Impact of Transmedia. (Comics, Novels & Info-Books) In November 2010, Karl Kerschl & Cameron Stewart in collaboration with Ubisoft, published through Ubiworkshop the graphic novel that would utilize a well known trend in the marketing sector when it came to promote storytelling through different platforms: The Transmedia. From 2010 to 2014 a total of 5 comic books plus reprints were made, besides the already existing novels based on the games written by Oliver Bowden. In which he added more background and lore to characters such as Altaïr and Ezio enriching the universe, but forcing others to buy books and comics in order to obtain knowledge that was supposed to be in the games in the first place. Of course this is not an uncommon tactic, there’s nothing wrong in expanding a universe of fiction which is meant to entertain. But the real problem begins when the very company responsible for annual releases of a franchise (which is supposed to continue expanding the stories set by previous entries, or at least finish what others started in the next one) starts wrapping up important story arcs and plot lines such as Juno’s revenge over the world (Charlotte de La Cruz Saga) - (2015-2018) in a specifically-made line of comics for their conclusion, introducing new characters which makes the Modern Day story even more difficult to get a hold on, as you don’t just have to discover new faces, but you also have to remember all that happened in the previous entries to understand the connections that tie the main games to all these new chapters within the expanded universe. Therefore, totally bypassing these interesting story arcs in the games to come, just as an excuse to apply new settings and expand the IP without any “Artistic freedom restriction tied to the already established lore”, which as we have been witnesses for the past five years, happened with the releases of the new RPG trilogy that according to a now divided fanbase, caused some lore retcon. See Assassin’s Creed Unity for instance. It’s one of the clearest examples of an Assassin’s Creed game being directly affected by the Transmedia in terms of Modern Day storytelling. The game is supposed to take place in November 2014, right when an Abstergo analyst finishes exploring a set of pre-loaded genetic memories belonging to a bodyguard of the Templar Grand Master Jacques de Molay, said to be a sage and thus, person of interest to Abstergo. That’s when the Assassin Technician Bishop comes in and convinces our voiceless, genderless character to work for her and explore a specific genetic memory set that she provides to them, which are those of Arno Dorian, protagonist of Unity. Right, let’s backtrack 7 months prior. According to the Abstergo Entertainment Employee Handbook, way more interesting things happened in the time frame of Assassin’s Creed Unity’s modern day. Starting from May, all the way to November, there was another person relieving Arno’s memories, a character named Robert Fraser, who the real-life book is supposed to have belonged to, who has his own story which is worthy of a thriller story on its own. Detailing aspects of the bleeding effect, never seen before in any other games, seeing an interesting character development as he goes mad by falling in love with Élise while he was relieving the memories of Arno, to the point that he was having hallucinations in which he believed himself to be Arno, struggling to maintain his identity separated from his. Why not just wait a little longer and make all of that playable as well? Or why not just make cutscenes in first person for that matter, during modern day, in which you see that character progression and the bleeding effect slowly affecting the character. I’m sure that would give a more in-depth look at how users are really affected by the secondary effects of the animus. So, for now, I’d say that the only way to improve modern day and make it more engaging for the public, would be to stop making comics and books with modern day sections in them. And maybe focus on making a full on game instead. Time changes, civilizations evolve, wars evolve, technology… Yes of course! Assassin’s Creed has always been a game of blades and steel. But let’s be honest, Ubisoft has the potential, gameplay references and tools in order to make a capable and polished modern day only game, with maybe a couple of interactions with the past to complete something in the present if need be. But that would more likely be a secondary thing as I’m talking about a modern day game and not a game focused only in the past. Splinter Cell Conviction and Blacklist have the perfect playability for that hypothetical game as does the recent Watch Dogs Legion (Which recently had an Assassin’s Creed Crossover) But that is something for another day. What about weapons? Well, according to the lore, Galina Voronina, Gavin Bank’s Cell, Jasdip Dhami and so on, use firearms in combat. And it’s not that awful, it’s actually realistic as we have seen in many films and shows where the character would ensue a fight with guns but when out of ammo use his/her fists to neutralize threats. We are too focused on the old fashioned Assassin weaponry which hinders the possibility of having a modern day game as we cannot ask fans make a united decision. I really think that is what we need in order to heal the storytelling or at least make it more appealing to people. Maybe implementing old plots that are yet unfinished or old characters that have disappeared for a while now, such as Harlan and Arend, Gavin, Galina, Kiyoshi, etc. This is all an idea of mine that comes from the analysis of the Modern Day’s lore of course. But I think we should consider pressing Ubisoft for this kind of game in the future. Though, I’ve noticed that all recent transmedia books are only focusing on the past.. Could that mean something? I guess we’ll have to wait and see. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author UbiCypher (Joe) is an Assassin's Creed Transmedia expert who worked as the Lead Admin for the Isu_Network social media team, providing consistent social media content in the form of Assassin's Creed lore trivia, puzzles and news coverage, spending countless hours researching the series and real history. In 2025, he stepped back from his social media duties to pursue other opportunities. UbiCypher (Joe)

  • Understanding the Isu Language: The Basics | TheOnesWhoCameBefore

    Understanding the Isu Language: The Basics Analysis Share 30 Sept 2024 Written By: Edited By: Edenoi ActualSpider-Man Back To Database If you've been following the Assassin's Creed series recently, you've probably noticed a mysterious language associated with the precursor civilization from which this website gets its name, the Isu. It isn't just gibberish: the Isu language is an actual language with its own grammar and vocabulary, originally created by a developer formerly with Ubisoft named Antoine Henry. Over the past few years, a number of people in the Assassin's Creed fan community have worked to understand the language, including myself (Eden), TOWCB's own ActualSpider-Man , bool0011 on Reddit, Tormis Narno and, most famously, the people over at Access the Animus . This article will serve as a kind of jumping off point for a series of articles examining the Isu language, starting with the fundamentals and including links to further topics. Let's start with some context. If you're reading this article, you're probably aware that in the world of Assassin's Creed, humans did not create the first civilizations on Earth. An ancient, technologically advanced species called the Isu built cities that predate humanity and which lasted until an apocalyptic event wiped out their entire world around 75,000 BC (an event known in the real world as the Toba Catastrophe and supposedly caused by a supervolcano eruption). The Isu, though long gone, left behind many of their near-magical devices (referred to as Pieces of Eden) and lived on in myth as the inspiration for the deities of various religions, such as the Roman Minerva or the Norse Odin. In the real world, many of the languages which originated in Europe and parts of Asia, such as English, German, Spanish, Russian, Farsi and Hindi, evolved from an ancient, lost language known as Proto-Indo-European. There are no surviving examples of Proto-Indo-European, but linguists have worked to reconstruct much of the language by studying and comparing the various languages descended from it. In the world of Assassin's Creed, Proto-Indo-European was itself a descendant of the language of the Isu. What this means in real-world terms is that Antoine Henry created the Isu language by looking at reconstructions of Proto-Indo-European and working backwards to build something that could've changed over time to become Proto-Indo-European. For this reason, you might recognize some of the words in the Isu language. For instance, the Isu word for "mother" is the very similar machtér, and the Isu word for "hidden" is kḷto, which looks a lot like the English word "cult." In this series of articles, I'll include the connections I've identified between Isu and Proto-Indo-European (sometimes abbreviated as PIE). Note that not all linguists always agree on how Proto-Indo-European words should be reconstructed. For the purpose of my own analysis which you'll see in these articles, I've used the reconstructions on Wiktionary (like Wikipedia but a dictionary), which are very consistent with the known Isu lexicon. While the Isu language can be transcribed into the Latin alphabet (the one you're reading right now), the Isu actually wrote in their own alphabet, which you can see here in both a capital and cursive script: Image taken from the Codex Transferendum by Your Friendly Neighborhood Mentor The script I'm referring to as capitals (by analogy with Roman square capitals) doesn't actually have anything to do with uppercase letters, but rather was used by the Isu to inscribe text in stone (or adamant) and can be found at the top and left in the image, whereas the cursive script was used to write manuscripts on soft surfaces such as paper. In fact, one such manuscript exists in the real world: the Voynich manuscript, which contains text in an unknown script and which has never been successfully translated. The Isu alphabet in the Assassin's Creed series is thus based on the letters that appear in the Voynich manuscript. The mysterious text in the Voynich manuscript The Canterbury manuscript from Assassin's Creed: Valhalla written in the Isu language In these articles I will pretty much exclusively write Isu text in the Latin alphabet, for both ease of writing and ease of reading. Look out for more articles in the series, coming October 2024! Related Articles comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Eden is a codebreaker who joined The Ones Who Came Before during the Assassin's Creed Shadows promotional campaign, helping the team to decipher numerous codes and puzzles used for marketing. She is also a high school Maths tutor, and has previously published a few short TTRPG's with more projects in the works. She first started playing Assassin's Creed in 2010, and is especially interested in the glyphs and puzzles, and platforms such as Assassin's Creed Initiates that expand the lore in creative ways. Edenoi

  • Chinese Pirates: Pitching an Assassin's Creed Game | TheOnesWhoCameBefore

    Chinese Pirates: Pitching an Assassin's Creed Game Wishlists Share 13 Sept 2022 Written By: Edited By: Finn Fletcher Ashlea Blackett Back To Database Following the latest Assassins Creed showcase, we can all see that the future of the brand will be exciting and varied. While Mirage undoubtedly stole the show as an exciting return to form for the series, there was a more unusual announcement with the new Assassins Creed Infinity platform. I can't lie, it does have me worried, but my personal concerns aside, the exciting aspects of this new platform is getting to explore more varied historical periods with smaller, stranger stories. Taking advantage of this, and after having fun through replaying the series recently, I had an idea for a story that I think could add wonderfully to this new tapestry. When replaying Assassin's Creed Rogue, I couldn't help but wonder why Ubisoft gave up on the genuinely spectacular naval gameplay. Black Flag was obviously a huge success, and while Rogue wasn't such a smash hit, it was built to fail next to Unity's next gen glitches. Naval gameplay is still beloved and missed by players, whether hardcore Assassins Creed fans or not, and it seems no other developer stepped in to fill that gap. So today I want to pitch Ubisoft an idea, the most simple plan for success I could possibly imagine. At first I thought the obvious location for another naval/pirate game would be India. With a full and vibrant history of piracy and sea fairing, matched with corrupt politicians and tyranny to fight against, the Indian Ocean would definitely provide a great setting for a game in this series. However, with the upcoming and, in my opinion, incredibly bland looking Skull and Bones filling this period, I reconsidered. If we're already getting a pirate, naval game to explore this period, then let's look elsewhere, find a location and culture that could provide something distinct. With that in mind I moved my sights to East Asia, specifically the exploits of Pirate Queen Zheng Yi Sao. For those who don't know, Zheng Yi Sao was an infamous pirate of the early nineteenth century, who rose from a prostitute to leader of 70,000 men in the largest pirate fleet known to history. She terrorised the coasts of China, plundering both European and Chinese vessels alike. The reason she gained so much success, was because, unlike the pirates of the Caribbean, Zheng Yi Sao's fleet was well organised, with a set governance and rules in place. This pirate confederation stopped the pirates from falling to the greed and chaos that destroyed cities like Nassau and the characters we saw in Black Flag. This period of the great Chinese pirate confederacy, I think could make a stellar follow-up to Black Flag, allowing Ubisoft to show not just different visuals of East Asian culture, but explore new themes for this series. It would also the first Assassins Creed game in Asia, which is mind boggling in itself. The particular region of china I am envisioning is Hong Kong, Canton (modern day Guangzhou) and the surrounding sea and islands. Historically this was the hub of trade and therefore, pirate action and the city of Canton was pivotal in the end of Zheng Yi Saos career. This area would also provide good geography to match the gameplay; two bustling cities that can accommodate the Assassin fantasy and an island filled ocean for interesting naval exploration. Ideally, the smaller islands surrounding the mainland would function a lot like the islands of Assassin's Creed Odyssey. Each will house a target, with stories that involve the locals. This can give fun smaller narratives/side missions, while showing the personal effects of Templar control. In terms of narrative , considering this game's setting, I believe we should start at the turn of the 19th century. The lead character will be an original character (OC) named Lai Jun. Captain of her own ship, and master Assassin. I want her to be older, middle to late thirties , similar to Ezio in Brotherhood. The franchise has settled into protagonists around the age of twenty, and while I appreciate getting to be the age of every lead character, I think we need to push different stories about different types of characters. Having been an Assassin her whole life and from an Assassin legacy (you thought Jun was just a coincidence?), Lai has never needed to question her role. She is determined, talented at the art of being an Assassin and dedicated to its creed. Yet, despite the brotherhood being her whole life, her whole heritage even, she has grown rather cynical. At this period in time, China, like the rest of the world, was in a rather tumultuous position. Globally, capitalism and industrialisation were being born, leading to unmitigated starvation and inequality, revolutions were rising everywhere and power was being funnelled to increasingly fewer people. Then in China, the people were about to enter what would be, in retrospect, called the "century of humiliation" with the death of the emperor just behind them, with in-fighting and rebellions to come. The British Empire was sneaking in, and, while it didn't have the chokehold it had over the rest of the world, it was still only a few decades away from taking control of Hong Kong; an action that has caused trouble in the region which remains to this day. This is the context of Lai's introduction, as she runs across the rooftops of Hong Kong during New Year's festivities to kill a Templar target. The world is changing and the future is uncertain. At this point in her life, Lai has killed more Templars than she can count, and yet there are always more to fill the positions. The war doesn't seem to be swaying either way, and she can't help but feel that her actions are futile in the wider chaos of the world. I think when a franchise reaches a certain point, it needs to consider the emotions of its audience, and its place in the wider culture. Think of Halo 3, a massive event game which was built from the ground up as a war game, the scale of which you've never seen. It was a tour de force, a the best of compilation for the Halo franchise so far, all turned up to 11. Then, having set the world alight with this event game, Bungie made Halo Reach. A game with the same mechanics and fun action of 3, but which took a sombre approach. It was a reflection really, of the franchise as a whole, and how it may never live up to the hype and scale it previously had. After 15 years, 12 mainline games and god knows how much multimedia content, fatigue has set in to the Assassin's Creed franchise. Lai, like us, doesn't know the direction her fight is going or if it will ever have a satisfying end. Searching for her first target will let us understand Lais position, and tutorialise land based gameplay. In general I want to go back to the aspirations of Unity, a stylish free flow movement with a focus on social stealth. Combat should be deadly and swift, I envision the same precision of Ghost of Tsushima, a back and forth of attacks and deflections. Sneaking through the highly populated celebrations, Lai will find her, target a low level and frankly unimportant Templar. His insignificance will be reflected in the confession scene, with Lai seeming unimpressed but still remaining respectful as Assassins are expected. Escaping the scene, Lai will return to her ship and flee the city. We can here get a glimpse of the new naval mechanics, which in all honesty I can't imagine being that different from Black Flags. They are already perfect, adapt them to Chinese ships (that are named "Junks"), which are usually smaller and faster than the frigates and brigs of Western navy's Lai will reunite with the Brotherhood to report on her mission. I really want this branch of the Brotherhood to feel ancient, capturing the atmosphere of Masyaf. Historic dens with intricate architecture retelling the stories of great Assassins from this part of the world. Nevertheless a lot of this has fallen into disarray, rituals and repeated phrases taking the place of effective, organised action. Walking through the den we can see that Lai is comfortable there, friends with everyone she has always lived alongside. The mentor, who's not much older than Lai, is clearly unprepared for his responsibilities and unsure of how to direct Lai from here. His fear of appearing too controlling, and his constant search for approval and advice leave the Brotherhood rudderless. With no new target given to her, Lai heads to her pirate friends and here we can meet some of the more unusual side characters who will join our journey. At this point there was no large spread confederacy, however the region around Hong Kong did have a large pirate presence. One important figure of this group of pirates was the husband of previously mentioned pirate queen Zheng Yi Sao, known by the same name. For my own sanity from here on out I'm going to refer to the male Zheng Yi and original pirate king as "Zheng", while the female Zheng Yi and later pirate queen will be referred to as Sao. Anyway, at this point the two Zhengs were not married. Sao was still a prostitute and while this may not be entirely accurate, I want her to be living among the pirates, already close to this growing fleet. Her and Lai are friends, very different people who manage to see the charm in one another. Zheng meanwhile is a charming gentleman, a rather eccentric character who hasn't yet taken control as pirate chief but has clear ambition. His eccentricities allow him to get close to people, and his cunning mind allows him to continue rising and taking advantage of opportunities. Also historically he was bisexual, marrying Sao but having male sexual partners up to his death. It’s incredibly important to show this side of his life, providing representation for the real historical figures who were LGBTQ+. If I was to use a more modern comparison, I want these pirates to be like the free love hippies of the sixties. Lai clearly enjoys her time among them, and we truly get to understand how this group of criminals find freedom and acceptance in one another. Yet, it's still important to show that this community has important rules and leadership. One of these early missions could see Zheng sending Lai after a crew member who ignored orders, establishing his rulership as firm but fair. This directly contrasts the current Brotherhood, who seem in disarray without leadership. It can also be through the pirates that Lai will meet the main antagonist of the game. When robbing a merchants storage warehouse, we will overhear two British merchants discussing the arrival of a large incoming shipment, led by the aristocrat and famous businessman Charles Vidic (OC and descendant of Warren Vidic), a name instantly recognisable to Lai. Vidic is a Templar grand master, and like Lai, has a legacy in the order. He was raised a Templar, with incredible wealth and a commitment to restoring what he calls “the natural order of things”. A traditionalist, Vidic's ideals heavily resemble the older Templars, who subjugate and control the populace by any means necessary, believing it to be for their own good. He also hides a major secret, but we’ll get to that later. Seeing a chance to hit a huge target and finally make an impact, Lai contacts the pirates to organise an attack on the coming delivery. She wilfully chooses to not inform the Brotherhood, worrying that they may interfere with her plans. The attack is a major failure, Vidic captains a huge man o war, unusual for a merchant vessel, and decimates the pirates. Lai flees, losing a majority of her crew, with only a few pirate ships surviving. Broken and injured, Lai returns to the den and faces the chagrin of the mentor. Lai is criticised for acting too rash, but communication is made with the brotherhood of England to learn more about Vidic. While taking on other targets, both Chinese and British, we will get a better understanding of Vidic’s behaviour and the overall goals of his version of the Templars. Importantly, I want the game to clearly indicate the passage of years. This journey should be long, spanning across the full decade to 1810. We can see the pirate confederacy rise and fall, become a full fledged government, while British merchants become more prominent in the area. During these time jumps, Lai and Sao become closer, good friends who support one another as Sao becomes leader of the pirates. As the journey goes on, Sao pushes Lai to take a more proactive role in the Brotherhood. While not wishing to join herself, Sao sees its importance to Lai and how the disastrous leadership has affected her. It will be in Sao’s final scene where we can truly see her impact. In real life Sao did not go out in a dramatic blaze of fire we like to see for heroes. She did not fall in some great battle like Blackbeard does in Black Flag, screaming some inspiring quote. No, the ever cunning Sao saw the increased pressure placed upon her pirate confederacy, after she’d spent so many years raiding the coasts. In 1810, she sailed her huge fleet directly into the city of Canton, disembarking to hand herself in for her crimes. Due to her high profile, the state handed her and her crew a pardon, allowing them to keep the riches they’d earned as long as they didn’t resume pirating. Before doing this I’d like to see Sao and Lai converse, as Lai begs for her to reconsider. She doesn’t want to lose her friends and allies, seeing this as only another loss, a failure of making any major change in her life. Sao reassures Lai, informing her that we can only try to find the best in the situations we are given. For Lai, she needs to finally stand up to the Assassins' leadership, take control to implement the actions that are necessary. Watching her friends sail off to a peaceful life, Lai is provided with a choice. Settling down, or continuing her fight. Unable to give up on her ideals, Lai returns to the den, demands the position of mentor and creates a plan to finally finish off Vidic. More will be revealed of Vidic throughout the narrative, I want multiple encounters between him and Lai, failed assassination attempts or aggressive responses from the Templars. As it turns out, Vidic's mental state is rather erratic, and while he’s a talented leader the claims he makes about himself seem outlandish. Now let us take a look into the Isu lore for this instalment and I have to admit I’m not an expert in this area. The additions I’m going to make should fit in with the existing lore, however any creed fanatics who see problems with what I write please leave a comment. I’m genuinely interested to know. Anyway, Vidic has the ability to glimpse through time. It’s not clear visions, rather small insights, almost like poetry that describes what has and what will happen. One of my favourite parts of Isu lore in Origins was the description of how the Isu could physically see time. When the humans first revolted for their freedom, Isu who supported the human cause attempted to grant this ability to us. They performed experiments on willing subjects, hoping that if this power was provided they would gain equality, or at least be powerful enough to truly fight. The experiments were not completely successful though, leaving hundreds of people with parts of this code abandoned in their DNA. Through the pure chaos of existence though and centuries of genetic combinations, Vidic was created with the right combination of genes that gave him a sliver of this power. This connection to the Isu drove Vidic into his more fundamentalist Templar beliefs. Glimpsing the future has given him foresight of the coming globalised and industrialised worlds, and the problems that they will cause. This march toward progress must be orderly, and it’s only by having a fully dominated populace that this can occur. He will label the the pirates as degenerate terrorists and the Assassins as mindless, pointing to the poor leadership that has left them unable to ever effectively eradicated the Templars. We can see that he is not necessarily wrong, the current Assassin leadership is weak and the pirates attack and kill merchants in sometimes brutal ways, leaving regular citizens without food. As trade increases, and the demands of the public become much more complicated (internet, television, food that can only be grown in different nations etc.), this level of chaos will lead directly to the downfall of civilization as we know it. His mental gift will also reveal to him the location of an Isu temple, one that was intentionally left unrecorded due to the power it held. Imagine it like a black ops base, redacted even from official records. Being able to glimpse through time is the only way Vidic could find it. The base itself will house a “telescope” that will allow Vidic to gain a clearer image of the future. With it, he could monitor what every person on the planet will do, and act to make sure they behave in a way he deems suitable. That is why he came personally to Hong Kong with such an impressive fleet, to access this temple and defend himself during the search. This way the finale of the game can take place inside the temple, Vidic getting to truly envision the future as he had always wished, only to mentally crumble under the strain. We as people were never meant to have this gift, our psyche cannot process the information and it leads only to madness. An epic fight occurs, where Vidic dies in disgust, knowing of the great terrors that will occur. Nuclear explosions, world wars, climate change and the potentially apocalyptic solar eclipse are all to come, with no way of stopping it. He dies in anguish, screaming at Lai for her foolish commitment to freedom, which will only lead to humanity's ruin. Obviously there’s an irony to Vidic’s belief. The greatest minds to ever live could not figure out how to give the power of temporal sight to humans, with it only truly being solved by the infinitely powerful chaos of existence. In a world as controlled as he would like, the power that guides him wouldn’t exist. This should be explicitly stated in game either by an Isu messenger (like seen in Origins) or potentially Basim if he is still the modern day protagonist. With the telescope available to her now, the temptation of its power hits Lai. She questions whether to use it, whether to see if her fight will be worthwhile, but refuses. At heart, she knows that to do so would stand against her tenants, that seeing what will happen can only lead to the removal of people's free will, whether intentional or not. She destroys the temple, leaving this path behind. Of course as modern viewers we know her fight wasn’t as impactful as she would have hoped. Hong Kong would fall to the British, weaponized addiction would sweep the nation, and the last dynasty would fall. Her people had much more strife ahead of them that no one person could change, but the ideals she preached and her trust in humanity are the only cure to the plagues which face us all. I know this exploration of time may seem out of left field, but I think it could provide an additional layer to the drama of this story. To have someone who can provide accurate information on what will occur in this difficult era for China can truly express the dramatic irony of trying to fight what we know will come. Additionally, a core principle of Chinese political philosophy is the “dynastic cycle”, which refers to the continuous rise and fall of different dynasties' rulership, destined to repeat the mistakes of before. Culturally we can relate this story of time exploration with this philosophy, providing a nice link between the region and narrative, as Vidic (an outsider) acts to defy this ancient belief in cycles of repetition. And so that’s the pitch, the world of a cynic finding hope even in the darkness. With any luck, this can reinvigorate the community, providing a game that can recreate some of the heights of the franchise while reflecting growing franchise fatigue. Gameplay wise, mixing the impressive naval with the heights of city based action allows the best of both worlds, which was never quite reached before. Additional Isu exploration can continue to expand the lore, while potentially setting up future modern day plots. Based on what direction the series heads with the modern day, Basim or otherwise, the telescope can reveal the next major event the modern day Assassins must face. comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Finn is a creative writer from Rotherham, UK who has previously supported TOWCB's Fundraising events, and raised awareness surrounding Men's Mental Health. Finn's writing covers a wide scope, with releases including reviews, interviews and stories. He is known in the AC Community for his 'Pitching an Assassin's Creed Game' series, all of which you can find here on TOWCB website! In February 2026, he left the team to focus on real-world opportunities as a journalist, writing for a newspaper! We're thrilled to see Finn using his skills to build a career! Finn Fletcher

  • Assassin's Creed Shadows is delayed yet again to March 20th Ubisoft announces | TheOnesWhoCameBefore

    Assassin's Creed Shadows is delayed yet again to March 20th Ubisoft announces News Share 13 Jan 2025 Written By: Edited By: UbiCypher (Joe) Colum Blackett Back To Database Yes, this is happening, Assassin's Creed: Shadows, Ubisoft's most anticipated title for 2025 has been delayed yet again. The sad news delivered by the Assassin's Creed Content Director Marc-Alexis Côté in a official statement made public a little while ago. At this point we can but only speculate what this could mean for the French company looking at the future it may lead its most coveted franchise to. Official statement made by Marc-Alexis Cote -"As part of the renewed focus on gameplay quality and engaging Day-1 experiences, it has been decided to provide an additional month of development to Assassin’s Creed Shadows," -Marc-Alexis Côté said in his statement. Ubisoft is now in a more delicate situation than ever before and albeit the second delay being due to prefectionist reasons aiming to "ensure and even more ambitious and engaging day-one experience" the wave of criticism that will befall on Ubisoft will be even more non-filtered this time. Hopefully, Shadows delivers and is the product we all deserve after all this years craving for a game set in Feudal Japan. Now we will have to wait and see for the upcoming days and weeks what Ubisoft has to offer in compensation for this, specially in terms of marketing and blogposts of which only one remained to be released prior to the announcement of the delay. It is important to note that the pre-orders weren't active still at only a few weeks before its previous accorded release date being February 14 as well as no statements on whether the Game's development achieved GOLD status, normally being a transparent indicator from the company behind a game towards the consumers, which in this case has been absent compared to previous games from the franchise. Lack of confidence or a buggy mess? One only wonders if February 14 was never going to be the real release date and it was but an attempt at handling the situation in a shady way -dare I say. Don't lose hope.🏯🦅 Article adapted from Isu_Network article comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author UbiCypher (Joe) is an Assassin's Creed Transmedia expert who worked as the Lead Admin for the Isu_Network social media team, providing consistent social media content in the form of Assassin's Creed lore trivia, puzzles and news coverage, spending countless hours researching the series and real history. In 2025, he stepped back from his social media duties to pursue other opportunities. UbiCypher (Joe)

  • Understanding the Isu Language: Nouns, Verbs and Adjectives | TheOnesWhoCameBefore

    Understanding the Isu Language: Nouns, Verbs and Adjectives Analysis Share 3 Oct 2024 Written By: Edited By: Edenoi ActualSpider-Man Back To Database The following is a dictionary of Isu words and their meanings and etymologies (the Proto-Indo-European words "descended" from them) when available. At the bottom of the article you'll also find a list of known sound changes from Isu to Proto-Indo-European. Dictionary Aærh Possibly related to PIE *h₁eg- "to lack" whence English indigent Verb Require, need Adhayz Possibly formed from ad + hayz Verb Believe Adhayznos Formed from adhayz + -nos Adjective Credulous Agwzí Developed into PIE *h₂egʷsih₂ "axe" Noun Axe Apovlôz Formed from apo + vlôz Verb Sacrifice Arhzmṛmṇ Formed from arhz + smṛ + -mṇ Noun Record (information storage) Azrhṇ Formed from az + rhṇ Verb Guarantee Blahæ Developed into PIE *pleh₁- "to fill" Verb Fill Blahænos Formed from blahæ + -nos Adjective Full Blàyz Verb Try, attempt Carb Developed into PIE *kerp- "to pluck, to harvest" Verb Harvest Chagru Developed into PIE *h₂éḱru "tear" Noun Tear (from the eye) Chalhæ Developed into PIE *kelh₁- "to call, to cry, to summon" whence English proclamation Verb Summon Chan Developed into PIE *ken- "to arise, to begin" Verb Start Charærh Developed into PIE *h₂erh₃- "to plow" whence English arable Verb Plow Charærhdrṃ Formed from charærh + -drṃ Noun Plow Charh Developed into PIE *keh₃- "to fight" Verb Fight Chayrh Developed into PIE *kéh₂ikos "one-eyed, blind" Adjective Blind Chayrhos Formed from chayrh + -os Noun Blind person Chàyz Developed into PIE *h₂eys- "to wish, to request, to search" Verb Seek Chnàk Developed into PIE *h₂neḱ- "to reach, to attain" whence English next Verb Reach Chṛd Verb Prepare Chu Developed into PIE *(s)kewh₁- "to perceive, to observe" whence English show Verb Perceive Chuæs Formed from chu + -æs Noun Sight Chṇtæcharh Formed from chṇtæ + charh Noun Rebellion Chṇrhú Formed from chṇ + -rhú Noun Family Dag Possibly developed into PIE *teḱ- "to sire, to beget" whence English architect or *dʰewgʰ- "to produce" Verb Produce Dagæs Formed from dag + -æs Noun Production, creation Dawrh Possibly developed into PIE *tewh₂- "to be numerous" whence English thousand Noun Child Doshæs Possibly developed into PIE *tews- "to be happy" Verb Soothe Gṇs Developed into PIE *ḱens- "to announce, to proclaim" whence English censorship Verb Announce Gwachæt Verb Assign Gwam Developed into PIE *gʷem- "to step" Verb Come Gwar Developed into PIE *kʷer- "to do, to make, to build" Verb Do Gwardrṃ Formed from gwar + -drṃ Noun Instrument, tool Gwaw Developed into PIE *gʷewH- "to defecate" Noun Excrement Gwich Verb Limit Hæwòch Developed into PIE *h₁weh₂- "to leave, to abandon, to give out" whence English evacuate Verb Abandon Hàgwṛmæch Possibly formed from hàgwṛ + mæch Adjective Cowardice Hahṃz Adjective Talented Hahṃzos Formed from hahṃz + -os Noun Talent Hàs Developed into PIE *h₁es- "to be" whence English essence Verb To belong Haz Possibly developed into PIE *bʰed- "to improve, to make better" Adjective Better Hṇrharz Formed from hṇ + rharz Verb Wrap Hṇrhṇ Formed from hṇ + rhṇ Verb Understand Hṇzahæs Formed from hṇ + zah + -æs Noun Behavior Hoærh Possibly developed into PIE *h₂eǵ- "to drive" whence English activate Verb Activate Hṛ Developed into PIE *h₃er- "to move, to stir" Verb Move Huch Noun Future Hűch Verb Cleanse Hűchæs Formed from hűch + -æs Noun Sanitation Hnom Developed into PIE *h₁nómn̥ "name" Verb Name Kahæs Developed into PIE *ḱeh₁s- "to teach, to indicate" Verb Command Kḷ Developed into PIE *ḱel- "to cover" whence English occult Verb Hide Kṇch Verb Doubt Komhaæzrhú Possibly formed from kom + haæz + rhú Noun Council Kűz Noun Mud Kway Developed into PIE *kʷey- "to avenge" whence English penalty Verb Avenge Kwayæs Formed from kway + -æs Noun Revenge Læs Developed into PIE *leys- "to shrink, to grow thin, to be gentle" whence English less Adjective Weak Làygw Developed into PIE *leykʷ- "to leave" whence English derelict Verb Leave Lṇz Developed into PIE *lendʰ- "land, heath" Noun Land Lochus Developed into PIE *lókus "pond, pool" Noun Lake Lolh Possibly developed into PIE *lewbʰ "to desire, to covet, to want" whence English love Verb Desire Lolhæs Formed from lolh + -æs Noun Desire Machtér Developed into PIE *méh₂tēr "mother" Noun Mother Marhachs Developed into PIE *méǵh₂s "big, great" whence English much Adjective Great Marhachsos Formed from marhachs + -os Noun Greatness Marhràch Likely formed from marh + ràch; marh developed into PIE *megʰ- "to be able" whence English mighty Adjective Able Mér Developed into PIE *meh₁- "to measure" Verb Quantify Mérmṇ Formed from mér + -mṇ Noun Quantity Mḷ Developed into PIE *mey- "to strengthen" whence English more Adjective Strong Mḷos Formed from mḷ + -os Noun Strength Mṇ Developed into PIE *men- "to think" whence English mind Verb Think Mṇmṇ Formed from mṇ + -mṇ Noun Thought Mṇrh Developed into PIE *mengʰ- "many, sufficient" Noun Plenty Mṇrhṇgwardach Formed from mṇrh + rhṇ + gwar + -dach Noun Polymath Mṇsṛ Possibly formed from mṇ + sṛ Noun Correlation Mṇzlom Possibly formed from mṇ + zlom Noun Sense, reason Mṛ Developed into PIE *mer- "sea" whence English mermaid Noun Sea Mṛvṃ Noun Image (possibly) Nàg Developed into PIE *neḱ- "to perish, to disappear" whence English necropolis Noun Death Ṇgwar Formed from ṇ + gwar Verb Undo Ṇṛch Formed from ṇ + ṛch Verb Unlock Ṇṛchdrṃ Formed from ṇ + ṛch + -drṃ Noun Key, unlocker Ṇsæs Developed into PIE *h₁ensi- "large knife" Noun Sword Ṇwahæ Formed from ṇ + wahæ Adjective Untrue Ôrhr Possibly developed into PIE *yóh₁r̥ "year" Noun Day Paus Adjective Free, unconstrained Pausos Formed from paus + -os Noun Freedom Ṛch Verb Lock Réyzd Developed into PIE *h₂rey-dʰ(h₁)- "to put in order" whence English arithmetic Verb Calculate Réyzdér Formed from réyzd + -ér Verb Calculator Rhàb Developed into PIE *h₃ep- "to work, to toil, to make" whence English opus Verb Work Rhàbér Formed from rhàb + -ér Noun Worker Rhàbmṇ Formed from rhàb + -mṇ Noun Labor Rhagw Developed into PIE *h₃ekʷ- "to see, eye" Verb See Rharz Developed into PIE *gʰerdʰ- "to enclose, to encircle" whence English gird Verb Enclose Rhawrh Adjective Cold Rhlab Possibly developed into PIE *klep- "to steal" whence English kleptomania Verb Steal Rhlabmṇ Formed from rhlab + -mṇ Noun Theft Rhḷb Verb Imagine Rhḷbæs Formed from rhḷb + -æs Noun Imagination Rhḷbmṛvṃ Formed from rhḷb + mṛvṃ Noun Design Rhṇ Possibly developed into PIE *ǵneh₃- "to recognize, to know" Verb Know Rhṇæs Formed from rhṇ + -æs Noun Fact (reality) Rhṇgwar Formed from rhṇ + gwar Verb Craft Rhṇhér Formed from rhṇh + ér; rhṇh eveloped into PIE *ǵenh₁- "to produce, to beget, to give birth" whence English progenitor Noun Father Rhob Developed into PIE *h₁ep- "to grab, to snatch, to get" whence English option Verb Choose Rhoz Developed into PIE *gʰedʰ- "to join, to unite" whence English gather Verb Compile Rhwegash Verb Coddle Sakw Possibly developed into PIE *sekʷ- "to follow" whence English sequence Verb Put into effect Sarh Developed into PIE *seǵʰ- "to overpower" Noun Control Sawrh Developed into PIE *sewh₁- "to give birth" whence English son Verb Birth Schar Developed into PIE *(s)ker- "to cut off, to sever" whence English carnage Verb Cut Seyl Developed into PIE *seyl- "still, quiet" Adjective Silent Seylos Formed from seyl + -os Noun Silence Shoàz Developed into PIE *wed- "water" Noun Water Shoṛrh Developed into PIE *swergʰ- "to be ill" whence English sorrow Verb Suffer Shoṛrhæs Formed from shoṛrh + -æs Noun Pain Shuæsholh Verb Despair Shuæsholhæs Formed from shuæsholh + -æs Noun Despair Shuàgw Developed into PIE *wekʷ- "to speak, to sound out" Noun Voice Verb Speak Shuàr Developed into PIE *wer- "to burn" Verb Burn Shuàrh Developed into PIE *weǵ- "to be lively, to be awake" Verb Wake Shul Noun Warmth Sízwṛ Noun Goal Smṛ Developed into PIE *(s)mer- "to remember" Verb Remember Smṛmṇ Formed from smṛ + -mṇ Noun Memory Sorhwḷ Developed into PIE *sóh₂wl̥ "sun" Noun Sun Spak Developed into PIE *speḱ- "to see, to look, to observe" whence English spectate Verb Watch Srṛ Verb Suffice Srṛæs Formed from srṛ + -æs Noun Sufficiency Srṛæsnos Formed from srṛ + -æs + -nos Adjective Enough Stḷ Developed into PIE *stel- "to put, to place, to locate" Verb Place Stḷmn Formed from stḷ + -mn Noun Site Tṛrhw Developed into PIE *terh₃w- (meaning unsure but ancestor to German drohen "to threaten") Verb Threaten Ubospak Formed from ubo + spak Verb Suspect Ubospaknos Formed from ubo + spak +-nos Adjective Suspicious Vlôz Possibly related to the English blood, bleed Verb Lose (uncertain) Vras Possibly developed into PIE *bʰel- "shiny, white" whence English blaze Noun Flare Vrérh Developed into PIE *bʰleyǵ- "to shine" whence English blink Verb Shine Vṛrh Developed into PIE *bʰergʰ- "to safeguard, to protect, to preserve" whence English harbor Verb Save Vrurhærh Developed into PIE *bʰruHg- "to make use of, to have enjoyment of" whence English frugal Verb Use Wahæ Developed into PIE *weh₁- "true" whence English verify Adjective True Wahædach Formed from wahæ + -dach Adjective Truth Wàrhd Developed into PIE *weh₂t- "excited, inspired, possessed, raging" Adjective Mad (not in control of mental faculties) Wḷrh Developed into PIE *welh₃- "to hit, to strike" Verb Hurt, injure Wḷrhmṇ Formed from wḷrh + -mṇ Noun Wound Wṇhæ Developed into PIE *wenh₁- "to love" whence English winsome Noun Love Wṛgwachæt Formed from wṛ + gwachæt Verb Reassign Wṛmṛvṃ Formed from wṛ + mṛvṃ Noun Pattern Zah Developed into PIE *dʰeh₁- "to do" Verb Act (do something) Zahæs Formed from zah + -æs Noun Action Zàrh Possibly developed into PIE *deh₃- "to give" whence English mandatory Verb Allow Zàw Developed into PIE *dʰew- "to run, to flow" Verb Run Zayg Developed into PIE *deyḱ- "to point out, to show" whence English indicate Verb Show Zblæs Probably derived from a verb zbḷ, possibly related to the word "double" and meaning "to copy" Noun Message Zdô Possibly developed into PIE *steh₂- "to stand" Verb Go (or possibly be) Zérhú Seems to have the -rhú group suffix, and thus may be referring to the Nornir Noun Fate Zḷv Developed into PIE *dʰelbʰ- "to dig, to excavate" whence English delve Verb Shovel Zḷvdrṃ Formed from zḷv + -drṃ Noun Shovel Zṃ Developed into PIE *dem- "to build" whence English domicile Verb Build Zmæs Formed from zṃ + -æs Noun Construction Zṃch Probably related in some way to zṃ Verb Create Zṃchmṇ Formed from zṃch + -mṇ Noun Creature, animal Zozayg Formed from zo + zayg Verb Present Zràw Developed into PIE *srew- "to flow, to stream" Verb Flow Zrerh Possibly developed into PIE *dreh₂- "to run" Verb Become Zrhogwus Possibly formed from zrho + gwus Noun War Zrhwachày Possibly formed from zrho + wachày Noun Destruction Zway Developed into PIE *dwey- "to fear" Noun Fear Zwúrh Noun Shroud Zyaw Developed into PIE *dyew- "sky, heaven" whence English divinity Noun Sky Sound Changes Z becomes d B becomes p Rh becomes a laryngeal (h sound) or sometimes g Sh becomes w Ch becomes a laryngeal or sometimes ḱ H becomes a laryngeal (usually the first laryngeal) Gw becomes kʷ Æ disappears Syllabic consonants often become regular consonants with vowels attached Proto-Indo-European roots aren't dependent on which vowel they have, just the consonants around the vowel, so all vowels just kind of become e More Isu Studies You can find more articles on the Isu language linked here: Understanding the Isu Language: The Basics comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Eden is a codebreaker who joined The Ones Who Came Before during the Assassin's Creed Shadows promotional campaign, helping the team to decipher numerous codes and puzzles used for marketing. She is also a high school Maths tutor, and has previously published a few short TTRPG's with more projects in the works. She first started playing Assassin's Creed in 2010, and is especially interested in the glyphs and puzzles, and platforms such as Assassin's Creed Initiates that expand the lore in creative ways. Edenoi

  • Exclusive Interview with Roger Craig Smith Released | TheOnesWhoCameBefore

    Exclusive Interview with Roger Craig Smith Released Interview Share 2 Mar 2025 Written By: Edited By: Gustav Poulsen (Gargudon) Colum Blackett Back To Database Gargudon from the TOWCB team, recently had the opportunity to sit down with a true icon and legend in the world of Assassin’s Creed. The voice of Ezio Auditore himself, and one of the most renowned voice actors out there, Mr. Roger Craig Smith, for a chat about everything from the role and character of Ezio, the art of voice acting, the AC community and more. A big thanks once again to Roger for being awesome, flexible and taking the time to do it; glad we could finally make it happen and put it out for the community to listen to! https://www.youtube.com/watch?v=5qjMRKFHaWo comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Gustav / Gargudon is an active community member, who started out in podcast hosting in 2016 - hosting the discussion based show “The Memory Corridor” - but today mostly specialises in video creation, interviews and composing. He joined The Ones Who Came Before in 2019 for a merger, publishing new episodes - and reviving the show following nearly a year of inactivity - on our platforms, until phased out in 2023. Today, among other things he is known in the community for the Sounds Of History project - an original Assassin’s Creed inspired instrumental music project, featuring five tracks inspired by as many different games - other original fan themes plus covers of iconic AC tracks, as well as video interviews with a number of high profile names in the world of AC, from Roger Craig Smith, Jesper Kyd and more. Fun fact, among his growing colourful tattoo collection, Gustav is the only member of our team to have the TOWCB logo inked. Gustav Poulsen (Gargudon)

  • Deciphering the Secrets of the Assassin’s Creed: Shadows Marketing Campaign | TheOnesWhoCameBefore

    Deciphering the Secrets of the Assassin’s Creed: Shadows Marketing Campaign Breakdown Share 14 May 2024 Written By: Edited By: ActualSpider-Man Edenoi Back To Database The Assassin's Creed Red marketing campaign has finally begun, teasing the release of the Official Cinematic World Premiere Trailer , which will launch 15th May 2024. Eagle-eyed fans were quick to spot a series of numbers hidden within promotional images, and the hourglass in Osaka promo video. Here are the findings by TOWCB Team members ActualSpider-Man and Edenoi . Code 1: A pattern and key found on the Ubisoft website 1 2 3 4 5 6 7 8 9 1 カ セ ゾ ノ ョ ソ ィ ゴ ケ 2 ム 。 ギ マ ブ ジ リ 〜 ゥ 3 ン ヅ タ ユ レ ア ビ ョ コ 4 ヌ ロ オ ヂ ヒ ォ イ ニ ホ 5 ル ・ ツ ウ ー ラ デ ッ ハ 6 ネ サ ミ ボ ワ エ メ テ ド 7 ス ゲ ガ フ ゼ ェ バ ヤ ュ 8 チ 、 ベ モ ザ ナ ト ※ シ 9 ズ ァ ク ダ ヲ キ ャ へ グ Numbered pairs are deciphered columns 1st, rows 2nd to find the correct katakana: 62 11 13 95 43 45 27 13 ジ カ ン ハ ユ ウ ゲ ン Ji Ka N Ha Yu U Ge N 時間 は 有限 Time is limited 11 91 65 95 16 85 78 56 55 39 84 18 72 77 76 65 53. カ ケ ラ ハ ネ ッ ト ワ ー ク ニ チ リ バ メ ラ レ Ka Ke La Ha Ne T To Wa - Ku Ni Chi Ri Ba Me La Re 欠片 は ネットワーク に 散りばめ られ Fragments are scattered throughout the network. 17 68 96 91 74 95 94 45 98 97 45 41 11 32 78 68 15. ス ナ ド ケ イ ハ ホ ウ シ ュ ウ ノ カ ギ ト ナ ル Su Na Do Ke I Ha Ho U Shi Y U No Ka Gi To Na Ru 砂時計 は 報酬 の 鍵 と なる The hourglass is the key to the reward. 74 61 99 37 83 74. イ ソ グ ガ ョ イ I So Gu Ga Yo I 急ぐ が 良い It's better to hurry. 1SS1SS9NS3R55D.COM/ ????????? = ASSASSINSCREED.COM/HOURGLASS This leads to a website where you can enter a code to get some sort of in-game item! We won't say what the code is for now, but the clues are available... Code 2: Numbers hidden in Assassin's Creed Social Media Banners 74 18 78 84 95 47 33 35 75 54 78 35 イ チ ト ニ ハ フ タ ツ デ ヒ ト ツ I Chi To Ni Ha Fu Ta Tsu De Hi To Tsu 1 と 2 は 2つ で 1つ One and two are two in one. 26 13 59 98 15 84 95 78 69 59 42 86 サ ン ヲ シ ル ニ ハ ト キ ヲ マ テ Sa N Wo Shi Ru Ni Ha To Ki Wo Ma Te 3 を 知る に は 時 を 待て Wait until you know 3. Code 3: Binary hidden in a promotional image emailed out to fans 33 11 33 11 11 21 11 21 33 11 33 11 33 11 11 21 33 11 33 11 11 21 11 21 33 11 11 21 33 11 11 21 33 11 33 11 11 21 11 21 33 11 11 21 11 21 11 21 33 11 33 11 11 21 11 21 11 21 33 11 33 11 11 21 33 11 | タ カ | Ta Ka | 鷹 | Hawk = 0 11 21 | カ セ | Ka Se | 風 | Wind = 1 Converting the binary pairs into ASCII: 00110001 = 1 00110101 = 5 00110111 = 7 00111001 = 9 [1579, the year Yasuke arrived in Japan! Kudos to @edenoi_ / u/BPotatoes for deciphering all this themselves, and giving us all the breakdown! Code 4: Engraved on the Hourglass There was also one more minor puzzle seen solved by u/Ajxtt on Assassin’s Creed News: Code 5: Second Hourglass Message The Assassin's Creed Twitter followed that last video up with another, containing a separate code: Code 6: Assassin's Creed Twitter Bio 66 85 39 17 62 39 75 98 15 98 59 36 35 91 エ ッ ク ス ジ ク デ シ ヲ ミ ツ ケ E K Ku Su Ji Ku De Shi Wo Mi Tsu Ke X 軸でし を 見つけ Find on the X-axis. 56 74 62 39 75 48 39 86 69 59 98 15 75 63 24 45 ワ イ ジ ク デ モ ク テ キ ヲ シ ル デ ア ロ ウ Wa I Ji Ku De Mo Ku Te Ki Wo Shi Ru De A Ro U Y 軸 で 目的 を 知る で あろう You will know the purpose on the Y-axis. Code 7: New Twitter Banner 38 38 38 38 37 35 34 33 30 30 30 30 29 28 27 26 25 23 17 18 13 10 9 9 8 8 10 11 11 13 13 13 15 17 19 19 21 24 24 23 22 21 20 20 19 18 18 18 17 15 13 13 13 11 9 7 6 4 3 2 1 1 1 1 2 2 2 3 4 6 7 9 10 12 12 11 10 11 11 12 12 11 13 15 16 22 26 28 30 31 31 31 31 30 29 30 34 37 38 19 18 17 15 15 15 15 14 13 12 11 10 8 4 2 2 2 1 2 3 3 3 4 6 8 9 10 11 14 16 19 21 22 21 23 25 26 30 32 33 35 34 31 30 29 28 26 25 21 22 21 19 16 15 14 13 13 14 14 14 15 16 17 18 22 24 23 27 28 29 31 31 31 32 33 33 33 34 36 37 38 39 39 39 39 38 38 37 36 34 33 30 27 25 23 21 21 22 21 These numbers don't fit the usual cipher, but interestingly, there are 99 numbers in each block. If you pair them together as coordinates, you get this: (38,19) (38,18) (38,17) (38,15) (37,15) (35,15) (34,15) (33,14) (30,13) (30,12) (30,11) (30,10) (29,8) (28,4) (27,2) (26,2) (25,2) (23,1) (17,2) (18,3) (13,3) (10,3) (9,4) (9,6) (8,8) (8,9) (10,10) (11,11) (11,14) (13,16) (13,19) (13,21) (15,22) (17,21) (19,23) (19,25) (21,26) (24,30) (24,32) (23,33) (22,35) (21,34) (20,31) (20,30) (19,29) (18,28) (18,26) (18,25) (17,21) (15,22) (13,21) (13,19) (13,16) (11,15) (9,14) (7,13) (6,13) (4,14) (3,14) (2,14) (1,15) (1,16) (1,17) (1,18) (2,22) (2,24) (2,23) (3,27) (4,28) (6,29) (7,31) (9,31) (10,31) (12,32) (12,33) (11,33) (10,33) (11,34) (11,36) (12,37) (12,38) (11,39) (13,39) (15,39) (16,39) (22,38) (26,38) (28,37) (30,36) (31,34) (31,33) (31,30) (31,27) (30,25) (29,23) (30,21) (34,21) (37,22) (38,21) Now if we graph those points: Okay, it definitely looks like something. In fact, it looks like a map! Now, the first hourglass video depicts the Shinsekai neighborhood in Osaka, and the second hourglass video depicts Todai-ji temple in Nara: Osaka and Nara are both in the Kansai region of Japan. Let's take a look at a map of Kansai: That sure looks a lot like our graph up there! Could this be where Shadows is set? Code 8: Facebook Banner 17 68 96 91 74 95 34 36 35 59 11 39 21 96 48 ス ナ ド ケ イ ハ オ ミ ツ ヲ カ ク セ ド モ Su Na Do Ke I Ha O Mi Tsu Wo Ka Ku Se Do Mo 砂時計 は お密 を 隠せ ども Hourglass, hide your secrets. 93 13 62 35 95 61 41 96 49 74 84 63 72 コ ン ジ ツ ハ ソ ノ ド ダ イ ニ ア リ Ko N Ji Tsu Ha So No Do Da I Ni A Ri 今日 は その 土台 に あり Today we are at that foundation. Possibly this is a reference to the messages written on the bases of the hourglasses? Did we miss anything? Let us know in the comments! comments debug Comments (1) Write a comment Write a comment Sort by: Newest Guest May 14, 2024 There's a new code in the Bio of the AC twitter... Dunno if that's of any use Like Reply About the Author Author of the all-encompassing timeline, Codex Temporis, and the Isu-to-English dictionary, Codex Transferendum, Your Friendly Neighborhood Mentor is here to help unweave the confusing web of AC! ActualSpider-Man

  • Answers Lost in Time: A Review of Assassin’s Creed Escape Room Puzzle Book | TheOnesWhoCameBefore

    Answers Lost in Time: A Review of Assassin’s Creed Escape Room Puzzle Book Review Share 17 Feb 2023 Written By: Edited By: Michael Smith Ashlea Blackett Back To Database Banner Art by TOWCB Artist Thea Marie Rivedal (@ Moonchildgecko ) This article contains amazon affliliate links which help to financially support TOWCB #AD Glyph Puzzle from Assassin's Creed II (image by ActualSpider-Man) Stealth, combat, parkour, and puzzles have all been staples of Assassin’s Creed since the first game, but more so since AC II. Clay Kaczmerek was the first puzzle master that we unknowingly followed as we solved his clues to find “The Truth” of the Isu and the core of the Assassin’s Creed story. Solving the various glyphs that were sprinkled around Italy brought a logical aspect to the games that players hadn’t experienced in the first instalment. With each release after AC II, puzzles of some sort have been included to reward the player with additional stories or physical rewards (in-game) that we could use with our character. Author James Hamer-Morton Influenced and crafted by the mind of Escape Room artist James Hamer-Morton, comes a new experience for puzzle enthusiasts and fans of Assassin’s Creed titl es ' Assassin’s Creed Escape Room Puzzle Book .' A new adventure that traverses previous locales of the games as the reader follows an original character Joey through the ages, solving puzzles to stop an impending vision of the future, where a mysterious new villain uses an Isu Artifact to control the masses. Through the use of various puzzle types, readers of this book will pull at the threads of the interwoven story and have an experience similar to that of an escape room themed within the AC Universe. The escape room company that James co-founded “James Hamer-Morton is one of the masterminds behind UK boutique escape room chain 'Deadlocked' - the pioneering powerhouse behind hit episodic online escape rooms 'The Insiders' and 'The Cyphstress'. He was created in a lab specifically for the world of immersive experiences - whilst cutting his teeth starring in art house films and moonlighting as games level designers, he soon turned their hand to the world of 'alternative reality games' -devoting his life to transporting their audiences into the centre of their own artisan adventures. From this he came up with the 'Escape Room Puzzles' series, of which there are now four books.” (Quote provided by the author) The third Escape Room book by James Hamer-Morton I learned during a chat with James that he was approached by Ubisoft as they wanted a similar book for the Assassin’s Creed series to that of his previous works; something he was very excited to do being a fan of the series himself. Having a chance to write an original story for Assassin’s Creed and injecting the pages with puzzles, guiding the reader from one era to the next via the use of the Animus, is a dream for any author and fan of the series. The print error from the end of Chapter 3 While I will be breaking down the contents of the book fro m the story to the dificulty of puzzles, I must start this review with a note for anyone that is planning on picking up this unique entry to the transmedia line; the book has a handful of editing errors that resulted in a broken progression half way through the book. At the end of the third chapter, the Assassin that Joey is controlling within the Animus is provided incorrect information by the target of the confession room. This incorrect information, which is a puzzle itself, provides a list of numbers that are clues to the letter placement of the various identifiers of the target “My name 4, my location - 3,...” This will lead readers to a collection of letters that do not solve the puzzle, in turn stopping them from progressing without looking at the answer section of the book, or turning the page and disregarding the error. The answer section is the correct answer to the puzzle but due to a change of Editors and the publishing of a draft that James had provided to show what he would do, before making the actual puzzle (which changed the order and numbers used in confession), the book in the English version was printed with this broken experience. The correct solution from Chapter 3 James shared his annoyance with this issue as, before I reached out to him about it, prior to our chat he was not aware that his latest work was released with such an error. He shared his process of how he will write the story of each chapter and decide the puzzles he wants to use before sending them to the puzzle checkers and editor to make sure that they will work in all translations. For example, if the phrase “Leaving something up to chance” is said for a puzzle that uses directions such as up, down, left , and right, you can’t use that clue as in another language the key word “up” would not translate in the context that he was using. This is why puzzles that use names or deliberate translations are used. So when he was sent the copy for the test read, it was the correct version, but unfortunately the printing did not follow that same copy and was released incorrectly. He also informed me that he did not write the Answer section of the book, but thankfully the answers are correct so the reader can progress with its assistance. So knowing this, please keep in mind that the current English publication has this error, but can be solved via the Answer section or by just continuing to read the story. The story is a great read and worth purchasing the book for this alone. It fits well within the confines of the series’ lore without damaging anything. Both the author and myself consider it canon, but there isn’t a hard yes to the question of if it actually is. When asked about it by another fan, Aymar Azaïzia (Transmedia and Business Development Director for Assassin’s Creed) stated in his response, "It’s a puzzle book! It’s full of riddles inspired by our lore and characters. It’s definitely not bi[n]ding and would not affect our games with crazy twist that would jeopardize the universe" ( Source ) Readers complete puzzles as they work through the story The story follows a new character Joey (an easter egg to fans of the game Tunneling Through Time , another Deadlocked creation), a museum security guard that notices an artifact having moved when watching the CCTV feed. What is really cool about Joey is that the author deliberately did not gender the character so that the reader could give their own choice to the protagonist much like how you can choose your gender in some of the most recent titles in Assassin’s Creed. This leads to the book’s first puzzle (a letter organization puzzle based on the sides of dice) and the introduction of the Isu Artifact (a double bladed dagger ) which the adventure is shaped around. In this prologue, and the following first chapter, Joey meets the Assassin’s Brotherhood and begins to learn about the opposing Templar Order and the use of the Animus. From here, each chapter takes place in both the modern (day for story progression) and a genetic memory for the bulk of the puzzles, as well as exploring the mystery of the artifact that Joey found. The Animus revisits Ancient Greece, Egypt, Viking London, Damascus, and Venice, with cameos of main characters such as Bayek and Altair, but also supporting characters like Leonardo Di Vinci and fan favorite Markos from Kefalonia. With this and the addition of a new Isu who influences Joey and acts as a sort of AC III Juno (another Isu) with each page turn. Each memory fits within the timeline of their respective game which provides the story the possibility of being canon. However in certain chapters such as Chapter 4 where the Animus Avatar and Masyaf Assassin, Faisal watches Al Mualim give his speech to the attacking Templar forces as his three Assassins take their Leap of Faith from the fortress above (the opening scenes of the original Assassin’s Creed), to then read that Faisal is assisted by a horse riding Altair is a bit confusing as the time frame of making said jump and getting to the gates seems possible but out of place. However the speech Al Mualim is giving is cut directly from the game; another point towards the book being canon in my opinion. The first puzzle of the book The puzzles progress in difficulty and as the story moves forward and each will provide solutions for other puzzles in the chapter. So while in the first chapter, the reader will find a solution to every puzzle when they complete it, later chapters won’t give clues for a puzzle right away, but the solution to a later one will provide what is needed to complete said challenge. This is clearly explained in the “How to Use This Book” section in the opening pages. The reader is directed to read the story up until a labeled stopping point and then review the content of the story up until that point to gather what is needed to solve the forthcoming pu zzles. However, the story does not have false answers, or dead ends like similar books of this type that would make the reader restart an area in the chapter. This is something that I shared with James, about being a cool idea to improve on replayability. We also discussed how some of his earlier books had suggested time frames for puzzles, but that was not something the publisher wanted going forward. Additionally, some of the puzzles can be answered just by knowing the history of the games and which genetic memory follows the current one depicted in the chapter the reader is on. Puzzle 1 Difficult Hint If the reader still has issues figuring out a solution, the answer section is broken up into 4 levels of hints and solutions. Difficult Hints for inspiration on how to approach the puzzle. Puzzle 1 Medium Hint M edium hints prov ide pointers for those that are stuck. Puzzle 1 Easy Hint Ea sy hints provid e help to those that are truly lost, and the final section contains the actual answer to the puzzle. I myself had to reference all of them at some point for individual puzzles either due to being stuck, just wanting to see what the hints would be for a puzzle, or due to the unfortunate misprints in the text. So every level of puzzle lover should get a fun experience from the book and the challenges it presents. One of the various cut-out sections of the book Discussing the physical book itself, I mentioned the fact that while only a $15 USD book, being informed that certain pages would require you to cut out sections to make things like a cipher disk or sliding items into place to get a phrase, is hard for myself and a lot of other collectors who do not like to damage their items. I had made suggestions on adding additional pages that are left blank on one side or even having sliding pieces like those used in a children’s book would be nice. Understandably though, this would add to the production cost of the book and raise the cover price. James shared that in his other titles, a QR code is provided for all of the pieces that need to be removed for puzzles on a printable document so the reader didn’t need to do this to the book itself. When reading, I used a combination of a document software on my phone, a notebook, and scraps of paper to make what I needed to solve the puzzles without making marks or cuts. It was also mentioned that Jame’s bio or “About the Author” page was not included in this book unlike his previous releases, which is sad as it would be a great insight into who this author is to the series, learning that he is a master at his craft in escape rooms and puzzles. Luckily, the publisher is aware of the various errors I brought to his attention and will hopefully print a revised edition in the future. An addition that I will easily repurchase to have a complete and working copy of this enjoyable experience. I hope we get a sequel to Assassin’s Creed Escape Room Puzzle Book as I loved this entry to the series and, now knowing the level of care the author puts into his work, makes me want more. In addition, compared to the VR Escape Rooms that Ubisoft has released in the past, this is something that requires no physical and expensive hardware which means anyone and everyone can pick up a copy and “play” this title at their own pace no matter where they are. For fans of the series and those that enjoy the escape room experience, this is worth picking up and spending an afternoon with. Currently the book has only been published in English (from what I can find) and is available from various bookstores at an MSRP of £14.99/$16.95. Amazon US: Amazon UK: comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Mike Smith is a collector of all things Assassin's Creed and a major supporter of transmedia who joined TOWCB as a writer from 2021 - 2024 With nearly a full library of Assassin's Creed media, his work explored the universe in order of Genetic Memory. Notably, his Assassin's Creed Timeline became an essential tool for fans of the franchise looking to complete their collection and consume AC media in a particular order. Michael Smith

  • The Case For More Assassin's Creed Remakes | TheOnesWhoCameBefore

    The Case For More Assassin's Creed Remakes Breakdown Share 30 Apr 2026 Written By: Edited By: Hayden Bird Gargudon Back To Database The very first remake in the Assassin’s Creed series is officially on the way, in the form of the recently announced and highly anticipated Black Flag - Resynced . This is a huge step for the developers at Ubisoft, who have never attempted to remake one of their games to this extent before. It is a series of firsts for them, and a lot is riding on the reception to this upcoming reiteration of one of the company’s most iconic and household games ever. The game will set sail on Thursday July 9th later this year, and Ubisoft will certainly be watching the feedback of the game closely, to decide whether or not they find it financially worthy, to give other instalments in the series a similar treatment. The game is currently dominating worldwide digital pre-order charts, with the Deluxe and Standard Edition both topping the list. The odds are in Ubisoft’s favor for this remake to be a success, and for fans, the reality of getting to see other classic games in the series receive the remake treatment, means Black Flag - Resynced really has to click with audiences, both faithful fans and gamers in general. Assassin's Creed Black Flag - Resynced Official Cover Art Many would expect the very first Assassin’s Creed game to be the next to receive a remake, as it is understandably quite dated and in need of modernisation, many fans also having spoken up about and advocated for it for years now. Another solid option would be to remake Assassin’s Creed II , and or the other two games in the beloved Ezio trilogy. Ubisoft could even go as far as sticking to the formula they have created with Black Flag - Resynced , and choose 2014’s Assassin’s Creed Rogue as the next target, as the game was identical to Black Flag in many ways, reusing the naval system at the core of the game. Ubisoft can go a lot of ways with the remakes. If Black Flag - Resynced is a success, we can certainly expect remakes to be a large part of the future of the Assassin’s Creed franchise, right alongside the mainline entries. Ubisoft having a dual project design that prioritises remaking and bringing new life to the older, classic games to fit modern standards, along with the excellent new mainline games released. can be a powerful combination for a series still with so much life, despite nearing its 20th anniversary next year. Ubisoft, of course, won’t have to remake games forever, as once the classic games from years ago all receive the remake treatment, the newer games obviously are not in need of such attention. Ubisoft can spend several years completing a full set of remakes of their older games to complement the standard mainline entries. Years into the future, Ubisoft may even find a reason to remake some of the more modern games, like 2014’s Assassin’s Creed Unity and 2015’s Syndicate , depending on how advanced tech becomes when all the older games receive the remake treatment. We are clearly many years away from all the older games needing a remake being complete, so technology by the time that is done could potentially be so advanced that games that wouldn’t really require a remake today, may be in need of one further down the road. This of course is hypothetical thinking, as there is no way to tell if technology in gaming can advance that far some years down the road, but it's certainly a possibility. Ubisoft may take an unconventional path on their remakes as well by possibly even not following the fan-expected remake timeline and choose to remake the games in an unusual order. For example, Assassin’s Creed IV Black Flag is the 6th game in the series, and it is the first to receive a remake. Many would initially imagine Ubisoft would start where it all began, with the original 2007 classic. But they chose to start towards the middle of the series. It is highly possible that Ubisoft could continue this trend when developing remakes by going out of order in the series rather than in release date order. Many fans have made a case for 2012’s Assassin’s Creed III to get a remake next, and that also could make sense and Ubisoft could continue to remake games from that same release period before trying the first game. We should not be surprised if Ubisoft continues their remakes out of order, rather than one at a time from first release to latest. The fact that their first remake is a game deeper into the series, certainly makes their plans unpredictable. Ubisoft may also have chosen to start their remakes with Black Flag , due to their inexperience with remaking games and wanting to start with an already popular entry, that is slightly more modernised than the 2007 debut game. It could pay off for them to do what they are doing and start with a game that's already considered by many to be the best in the entire series. Ubisoft is likely testing the water here, and seeing if remaking a game so many already love leads to success, which then gives them clarity on where to go next with their remakes. All of this could very well be a brilliant strategy for Ubisoft, to start with a game so well known and a bit more modern before committing to remakes, fully and starting from the beginning. They are likely seeing the fan feedback, and if their plans of remakes are worth it in the end. Ubisoft is starting off their first remake with an excellent game to draw from, and should this succeed, we should expect reiterations to become a pillar of the Assassin’s Creed franchise from here on out. Time will tell if Black Flag - Resynced lives up to its high expectations, and gives Ubisoft the green light on going all in on remakes. The critical and fan reception is likely just as important as the sales, and the game simply has to click with audiences. It has a challenge of appealing to not just its loyal fanbase, but to gamers who either played the original in 2013 and want to bring back some nostalgia, or appeal to gamers who aren’t as familiar with the Assassin’s Creed franchise who find a modernised pirate adventure game with enhanced and stunning graphics and gameplay that is impossible to resist. The dominance it’s having on pre-order charts certainly bodes well, and should things go smoothly leading up to the launch this summer, we could very well see remakes of older instalments become a mainstay, and an integral part of the Assassin’s Creed series. What are your thoughts on the Black Flag - Resynced reveal, and are you excited for the game, maybe even having pre-ordered it already? Let us know! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Hayden is a passionate Freelance Writer based in South Carolina who joined TOWCB's Writing Team in 2020 during the Covid-19 Pandemic, writing articles on all things Assassin's Creed Valhalla. He left the group to focus on studies, joining our Alumni program, but triumphantly returned with fresh ideas in 2024 to pick up where he left off, only this time covering Assassin's Creed Shadows. In 2025, Hayden took on the position of Team Leader for TOWCB's Writing Team, overseeing article releases, assisting with recruitment and providing assistance with internal operations. Hayden Bird

  • Rally the Creed Video Podcast #1: Assassin's Creed Mirage, New Podcast Format & Choices in AC | TheOnesWhoCameBefore

    Rally the Creed Video Podcast #1: Assassin's Creed Mirage, New Podcast Format & Choices in AC Podcast Share 10 Apr 2023 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database The Ones Who Came Before Team are proud to launch the reboot of our original podcast, Rally the Creed! https://www.youtube.com/watch?v=9fm3zWTQznA The original mini-podcast series aired back in 2020 during lockdown, but for the reboot, we have decided to make two major changes. Each episode of Rally the Creed (2023+) will be released in three versions: Video, Audio and Transcript, as to create a more personal experience, and allow for viewers to enjoy the podcast in multiple ways. The second and most important change is host rotation, as we plan on getting different members of TOWCB Team to host each episode. We hope that this new and exciting structure keeps the podcast fresh, and helps it to stand out from other fan projects. The new series will cover a huge range of topics relating to the Assassin's Creed series, and give a voice to community members. For some, the podcast will provide the opportunity to step out of the shadows for the first time, and introduce themselves to the community, whilst for others, it becomes a meeting place for long-time fans of the series to discuss all things Assassin's Creed. In episode #1 , Col and Michael from TOWCB Core Team discuss Assassin's Creed Mirage, the new podcast format and choices in Assassin's Creed. Listen here on Spotify! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Col is one of the UK's leading Assassin's Creed Community members, and is best known for establishing both 'The Ones Who Came Before' fan community and 'Isu_Network' content creation program. As Team Leader for The Ones Who Came Before, Col was officially recognised by Ubisoft, becoming one the UK Assassin's Creed community ambassadors in 2016. He has attended many events after spending a decade in the AC Community, and has worked on countless projects, all of which you can find here on TOWCB website. He is also a former Ubisoft Star Player and member of The Mentors Guild, two recognisable community programs which opened doors and took his status within the AC Community to the next level. Colum Blackett (Col_96)

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