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  • Unboxing TITAN Evo 2022 Assassin's Creed Edition Gaming Chair by Secretlab | TheOnesWhoCameBefore

    Unboxing TITAN Evo 2022 Assassin's Creed Edition Gaming Chair by Secretlab Merchandise Share 22 Jul 2022 Written By: Edited By: Colum Blackett (Col_96) Ashlea Blackett Back To Database We are pleased to reveal our unboxing video of the upcoming TITAN Evo 2022 Assassin's Creed Edition Gaming Chair, kindly sent to The Ones Who Came Before Headquarters by Secretlab! Keep an eye on our social media channels (below) throughout Summer 2022, as we continue our coverage of this stunning Animus-inspired Gaming Chair and the ongoing Assassin's Creed 15th Anniversary celebrations. We here at TOWCB will also soon be collaborating with Secretlab, so stay vigilant Assassins, as all will be revealed very soon. We hope that you enjoy our exclusive first look video! Secretlab Press Release Inspired by the Animus and the characteristic colours of the assassin's robe, the Secretlab TITAN Evo 2022 Assassin's Creed Edition is upholstered in Secretlab Neo Hybrid Leatherette and features a tonal red checkered pattern and futuristic Animus detailing on the side wings. The sigils of the Assassin's Creed series are embroidered on the backrest as a timeless ode to its legacy, designed specially for fans who have followed the series since 2007. Built on the award-winning Secretlab TITAN Evo 2022 series and available in sizes Regular and Xl, fans can enjoy world-class comfort as they revisit their favourite elements of Assassin's Creed or take a deeper dive into the lore of the highly-acclaimed series with the ongoing 15th Anniversary celebrations. Available for Pre-order now Discover the Assassin's Creed Collection at Secretlab.co.uk , releasing September 2022. TITAN Evo 2022 Assassin's Creed Edition Gaming Chair, Secretlab MAGPAD Desk Mat Assassin's Creed Edition. Secretlab MAGNUS Cable Management Bundle Assassin's Creed Edition. 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)

  • Deciphering the Secrets of the Assassin’s Creed Shadows Community Challenge and Mystery Box | TheOnesWhoCameBefore

    Deciphering the Secrets of the Assassin’s Creed Shadows Community Challenge and Mystery Box Breakdown Share 1 Jan 2023 Written By: Edited By: TOWCB Team Colum Blackett Back To Database During the marketing campaign for Assassin's Creed Shadows, we were thrilled to announce that TOWCB / Isu_network Team Leader Colum Blackett (Col_96) was granted the rank of Veteran Master, and received an Assassin's Creed Shadows Mystery Box from Ubisoft! Straight away we gathered our team of codebreakers and set about trying to crack the secrets of the box. TOWCB Codebreakers: Ashlea_97 FrameHoldPhotos Edenoi ActualSpider-Man TheNerdyArcher We were thrilled to see a community challenge so early on in the AC Marketing campaign, and it provided many twists and turns which kept us guessing right until the very end. The Mission Upon receiving the box, Col was invited to a Discord server with other 'Veteran Masters' (content creators and box-owners). THE EXPERIENCE This Discord experience is separated in two parts: A Community quest that starts on June 3rd. You have 24 hours to solve all the community riddles. A Content Creators quest that starts on June 4th. They will be streaming live. As members of the Assassin's Creed community and thus, Apprentices, you are tasked to solve riddles that will give important information and hints for Content Creators and their dedicated quest. Follow their streams tomorrow to discover the end of the story but also solve their riddles together. In this adventure, you will be referred to as Apprentices, whereas Content Creators will be referred to as Veteran Masters. In the server, bots would provide clues and questions in order to progress further into the deeper layers of the challenge. The Box The box measured 17cm across by 23, and featured Japanese text on the box which translates roughly to '' bravery, honor, respect'', signaling positive virtues. 勇名誉礼思義羊ホ戈仁 The box was also secured using a puzzle lock, which took some time to open. Ash had a great deal of fun figuring it out. Master Komatsu Uchihira (Discord bot) provided a poem to help Veteran Masters to open it. The poem refers to the different levels of security on the lock, which all had to be completed in the correct order. Completing one level would unlock another, and so forth. Also provided was a diagram showing the correct order in which to open the combination. Here is our video showing Ash cracking the combination. Inside the Box: A blood-stained note A scroll detailing the quest A Map of Japan Hidden Blade poster Community Riddles Puzzle #1 : Apprentices were invited to the Discord server and encouraged to work together in order to assist Veteran Masters the following day. Master Komatsu Uchihira (Discord bot) provided a riddle which encouraged apprentices to rewatch the CGI trailer Answer: D.O Master Komatsu Uchihira (Discord bot) congratulates the apprentice and suggests that the letters could be initials that stand for something. Next, Apprentices had to mention the letters to characters (Discord bots) in order to gain more information. Answer is SACHI Puzzle #: Puzzle #: After opening the box, Veteran Masters informed Master Komatsu Uchihira (Discord bot) of their success, who congratulated them on opening the box. Next, Veteran Masters would receive their first instructions. It became clear that it was impossible to progress from this stage without the help of 'apprentices', so for those who opened the box early, like us, it was a waiting game. The event kicked off on the 3rd June 2024 when community members were invited to join the 'Assassin's Creed Shadows: The First Mission' Discord server. Puzzle: Origami? Puzzle: Sign language? The blood-stained note. VIDEO OF INK FADING AWAY 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

  • Black Flag: The original RPG Assassin’s Creed | TheOnesWhoCameBefore

    Black Flag: The original RPG Assassin’s Creed Analysis Share 20 Sept 2025 Written By: Edited By: James Davis (TopChef1288) Colum Blackett Back To Database ''Black Flag was both a culmination of the franchise’s past and a blueprint for its future.'' When conversations turn to the “RPG era” of Assassin’s Creed, games like Origins, Odyssey & Valhalla often take center stage in this debate. Their sprawling worlds, layered progression systems, coupled with an emphasis on player freedom; are all seen as a drastic shift from the series “stealth” driven beginnings. Promo image for Assassin's Creed IV Black Flag But if you trace these mechanics back through the franchise’s history. Their roots don't begin in Greece or Egypt, or even England. They begin on the high seas, in the Caribbean with Assassin’s Creed IV: Black Flag. Black Flag introduced systems that would become the cornerstones of the “RPG era” identity. Ship upgrades that mirrored RPG-style progression, resource gathering that demanded grinding. A vast open world that gave the player masses of freedom, that sometimes came at the cost of narrative focus. For many, this blend of mechanics was exhilarating and cemented the game’s reputation as a fan favorite. Yet for me, it has always marked the beginning of a shift that I wasn't fully ready to embrace. In this article, I want to explore how Black Flag laid the foundation for the “RPG era” of Assassin’s Creed. Why those design choices resonated with some players but alienated others; and how my own frustration with Black Flag shaped the way I viewed the series’ evolution. Map Size & the Open World Part of the map in Assassin's Creed IV Black Flag One of the striking features of Black Flag was the sheer scale of its world. In numbers alone, it's the second largest map at a whopping 235 kilometers squared; making it around 167 times larger than the largest pre-Black Flag Assassin's Creed title, Assassin's Creed: Brotherhood. It feels massive in comparison to previous titles in the franchise, not just in map size but also in player freedom. For the first time in the series, players were not confined to a single city or a tightly controlled landscape. Instead they could sail in any direction, uncover any island, even dive into ship wrecks and stumble upon secrets scattered around the Caribbean. This scale was groundbreaking at the time but it also came at a cost. The trade offs that would become more apparent in the “RPG era” Earlier entries like Assassin’s Creed II or Brotherhood used tightly designed cities to create density and focus, but Black Flag stretched its content out across an open ocean. Exploration was a massive thrill at first but long stretches of empty water & repetitive encounters often diluted the pace of the game. The same issue has now defined the debate around the RPG titles, like Valhalla & Odyssey. They are all undeniably vast but the size of their maps often comes at the expense of the narrative, urgency or variety. In this sense, Black Flag can be seen as the prototype for Ubisoft’s later obsession with this huge scale. The series shift towards enormous, open maps didn't start with Origins. It started the moment players first hoisted the sails of the Jackdaw. Combat Promo image for Assassin's Creed IV Black Flag Combat in Black Flag also marked the turning point in the series. Earlier entries, particularly the Ezio trilogy, emphasized counters, timing and the Assassin tools of stealth. By contrast, Black Flag leaned more into the cinematic, action orientated approach. Edward’s dual cutlass & pistols made open conflict more viable than ever before. Naval combat also became a central gameplay focus, pushing combat even further into the grand spectacle. This shift away from stealth first design, mirrors the trajectory of the “RPG era” in the RPG three, stealth remains an option but the systems in place increasingly reward direct confrontation. Through leveling, skill trees and loot driven combat upgrades. What was once a series defined by patience and subtlety, gradually transformed into one where combat is not only encouraged but often required to progress. For players who prefer the Assassin fantasy of striking unseen, this shift can feel like a loss of identity. Black Flag may not have had damage numbers popping up above enemies heads, but it was already moving into the same direction; away from the intimate, surgical strikes of an assassin & towards the broad, action heavy systems that would define and dominate more of the “RPG era” Modern Day Concept art for the Abstergo Facility in Assassin's Creed IV Black Flag If the early games were built on two parallel stories, the historical adventure and the ongoing modern day conflict. Black Flag is that balance which begins to unravel. In previous entries, particularly the Desmond saga, tied the modern day narrative directly into the core of the experience. Players weren’t just reliving history, they were part of something much larger; a contemporary struggle that gave weight to the Animus sequence. In Black Flag however, the modern day storyline was pushed to the background. The player becomes a faceless Abstergo employee wandering around an office building, with most the modern day relegated to scattered notes, email or optional interactions. While some found this approach refreshing or less obtrusive, it signalled again a larger shift in the balance of Assassin’s Creed. The modern day was no longer an essential part of the narrative. The sidelining only deepened in the “RPG era” where modern day narrative often feels fragmented or secondary compared to the sheer scale of the historical sandbox. Just as Black Flag made open world the star of the show, later RPG entries doubled down on the idea that history itself was the primary draw, while overarching Assassin vs Templar conflict faded into the background. For fans who valued the duality of the series, this was a significant turning point in the franchise. Levelling and Stats through Outfits Mayan outfit in AC IV Black Flag. Image source: SVG Progression in Black Flag also hinted at the RPG elements that would later define the series. Whilst the game didn't have formal levelling systems or skill trees, it quietly introduced the idea of character stats being tied to gear. Edward could unlock new outfits that provided tangible bonuses for him. Outfits like the Mayan armor grants a bullet-deflecting effect, the Stealth outfit reduces his detection rate, and the Hunter outfit decreases his detection range by animals. These weren’t just cosmetic, they added a layer of progression that nudged the player towards thinking in terms of builds and stat advantages. In retrospect, Black Flag’s outfits system feels like a prototype. A small test to whether the player would embrace progression through gear. By the time the “RPG era” arrived, that experiment had evolved into the series' core identity; with loot, rarity tiers & detailed stat management becoming central to the players experience. For players who prefer the simplicity of the earlier titles, this shift can feel bloated, but the roots of that design philosophy were already present in Edward’s wardrobe. Ship Upgrades Promo image for The Jackdaw in Assassin's Creed IV Black Flag If there's one system that Black Flag clearly foreshadows in the “RPG era” it has to be the Jackdaw. The ship wasn't just a vehicle, it was a character in itself.one that needed to be upgraded, reinforced and customised in order to take out stronger enemies. Players had to gather resources, invest in improvements and grind for the materials necessary to survive late in the game’s naval battles. This loop at its core is an RPG progression system. The Jackdaw acted as Edward’s “character level” with each upgrade unlocking new possibilities in exploration and combat. Just as later RPG titles would gate certain areas or enemies behind level requirements, Black Flag tied access to tougher ships, legendary encounters and hidden rewards to how much time players had invested in the upgrading of the Jackdaw. For many fans, this system was the highlight of the game, an addictive cycle of risk and reward; that gave this vast open world a sense of purpose. Yet for many others, it introduced a reliance on grinding that would become a major criticism for the RPG titles. What felt fresh in Black Flag became a formula in Origins, Valhalla & Odyssey; progression tied less to narrative achievements and more to how much you were willing to repeat tasks in order to grow stronger. Conclusion Promo image for Assassin's Creed IV Black Flag via Ubisoft Looking back, it's clear that Black Flag was more than a pirate game, it was the testing ground for the mechanics that would become the defining elements of the “RPG era” of the franchise. Its vastly expansive open world, action orientated combat, gear based progression & ship upgrades. They all foreshadowed the design model of the RPG games. At the time, these changes felt thrilling to most; offering unprecedented freedom and depth. Yet the same elements that drew players in also introduced the very frustrations that players voice now about the new era of Assassin’s Creed. Sprawling maps that sometimes feel empty, combat that is prioritised over stealth. And never ending progression loops that encourage over story. In this sense Black Flag was both a culmination of the franchise’s past and a blueprint for its future. Whether you love or dislike the RPG titles, it's impossible to ignore the legacy of Edward’s Caribbean adventure. Black Flag wasn't just a high seas odyssey, it was the prototype that quietly reshaped Assassin’s Creed before our very eyes; charting a course that would follow for years to come. Clip from Rally the Creed Live #2 , which explores the topic further comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author James is a video creator based in the UK who joined TOWCB's Video Content Creation Team in June 2025. James was brought onboard to help TOWCB with news coverage on TikTok, and creating a consistent Twitch streaming schedule. He is a big fan of the Assassin's Creed series who will be helping TOWCB grow in late 2025, with a particular focus on TikTok, Youtube and Instagram. By joining the partnership program, we aim to provide James with opportunities to grow and further his relationship with the AC Community and Ubisoft. James Davis (TopChef1288)

  • Assassin’s Creed Mirage: Valley of Memory DLC Release Date, Setting, and Story Details | TheOnesWhoCameBefore

    Assassin’s Creed Mirage: Valley of Memory DLC Release Date, Setting, and Story Details News Share 7 Oct 2025 Written By: Edited By: Zephryss Colum Blackett Back To Database Ubisoft has finally revealed the much-awaited Assassin's Creed Mirage DLC, titled Valley of Memory, set in the AlUla region of Saudi Arabia, on the eve of the game's 2nd anniversary. This new DLC will be released on November 18, 2025, and it will be completely free for everyone. Here’s everything you need to know about it. This Assassin’s Creed Mirage DLC is a major chapter in Basim’s coming-of-age story. The new story arc is called Valley of Memory, where Basim explores a new setting in search of answers about his past, particularly about his father. It’s a meaningful chapter that unfolds just before the final events of Mirage. The storyline takes place in the Valley of AlUla, a location filled with history and echoes of the past. Assassin's Creed Mirage Valley of Memory DLC is jointly developed by Ubisoft Bordeaux and Ubisoft Paris. There are more than 6 hours of gameplay in the new DLC. There will be a History of AlUla codex available in the world for players to collect and read during their journey in the Valley of Memory DLC for Assassin's Creed Mirage. Each region in the Valley of Memory has its own unique atmosphere: The southern region features an urban area overlooked by the ancient Musa-ibn-Nusayr Fort, with dense streets and vibrant spice markets. Near the city lies the Valley's Oasis, a beautiful and lively area filled with camels and rich in agricultural history. AlUla’s wealth attracts robbers both within the city and in the wilderness. A gang of robbers terrorizes the region, led by their fearless leader. The farther you travel from the Oasis, the higher the risk of ambush. The Incense Road, stretching from south to north, is one of the most iconic yet most dangerous routes in the region. Basim can even play the oud now at certain locations once you successfully track down music sheets through parkour challenges. The map is divided into two parts: the northern Land of the Dead, centered around the necropolises of Hegra, and the southern area, full of life and human activity. Landmarks include Elephant Rock and the al-Farid Tomb, among many others. New gameplay features include tool upgrades up to level 3, improved parkour with manual jumps and free ejects, and a new control preset allowing parkour to be mapped to the right trigger for smoother navigation. Basim will also face new challenges from the Robber faction, a more cunning and unpredictable enemy type. Classic Black Box missions return with added twists, along with the ability to replay completed missions and contracts through the new Animus Sequences system. You can replay challenges like “Do not use Eagle Vision” or “Do not be detected” reward players with new outfits, weapons. Quality-of-life improvements include new customizable difficulty options (including new Medium+ and Very Hard modes), and a flexible “à la carte” experience letting players tweak parameters freely. Beyond the main story, Valley of Memory includes contracts, events, Folktales that explore local culture, and Stolen Goods missions tied to the Robber faction. The update adds a wide range of activities, making Mirage more complete than ever. The developers challenge players to complete all missions and challenges under strict time limits and share their most skillful gameplay moments with the community. Assassin’s Creed Mirage is also receiving a massive free update, expanding both Baghdad and the AlUla region. The update includes: New rewards for replaying the main game. Improved parkour mechanics with new moves like Free Jump. New tool upgrades. In-game filters from AC Origins and AC Odyssey, now usable in Mirage. Assassin's Creed Mirage Valley of Memory DLC Teaser Full Breakdown: In the first scene, we see Darvis, a side character in Assassin’s Creed Mirage, walking through a narrow gap between two rocky mountains. He places his hand on the left rock and looks toward a figure dressed in a black outfit. In the distance, we can see Basim wearing his new outfit. In the next scene, Enkidu, Basim’s eagle, enters and flies across them, giving us a clear look at Basim’s new outfit. Basim smiles as he watches Enkidu flying in the sky. Then we see Basim and Darvis standing together. Enkidu lands briefly on Basim’s hand before taking off again, as both of them look ahead. In the distance stands Qasr al-Farid, a monumental rock-cut tomb located within the ancient Nabataean city of Hegra (also known as Mada’in Saleh) in AlUla, Saudi Arabia. Some people are traveling on camels in front of the monument, surrounded by many small and medium-sized rocky mountains in the area. Ubisoft has shared two new promotional images for the upcoming Assassin's Creed Mirage Valley of Memory expansion. Assassin’s Creed Mirage Valley of Memory DLC launches November 18th as a completely free update. Whether you’re a returning player or exploring Baghdad for the first time, this is the most complete way to experience Assassin's Creed Mirage. What do you think about this new Valley of Memory DLC for Assassin’s Creed Mirage? Share your thoughts below. 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

  • This Week in Assassin’s Creed Virtual Photography: 22nd to 28th May | TheOnesWhoCameBefore

    This Week in Assassin’s Creed Virtual Photography: 22nd to 28th May Community Share 30 May 2023 Written By: Edited By: Aaron Young Colum Blackett Back To Database Welcome to the weekly virtual photography roundup hosted by Aaron Young from The AC Partnership Program. Every week I 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 captures across all Assassin’s Creed games. Tag your photos to the #TOWCBWeeklyCapture for a chance to be featured. This week’s theme: Assassin’s Creed Paradise Game: Assassin’s Creed IV Black Flag VP Artist: @ TheLordReylus This letter box capture is such a perfect way to kick start this week’s showcase. For a 9 year old game this shot looks great, a testament to the quality of Assassin’s Creed games. On first glance I was sure that this was from Odyssey it looked that good. The colours here are so relaxing and the shot is very peaceful. I adore the sun bouncing off the sea, and the seagulls in the distance. The gem of the shot has to be the ship's sail just poking up on the horizon. The Ancient World Game: Assassin’s Creed Odyssey VP Artist: @ Birgamerinalbu1 We are now off to Odyssey for some truly mesmerising shots of the Greek landscapes. Check the link below for the full set, I picked this particular shot due to the incredibly colourful scenery. That water flowing against the shore is stunning. I also like the palm trees and the beautiful statue in the distance. The mountains and the beach are so picturesque and the whole ambience of this shot is so captivating. Link to set: The Ones Who Came Before Photo of the Week: The Ancient World - Picked by Oliver (Aged 5) ''I like this photo because it is very peacful and calm. I really like the palm tree and the beautiful colours. I would really like to be on this beach having fun.'' Mirage Game: Assassin’s Creed Origins VP Artist: @ missroseplays In the week where we finally saw some gameplay from the much anticipated Assassin’s Creed Mirage, I thought it fitting to feature a shot that looks like it could be straight from Baghdad. This beautifully minimalistic photo captures the essence of a weary traveller crossing the desert in search of his next target. I admire how the shadow line splits the shot with the delightful image of Bayek on his horse just off-centre. A truly wonderful piece of virtual photography. Norse Warrior Game: Assassin’s Creed Valhalla VP Artist: @ reddeadgem This is an awesome portrait of Eivor as he stares into the distance. The depth of field is faultless, allowing Eivor to stand out amongst the scenery. Attention to detail is on point. The hair looks almost real and the tattoos impeccable. This capture would have fit nicely with our tattoo themed week. I really believe Ubisoft did a fantastic job with both character models for Eivor, and they are one of my favourite protagonists to capture for sure. Duo Game: Assassin’s Creed Valhalla VP Artist: @ NIKOOO-WOLF The final shot of the week is spectacular. I cannot believe how good this capture looks. The level of detail on both Sýnin and Eivor is immaculate. The fog-like hue that surrounds them adds so much mystery. Such a well-timed shot with both characters looking in the same direction, I wonder what it is they have seen. A perfect pick for #Thorsday with Synin representing Odin’s eye, even if he is a Falcon here. 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 in! 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

  • Cracking the Isu Code: Part 2 | TheOnesWhoCameBefore

    Cracking the Isu Code: Part 2 Analysis Share 22 Jan 2022 Written By: Edited By: Preston Carbonaro Ashlea Blackett Back To Database Have you read Part 1 of our codebreaking series? Ready for more? Well, good news! We’re back with some brand new Isu codebreaking goodness for you all! 10th March is steadily approaching, and everyone here at TOWCB is gearing up for Ragnarok! ... No, there won’t actually be a catastrophic end-of-the-world event. Don’t worry. We're referring to the upcoming DLC, Dawn of Ragnarok. The much-awaited expansion for Assassin’s Creed Valhalla. In this article we’ll be looking at the Isu text engraved into the stone gate leading to Muspelheim, the realm of fire; home of the fire giants, and guarded by the fierce jötunn Surtr wielding his massive fiery blade. Deciphering the Ragnarok Gate Alongside the Dawn of Ragnarok Cinematic World Trailer, Ubisoft have also been promoting an image of a gate which could lead to another realm. Fans were quick to notice the strange symbols that surround it, which are in fact written in secret language of the highly advanced precursor race known as the Isu. Here is our step by step guide to decoding it! Underlined in blue above is the Isu word for ‘blind’ (wàrh). The character underlined in white denotes that the word is in its singular form. With this information, we can conclude that the word in the yellow box translates to ‘Blind One’ (referring to Havi / Odin), who is missing his left eye after sacrificing it in exchange for newfound wisdom gained by drinking water from Mimir’s well. Note: In Access The Animus’ video, ‘blind’ is replaced with ‘mad’. This is a direct reference to when Loki called Odin the “Mad One” in the game’s Isu era cutscene. As you can see, both words can be used interchangeably without affecting the meaning of the message. The final step, as always, is to form a comprehensible phrase using all of our findings. Thus, the Muspelheim gate message translates to: “Blind One, what did you do?” or “Mad One, what have you done?” But the work doesn’t stop there, as we still have one more symbol left to decode. The one at the very top of the gate. And as most of you could probably tell, this is not in the Isu language. Odin by Mentor Of The Creed Dawn of Ragnarok will be the third story expansion for the game, and is set to be released on 10th March 2022 worldwide on all platforms. The new DLC will further expand upon Norse mythology, and will allow players to travel to the dwarven realm of Svartalfheim where Eivor must step back into the role of Havi (Odin) to rescue his son Baldr from the fire giant Surtr. Link to Access The Animus video: https://www.youtube.com/watch?v=hLyG52L3S1c Link to the free downloadable Codex Transferendum 2.0.1, written by ActualSpider-Man from TOWCB's Writing Team: https://www.docdroid.net/wommaEU/codex-transferendum-201-pdf comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment. About the Author Preston is a long-time Assassin's Creed fan of both the games and the soundtracks. He works as a primary school educator, and is also a part-time actor. He takes a keen interest in mythology, symbology, codes and puzzles. Some of his passions include writing, reading, art, gaming, football, and music. Preston Carbonaro

  • Jaime (aSassysCreed)

    Jaime is a Twitch Streamer / Artist who was selected to be a member of The Mentor's Guild in 2021, an Assassin's Creed community program hosted by Ubisoft. Jaime left our partnership program to focus on her studies, so we wish her the best of luck with all her future projects, Previous Next Jaime (aSassysCreed) Video Content Previous Partner Jaime is a Twitch Streamer / Artist who was selected to be a member of The Mentor's Guild in 2021, an Assassin's Creed community program hosted by Ubisoft. Jaime left our partnership program to focus on her studies, so we wish her the best of luck with all her future projects, Twitter | Twitch Work

  • Ashlea Blackett

    Ashlea is the Editor/ Charity Project Coordinator for The Ones Who Came Before on its wide variety of social media platforms. ​Her main responsibilities for TOWCB involve creating and editing articles, organisation of events and coordinating our charity fundraising, as well as hosting the Rally The Creed Podcast. Previous Next Ashlea Blackett Editor Previous Partner Ashlea is the Editor/ Charity Project Coordinator for The Ones Who Came Before on its wide variety of social media platforms. Her main responsibilities for TOWCB involve creating and editing articles, organisation of events and coordinating our charity fundraising, as well as hosting the Rally The Creed Podcast. Twitter Work

  • Frame Hold Photography

    Frame Hold Photography is a passionate Virtual Photographer who joined our Video Content Creation Team in Summer 2022, as we began our efforts to break away from solely written content. During a period of uncertainty for TOWCB website, FHP stepped up and took on the role of Site Manager, overseeing our restoration efforts. Our website today now sits at the top of many Google searches📈 Outside of AC, she is also a full time editor and visual effects artist on TV commercials, and has been putting her skills to use in the community by creating epic Assassin's Creed tribute videos, miniature figure painting videos and editing episodes of our Rally the Creed podcast! Previous Next Frame Hold Photography Video Content Frame Hold Photography is a passionate Virtual Photographer who joined our Video Content Creation Team in Summer 2022, as we began our efforts to break away from solely written content. During a period of uncertainty for TOWCB website, FHP stepped up and took on the role of Site Manager, overseeing our restoration efforts. Our website today now sits at the top of many Google searches📈 Outside of AC, she is also a full time editor and visual effects artist on TV commercials, and has been putting her skills to use in the community by creating epic Assassin's Creed tribute videos, miniature figure painting videos and editing episodes of our Rally the Creed podcast! Twitter | Instagram | YouTube Work

  • Kyle Marvell

    Kyle created a range of content on his YouTube channel, from opinion pieces, fan trailers and tribute videos. He is a massive fan of the franchise and a big gamer in general, and is currently learning more and more about editing and designing. In early 2021, Kyle joined The Mentor's Guild, which we are thrilled to see! Previous Next Kyle Marvell Video Content Previous Partner Kyle created a range of content on his YouTube channel, from opinion pieces, fan trailers and tribute videos. He is a massive fan of the franchise and a big gamer in general, and is currently learning more and more about editing and designing. In early 2021, Kyle joined The Mentor's Guild, which we are thrilled to see! YouTube Work

  • Aita_Sageblood

    In June 2025, Aita_Sageblood (Nathan) joined TOWCB's Art Team in an effort to widen the variety of art styles on the team. He is known online for his vibrant digital artworks, bringing colour and energy to each and every project. Throughout 2025 and beyond, Nathan will be working alongside TOWCB's Art Team on a variety of projects which range from creating art for fundraising to live art creation watch-alongs! By joining the AC Partnership Program, we aim to boost his profile within the community and create a meaningful relationship with Ubisoft. Previous Next Aita_Sageblood Art Team In June 2025, Aita_Sageblood (Nathan) joined TOWCB's Art Team in an effort to widen the variety of art styles on the team. He is known online for his vibrant digital artworks, bringing colour and energy to each and every project. Throughout 2025 and beyond, Nathan will be working alongside TOWCB's Art Team on a variety of projects which range from creating art for fundraising to live art creation watch-alongs! By joining the AC Partnership Program, we aim to boost his profile within the community and create a meaningful relationship with Ubisoft. Instagram │ Twitter Work

  • Strat

    Strat is a Youtuber / Streamer who has been a fan of the series since the very beginning. He loves the games and transmedia, and has been around the in community now for a number of years. He has been making stealth content on YouTube since 2014, starting with Black Flag. His goal has always been to make stealth content focused on how an Assassin would complete the mission. He recently started streaming on Twitch with a focus on stealth and AC, but with some variety sprinkled in. Peter joined our Video Content Creation team in Summer 2022, so keep an eye on our socials for new videos and streams. Previous Next Strat Video Content Previous Partner Strat is a Youtuber / Streamer who has been a fan of the series since the very beginning. He loves the games and transmedia, and has been around the in community now for a number of years. He has been making stealth content on YouTube since 2014, starting with Black Flag. His goal has always been to make stealth content focused on how an Assassin would complete the mission. He recently started streaming on Twitch with a focus on stealth and AC, but with some variety sprinkled in. Peter joined our Video Content Creation team in Summer 2022, so keep an eye on our socials for new videos and streams. Twitter | Twitch Work

  • Muhamad Verrell

    Verrell is an experienced social media manager who joined the program in Summer 2021. By joining the program, he will have the chance to expand his reach within the community, and help TOWCB Team reboot the program with fresh ideas and projects. Keep an eye on TOWCB Instagram account throughout 2022 and beyond. Previous Next Muhamad Verrell Social Media Previous Partner Verrell is an experienced social media manager who joined the program in Summer 2021. By joining the program, he will have the chance to expand his reach within the community, and help TOWCB Team reboot the program with fresh ideas and projects. Keep an eye on TOWCB Instagram account throughout 2022 and beyond. Twitter | Instagram Work

  • Yasmin Page

    Yasmin is a Digital Artist based in Melbourne, Australia who discovered the Assassin's Creed series in 2019. Since then she has fallen in love with the franchise and created beautiful realistic digital artworks of several of the main characters. By joining TOWCB, we hope to introduce Yasmin to the AC Community by collaborating on a number of exciting projects such as art releases and podcasts. Previous Next Yasmin Page Artist Yasmin is a Digital Artist based in Melbourne, Australia who discovered the Assassin's Creed series in 2019. Since then she has fallen in love with the franchise and created beautiful realistic digital artworks of several of the main characters. By joining TOWCB, we hope to introduce Yasmin to the AC Community by collaborating on a number of exciting projects such as art releases and podcasts. Instagram | ArtStation | Tumblr | Twitter Work

  • Importance of Assassin's Creed Mirage's Upcoming DLC | TheOnesWhoCameBefore

    Importance of Assassin's Creed Mirage's Upcoming DLC News Share 10 Sept 2025 Written By: Edited By: Hayden Bird Colum Blackett Back To Database Announced recently back in late August of this year, one of the more recent Assassin’s Creed games, Assassin’s Creed Mirage , got a surprise announcement that the game, which was released back in October of 2023, would be getting a free DLC, which stands for downloadable content, that is in development and will be available to gamers across the globe in the near future. Promo image for the upcoming expansion, showing Basim's new outfit This news is an unexpected treat for fans of the series as originally Assassin’s Creed Mirage was set to be a game without any major post-launch expansions. Mirage was a smaller-scale game that was created to honor the 15th anniversary of the franchise and in many ways return to its roots by bringing back classic gameplay mechanics and a formula the series used years ago before it received a major reboot back in 2017. There are still a large number of fans who prefer the old formula the franchise used to follow, so giving the community a game that honors its past but also includes elements of the present and future games made it a fan-favorite addition to the series. Assassin’s Creed Mirage was set to tell its story and be complete already, but with this surprising news of the upcoming DLC, gamers will most certainly dive back into Mirage as the game offered plenty of content to explore even after the main story’s completion. Mirage was seen as a small-scale game in the series but now is turning into much more. The news that this DLC is free is welcoming news as a lot of DLC story expansions are paid, and not free. The paid ones usually range from $10 or upwards to $20 and even sometimes a lot more. So having a game with free expansions is a great gesture from Ubisoft to its fans. Since the DLC will be free, it offers a lot of possibilities for Ubisoft to watch the player count and popularity vastly increase now that they know fans won't need to be skeptical on whether or not to spend the extra money to buy and experience the DLC. Whereas now, instead they can offer it to all gamers worldwide and anyone can experience it without the decision of having to spend to play and own it. Basim in Assassin's Creed Mirage Assassin’s Creed Mirage became a beloved game in the series because it catered to fans from both viewpoints of the franchise. Those who prefer the classic formula and those who love the updated style. Mirage includes both elements of classic and newer formulas as a combination that was sure to satisfy fans from both different opinions. The game was a focal point of the extensive marketing campaign Ubisoft started in 2023 to promote and celebrate the 15 years that the series has been around for. While the celebrations were dedicated to all the games, Mirage served as the best part of the marketing campaign that honored the franchise's rich history all while satisfying fans of all kinds and bringing the series and community together as a whole. The fact that Assassin’s Creed Mirage will have a DLC is also a surprise to the fact that the game seemed to be a done deal and a part of the past now that the brand new game in the series, Assassin’s Creed Shadows is out and accompanied by a DLC of its own along with future announced games to continue the series on the way. So it felt like Mirage was complete and set to be moved on from, but recent news has proven this idea incorrect, as Ubisoft is showing great attention to a game that's turning two years old next month in October. Video games that are released years prior often do not get the attention Assassin’s Creed Mirage is set to receive in the near future. This reversal in opinion from Ubisoft shows they have listened closely to their fanbase and have come to believe that the story and existence of Assassin’s Creed Mirage is far from over. As fans, we can all be thankful to the developers at Ubisoft for changing course from their previous decisions and that they are showing attention to this beloved game even years after its release, and giving fans a true surprise that this highly anticipated DLC will be completely free to all gamers. The idea and reality of a free unpaid major expansion is less common in today's age of gaming, and really shows that Ubisoft is listening to their fans and giving the players a seriously exciting project to look forward to without the need of spending their own money toward it. This DLC is welcome news and another exciting project in the Assassin’s Creed franchise that fans can continue to anticipate the bright future of this franchise for years to come. Promo image for Assassin's Creed Mirage, via GameInformer 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

  • Jack Harrison

    Jack Harrison (_Virtualtourism) is the Editor-in-Chief of The Photo Mode, the first free virtual photography e-magazine Since 2023, he has provided support and guidance, acting as an Advisor for The Ones Who Came Before's Virtual Photography Team. In January 2023, he won the award for Virtual Photographer of the Year at the Ubisoft Community Celebration Awards in London. Previous Next Jack Harrison Writer Previous Partner Jack Harrison (_Virtualtourism) is the Editor-in-Chief of The Photo Mode, the first free virtual photography e-magazine Since 2023, he has provided support and guidance, acting as an Advisor for The Ones Who Came Before's Virtual Photography Team. In January 2023, he won the award for Virtual Photographer of the Year at the Ubisoft Community Celebration Awards in London. Twitter | TPM Twitter | Website Work

  • The Future of Assassin’s Creed at UbiForward 2023 Part 4 - Assassin's Creed Mirage Gameplay Trailer | TheOnesWhoCameBefore

    The Future of Assassin’s Creed at UbiForward 2023 Part 4 - Assassin's Creed Mirage Gameplay Trailer Breakdown Share 18 Jun 2023 Written By: Edited By: Michael Smith Colum Blackett Back To Database Banner by Thea Marie Rivedal (Moonchildgecko) from TOWCB Art Team. Welcome to the forth and final part in our series breaking down all of the Assassin's Creed content presented at Ubisoft Forward 2023. In part four, we take a look at Assassin's Creed Mirage Gameplay Trailer reveal! Related articles: The Future of Assassin’s Creed at UbiForward 2023 Part 1 - Pre-Show & Assassin's Creed Nexus The Future of Assassin’s Creed at UbiForward 2023 Part 2 - Assassin's Creed Codename Jade The Future of Assassin’s Creed at UbiForward 2023 Part 3 - Assassin's Creed Mirage Story Trailer The AC Mirage Gameplay Walkthrough opens above the streets of Baghdad with what appears to be the Great Mosque of al-Mansur. The developers show with this space alone that the map of the round city of Baghdad has been changed for the game from its historical reference. This is mainly due to the space in the center of the city around the building being a lot more dense with flora and gardens, where in historical images, the space around was much more empty. Basim looks at a Wanted poster for himself that reads “Cutthroat (Killer/Murderer) Wanted for Justice”. These posters are part of the game’s notoriety system and the first time since Assassin’s Creed Revelations that we have had the multi-tier system. With previous trailers also showing city criers, we should see a similar system with posters, payoffs, and dispatching authoritative figures being the way to lower your wanted level in game. A short montage of scenes follow, with Basim running from the Caliphate, and parkouring over a stack of wood. A corner assassination where Basim helps align this guard's neck and drags his body away from view. Lastly, we see the Assassin performing a Leap of Faith from within the second ring of the city walls. Basim on horseback galloping through a flock of ostriches, a new animal in the Assassin’s Creed series. Could these animals provide crafting or trade materials? Their features, meat, and bone could provide monetary gain or be used for the blowgun we see later on, similar to the blow darts in AC IV: Black Flag. Basim runs across a rope over the streets. The layered carpets over and under the awning of this building could represent a shop, possibly the tailors for new outfit dyes, or maybe to get decorations for the bureau, like how Edward and Ezio would purchase art for their own bases. Basim rowing a wooden boat through the city canals with nearby civilians going on with their daily tasks. This image alone provides a great sense of the life that we will see in this dense city. Who knows what kind of chatter we will be able to hear and learn from. Rumors, arguments, comments? I think of Origins and the lines of dialogue that were recorded to make the city stand on its own. Basim takes a pause in front of the ziggurat of Dur-Kurigalzu , west of the city of Baghdad. While this may appear to be a large landmass, it actually housed a city with temples before being abandoned in the 12th Century BCE. Could we have an opportunity to explore the ruins, or will they be occupied by factions, or even the Order of the Ancients? This set of shots could be from the same scene, where Basim and friend Nehal appear one after the other. Is this a reunion? Basim standing behind the flame of a brazier is drawing the attention to him. Did he just appear before Nehal, and if so, is she happy to see him, or upset at seeing his Assassin’s garb? Is this where she asks, “Swallow your questions. Serve without complaint. Who is she to tell you when to strike?” that we heard in the story trailer? More combat between Basim and the Caliphate guards. Kicking one away and countering another with a spin, kicking up sand. How many counter animations will we get to see? Will the sand be used to blind opponents like in AC II? More scenes of Basim with one where he rolls over the back of a Caliphate, the counter roll that we used in Valhalla and the Hook and Run in Revelations. Lastly, Basim releases his hidden blade before launching into a sprint assassination on a Caliphate guard from behind, ending the pre-roll before the gameplay begins. Gameplay begins in the streets of Baghdad. Basim’s current mission: Branching Out (located in the top left corner) is wrapping up and Basim must report to Roshan to complete it. The lush greenery and flowers are giving life to the brown and tan colored city. In the Developer Gameplay Breakdown (DGB) ( link ) Art Director, Jean-Luc Sala & Creative Director, Stéphane Boudon describe Baghdad as a “garden city”. Basim parkours across the balconies and beams on the right of the screen, stopping on top of a decorative rope to assassinate a target before sprinting from the nearby alerted guards. In the third image above, we see the player HUD for the first time. (From L-R, top to bottom) We see the mission details again, then the compass in the top-center, the player Health/Stamina bars and what appears to be this game's “rations” icon, a health tonic. Lastly, in the lower right we see the wanted system with three stages “Aware”, “Range Attack” and “Combat”. While these names are not the official titles for the system, it provides an idea of what we can expect. At Stage 1, enemies will be aware of you, the red “!” icon at the top of the HUD activating. At Stage 2, range based enemies will start looking for you and attacking, and at Stage 3, you will be hunted by the Caliphate. Basim makes a hard turn down a side street and pulls down a scaffolding, an obstacle that players may remember from previous AC titles. This results in a cinematic camera angle where the collapse kicks up a cloud of dust to hide Basim from the sight of the guards. While I do not believe that the camera change will be part of the game, and is used here for show, it would be interesting to see more cinematic angles if it doesn’t hinder the player experience or controls. Basim rushes up a stack of crates and uses the returning “corner swing” to turn without stopping, rushing across beams and up a roof where one of the new Marksman types sees the Assassin and draws his bow. Basim luckily drops out of sight and into the canal where he will jump to a zipline. Once he drops out of range, we get a better look at the compass and the various icons used to tell players where points of interest are. Before him we see the Assassin’s Emblem which indicates the nearby bureau within 43 m of Basim. To the far right we see two crossed swords, a blacksmith’s shop most likely as next to it are two sewing needles which have been used in the past for the tailors. To the right of the bureau icon and on the right of the screen we see an orange sun which is the marker for the current mission location. A classic way to locate an Assassin’s Bureau is the rooftop is the open air entry and nearby Assassin’s Emblem. Basim drops into the covered entry where we see multiple Assassins of different positions and a very lived-in environment. This is great for world building as previous entries felt barren. Basim enters the bureau to be greeted by Fuladh and Abu Jafar Muhammad with the Arabic greeting “Alhamdulillah” or “ praise be to God”. Abu Jafar is noted to be an historical figure in the DGB and from what I could locate, is most likely to be al-Tabari ( link ) a historian of the period. He will be in charge of your gear and creating new tools for players. Basim hands Fuladh the feather from his first assignment, the man who we saw him kill in the story trailer video; the man with the Golden Moustache Mask. In return, Abu Jafar provides a paper of some form, possibly further information on what they have learned in his absence, or possibly payment for his work as paper currency was used at the time in Asia. Basim joins Fuladh and Roshan at the map table where they inform Basim that they have been looking for new locations to erect Bureaus while he focused on Al-Ghul (the first assassination target, the Golden Moustache). Having found three districts that are unassuming. With this information, we now know that there are four potential bureaus minimum (including the one they are in) and four Order of the Ancient members (as we learned in the story trailer). It would be easy to suspect that we will have one OotA member per district, and I still believe that we will see at least eight members total. Two off-screen Assassins, Tabid and Rebekah have joined from Alamut and are splitting up to look into bureau locations in Al-Abbasiyah and Karkh. Al-Abbasiyah sounds like it may be home to the Abbasid Caliphate, and Karkh is western Baghdad. Fuladh also mentions traveling to Sharqiyah while Roshan goes to meet Rebekah in Karkh. Researching these names I got locations around the Middle East, but nothing definitive to Baghdad (except for Karkh). Abu Jafar invites Basim to look at his tools, where Basim is able to unlock the last of six tools. Starting from the highlighted orange tool, the Blowdart, in a clockwise order we have the smoke bomb, trap automaton, noisemaker, throwing knife, and torch at the top of the circle. The tutorial panel on the right informs you to wisely choose a tool to unlock, but that all tools can be unlocked later in the game. In the DGB we learn that each tool can be upgraded via a skill tree so there will be plenty of opportunity to strengthen your tools. Hovering over the Blowdart, we see a description of the tool, the ammo capacity, range, and duration. With the return of the tailors as seen on the compass, ammo patches will most likely be an upgradable option to purchase and unlock. Later in this trailer we see the sleep darts being used, from the DGB we know that damage darts (Poison) and Berserk darts will also be available? Once you select the tool to unlock, you will need to confirm your selection. After unlocking the Blowdart, Basim walks to the Contracts Board (labeled with a quill and parchment) where players will be able to find additional missions to unlock currency and materials to upgrade his tools. In the top left corner we see the three token types that are accumulated by completing these missions and their optional “Contractor Requests”. The pentagon bronze token is the “Power Favor Token” (as we see gained later on), the silver appears to be the “Assassin Favor Token” based on the use of a feather in its design, and the jade colored one the “City Favor Token” is assumed based on the building design. These lead me to believe we will have tokens for weapons, stealth, and environmental/social abilities or tool upgrades using them. One of our newest members @HiddenOnesN translated the text on the wall behind the contracts. Click her name to read the full thread on these. The highlighted contract, “The Bronze Mirror Heist” is presented with a hand reaching into a fortress with a silver color (as well as jade) as it is related to the Assassin Token. This appears to be the symbol for a stealth mission where you must steal an item, such as the Bronze Mirror. There is also a silver pair of swords over a pathway which is most likely an escort mission where we must defend a target. In orange we see the escort and the last contract type, a skull and Hidden Blade which is an obvious assassination contract. The reward for completing “The Bronze Mirror Heist” is 2x of a sword/bird icon (I assume ability points), 45x Components (crafting materials), and 1x Assassin Favor Token. IF the player also completes the mission without killing anyone, they meet the requirements for the Contractor Request and will unlock a second Assassin Favor Token as well as 65 Dirham (currency). We get a glance at the selected Assassination contract, “The Concubine” where Basim is tasked with killing whoever is holding one of the Caliph’s concubines, a rebel spy, hostage at the Prince’s Palace. This mission will reward a Power Favor Token, 45x Components, 135 Steel Ingots (materials to upgrade armor?) and if they do not take damage, additional rewards of a second Power Favor token and 65 Dirham will be provided. We transition to Basim using a bench to “Pass Time” as we have used in previous titles such as the RPG titles. He stands fromt he bench and moves forward to climb higher on the nearby wall to reach a vantage point over the city square. Basim calls Enkidu to look around the area, but his companion is shot down by a nearby Marksman and becomes unavailable until the enemy is removed from the area. This not only provides a challenge to the character, but is also a component of deciding how to complete a mission and which direction to take. After Basim performs a Leap of Faith to a haystack below, he crosses the square and climbs the second wall before him to activate his “Eagle Vision”. In Mirage’s style, the world is darkened in shadow while enemies are highlighted in red, and their vision cones are also displayed (a great addition as I always got confused on which way they faced). Treasure chests are highlighted in gold and hiding spots such as the haystack in the corner are shown in white (as all stealth options will be). Bassim drops down to a pile of flowers and walks swiftly to a group of civilians, telling them to act casual. This is a look at the return of Social Stealth, a key component that fans have been missing for quite some time. Outside of organic opportunities like this, we also learn from the DGB that you can pay merchants and groups to create additional stealth opportunities. As Basim hides we see the nearby guard walk past with a visible health and focus bar next to a difficulty indicator as we saw last in Valhalla. This guard appears to be inactive with the white diamond, but later we will see one that is on the offensive. Basim sneaks past the guard into a flowerbed where he equips his Blowdart and knocks out a nearby guard. We see from the tool wheel that players can track their ammo levels as well as assign three tools to “Quick Use” hotkeys on their keyboard/controller. This wheel will also slow down time to allow players time to make decisions (per the DGB). Basim dispatches the second guard and continues past the sandbags to another flowerbed underneath the Marksman that shot at Enkidu earlier. However, before he can reach the Marksman, he has a few more guards to take care of. Basim equips the Noisemaker and tosses it into the doorframe of the nearby entryway, the highlighted arch showing where it will land. The Noisemaker explodes with a loud snapping noise drawing the attention of the nearby guards. Basim kills the first and then a double assassination of the guard on the stairs with a throwing knife. We see here with the second guard, that there is a red bar under his difficulty indicator which shows that he is attacking. Basim climbs the tower, the wanted icon at the top now in yellow with a “?” showing that Basim’s location is unknown. The Marksman has a crossed out eagle icon (the Enkidu restriction) and a skull meaning that the guard is either a higher difficulty or still hunting for Basim. The Assassin performs a ledge assassination to kill the Marksman and is informed that Enkidu is available from use again. Enkidu takes off and shows Basim where his target is using the orange sun icon again as well as a gold chest icon on the right side of the roof. Basim reaches the ropes above his target and activates his Eagle Vision again, moving then into the new “Assassin Focus” where Basim can chain assassinate enemies. The gauge for this is shown with the five bars at the bottom of the screen. The controls will allow players to target up to five enemies and target them if needed before launching the attack. However, Basim must perform stealth kills to recharge it. This will trigger a series of ghostly assassinations as Basim movies like an apparition, teleporting to each kill. Basim arms and tosses a Trap automatron and then moves in for his assassination. Basim moves from the target kill to double assassinate a guard on the right before countering the guard on the left and breaking his focus. The heavy Caliphate guard at the entrance triggers the trap which appears to be poison. Basim runs past and turns at the staircase down towards two more guards and uses a smoke bomb to cloud the space in a red smoke as he escapes. Basim air assassinates a guard outside of the contract area, completing the Contractor Request of not taking damage and receives his rewards of a Power Favor Token, Components, Steel Ingots, and Dirham. The trailer ends with Basim blending into the crowd as the Caliphate hunts for him. We also see the red hand icon for Pickpocketing before the camera raises to the closing Mirage logo. This ends The Ones Who Came Before’s coverage of UbiForward. We hope that you have enjoyed these articles and are excited to discuss everything with our fans on our Discord and socials. 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

  • Calvin Roberts

    Calvin is a video creator based in the UK who joined TOWCB's Video Content Creation Team in Autumn 2024. Known online for his short comedy videos (skits), Calvin was brought onboard to inject a degree of personality and humour into TOWCB's social media presence. He is a big fan of the Assassin's Creed series who will be helping TOWCB grow in late 2024/2025, with a particular focus on Tiktok, Youtube and Instagram Previous Next Calvin Roberts Video Content Calvin is a video creator based in the UK who joined TOWCB's Video Content Creation Team in Autumn 2024. Known online for his short comedy videos (skits), Calvin was brought onboard to inject a degree of personality and humour into TOWCB's social media presence. He is a big fan of the Assassin's Creed series who will be helping TOWCB grow in late 2024/2025, with a particular focus on Tiktok, Youtube and Instagram Instagram │ TikTok │ Professional Instagram Work

  • This Week in Assassin's Creed Virtual Photography: Feb 26th - 5th March 2022 | TheOnesWhoCameBefore

    This Week in Assassin's Creed Virtual Photography: Feb 26th - 5th March 2022 Community Share 21 Mar 2022 Written By: Edited By: Aaron Young Ashlea Blackett Back To Database Welcome to the new 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. 1) Renaissance Game: Assassin’s Creed II This week’s first capture comes from @hannyafoxdie over on Twitter. The scenery in Assassin’s Creed 2 is immense. The city of Venice is so vibrant, and this capture reflects it extremely well. I am always a fan of the protagonist standing on a rooftop. The colour of the tiles really pops in this image. I certainly appreciate the larger buildings in the distance and the waterway just below. 2) The Seaside Game: Assassin’s Creed Odyssey Photo number two comes from @FeRa0408 over on Twitter. This capture is so colourful and striking. Kassandra walking through the red plants is very iconic, giving me Gladiator vibes. There really is a lot going on here, with the flock of birds in the sky and the two ships floating in the water. This is possibly one of my favourite Odyssey shots. 3) Sunlight Game: Assassin’s Creed This week’s third shot comes from @realKICKFLIPKID over on Twitter. Once again, we travel back to where it all began. I have not yet played the original since I entered the VP world. This is definitely a capture I would attempt, though. I love the bright sun blazing in from the right and the birds circling in the air. I am particularly impressed by the hidden blade sticking out as if Altair is about to strike. 4) Black and White Game: Assassin’s Creed Valhalla VP number four comes from @DagNammit86 over on Twitter. Black and white shots can often get missed, but this one stood out to me. I really like the depth of field drawing your eye to the archway which seems to make this image so bright. The simplicity is a breath of fresh air, minus the civilian this shot is pure environment. 5) Egyptian Hedj Game: Assassin’s Creed Origins The final capture of the week comes from @nkeiiin over on Twitter. Bayek and Origins captures are my favourites. Once again great use of the depth of field, really makes Bayek stand out amongst the burning sun. Nice to see Bayek in the Hedj robes, such an underrated look. I was so happy when they returned in Assassin's Creed Valhalla. 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 in! 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

  • 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 so far 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! Finn Fletcher

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