- "Altaïr, my friend. You must help me."
- ―An informant requesting help from Altaïr.
The Informants were members of the Assassins' Order who aided Altaïr Ibn-La'Ahad and other Assassins in investigations of assassination targets. However, before they shared their knowledge with the visiting Assassin, they required the completion of a small task. Informants could be found within Acre, Jerusalem, and Damascus by synchronizing at viewpoints. They were novices, and could only investigate the target leaving the kill for a higher ranking Assassin.
Before revealing their secrets, the informants asked for something in return. Generally, this task was related to something they themselves had been assigned or a situation they could not handle. With another Assassin's momentary assistance, their needs would be met and they always gave something useful to the other Assassin's mission in return.
Often, the Informant had angered a local militia through failure or complacency. Fearful for his life, he offered to give the visiting Assassin information if he assassinated the threat in question. In addition, the ally had to stay unexposed - if he became exposed even once, he would fail the mission. To fit this requirement, throwing knives and the hidden blade were the best weapons for the job. Once the target had fallen, the Assassin returned to their Informant.
An Informant sometimes asked an allied Assassin to escort him to an exit of the city safely in exchange for information. The task consisted of accompanying the Informant along a path to a city gate and repelling any attackers before they could kill the Informant. Reaching the city's gates, the informant provided the ally with the promised information and then left the city.
Merchant Stand Destruction
When deemed advantageous to the Creed or the people of the city, the Informant asked the visiting Assassin to destroy some corrupt merchant stalls. The allied Assassin could easily do this by throwing a city guard into the stall to bring it crashing down around the offending merchant's ears. A civilian could also be used, but this violated the Creed's first tenet.
Similar to the aforementioned Templar assassinations, the Informant had a number of archers between him and his objective. Scattered across the rooftops, the archers had a farther field of view and the ally had less to blend behind. Throwing knives from a concealed position or good footwork with the hidden blade would carry the day. If the ally Assassin could quietly eliminate the archers and return unscathed, the Informant would be waiting with the information.
An Informant that did not have the information the allied Assassin needed sometimes redirected him to another Informant who did. He gave the location of the other Informant and the ally had to run through the rooftops to reach him in time. Should the Assassin arrive in time, the second Informant would have the information ready and waiting.
The Informants dressed in ankle-length robes with a headscarf and sling-pack. The robes were a tannish white with black trimming, a red sash, and leather work belt. Nationality varied among the Informants, shown by their numerous skin tones and voice prints. The Informants also differed in personality as much as origin. Some were friendly, even admiring, towards Altaïr while others were downright hostile. Informants were more likely to be admiring of Altaïr as he regained his status, showing their respect for commitment to the Order demonstrated through action and for the skill of other members.
- When approaching an Informant with the hidden blade, it is possible to assassinate him. If you kill him, just get far enough away from the location, and then return shortly. He will have respawned.
- In the PC version of the game, four types of Informer Challenge missions were added: Archer Assassination, Escort, Merchant Stand Destruction and Rooftop Race.