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A map is a visual representation of a geographical area.
Representation via Animi[]
Animus 1.28[]
More areas appeared on the Animus map after every successful climb and synchronization with a Viewpoint. These virtual maps also marked certain key areas that could be recognized by a unique symbol.[1]
While viewing the memories of Altaïr Ibn-La'Ahad in the Animus 1.28, the symbols indicated the Assassin bureau, investigation missions, such as eavesdropping, interrogation, pickpocketing, Assassin informants, exits to the Kingdom, and the locations of citizens that could be saved from the guards. Additionally, it displayed the icon for Altaïr's assassination target, after he was given leave to proceed by the city's bureau leader.[1]
Animus 2.0[]
While viewing the memories of Ezio Auditore in the Animus 2.0, symbols were displayed to mark key memories, side events such as races or courier assignments, shops like art merchants, doctors, blacksmiths, Tailors, and travel booths, as well as hidden Treasure chest and Assassin Tombs. This newer version of the Animus also featured a white and red color scheme, instead of the blue and white scheme of the Animus 1.28[2]
Animus 2.01[]
In Rome, along with the previous symbols, several new ones had been added. These included unique icons for the four guilds—the Assassins', the Courtesan's, the Mercenaries' and the Thieves'—as well as the Borgia towers and repressed memories of Cristina Vespucci. There was also an option to change the view of the map to show the division of districts, the percentage of renovations completed in each district, and the Borgia influence.[3]
Animus 2.03[]
In the Animus 2.03, the appearance of the map was similar to the map of Animus 1.28 and 2.0 with the same icons just like the previous Animus 2.01, with some minor differences. The map also displayed the Templar influence across Constantinople as well as the status of the Assassin Dens.[4]
Animus 3.0[]
While reliving the memories of Haytham Kenway and Ratonhnhaké:ton, Desmond could still use view points to uncover parts of the map, but walking through the city could reveal locations as well. The higher the viewpoint where the ancestor was, the more information would be revealed around them. Even simply running on rooftops would reveal more than walking on the ground, due to the higher elevation. The Animus 3.0's map system was revamped to enable fast travel to any designated point, such as tunnel entrances, ports or captured forts. The map also logged any tasks or challenges Desmond had not completed.[5]
Animus Omega[]
While reliving Edward Kenway's memories of the West Indies, the map style had changed significantly. Locations fell into four rough categories: villages and towns, uninhabited deserted islands, forts, and large cities. Additionally, once a location had been fully explored and its collectibles retrieved, its icon would change color from white to gold. All of the location icons could be used as fast-travel points.[6]
The maps were also divided into sections, each labeled by whatever fort lay within the area, which would appear foggy. After Kenway would take over said fort, the map's appearance for that area would be cleared of the fog, and additional points of interest would be revealed. Any unvisited location would appear as a question mark until it was either revealed by taking over the area's fort or by viewing it through Kenway's spyglass while sailing.[6]
Animus HR-8[]
In the Animus HR-8, while reliving the memories of Bayek and Aya through Ancient Egypt, Layla Hassan could use viewpoints as a way of speed travel. The map style had also undergone further significant changes, now resembling a more realistic bird's-eye-view. The map was divided into thirteen nomes, plus an extra eight for the Valley of the Kings and Sinai. Undiscovered nomes would appear foggy on the map, but after being discovered would clear up and reveal its secrets. Like previous iterations, unvisited locations would appear as a question mark until visited. Once a location had been completed, its icon would appear gold.[7]
Animus HR-8.5[]
While reliving the memories of the Spartan mercenary Kassandra, the map style has changed only slightly. It still has the same realistic view. Greece is divided up into the Greek states, the map remains covered if the area is undiscovered. The menus also had a different colour scheme, this time appearing to be dark green. Just as before, unvisited locations would appear as a question mark until visited. Once a location had been completed, its icon would appear with a tick.[8]
During Layla's session reliving the memories of Eivor Varinsdottir, the Animus' interface received a massive overhaul. It had a less realistic view and a more "map-like" appearance than her previous sessions, and sections of the map remained covered in a blank fog of war the until area was discovered. The menu's color scheme changed changed, this time to a dark-almost-black color, and a pop-up would inform Layla of an area's completion level.[9]
Behind the scenes[]
In Assassin's Creed: Revelations, the compass' directions had been rotated approximately 90º, with the Masyaf castle now in the east, rather than the north, as it was in Assassin's Creed.
The map for Boston's underground tunnels in Assassin's Creed III was rotated 90º clockwise in relation to the regular map of the city.
In the Animus interface of the maps, Shay and Aveline are the only playable characters to not feature the hooded variation of themselves on the character emblem, since Aveline's default appearance has her wearing the tricorne hat while Shay often had no headgear at all, despite possessing the typical hooded Assassin robes before defecting to the Templars.
Since Assassin's Creed: Origins, the character emblem has been replaced by an arrow.