Of course there has to be an Animus subject running these memories, so you'll wake up in a strange room with a strange woman. Do as she asks and follow her through Abstergo Entertainment's building, learning a bit about this new venture that Abstergo seems to be into. Once you get your communicator you can access it to view quests and activities, messages, and files. Continue to follow Melanie and then access the elevator through your communicator and choose Fl. 2 - Sample 17.
Head toward the receptionist for a scene and then grab the Sticky Note 17 off the receptionist's desk. Instead of following Melanie, head to the southwest corner of the area and get the Sticky Note 4. Follow the wall east and grab the Sticky Note 7 by the fruit near the red beanbag and then check the southern most cubicle for the Sticky Note 8. Head to your cubicle for a scene, grab the Sticky Note 2 from your desk and then hop into the Animus.
| You will notice that you do not have access to anything above 0, meaning all the doors are locked and are unable to be opened at this time. |


