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Adding in AC3, switch to past tense. Still OOU.
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{{Stub}}
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[[File:Chase-Breaker.jpg|thumb|300px|A [[Courtesan]] running through a trap door.]]
[[File:Chase-Breaker.jpg|thumb|300px|A [[Courtesan]] running through a trap door.]]
'''Chase-breakers''' were tools featured in ''[[Assassin's Creed Brotherhood|Brotherhood]]'', ''[[Assassin's Creed: Revelations|Revelations]]'', and ''[[Assassin's Creed III]]'' which players could activate to delay their pursuers, and give themselves more time to escape. These items were indicated with an [[Animus]] visual effect to help distinguish them better from the surrounding environment. Trap doors and [[Merchandise Lifts|merchandise lifts]] took 3-5 seconds before they were usable again.
'''Chase breakers''' were tools featured in ''[[Assassin's Creed Brotherhood|Brotherhood]]'', ''[[Assassin's Creed: Revelations|Revelations]]'', and ''[[Assassin's Creed III]]'', of which individuals could activate to delay their pursuers and give themselves more time to escape. These items were indicated with an [[Animus]] visual effect, in order to help distinguish them from the surrounding environment.
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==Types of chase-breakers==
In the [[Animi Training Program]], chase breakers took 3 to 5 seconds before they could be used once more.
 
==Types of chase breakers==
[[File:Lift_and_Trap_Door.jpg|thumb|A merchandise lift next to a trap door.]]
[[File:Lift_and_Trap_Door.jpg|thumb|A merchandise lift next to a trap door.]]


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The lifts in the program functioned in the same manner, however, the weight would not break upon being dropped, and would instead slowly rise back into position. The lift would become available to others in roughly 3-5 seconds.
The lifts in the program functioned in the same manner, however, the weight would not break upon being dropped, and would instead slowly rise back into position. The lift would become available to others in roughly 3-5 seconds.


===Trap doors/Portcullises===
===Trap doors and Portcullises===
{{Main|Trap doors}}
{{Main|Trap doors}}
Trap doors consisted of one or more sets of gates that closed once a player ran through them, effectively stopping any other player or enemy from following. After a few seconds, however, they reopened, allowing other players to run through them.
Trap doors consisted of one or more sets of gates that closed once a person ran through them, effectively stopping an enemy from following them. In the case of the Animi Training Program, however, trap doors and portcullises would reopen shortly after they had been closed, allowing other [[Abstergo recruits]] to run through them.


===Crumbling beams/platforms===
===Crumbling beams and platforms===
{{Main|Crumbling beams}}
{{Main|Crumbling beams}}
When a player free-ran over these chase-breakers, they would disintegrate, allowing the player to gain an advantage over his or her pursuer. However, if they did not leave the beam quick enough, it would crumble from underneath them.
When an individual free-ran over crumbling beam and platform chase breakers, they would disintegrate, allowing whoever used them to gain an advantage over their pursuer. However, if they did not leave the beam quick enough, it would crumble from underneath their feet.


===Corner-mounted flowerpots===
===Corner-mounted flowerpots===
These flowerpots disappeared for a few seconds after a player swung on them to turn a corner.
In the [[Renaissance]] and [[American Revolutionary War|American Revolution]], corner mounted flowerpots were permanent chase breakers that allowed whoever used them to disappear from any pursuing enemy's sight for a few seconds, as they swung on them to turn a corner.
 
In combination with the [[Hookblade]], the device allowed the [[Turkish Assassins|Ottoman Assassins]] and the [[Italy|Italian]] [[Mentor]] [[Ezio Auditore da Firenze|Ezio Auditore]] to swing forward on corner-mounted flowerpots, as opposed to being confined to swing only around corners.
 
In the Animi Training Program, whenever used by an Abstergo recruit, corner-mounted flowerpots would desynchronized for a short amount of time, before re-initializing for other recruits to use.


===Chandeliers===
===Chandeliers===
{{Main|Chandeliers}}
{{Main|Chandeliers}}
Chandeliers were only featured in the map [[Castel Gandolfo]]. Chandeliers worked like dropping planks of wood in other maps by dropping to the ground when run over by the player.
As a chase breaker, chandeliers were only featured in the Animi Training Program map [[Castel Gandolfo]], despite being installed within [[Alhambra]]. Chandeliers worked like crumbling beams and platforms in other maps, by dropping to the ground whenever they were ran over by the Abstergo recruit.


==Trivia==
==Trivia==
*Though unusable by [[Ezio Audtiore de Firenze|Ezio]], some chase-breakers had been around since ''[[Assassin's Creed II]]''.
*Though unusable by [[Ezio Auditore da Firenze|Ezio]] at the time, some chase-breakers had been around since ''[[Assassin's Creed II]]''.


{{ACBH}}
{{ACBH}}

Revision as of 21:13, 6 June 2012

This article is a stub. You can help Assassin's Creed Wiki by expanding it.
File:Chase-Breaker.jpg
A Courtesan running through a trap door.

Chase breakers were tools featured in Brotherhood, Revelations, and Assassin's Creed III, of which individuals could activate to delay their pursuers and give themselves more time to escape. These items were indicated with an Animus visual effect, in order to help distinguish them from the surrounding environment.

In the Animi Training Program, chase breakers took 3 to 5 seconds before they could be used once more.

Types of chase breakers

File:Lift and Trap Door.jpg
A merchandise lift next to a trap door.

Lifts

Main article: Lifts

The lifts in the program functioned in the same manner, however, the weight would not break upon being dropped, and would instead slowly rise back into position. The lift would become available to others in roughly 3-5 seconds.

Trap doors and Portcullises

Main article: Trap doors

Trap doors consisted of one or more sets of gates that closed once a person ran through them, effectively stopping an enemy from following them. In the case of the Animi Training Program, however, trap doors and portcullises would reopen shortly after they had been closed, allowing other Abstergo recruits to run through them.

Crumbling beams and platforms

Main article: Crumbling beams

When an individual free-ran over crumbling beam and platform chase breakers, they would disintegrate, allowing whoever used them to gain an advantage over their pursuer. However, if they did not leave the beam quick enough, it would crumble from underneath their feet.

Corner-mounted flowerpots

In the Renaissance and American Revolution, corner mounted flowerpots were permanent chase breakers that allowed whoever used them to disappear from any pursuing enemy's sight for a few seconds, as they swung on them to turn a corner.

In combination with the Hookblade, the device allowed the Ottoman Assassins and the Italian Mentor Ezio Auditore to swing forward on corner-mounted flowerpots, as opposed to being confined to swing only around corners.

In the Animi Training Program, whenever used by an Abstergo recruit, corner-mounted flowerpots would desynchronized for a short amount of time, before re-initializing for other recruits to use.

Chandeliers

Main article: Chandeliers

As a chase breaker, chandeliers were only featured in the Animi Training Program map Castel Gandolfo, despite being installed within Alhambra. Chandeliers worked like crumbling beams and platforms in other maps, by dropping to the ground whenever they were ran over by the Abstergo recruit.

Trivia