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Lifts consisted of a rope and pulley system, which allowed one to travel quickly from street level up to the rooftops.<ref name="Brotherhood"/>
Lifts consisted of a rope and pulley system, which allowed one to travel quickly from street level up to the rooftops.<ref name="Brotherhood"/>


Each lift was made up of a rope attached to a suspended weight, which stretched from ground level to the pulley at the top of a beam. The rope was held in place by a lever that dropped the weight upon release, and allowed one to grab onto the rope and be pulled to the top of a building.<ref name="Brotherhood"/>
Each lift was made up of a rope attached to a suspended weight (usually a bunch of bricks bundled in a net), which extended from the ground level to a pulley at the top of a beam. The rope was held in place by a lever that dropped the weight upon release, and allowed one to grab onto the rope and be pulled to the top of a building.<ref name="Brotherhood"/>


Lifts could be found in [[Rome]], and in [[Monteriggioni]] during the [[Renaissance]] or [[modern times]]. However, on using a lift, it caused the weight to fall and shatter and the lift to become unusable.<ref name="Brotherhood"/>
Lifts can be found in [[Rome]], [[Monteriggioni]], [[Constantinople]], [[Boston]], or [[New York]] during the [[Renaissance]], [[American Revolution]], or [[Modern Times]]. However, when using a lift, it caused the weight to fall, which made the lift unusable, unless restarting the game.<ref name="Brotherhood"/>


In [[Abstergo Industries]]' [[Animus]] training program, the lifts functioned in the same manner, however, the weight would not break upon being dropped, rising slowly back into position instead.<ref name="Brotherhood"/>
In [[Abstergo Industries]]' [[Animus]] training program and entertainment console, lifts functioned in the same manner, though the weight would not break upon being dropped, rising slowly back into position instead.<ref name="Brotherhood"/>


=== Trap doors ===
=== Trap Doors ===
Trap doors consisted of one or more sets of gates that closed once a person ran through them, effectively stopping any other from following. After a few seconds, however, they would reopen.<ref name="Brotherhood"/>
Trap doors consited of corridors or rooms that containd one or more sets of gates, portcullises, or doors within a building that would automatically close once a person ran through them, effectively distancing and stopping any other from following. After 3 to 5 seconds, they would reopen for others to use.<ref name="Brotherhood"/>


Occasionally, if one was close enough to their target, they would still be able to assassinate them just as they entered the gates, with the doors closing behind both of them.<ref name="Brotherhood"/>
Occasionally, if one was close enough to their target, they would still be able to assassinate them just as they entered the gates, with the doors closing behind them both.<ref name="Brotherhood"/>


Also, certain trap doors came in sets of two or more, allowing a person to enter through one and exit in several possible directions. However, if two people entered each end of a trap door corridor at once, they would both be temporarily trapped; which could prove problematic, particularly if one was the hunter of the other.<ref name="Brotherhood"/>
Also, certain trap doors came in sets of two or more, allowing a player to enter through one and exit in several possible directions. However, if two people entered each end of a trap door corridor at once, they would both be temporarily trapped; which could prove problematic, particularly if one was the pursuer of the other.<ref name="Brotherhood"/>


=== Crumbling platforms ===
=== Crumbling Platforms ===
When an individual free-ran over crumbling beam or platforms, they would disintegrate, allowing whoever used them to gain an advantage over their pursuer. However, if they did not leave the beam or platform quickly enough, it would crumble underneath their feet.<ref name="Brotherhood"/>
When an individual jumps over a crumbling beam or platform, they would "disintegrate", allowing whoever used them to gain an advantage over their pursuer by distancing themselves. However, if they did not leave the platform quickly enough, they would fall, with the platform also dropping beneath their feet.<ref name="Brotherhood"/>


=== Corner-mounted breakers ===
=== Corner-Mounted Breakers ===
[[File:AC Brothehood multi.JPG|thumb|250px|right|The Courtesan swinging from a corner-mounted chase breaker.]]
[[File:AC Brothehood multi.JPG|thumb|250px|right|The Courtesan swinging from a corner-mounted chase breaker.]]
Corner-mounted lanterns or flowerpots were 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.<ref name="Brotherhood"/>
Corner-mounted lanterns, flowerpots, or mini chandeliers (also known as corner helpers) were chase breakers that allowed whoever used them to disappear from any pursuing enemy's line of sight for a few seconds, as they swung on them to turn to a corner.<ref name="Brotherhood"/>


When used in combination with the [[Hookblade]], the device allowed its user to propel themselves forward, instead of swinging around the corner.<ref name="Revelations">''[[Assassin's Creed: Revelations]]''</ref>
When used with the [[Hookblade]] or enough momentum, the person would be able to propel themselves forward, instead of swinging around the corner.<ref name="Revelations">''[[Assassin's Creed: Revelations]]''</ref>


=== Chandeliers ===
=== Chandeliers ===
As a chase breaker, chandeliers were only featured in the Animi Training Program map [[Castel Gandolfo]],<ref name="Brotherhood"/> despite being installed within [[Alhambra]]. Chandeliers worked similarly to crumbling platforms, and would drop to the ground a moment after being used by an Abstergo recruit.<ref name="Revelations" />
As a chase breaker, chandeliers were only featured in the Animi Training Program map[[Castel Gandolfo]],<ref name="Brotherhood"/> despite being installed within [[Alhambra]]. Chandeliers worked similarly to crumbling platforms, and would drop to the ground a moment after being used by a player.<ref name="Revelations" />


=== Snow drifts ===
=== Snow Drifts ===
Certain natural elements could also be used as chase breakers, with snow drifts blocking the route of any pursuers once they had been entered into by an individual. These types of chase breakers could be prominently seen in the [[Northwest Passage]] Animus location.<ref name="AC3 multiplayer">''[[Assassin's Creed III]]'' - Multiplayer Demo</ref>
Certain natural elements could also be used as chase breakers, with snow drifts blocking the route of any pursuers once they had been entered into by an individual. These types of chase breakers could be prominently seen in the [[Northwest Passage]] Animus location.<ref name="AC3 multiplayer">''[[Assassin's Creed III]]'' - Multiplayer Demo</ref>
===Piles of Wood===
Another type of chase breaker found in the Northwest Passage Animus location are piles of wood. These chase breakers within the wrecked ship (the ''[[Octavius]]'') worked similarly to trap doors. Looking like small holes in the ship; once a person ran through them, piles of wood would collapse behind them, blocking the path.


== Trivia ==
== Trivia ==

Revision as of 08:30, 23 December 2012

The Courtesan running through a trap door.

Chase breakers were tools that allowed certain individuals an advantage during a chase, usually by delaying a pursuer or disallowing them from following.

In the Animi Training Program, chase breakers took three to five seconds to reset, and became open for use by a different Abstergo recruit afterwards.[1] However, those in hidden locations became permanently locked after they were activated by Agile guards.[2]

Types

Merchandise lifts

File:Lift.png
Ezio Auditore activating a lift.

Lifts consisted of a rope and pulley system, which allowed one to travel quickly from street level up to the rooftops.[1]

Each lift was made up of a rope attached to a suspended weight (usually a bunch of bricks bundled in a net), which extended from the ground level to a pulley at the top of a beam. The rope was held in place by a lever that dropped the weight upon release, and allowed one to grab onto the rope and be pulled to the top of a building.[1]

Lifts can be found in Rome, Monteriggioni, Constantinople, Boston, or New York during the Renaissance, American Revolution, or Modern Times. However, when using a lift, it caused the weight to fall, which made the lift unusable, unless restarting the game.[1]

In Abstergo Industries' Animus training program and entertainment console, lifts functioned in the same manner, though the weight would not break upon being dropped, rising slowly back into position instead.[1]

Trap Doors

Trap doors consited of corridors or rooms that containd one or more sets of gates, portcullises, or doors within a building that would automatically close once a person ran through them, effectively distancing and stopping any other from following. After 3 to 5 seconds, they would reopen for others to use.[1]

Occasionally, if one was close enough to their target, they would still be able to assassinate them just as they entered the gates, with the doors closing behind them both.[1]

Also, certain trap doors came in sets of two or more, allowing a player to enter through one and exit in several possible directions. However, if two people entered each end of a trap door corridor at once, they would both be temporarily trapped; which could prove problematic, particularly if one was the pursuer of the other.[1]

Crumbling Platforms

When an individual jumps over a crumbling beam or platform, they would "disintegrate", allowing whoever used them to gain an advantage over their pursuer by distancing themselves. However, if they did not leave the platform quickly enough, they would fall, with the platform also dropping beneath their feet.[1]

Corner-Mounted Breakers

The Courtesan swinging from a corner-mounted chase breaker.

Corner-mounted lanterns, flowerpots, or mini chandeliers (also known as corner helpers) were chase breakers that allowed whoever used them to disappear from any pursuing enemy's line of sight for a few seconds, as they swung on them to turn to a corner.[1]

When used with the Hookblade or enough momentum, the person would be able to propel themselves forward, instead of swinging around the corner.[3]

Chandeliers

As a chase breaker, chandeliers were only featured in the Animi Training Program map, Castel Gandolfo,[1] despite being installed within Alhambra. Chandeliers worked similarly to crumbling platforms, and would drop to the ground a moment after being used by a player.[3]

Snow Drifts

Certain natural elements could also be used as chase breakers, with snow drifts blocking the route of any pursuers once they had been entered into by an individual. These types of chase breakers could be prominently seen in the Northwest Passage Animus location.[4]

Piles of Wood

Another type of chase breaker found in the Northwest Passage Animus location are piles of wood. These chase breakers within the wrecked ship (the Octavius) worked similarly to trap doors. Looking like small holes in the ship; once a person ran through them, piles of wood would collapse behind them, blocking the path.

Trivia

References