Trap doors: Difference between revisions
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Revision as of 03:23, 6 July 2012
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Trap doors are the first featured chase-breakers used in the Assassin's Creed: Brotherhood multiplayer. They consist of one or more sets of gates that close once a player runs through them, effectively stopping any other player or enemy from following. After a few seconds, however, they reopen, allowing other players to run through them.
If a player runs at them while they are still closed, then they will simply start a free running sequence. Walking through a trap door in low profile will not trigger them to close.
Occasionally, if a player is close enough to their target, they will still be able to assassinate them just as they enter the gates, with the doors closing behind both players.
NPCs will never go into a passage of trap doors, save a few doors that are the only way into a location, like the indoor balconies of Castel Gandolfo, and thus is an excellent way of spotting your target or your pursuer.
Certain trap doors come in sets of two or more, allowing a player to enter through one, and exit in several possible directions. However, if two players enter each end of a trap door corridor at once, they will both be temporarily trapped; which proves problematic, particularly if one is the hunter of the other.
Trivia
- Trap doors also appear in Assassin's Creed II. They are used in Agile chases in Assassin's Tombs, though they do not re-open.
- In Assassin's Creed: Brotherhood single player, the Templar agent, Gaspar de la Croix used trap doors during an attempted escape from Ezio Auditore. Their function during this memory is identical to their function in Assassin's Creed II. Once shut, they become inaccessible to the player.
- In Brotherhood, during the Lair of Romulus memory "Thrown To The Wolves", trap doors were used to obstruct Ezio as he pursued his target on horseback.
