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Chase breaker

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Revision as of 02:33, 15 June 2012 by imported>Slate Vesper (Some small rewording.)
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File:Chase-Breaker.jpg
The Courtesan running through a trap door.

Chase breakers were tools which individuals could activate to delay their pursuers and give themselves more time to escape. Most often, 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 three to five seconds before they could be used once more by an Abstergo recruit, as opposed to when Ezio Auditore chased after an Agile guard in various hidden locations during the Renaissance, which remained permanently locked afterwards.

Types of chase breakers

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

Lifts

Main article: Lifts

Lifts were devices that allowed the user to spring up into the air – often to a rooftop – by holding onto the rope that they featured and knocking a lever, severing the rope at its base or untethering it.

As opposed to the lifts in history, where the weight they held in place (usually bricks) would smash when colliding with the floor, the lifts in the Animi Training Program would halt closely to the ground before slowly rising back into position. Following this, the lift would become available to other Abstergo recruits after a period of 3 to 5 seconds had passed.

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. Unlike pursuits between an Agile guard and Ezio Auditore in the Renaissance, in the case of the Animi Training Program, 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 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 desynchronize 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 virtual maps, by dropping to the ground whenever they were ran over by an Abstergo recruit.

Snow drifts

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 on the Animi Training Program map of Northwest Passage.

Trivia

  • Though unusable by Ezio at the time, chase-breakers were first encountered by him in various Italian cities.

Sources