Chase breaker
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
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 the player left the area for a long period of time.[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
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
- Aside from Animi Avatars, the corrupt cardinal in the memory "A Wolf In Sheep's Clothing," and the Papal Guard in the "Liquid Gold" Templar Lair were the only non-Assassins to use a merchandise lift.
- In The Da Vinci Disappearance, there was an achievement called "Going Up," which was given for dropping the weight of a merchandise lift onto a guard and killing them.
- In Assassin's Creed: Revelations, Ezio Auditore da Firenze was able to use variations of merchandise lifts, which started on ships or walls instead of on the ground.
- In the memory "Firing Line", Gaspar de la Croix used trap doors during an escape attempt from Ezio.
- In the Lair of Romulus memory "Thrown To The Wolves", trap doors were used to obstruct Ezio as he pursued his target on horseback.
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Assassin's Creed: Brotherhood
- ↑ Assassin's Creed II
- ↑ 3.0 3.1 Assassin's Creed: Revelations
- ↑ Assassin's Creed III - Multiplayer Demo
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