ASSASSIN'S CREED: REVELATIONS
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1.9 Threats & Detection
Though the core story of Assassin’s Creed Revelations begins with Ezio visiting the fortress and small town at Masyaf, much of your time will be spent exploring the magnificent city of Constantinople. In this section, we look at the inhabitants you will meet, and ways in which you can avoid (or escape) unwanted attention.
During the first two main story Sequences, Ezio will generally encounter only two different types of assailant: hostile Byzantine Militia and Gunmen in Masyaf and, on arrival in Constantinople, the Ottoman Elites and Gunmen who maintain law and order in the city. Though they have different uniforms and allegiances, both factions are functionally analogous in combat.
There is, however, one key difference. Though the Templar-controlled Byzantines are naturally suspicious of Ezio, and will draw their weapons with murderous intent if they identify him, Ottoman guardsmen are usually indifferent to his presence unless he does something to arouse their anger. Even so, it’s sensible to keep a low profile whenever an Ottoman city patrol passes by. They will react to inadvertent collisions or minor infractions within their field of vision by scolding or pushing Ezio. In these instances, it’s prudent to stand still and accept the rebuke and minor assault to avoid open conflict.
These opponents are vulnerable to most of Ezio’s abilities and are inclined to flee if the tide of a battle turns against them. Though less athletic than Ezio, they will attempt to pursue him through streets and over rooftops if he withdraws from battle. They will also throw rocks in an attempt to knock him down if he attempts to climb or free run during an active combat situation.
Generally stationed on rooftops, and quick to attack those who trespass in their lofty domains, Gunmen fire from a distance during open combat, and will back away as Ezio approaches them. They are always priority targets in battles with multiple opponents, as their guns will disrupt Kill Streaks. They can be disabled with short combo attacks, felled with projectiles (once you obtain them), or thrown to the streets below with the Grab move or a well-placed blow.
The Detection Loop
Down-facing arrows appear above guards or potential hostiles whenever Ezio’s presence is arousing their suspicion ( 01). These visual indicators are also accompanied by distinctive audio prompts, and appear under the following basic conditions:
If Ezio performs antisocial or extravagant actions – such as free running over rooftops, jostling civilians (or, worse, guards), or acts of violence or theft.
Whenever Ezio is seen trespassing in a Restricted Area, marked in red on the mini-map, or if his current objective leads him to a place where his presence is not welcome...