Prima Games eGuides Assassin's Creed: Brotherhood eGuide

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Assassin's Creed: Brotherhood eGuide Essentials Reference and Analysis

Enemies

All guards share general behavior patterns dictating how they respond to the world, but at the same time they also show certain features that are specific to their archetype.

Behavior Patterns

Duty

Each guard is assigned one of three possible types of duty:

  • Sentry: the guard stays fixed to the spot, keeping watch. Their assignment is often a gateway, the end of a passage or a sole entrance leading to an assassination target. Sentries change shifts at dawn and dusk. If they can't be outmaneuvered or slipped past with social stealth, sentries can be led away from their posts by hired distractions (such as Thieves) or a dead body thrown into view.
  • Patrol: assigned to groups on the streets and single guards on rooftops, patrol routes are fixed and repeated so that you can observe every part of the route before acting.
  • Off Duty: the guard chats with colleagues in a fixed location.

Guards will override their assigned roles only when they have clearly detected and identified Ezio in the vicinity.

Line Of Sight

Every guard's sense of the world is determined by what he can see in his line of sight, and to a lesser extent what he can hear coming up behind him. The visual aspect is the dominant sense and means that you can avoid alerting a guard to your presence by moving silently and staying out of sight. Even up close, Ezio can avoid being seen if he is:

  • Higher or lower than the guard can see, as well as to one side.
  • Hidden behind a wall, column, chimney stack or other obstacle that
    provides cover.
  • Concealed in a hiding spot or blended in a crowd.
  • In the line of sight but too far away to be noticed.

Figure 01

You can spy on guards around corners, while out of sight, by using the camera controls (Fig. 1). Observe their body orientation and time your open moves when they are facing away. Thrown money, Poisoned victims and hired Faction groups will all draw the gaze of nearby guards.

The Law of Rome

Roman law, as it is implemented by the soldiers on the street, distinguishes two degrees of criminal behavior. Reprehensible acts are the lesser form of transgression, and tend to involve such minor infractions as upsetting citizens (bumping into box-carriers and breaking their wares, for instance) and jostling the guards themselves. A reprehensible act warrants a rebuke and being pushed around by a guard, which you'd be wise to just put up with in order to avoid escalating the situation or breaking cover.

The second degree is an illegal act, such as looting a body or outright murder. In this instance, the watch will automatically regard even the Incognito Ezio as a criminal and initiate a fight, increasing his Notoriety at the same time. If the same guard witnesses Ezio committing three consecutive reprehensible acts, this will also add up to an illegal act.

The Detection System

CONFLICT LOOP

The detection system is the behavior loop that all guards follow when investigating a possible criminal. Note that if Ezio moves to the rooftops, his suspicious activity overrides his Incognito status and prompts detection by guards. If Ezio is witnessed trespassing on Restricted Areas (sections of the Mini-Map marked in red), he is automatically committing an illegal act that initiates conflict.

A

Incognito: Ezio is an innocent man, so guards have no desire to stop him. If he commits an illegal act in plain view, or three reprehensible acts, guards will enter Fight Mode and attack him.

B

Fight: Guards who enter Fight Mode (whatever the motive) rush to engage in combat. If Ezio attempts to flee, they will immediately give chase.

C

Notorious: Once the Notoriety Meter hits 100%, the whole icon turns red and Ezio becomes Notorious. This means there is now a warrant for his arrest, and guards will be looking out for him even if he's behaving innocently. Ezio will remain anonymous until detected.

D

Detection phase: Though Notorious, Ezio is still presumed innocent until the guards actually identify him. He can avoid their gaze during the detection phase by Blending, breaking their line of sight or using hiding spots. If he doesn't, a yellow Detection Meter starts to fill above the heads of the guards. Detection is accelerated by High Profile actions (such as running away suspiciously) and proximity.

E

Investigation phase: Once the Detection Meter is completely yellow, the guards draw weapons and move in to make a positive ID as they believe they have spotted their man. Unless Ezio breaks their line of sight or Blends, the icon keeps filling with a red hue.

F

Chase: When the Detection Meter is completely red, the guards have positively identified Ezio. If you run away from them, they will immediately give chase – their Detection Meters remain red while they have their target in sight. If you don't run away, the guards enter Fight Mode and attack you.

G

Searching: As soon as Ezio manages to break their line of sight, the guards head to his last known position. If he can remain unseen and find a hiding spot or make sufficient distance, Ezio can evade the manhunt. If the guards find him, another chase or fight sequence begins.

H

Vanishing: Whether Incognito or Notorious, Ezio is returned to an Anonymous state in which no one recognizes him.

Blocking and Pursuit

If Ezio flees open conflict, the guards will attempt to entrap him by blocking major routes. Soldiers off duty will make a line across the road, brandishing weapons. Even at full sprint, the assassin will find it very difficult to slip through without taking a hit and tumbling. However, you can avoid this by Tackling one of the block soldiers, or jumping through their line by tapping the Legs button.

Changing direction for a quick climb or free run will evoke another response from many guards. If they cannot chase, they will stoop to the ground and grab rocks to chuck from below. Though their accuracy is low, it is only a matter of time before a stone finds its mark and causes Ezio to fall to earth. If you have scaled a reasonable height then you may still have time for a Catch Back on a lower hold. But for this reason it is more sensible to make use of stepping blocks and beams to gain height over pursuers rather than attempt to scale a sheer wall.

Figure 02

Areas liberated from the influence of a Borgia Tower will become home to groups of Vigilantes, ordinary citizens who take it upon themselves to aid Ezio and his Assassins. Look for their icon and run straight through the group. The Vigilante's special talent is to grab hold of an enemy and pin him to the spot, enabling Ezio to attack freely or escape in a chase (Fig. 2).

During a chase, the location of a guard who cannot see you is represented by a yellow marker (see "Conflict Loop" diagram). Once out of sight, your last known position appears as a yellow zone on the Mini-Map. Try to escape this risky area before hiding, because guards will exhibit Seeker behavior and check local hiding spots.

Enemy Archetypes

Regular Guards

Regular guards can be divided into two ranks. The majority of soldiers fall into the lower rank of Militia, common sword-fodder drawn from the local populus. Above them are the Leaders, officers of the watch. While Militia guards wear simple cloth berets, Leaders can be identified by their protective helmets.

  • In pursuit, regular guards can perform some free run moves but cannot scale sheer walls.
  • Militia have especially low morale and may often surrender without a fight if just a few of their colleagues fall.
  • Leaders have some basic resistances but are susceptible to a swift, unsporting Kick to break their defense.
  • Both enemy types frequently drop ammunition and consumables when looted. Doing so will save you plenty of trips to local vendors.

Loot table: Militia

Drop

Chance

Bullets

25%

Throwing Knives

100%

Medicine

40%

Crossbow Bolts

25%

Poison

30%

Smoke Bombs

0%

Florins

12-17

Loot table: Leaders

Drop

Chance

Bullets

30%

Throwing Knives

40%

Medicine

100%

Crossbow Bolts

40%

Poison

50%

Smoke Bombs

25%

Florins

21-29

Agiles

Wearing only light armor and carrying Small weapons, Agiles are faster than the other guards and will be able to catch you in a straight running match. If you use the environment to escape, they have free running skills to leap and climb wherever you go. They are trackers and pursuers, able to pinpoint your location for all other guards to see and to knock you to the floor so that slower enemies can catch up.

The downside of that free running speed is that the Agile is the weakest of the archetypes and most easily defeated.

  • Counter Kill and Disarm moves are most effective against the Agile.
  • In a chase, climb and free run to escape so that the Agiles become separated from their tougher colleagues, then stop and finish them off individually on the rooftops. Isolating them accentuates their combat weakness.
  • Agiles resist Kicks and Executions, dodging attacks, but they can be grabbed and beaten or hurled from very high buildings for a quick dispatch.

Loot table: Agiles

Drop

Chance

Bullets

25%

Throwing Knives

100%

Medicine

60%

Crossbow Bolts

25%

Poison

40%

Smoke Bombs

25%

Florins

21-29

Seekers

Commonly seen leading patrols, it is the Seeker's role to check hiding spots for wanted criminals and so thwart ambushes and assassination attempts. The Long weapon that most readily identifies the Seeker is used to prod haystacks and wells to evict potential occupants. This archetype thus challenges Ezio's stealth options. If Ezio is Notorious, the Seeker will also stop at benches and ask those seated to rise.

  • Disarming is the best way to tackle the Seeker. If you turn his spear on him immediately after taking it, you may initiate an Execution Streak or hold the Weapon Hand Button to ready a Sweep Special Attack on other guards.
  • The Seeker's curiosity is his undoing when acting without the support of other guards. Approaching Ezio's hiding spot, he is prone to an assassination move in the moments before performing an examination.

Loot table: Seekers

Drop

Chance

Bullets

30%

Throwing Knives

30%

Medicine

50%

Crossbow Bolts

30%

Poison

100%

Smoke Bombs

20%

Florins

41-49

Brutes

Slow but relentless, the armor-plated Brutes are immediately identified by their large stature. They exist to challenge Ezio's fighting talents.

  • Brutes are skilled in the Smash Special Attack and will use it to beat down opponents. Kick to interrupt it, or Step Dodge around them to attack from the side.
  • Their Heavy weapon attacks can still be beaten with the Hidden Blade's masterly Counter Kill, and a once-only Long weapon Counter.
  • Brutes can be disarmed if you Taunt them, and a Kick will break their defense.
  • To avoid the Brute's normal attacks, use the Dodge move to jump clear and then leap in to attack before he can recover.
  • The Crossbow is your anti-tank weapon against Brutes and Papal Guards. Dodge their attacks until you get the space to fire a fatal bolt at close range, using the melee counter to see off weaker assailants.
  • Smarter play avoids direct combat unless absolutely necessary. If you can't sneak past, assassinate or use ranged attacks.
  • Moving at 75% of regular guard speed, Brutes won't win a chase. They can't climb, free run or leap either, so you can escape vertically. From your vantage point, ranged weapons can be aimed.
  • Execution Streaks offer a backdoor through the Brute's defenses. Start a streak with an assailant who's more easily defeated and line up the Brute as your next highlighted target.

Loot table: Brutes

Drop

Chance

Bullets

40%

Throwing Knives

35%

Medicine

50%

Crossbow Bolts

40%

Poison

40%

Smoke Bombs

100%

Florins

41-49

Crossbowmen & Gunmen

These enemy "shooter" types create an obstacle to Ezio's free navigation of rooftops and buildings, presenting a challenge to the player in the third dimension. The three methods of eliminating the threat they pose are speed, stealth and ranged attack.

These guards will issue warnings and follow the usual investigative procedure before declaring open conflict. This can be used against them if they spot you, inviting their suspicion and drawing them away from a patrol route to a quieter place for assassination.

  • Shooters patrol more slowly than Ezio can Fast Walk, so he can catch them from behind in Low Profile. High Profile sprinting toward them will break stealth and cause them to enter detection phase.
  • By observing their route, you may also spot an opportunity to move past them at speed while they are looking away.
  • Rooftop hiding spots have many uses. They present a safe resting spot for getting closer to a patrol or waiting for them to move on. Even after being spotted, diving into one immediately will halt the detection phase. When a patrol draws near, the spot enables an assassination from hiding. You can also throw bodies inside to conceal them from other rooftop patrols.
  • The Drop Kill technique from below the ledge was made for these enemies, but choosing between a High and Low Profile attack will determine where their body ends up – possibly attracting attention.
  • Ezio has a wealth of ranged attacks and dual wielding options to interrupt shooters as they back away from him. He cannot pick up and use the weapons dropped by Gunmen and Crossbowmen, but he can certainly loot their ammunition.
  • If fired from off-screen, a Crossbowman's bolt will show a brief contrail line to indicate the shooter's position.

Drop

Chance

Bullets

30%

Throwing Knives

50%

Medicine

30%

Crossbow Bolts

100%

Poison

35%

Smoke Bombs

20%

Florins

32-37

Drop

Chance

Drop

Chance

Bullets

100%

Throwing Knives

50%

Medicine

30%

Crossbow Bolts

30%

Poison

35%

Smoke Bombs

20%

Florins

32-37

Papal Guards

Famously serving as the Pope's bodyguard from the Renaissance to the present day, these Swiss mercenaries are the ultimate archetype. They combine the resilience of the Brute, the pursuit speed of the Agile and the sand-throwing tricks of the Seeker, even carrying firearms for switching to ranged assault. They are also skilled riders, hijacking civilian horses for mounted charges. Resistant to many forms of attack, they are the toughest enemies you will meet.

  • If you can call on allies to fight beside you, now is the time. Reduce enemy numbers before you engage: use Poison Darts while undetected, then Crossbow ranged attacks and Assassin Signals.
  • If using the Hidden Blade's Counter Kill, keep circling toward any Papal Guards who begin switching to guns.
  • When you finally enter melee combat, the Execution Streak is the great leveler. If required, the Kick will break their initial defense.
  • Disciplined to ignore Taunts, Papal Guards cannot be Disarmed. Only Counter Kills with the Hidden Blade or Long weapons are effective.

Loot table: Papal Guards

Drop

Chance

Bullets

100%

Throwing Knives

40%

Medicine

100%

Crossbow Bolts

40%

Poison

40%

Smoke Bombs

100%

Florins

81-89

Horsemen

Within Rome, the Borgia employ cavalry as mounted police. The Horseman challenges Ezio's greater freedom on the roads. Although the Horseman patrols alone, the distance covered by him on his rounds means that he will often arrive to assist a group that has already engaged Ezio in combat. The standard tactic of the Horseman is to make a galloping charge and swipe with a melee weapon or trample the target under the hooves of his steed.

  • Before open conflict commences, Ezio can assassinate a Horseman from the air via walls or ledges above; from the ground with a Hidden Blade hijack; and from another mount, in a horse-to-horse assassination.
  • The Horseman can be ejected from his mount with a Medium weapon or larger: simply hold the High Profile Button when the Horseman charges, setting your blade defensively against his steed to cause a fall.
  • While the Horseman is turning for another tilt at his target, he will be extremely prone to ranged attacks from the Pistol or Crossbow.
  • If you are fighting soldiers and a Horseman simultaneously, get close to the infantry and maneuver during the charge so that the rider tramples his own men.
  • Some riders carry Throwing Knives for ranged attack if Ezio finds a defensive position. The Horseman will dismount for continued pursuit if Ezio flees to a place that the horse cannot reach.

Drop

Chance

Bullets

35%

Throwing Knives

35%

Medicine

60%

Crossbow Bolts

100%

Poison

35%

Smoke Bombs

20%

Florins

61-69

Bandits

Random Bandit encounters are heralded by a warning message, as they boldly shout of their intentions to rob you of your purse. When Bandits strike, the local guards will enter combat with these thugs in an attempt to keep the peace before turning on you.

  • Bandits have similar attributes to Agiles, including the use of Small weapons and a capacity for free running after their targets.
  • Once engaged, they do not stand down from combat and will again regard you as their priority after tackling any guards.
  • Be sure to loot Bandits for valuable Trade Items after battle.

Drop

Chance

Bullets

40%

Throwing Knives

100%

Medicine

40%

Crossbow Bolts

35%

Poison

100%

Smoke Bombs

35%

Florins

202-219

Wolfmen

Individually, the Followers of Romulus are no better trained than the average Militia and can be easily dispatched with Counter Kills or Disarms. But they hunt as a pack, and have the agility to climb and free run after you. If you try to flee or reach higher ground, they will hurl rocks or sometimes Throwing Knives to halt your climb or slow you down during a chase.

  • Drawing the pack closer for melee will improve the success of an Execution Streak. The Wolfmen are designed to test your early proficiency in this advanced technique.
  • Fighting with Small and Medium weapons opens up Ezio's dual wielding potential. During an Execution Streak, his Throwing Knives and Bullets can deliver a finishing move against ranged targets.

Loot table: Wolfmen

Drop

Chance

Bullets

25%

Throwing Knives

100%

Medicine

30%

Crossbow Bolts

40%

Poison

40%

Smoke Bombs

25%

Florins

9-18

Borgia Captains

The Side Quests chapter will guide you through tackling each of the Borgia Towers, but here are a few general points to bear in mind for all of their bosses.

  • Borgia Captains can resist Hidden Blade Counter Kills. Yes, you read that correctly – you've finally met an enemy who won't succumb.
  • They are also immune to Smoke Bombs, and will fight on while their colleagues are dazed.
  • Borgia Captains resist Executions and break Execution Streaks. There is no shortcut to beating them besides assassination or ranged attacks, though a Kick will break their defense and open short combo opportunities.

Loot table: Borgia Captains

Drop

Chance

Bullets

100%

Throwing Knives

100%

Medicine

100%

Crossbow Bolts

100%

Poison

100%

Smoke Bombs

100%

Florins

918-976

Enemy Skills Overview

This table recaps the skills available to each enemy archetype.

Enemy Skills Overview

Skill

Militia

Leader

Agile

Brute

Seeker

Cross-bowman

Gunman

Papal Guard

Horse-man

Wolf-man

Bandit

Borgia Captain

Resist Combo

Resist Counter Kill

Resist Throw Sand

Resist Disarm

Resist Dodge

Resist Grab

Resist Kick

Resist Sweep

Resist Taunt

Resist Throw

Ride Horse

Ranged Attacks

Fight Strategies

Assassin's Creed Brotherhood raises the number of enemies that Ezio must face at a time, balancing this against a host of moves that enable quick dispatch of several enemies with a one-hit kill. If you stick to the slower, reactive style of waiting for Counter Kills then you will find that grabs, sand-throwing, simultaneous assaults and a mixed barrage of melee and ranged attacks all contrive to break your defenses more frequently.

Figure 03

  • If you have the advantage on your enemy, reduce their numbers before engaging. Use distractions, Low Profile stealth kills and Assassin Signals to dispatch the strongest archetypes first. A flurry of Throwing Knives unleashed in a Special Attack can take down an entire patrol from behind. You can even walk towards a guard while raising your Crossbow for a quick but accurate discharge.
  • Once melee combat begins, weed out the weakest first. Not only does this make it easier to defend on all sides, but Execution Streaks can be started on an easy prospect as a shortcut to an instant kill on much tougher foes.
  • Until you begin an Execution Streak, keep your guard up with the High Profile Button to deflect enemy attacks by default. You can instantly launch into Dodges, Disarms and Counter Kills from this stance, and also be ready to reverse the enemy's new Grab move.
  • Flashing Health Meters give you a clearer warning of the next enemy to attack. Although it's attractive to watch, consider setting the Action Camera Frequency (Options General) from 3 to 1 so that you retain a good overview of the combatants.
  • Executions can only be performed on a resistant foe if you break his defense with either a Kick, a Taunt or a Dodge, quickly followed by an attack.
  • Accomplished use of the Execution Streak is the key to most battles. As long as you understand that you can Counter Kill during Execution animations to extend a streak, the game will give you plenty of practice to perfect it.
  • Enemies on the ground make easy kills. If they're not on the ground, they soon will be after you've grabbed and thrown one of their colleagues at them. You can also score instant kills by throwing enemies into stalls and scaffolds (Fig. 3), from rooftops, or into water.
  • Enemies can hurt each other. Useful to remember when knives, bolts and bullets are flying from ranged attackers. Because they hold off for a clear line of sight, you can grab yourself a living bullet-shield and propel it towards them.
  • The Kick move is often the fastest way to create Execution combo opportunities against stronger archetypes. Four successive Kicks will also floor an opponent, leaving them prone to an instant weapon kill. Unarmed, a Kick-punch, Kick-punch combo is often a four-hit finishing move.
  • All enemies are vulnerable to instant death from the side and rear. Briefly dropping your defense to Step Dodge forward when up close, you can sometimes get right behind them – especially while they're frozen by a Kick or preparing an attack.

Enemies: Morale

Morale is the factor that determines the bravery or cowardice of your enemies. Each unit starts with a personal morale value.

Morale Values

Unit

Morale

Militia

25

Leader

60

Agile

60

Brute

1,000

Seeker

60

Crossbowman

25

Gunman

60

Papal Guard

2,000

Horseman

60

Wolfman

300

Bandit

60

The morale of all enemies is then constantly adjusted by the events that unfold in combat, as shown in the "Enemy Morale Adjustments" table. If you can establish your superiority over your strongest foes through successful techniques then the rest will eventually reconsider their odds and their propensity to attack (as soon as their morale value reaches 0). Demoralized enemies will first cease their attack and sheathe weapons before running away, quivering uncertainly on the spot or dropping to their knees in despair (Fig. 4).

Enemy Morale Adjustments

Event during combat

Variation

Ezio flees from combat

+20

Ezio threatens enemy with Pistol

-5, then -1 per second

Counter Kill

-5

Assassinate enemy on ground

-5

Disarm

-5

Death of a Wolfman

-5

Death of a Gunman

-5

Death of a Crossbowman

-5

Death of a Militia

-5

Death of an Agile

-5

Death of a Horseman

-10

Death of a Leader

-10

Enemy killed with own weapon after Disarm

-10

Death of a Seeker

-10

Death of a Brute

-15

Death of a Papal Guard

-15

Ezio wielding Dagger of Brutus

-20

Notoriety & Enemies

Notoriety is the degree to which Ezio is known, and will be recognized in public. When Ezio is Incognito, he may walk freely through the streets without being noticed. However, the committing of reprehensible and illegal acts will inevitably stick to the perpetrator and increase his infamy over time. Ezio will be considered Incognito until his Notoriety Meter fills completely, at which point the icon will turn red – Ezio is then Notorious. The bar must be fully emptied to restore the icon to gray, making Ezio Incognito again.

Until you have the benefit of capes that confer the immunity of office, you must keep taking action to lower your Notoriety. Whenever you pass a Poster en route to another destination, take the time to pull it down. Addressing Notoriety gradually as you play is a smart move; ignoring it will rapidly turn it into a chore.

Note that killing five enemies in combat causes a 3% increase in Ezio's Notoriety level. However, each opponent that flees a battle adds 5%. Armed with this information, and knowing the Morale attribute of each archetype, there are two specialist strategies that you can employ in large battles:

  • To minimize Notoriety increases (but extend combat duration and potential difficulty), focus on killing Militia, Crossbowmen and Agiles first, then move on to Seekers, Leaders and Gunmen, leaving Brutes until last.
  • For shorter battles but larger Notoriety penalties, reverse this order.

Notoriety Adjustments

Action

Variation

Killing a Borgia Courier

+100%

Double Air Assassination

+8%

Every guard fleeing from a fight

+5%

Air Assassination

+5%

Killing an enemy with the Pistol

+5%

Being scolded by a guard

+5%

Entering open conflict

+5%

Every 5 enemies killed in one continous open conflict

+3%

Stealing from citizen

+2%

Any Double Assassination

+2%

Any High Profile Assassination

+1%

Tearing down a Poster

-25%

Bribing a Herald

-50%

Killing a corrupt Official

-75%