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Assassin's Creed III eGuide
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Contents

  • The Story So Far
    • Introduction
    • Story Recap
    • Timeline
    • Cast & Concepts
  • Reference & Analysis
    • Introduction
    • Advanced Navigation
    • Fast Travel Network
    • Enemies
    • Weapons
    • Tools
    • Assassin Recruits
    • Combat Miscellany
    • Generating Income
    • The Homestead
    • Shops
    • Outfits
    • Achievements & Trophies
    • Moves Overview
    • Mission Checklists
  • Multiplayer
    • Basics
    • Characters & Customization
    • Score & Progression
    • Ability Sets
    • Game Modes
    • Advanced Tips
    • Maps & Analysis
  • Extras
    • Introduction
    • Secrets
    • Story Recap
    • Analysis and Speculation
    • History vs. Story
  • Primer
    • Introduction
    • Game Structure & Progression
    • Movement & Navigation
    • Viewpoints & Maps
    • Social Interaction
    • Stealth
    • Social & Stealth Abilities
    • Assassinations
    • Escaping
    • Enemy Archetypes
    • Interface & Control Summary
    • Synchronization & 100% Completion
  • Walkthrough
    • Sequence 01
    • Sequence 02
    • Sequence 03
    • Sequence 04
    • Sequence 05
    • November 15, 2012
    • Sequence 06
    • Sequence 07
    • Sequence 08
    • December 1, 2012
    • Sequence 09
    • Sequence 10
    • December 12, 2012
    • Sequence 11
    • Sequence 12
  • Side Quests
    • Introduction
    • Completion Timeline
    • Citizen Missions
    • Attacking Convoys
    • Clubs
    • Minigames
    • Forts
    • Liberation Missions
    • Assassins Guild
    • The Underground
    • Naval Primer
    • Naval Missions
    • Privateer Contracts
    • Naval Locations: Captain Kidd's Treasure
    • Homestead Missions
    • Benedict Arnold Missions
    • Collectibles

Assassin's Creed III Guide › Primer

Enemy Archetypes

We cover all of the different enemy varieties (and strategies on how to defeat them with ease) in great detail later in the Reference & Analysis chapter. For now, study the following tips and illustrations to identify and exploit the weaknesses of foes that Haytham faces during early Sequences.

British Regular

  • The most common archetype, and ubiquitous during early Sequences, the British Regular is vulnerable to all attacking moves.
  • Armed with muskets, Regulars can form firing lines that require Haytham to move behind cover or utilize a human shield to avoid injury.
  • Regulars are divided into two sub-types: Militia, who only perform single attacks, and Soldiers, who can execute combos.

Sniper

  • These soldiers occupy rooftops, and take a dim view of those who enter their exclusive domain.
  • When they detect Haytham, Snipers will open fire with their muskets after an initial warning.
  • Be very careful while under fire from Snipers: a single hit can cause Haytham to fall while climbing or free running. Press towards ledges within reach to grab them.
  • In close proximity, Snipers switch to melee combat. They are functionally identical to British Regulars.

Officer

  • Officers can be identified by their rather ostentatious headgear and use of a sword as primary weapon. They usually march at the head of a patrol, and may stop to investigate hiding places that they pass.
  • They can resist Counter Kills, and will foil the opening blow of a combo (and even counterattack if you insist) unless put off-balance with the Weapon Swipe ability.
  • Officers may draw a pistol to shoot at Haytham independently of other antagonists; grab a human shield, take cover or attack them to prevent them from firing.
  • Disarm them, knock them from their feet with two consecutive Weapon Swipes, or use a Special Counter with the Pistol to defeat them instantly in a fight – or simply avoid them until you defeat their allies.

Snitch

  • Snitches do not play an active part in combat encounters. Instead, they will flee the scene in an attempt to locate reinforcements.
  • When they run from conflict, Snitches are represented on the mini-map by the icon.

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