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.
Guards
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.
If Ezio is known to potential assailants: the Byzantine Templars, for example, recognize him with relative ease.
Special conditions that determine that certain individuals are set at a high state of anxiety or alertness – for example, a target tailed by Ezio as an objective during a Memory.
The Detection Loop has three distinct stages.
During the first phase, Detection Meters gradually fill with a yellow hue while Ezio remains in range. Moving closer or performing certain actions (such as breaking into a run or climbing) will cause the gauge to fill at an increased rate. Retreating calmly to a safe distance, Blending with a group of civilians (see the page to your right) or breaking the direct line of sight between Ezio and his potential assailants will clear the gauge.
Once the gauge is completely yellow, the second stage begins. As it fills with a red hue, guards and other hostiles will actively pay attention to Ezio, and will often approach him to investigate – thus accelerating the fill rate. You can still escape by Blending, though the most surefire way to evade this heightened scrutiny is to move out of sight and put at least one additional corner between you and the investigating party or group.
When a Detection Meter is completely red, Ezio is identified, which will cause all nearby antagonists to attack. If your current Memory objectives specify that the Assassin must remain unseen, this will cause immediate Desynchronization – and a return to the last saved checkpoint. Once hostilities commence, all potential adversaries in the vicinity will seek to engage Ezio in combat, or give chase if he attempts to flee the scene. You can end a battle by killing all hostiles in the immediate area, or escaping.
If you manage to escape out of sight, a circle on the mini-map represents the area where Ezio’s opponents will actively search for him, with the very center representing his last known position. If you can move out of this zone without attracting further attention, or seek refuge in a hiding spot without being found, the Detection Meter will turn gray and hostiles will soon give up the chase. If Ezio is spotted by an alert opponent while attempting to flee the area, the circle will be reset to his current location and the chase will resume.
Citizens
From a pure gameplay perspective, the presence of citizens adds moving bodies that Ezio must weave between as he runs through the city streets. While walking through crowds, hold the Empty Hand button to utilize the Gentle Push ability. This allows Ezio to glide through heavily populated roads or squares with relative ease. Collisions at Ezio’s basic running pace will cause him to stagger; at a full sprint, he will be bowled from his feet. The Gentle Push ability is essential for navigating crowded areas when discretion is important.
Performing reprehensible acts (such as pickpocketing or committing an assault) will cause all citizens in the immediate vicinity to back away from Ezio ( 02).
Indiscriminate killing of civilians will cause Desynchronization, sending Ezio back to a previous checkpoint (or, while not actively engaged in a Memory, a nearby location). While you will not be penalized for accidental blows, mindless brutality will be punished swiftly after an initial warning.
Blending
Whenever stealth or subtlety are called for, Ezio’s ability to disappear among crowds is a talent that you will employ regularly. Ezio will automatically “Blend” whenever he mingles with a group of at least three civilians ( 03).
Though you can maintain full control whenever Ezio Blends with a group of moving citizens, releasing d will cause him to automatically stroll in formation with them until you intervene.
While Blending, Ezio is effectively invisible to most potential enemies, individuals that he must follow or avoid, and troublesome “harassers” – a special type of civilian who we will introduce in the Walkthrough chapter.
When Ezio leaves a group, there is a short period of grace where he remains invisible. You can exploit this to transfer seamlessly between different collections of citizens.
Illegal or reprehensible actions can immediately break a Blend. In open combat, citizens will often back away or flee from Ezio as he approaches them, which makes Blending impossible.
Finally, pay close attention to individuals carrying items (usually boxes) as you walk among civilians. Colliding with one of these will cause a commotion as the box smashes, dispersing nearby citizens as they turn to regard the spectacle – thus ending a Blend instantly.
Hiding Spots
Diving into one of these hiding spots (marked by blue dots on the mini-map during open conflict) after breaking a clear line of sight between Ezio and his pursuers will enable you to end a combat encounter. They can also be used as refuges where Ezio can survey the surrounding area without fear of detection.
Bushes and piles of hay
Filled carts
Wells
Benches
Covered terraces and rooftop shelters