Learn about the various non-player characters (NPCs) in Assassin's Creed Brotherhood, including Jar Bearers, Beggars, Drunks, Thugs, and Guards, and how they interact with Altair.
This section details the various non-player characters (NPCs) you will encounter in Assassin's Creed Brotherhood, beyond the generic citizens. Understanding their behavior can be crucial for stealth and avoiding unwanted attention.
Jar Bearers: These women carry jars on their heads. Pushing them gently allows them to pass without dropping jars, maintaining crowd composure. If the public dislikes Altair (due to excessive killing), Jar Bearers may drop their jars during a chase, revealing Altair's position to guards. They are usually found in groups of three.
Crate Holders: The male equivalent of Jar Bearers, appearing later in the game. They also appear in groups of three and react similarly if their crates are disturbed.
Beggars: Annoying female civilians who beg for money. If ignored or if Altair starts climbing, they may throw rocks and flee. They can be pushed away or tackled. Assassinating them results in losing sync bars.
Drunks/Insane: Male civilians who are either drunk (carrying a bottle) or insane (hands on head, tattered clothes). They may push Altair to the ground, drawing attention. Pushing or tackling them is the best way to avoid conflict. Wasting throwing knives on them is not advised.
Thugs: Easily identified by their leather armor and throwing knives. They are useful for pickpocketing throwing knives (5 knives if successful, 1 if knocked out). If pickpocketing fails, they will attack. They will also attack Altair if he bashes an informer in front of them, but they do not use their throwing knives in combat.
Guards: The primary enemies. There are two types: Archers on rooftops (armed with bows and swords) and Swordsmen on the ground (armed with swords). As the game progresses, guards become more skilled, able to counter-kill, grab, and break defenses. Later in the game, they form road blocks and become more alert, attacking if Altair lingers too long. Groups of 5 guards can initiate a chase if their captain gets too close.
Guard Meter:
- Unchased: An Animus symbol indicates no guards are watching.
- Yellow Eye: Guards are watching but not yet suspicious.
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