Follow TV Tropes


Video Game / Assassin's Creed: Revelations

Go To
"Fate may command I die before the answers are discovered. But an Assassin takes orders from no one."

"I have lived my life to the best of my ability. But I have not been able to escape fate... anger... or pain. Bring me the answers, and the road that leads to truth. Reveal to me once and for all how all of this will end."
Ezio Auditore da Firenze

Assassin's Creed: Revelations is the fourth entry in the main Assassin's Creed series, released in 2011 on the PlayStation 3, Xbox 360 (playable on Xbox One via backward compatibility) and PC, as well as in 2016 on PlayStation 4 and Xbox One via The Ezio Collection.

Revelations is unique in that it places you in control of the three primary characters in the Assassin's Creed story thus far: Ezio Auditore from Assassin's Creed II and Assassin's Creed: Brotherhood, Altaïr ibn La-Ahad from the first game, and Desmond Miles — the descendant that links the aforementioned Assassins together. Both Ezio and Altaïr have their stories concluded in this game.

In the 16th century storyline, Ezio travels abroad to Constantinople at the height of the Ottoman Empire, where an increasing number of Templars threatens to destabilize the region, and a lot of information about the Precursor society is revealed. He goes on that journey to access the secrets of the Library of Altaïr in Masyaf, and to do so, must collect a series of discs. Contact with these discs allows him to relive some of Altaïr's memories (creating an Inception-like memory-within-a-memory for Desmond if you will). The Altaïr memories fill in gaps in his story from before, during, and after the events of the first Assassin's Creed game.

Back in 2012, Desmond finds his mind trapped deep within the Animus, along with that of his predecessor, Subject 16, and he must continue to relive Ezio's memories if he ever wishes to wake up again. Revelations serves as a sort-of loop closer, tying up storylines and plot threads started in the three previous games.

A multiplayer component is also present, as are new weapon and tool systems. The collectors' editions include an animated film, Assassin's Creed: Embers, that stars an aged Ezio and fully closes his story arc.

The game, alongside Assassin's Creed II and Brotherhood, were re-relased in November 2016 for 8th generation consoles as part of the "Ezio Collection". In February 2022, this trilogy-compilation was released on the Nintendo Switch.

After Revelations, the series continued with the next numerical entry, Assassin's Creed III, featuring a new historical protagonist as well as a new era and setting, and continuing the modern-day plot involving Desmond.

This game contains examples of:

    open/close all folders 
    Tropes A-H 
  • 11th-Hour Superpower: In both Altaïr and Ezio's penultimate missions:
    • In Memory Sequence Eight, Ezio leads the Assassins in a siege on the Arsenal, where he enjoys permanently maxed Assassin Signals that let him call upon an unlimited number of Assassins or Arrow Storms.
    • Altaïr, at 92, fights off waves of Mongols attacking Masyaf by using the Apple of Eden to summon spectral Assassins. Unlike Ezio's use of a different Apple in Brotherhood, this one isn't Cast from Hit Points; it just works. Granted, Altaïr has also had nearly seventy years to master it by this time.
  • Aborted Arc:
    • Desmond never addresses the cryptic and troubling implications of Subject 16's message "The Truth" from Brotherhood upon meeting him in Revelations.
    • Altaïr's gives a portion of his MacGuffin books to Niccolò Polo, which form Plot Coupons for this game. Altaïr also gave part of his books to his son to take to Alexandria — they are never heard from again.
  • Action Commands: The Long Jump sort of becomes this during chase sequences, where you need to press your Unarmed Hand button at certain points to avoid taking a slower route. This becomes quite prevalent in the Forum of the Ox hidden tomb, where failing to perform Long Jumps will make you lag too far behind and take damage from the Templars' shots (a No-Damage Run is required for full sync).
  • Action Girl: There are various female Templars as multiplayer characters, and, of course, your female Apprentices can be pretty terrifying as well.
  • Action Survivor: Sofia, a librarian, does a very respectable job of driving Ezio around, shortly after being narrowly rescued from death by hanging.
  • Adventures in Comaland: Desmond is in a coma following the events of Brotherhood, and must put back the fractured pieces of his subconscious whilst inside the Animus in order to wake up, before it finds him and deletes him.
  • All There in the Manual: Or rather, the Encyclopedia. Also, a lot of background information that was touched upon in the Altaïr memories but not covered can be found in Assassin's Creed: The Secret Crusade, particularly the history between Altaïr and Abbas and the death of Malik.
  • Armchair Military: The achievement for holding all 12 base cities in the Mediterranean Defense meta-game is named "Armchair General". Averted by the fact that in order to recruit enough Assassins to hold the cities, Ezio must take over Templar Dens and handle tons of notoriety from mass recruitment.
  • Ambiguous Situation: Is Ezio actually seeing Altaïr's ghost at Masyaf? Or is that purely a glitch from the Animus. Everything about the game's design (The White room is now black, Animus Island, memories overlapping due to the Bleeding Effect) points to the latter being the case, but how could Ezio have gotten captured if he hadn't been distracted? Wouldn't that just lead to a desynchronization?
  • And Your Little Dog, Too!:
    • In the Champion mission, you initially have to defend a printer from the eponymous Templar. In the second part, the Champion goes after the printer's father instead.
    • Ahmet has Sofia kidnapped in the climax, having found out she's Ezio's weakness.
  • And Your Reward Is Clothes:
    • An interesting real-world iteration, if you buy the Russian Limited Special Collector's Ultimate Edition.
    • Completing the Desmond memory sequences in the Animus Island area unlocks Desmond as a "costume" while playing as Ezio.
  • Annoying Arrows: Ezio treats that arrow to the shoulder like a mosquito bite. According to the book, the arrow was mostly stopped by the armor. He only snapped the arrow because it was barbed and could not be fully removed through the armor.
  • Anticlimax Boss: invokedUnlike in the previous games, there is no climactic duel at the end with the Big Bad. Prince Ahmet in Ezio's story gets killed in a cutscene by a supporting character, while Abbas in Altaïr's story is killed in one shot by the Hidden Gun. The penultimate boss, Manuel Palaiologos, is also rather easy, dying to a single Counter Kill.
  • Apocalypse Wow: The catastrophic disaster that Minerva talked about in Assassin's Creed II is quite amazing when you get to see it, and you will get to see it. It's also one of only two cinematics that isn't done in-engine.
  • Armor of Invincibility: There are two, the Armor of Ishak Pasha (obtained by finding all ten of Ishak Pasha's memoir pages and completing a Hidden Tomb mission) and the Master Assassin Armor (obtained by completing the first parts of all the Master Assassin missions). Both are unbreakable and provide the maximum health bonus. The former can also deflect bullets, weakens bombs and makes guards more likely to flee, while the latter allows Ezio to sprint completely silently and pretty much breaks the game's remaining difficulty in half because it can be acquired from Sequence 3 onwards, less than two hours into the game.
  • The Artifact: The "Desmond's Journey" sequences have hidden, large glowing cubes as collectibles. In the original release they unlock multiplayer content, but in the remaster they just kind of exist and give absolutely nothing for the player.
  • Artificial Brilliance: Remember in the previous two games when you could just pickpocket entire crowds with only a few people noticing you? Try that in Revelations and see what happens. Similarly, heralds will try to punch you out if you bribe them, then swipe the money back.
  • Artistic License – Geography: In one sequence, Ezio and Piri Reis escape from the Golden Horn to sail to the underground city of Derinkuyu in Cappadocia, where the Turkmen chieftain Shahkulu is harbouring a Templar base. Except that Cappadocia is in central Anatolia, well away from the coast. Piri Reis must have been a fantastically gifted navigator indeed to take his ship to a landlocked destination.
  • Artistic License – History: See the franchise's page.
  • Artistic License – Ships: Piri Reis' ship is shown to be a galleon. While the design would become a mainstay in Atlantic fleets, the Ottomans, like most Mediterranean powers, relied on galleys to project naval power and didn't build galleon-style sailing ships in any significant number during this period. The ship is also shown with guns mounted on hinged gun ports in the lower deck, which were only just invented in Western Europe. Ottoman warships would've carried their guns on the top deck instead.
  • Ascended Extra: Abbas appeared as early as the very first memory sequence of the original game, but was unimportant to the story. Then in Revelations he gets a backstory, more extensive characterization, and even becomes the Big Bad of Altaïr's part of the story.
  • Ascended Meme:
    • Remember that trick in the previous games where you could poison a guard, throw money at his feet, and laugh maniacally as people crowd around him and get knocked out by his death throes? The developers actually made an achievement for that, creatively called "Monster's Dance".
    • Remember that trick in the previous games where you could poison someone, draw a crowd and then poison someone else to start an impromptu moshpit? Guess what the achievement is called for poisoning 10 guards at once.
    • The sequence where Ezio dresses as a minstrel and sings to distract the crowd contains innumerable callbacks and references to fan memes. See the Funny page for specifics.
      Ezio: (upon seeing his targets) Minstrels from Italia? I'm going to enjoy this...
  • Back from the Brink: Notably Inverted. Unlike the situation in Italy where the Templars were the dominating force thanks to the Borgia's influence in the Vatican, at the start of the game, the Turkish Assassins actually have Istanbul fairly well under control, mostly thanks to an Enemy Mine situation with the Ottomans.
  • Bad Boss:
    • Leandros constantly insults his men, pulls one who'd come to his rescue from his carriage out of mere spite (the guard not even having done anything against Leandros) and throws another off a rooftop in an attempt to slow Ezio.
    • Abbas, during his reign as Mentor, nearly destroys the Assassin Brotherhood through arrogance and mismanagement.
  • Bad Guys Do the Dirty Work: Selim kills Ahmet during the final confrontation, allowing Ezio to keep his promise to Suleiman.
  • Back-to-Back Badasses: The box art (the page image) has Ezio and Altaïr in this position, brandishing their Hidden Blades. It is more metaphorical in context given their different eras.
  • Bag of Spilling: Ezio starts off with just his bare hands, thanks to being captured by the Templars and having his right Hidden Blade broken during the fight. He retrieves his sword and the Hidden Blade with the gun and poison attachments, including the poison dart launcher, soon after escaping imprisonment, though. Also, getting dragged behind a carriage for a few miles is a nice bit of action and a handy way of explaining the damage to the Armor of Invincibility he got in the previous game.
  • Bald of Evil: Leandros, a member of the Templars, sports a chrome dome.
  • Beard of Evil: Vidic now sports one. Think evil Santa.
  • Beat Them at Their Own Game: One of the new enemy types is the Stalker, who blends into the crowd, appears out of nowhere, and tries to shank you... just like you've been doing to countless Templars. Thankfully, they're easy to counter as long as you're paying attention.
  • Big Applesauce:
    • A few of Desmond's sequences recount his life in New York City. There's even an achievement/trophy called "The Rotten Apple".
    • There is a Vault located in New York, revealed as part of this game's Cliffhanger.
  • Big Bad: Prince Ahmet, Suleiman's uncle and the next in line for the title of Sultan, is the local Templar Grand Master, and the one Ezio is competing against to obtain the Masyaf keys.
  • Big Damn Heroes:
    • The very first time we see Altaïr in the flesh, he's evening out the odds in a two-Templars-vs-one-Assassin fight. Within the same memory segment, he also saves about four civilians and even goes on to prevent Al Mualim's death.
    • In-game, Ezio and/or the Assassins he commands can be this to any new recruit you encounter. Either have Ezio jump down and take out the citizens in danger, hide from a distance and call on Assassins or an arrow storm to do all the dirty work, or a mix of both! Either way, Ezio earns gratitude in the form of a new Assassin recruit.
  • Big Good:
    • Ezio, having become Mentor and leader of the Italian Assassins in the previous game, is treated like this on his arrival in Constantinople. He even names the new leader of the Istanbul Assassin guild after Yusuf dies.
    • Altaïr even more so. He was also Mentor in his day, and posthumously acts as the guy even Ezio looks up to.
  • Bittersweet Ending: Desmond manages to restore his sanity, but Ezio's quest to find Altaïr's library is a bust because the only things in it are Altaïr's skeleton and his Apple of Eden; he doesn't want to disturb Altaïr and he definitely doesn't want to touch another Apple. However, it is not a total loss: he accepts his role as a conduit through which Those Who Came Before can address Desmond after which he goes on to finally retire from Assassin work and settle down with Sofia.) Oh, and a solar flare is going to destroy mankind on Earth unless Desmond and company can open the Grand Temple in time.
  • Black Bug Room: Literally, in the form of the Black Room. Desmond is now stuck here thanks to the Animus trying to preserve his fractured mind. As noted above and below, piecing his subconscious back together is the only way for him to escape.
  • Bloodier and Gorier: Ezio's new finisher moves are perhaps the most brutal and bloody ever seen in the franchise.
  • Book Ends:
    • Ezio's story begins and ends at Masyaf, and the main plot begins and ends at the door to Altaïr's library.
    • The "He who increaseth knowledge, increaseth sorrow" quote bookends Altaïr's part of the story, yet again.
    • One of the first missions and one of the last missions involves Ezio riding a carriage over a cliff.
    • Ezio's life as an Assassin really begins with his family getting executed, and it ends in the same place when he dies there, as shown in Embers.
  • Boring, but Practical: Throwing knives take off 1/3 of a Janissary's health bar, on top of interrupting their aim. Sure, throwing a knife in their stomach isn't the coolest way to end the fight, but it certainly stops it from dragging onnote  and knives are cheaper than bullets.
  • Bullet Time: You get slo-mo effects when you do an Air Assassination or finish off the last enemy in an encounter. This carries on into III.
  • Butt-Monkey: Duccio de Luca comes face to face with Ezio yet again. He just can't seem to escape. At least he doesn't take a beating this time...unless you decide to seek him out and beat him up again (not that you have much choice about the matter; he's marked with a "target" marker that won't disappear unless you beat him up). You even get a trophy/achievement called "Bully" for it. This is apparently canon, because the target only disappears if you beat him up unarmed; if you assassinate him he respawns.
    • He's also the only other returning character from the other two games' historical portion, although Ezio partially narrates his story as letters to his sister Claudia.
  • Call-Back:
    • In one mission, Ezio dresses as a minstrel and sings about various events from the previous two games. The entire mission is one huge running joke based on people's mockery of the minstrels in Assassin's Creed II and Brotherhood, from Prince Ahmet mocking the Janissaries' leader for an Italian lutist defending Prince Suleiman from an assailant when they could not to one of Ezio's own songs:
      "I am a tactless minstrel,
      I sing off-key for coins,
      If you see me in the street,
      Please kick me in the loins."
      • He also has this remark when told to beat some of them up for their clothes:
        Ezio: I'm going to enjoy this...
    • Ishak Pasha's coffin looks exactly the same as the one found in the Assassin Tombs in Assassin's Creed II.
    • Ezio also storms an Arsenal to take down a target, yet again.
  • Card-Carrying Villain: The Capadoccia guards are quite aware of the injustice of their actions, giving a few hilarious lines like:
    Looting the helpless? That's my job!
  • Casual High Drop: In the intro, Ezio is about to be hanged off the Masyaf tower when he breaks free, slips out of the noose, jumps down, and lands safely—even without the usual assassin-haystack trick.
  • Cave Behind the Falls: One of the Masyaf Keys levels has Ezio chase a boat of Templars through a couple of waterfalls.
  • City of Adventure: Constantinople straddles so many different regions of the world, it's a place where anything can happen, such as a three-way fight between Ottmans, Byzantines and Assassins or hidden free-run courses for treasure.
  • Collection Sidequest: Animus data fragments replace Borgia flags. Ezio can also track down memoir pages belonging to Ishak Pasha, for a chance to find his armour. Thankfully, this time they can all be finally marked on the map, the former after collecting 50/100, the latter by buying a map from the bookshops.
  • Combat Pragmatist: As is traditional for the series, Ezio pulls no punches in combat. In this, he inherits Assassin traditions well from Altaïr, who at 82 is not above fighting swords with bullets — one bullet, to be precise.
  • Conservation of Ninjutsu: While Janissaries remain a threat even in numbers, if the fight has enough enemies in it they'll start using grabs against Ezio; however, just like every other enemy they are shaken off easily, after which they're knocked off their feet and are open for a One-Hit Kill Coup de Grâce for a few seconds. This ensures that even an army of Janissaries can be beaten, difficult as it may be.
  • Continuity Nod: In the fifth Desmond memory sequence, the route you take through the Abstergo facility is the reverse of the route you exited with Lucy in the beginning of Assassin's Creed II.
  • Cool Mask: Assassins in this game include a mask with their hood to better conceal their identities. The armour of Ishak Pasha has also has one.
  • Cool Old Guy:
    • Ezio is fifty-one years old at the start of Revelations (March 1511) and badass enough to defeat an entire army of Templars. He is also badass enough to realize when he's had enough, and by the end of the game is ready to lay down his Hidden Blades and live out his life with Sofia.
    • Altaïr shows that, at 82, he is still a badass, as despite the fact that he's unable to run or climb anymore, he can still assassinate unsuspecting targets with his Hidden Blades, and brings Abbas down with the Hidden Gun... that he just recently invented. Then he takes over the Order and spends the next ten years teaching them how to live in the shadows rather than openly at Masyaf, setting the stage for Ezio to pick up his legacy two and a half centuries later.
  • Cool Sword:
    • Ezio is depicted in trailers and images as wielding a yataghan, and he starts with one.
    • The Gamestop-sold Signature Edition included an extra single-player mission which would reward the player with an especially-jagged-edged sword found in Vlad the Impaler's tomb.
  • Cosmetically-Advanced Prequel: Thanks to out-of-game engine upgrades (inspired by L.A. Noire), Altaïr and Al Mualim look a touch more detailed than they did in the original Assassins Creed. In-universe, the Assassins' Animus is more advanced than the original game's Animus.
  • Coup de Grâce: This game has some of the most brutal finishers in the series to date, even outdoing the original's knee-stomp. The hookblade kills are particularly nasty. To wit:
    • Pull an enemy's legs out from under him with the hookblade, then stomp on his face.
    • Fishhook an opponent in the mouth and pull his head around 180 degrees for a Neck Snap.
    • Stab your hookblade under the ribcage and your other blade into the face. Use these leverage points to pick him up and bodyslam him.
    • Stab a guy with a sword in the chest, and let his body fall away from the sword very slowly.
    • Ram your sword into your opponent's face, give the handle a hefty slap so the entire head is twisted around 360° on its neck, then pull the sword out and let the corpse drop dead.
    • While unarmed, throw sand in his face, boot him in the crotch, then guillotine choke him for another Neck Snap.
    • Everything to do with Vlad the Impaler's Sword. The biggest two are likely lifting the poor enemy's entire body up by ramming the blade through the bottom of his skull or bringing him to his knees and forcing him to swallow your sword.
  • Cult: Desmond's back story reveals that he spent his time in New York thinking he had escaped a conspiracy theory cult. Then he got kidnapped by the Templars he'd spent his childhood training to fight and being taught to fear.
  • Cutting the Knot: An early memory has you attempting to kill a Templar Captain in a captured Den, then light the signal fire atop the tower in the area, with the Full Synchronization objective of doing it without being seen. When you identify the captain with Eagle Vision, however, you automatically lock onto him. This allows you to snipe him from a distance with Poison Darts, and then the tower is literally five feet to your left, saving a lot of time and difficulty in attempting to track and kill him the intended way.
  • Damn You, Muscle Memory!: Players who were used to Assassin's Creed II and Assassin's Creed Brotherhood before getting on this one are in for a bit of confusion.
    • The fact that the Head button now activates your secondary weapon, rather than initiating conversations and synchronizing with viewpoints as in the previous games, has caused a large amount of wasted ammunition and accidental civilian casualties, such as accidentally throwing a bomb at a vendor or shooting them in the head.
    • Unlike the previous games, the button for Eagle Vision and Synchronization has been changed from the Y on the Xbox controller to the left stick button. A first time player who's used to Assassin's Creed II and/or Brotherhood most likely will end up wasting a knife trying to sync at the top of the tower, or even throw a grenade at an enemy when he's only trying to observe the surroundings.
    • In-universe example: While in the Animus Island "hub", press whatever button the Hidden Blade is bound to, as you would while waiting on the loading screen in any of the games. Desmond will flex his empty left hand in the characteristic gesture of flicking it open, then glance at his wrist as if wondering why it didn't work.
  • Disc-One Nuke: By completing the Master Assassin missions, you unlock the best gear, including the strongest armor along with all the sword weapons with maxed out stats. These missions become available in Memory Sequence Three, about an hour and a half into the game.
    • Vlad Tepes' Sword. It has has four stars in every stat and is incredibly easy to get as you can find it as soon as you finish the second sequence and complete a fairly easy level.
  • Disney Villain Death: Selim shoves Ahmet off a cliff to his presumed death.
  • Doom Troops: Jannisaries are never seen without their intimidating black frowny masks. You get one too by unlocking the Armor of Ishak Pasha.
  • Due to the Dead: Ezio still says his usual "Requiescat in pace" after his kills, but he's gotten a bit grumpier over the years. When he finishes Leandros, he says, "Requiescat in pace, bastardo."
  • Earn Your Happy Ending: With all the losses Ezio has gone through and his decades-long war against the Templars, one can't say his love story with Sofia and retirement from the order aren't well earned.
  • Enemy Civil War: It can be invoked by the player. Ottoman and Byzantine Templar guards will get into fights if they see each other, and one tutorial specifically tells you to make use of this. One of the side missions requires you to do this to two different groups for full synchronization.
  • Elite Mooks: Having different classes of guards with different levels of strength is nothing new, but the Janissaries are a major pain in the arse. In previous games, only bosses were able to survive a counter attack or a kill streak, but the Janissaries are only damaged by them. Not only that, but they can survive multiple bullet wounds, and will draw their own pistol and shoot you. They are peculiarly vulnerable to Ezio's fists, however, see Never Bring a Knife to a Fist Fight below.
  • Enemy Mine: Essentially the relationship between the Istanbul Assassins and the Ottoman government. Both have plenty of reason to hate the predominately Byzantine Templars.
  • Escort Mission: Frequent throughout the game, some of these add the requirement for 100% Completion that you keep your escortee from taking damage. Some of them are watching over new recruits as they go about the intended mission and others are for civilian targets of Templars.
  • Everything's Deader with Zombies: Corruption is the obligatory Zombie-esque multiplayer mode. Players infect each other with a computer virus, but the effect is the same.
  • Evil Versus Evil: Ahmet and Selim are rivals for the throne in Istanbul and both awful people but only Ahmet is a Templar.
  • Exactly What It Says on the Tin: The hookblade has been described to Ezio as having "two parts, the hook and the blade, so you can use one, or the other... an elegant design."
  • Exposition
    • Desmond's platforming sequences provide a lot of new information about Desmond's youth.
    • Altaïr's memories give a lot of new insight on his life and the Assassins' developments during it.
    • The "Lost Archive" DLC provides a lot of information about Subject 16.
  • Fake Longevity:
  • The Farmer and the Viper: Altaïr remains infuriatingly respectful of Abbas despite the latter being an insufferable Jerkass to him, having his youngest son executed out of spite, murdering and then beheading his best friend, and nearly destroying the Assassin Order. He only kills him at the end as a last resort. In a conversation with Maria, he says that he regrets not doing so earlier and she reminds him that his mercy earned him respect among others.
  • Finishing Stomp: Carried over from Brotherhood; at least one of his special kill animations consists of him performing a leg sweep with the hookblade before stomping on the target's face.
  • Fire Keeps It Dead: This was the only way Altaïr could prove that he actually killed Al Mualim instead of just a dupe created by the Piece of Eden. Abbas was displeased with this action, as it was in violation of Assassin tradition; then again, just about everything about Altaïr displeases him.
  • First-Person Ghost: Justified in the Desmond's Journey sections, as the puzzles are made of pure Animus data, and Desmond can't even feel or see his own body. It also applies to The Lost Archive DLC with Subject 16.
  • Foregone Conclusion: As Altaïr's keys don't rely on genetic memory, he discards one conclusion (he lives to have a child) for another (he lives to record his experience). Except for the last one. Recording the memory in the key is the last thing he does, and Ezio finds it on his corpse.
  • Foreshadowing:
    • Suleiman asks Ezio to spare the life of his uncle Ahmet, but acknowledges that his father would not show mercy in the same circumstances. Ahmet dies at the hands of his brother.
    • Two examples from when Ezio's ship arrives at Istanbul. First, Ezio says he's sure there will be something in the city that will hold his interest right after being distracted by Sofia's looks. Second, when Ezio comments on the "student" being full of surprises, the as yet unnamed Suleiman replies "Very few."
  • Good All Along:
    • Subject 16 early on displays a few hints that he might try to take over Desmond's body. Then he outright asks to be carried out of the Animus and given a new body. Then he takes it incredibly well when Desmond says no and, at the end, performs a Heroic Sacrifice to throw Desmond back in Ezio's memories and save him from deletion.
    • Tarik was actually keeping close watch on the Byzantines, and not plotting against the Ottomans. Ezio finds out just right after he stabs Tarik.
  • Grand Finale: Revelations is the final installment in the "Ezio Trilogy", and it concludes his story on a fairly definitive note, with him retiring as an Assassin and accepting that his entire life has been as a conduit for Desmond, before going off to live a quiet life with Sofia Sartor. Compounding this, Embers ends with Ezio's death about a decade after the events of the game.
  • Grand Theft Me: 16 asks for Desmond's help with getting out of Animus, namely, jumping into Desmond's body at the same time that he does. It sounds more like hitchhiker than a thief but Desmond is creeped out by it and 16 takes it surprisingly well when Desmond denies his request.
  • Grappling-Hook Pistol: While not precisely a pistol, the Hookblade gives Ezio the ability to use zip lines around the city, increases his grab range (where a jump-and-grab-ledge combo was needed in the two previous games), and lets him trip enemies.
  • Gray-and-Grey Morality: The game features a more complex story than the previous Ezio games where the enemies were the decadent and corrupt Borgia family and the decadent and corrupt families they used as pawns.
    • For one thing, the Templars are led by Prince Ahmet who is highly intelligent and sophisticated, he also shows a lot of Villainous Valour and in the end gets killed by his more violent and cruel brother, who plans to militarily expand Turkey's borders. A lot of the other Templars come from minority regions whose lands were conquered by the Ottomans, whose expansion was supported by the Assassins under the belief that the Borgia Papacy and Templars in general were the greater threat), showing the political consequences of the Assassins playing with History.
    • Ezio Auditore himself performs some highly dubious actions which get called out in-game. In order to infiltrate the Arsenale at Istanbul, he sparks a riot among the Turkish people against the Janissaries, which Yusuf finds hypocritical. Later, Ezio lights several stores of gunpowder in Derinkuyu, Cappadoccia which Manuel Palaialogos criticizes as highly irresponsible and likely led to several casualties.
    • The Altaïr Memory Seals likewise shows that the chief conflict of his later years wasn't against the Templars or the Mongols but an Assassin vs Assassin Civil War between him and Abbas Sofian. Under the latter's rule the Brotherhood decayed, becoming highly corrupt and hated.
  • Groin Attack:
    • The easiest way to break a guardsman's defensive stance? A quick shin-kick to the loins, of course!
    • A potential finisher for an unarmed combo. Judging by the sounds, Ezio likely broke that poor guard's pelvis. For added hilarity, it's one of the most effective methods for dealing with Janissaries.
  • Guide Dang It!: You get an achievement if you chain-kill 5 enemies in a single combo. You need to attempt it before a certain story event, because afterwards most guards are replaced with Janissaries, who No-Sell chain-kills and make the achievement next to impossible.
  • Gypsy Curse: Invoked in one of the missions, which involve silently poisoning Templar guards trying to take the Romanies' chest of money to get them to think that the chest itself is cursed. After poisoning several guards, you have to carry the chest back to the Romani camp. Upon seeing the chest, all guards will run away screaming.
  • Hanging Around: In the trailer/intro cutscene, Ezio manages to get captured by the Byzantine Templars and is nearly summarily hanged from the top of a tower. Thankfully, he is able to fight his way out of the noose before he can be pushed over.
  • Heroes Want Redheads: Ezio isn't picky but his Love Interest and ultimately, his wife, Sofia Sartor, is a redhead.
  • Heroic BSoD: Promotional material reveals that Desmond is in one thanks to the events at the conclusion of Brotherhood, and his portion of the game is his mind trying to put itself back together after it was shattered.
  • Heroic Sacrifice: As if to make up for the hints that he might try to pull a Grand Theft Me on Desmond and even asking Desmond to share his body, 16 throws Desmond into Ezio's memories to save him from being deleted by the Animus, and is himself deleted by the Animus.
  • Historical In-Joke:
    • At one point, an Assassin in Altaïr's time says that he's taking some books "to Alexandria."
    • Ezio laments that no one will remember Christopher Columbus after America was named after Amerigo Vespucci.
    • Ezio says that Suleiman has a magnificent mind.
  • Hostage for MacGuffin: Prince Ahmet kidnaps Sofia and threatens to kill her unless Ezio gives him the Keys he's spent the entire game collecting. This despite the fact that Ezio specifically anticipates such a ploy and arranges for protection on the hostage in question — sadly, it isn't enough.
  • A House Divided: Altaïr's story involves what amounts to a Civil War between him and Abbas Sofian, an Assassin who has had it out for him ever since they were teenagers, who usurps his position while Altaïr is away from Masyaf.
  • Hub Level: The Animus Island, the program construct that Desmond takes refuge on when not immersed in Ezio's simulation. From here, Ezio can go into his several portions of his own memories.

    Tropes I-Z 
  • I'm Not Here to Make Friends: Dilara says that she's in Cappadocia to rescue her men, not make friends when Ezio asks why she's so uncooperative.
  • Infinity -1 Sword: Several, including the faction weapons (Altaïr's Sword, Romani Stiletto, Ottoman Mace, Broadsword) and the Signature Edition exclusive Vlad Tepes' Sword, which makes guards more likely to flee and has unique killing animations. They're technically not as powerful as the Infinity +1 Sword (Yusuf's Turkish Kijil), but they have their uses.
  • Infinity +1 Sword:
    • There are three, all unlocked through the Master Assassin missions. We have Mehmet's Dagger (obtained by completing The Trickster, Part 1 or Discovery), Yusuf's Turkish Kijil (obtained by completing The Deacon, Part 1) and the Almogavar Axe (obtained by completing The Champion, Part 2). Aside from maxed-out stats, the secondary effect for the former is a small chance of poisoning anyone it hits, while the latter two make guards more likely to flee.
    • Also Fisticuffs. The combat system in Assassins Creed means that almost every enemy dies in a single strike, but Fists are the only weapon in the game that can kill a Janissary instantly. (Counter-Steal then attack)
  • Injured Player Character Stage: Ezio falls off a speeding carriage down a cliff. Until he finds a Healing Potion towards the end of the mission, his injuries prevent him from performing most of his fancy acrobatics, so he has to rely on basic moves and environmental shortcuts. A similar situation happens when old Altaïr returns to Masyaf — he can't run, jump or climb stuff anymore due to his age.
  • Instrument of Murder: During one mission Ezio and the other Assassins pretend to be minstrels to infiltrate a party and protect Prince Suleiman from Byzantine killers. Towards the end, one of them charges Suleiman, but Ezio breaks his lute in half and stabs the killer in the heart with the handle.
  • Interface Screw: In-universe, the normally white void from the Animus has been corrupted to a dark grey colour. In a meta-example, some trailers (and the opening cutscene) have the Ubisoft logo flicker and skip, to reflect the fact that the Animus's systems are in a critical state.
  • Item Crafting: Ezio can now make his own bombs, combining different types of shells, gunpowder and ingredients at crafting stations to make 120 permutations.
  • It's Personal:
    • The whole "saving Constantinople from the Templars" thing is really a sidequest to Ezio, as he is primarily concerned with recovering the Masyaf Keys and, later, with wooing Sofia. Then Ahmet has to go and kidnap her and murder Yusuf. You know he's going to die after doing that.
    • Similarly, Altaïr had nothing really personal against Abbas, until the latter made a point of executing his youngest son, as well as his best friend, and was indirectly responsible for the death of his wife. Even if it took twenty years, it was going to happen.
  • Journey to the Center of the Mind: While trapped in the Animus, Desmond has the opportunity to collect Animus Fragments that unlock elements of his own backstory, in a series of narrative-fueled puzzle sequences. To fully realize his place as an Assassin, he has to complete and come to terms with these memories.
  • Kick the Dog: Swami just can't resist digging in the metaphoric knife when Altaïr is negotiating with Abbas over the Apple. He tells Altaïr that, as his son was executed, he was told that it was under his father's orders, so that he died thinking that he was betrayed by his father. And then he learns about Malik... Altaïr reacts as expected.
  • Large Ham:
    • The Crusader is a bit more flamboyant than you might expect.
    • Subject 16 is hammy, as usual, but this time it is in his wide facial expressions and usual behaviors rather than the crazy conspiracy voice of his previous videos.
  • Lovable Rogue: Yusuf Tazim, the charming, upbeat and also somewhat cocky leader of Constantinople's Assassins. Ezio uses the term "affable" to describe him in one of his letters to Claudia.
  • Made of Iron: Ezio takes an arrow to the shoulder with barely a flinch, then casually snaps off the end while enemies swarm above. Cool as can be, he goes on to fight an entire army, and at one point, he headbutts an enemy wearing an iron helmet with his bare forehead. The soldier is the one who gets knocked down, and Ezio continues with his curb-stomping without even pausing to grimace. This is at fifty-two years old. Appropriately, the accompanying music is titled "Iron". The conclusion of the cutscene has Ezio literally fall several stories straight down only to make a Three-Point Landing on a wooden platform which partially broke from the impact and casually walks away. Seeing as the first memory of Sequence 1 starts immediately after that, this is all canon, AND his free-running ability is intact!
  • Manchurian Agent: The Templars have used sleeper agents against the Assassins before, according to Shaun. He suspects Desmond might be one after killing Lucy. As shown in The Lost Archives DLC, she was the real traitor.
  • Maybe Magic, Maybe Mundane:
    • The aforementioned Altaïr apparition at the start of the game.
    • The skull of Vlad The Impaler has ''fangs'', like a certain nocturnal monster.
    • How did Ezio know that Desmond was watching him in Altaïr's library? Just a guess or did he sense him somehow via the Apple?
  • May–December Romance: One between Ezio and Sofia, who are 52 and 35 respectively.
  • Meaningful Echo: In the fifth Masyaf Key memory, an aged Altaïr is asked if he has any regrets, and he says, "If only I had the humility to say, 'I have seen enough for one life. I have done my part.'" At the very end of the game, Ezio chooses the path that Altaïr could not, declaring, "I have seen enough for one life."
  • Mind Screw: The ending sequence is intended to be more of a Mind Screwdriver for the series, although the final memory in Altaïr's library (with Ezio talking directly to Desmond) and what happens afterward may be perplexing to anyone who hasn't played at a very minimum Assassin's Creed II.
  • Mind Screwdriver: It's called "Revelations" for a reason. A lot of questions get answered, though new ones get raised...
  • Mission-Pack Sequel: The gameplay is still essentially the same as Assassin's Creed II and Assassin's Creed: Brotherhood, with the Byzantine den towers replacing Brotherhood's Borgia towers this time around. The only real novelties are the Hidden Blade hook for ziplines, bomb-making and den defense.
  • Mythology Gag: After seeing Desmond kill Lucy at the end of Brotherhood, Shaun becomes paranoid that Desmond might be a Templar sleeper cell and mentions that Abstergo has done this before, referring to Daniel Cross who killed the Assasin Mentor in Assassin's Creed: The Fall and started a purge of almost all Assassin camps throughout the world.
  • Mundane Utility: In addition to using the Hidden Blade to pick locks, Ezio picks a few tulips with it for Sofia.
  • Never Bring a Knife to a Fist Fight: It can be played surprisingly straight, because a dodge followed by 4 unarmed punches will incapacitate any non-boss enemies. This is a slower technique against standard Mooks, but can eliminate Janissaries in one combo when it normally takes 2-3.
  • Never Bring a Knife to a Gun Fight:
    • Generally, one of the quickest ways to deal with a soldier you don't have time for is to just shoot him with your hidden gun.
    • It is also subverted when facing riflemen, due to the time period. An arquebus that takes 30 seconds to reload won't help you much against the sword-wielding Grand Master of the Assassin's Order.
  • Nice Job Breaking It, Hero: The Assassins back the Ottoman Empire to gain an ally in fighting the Borgia Papacy. This has unintended consequences as *many* Templar agents are recruited from countries the Ottomans proceed to invade and conquer. The Count (aka Vlad Tepes) allies with the Templars in order to defend his homeland, and is promptly murdered by Ishak Pasha, an Assassin. As a result, the Sentinel betrays and murders many of his former comrades for selling out his homeland. The Renegade fights to avenge his murdered tribe as Manuel's bodyguard. The Vanguard likewise seeks to defend her homeland from Turk conquest.
  • No-Sell:
    • A rare heroic example. When the Assassins under Abbas try to use Assassinations on Altaïr, it only hurts him, but doesn't One-Hit Kill him like when he does it to others.
    • Another one: The Renegade interrupts his own eulogy to come back to life and start strangling Ezio. Ezio stabs him again, and the guy just laughs crazily and gets back up.
  • Nostalgia Level:
    • Desmond's final memory sequence takes place in locations from the first and second games in the series. Some parts are easier to recognize than others due to the bizarre nature of the viewing mode, but they're a near-perfect match nonetheless.
    • Seeing Masyaf again, almost unchanged since the first game despite the centuries.
    • Another, Meta-version, with the classic FPS-style jumping/platforming puzzles in Desmond's personal story.
  • Oh, Crap!: Ezio's face when Shahkulu gets up from his assassination and starts strangling him.
  • Old Master:
    • Ezio fits the criteria: still able to train Assassins, still able to soundly kick the asses of anyone he meets despite his age. Life has visibly worn him out, and reaching 52 in the 16th century wasn't that common.
    • Altaïr even more so: at 82 (never mind 62) he is still incredibly deadly, and further has the absolute respect of all his fellows who remain true to the Creed, as Abbas discovers to his misfortune.
  • Old Save Bonus: A save of Brotherhood unlocks you a Courtesan avatar in multiplayer.
  • One-Man Army: At the ripe old age of 52 (which is relatively old for the time), Ezio is still unstoppable, and he knows it.
    Ezio: "Tarik sent me."
    Dilara: "...Just you? Why not more?"
    Ezio: "I am enough."
  • Open Secret:
    • Lots of people know about Ezio's Eagle Vision. He'd prefer if they kept it quiet.
    • Citizens also openly speak about the Assassins and Templars, despite the factions doing the best they can to keep their existence a secret in all of the games before and since. Probably justified considering the highly complicated nature of the political situation.
  • Painting the Medium: A variation on this. The console versions of this game miss out on this, but with the PC version, when you start the 'Desmond's Journey' sequences, the main game closes, and soon after, the sequence opens up in a new program. It seems like an odd bug, but it's not — the Journey sequences are is an entirely different program from the main game's. It also feels perfectly in line with the entire "corrupted dataflow" style the Animus of this game has adopted.
    • This also occurs on the Xbox360 if you install the game to the harddrive. When you start or complete the Desmond sequences the system begins to read from the disk as if the game were not installed.
  • Passing the Torch: From Altaïr to Ezio to Desmond, complete with pat on the shoulder. And a minor example with Altaïr and Niccolò Polo by passing on the keys. Even the soundtrack has one track named this, as well as one of Altaïr's sequences.
  • Percussive Maintenance: The gears get stuck on one of the Clock Punk puzzles Ezio solves, so he kicks it to get it moving again.
  • Permission to Speak Freely: Tarik requests this before telling Ahmet why he thinks he'll be a poor sultan.
  • Plot Coupon: Collecting the Masyaf Keys are Ezio's objective in the main quest. They are needed to unlock Altaïr's library.
  • Poor Communication Kills: At the request of Prince Suleiman, Ezio assassinates Tarik Barleti, who had secretly been working against the Templars. Would've been nice if he had shared that info. In the end, his plan succeeds only because Ezio intervenes. It's lampshaded by Suleiman who'd requested the assassination:
    "If only he had not been so secretive."
    • Even Tarik admitted that in hindsight it was sorta his fault:
      Tarik: "I blame myself. Not for treason, but hubris."
  • Praetorian Guard: The Janissaries, which is a plot point thanks to their loyalty to their captain Tarik Barleti, who opposes Prince Ahmet's succession of the reigning Sultan Bayezid II.
  • Pragmatic Villainy: Assassin Dens that are taken by Byzantines can be recovered largely intact, as they intend to keep the dens and so it would be counterproductive to damage them.
  • A Quest Giver Is You: The contracts system from Brotherhood returns as Mediterranean Defense. You send recruits out to complete missions in locations across the Mediterranean, and their chances of success depend on their numbers, levels, and weapons.
  • Recursive Reality: The player is controlling Desmond, who's experiencing his ancestor Ezio's life, who occasionally experiences Altaïr's life as he gathers the Masyaf Keys, which basically act as mini-Animuses to him. And no, this is not Mind Screw yet, at least not by Assassin's Creed standards.
  • Red Herring: Subject 16 shows hints of being possibly maybe evil and trying to steal someone's body (maybe Desmond's) to get out of the animus. But then, before the third chapter, he asks Desmond if that's a possibility and accepts with good grace when Desmond says no.
  • The Remnant: The Byzantine Templars are the last of the previous empire before the Ottoman conquest and wish to take the city back for their ruler, Manuel Palaiologos.
  • Roaring Rampage of Revenge:
    • Altaïr barely resists the temptation to go on one of these against Abbas for executing his youngest son Sef and his best friend Malik (though this is only shown in The Secret Crusade. Maria talks him out of it, seconds before she herself gets killed. He gets even twenty years later.
    • Ezio rallies the Constantinople Assassins to one of these during Sequence Eight, after finding Yusuf's body in Sofia's bookshop. The next memory consists of the Assassins assaulting the Arsenal en masse. Your Assassin Signals stay maxed out without a cooldown and you can stroll casually through the whole mission while an endless stream of Assassins and Arrow Storms help you carve a bloody river of bodies to your target.
  • Room Full of Crazy: The Black Room shows fragments of Desmond's mind and memories. It is a trippy place.
  • Rousing Speech:
    • Ezio gets to deliver one this time around. "Fight with me, and show him what it means to cross the Assassins!"
    • Manuel Palaiologos tries to give one to his Byzantine troops, but the sight of Ezio shuts him up pretty quickly.
  • Rule of Funny: The likelihood of Italian minstrels showing up at a party for a Turkish prince is slim, but then you wouldn't be able to beat them up, steal their clothes, and make fun of them in song.
  • Saved by a Terrible Performance: Ezio goes undercover as a Florentine Wandering Minstrel to infiltrate the Sultan's palace during an official gathering of Istanbul's elites. His vocal talents are atrocious and everyone at the palace tries to chase him away — but this is just perfect for his disguise, because Florentine minstrels as a whole are known to be terrible singers, both In-Universe and to the players of the previous games.
  • Scare Chord: One starts up when a stalker is coming up behind you and climaxes when he tries to shank you. It's often the only warning you'll get.
  • Sequel Goes Foreign: Ezio leaves his native Italy (which was the setting of the two previous games) to go on an adventure in Syria and the Ottoman Empire.
  • Serial Escalation: Downplayed in two ways.
    • The first: in Brotherhood, Assassin recruits could go on contract missions throughout different cities for XP/loot/etc, generally making them stronger but we never saw any other returns/effects. In Revelations, the Mediterranean Defense allows us to do all that again, but now we see their full effects: you can weaken Templar control of 12 note  cities by doing missions, as well as bring them under Assassin control to provide money/XP/crafting ingredients, improve the lives of its citizens, and so forth.
    • The second: in Brotherhood, Ezio could only have control of 12 Assassin recruits period. In Revelations, if one takes the time to properly manage Mediterranean Defense, you can assign up-to-five recruits to each city to help keep the control better - taking control of all cities/assigning recruits to them allows Ezio to technically command up to 72 Assassin recruits note . He can still directly command only 12 in Constantinople, the seven Master Assassins included, yet that's a step up from the situation in Rome.
  • "Shaggy Dog" Story: The entire purpose for Ezio's visit to West Asia is to enter Altaïr's library. The game is spent searching for the keys to said library. When he gets there at the end of the game, it's empty of everything but Altaïr's skeleton and his Apple. Ezio leaves the Apple and says, "Hey, Desmond, be a good kid and listen to Unca Jupiter for a bit, okay?" However, he seems content with the wife he found as a side-effect, so it is downplayed in that sense.
  • Shout-Out:
    • One of the Random City Events for Ezio has you in a fistfight with a man that says he "floats like a butterfly, stings like a scorpion", a reference to Firefly (or, more likely, to Muhammad Ali's "float like a butterfly, sting like a bee").
    • Since the game's creators has confirmed an Inception angle, Desmond beginning the game by waking up on a beach in a constructed world plays out like this.
  • Shown Their Work: There actually is a hypothesis out there that the human race went through the bottleneck mentioned by the game, when our numbers were reduced to just 10,000 people, maybe as few as 1,000 breeding pairs between 60 and 140 thousand years ago, nearly driving us to extinction. Most of the hypotheses have to do with supervolcano eruptions and 1,000 year volcanic winters and things like that rather than a solar flare that goes un-thwarted by Physical Gods, but that's okay, the evidence is still coming in.
  • Silver Fox: Ezio has held up pretty well, considering he's in his fifties at the beginning of the game.
  • Stealthy Mook: The Stalkers try to approach Ezio in the crowd undetected and stab him In the Back, dealing serious damage, before escaping. The only defense is to pay attention to ominous background sound effects that play when a Stalker is near and using Ezio's Eagle Vision to spot them in the crowd.
  • Storyboarding the Apocalypse: The ending cutscene functions as both a visually spectacular explanation of what happened to the First Civilization and a preview of what will happen now if Desmond doesn't stop it.
  • Suddenly Voiced: It is a variation to Suddenly Accented as Altaïr gains an Arabic accent. It is Justified in-game by upgrades to the Animus.
  • Super Drowning Skills: NPCs still can't swim, even after multiple games and Animus upgrades. Unlike in Brotherhood, however, your Assassin recruits don't die if they fall into the water; they simply despawn.
  • Super-Senses: As in the previous game, Ezio's Eagle Sense allows him to perceive things that no ordinary person should be able to, such as tracking someone across multiple city blocks from the scent of the poison she is carrying, or knowing from a distance which guard among dozens has a particular key. As powerful as it is, it's a pale shadow of the "Knowing" of Those Who Came Before, but was their gift to the bloodline of the Assassins.
  • Super Weapon Surprise:
    • Altaïr has hidden the Apple from the first game in a vault under Masyaf, requiring all of his seals to open it. While it is a surprise to Ezio to find it there, he refuses to use it, and the previous games' stories reveal that it was later found and used by the Templars until being destroyed in a satellite accident.
    • A minor example, from the antepenultimate Altaïr sequence:
    Altaïr: "I learned many things from the Apple. Of life and death, of the past and the future. Let me show you..."
  • Swiss-Army Weapon: In Assassin's Creed II, Ezio's hidden blade got attachments for a thin poison needle and a pistol alongside the usual stabbing blade. In Revelations he gets a hookblade for his other arm. It is useful for ziplining, faster climbing, all new fatalities, and picking flowers.
  • Take That!:
    • All of Ezio's songs when he's disguised as a minstrel are all insults towards minstrels or his audience.
    • The Deacon is unimpressed when confronted with an assassin. "Go hide in your haystack, fool!"
  • Taking You with Me: In multiplayer, a player can now opt to try and fight back when running isn't an option, stunning the attacker and causing them to draw a great deal of unwanted attention to themselves. Whilst the defendant can never win, it effectively attracts anyone hunting the attacker, acting as a sort of Suicide Attack that dooms an attacker to a similar fate.
  • Thematic Sequel Logo Change: The game takes place primarily in Constantinople, and as a result, the Assassin sigil is more stylized and flowery to represent the art styles common in the early 16th Century Ottoman Empire.
  • Took a Level in Badass: Didn't think the Hidden Blade could possibly get any cooler? Say a big hello to the Ottoman Hookblade, and learn just how very wrong you were.
  • Tower Defense: The Den Defense segments.
  • Unexpected Gameplay Change: The Desmond sequences unlocked by collecting Animus Data Fragments are first-person platformers, and defending a Den is effectively a simple Tower Defense game.
  • Use Your Head: Kill-chains usually don't work on Janissaries, as evidenced when they block both Ezio's sword and his hidden blade. So, in this situation, Ezio headbutts the metal mask-wearing guy, dealing as much damage as a regular sword attack!
  • Video Game Cruelty Potential:
    • We finally have contenders for the knee-stomp, such as damn near every hookblade kill, and one sword kill that involves stabbing them in the throat and then snapping their neck 180 degrees with it. Ezio may well be the most lethal example of a grumpy old man, and Altaïr isn't far behind.
    • Bombs have a lot of cruelty potential. Ezio can plant Datura tripwire bombs, taking out entire patrols of guards in one go, and wipe out crowds of civilians with Splinter or Thunder Bombs before desynchronizing. Even better, Thunder Bombs are non-lethal, so you can attract huge crowds with money or Pyrite Bombs and blow everyone up to your heart's content.
    • One of the Mercenaries Guild challenges is to "destroy a scaffold by throwing someone into it." It does NOT specify that it had to be an enemy.
    • While running close to somebody, it is possible to trip them up using the hookblade, often for no good reason except that you can.
    • You can shove a fisherman to cause him to drop his fishing rod, and then pick it up and use it as a weapon. For bonus cruelty, you can use it to kill the poor civilian you just stole it from, and the kill animations for it are just as brutal as the actual weapons.
    • You can simply shove the poor fishermen right off the dock and into the water.
    • One of the fastest ways to get down from a rooftop to street level is to use a random pedestrian to break your fall. "Is there a REASON for this abuse?" and "Shall we pretend that was just an accident?" are two of the more hilarious things that they will say in response to this.
    • For several of the multiplayer characters, when assassinating a player that is sitting on the bench, He/she will walk up to the victim and quickly pull them off the bench and then kick their head back into the bench. In a setting where you are constantly assassinating other characters, this animation is especially shocking.
    • When you use a lift, a pile of bricks is dropped as a counterweight. Sucks to be the civilian walking peacefully on the street when suddenly that bunch of bricks drop on you.
    • When you steal from civilians, they will attempt to fight you. If you choose to counterattack them unarmed, it doesn't count as killing them, so you don't desynchronize. You can then abuse the groaning injured in the same way as you can corpses.
  • Vocal Dissonance: Despite the fact that Altaïr is well into his 90's by the end of Revelations, he stills sounds exactly the same as his 20-year-old self- he does not sound any raspier or gruff. Chalk it up to production oversight. Or, you know, The Animus/Apple did it.
  • Weaksauce Weakness: Janissaries are resistant to all types of attack... except bare fists, apparently. Dodging, then landing one unarmed combo somehow incapacitates a soldier who can survive multiple stab, bullet, and blunt weapon injuries.
  • What the Hell, Hero?: The latter half of the game is full of these moments, with Ezio at his ugliest in this game:
    • In a mission, Ezio bribes some heralds into instigating a riot in order for the mob to break the doors of the arsenal, which ultimately led to a huge loss in lives and property, and the Arsenal district remains ruined until the end of the game.
      Yusuf: Feigning solidarity to advance your own agenda? How nice.
      Ezio: It's not pretty, I know.
    • It's unknown how many people were killed as a result of Ezio's actions going to and returning from Cappadocia, but if one takes into account the explosion that blew up a lighthouse, the fire that decimated the entire harbor of Constantinople and the one that suffocated the entire underground city (Ezio himself takes constant damage from smoke inhalation until he makes it out of the cage)... Perhaps those heralds he's been bribing aren't so far off mark.
    • After being mysteriously silent about it in Brotherhood, civilians now once again call you out if you loot corpses in front of them.
  • Wham Line: A recording in Lost Archives reveals an important truth in the present day storyline:
    Warren: We're counting on you, Lucy. You have served the Templar Order well, and we never forget loyalty. Oh, yes. Once inside their hideout, perhaps you might ask the Assassins why they left you alone for so many years.
  • Win to Exit: Desmond's part of the story. He must complete Ezio's and Altaïr's memories in order to wake up from the coma he's in as a result of the events of the previous game, and thus escape the Animus before it deletes him.
  • With Catlike Tread: The Templar Stalkers have a Scare Chord and yell "Die Assassin!" before they try to kill you.
  • With This Herring: Justified; Ezio gets disarmed after his in-cutscene capture, and one Hidden Blade is missing because it got broken. He replaces it with a Hookblade Yusuf gives him.
  • You All Share My Story: There is a single key moment in history that links Altaïr, Ezio, and Desmond together, which is called a Synch Nexus. Finding that moment is the key to freeing Desmond from the Animus. It ends up being the moment right after Ezio discovers the Apple Altaïr left for him, a few feet from where Altaïr laid himself to rest. Ezio calls Desmond by name and provides a direct link between Desmond and the Apple that allows Those Who Came Before to communicate with Desmond directly across time, and gives him the Mind Screwdriver he needs to wake up.
    Ezio: Who are we, who have been so blessed to share our stories like this? To speak across centuries?
  • Young Future Famous People: Ezio worked with Suleiman the Magnificent, back when he was still a 17 year old prince.
  • Zero-Effort Boss: Leandros goes down without even a fight, at the conclusion of Memory Sequence 1.