Firecracker
A distraction rather than a weapon — thrown to pull guards toward a noise and away from where you intend to be.
Overview
A distraction rather than a weapon — thrown to pull guards toward a noise and away from where you intend to be.
Firecrackers make a loud noise at the point they land, drawing nearby enemies to investigate. They are the crudest of the Ghost tools and among the most useful, because moving a patrol two metres is often the whole problem.
Unlike the wind chime, which lures a single curious guard, firecrackers pull attention broadly — better for shifting a group, worse for isolating one target.
A distraction rather than a weapon. It is how you split a two-guard post without touching either of them.
Tales that call for it
- Shadow of The SamuraiMain Tale — the walkthrough calls for it
- From The DarknessMain Tale — the walkthrough calls for it
- a Reckoning in BloodMain Tale — the walkthrough calls for it
Upgrading it
Weapons and tools are improved through the skill trees, spending Technique Points earned as your Legend rank rises. Legend itself comes from tales — main and Mythic Tales give the largest steps, side tales, liberated settlements and cleared encounters the smaller ones.
Sources
Strengths and weaknesses
Strengths
- Moves guards away from a route you want to take
- Cheap and plentiful compared with explosives
- Creates openings without breaking stealth
- Pulls a group toward the noise; the Wind Chime pulls one.
Weaknesses
- Does no damage at all
- Pulls a group rather than isolating an individual
- Guards return to post once the noise ends
- Does no damage, so it never breaks stealth by killing.
Best uses
- Clearing a patrol off a wall or gate
- Splitting a pair of guards before assassinating one