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Assassin's Creed Syndicate eGuide
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Contents

  • Foreword
    • Foreword
  • The Essentials
    • Introduction
    • Default Controls Summary
    • Gameplay
    • Vehicles and Driving
    • Game Structure and Progression
    • Collectibles
    • On screen Display
    • Stealth
    • Key Abilities
    • Combat
    • Associates
  • Walkthrough
    • Sequence One
      • A Spanner In The Works
    • Sequence Two
      • A Simple Plan
    • Sequence Three
      • Somewhere That's Green
      • Bounty Hunt: Abberline, We Presume
      • Child Liberation: To Catch An Urchin
      • Gang Stronghold: Spitalfields
      • Templar Hunt: Harold Drake
      • Gang War: Rexford Kaylock
      • Train Hideout
      • Freedom Of The Press
    • Sequence Four
      • A Quick And Reliable Remedy
      • The Crate Escape
      • A Spoonful of Syrup
      • Unnatural Selection
      • On The Origin Of Syrup
      • Cable News
      • Playing It By Ear
      • Overdose
    • Sequence Five
      • The Perils Of Business
      • A Room With A View
      • Friendly Competition
      • Breaking News
      • The Lady With The Lamp
      • Research And Development
      • Survival Of The Fittest
      • End Of The Line
    • Sequence Six
      • A Run On The Bank
      • A Case of Identity
      • One Good Deed
      • A Spot Of Tea
      • A Thorne In The Side
      • A Bad Penny
    • Sequence Seven
      • All Is Fair In Politics
      • Playing Politics
      • The Bodyguard
      • Driving Mrs. Disraeli
      • Change of Plans
      • Unbreaking The Bank
      • Motion to Impeach
    • Sequence Eight
      • The Joys Of Freedom
      • Strange Bedfellows
      • Triple Threat
      • Fun And Games
      • Final Act
    • Sequence Nine
      • Shall We Dance?
      • Double Trouble
      • Dress To Impress
      • Family Politics
      • A Night To Remember
  • Side Quest
    • London Stories: Karl Marx Memories
      • Introduction
      • Cat and Mouse
      • Where There Is Smoke
      • Anarchist Intervention
      • An Explosive End
      • Vox Populi
    • London Stories: Darwin and Dickens Conspiracy
      • Introduction
      • Darwin's Orchid
      • Our Mutual Friend
      • An Artful Plan
    • Dreadful Crimes
      • Introduction
      • A Simple Matter Of Murder!
      • The Case Of The Conflicted Courtship
      • Death Stalks The Colonel
      • The Fiend Of Fleet Street
      • The Mystery Of The Twice-Dead Professor!
      • Locked In... To Die!
      • The Most Hated Man In London
      • Next Stop: Murder!
      • Conjuring Up A Killing!
      • Murder At The Palace!
    • Train Hideout: Missions 2
      • Introduction
      • A Long Night
      • Runaway Train
    • London Stories: Charles Dickens Memories
      • Introduction
      • Spring-Heeled Jack
      • Hell's Bells
      • Recollection
      • 50 Berkeley Square
      • Dead Letters
      • The Terror Of London
    • London Stories: Queen Victoria Memories
      • Introduction
      • Operation: Dynamite Boat
      • Operation: Locomotive
      • Operation: Drive For Lives
      • Operation: Westminster
    • Associate and Income Activities: WWI
      • Introduction
      • Spy Hunts
      • Spy Hideouts
      • The Master Spy
      • Zeppelin Raid
    • Associate and Income Activities
      • Gang Strongholds
      • Bounty Hunts
      • Child Liberations
      • Templar Hunts
      • Gang Wars
      • Income Activities
      • Fight Clubs
      • Street Racing
      • Cargo Hijack
      • Boat Raids
      • Smuggler's Boat
      • Cargo Escort
      • Train Robbery
    • Train Hideout: Missions 1
      • Introduction
      • Stalk The Stalker
      • Nigel In For The Chop
      • Hullo Mr. Gatling
    • World War I: Time Anomaly
      • Introduction
      • The Darkest Hour
    • London Stories: Charles Darwin Memories
      • Introduction
      • The Berlin Specimen
      • An Abominable Mystery
      • Defamation
      • Cruel Caricature
      • A Struggle For Existence
  • Reference and Analysis
    • Skills and Levels
    • Perks
    • Gang Upgrades
    • Crafting
    • Equipment
    • Allies and Enemies
    • Archetypes
    • Trophies and Achievements
    • Mission Progression Reference
  • Collectibles
    • Collectibles
    • City of London
    • Lambeth
    • Southwark
    • The Strand
    • Thames
    • Westminster
    • Whitechapel
    • WWI Time Anomaly
  • Maps
    • London Map
    • WW1 Map
  • Videos
    • A Bad Penny
    • Overdose
    • Cable News
    • Survival of the Fittest

Assassin's Creed Syndicate Guide › Reference and Analysis

Archetypes

Archetypes appear in the Rooks, Blighters, and even the Templars. Each enemy Archetype responds differently upon spotting you or entering combat. When infiltrating an area, look out for the Watchers and Lookouts since alerting them causes them to quickly call for backup. The damage you take and deal to Archetypes is determined by player level and the quality of your current equipment. The level of the enemy can be seen above their heads, once you’ve marked them, ranging from 1-10. This gives you a good idea of the challenge that enemy will bring to the fight.

Brute

Brutes are lumbering giants. They hit hard and have a lot of health. However, they are very predictable in combat, and can be easily defeated by running away and performing an assassination from above.

Enemy Level
1 2 3 4 5 6 7 8 9 10

Base Damage

460 540 640 760 840 940 1020 1100 1220 1320

Armor

44 54 74 94 114 134 154 174 194 214

Enforcer

Enforcers are a mix of the Brute and Soldier Archetypes. If you attempt to retreat, Enforcers answer with Flash Bombs, blinding you while you try to run. When fighting a group of enemies, Enforcers always try to gain a tactical advantage.

Enemy Level
1 2 3 4 5 6 7 8 9 10

Base Damage

410 490 590 710 790 890 970 1070 1170 1270

Armor

40 50 65 85 105 125 145 170 190 210

Protector

Protectors are the strongest of the Archetypes, however contact with them is easily avoidable. Enemy factions do not have the Protector Archetype; only Police and Royal Guards have Protectors. At lower levels, taking on a Protector in combat is almost a certain death sentence. Once you’ve reached a higher level you begin to gain a small advantage over them, but they are still formidable foes.

Enemy Level
1 2 3 4 5 6 7 8 9 10

Base Damage

540 620 720 840 920 1020 1100 1180 1300 1400

Armor

64 84 104 124 144 164 184 204 224 244

Soldier

Soldiers are the most common Archetype you encounter. They rely on numbers to pose a threat. Using melee attacks and basic combos they are easily defeated with counter attacks when you fight them in groups. Be wary when they are matched with a Brute or Enforcer as things can quickly get complicated by the stronger enemy’s attacks.

Enemy Level
1 2 3 4 5 6 7 8 9 10

Base Damage

410 490 590 710 790 890 970 1070 1170 1270

Armor

40 50 65 85 105 125 145 170 190 210

Watcher

Watchers are always ready to call their allies to their side with a quick whistle whenever they encounter trouble. Whenever possible, eliminate these threats with a sneak attack, or from afar, before they are even aware of your presence. If you give them time they’ll call their friends for backup and you may have more trouble than you bargained for. Watchers have a high rate of counter attack, so be ready if you directly engage these foes.

Enemy Level
1 2 3 4 5 6 7 8 9 10

Base Damage

360 440 540 660 740 840 920 1000 1120 1220

Armor

0 20 40 60 80 100 120 140 160 200

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