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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 › Side Quest › London Stories: Charles Darwin Memories

A Struggle For Existence

MISSION OVERVIEW

Memory Type: Charles Darwin Memories / London Stories

Suggested Level: 6

Assassin

Jacob or Evie Frye

Challenges

Kidnap the policeman without being detected

Rewards

£: 1100 + 150 (Full Synch Bonus)

XP: 850 + 150 (Full Synch Bonus)

Unique Material: Dinosaur Talon

Location: City of London

Instead of meeting Darwin to start this memory, you will be meeting and following Florence Nightingale (1) who is waiting for you on a City of London sidewalk.

Objective: Follow Nightingale

Follow Nightingale as she walks south along the sidewalk. Nightingale says the unspeakable has happened. Darwin has been arrested by a corrupt policeman and their last known position was at a funeral.

You go your separate ways at the next corner. Nightingale waits for you on a stoop of the corner building (2). The graveyard to the southwest is the area to locate the corrupt policeman.

Objective: Locate the corrupt policeman

Challenge: Kidnap the policeman without being detected

Leave Nightingale and to avoid most of the patrolling policemen inside and outside of the graveyard before you can reach the corrupt cop, follow the street heading south and turn right into the alley beside the graveyard. Stop just short of the graveyard’s southwest corner (3).

Objective: Kidnap the corrupt policeman

Challenge: Kidnap the policeman without being detected

You can spot the corrupt cop (A) patrolling westward toward you along a graveyard pathway (4). While he is in the distance, hop the graveyard fence and hide behind a nearby grave until he walks by. Quickly leave your hiding spot and hop up a small ledge to the sidewalk. Come up behind him and kidnap him.

Objective: Deliver the corrupt policeman

Challenge: Kidnap the policeman without being detected

Turn the corrupt policeman back the way he came and follow pathway to the northwest corner (5). To avoid the policemen (B) & (C) standing at the northwest corner, walk your victim between the gravestones and the short wall in this corner.

Continue to follow our route until you see two patrolling cops coming toward you on the same pathway. Go off-path and walk around the backside of two large stone columns (6). When you reenter the pathway you are at the north exit (7).

Wait for the patrolling street cops to walk past the exit before you enter the street. Once in the street, head east to where you left Nightingale. Deliver the cop to her (2).

Objective: Locate Darwin

Threaten the cop with a gun or throwing knife (aim at him) and he tells you a man paid him to bring Darwin to his secret base. The area is now marked on your map.

Knock the cop out and enter a carriage. Allow Nightingale to ride along. Follow the route marked on the street to the secret base (9).

Objective: Examine Darwin’s condition

When you reach the house to the northeast, activate Eagle Vision and look into the house to spot Darwin highlighted yellow with a few Templar guards around. He’s on the second floor. There’s an open second floor window and the front door is open as well.

Enter the home and defeat the Templars to get to Darwin who is lying on a bed on the second floor.

Objective: Defend Nightingale

Darwin is very weak and Templars are on their way in the house. You must defend Nightingale while she tends to his wounds. Cover beside the stairs and Cover Assassinate the first to arrive and then slay the second quickly.

Objective: Pick Up Darwin

Darwin has fallen out of the bed. Pick him up and carry him down the stairs.

Objective: Deliver Darwin to the cart

When you reach the first floor you see a Templar in the doorway. Place Darwin on the floor and defeat this Templar and any others that rush in or are outside the house before you pick up Darwin again.

When the coast is clear, pick up Darwin and carry him outside and place him in the carriage on the street. Nightingale will take him to safety.

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