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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: Karl Marx Memories

Cat and Mouse

MISSION OVERVIEW

Memory Type: Karl Marx Memories / London Stories

Suggested Level: 5

Assassin

Jacob or Evie Frye

Challenges

Create a faction fight outside the pub to attract the spy

Kill 2 spies with hanging barrels

Rewards

£: 800 + 125 (Full Synch Bonus)

XP: 700 + 150 (Full Synch Bonus)

Lessons
Location: Train Station, Whitechapel

Speak to Karl Marx (1) who is talking to a policeman inside the train station in Whitechapel. Marx needs to meet with sympathizers to his cause, without attracting the attention of the police. The policeman asks that Marx keeps his rallies off the streets and Marx argues that they need police assistance.

Objective: Follow Marx

Follow Marx out of the train station and to a lot across the street (2).

Objective: Locate and Kill the 4 spies

Challenge: Kill 2 spies with hanging barrels

Get to the rooftop of the building to your left (3) as you enter the lot (2). Marx walks alone through the alleyway, walking past the spies. The first spy is at the mouth of the alley. Watch him from above and shoot the hanging crates (4) when he walks under them to pursue Marx.

If you don’t get into position fast enough, allow the spy to live as he follows Marx to the northeast. There’s another set of hanging barrels near the alley clearing (5).

Get to the corner rooftop (6) where Marx turns and heads more southward. Wait for the second spy (7) to walk under the nearby hanging barrels (8). Drop the barrels on this spy to complete the Challenge. If you miss, you have another opportunity nearby.

Drop the barrels at the alley exit (9) on a spy if you have missed previous opportunities. This is above the short tunnel that leads to the street to the east.

Objective: Follow Marx

Follow Marx across the street, taking out the remaining spies. Marx stops at the brewery (10) to talk with a fellow supporter about a meet tonight.

Objective: Locate the spy

Now you can take off and leave Marx behind. Rooftop travel west to the bar marked with the green blip (11), but do not enter.

Objective: Kill the spy

Challenge: Create a faction fight outside the pub to attract the spy

Get to the street corner to the north and recruit the Rooks (12) standing there. Enter Eagle Vision and walk kitty-corner to the southwest and have the Rooks attack the Blighters (13) on this corner. When the cops come out of the bar (11) have the Rooks attack them next; this fulfills the second Challenge.

Kill the spy, if your Rooks have not already done so.

Objective: Follow Marx to the meeting

After Karl Marx speaks with his contact inside the pub (11), follow him as he runs south along the sidewalk and darts into the alleyways to the east (14).

Objective: Kidnap the traitor

The police have paid the traitor, who glows yellow with Eagle Vision activated, (15) to lead Karl into this ambush at the meeting location. The traitor and the police walk together heading northeast out of the alleyway.

Throw a smoke bomb into the group of cops, take them out, and then kidnap the traitor.

Objective: Deliver the traitor

Run the kidnapped traitor into the street heading southwest past the pub and (16) into the park on the next block.

Objective: Speak to Marx

Marx and the traitor work out their grievances. Talk to Marx to complete the memory.

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