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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

Vox Populi

MISSION OVERVIEW

Memory Type: Karl Marx Memories / London Stories

Suggested Level: 6

Assassin

Jacob or Evie Frye

Challenges

Hide a body in a hiding spot

Don’t kill any policemen

Rewards

£: 1100 + 125 (Full Synch Bonus)

XP: 850 + 150 (Full Synch Bonus)

Color: Wine

Location: London Bridge Station, Southwark

Meet Karl Marx (1) on the corner in Southwark near London Bridge Station. In this memory you must protect Karl Marx while he gives a speech.

Objective: Follow Marx

Follow Marx west along the sidewalk. He stops at the first alley entrance (2). Follow him through the alley and activate Eagle Vision.

Objective: Kidnap 4 troublemakers without being seen

Challenge: Hide a body in a hiding spot
Challenge: Don’t kill any policemen

When you round the corner (3) with Marx, spot the nearest patrolling policeman (A). This is the only one you need to be concerned with using our strategy. Your first kidnapping target (B) glows yellow and is in the crowd in the distance.

When the policeman (A) is on his patrol route (4) behind the building, walk up behind the troublemaker (B) and kidnap him where he stands (5) facing the stage like the other troublemakers.

Objective: Extract troublemakers from the area

You must remove the troublemaker from the red restriction zone around the stage. Walk the vkidnapped troublemaker (5) back the way you came and when the cop (A) is behind the building, walk your victim up to the edge of the bulkhead (6) and slash his throat. If he does not drop into the water, then quickly pick him up and throw him in. This completes the first Challenge.

Objective: Kidnap 3 troublemakers without being seen

Getting rid of the three remaining troublemakers is easy after you have completed the Challenge. Simply crouch next to the stage stairs (7) and throw knives at the heads of the remaining three troublemakers. Do it quickly so that one does not see the body of the others. Otherwise, you fail the memory.

Objective: Defend Marx

Karl Marx moves down from the stage (8) to the floor area in front of the stage during this segment of the memory. Enemies attack from the street to the west and from the alleys behind you to the east. Use smoke bombs around Marx and annihilate anyone that gets near him, including cops (the Challenge for not killing any policemen is over now). Defend him until all enemies are dead to complete the memory.

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