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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: Queen Victoria Memories

Operation: Dynamite Boat

MISSION OVERVIEW

Memory Type: Queen Victoria / London Stories

Suggested Level: 10

Assassin

Jacob or Evie Frye

Challenges

Air assassinate from a crane

Rewards

£: 1500 + 350 (Full Synch Bonus)

XP: 1000 + 300 (Full Synch Bonus)

Objective: Speak to Fleming

Location: Southwark Shipyard

You start this task on top of a rooftop (2) in Southwark near The Thames. Rope Launch and zipline to Fleming (3) standing in the shipyard.

Alfred Fleming (3) runs her majesty’s secret service. Before the Templar attack, he suggests you remove anything that would give you away.

Objective: Drive the police carriage out of the area

Start by moving a police carriage (4) out of the restricted zone. We suggest taking a right on the street then the first left (5). Get out and recruit the Rooks standing on this corner.

Objective: Reach Fleming

Location: Southwark Shipyard

Now return to Flemming (6) who has moved near the docks at The Thames between the two cranes. He tells you to prepare for a fight with a boatload of Templars arriving shortly.

Objective: Defend the area

Challenge: Air Assassinate from a crane

You have 30 seconds to get ready before the enemy comes ashore at this dock. Climb the south crane and wait for the Templar boat.

The crane swings out over the Templar boat as it pulls to shore. Throw a smoke bomb down onto the boat and perform an Air Assassination on one of the lucky Templars below. This completes the Challenge.

Alternatively, you can utilize dynamite to set up traps and ignite the crates by tossing nitro from the roofs for a more explosive fight.

Help the secret service and the Rooks defeat all the Templars.

Objective: Reach Fleming

Location: Southwark Shipyard

Now return to Flemming (3) who has moved near his first location in the shipyard. He points east to the Templar leader getting away and asks you to bring him back alive.

Objective: Tackle the Templar leader

Chase the Templar (8) as he runs out into the street, turns left and runs through an alley and quickly ducks right into a warehouse (follow our route on our map).

Keep your distance from him when he stops inside the warehouse. He’s igniting a dynamite crate (9). Avoid the explosion and continue chasing him.

He ignites a second crate on the warehouse’s southeast corner (10). Avoid this explosion and continue to chase him.

The Templar ignites a third crate (11) on the sidewalk where he darts into an alleyway.

Tackle him after he gets to his feet from getting run down in the street (12) by a speeding carriage.

Objective: Deliver the Templar Leader

Run the kidnapped Templar leader back to Fleming who is now in a carriage back at the shipyard (8). Put the captive inside the carriage to complete the memory.

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