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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 › Train Hideout: Missions 2

A Long Night

MISSION OVERVIEW

Memory Type: Train Hideout

Suggested Level: 3

Assassin

Jacob Frye

Challenges

Avoid open conflict

Rewards

£: 830 + 75 (Full Synch Bonus)

XP: 400 + 100 (Full Synch Bonus)

Location: Train Hideout Engine

To start this mission you must talk to the engineer on the engine section of the Train Hideout. The engineer complains about his apprentice, Bob, who is a hardcore drinker and once again nowhere to be found. He needs Bob to help with some work, so he asks you to find him and bring him back.

Objective: Investigate the bar clues

Location: Lord Nelson Bar, The Strand

Where the train hideout was located when you started this memory determines how far you have to travel to get to the Lord Nelson bar (1) in The Strand. Consider using a fast travel point if you are across the map.

The clues to investigate in the bar are the three people that glow yellow when Eagle Vision is activated. There’s an employee (A) cleaning up vomit on the sidewalk at the front door, a drunk patron (B) sitting in a booth inside, and a bartender (C) behind the bar.

Talk to them all or, if you’re in a hurry, just talk to the bartender (c). He tells you Bob went to throw up in the alley. This opens the new investigation area.

Objective: Locate Bob

Exit the bar and run northeast along the sidewalk to reach an alley (2) to the left. Kill any Blighters you see along the way to clear them from the area.

Activate Eagle Vision to spot the clues that glow yellow. As you enter the alley (following the green blip) you come across a man urinating on a wall (D); talking to him helps little. The drunk (E) sitting near a wall is also of no help.

Head north from the sitting drunk and you can find a watch (3) on the sidewalk. Continue through the archway while heading north to find pools of blood. If Eagle Vision is activated, you spot three Blighters further north behind a wall (4) before you can examine the blood.

Objective: Eliminate the bullies

Jump up on the yard wall and Air Assassinate one of the three bullies picking on Bob, who is lying on the ground. Avoid using a firearm unless you want to attract more local Blighters. Eliminate the remaining two as silently as possible.

Objective: Speak to Bob

Speak to Bob as he gets to his feet. Loot the bodies around as he sings and takes his time standing. Bob is still very drunk.

Objective: Kidnap Bob and take him to safety

Challenge: Avoid open conflict

Kidnap Bob. Walk Bob out the north gate (5). Turn right on the sidewalk and you see two Blighters guarding an exit out of the park to the street to the left. Avoid them by following the sidewalk to the right.

Take a left at the gazebo (6) and enter the street through the east park exit. Turn left onto the street and then take a right at the intersection.

Recruit any Rooks you see along the way. If any Blighters start to notice you, have the Rooks attack them. This keeps you out of the conflict, thus keeping the Challenge active.

Keep your distance from the Blighters on the long stretch of street to the corner where the destination marker is located (7).

A gang of Blighters attacks in a cinematic when you reach the destination. Bob is stabbed. When control returns to you, throw a smoke bomb and quickly defeat the Thugs.

We suggest using a firearm to quickly finish the six Blighters. This may also bring a nearby patrolling cop to the fight. Finish him off too, as he could be a problem during the next objective.

Objective: Deliver Bob to the hospital

The conflict Challenge is over and Bob’s health is in jeopardy. His health is displayed on a meter onscreen. If this meter drains from here to the end of the memory, you fail.

Pick up Bob and hide him inside the nearby (glowing) carriage (8).

There’s absolutely no time to waste, rush Bob to the hospital in the City of London (9). Don’t listen to his complaining about speed. Just drive as fast and as carefully as you can. Avoid collisions as much as possible as this drains his health more quickly.

Avoid recruiting any Rook Riders along the way. Their driving next to you could complicate things.

You should reach the hospital with about 35% left on Bob’s health gauge.

Objective: Deliver Bob to the train hideout

When you reach the hospital, Bob says he’d rather let Agnes take care of his wound. So keep whipping the horse past the hospital and make your way to the train hideout (10) following the route marker.

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