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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

Runaway Train

MISSION OVERVIEW

Memory Type: Train Hideout

Suggested Level: 3

Assassin

Evie Frye

Challenges

Avoid fire damage

Rewards

£: 830 + 75 (Full Synch Bonus)

XP: 400 + 100 (Full Synch Bonus)

Location: Train Hideout

You start this memory on the Train Hideout’s dining car, which is the second car from the back. This is an Evie-only memory.

Objective: Speak to the merchant

Leap off the train and hijack a carriage or do a quick trip to the City Of London. Follow the green blip to the merchant (1) in the northeast side of town behind the Stockbrokers Bankers building.

Evie asks the merchant for a 7-inch flywheel when all of a sudden a man runs up behind her yelling for her help. He says the train won’t stop!

Objective: Reach the moving Train Hideout

You regain control of Evie as she is running south through a nearby alley. You have 2 minutes and 12 seconds to reach the train. Enter the nearest parked carriage in the street (2).

The train is headed your way (north) and is crossing The Thames. The easiest thing to do is not to head for the train but to drive quickly for the nearest tracks (3).

When you reach the tracks, hop out of the carriage and stand between the two sets of tracks while facing south. Wait for the train to arrive and then jump onto the engine as it rolls by.

Run through the Reach marker at the cabin area of the engine to complete the objective and stop the clock.

Objective: Speak to the train driver

Drop down into the engine cabin and speak to the train conductor. He yells that the brakes are gone and it’s bursting into flames. He asks you to put out the fires while he fixes the brakes.

Objective: Extinguish the fires

Challenge: Avoid fire damage

You must extinguish all fires before the train is engulfed. Do not let the Train Life bar at the top of the screen drain completely or you fail the memory.

To meet the Challenge and not get burned, avoid running through the fire spots on the rooftops of the cars. Also avoid approaching or putting out fires upwind. Always face downwind so the fire is blowing away from you and not toward you. In other words, always face the back of the train when you kneel down to stamp out a fire.

To put out a fire, approach it (downwind) and complete the button press prompt that appears. Mash the buttons that appear until the fire is out. Evie pulls out a hammer and stamps out the fire. Quickly move onto the next.

You must work swiftly and move quickly from one fire to the next. Each fire is marked with a green blip and an extinguish label.

Once you put out four fires on three train cars, turn back toward the engine and drop down between the last two cars to make a repair. Press or to start the repair on the left side of the platform on the second car from the back. This is a brake repair so it’s very low. Mash the buttons that are displayed to complete the repair.

Quickly get back to the rooftops heading for the engine and extinguish three more fires. Again, moving in front of the fire so you are stamping it out downwind.

Objective: Repair the train part

Two last fires appear on the rooftop of the second car from the back. Quickly put them out and run back for the engine. Leap over the conductor’s cabin and head for the Repair blip on the second smoke stack. Follow the button prompts to repair the part.

Objective: Stop the train

Quickly drop into the cabin with the conductor and approach the brake (marked by the stop icon) and follow the button prompts to stop the train and complete the memory.

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