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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 › World War I: Time Anomaly

The Darkest Hour

MISSION OVERVIEW

Memory Type: World War I / London Stories

Suggested Level: 6

Assassin

Lydia Frye

Challenges

Use the generator to attract a spy

Rewards

£: 3532 + 150 (Full Synch Bonus)

XP: 4000

Outfits: Military Suit

Objective: Investigate the house

You start (1) this memory on the first floor of a house where an unknown man—who you apparently just killed—is sliding off a dining table and onto the floor. You look like Evie, but you’re not…you are Jacob’s granddaughter, Lydia. It’s World War I in London and the year is 1916.

Objective: Eliminate the 3 spies

Challenge: Use the generator to attract a spy

Ascend the stairs and activate Eagle Vision. Spot the glowing yellow enemies on the floor below. These are the three spies you need to eliminate. Another generator sits in the next room. Activate it.

Cover beside the stairs and two spies walk up the stairs to investigate the generator problem. Assassinate them both.

Winston Churchill and his guards enter the room after you defeat the three spies. You did him a favor; he was after the same group. You agree to work together.

Objective: Find information about the radio

Steal information about the radio

You regain control of Lydia in a room (2) where half of the walls have been blown away, revealing a smoky London landscape and the sounds of war. Use Eagle Vision to identify who holds the radio information. Evie left Lydia the Rope Launcher; use it to reach the top of the house.

There are three different locations green blipped on the map: one around a guarded crane (3) on the shoreline of The Thames; another on a barge (4) guarded by Templars in The Thames; and the last one is below the bridge’s south tower (5) on the ground level.

Zipline to the crane platform first (3). Activate the generator to get the attention of the guard that holds the information. Cover Assassinate him to retrieve the radio info.

Zipline to the Templar boat (4) and throw a smoke bomb on the boat before you jump to it from the adjacent boat. Defeat everyone and loot the radio info. Zipline out of the area heading for the bridge.

Blend into the crowd on the ground, next to the soldier speaking on top of the tank, and wait for the soldier to pass by to quietly steal the information from him.

Objective: Reach the North Tower

Clamber up, Rope Launch, and zipline to scale the many different surfaces of the bridge to reach the north tower (6). Keep out of the spotlights to avoid sniper fire.

Objective: Kill the 4 spies manning the radio

Drop down from the north side of the north tower (6) to find a series of open windows above a large window ledge. Cover behind the windows and shoot hallucinogenic darts or knives into the spies inside the communications base. Kill them all and enter the room.

Objective: Talk to Churchill over the radio

Operate the radio on the table on the left side of the room.

Objective: Reach the anti-aircraft gun

Exit out the east window (7) and perform a Leap of Faith into a haystack below. A boat outfitted with an anti-aircraft gun pulls up directly below you (8).

Objective: Destroy two waves of planes

Zipline to the boat and take control of the large anti-aircraft gun. Aim to the sky and shoot the attacking bi-plane down. Follow its flight path with the reticle and shoot when it turns red. Shoot using R2 / RT.

There’s only one plane in the first wave. If you allow it to live long enough that it performs a shooting dive, then cover behind the gun shield by pressing the / button. Don’t be a hero! Cover to live to shoot again.

Pilots know they are the most vulnerable when flying out of a dive run. Use this to your advantage, as soon as the last bullet from the dive attack is fired, come up from cover and take aim on the aircraft(s) as they perform the slow climb out of the dive.

Objective: Kill the 3 boarders

The first wave of planes has one plane to destroy and the second wave has two. After destroying three planes, Templars board your ship. Leave the gun and defeat the three Templars.

Objective: Destroy two more waves of planes

After defeating the Templars, return to the anti-aircraft gun and blow up five more planes and watch as the zeppelin is taken down by allies.

Additional Coverage of the World War I Adventures

The additional adventures of Lydia Frye in 1916 London are covered in our Associate Activities section of this guide. You will notice that these other adventures are categorized as such in the Progress Tracker—where you can replay the memories.

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