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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 › Walkthrough › Sequence Five

The Lady With The Lamp

MISSION OVERVIEW

Memory Type: Templar Conspiracy

Suggested Level: 5

Assassin

Evie Frye

Challenges

Do not kill the Peddler

Hijack the pharmacist’s cart in less than 1 minute

Rewards

£: 500 + 125 (Full Synch Bonus)

XP: 300 + 150 (Full Synch Bonus)

Schematic: Medicine Efficacy II

Location: Lambeth Asylum

Enter the memory marker at the door at the southeast wing of the Lambeth Asylum (1). It is here that Evie finds Clara who is feeling under the weather. Clara tells Evie that the children under her care at the asylum are falling ill and that the usual tonics aren’t working. Then Clara collapses in Evie’s arms. Florence Nightingale hears Evie’s cries for help and assists. Nightingale explains that ever since Elliotson was murdered, the district’s been overrun with counterfeit tonic. Evie agrees to help get Miss Nightingale the supplies and medicine she needs to help Clara and the children there.

Current Objective: Locate the peddler

Time is of the essence in this mission. You must get the supplies and medicine and deliver them to Florence Nightingale in eight minutes. You start the mission outside the asylum entryway and a horse and carriage are nearby. Race this vehicle following the route marker on the Mini-Map and the green blip onscreen to the peddler’s location (2).

You should have no problem reaching the peddler in west Lambeth with seven minutes remaining on the clock—which appears at the top of the screen, constantly reminding you of your deadline.

Activate Eagle Vision and look south through a wooden fence to spot the yellow glowing silhouette of the peddler. The Challenge is not to kill him, but to steal the potion he holds.

Current Objective: Steal the peddler’s potion

Challenge: Do not kill the Peddler

The biggest challenge at this location is the patrolling cop near the peddler. If you have purchased the Gang Upgrades “Police Bribes” then you have an easier time with this. Simply jump over the fence and sneak up behind the peddler without touching him and press and hold / while the steal gauge fills completely. If you do not have Police Bribes then you might want to wait until the cop’s back is turned to steal from the peddler.

Current Objective: Locate the pharmacist

Hop back over the fence, get back in your vehicle, and don’t stop whipping the horse until you reach the pharmacist’s location (3) in northeast Lambeth. You should reach the pharmacist’s location marker with around five and a half minutes left on the clock.

Current Objective: Defend the pharmacist

Activate Eagle Vision to find the pharmacist (a glowing yellow silhouette) behind the buildings near the location marker. There are three Blighters about to attack him while a fourth Blighter patrols near the sidewalk where you arrive. There’s no time to think, just rush in and take them by surprise—a smoke bomb helps. Slaughter the four Blighters.

Current Objective: Speak to the pharmacist

If a Blighter blocks then quickly move onto the next closest Thug so they won’t be tempted to attack the pharmacist. Talk to the pharmacist once you finish them off.

He thanks you and tells you the supplies he carries are for Miss Nightingale and that they are on the cart ready to go. Evie glances at the cart of supplies as a Blighter hijacks it and rides off.

Current Objective: Hijack the pharmacist’s cart

Challenge: Hijack the pharmacist’s cart in less than one minute

You gain control of Evie while she’s in a full run heading south down the street chasing after the stolen supply cart. Jump into the nearest carriage parked on the side of the road and whip the horse non-stop while following the route marker on the road. You should have about four and a half minutes left on the clock and the good news is that the stolen cart is headed toward the asylum. With speed and a little luck, you should actually reach the stolen cart just as it is passing the asylum.

Drive up alongside the stolen cart, matching its speed the best you can. Press L1 to jump from the driver’s seat to the roof. Leap over to the stolen cart using R2 / RT only. Face the driver and press / to hijack the vehicle. If this only took you a minute from when you left the pharmacist then you have completed the final Challenge.

Current Objective: Return to Florence Nightingale

With around four minutes on the clock and the stolen supply cart in your possession (and hopefully you are near the Asylum), you must now return to Miss Nightingale. The first marker to appear is at the entrance to the Asylum grounds (4). But the drive is not over; you must deliver it around back (5) near where the mission began.

When you enter the marker in the back and have returned in time, Nightingale assures you that now with the right medicine, Clara will survive and that she will petition for medicine regulations that should benefit all of London.

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