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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 Nine

Double Trouble

MISSION OVERVIEW

Memory Type: Templar Conspiracy

Suggested Level: 8

Assassin

Jacob Frye

Challenges

Don’t kill any policemen

Do not damage the Gladstone’s carriage

Rewards

£: 1330 + 250 (Full Synch Bonus)

XP: 600 + 250 (Full Synch Bonus)

Schematic: Devil’s Handshake Schematic

Location: Train Hideout

Tensions between Evie and Jacob are at an all time high. Evie is tired of cleaning up the mess Jacob leaves in his wake. She tells Jacob that Starrick is making his move and that the Piece of Eden is somewhere inside Buckingham Palace. They begin to fight like children as Henry Green enters in time to break it up. He tells the twins he heard from his sources that Starrick plans to steal the Piece of Eden at the ball tonight and then eliminate the heads of church and state. The twins agree to work together one last time…then call it quits.

Mary Anne Disraeli enters the car. Jacob asks the Prime Minister’s wife for entrance into the ball tonight. As Mary Anne starts in with how impossible that would be, her husband Benjamin butts in and guarantees them entry. Evie suggests that Jacob steal the Gladstones’ invitations. Everyone agrees to that delightful plan.

Current Objective: Reach the Gladstones’ house

Challenge: Do not kill any policemen
Location: Gladstones, Westminster

Since you were on the train, there’s really no telling where you will be when you begin this memory. Hop off the train and take a carriage to the Gladstone’s (1) in Westminster. The carriage you were hoping would be outside their house is missing.

Current Objective: Speak with the kid

Head south down the sidewalk from the previous Reach marker to find, just a few houses away, a child standing in an open doorway (2). Talk to her. She tells you she saw the two carriages heading south and points in the correct direction. Open the chest in this office before you leave on your quest.

Current Objective: Reach Mr. Gladstone’s location

Get in a carriage and drive just south of Westminster Abby and stop in the street near the Reach (3) marker. Walk through the short covered alley and you see an open courtyard to the right (north).

Current Objective: Steal Mr. Gladstone’s invitation

Activate Eagle Vision to spot many policemen around the courtyard, maintaining order during the festivities. You also spot a yellow blip. This indicates the location of the invitation you are to steal. The Challenge is to not kill any coppers while stealing the invitation. If you have to get rid of a policeman, then knock him out.

Begin the task by Rope Launching to the rooftop on your right. There’s a policeman (4) there facing the courtyard that needs to be dealt with first. Come up behind him and knock him out. There’s a Helix Glitch nearby, but we suggest leaving it there as it seems it’s ideally located to alert police as you attempt to retrieve it.

From the north edge of the rooftop (4), look down into the courtyard. You see a circus tent (7) in the middle; the invitation is under the tent. Acquire a Rope Launch lock-on on the rooftop of the building behind the tent. Zipline over the tent to that rooftop (5).

Move to the northeast side of the rooftop (5) and perform a Leap of Faith into the haystack (6) near Westminster Abby. Once in the haystack, activate Eagle Vision to spot the nearby police. There’s one with his back always to you at the gate (A) and another that patrols back and forth around the haystack. Jump out of the haystack and knock out the patrolling policeman (B) when his back is to you and no other guards are in view.

Leave his body and enter the hiding booth and wait for the patrolling policeman (C) under the tent to walk past the crate stacks. Come out of the booth and knock this guard out as he reaches the end of his patrol behind the crate stack.

Now simply walk up to the table with the invitation on it and press and hold the / button. Wait for the gauge to fill up to steal the invitation.

Current Objective: Steal Mrs. Gladstone’s invitation

That’s one invitation down. Now you need one for Evie. A yellow blip appears on Victoria Station (9) to the southwest. Get to the rooftops and out of the restricted zone.

Location: Victoria Station, Westminster

Enter the northeastern entrance of the train station and walk among the civilians along the passenger loading area. Activate Eagle Vision to spot the cops at the south end of the station. Rope Launch to the top of the rafters and follow the framework until you are directly above Mrs. Gladstone (a yellow glowing figure while Eagle Vision is on).

When you get near Mrs. Gladstone she begins moving and then sits on a bench. You are heard saying to yourself to not make a move until she’s alone. Listen to your inner voice. Move down to the lower network of rafters and then drop down to the top of the nearby sign. Drop to the floor. To avoid being spotted by her police escort, move quickly to the seat. If you miss her at the bench, she moves into the nearby hiding booth. If this happens, stealthily enter the booth with her and steal the invitation while inside.

Activate the Steal icon on the bench and Jacob sits down, reaches behind his seat, and steals Mrs. Gladstone’s invitation completely unnoticed. When you have the invitation, simply Rope Launch back to the top of the rafters and head to one end of the train station or the other and exit.

Current Objective: Hijack Mrs. Gladstone’s carriage

Challenge: Do not damage the Gladstones’ carriage
Location: Victoria Station, Westminster

Mrs. Gladstone’s carriage (10) is parked just outside the station on the north side. Enter the carriage and drive extremely carefully, so as not to scratch the carriage. Avoid collisions with anything. Park the unscathed carriage in the Reach marker to the northeast (11). The next memory, “Dress to Impress” is started where you parked the carriage.

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