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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

Family Politics

MISSION OVERVIEW

Memory Type: Templar Conspiracy

Suggested Level: 8

Assassin

Evie Frye

Challenges

Steal a carriage without entering the courtyard

Don’t let the royal carriage’s condition drop below 50%

Rewards

£: 2830 + 250 (Full Synch Bonus)

XP: 1350 + 250 (Full Synch Bonus)

Cape: Cloak Of Victory

Location: Buckingham Palace, Westminster

Evie meets Duleep Singh outside Buckingham Palace in Westminster. She apologizes to the Maharaja for not having Buckingham Palace’s renovation plans. Duleep eases her mind, telling her that there are copies to be had. He asks her to quickly and stealthily acquire an official carriage, which they could use to deliver politicians to their destinations. Along the way, the Maharaja can hold political meetings with them. Do this for him and he will help you find the renovation plans you need.

Current Objective: Borrow a royal carriage

Challenge: Steal a carriage without entering the courtyard

Head west along the sidewalk to reach the heavily guarded compound on the corner (2). Make sure you have a smoke bomb before getting too far. There is a merchant a block away if you need one (3) or you can defeat some random Blighters walking around with hopes they’re carrying smoke bombs. Walk past the open gate (4) with Eagle Vision activated and you see multiple royal guards around, including some on nearby rooftops. Through an open gate you can see a beam of light in the middle of the courtyard indicating the location of an official carriage (2) to hijack.

The following tips allow you to beat the Challenge of stealing the carriage without entering the courtyard. Walk up to the knee-high gate (5) between the front door of the southwest building and the column that connects the metal fencing to the large gate entrance (4). From this position you can acquire a Rope Launch lock-on to the rooftop of the building. The royal guard at the front door does not notice your activities.

Head to the northwest side of the rooftop, being careful not to attract the attention of the rooftop royal guards to your left. Jump to the next rooftop (6) to the northwest and sneak to the northern edge (7) and look for the carriages below (2).

There are three carriages, each marked with an orange blip. Throw a smoke bomb at one of the three to spook the horse. The carriage typically takes off through the southeast gate (4).

The carriage does not go too far away if you end up chasing it. It is possible that the carriage will return to the courtyard again. In that case you must repeat the smoke bomb process and catch it more quickly the next time. Most of the time, the horse calms down and stops in a nearby street. Jump up onto the carriage and hijack it. If you acquired some attention from nearby Blighters, Police, or Royal Guards, become anonymous and the next objective occurs.

Current Objective: Reach Duleep

Challenge: Don’t let the royal carriage’s condition drop below 50%
Location: Buckingham Palace, Westminster

You are directed to meet Duleep a block from Buckingham Palace. The carriage’s health gauge must not dive below 50% or you fail the current Challenge. This gauge remains active until the end of the memory. The carriage’s health is at 90% when you first obtain it. So drive extremely safely. You are about to make multiple stops for Duleep. During these cab rides, there will be timers counting down from time to time but you rarely need to use a speed boost. So there’s no need to whip the horse.

Current Objective: Reach the first politician

Try not to scratch the carriage once on your way to pick up the Maharaja (8). Duleep wants to conduct his first mobile meeting with the politician (10) waiting near Belgrave Square.

Location: House Fire

So now that you have to take care of a carriage, you don’t think that the game is going to play nice, do you? Along the route you experience some abnormal traffic behaviors. The first very noticeable one is the fire truck that comes racing at you in an intersection. Slow down and let it pass. It’s on its way to a fire down the street. You pass this commotion several times on your trips back and forth, so be especially careful in that house fire area (9).

Current Objective: Reach Victoria Station

Time Limit: 1:30

Stop in the Reach marker and allow the politician to enter the carriage with the Maharaja. While Duleep converses with the politician (10), you are to drive them to Victoria Station (12). You have one minute and thirty seconds to get to the train station. The fire truck that passed you earlier is now blocking your path. Maneuver around it carefully. When you reach a few blocks to the east you get to see what all the commotion is about.

The house burns on the triangle intersection (11). You need to go at a turtle’s speed through the scene so you can squeeze through all the fire trucks. Turn right at this intersection and things clear up and you can reach the station on time. The politician leaves the carriage and you begin your trip to the next one.

Current Objective: Reach the next politician

Location: Victoria Station

There’s no time limit to reach the next politician so take it really easy on the way, as not to damage the carriage. You pass the house fire area (11) on your way to St. James’s Park (14). Once you are past the fire and approaching the next intersection, another fire truck (13) comes at you on it’s way to the fire. Allow this truck the right of way and continue cautiously. You might get stuck behind a slow cart on a narrow road, but the rest of the way is smooth sailing.

When you reach the park, the next marker appears inside the park so this means you are about to do a little off-roading. But not to worry, the dirt pathway through the park is a smooth one, unless you run over some pedestrians. You pick up the next politician (15) from near the pond.

Current Objective: Reach Parliament

Time Limit: 1:24

From the park, you are to take the politician to parliament (17) while Duleep has his mobile meeting with another person who refused to meet with him in the past. Turn the carriage on a dime and return the way you came, but veer left at the dirt path intersection to exit the park closer to your destination. Weave through the heavy traffic just outside the park.

In an intersection (16) just before you reach Parliament an actual carriage police chase is happening. Slow down and let the crooks continue to escape the police carriage, which is hot on their tail.

You can reach Parliament (17) without anything more than some overly aggressive drivers and the annoyingly slow drivers (nothing’s changed with traffic over time). Drop off the politician with time left on the clock.

Current Objective: Reach Mr. Gladstone

Location: House of Parliament

You pick up your last rider, Mr. Gladstone (18), at the other end of the House of Parliament.

Current Objective: Reach the gentlemen club

Time Limit: 2:26

Mr. Gladstone has some serious business to attend to at the gentlemen club (19). And he has to be there in two minutes and twenty six seconds! Allow Gladstone to enter the carriage and then take him there pronto…but safely. You don’t run into anything out of the ordinary until you have to cross the house fire (11) intersection again. But that’s not bad because your destination is right around the corner.

Drop Gladstone off at his destination (19). Surprisingly the Maharaja will also be joining Gladstone at the club. Evie and Duleep say their goodbyes. He thanks you for forwarding his cause and tells Evie where she can find the copies of the Buckingham Palace plans.

Current Objective: Return the royal carriage

After dropping off the boys (19), jump back in the carriage and return it to the courtyard where it was originally parked. There’s no time limit and the Challenge still stands, so be very careful on this final trek. You enter the compound (20) from the west entrance and then pull through to drop it off further inside (2).

Current Objective: Escape the area

Exit the carriage and quickly run to the nearest wall to avoid the guards. Rope Launch to the rooftops. Running southeast for the street (4) has you out of the restricted zone in no time. This completes the memory.

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