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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 Seven

Playing Politics

MISSION OVERVIEW

Memory Type: Templar Conspiracy

Suggested Level: 6

Assassin

Jacob Frye

Challenges

Do not kill any guards in the Sinopean Club

Avoid all of the sniper’s shots

Rewards

£: 1000 + 150 (Full Synch Bonus)

XP: 450 + 150 (Full Synch Bonus)

Belt: Iron Scale Belt

Location: Near Victoria Station, Westminster

To begin this memory, enter the marker (1) at the top of the triangle-shaped building just north of Victoria Station in Westminster. In this memory, Jacob hunts for Prime Minister Disraeli at the Sinopean Club to trace the mysterious “B,” who is planning Disraeli’s assassination.

Current Objective: Reach the Sinopean Club

From the rooftop you face west toward the Sinopean Club (2) marked in the distance with a green blip around 94 meters away. Jump off the end of the pole sticking out of the building you’re on and leap into the haystack below. There’s a merchant on the sidewalk below if you need any items.

Walk west toward the Sinopean Club across the street. Activate Eagle Vision. Notice the many policemen guarding the entrance and posted at various locations inside. Before you enter the Reach marker in the Sinopean Club courtyard, gather a local Rook gang. You should find some on nearby street corners. Send them inside to attack the policemen before you enter the marker and activate a Challenge that frowns on killing the guards.

Location: Sinopean Club

Another option is to get onto the Sinopean Club rooftop and look down into the courtyard to assess the situation. Shoot a hallucinogenic dart at a cop and wait for a crowd of cops to form. When a group of them are massed together, shoot a couple more cops in the group with darts to have them kill each other.

While they all fight each other, start throwing Voltaic Bombs on the group until all of the policemen in the group are finished. This does get rid of all the cops in the area and does not stop the policeman that circles the meeting that is about to happen. But it does make the next Challenge a lot easier to deal with.

Current Objective: Reach the Sinopean Club

Challenge: Do not kill any guards in the Sinopean Club

Drop down off the rooftop to the Reach marker inside the courtyard near the round bench enclosure (3). Cover behind the bench enclosure’s short walls. While in Eagle Vision you can see the Prime Minister and William Gladstone highlighted yellow. They meet in the middle of the bench enclosure and begin to talk. Remain covered behind the short wall. A new policeman (A) arrives to patrol the area. He is located on the west side of the enclosure.

Remain Within Range to Spy

You must cover behind the short wall around the meeting at the circle of park benches. Any other location that is out of policemen’s sight is too far and a timer activates and counts down from one minute and does not stop until you get within listening range again. If this timer reaches zero, you are desynchronized.

The newly arrived policeman (A) patrols around this round park bench wall you are covering behind. So all you have to do is keep Eagle Vision activated so you can locate him clearly and crouch-walk along the wall, always staying on the opposite side as he patrols around it. You do not need to worry about the Prime Minister or Gladstone seeing you in the walkway openings in the short wall. You are of no interest to them. But you do need to make sure the patrolling policeman does not see you cross these openings.

Now you know why we eliminated so many policemen before this Challenge starts (when you enter the Reach marker). Imagine avoiding all the police that were in the area while crouch-walking around the bench walls! At one point, the patrolling policeman (A) switches patrol with another (B) who was patrolling further north. Just keep an eye on this switch and continue to stay behind the opposite wall from the currently patrolling policeman. Alternatively, you could sneak up behind the policemen as they patrol ahead of you and knock them out. When the second one arrives he inspects the body of the first, which makes him an easy target for another knockout.

Current Objective: Tackle the spy

When the heated get-together is over, Benjamin Disraeli walks off and a spy is seen following closely behind him. Jacob begins to pursue the pursuer. You are now supposed to tackle the spy known as “B.”

You walk out of the club through the east tunnel and the spy is across the street entering the park (4). When you reach the street, he notices you and starts to run. Give chase into the park.

He’s not much of a runner and can usually be tackled before he exits the north end of the park. Once on the ground, Jacob questions the man who exclaims his name is Herbert. When he is about to reveal the name of the man that paid him to follow the Prime Minister, a gunshot rings out and a bullet hole appears in the spy’s temple. Sniper!

Current Objective: Tackle the sniper

Challenge: Avoid all of the sniper’s shots

The sniper is spotted on top of the cathedral (5) across the street to the north. Run into the gated yard on the right side of the cathedral following the yellow blip that marks the sniper movement along the rooftops. She is now heading north. Rope Launch to the top of the church. If there is still a Helix Glitch located in this area, Rope Launch to the church in the Glitch’s location (see the Mini-Map icon). Once on the rooftop you see the sniper now moving east along the rooftops across the yard.

Hop up on the corner railing of the church rooftop and you notice the Helix Glitch floating just in front of the balcony. Get a Rope Launcher lock-on on the chimney of the building (6) the sniper is running across. Get a lock-on point on the chimney that, when attached and a zipline is used, Jacob passes through and collects the Helix Glitch.

The sniper stops to shoot at you from the end of the same rooftop. It likely happens when you are ziplining and it’s difficult to hit a moving target like that. So if you aren’t on the zipline then press / to avoid the sniper’s bullet.

After the sniper stops to take a shot at you, she turns and runs east along the rooftops, continuing east across three more complexes until she follows the end of the L-shaped rooftop, which now sends her into a southerly direction. She stops on the end of the lower rooftop to set up for another shot. Rush her and tackle her.

Current Objective: Incapacitate the sniper

Your next objective is to incapacitate her. You can try to choke her out from a kidnapped position or you can just attack her. When her health is low a cinematic takes over. She comes to and is startled to find herself suspended over the edge of the rooftop. She sees Jacob holding her by her jacket collar, temporarily keeping her from falling to her death.

Jacob interrogates the sniper. He asks for the name of the guy she works for. She claims she never got his name. Describes him as an old chap with a big beard and wore some kind of uniform. “Hussars, maybe,” she says. She adds that her lads are to attack the Prime Minister’s carriage on the way to Parliament. Jacob, getting the info he needs, throws the sniper back onto the safety of the roof. The memory is complete.

Memory Unlocked

The Bodyguard memory is unlocked after completing Playing Politics. This memory’s start location is just a few blocks north of where you completed Playing Politics. This new memory continues Jacob’s Sequence 7 story branch. This is the next memory we cover in the walkthrough.

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