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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 Six

A Case of Identity

MISSION OVERVIEW

Memory Type: Templar Conspiracy

Suggested Level: 5

Assassin

Jacob Frye

Challenges

Do not kill any policemen

Rewards

£: 830 + 125 (Full Synch Bonus)

XP: 400 + 150 (Full Synch Bonus)

Kukri: Jade Kukri

Location: Royal Exchange, City of London

To begin this memory, find the paperboy (1) at the Royal Exchange in The City of London. Jacob snatches the newspaper and opens it. He glances over the top. There are guards everywhere. A man in an expensive suit passes, the Govenor of the Bank of England, Philip Twopenny. He walks with his nose in the air while speaking to another banker trailing behind him. He kicks a beggar’s tin bowl sending change everywhere. Instead of apologizing, Twopenny exclaims, “You weak fool, get a job!”

Current Objective: Locate Mr. Dredge

Challenge: Do not kill any policemen

There’s a small gang of your Rooks outside the Royal Exchange doors directly ahead of you. Recruit all of them and from that same spot, activate Eagle Vision and send the gang to attack the policemen through this east entrance. Allow your gang to take out a couple of cops near the doorway before you enter. This does not fail the Challenge because the Rooks are doing your killing.

Current Objective: Kidnap Dredge

Look for Mr. Dredge, the guy that glows yellow. When you enter the exchange, continue east toward your target. Stay away from your gang’s activities. Remain anonymous. Sometimes Mr. Dredge will take off running in the street if he gets spooked. Simply chase him and tackle him. There are not as many cops outside. The other option is to walk through the Royal Exchange crowd and “Kidnap” the Dredge.

Tackle Dredge and then press / as soon as he gets his balance back to get his hand behind his back. Accidentally killing him will cause desynchronization.

Police Bribes

If you have not yet spent the money for the Insider Gang Upgrade “Police Bribes” then now would be the perfect time. The cops will not become suspicious of you as quickly, turning a blind eye to your illegal intentions.

Current Objective: Kidnap Dredge

With Dredge captured, walk slowly to keep the detection zone small around your feet. If a cop gets near, come to a complete stop and then at a snail’s pace, edge in the desired direction. If you are in a clearing you can actually walk very quickly using Free Run. Find the nearest unguarded door and walk your victim out into the street and continue until you are clear of the red restriction zone on the Mini-Map.

You have just kidnapped the bumbling Frederick Abberline. He tells you there’s to be a robbery in the Bank of England. Jacob assures him he will get all the credit for their arrest if he would only share the name of the guy responsible. Abberline agrees, “The thieves are supplied by Cockham Merchants.” In Jacob’s next memory, A Spot Of Tea, he continues this lead and meets Abberline at the shipyards to dig deeper.

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