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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 Three

Somewhere That's Green

Location: Train Station Outside London

After Jacob assassinates Rupert Ferris and Evie takes out David Brewster, the sibling assassins rendezvous at a nearby train station to share their accomplishments. While quite proud of their achievements, George Westhouse—their punctual comrade—focuses on the mission failures: the lab explosion and the train derailment. Jacob asks George if the Templars in London are the next target. George suggests patience, as the Templars are well rooted in London and have been for the past 100 years. George recommends letting the Council guide their next move. The twins follow their hearts and together agree to take on London alone. They hop on the next train for London.

MISSION OVERVIEW

Memory Type:Templar Conspiracy

Suggested Level: 1

Assassin

Jacob Frye

Challenges

Arrive before Evie

Rewards

£: 410 + 75 (Full Synch Bonus)

XP: 250 + 100 (Full Synch Bonus)

Kukri: Ivory Kukri

Lessons
  • Skills
  • Collectibles
  • Mult-Kill Finishers
  • Viewpoint Synchronization
  • Carriage Driving
  • Switch Characters
Location: (Current Day) Abstergo Historical Research Office

Shaun and Rebecca infiltrate the Abstergo Historical Research facility and ambush a Templar, Isabelle Ardant, after her videoconference with Alvaro Gramatica. Shaun and Rebecca overhear them talking about their plans to search for the artifact (a Piece of Eden). The agents themselves are ambushed but escape using a smoke bomb and a nearby window. Bishop orders the synchronization of Jacob and Evie’s memories to help find something that puts them ahead of the enemy’s search for the Piece of Eden.

Location: Whitechapel, London

Map View Availability

The overhead map feature is now available, press the touch pad button to access the world map. For more information on map features and using the map, see the Essentials section of this guide.

Evie and Jacob arrive in London in the East End district of Whitechapel. Jacob’s heart begins to pump faster as he takes in the bustling city. Evie, on task as usual, gets right to the mission: finding Henry Green (the Assassin watching over London) and formulating a plan of attack against the Templars.

A little boy bumps into Jacob (1), pickpockets him, and runs off. Jacob, visibly upset, takes off after the little street urchin with Evie close behind.

Current Objective: Chase the Thief

The little thief is marked by an orange blip on the screen and Mini-Map. Begin the chase by running into the narrow alley across the street from the Whitechapel Station. This opens to a cul-de-sac where you can see the boy running up some stairs in the distance. Stay close to the target.

Turn left at the top of the stairs and continue to follow the yellow blip if you do not actually see the boy. At the end of the muddy street is a route choice. You can either slide under the hole in the pile of junk or run around the junk using the stairs to the left. We suggest running around the junk.

If you slide under then you have to immediately turn to the right, scale a gate and run down the stairs. You risk grabbling onto wall objects that could slow you down. If you take the stairs, turn right and round the corner. Continue up the next set of stairs to reach another paved street (2).

If you don’t see the thief when you reach the brick road and can see his yellow blip moving in front of the storefronts across the street, don’t be tempted to follow the dot, instead run into the narrow alleyway directly across the street.

Illustrations

Notice the glowing paper stuck on the left wall at the entrance of the alleyway. This is a collectible Memory Item. There are varying amounts of collectible types in each district. This is one of five Illustrations hidden in Whitechapel. Take it now and continue after the boy by running to the right as you exit the alley.

Collecting Historical poster ads

There are 50 hidden illustrations and each district has their own collection tracker. See Progress Tracker/Miscellaneous to study your collection progress. See the Collectibles section in this guide for help finding all the hidden items.

Current Objective: Locate the Kid

After taking a right out of the alley, you can sprint forward through the next alley where you see the kid (3) waiting for you or you can make a quick detour to the left and kick open your first collectible Chest.

Chests

There are 345 hidden Chests and each district tracks their own Chests. This Chest you found is a small Chest. It contains money and crafting items. There are also 24 Big Chests. See Progress Tracker/Miscellaneous to see your collection progress. See Collectibles in our guide for help finding all the hidden items.

If you haven’t figured it out already, there’s no way you were going to tackle that kid. You just can’t stop him. Continue toward the little thief in the clearing at the end of the alleyway. The little boy has lead you into an ambush and also into another fighting lesson…

Current Objective: Kill the Thugs

Multi-Kill Finishers

The little pickpocket takes off into the distance as two Thugs (3) approach you with knives in their hands and killing in their eyes. You can perform a couple of Quickshots with / to weaken them very quickly. These two Thugs have a really low pain threshold and become critical with just a few attacks. When both enemies are swaying and lingering toward death you are prompted to press the / button to “Finish” them. When two enemies are in a critical state and in close proximity together, an automatic finishing move is performed and afterward, two bodies lie on ground. You can execute up to four near-death enemies in a group. The more victims in the Multi-Kill Finisher the more XP you earn per kill.

Skills

After defeating the two Thugs in the ambush, Evie appears through a nearby alley. Before you follow her, now would be a great time to pause the game to enter the Main Menu. From there, select Skills. Remember when Evie got Skill Points during the last sequence? Well, that means Jacob has some Skill Points to spend now too, because Skill Points are distributed (or duplicated) equally to both twins. So if Evie earns two Skill Points, then so does Jacob. You currently have four Skill Points to spend on Skills. Evie will have three since you spent one already in the last Sequence.

We strongly suggest you give Jacob the Double Assassination that you gave Evie and Loot Takedown is extremely convenient. Eagle Vision II and Health Boost I would be our next two recommendations. You reach Level 2 after purchasing four Skills.

Skill Points and Skill Purchasing

For more information on Skill Points, Skills, and a Skill purchasing strategy, see our Skills and Leveling section of this guide.

Current Objective: Follow Evie

When you meet up with Evie at the alleyway she quickly picks up the pace and turns her walk into a trot and from a trot into a full speed run. She’s acting like your little sister again and wants to race you to the next destination (4).

Current Objective: Reach the Factory

Challenge: Arrive Before Evie

Chase after Evie through the alleyway, avoiding crowds the best you can. In the clearing veer left with her and try to pass her in the park. She’ll veer left again around a pylon; you should run between them and head straight for the green marker which you can now see at the top of the factory ahead.

Scale the factory building and enter the green marker (4) on the rooftop before Evie and you successfully pass the Challenge. While on the rooftop the twins meet Henry Green, the young Assassin trying to keep the peace in London.

Henry immediately recognizes the Frye twins from a description that had been given to him. He introduces himself and expresses his condolences for the passing of their father. Jacob asks Henry about Crawford Starrick. Henry, under the impression that the Council sent the twins to help him with the Templars in London explains that London must be freed and that Starrick sits at the helm of the most sophisticated Templar infrastructure ever built.

Jacob gets the idea to rally the civilian gangs to their side and goes as far as quickly naming the faction, The Rooks. Jacob asks Evie if she has a better idea and she suggests finding the Piece of Eden (and at this moment this becomes Evie’s quest, while Jacob rolls with his mob rules strategy).

Henry exclaims that he will show you the lay of the land and points to the large factory chimney….

Current Objective: Synchronize with the Vantage Point

Climb the large chimney beside the assassins. To reach the top you have to grab onto the next closest indented brick or sliver of ledge. Ultimately you end up climbing up in a clockwise corkscrew motion (always moving to the right on your way up).

Viewpoint Synchronization

Once on top, walk across the plank to the end and press the / button to synchronize. When you arrive in a district, the entire map is fogged red so no details can be seen. Conquest Activities must be completed to clear this fog. To mark the map with points of interest (and items if you have purchased treasure maps) you must synchronize from a high Viewpoint. There are a few Viewpoints in each district that must be reached, such as the chimney you’re standing on now. These areas are marked with a .

After synchronization, Henry describes the chaos in Whitechapel is a result of Starrick’s influence. Evie promises to help restore London and Henry invites the twins to his shop to discuss the plan.

Current Objective: Follow Henry Green

Henry performs a Leap of Faith off the end of the chimney. Climb out to end of the chimney plank and do the same, landing in the haystack below. Walk beside Henry (blue blip on the Mini-Map) and listen to him as he talks about Rexford Kaylock, one of Starrick’s gang leaders particularly interested in Henry’s arcane research into one of the precursor artifacts (Pieces of Eden). After the conversation, Henry begins to run. Keep up with him.

When you reach the next corner (5) you literally run into Charles Dickens spilling his latest work all over the sidewalk. Evie helps him gather his papers. The author scuttles off into the pub. Henry says he knows everything in this city and to keep that connection in your back pocket.

Kaylock’s gang sees the commotion with Charles Dickens and spots Henry. He hands each twin a revolver and points you to his carriage. He wants you to throw them off his trail and instructs you to meet him at the curio shop.

Current Objective: Destroy the Thugs’ Carriage

Carriage Driving

Typically you press / to enter a carriage to drive or to hijack it from another driver, but you regain control of Jacob while he is behind the reins. Press the R2 button to accelerate. Press / to whip the horse for a speed boost. Whip it as much as you please, you won’t kill it or wear the horse out. Steer with the Left Control Stick and when a carriage is beside you (and you’ve gained some speed) press / to ram and damage another carriage.

There are two enemy-driven carriages after you. They appear as red blips on the Mini-Map. To complete the Challenge you need to use speed and the ram feature until both are destroyed. When you can flip the enemy carriage over you have taken them out. When you have lost the enemy and have become anonymous (no enemies have seen you), the objective updates.

Current Objective: Reach Henry Green’s Shop

After you destroy the carriages a route marker appears on the Mini-Map and a thin guideline appears on the actual road ahead of you. These markers aid you in finding your way around town. You can select points of interest on the map to create these route markers to help you quickly navigate to your destination.

London Drift Perk

Whenever you drive a carriage at high speed, take the opportunity to perform a London Drift in every cornering situation where it makes sense. With speed and while cornering, press and hold the brake button L2 to perform a drift. This is actually very helpful for rounding corners at high speed. After 10 big drifts, this perk unlocks increased control of the vehicle while boosting.

Enter Henry’s Curio Shop and step into the marker to complete the objective. Henry lays out a few portraits on the desk in front of you. He explains that the people in the pictures are helpful contacts across the city. After the twins argue a bit about strategy, Henry pushes a sketch of Sgt. Abberline’s face towards the twins. Henry goes on to explain that they need the police to turn a blind eye to your activities and that Abberline is a master of disguise. Then you will need urchins. “Children make for excellent spies,” he says. He shows a picture of Clara O’Dea. Finally, he pushes a picture of one of Starrick’s gang bosses, Rexford Kaylock, toward the twins and implies this should be your next Templar target.

This completes the first Memory in Sequence 3 and unlocks the Whitechapel Conquest Activities (Templar Hunts, Gang Strongholds, Child Liberation, and Bounty Hunt). Walk to the next memory down the street or jump in a carriage and drive toward the hexagon with the “A” on the map.

The London Map

Press the Touch Pad button to access the London Map. An icon legend is available by pressing the L3 button. Conquest Activities are marked on the map. Once you complete those activities the red fog of war is lifted from that borough indicating that the Templars are no longer in control of that area. Once you have completed all the Conquest Activities (Templar Hunt, Gang Stronghold, Child Liberation, and Bounty Hunt) the Templar Crime Boss challenge is unlocked. Defeat the crime boss to conquer the borough.

Sequence Memories Vs. Conquest Activities

Press the Touch Pad button to access the London Map. Notice the four mission icons on the map in Whitechapel. Typically the hexagonal icons represent Sequence Memories while the irregular pentagon symbolizes Conquest Activities. To introduce you to the Conquest Activities, the first two Memories are a Bounty Hunt and a Child Liberation. Confused? Don’t stress it. This is the last instance of this shell trick. Currently you have two available “Memories”: Abberline, We Presume and To Catch an Urchin. When all four are beat, the red fog is removed from Whitechapel.

Switch Characters

When you exit Henry’s shop you are presented with the option to switch characters. Press the Options or Menu Button to open the Main Menu, then press R3 to Switch between Evie or Jacob. You don’t need to switch right now, but just know that you can do so whenever you are anonymous and not in a current memory or activity. Evie favors the stealth approach while Jacob is more confrontational. Evie and Jacob share money, XP (Skill Points), and rewards, but have separate gear and skills.

If you have not played as Evie since Sequence 2, then switch characters now and spend her three remaining Skill Points. We suggest purchasing the following Skills: Health Boost 1, Loot Takedown, and Eagle Vision II. Evie reaches Level 2 after purchasing her fourth Skill.

Gear Upgrade

We suggest you take this time to spend some money on some better gear. Purchase and equip the Noble Cane-Sword and equip the Thrifty Cloak.

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