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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

Child Liberation: To Catch An Urchin

MISSION OVERVIEW

Memory Type: Child Liberation

Suggested Level: 2

Assassin

Jacob or Evie Frye

Challenges

Do not trigger the alarm

Rewards

£: 132 + 75 (Full Synch Bonus)

XP: 200 + 100 (Full Synch Bonus)

Lessons
  • Helix Glitch
  • Alarm Bells
  • Explosive Crates
  • Crowd Events

Current Objective: Tackle the Thief

Location: Streets of Whitechapel

Approach the “O” hexagon icon (1) on the map in Whitechapel to meet up with whichever twin you are not controlling at the moment. Once there, Jacob and Evie walk together through the busy street when out of nowhere the same little pickpocket you chased earlier bumps into Jacob again.

Jacob recognizes the boy and chases after the little thief. Follow the yellow blip displayed on the Mini-Map and on screen. He only runs a very short distance until you stumble onto a group of children playing in an alley corner.

The children stop playing to stare down the intruders. Clara O’Dea steps forward, stands up straight, and dons a serious expression. She seems more mature than most children her age. Clara greets the two of you and welcomes you to Babylon Alley. She explains that it is here that the children make it their business to know the streets and provide kids the opportunity to control their own destinies.

Evie expresses that Henry Green thought they might be able to help one another. Clara agrees but adds that, in exchange for her services, they save the children suffering in several local factories—factories powered almost entirely by child labor. In return, Clara offers intelligence.

Current Objective: Reach the Warehouse

When control returns to you (2) head for the factory (3) only a few buildings away from where you start. Activate Eagle Vision as you approach so you don’t get noticed before you even enter the attack planning stage. Hop up to the top of the brick wall and then clamber to the rooftop of the factory.

Current Objective: Kill the Foreman

Current Objective: Free all 9 Children

Challenge: Do not trigger the alarm
Location: Radclyffe Mill

Once on the rooftop, look all around using Eagle Vision to mark all the enemies and children inside the building. The child laborers appear as green blips on the Mini-Map and green silhouettes on screen. The Foreman appears as a red blip and a yellow silhouette. You also see white glowing objects: Chests and an alarm bell. If the enemy spots you and you cannot stop them in time, they ring the alarm bell; you can continue the mission but you will not pass the Challenge.

Many of these factories have the same layout. Once you find good attack strategies for the floor plan, then these practiced stratagems work well for all similar factories. For the current factory layout, we suggest attacking from the flat rooftop at the southeast corner (4), where you can find an open third-story doorway.

Enter the open doorway while sneaking and dispatch the first Blighter Thug just inside with his back to you. He is the only enemy on this level so you don’t need to worry about being spotted. Make sure to raid the Chest next to the doorway inside.

From the opposite side of the room near the stairs that lead down, turn and face the middle opening lined with the railing. Remain here until you see the Foreman walk into view and then stop. Throw a knife at his head when he stands still.

Now jump up on the side of the rail closest to the stairs that lead down. Look down the opening to the ground level. You can spot the alarm bell and a guard that stands to the left of it. If he rings that bell you lose the Challenge. Throw a knife at his head if you have one, otherwise leave him for later.

Helix Glitch

Hop up on the railing in the middle of the third level floor and jump through the floating Helix Glitch over the multi-story gap. Land on the railing on the other side of the hole. There are 11 more Helix Glitches to find in Whitechapel. See the Collectibles section for information on acquiring all the Helix Glitches in London.

Get off the rail and take the stairs down to the next lower level. Take cover behind the tall stack of crates at the bottom of the stairs. Whistle to attract the attention of the female Watcher patrolling the far side of the room. Perform a Cover Assassination on her. That’s two floors cleared.

Remain near the crates and pivot to face the open doorway on the floor below in the northeast corner. You can spot a patrolling Thug. Throw a knife at his head. Follow the walkway around to reach the Child Laborers in the corner where the Watcher began her patrol.

Scope out this floor and the one below with Eagle Vision. Locate the next children in the opposite corner on the lower floor. There is a Thug standing with his back to them. Walk up to the closest ledge on your side and, if you are out of knives, toss a Smoke Bomb on his floor. Quickly jump over and assassinate him (this keeps your cover as long as you find cover when the fog clears).

After clearing all but the ground level, you can dispatch any survivors below with a pistol. Get into position along the opening in the floors from the second level and pull the trigger. One shot to the head for each. They won’t be able to ring that bell now. Free the remaining children to complete the memory.

Explosive Crates

Find the explosive crates near the ledge. Pick one up and you can aim and throw these just like a Smoke Bomb, only these explode and kill nearby enemies. You can also shoot the explosive with a firearm to ignite it, or ignite crates without picking them up. Simply hold the / button longer. But make sure to quickly get away from it. You only have a few seconds before it explodes.

Cut Off that Alarm!

If you can get to an Alarm Bell unnoticed, then approach it, press the / to cut the rope and sabotage it.

Available Memories

The next two available memories are the Gang Stronghold (Spitalfields) and Templar Hunt: Harold Drake. Choose whichever you wish to play next.

Crowd Events

While running around in the streets, you soon come across Crowd Events. These are often such things as Thugs harassing a civilian (scare them off or kill them) or thieves running off with peoples’ money (tackle them). These are Perks. Help out the civilians when you can to unlock features. For more information, see the Perks section of this guide.

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