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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

Gang Stronghold: Spitalfields

MISSION OVERVIEW

Memory Type: Gang Stronghold

Suggested Level: 2

Assassin

Jacob or Evie Frye

Challenges

Free and protect captured Clinkers

Rewards

£: 264 + 75 (Full Synch Bonus)

XP: 250 + 100 (Full Synch Bonus)

Kukri: Ruby Kukri

Lessons
  • Freeing Captives

Objective: Eliminate all Blighters

Challenge: Free and protect captured clinkers
Location: Northeast Whitechapel

Spitalfields acts as the headquarters to Kaylock’s division of London’s most notorious gang, the Blighters. You must defeat all 10 enemies in the area and free the two captured Clinkers (green-dressed gang members that become Rooks).

Approach the castle icon on the map to locate the Gang Stronghold. When you get close to the location, activate Eagle Vision and begin scanning the area (1) to find the nearest threat and then to start marking enemies. The first thing you see when approaching this area from the northwest corner is two policeman and some kind of enemy in-between the buildings.

Archetypes

Below is an explanation of every enemy archetype. You encounter most of these on every high-level intrusion.

Soldiers (Thug): The most common enemy. Uses melee and simple attack combos.

Brutes: Powerful, but predictable, melee fighters.

Watchers: Whistle when they see you, use ranged weapons, strong and try to remain at shooting distance from you.

Enforcers: Throw Flash Bombs to blind you and position themselves strategically, depending on the enemy group size.

Lookouts: Quick, but have low combat skills. When alerted, they run to fetch reinforcements.

Jump onto the next rooftop (nearest the captive Clinker) and head to the right (west) side of the rooftop and Air Assassinate the Watcher (C) below when she walks under the eaves of your rooftop.

Once on the ground, either climb back up to the top of the roof again or cover around the corner of the same house and look in the alley behind the house. Another Soldier (D) can be spotted. He has a short patrol pattern back there. Cover Assassinate him, attracting him using a whistle or get back on the roof and Air Assassinate him from above.

Continue with Eagle Vision activated and scale the building on the corner to get to the rooftop to assess the situation. Locate your first Lookout (A). While marked and in Eagle Vision, when prompted press the R3 button to identify the Lookout. You need to stay anonymous until this guy is dead or he calls in reinforcements.

Also notice the captured Clinker is appearing as a white highlight right now. He’s on his knees and guarded by a Soldier (B) in a central courtyard.

If you dispatch this Soldier (D) too close to the opening to the east then you spot a Soldier (E) near a haystack. He sees the dead body and investigates if this is done in his view. Either take cover behind the last corner and whistle for him or climb to the rooftop and Air Assassinate him (E) while he stands over the body (D). If he did not see the body, then enter the haystack from behind and take him out from inside the hay.

Notice the Watcher (F) through the building near the haystack. This Watcher is actually patrolling a balcony between buildings. There’s no connection through the open building so get to the rooftops and Air Assassinate her when she stops at the end of the short balcony.

Freeing the First Captive Clinker

Return to the original rooftop near Watcher (C) and Soldier (D). Now head to the edge of the rooftop facing the courtyard with the captive Rook (3). Perform an Air Assassination on the Watcher (B) from the edge of the rooftop. Afterward, face the Rook in green clothes on his knees and press / to free him. You do not need to recruit him—getting him involved could blow your cover.

Head into the building to the west of the freed Rook (3). Stop at the left side of the stairs leading to the second level and then whistle for the Watcher (G) up there. When she descends the stairs and enters your kill zone, Cover Assassinate her.

Exit the way you entered and get to the rooftop. Walk to the far end to spot the Soldier (H) and the Watcher (A) on the ground below.

Assassinating the Watcher

You can drop down on the rope between buildings and get a Double Kill Air Assassination from when the Watcher (A) approaches the Soldier (H). You could also wait until the Watcher is in the nearby alleyway and Air Assassinate them separately. You just can’t let that Watcher call for reinforcements.

That leaves two enemies to kill to reach the goal. These two (I & J) stand next to each other to the west. They are watching over the last captured Rook (4) Run to the rooftop and then to the other side.

You achieve a Double Kill lock-on on the two Soldiers below. Take them both out from the edge of your rooftop and then free the last captive Clinker kneeling behind them. That’s how you complete a Gang Stronghold. The newly recruited Rooks get together and burn the Blighter’s flag at their headquarters. Gang Strongholds are Associate Activities and help for those from here on out can be found in the section titled Associate and Income Activities.

Rex Kaylock Strikes

After completing the Gang Stronghold challenge, Rex Kaylock appears with a small force of his Blighter gang (four Soldiers). He talks some smack then takes off using a Rope Launcher and leaves his Soldiers to do the fighting for him. Quickly Recruit some Rooks by walking up to them and pressing the R1 button. In this situation they fight with you if you recruit them or not; they won’t just stand there and get pummeled. Help or follow Kaylock to the rooftop.

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