Assassin creed syndicate walkthrough time. Walkthrough of the game Assassin's Creed: Syndicate

« Assassin's Creed: Syndicate"is a new game in the famous series, the events of which take place in London in 1868. The mechanics of the game are largely the same as Assassin’s Creed: Unity, but some differences must be taken into account. Firstly, transport is actively used in “Syndicate” - the heroes will travel on trains and stagecoaches, and transport can also be useful for completing missions. Secondly, the game has two main characters - Jacob Fry and his twin sister Evie. In some missions we control a specific hero, in others we have the opportunity to choose. Initially, Jacob prefers brute force, and Evie is more suitable for stealth, but in the process of leveling up, you can slightly adjust these features. Evie and Jacob have the same experience, so they will be leveled up at the same time, even if you prefer one of the heroes. They also have a single “wallet” for two, but each has their own inventory.

The introduction begins with a short introduction to Abstergo employees - unlike Unity, Syndicate again has short inserts, the action of which takes place in our present.

Ferris Smelters

First part of the video walkthrough

Events begin in Croydon, a suburb of London. Jacob and Evie's target is industrialist Rupert Ferris. Let's play as Jacob first - this is a very simple task that can be used to get acquainted with the basic mechanics.

Once inside the smelters, we calmly get to the indicated point - no one pays attention to Jacob. The doors are closed, so it’s worth organizing a little sabotage by tightening a few screws - again, the hero will do this under the indifferent gaze of the factory workers. After Jacob turns on the last valve, the local boss will appear at the smelter - just take him and destroy him by jumping from above.

On his way out, Jacob will be intercepted by a trio of bandits - they are weak, so it’s worth taking advantage of the moment and mastering the game’s combat system. Three main techniques - attack, counterattack, and a blow that breaks the enemy's block. The main task is to understand when and what kind of strike to carry out on the enemy.

Then we run to the crane, climb onto it and jump down. We carefully go around the guards, if someone opens us, we kill or run away. The location should be used to get acquainted with the stealth system of the game - you should definitely pay attention to the use of shelters, two movement options, whistling to attract the enemy, etc.

Trying to navigate along the roofs, we follow the signs and get to Rupert Ferris, whom we immediately kill. All that remains is to escape from the danger zone - we run to the train, then we run along it, fighting with the guards, and in the final we watch an exciting video.

David Brewster

The time has come for Evie - the events of this mission unfold in parallel with the previous one, but her sister has completely different tasks. The mission begins on a train, Evie needs to run to the locomotive and unhook it. There are bandits walking around the train - keep in mind that in some places you can walk both on the roof of the car and inside it, using an alternative path to reach your enemies unnoticed. So we get to the beginning and uncouple the locomotive.

If you have time and want to earn extra money, search the carriages along the way. In one of them there will be a chest, the opening of which will cost you a hundred pounds.

Having separated the train, you can begin to move forward, eventually ending up in the depot. Move around the yard in the direction of the indicated points, if you want, you can easily do an additional task, since there are quite a large number of guards under the barrels. Get to the building, go inside and go to the room where two guards are interrogating the prisoner. They won't pay attention to you - just quickly approach and kill, and then talk to the prisoner. Then leave the building and go to the room with the carriages, where you will need to pick up the key from the guard. The game offers to rob him, but if you are lazy, then just kill him somewhere in a secluded place and take the key.

Go forward, trying to move along the roofs and get to the building with the locomotives. There, use eagle vision to find a secret door that leads to the laboratory. At this point, for the first time, you will receive two skill points - one will need to be spent on a double kill, the second can be distributed as you wish. A double kill is performed from behind with a pair of guards standing nearby.

Walk along the right side of the location to the laboratory where Brewster works. You will find yourself in a room behind the laboratory. Whistle to lure the guards into it and kill it. Then go inside, climb up and kill Brewster with a jump to complete the additional objective.

The laboratory will begin to collapse, just run outside - everything looks scary, but it’s almost impossible to die. Then there will be a cutscene at the end of which the brother and sister decide to hop on a passing train to London.

London

Arrival in the capital of Great Britain begins with a not very pleasant moment - a thief steals Jacob’s wallet. We chase him - the guy is not very fast, but he leads us to a group of bandits with whom we have to fight. Then we run after Evie to the roof of the factory, where Henry Green, an informant for the assassins in London, is waiting for us.

There will be an additional task here - to overtake Eevee. The girl will run almost the entire route on the ground, but you should cut off a couple of places on the roofs.

We talk to Henry, climb the giant tower, synchronize, and then take a leap of faith. Then we walk along the streets of London, meet Dickens, and then catch the eye of a company of thieves. Henry asks to cover him - we jump into the carriage and get away from our pursuers. To deal with bandit carriages, watch for horses to appear on the screen. After this, the carriage usually tries to ram us, we avoid the attack and ram ourselves on board. Having crashed both carriages, we reach Henry and complete the mission.

Catch a street kid

Henry gives us several missions at once - in “Syndicate” you can independently choose in what order to complete them. Also, in most cases, you can choose a hero to play through.

To begin with, we recommend capturing the bandits' lair to the west of the place where Henry lives. We find a hatch on the roof of one of the adjacent buildings, remember this place, jump down and openly attack the bandits, trying to attract as much attention as possible. As soon as there are a lot of enemies, we throw a smoke bomb and run to the roof. Unlike Unity, enemies here get out onto the roofs, but rather awkwardly - through a hatch and one at a time. If you don’t hesitate, you can kill them all with almost no danger to yourself. You can also clear the yard in stealth style.

Difficulties can only arise on the first floor - there are several bandits there, as well as a signal bell, which is used to call for help. You can lure one guard outside with a whistle; you can easily deal with the rest inside the building. Free the first group of children, then climb higher, carefully eliminating the guards. At the very top, wait until the bandit and the boss go in different directions, and then kill them one by one.

Headhunting

We need to kidnap Homer Dalton, and he's alive. Homer is in a location full of bandits, so it's better to take Evie - stealth is important in this mission. We find Homer's cart on the map - it will be marked in green - and take a position here. Sooner or later it will turn out that there will be only one bandit between you and Homer - we will eliminate him, and then we will take on Dalton.

To capture Dalton, you need to attack him from behind. If Homer notices you, he will try to run away. In this case, just drop everything and chase Dalton, otherwise he will run far away and the mission will have to start over.

When you hold Homer, he will try to escape - this must be stopped with light blows. If a bandit runs up, drop Homer and quickly deal with him. In the finale, the “hostage” will need to be taken to the cart where you were supposed to start the passage.

By the way, you can simply kill Homer Dalton - but in this case the reward for the mission will be much less.

How to Kill Harold Drake

Harold Drake is a Templar whose killing will make life in the area much easier. To fully complete the quest, kill Drake with dynamite. He stands behind two rows of food boxes, and several boxes of dynamite lie nearby. You can simply approach them and set them on fire - but there is a chance that you will scare off the guards. An alternative way is to climb higher and shoot one of the boxes with a pistol.

If you just want to kill Drake without wasting time, then go through the main entrance to the market, kill the first guard, jump onto the boxes and jump from them to kill the target and the guard.

Fighting Rexford Keylock

So, the first gang fight awaits us, which, however, is quite easy to win. It's better to take Jacob, as you'll need brute force. Well, don’t forget to improve the weapons that you will be given before the mission.

The battle begins at the railway station - after you kill a couple of bandits, Keylock will appear, who, in the company of guards, decides to escape by train.

Follow immediately, but keep in mind that you need to run slightly to the left of the train, along the elevated platform. While you are running, you can fire a couple of shots at the guards on the train to remove some of their health. Also, do not forget to dodge their shots by pressing the key that appears on the screen.

Don't hesitate too much - the opportunity to jump on the train is limited in time. Run to the carriage, climb up and kill the guards. Then Keylock will come running from the other end of the train - this is a rather serious opponent, so fight carefully, avoiding his attacks.

freedom of speech

At the beginning of the chapter, we jump onto the departing train - on its roof you can cover almost half the distance to the point of interest to us. Then we go on foot.

The next chapter begins with a very simple task. We need to help Alexander Graham Bell install three fuses on telegraph lines. The only caveat is that since the action takes place in a restricted area, you cannot go down to the ground. It’s not difficult to fulfill this condition - Bell repaired a wrist harpoon for us, with which you can shoot a cable and catch on to a nearby building.

So we start our journey from Big Ben and use a harpoon to go to three points. Don't forget to look around, because around you is one of the most beautiful areas of London in the game and in life.

After installing the fuses, we talk to Bell, and then complete another small task - steal resources from two boxes. Don't miss the cart on the bridge - with its help you can quickly get to the place where the boxes are located. At the first box you can hide behind the fence, and from there you can slowly lure the bandits and kill them. Try to act unnoticed - there are many cops in this area who will immediately come running when there is noise.

At the second point, pull the cable between the buildings, wait until the enemies are nearby, and then attack from the air - this will complete the additional task.

Using resources, create available power-ups (bombs and throwing knives) and complete the story chapter.

Search the Templar chest

The chest is in a cart that stands in the middle of the street in the factory district. The main danger here is the arrows on the balconies on opposite sides of the street. The first shooter can be killed by jumping off the building. Then wait until the second shooter goes to one end of the balcony, hook the cable to the opposite one, cross and kill - most likely, the shooter simply will not notice you.

The guards remained on the street itself. There are two pairs on each side - try to kill them from the cable. Then deal with another patrolman - and go to the cart.

The next stage is the cart race. This time Jacob is driving the horses, and we, as Evie, are shooting back at the enemies. The main difficulty here is the pistol's small ammunition capacity. So it's wise to let some enemies jump into the cart to kill them melee and replenish your ammo.

Find the jackdaw model

From the entrance to the mansion we go left and climb onto the next building. We throw the cable onto the mansion, climb over, and then go down through the open window at the left end of the wall - be careful, the first enemy may be in the room where the window leads.

Clearing the enemies, we go along the corridors of the same floor to the central hall. Here we lure the nearest enemy into the corridor and kill him. Then we wait until the other two leave the hall and hide in the closet, which is in the far right corner. We lure enemies with a whistle and kill them.

If you want to complete the mission completely, then you need to search the entire building, collecting all seven items from Kenway's collection. You will also need a pumped-up master key skill to open a locked room.

The passage to the Jackdaw model will be on the first floor in the same wing through which you entered the building. Use your eagle vision and find the piano. In the room with the piano, there will be sheet music on the far wall, which is also only visible with eagle vision. Repeat them on the piano, and then go into the secret passage. At the end of the mission you will have to run through the drains.

Telegraph news

Video walkthrough, part two

We meet again with Bell, who will give us another task and also give us his new development - darts with hallucinogenic gas, hits from which force enemies to attack each other.

We go to a warehouse on the banks of the Thames. If you want to complete an additional task, then you need to carefully approach three groups of bandits warming themselves near the fire and shoot a dart into the flames. His gas will immediately affect the entire group, which will create a good dump.

Since there are only two darts, you will have to replenish their supply - darts can be found on corpses or in several boxes that are placed around the territory.

The pieces of cable we need are inside three large boxes. One stands in the center of the warehouse, the second is closer to the entrance, in a fenced “yard”, and the third is near the shore, just below the rest of the level. Once all three pieces of cable are collected, you will need to run after the bandits sailing away on the ship.

There is no need to rush in this place - just keep up with the ship. Very soon he will approach the pier, where there will already be people from your gang. Together with them, we kill the enemies, open the box, and then run away from the ship, since the box is toxic.

spoon of syrup

We approach a merchant who is arguing with a certain lady who complains that the syrup has a narcotic effect on her husband. When you try to talk to the merchant, he runs away. Let's run after. The merchant will try to take a shortcut through the sewer - if you chase him straight, you will have to turn left at the fork, because... the fugitive will close the door. An alternative option is to run along the surface, focusing on the marker, and then intercept the merchant after he gets out of the sewer.

After talking with the merchant, we go to the market, where we kill the guards in the crowd, and then read the plans on the table. We get into the carriage near the market and go to look for the manager. He turns out to be a big fan of underground fights - it’s easier to enter the hangar where they take place from the left side. Wait for the bandit to approach the exit, kill him in a jump.

In the hangar, find the eagle vision manager, and then approach him, eliminating the bandits. There are quite a lot of people around, so this is unlikely to be a difficult task. We carefully take the manager out the same way we came - there will be no guards there. At the exit, the manager will try to break out - we catch up with him (it’s not difficult) and interrogate him. Let's find out the next point - the distillery.

At the entrance of the distillery we wait for the moment when both patrols go around the building. There are a few single guards left, which are quite easy to destroy. Then we open the gate and meet the original ally. We study the decoration of the winery, and then begin to climb the floors to the top, one by one closing the valves and killing the oncoming bandits. When the winery explodes and is filled with poisonous air, we run not down, but even higher, to get out into one of the windows under the roof.

Catch up with Mr. Owen's crew

We watch a short argument between Darwin and Owen, in the end of which the latter leaves in his carriage. We run along the street - nearby on the side of the road there is a carriage that needs to be stolen. We catch up with Owen's carriage, jump into the driver's seat, and then hit the carriage several times against oncoming carts and walls. Nothing complicated, but try not to attract the attention of one of the carts with bandits, this will create unnecessary difficulties.

The fastest way to break a carriage is by ramming other people's carriages from behind - this will allow you to continue moving almost immediately. Oncoming carts can be hit with side rams, but in no case head-on. It’s also better not to hit buildings - you’ll have to spend a lot of time turning around and continuing to move.

Overdose

Our next target is Dr. Eliotson. The clinic where he works can be reached without obstacles by entering through one of the doors. However, then we will have to deal with the guards - so we jump onto the roof, go down the opposite wall and climb out the window. From there it is literally a few steps to the point we need.

Having received the task, we get out through the window and go to the nurse - she will be near the double doors, but it is better to climb through the open window a little higher. The nurse will tell you to look for a key that can open any door in the building.

We go forward all the way and then left. To complete one of the bonus tasks, you must not fire a single shot. Guards can be grabbed from behind and then strangled by holding down the button. We do this with the first guard, and then we go into the lobby with the stairs. You can carefully pass the guards below, but be careful above - there will be another one walking along the ramp, it is better to attack him from the back so as not to raise the alarm. Then we wait for the man with the key to go upstairs and rob or kill. Then we go to the nurse with the key.

It is also worth sneaking into the next wing (right from the door where the sister is standing) to interrupt the electroshock therapy session. There will be a couple of guards near the test subject, but they are so passionate about their work that they will easily allow themselves to be killed. There will also be a corpse there that needs to be hidden to commit a unique murder. Just move forward, killing the guards - they move one at a time, so there shouldn't be any problems if you don't rush. We hide the body in the medical cabinet, and then we ourselves lie down on the gurney. We watch a short video, let the doctor make his speech, and then kill him and watch the next video.

The only thing left to do is to escape from the danger zone. We turn towards the passage in the shape of an arch, but we do not run into it, but to the left, to the locked door (we have a key, remember?). There is a guard patrolling behind it - you need to wait until he passes to the right of the door. Then we run to the left all the way, go up the stairs and jump out of the open window on the right. There are several guards in the yard, but if you don’t hesitate, you can easily run to the crew. We drive it out through the open gate.

Business Risks - Friendly Competition

We meet Pearl Attway, and then briefly discuss “business” with her. We drive an omnibus (a horse-drawn cart, similar to a modern bus) along a line on the ground. After a while, Millner's cart will appear - we chase after it. Having caught up, we destroy it by ramming and shooting. Then we search the driver’s corpse - pay attention, he may fall out of the cart. On the body of the corpse we find the omnibus routes. We return to our wagon and go to Millner's warehouse.

Our next task is to destroy the omnibus. On the approach, it will be possible to hire a group of three bandits - we do this, and then together with them we climb over the fence. If you take part in battle with your comrades, you can cut out a significant part of the guards. Then we climb onto the building and, operating from it, destroy those guards who will interfere with approaching the omnibus (it stands next to the building). Then we approach the omnibus and begin to push it forward by pressing the indicated key. Having pushed to the right place, we set it on fire and run away.

Research and Development

The next task is to intercept the internal combustion engines that are being delivered to London by train. First, you need to intercept a horse convoy, and to complete the additional task you will have to not kill a single policeman. From the roof of the building we shoot with a narcotic dart at the policeman from the last carriage in the column, and then we run across to its beginning. Panic will begin among the police, so it will be possible to approach the first crew and free the captive.

The next stage begins in the last carriage of the train - we will have several partners, but we will have to do the main task ourselves. We run to the beginning of the short train and jump onto the next train. Then we run along it from end to beginning, not forgetting to destroy the guards and open the boxes. On two platforms with three guards, you can hide behind barrels, from where you can lure and kill enemies one by one.

There are four enemies on the two platforms with the last box. We kill the two closest ones in a jump, search the box, and then unhook the cars. It is better to do this at the moment when the enemies have turned away - otherwise you will have to fight the trio at once (the last one will come running from the very beginning of the train). Immediately after this, we run to the end of the train, jump onto our train, and then again run to the end, where we protect our partner. Enemies will attack from the end of the train, so if you position yourself correctly, you will be able to intercept them in advance.

Having fought back, watch the video - the task is completed.

Destroy contraband goods

A fairly simple task - we clear the barges fastened together, take the dynamite to two boxes, then blow it up. To blow up two boxes at once, you must first completely clear them, place explosives, and then quickly set one on fire and shoot at the other.

Having completed the subtask, we move along the ships to the other side of the Thames to kill Malcolm Millner. Millner wanders between two buildings, the roofs of which are ideal for pulling a rope and then attacking him while jumping. There are also a couple of pillars here that are also suitable for attack.

It is not necessary to clear out all the enemies in this territory - it is enough to kill a couple, clearing your way to the first building. When preparing for the murder, do not forget to turn on the smoke bomb - all the guards will come running to Millner's corpse, so they will help him escape.

Get to Pearl Attway

We get out to the bank of the Thames towards the building. There will be only one bandit below, whom you can completely ignore. Entrance inside is through the windows on the top floor on two sides of the building: facing the river and the opposite. Once in the building, we eavesdrop on the conversation between Pearl and her cousin.

Get ready - when the video with the dialogue ends, a trio of enemies will almost immediately enter the room where the main character is. If you stand at the door, you can kill them without any problems. Then we go up to the second floor, kill the bandit at the window and jump out. There will be several more bandits on the ground, but if you move along the roofs, you can leave the restricted area without a fight at all.

Urgent news

Bell came up with an original game - throwing bombs at bandits. We climb out through the window, and then immediately go upstairs. You cannot kill bandits in this task - desynchronization will be immediately ensured. We don't miss the chest on the roof - it's right above the door from which we came out, remember this place. Then we go to the thin fence between the buildings, where the point required for the mission is located. Here we wait for a signal from Bell, who is talking to the red caps below.

We aim in advance, and then wait for the desired word of words in the dialogue - “pumpkin”. Immediately after this we run to the chest and take a new bomb. Along the way, we notice the location of other chests - there are quite a lot of them both on this roof and on the roof of the building on the other side of the street. After the third throw, the task will become simpler - you just need to finish off the bandits.

Then we run after Bell and get into his carriage. At the destination you need to neutralize a couple of bandits with electric bombs. The bandits are standing near the wall in the tunnel - just sneak along the same wall, then throw a bomb. If you don’t want to complete the mission completely, you can simply kill the bandits.

We wait for Bell and accompany him to the door. Bell will run inside the room, but we stand opposite the doors - here it’s easy to intercept bandits running from the street, while continuing to watch the scientist. After the fight, Bell will jump out into the street again and run through the doors opposite. Inside, he will pass behind a wooden fence, but it is better for us to stand to the right of it (as viewed from the entrance) in order to have more time to intercept the bandits.

Bell will run behind a similar fence at the other end of the hall - we should go even further, leaving the exit to it behind our backs. This is the last fight in this task.

Lady with a lamp

Our task is to find food and medicine for sick children. This is a time-limited mission - first you have to get to the merchant, then to the pharmacist, and then return to the sick girl. Each target is approximately 500 meters away - the easiest way to overcome them is on the roofs. We either rob the merchant for complete synchronization, or kill him if we are in a hurry. It’s a little more difficult with the pharmacist - he must first be protected from bandits. We don’t skimp on bombs and ammunition in this battle - this way you can save time.

The pharmacist's supplies are taken out on a cart - we run out of the yard, immediately turn left and get into another cart. We catch up with the cart, kill the driver, and then follow the sign to the hospital. At the entrance to the courtyard we do not slow down - you still need to go around the hospital on the left side.

Cat and mouse

Our new employer is Karl Marx. Working for him will not be boring, you can believe it.

After a short dialogue, we follow Karl, who will complain about the excessive attention of the police. Our task is to escort him, covering him from spies and police. We walk side by side, constantly turning on our eagle vision and noticing both of them. If possible, it is better to kill spies when the cops turn their backs. The police themselves are not very dangerous opponents, but very soon there will be a lot of them. So it’s worth preparing a universal means of salvation - smoke bombs.

The third spy is especially difficult - when Marks climbs the stairs, we take a little to the left of it, jump onto the fence, immediately from there we jump into the cart with hay and kill the spy unnoticed.

If we want to complete an additional task, we kill two spies with hanging barrels, to do this we simply wait for them to reach the desired point.

Find police agents

We arm ourselves with a throwing knife and go to the entrance at the corner of the building. Inside you will see one police agent and two cops next to him. Here, you can first start a fight on the street - the cops will run out into the street, after which the agent can be easily killed. The second option is to throw a knife at the agent right from the entrance, and then run back outside. The cops will jump out and get into a fight again.

Kidnap the traitor

We go with Marx to the meeting place, but we see that the traitor has brought a detachment of cops to us. Marx asks to kidnap the scoundrel. He will move accompanied by a group of four policemen, who, however, do not want to turn around at all. We just carefully catch up with the procession, kill the police (two at a time), and then grab the traitor himself and take him to Marx. It is advisable to hurry up and do this before the group leaves the courtyards and goes outside.

Room with a view

We go down to the monument, where we hire one of the bandits friendly to us. We move with him behind the base of the monument and there we set the bandit against the police, while we ourselves run back to the other side and turn on our eagle vision. As soon as all the cops have run back to the scene, we go to the base of the monument through the passage, which begins directly opposite the stage.

As soon as the short video ends, the police will come running from all sides. We just run out to the square and immediately jump onto the monument using a hook - the cops won’t get us there. Then with the same hook we rise higher and higher. At the top we watch the video.

We follow the points to St. Paul's Cathedral. Open the mechanism and place its disks as shown in the picture below:

Using the map as a guide, we climb even higher and then enter the storage facility through the window. Inside we encounter Lucy Tori, who, after a short dialogue, enters the battle. No special tactics are required against Lucy - in fact, she is just a “fat” fighter who blocks attacks well and quickly counterattacks. At the end of the fight, Lucy will run away.

End of the road

We have another big murder ahead of us - the target will be Pearl Attway, who is leaving in a train carriage stuffed with guards. First, we approach the station employee - he can help us get into the carriage, but first we need to steal the arrival schedule. We go to the marked point, hire bandits near the stairs, go up to the second floor - and set our charges against the guards. We ourselves follow and help the fight end in our favor. Then we go to the far end of the building, where we pick up the schedule at the counter.

We give the find to the station worker, then go down the stairs, not forgetting to hire another group of bandits, who should be set on guard almost immediately. In the room they are protecting, we descend into the sewer. We pass along it to the hatch to the platform very close to the carriages. There are a bunch of bandits standing on the right side of the platform, as well as on the roof, so we immediately run to the left, towards the end of the train.

At the tail of the train we turn around and look at the overpass along which the head of security walks. We wait for him to pass through the middle of the bridge and have his back to us, and then we run up to him from behind and kill him. The boss will have a letter describing the weak points in the design of the carriage that is carrying our target. Knowing these places you can perform a unique murder.

Then from the bridge we climb onto the structures under the roof of the station and move along them to the illuminated point. We jump onto the roof of the car as close as possible to the point - and the video will turn on. All that remains is to press the indicated button and kill the victim - Jacob will easily break through the roof and do this. Then watch the video.

But that's not all - after the video you need to run to the beginning of the train, start it and leave the station. If you run fast, even if the guards notice you, they will not have time to catch you.

Part 6. Return of deposits

Good deed

We go after Edward and protect him from enemies. We drive closer and shoot at the drivers. When the cartridges run out, we ram and finish off manually (if this is the last enemy). We catch up with the carriage and sit in front. We are going to the omnibus factory.

We climb onto the roof of the factory and go inside. There will be a couple of opponents here. Then we stand near the stairs down and whistle to lure out the opponents. We go down below and go into the office. We take the contract and return back to the roof. We are delivering the contract.

Identification

We go inside through the central entrance, we go around the policemen at the entrance (they are standing in a straight line). When the policeman standing next to the target has his back to us, we grab Dredge. Having grabbed it, we immediately go sideways to get around the police. If he runs away, we'll catch up. We take you out of the territory.

Tea ceremony

We talk to Freddy and go to the sign. There are three carts in the area, we need to find the one with the weapon. We mark the last one and hide nearby on the roof. We chase the cart with the cargo, moving along the roofs (in some places it is more convenient to just run after the cart, the main thing is not to go into the red zones).

An annoying nuisance

We climb onto the building to the viewpoint. We find a convenient place and jump from the cable to the guard with the key. Now we find an ally guard and talk to him, there’s nothing complicated here. He will ask us to kill three disguised Templars. The first one will be on the roof, we wait until he moves away from his team and kill him. We do the same with the second and third, waiting for the right moment or jumping from above.

We speak with the ally guard and go as a prisoner to the Tower. We go into the building and go up the stairs, go around the real guards and deal with Thorne. We quickly leave the building through the roof and leave the Tower territory.

Dirty money

We go to the storage facility, it is located nearby. We enter the building through the roof. The caretaker can be killed by throwing a smoke bomb, and together with him we kill the guards. Now you can easily kidnap a bank manager.

From the office we pass to the left and go downstairs. We jump onto Tapenny from above and kill him. We leave through the roof.

Part 7. In politics, all means are fair

Easy Money

Let's go after Abberline. Then we find the counterfeiter and quietly follow him. We go out onto the road and get into the cart, following him further. We climb onto the roof and go down from it through the open window. Inside, we set fire to the bills on the table and go down below. There will be one enemy and the printed forms we need. We leave the building and go to the Bank of England.

We enter the building through the central entrance and quietly walk towards the goal. We deal with interfering opponents and return the printed forms. We leave through the roof of the next room. We speak with Abberline.

Plans changed

We go down and, having dealt with the enemies, examine the chest. We approach the second chest from the back side of the building. We go inside and go upstairs. In the third building we go down, and the chest is again not the same.

We find some lonely Templar and grab him from behind. Let's find out the necessary information. We go to Henry, but he has disappeared somewhere. We follow the tracks and talk to the children at the gate. We follow the tracks of the carriage. We find the carriage and talk to the lady standing next to it.

We talk to all the eyewitnesses of the incident and deal with the security. In the garden we go down into the sewer. We deal with the guards and free Henry. We are leaving the location.

Political games

We go to the Sinop Club and follow the Prime Minister. You need to watch from the circle, around it. A guard walks around in a circle, we hide from him behind the fence. After the quarrel we run after the spy. After his death, we pursue the shooter. Let's find out information.

Private security

The best way to get into the carriage is to throw a smoke bomb. Now you need to deal with the arrows on the roofs. The easiest way is to climb higher and jump on top of them. Now we jump to the ground, there will be three more here. Then another group will come running from behind.

We jump onto the carriage and gallop after the crew. We match up with her and jump onto the roof. Now we are leaving the chase.

Mrs Disraeli's driver

We distract the reporters and run after the crew. We drive to Devil's Acre along the way, breaking away from the newspaper men. Let's follow Mrs. Disraeli into the slums. We go around the bandits marked in red. You can deal with them, and only then lead the lady (smoke bombs will come in handy).

If a dog is stolen in a bar, we run after the thief as the dog barks. We return the dog and see off the lady. We deal with the pursuers and leave the territory.

Initiation of impeachment

We track down the politician and take the password for Earl Cardigan from him, having previously stunned several policemen. We talk to the politician and follow him to the count, but first we deal with the guards marked in red. Or we go to the count ourselves and deal with him. We are leaving the territory.

Part 8

To start this chapter you will have to capture several areas.

The odd couple

We go around the building on the left and talk to the conductor. Inside we speak with Maxwell Roth. We go by carriage following the sign. We climb onto the roof after him. We jump on the train and go to the sign.

We need to find the explosives and destroy them. The station is full of opponents, you can deal with them, or you can do everything quietly. After that, we go to the far corner and grab the driver. We leave back by train.

Triple theft

We go to the National Gallery, go straight and talk to the children. We go to the place where the statue stood and talk to the boy. Immediately on the left there is a descent into the sewer. To complete an additional task, you cannot kill anyone.

We find Hattie Cadwallader, stun her and take her out of the sewer. We put her in the carriage and go to St. James's Park. Here we need to kidnap another person.

Benjamin Raffles is in the center of the park, surrounded by opponents. We wait for the patrol to pass and go to the center. We throw a bomb at the guards and take away the person we need. We get into the carriage and go to Scotland Yard.

The third target - Chester Swinebunn is in the building. We climb out the window and go up to the floor above. We grab him and go downstairs, there will be a policeman on each floor. We go to the indicated place.

To the delight of the public

We go to the carriage and follow the sign. We climb onto the roof and look at the Mesterska. You need to take the box of dynamite and take it to the wall of the workshop. There are three points with boxes and each contains two packs of dynamite. It will be quite difficult to pass quietly. After installation we speak with Roth.

We quickly run to the building and jump out the window. We immediately open the door opposite the window and take the children out. There are three of them in total, the rest will come out on their own. Opponents will appear periodically.

The final

You can enter the Alhambra Theater through the roof. You can also pick up a mask here if you deal with the thug. We carefully make our way to the very top to the sign. There will be several goals, but some will not be real. First we go to the balcony, and then behind the scenery.

To the left of the stage we kill the third, and then the last one - the fourth. After the real Roth sets the stage on fire, you can simply kill him by jumping from the bridge above him. We quickly leave the theater, as the exits will be closed one after another.

Part 9

Big trouble

We go to the Gladstone house. We approach the neighboring house and talk to the child. Let's go to the sign. We make our way to the roof of the tent, throw a smoke bomb and steal the invitation from the table.

Now let's go for the second invitation. There are a lot of police on the platform, but it is enough to stun a few with a smoke bomb and steal the invitation.

At the exit we pick up the Gladstone carriage and carefully drive to the sign.

Impressive outfit

We talk to a friend and follow the sign to the roof of the cathedral. We find guardsmen in red uniforms and choose a victim. We stun the police nearby and knock out the guard. We take the uniform and hide the body in any of the indicated places. We speak with Abberline.

Family policy

We go to the building, jump from the roof onto the carriage and leave. We go to Dalip, then for the politician and to the station. You need to drive quickly, but carefully without damaging the carriage.

Now follow the next politician to the park. Having picked it up, we gallop towards parliament. The latter is waiting for us at Gladson’s residence, we pick him up and go to the gentlemen’s club. We drive the carriage to its place.

Unforgettable night

We go to the ball and steal the key from one of the guards. We take the guard hostage and go into the white living room. You need to pass between the two guards in front of the stairs when the circle is minimal, otherwise they will notice you.

Inside we go straight, bypassing other guards. We pass to the end and go left (letter P) to the sign. We stun the guard and open the doors, we find a chest inside. We exit through the opposite door when the guard in the next room leaves the doorway.

Let's play as Jacob. We go to Abberline, he is on the roof. We take our weapons and go to the shooters. In a short period of time you need to kill six. It's better to come from behind. Now you need to deal with two groups of Starrick impostors and free the real guards. We go to the sign and give Evie a signal.

We run to the entrance to the storage facility and approach Starrick. Now we are rushing to help Evie. Inside you need to get close to Starrick bypassing the yellow shields. We fight with him and hurt him. Now we go around the shields for Jacob, only this time they are moving. We beat him and switch to Eevee again. We go around the shields by jumping over the bottom row and passing under the top one. For Jacob, we quickly run into the small hole in the middle of the shields, go around the second row on the side and pass the third in the middle. Together we finish off the enemy.

However, let's return to the passage of Assassin's Creed Syndicate. Crawford Starrick has lost many of his allies and suppliers, but he is still alive, and therefore dangerous. As you understand, in this part of the passage of Assassin’s Creed Syndicate in Russian you will finally have to take the life of the owner of Starrick Industries and the Grand Master of the British Knights Templar. However, this is not the only goal of the Fry twins and their friends. The Assassins must also find one of the pieces of Eden created by the Forerunners - the Shroud of Eden, which heals the wearer, making him virtually invulnerable. And only when Jacob and Evie destroy Starrick and obtain the Shroud, the passage of the game Assassin’s Creed Syndicate can be considered complete.

Sequence #9

Double Trouble

In the first flashback of the ending sequence, you have to commandeer the Gladstones' invitations to the royal ball in order to get into Buckingham Palace. Arriving at the place where Mr. and Mrs. Gladstone should be, you will find that they have already left. Talk to the child nearby and he will show you where to go.


Get in the cart and go to the sign. Once you arrive, walk down the alley until you see a tent where a private, guarded party is being held. Climb onto the roof of the tent, throw a smoke bomb and take Mr. Gladstone's invitation from the table.


Mrs Gladstone can be found at Westminster railway station, surrounded by police officers. You can stun several police officers, throw a smoke bomb and take away the invitation, or wait until Mrs. Gladstone retires to a secluded place to meet with a secret admirer. When both invitations are stolen, all you have to do is hijack the Gladstones' wagon and deliver it where you need it.

Dress to Impress

Now you need to steal the uniform of the royal guard so that Abberline can freely enter Buckingham Palace. To get the uniform, follow the marker on the map to St. Martin's Church and climb the building to get a bird's eye view of the situation.


You will see that the area is full of members of the royal guard - there are many to choose from. Having eliminated, taken his form and hidden his body, get into the cart and return to Abberline.

Family Politics

In the third flashback of the ninth sequence, in order to obtain a copy of the plans for Buckingham Palace, Evie must arrange a meeting for Dileep with several London politicians. But first you need to get the royal carriage.


Head into the restricted area and move across the rooftops to get past the guards, but be careful - there are snipers on the rooftops. In the middle of the large courtyard are three carts, surrounded by guards. You must steal one of these carts.


Go to meet Dalip. Next, you need to find three politicians and have Dileep talk to each of them while you drive to your next destination before time runs out. Try to drive quickly but carefully so as not to damage the cart. When Dalip leaves you, go to the yard where you stole the cart, leave it there and quickly leave, because you will obviously not be happy.

A Night to Remember

The long-awaited ending to Assassin's Creed Syndicate is already very close. All you have to do is infiltrate Buckingham Palace, deal with Starrick before he does anything wrong at the ball, and take possession of the Shroud of Eden. For most of this mission, the twins will be unarmed, and Evie, on top of everything else, will be wearing a dress that does not allow her to freely jump back and forth across the rooftops.


As Evie, follow Jacob through the palace and into the large courtyard where the twins will be separated. Unlike Evie's dress, her brother's costume allows the wearer to run, jump, and climb walls. Therefore, having gained control of Jacob, climb to the far corner of the building, where Abberline will be waiting for you with weapons and news. Starrick's men have already entered the palace and are ready to cause chaos there.


You will have only three minutes to destroy six snipers. Try to make the matter as inconspicuous as possible. You will then need to kill 16 guards, who are actually impostors sent by Starrick, and free the real guards. Once you've dealt with the impostors, go to the sign to signal your sister.


Run to the entrance to the vault where Starrick is hiding.

Crawford Starrick Boss Battle

Next you will have a series of quick switches between characters, because the Grand Master of the Templars cannot be defeated alone. Starrick grabbed Jacob, so now you, playing as Evie, need to save your brother in less than 4 minutes. However, beware of the strange beams of light that the boss shoots from his artifact, because you will be thrown to the back of the room if you get caught in the beam.


When you reach the Master for the first time, he will throw Jacob away by switching to his , and the battle will begin. Starrick's fighting style is similar to Lucy Thorne's. Once you've dealt enough damage, Starrick will heal with the Shroud and you'll have to dodge the light beams again to reach the boss. This time you will only have a minute and a half at your disposal. When you, playing as Jacob, go around all the beams and approach the master, he will throw Evie to the other end of the room.


Switching to Evie, go forward again, still avoiding the rays, which will behave differently. Now you need to move not only in the horizontal, but also in the vertical plane. When you reach Starrick, hit him a few times, after which you will switch back to Jacob.


The next marathon from the end of the room to the boss will be the most difficult. Luckily, you'll be joined by Henry Green. When Evie wakes up, Starrick will be too busy to throw beams, so quickly enter the battle to help your brother and finish the battle with a spectacular combo.


Congratulations! You saved London from the Templar yoke and took possession of the legendary Shroud of Eden. Enjoy the ending, after which you can focus on finding secrets and replaying individual memories to achieve one hundred percent synchronization.

Task 1 | A spoke in the wheels


After the introductory video of Helix, we are transported to London.

Ferris Smelters, Croydon.
1868

We need to infiltrate the factory and kill two people, namely Rupert Ferris and David Brewster. The first target was spotted, we get to the door, the controls are not that complicated. O-freerun up, X-freerun down. The door turns out to be locked, the machines will have to be disabled. There are three of them in total. We get to each of them and cut them down. Security appears, we kill one from the air, and finish off three more on the street. Having got out, we go to the mark on the map.

Having entered the building, we make our way carefully; along the way you can kill several bandits who will interfere with us. We enter another factory, but our goal is already there, we just need to get to it. It is best to act covertly, since we are in the enemy zone; if detected, the enemies will immediately attack. There are a lot of bandits around the closet in which Ferris is located, we climb through the top and kill him from above. Let's watch the video. Now we get out of the factory, jump down onto the train, and deal with the guards who are pursuing us. And then an unscheduled stop occurs, the train flies down a cliff, and our hero is miraculously saved. Now we go down to a safe place.

TASK COMPLETED.

Awards:
£1000, XP 2000, Initiate's Belt.

Part 2

Task 1 | Simple plan

Starrick and Co., London.
1868


We are traveling on the train, Evie is clearly thinking through her plan of action, the Piece of Eden is in the laboratory. First, let's unhook the locomotive, suddenly security appears. We kill one from around the corner, and immediately finish off the second, and so we run to the engine cabin, along the way we kill everyone who will interfere with us. Having uncoupled the locomotive, our train soon arrives at its destination. The zone is red, there are a lot of guards, to make it easier for us to navigate, we will climb to the vantage point. Let's watch the video. Now we inspect the area, mark the enemies and move on.

Tests:

  • Kill enemies with hanging barrels

It is best to act secretly; it is not worth taking risks. Let's do the test first. There will be two guards in front behind the crane, barrels will hang above them, throw a knife into the barrels, and thereby kill two birds with one stone. We run further, turning to the right, throw a knife into another barrel and immediately kill two. We climb onto the building, then go down, and throw a knife into the barrel and kill the last bandit. We have several entry points, it is best to enter through the door on the first floor, before that we kill one bandit. Entering inside, a conversation between two bandits is heard; they are interrogating one of the prisoners whom they caught on the street. We go up, kill them, and the prisoner tells us that the laboratory is underground, but to get into it we need a key. We get out into the street and run into another building. Once inside, we use eagle vision to find our target, it will be highlighted in gold. We wait until the target starts to leave, and we sneak up, steal the key, and instantly run to the entrance to the laboratory. Again, several entry points, we go through the main gate while no one is there. We use eagle vision, find the entrance, the door is guarded by a bandit, we kill, it is better to throw a smoke bomb, this will make it easier to neutralize him. There will be an elevator inside, we go down. If you have leveled up the double murder skill, then we can easily deal with the local guards and look for Sir David Brewster. We make our way through the drains, and when we approach the window we see our goal, and now we will send it to another world.

Tests:

  • Kill Brewster from the air

First, let's kill the guards, so it will be easier to get to the target. To complete the test, we climb higher and kill him. Let's watch the video. Something went wrong, and after the release of the Pieces of Eden, the building begins to collapse, we quickly get out of it. We barely have time for the building to collapse, and we get out from under the rubble.

TASK COMPLETED.

Awards:
£1075, XP 2100, Practical Cloak.

Part 3

Task 1 | Where the grass is greener


Whitechapel, London.
1868

We watch the video, Jacob and Evie arrive in London. First we need to find Henry Greene, the London assassin, but then a little boy steals money from Jacob, we run after the thief through the alleys. Along the way we meet two bandits, we kill them, Evie comes running to us, and we decide to inspect the territory.

Tests:

  • Get there before Evie

Forward, we run quickly, we need to overtake Eevee at any cost, there will be an elevator ahead, we use it, and we run longer along the roof to the mark. And then Henry Green appears. The twins tell why they are in this city. Jacob proposes to create his own gang under the name "Rooks" to stop Starrick. Henry Green also told us everything, in the end we take a leap of faith and follow Henry to his shop. Along the way, Jacob knocks over Charles Dickens. Charles is the eyes and ears of this city, he knows everyone here. But bandits notice us, we need to act quickly before help arrives, Henry gives us revolvers, and disappears.

We quickly get into the carriage and leave, two carriages with bandits are chasing us, we shoot at the horses and destroy the enemy’s carriages, then we rush to Henry’s shop. There he takes us up to date, tells us about each Templar and about our future allies.

TASK COMPLETED.

Awards.

£485. XP 350.

Task 2 | Abberline, isn't it?


The twins are looking for Sergeant Frederick Abberline in one of the alleys of Whitechapel. Abberline came to the meeting, but in a different form. To return freedom to London, we must capture one of the districts, but first we need people from Abberline's list. We need to deliver them to him.

Tests:

  • Deliver the subject alive

We go up to the roof, mark the target, jump into the haystack, quickly and quietly grab it, and take it to the carriage. Now we quickly deliver it to its destination.

Our next target is in the second quarter, after walking a short distance, we discover the target and try to kill it unnoticed.

Tests:

  • Kill a target with a box of dynamite

It’s best to get close to the box from behind, kill the guards who are bothering us, carefully set it on fire, and run away as far as possible. Then we leave the red zone.

In the next quarter you need to kill ten hanged men.

Tests:

  • Free and protect the Dodgers

There are only ten targets, it is better to kill them secretly, and then free the two Dodgers. We liberated three blocks of Whitechapel. Now you need to kill the gang leader, and then the area will be completely free.

Task 3 | Catch a street kid


The twins meet a girl named Clara, if we help her, she will tell us extremely important information. We need to get into the factory and free the children who are the main workforce. Let's head to the place.

Tests:

  • Don't raise the alarm

We carefully enter the plant, first of all we kill the foreman, it is better to wait for him and only then attack him from around the corner. To make it easier to kill all the guards, we will use throwing knives so that we will not be noticed. And now we are freeing the children.

TASK COMPLETED.

Awards.
£300. XP 120.


We are heading to Henry Green, our last target is the gang leader. Henry gives us a kukri weapon, this will make it easier to deal with enemies. Now we agree on a meeting place and gather the gang. 10 bandits will go against us, we make various combos and deal with the enemies as quickly as possible. After the fight, the gang leader appears and he immediately tries to escape on a train. We run after the train, climb onto it, and kill all the guards, and then we move on to the leader himself. It’s better to shoot at him with a revolver, after the cartridges run out we push him from the carriage. He is dead. The area is completely captured, the gang belongs to us. The train now also belongs to us.

Task 4 | freedom of speech


Jacob picked up a broken harpoon-like device from the murdered gang leader. Henry tells us who can fix it, we begin our journey to Alexander Graham Bell, he is a talented engineer. Alex repaired the harpoon for us, attached it to the assassin's bracer, in return we must install fuses on Big Ben. Alex intends to invent a phonetic telegraph to transmit not dots and dashes, but real speech. Having reached Big Ben on Alex's carriage, we quickly climb up with the help of shenbiao.

Tests:

  • Install fuses without descending below 30 meters

Having risen, we install the first fuse. Afterwards, we go down a little lower, and cling to another building, parry above the ground, and install the second fuse, and do the same with the third. Next, we take a leap of faith from the tower and head to Alex. When he arrives, he thanks us, and now we need to get several metal components.

Tests:

  • Kill a guard from the air while on a zipline

Having risen to the roof, we cling to another roof with a hook and kill the guard from the air to complete the test. After we have cleared the first chest, we run to the second, kill all the guards and take the metal. Now we can make something you need, for example, you will need improved smoke bombs and a holster for cartridges. Well, let's run to Alex's workshop. He has already given Jacob a shenbiao.

TASK COMPLETED.

Awards.
£1,575. XP 4100. Tourist costume.

Part 4

Task 1 | Telegraph news

Once in Alexander’s shop, he tells us that his cargo with cables for installing the telegraph has not arrived. He created for us new weapons that are deadly; when heated, they turn into a gaseous substance that poisons the body and leads to instant death. We need to deliver all the lost cargo, we are heading to the mission point.

Tests:

  • Shoot darts into the fire

We see that the guards are standing next to the fire, in order to complete the test faster, we shoot darts into the fire, and thus the enemies will kill themselves, and we will only have to pick up the cables. There, by the river, there will be three more standing and next to them a chest, we shoot into the fire, and wait until they kill each other. There is one box left, it will be closer to the house, outside the gate, we do everything exactly the same. Well, then everything didn’t go according to plan, security noticed us, they are going to send the cargo to Starrick, we quickly intercept them. And once on the ship, we kill them all. And open the box. Next, let's return to Alex.

Task 2 | Big box escape


So, Miss Thorne, Starrick’s assistant, is transporting some very important thing in a chest, our task is to intercept the contents of this box, perhaps it is a Piece of Eden. Having arrived at the place, Jacob will deal with the arrows, and our task is to cut out everyone who will interfere and open the chest and take the contents. Having killed the guards, we sneak up to the chest, inside there are documents and some kind of book with the sign of the assassins. But Jacob did something, we need to hide quickly, otherwise we will be caught. They are chasing us on horses, in order to quickly deal with the enemies, we shoot at the horses, after the chase begins to lag behind, it is better to quickly jump onto the train.

TASK COMPLETED.

Awards.
£500. XP 500. Hunter's Cape.

Task 3 | Play by ear

We didn't find a piece of Eden, but the records that Evie stole are simply priceless. It is said that the assassins found a shroud in London, this artifact can heal wounds. We need to examine Canway’s house, we’ll probably reveal secrets there.

Tests:

  • Find all the items in Canway's collection, there are 7 in total

You need to remember that there are a lot of guards around the house, and in the house itself, you need to act secretly. The most suitable entry point is on the roof, so there is less chance that we will be noticed. Having entered inside, we carefully make our way, kill the guards who are preventing us from approaching the goal, and examine all the objects. Next we head to Henry’s room with the piano. You need to solve the puzzle.

Tests:

  • Solve the piano puzzle without making a mistake

Before you start, turn around and go to the door, just above, the notes “DADEFD” will be written. Now let's play this on the piano. And a secret room opens, we need to find Kenway's treasure. We go down and inspect everything carefully, going a little forward, we interact with the leaf, Evie found an artifact, but the key is in a completely different place. The Templars noticed us, we quickly need to hide, to the left of us there will be the helm of the Jackdaw, we turn it and run through the secret passage. We run, turn right, and get out into the street.

TASK COMPLETED.

Awards.
£850. XP 625. Defender outfit.

Task 4 | spoon of syrup

Starrick put his syrup on sale, but it only made people feel worse. The seller tries to sell him, but as soon as Jacob got involved, he immediately went on the run. We catch up with him, making our way through the sewer mines. Having caught him, he tells us that near the hospital, he saw suppliers of this syrup, we are heading there. Having arrived, we see our goal, we need to steal the plan.

Tests:

  • Steal the plan without anyone noticing

Our target begins to move, we get into the carriage and follow them, stopping near the building, we sneak towards our target. Having entered inside, we slowly sneak, and after waiting for the moment, we quickly steal the plan. Now we need to find a certain sales manager, having reached the point, we look for our target, and then kidnap him.

Tests:

  • Stay Unnoticed

We carefully lead him, and then interrogate him, he tells us that the syrup is made at the distillery, near the large building at the brewery. Then we kill him.

TASK COMPLETED.

Awards.
£485. XP 350. Raven's power brass knuckles.

Task 5 | Unnatural selection

We arrived at the distillery, now we need to open it and prevent the spread of syrup. We go down and kill the guards, and then Charles Darwin appears on the scene, he is our ally, we break the door and enter. Charles turns the handbrake and disables the structure, we need to quickly run away before we get poisoned.

Tests:

  • Kill everyone in the building with gas

It's better to act secretly. We slowly creep up to the valves and open them, but first we throw smoke bombs at the enemies. We quickly climb to the third tier and do everything exactly the same. We have two more at the top, and one a little higher, we take them out of action too. The building is filled with smoke, Jacob is suffocating, we quickly get out. Charles is waiting for us there, he found out that all the syrup samples were sent to the hospital, and then we go there.

TASK COMPLETED.

Awards.
£485. XP 350. Black leather belt.

Task 6 | Origin of syrup

Charles told us about a man who works in a hospital and knows who supplies him with syrup. His name is Richard, we quickly run, get into the carriage and chase after him. Jumping onto the roof of the carriage, we throw off the guard and try to damage the carriage in order to scare Richard Owen. We break it down further, and soon he tells us about Doctor Eliotson. That's what we need.

TASK COMPLETED.

Awards.
£410.00. XP 250. Drawing. Reinforced Bracer.

Task 7 | Overdose


Jacob infiltrates the mysterious Lambeth Asylum to put an end to Dr Eliotson's crimes. First, let's synchronize to explore the territory. Then we go down into the building itself and carefully penetrate to the door. Our goal Dr. Eliotson.

Tests:

  • Stop the electroconvulsive therapy session
  • Don't fire more than one shot

We make our way further, just below us, there will be two guards who mock the patients, we kill them, and thereby complete the first test. We have two ways to kill the doctor, but I will choose one, more cruel. So, having made our way into the office, we steal the corpse, and hide it, and upon returning we lie down in his place, one of the assistants will take him on the bed straight to the doctor, where we will have a chance to kill him. Having waited for the right moment, we kill the mad doctor. Let's watch the video. Next we leave the area.

TASK COMPLETED.

Awards.
£1330. XP 1125. S&W MODEL 1 revolver.

Part 5

Task 1 | Room with a view

Dr. Eliotson is dead. We play as Evie, we need to find a piece of Eden, first we examine the monument. There will be enough security there, so we’ll immediately use the shenbiao. And we use a hint that directs us to St. Paul's Cathedral.

Tests:

  • Take a leap of faith from a rope into a haystack

Since we are on top of the monument, we can quickly complete the test; we hook the cable to the building right above the haystack, and jump; as soon as we fly over the haystack, we release the cable, and take a leap of faith. And now we go to the cathedral, there we climb to the top of the Sami tower, and use the hint.

There is a puzzle to solve. There will be several identical signs, we rotate them along the axis and point them at each other, and so on with each of these gears. An entrance has opened on another tower, we run there and examine the artifact there. But then Lucy Thorne appears. She wants to take the artifact from us, let's stop her.

Tests:

  • Repel all of Lucy's attacks

First, we throw a smoke bomb, and quickly attack Lucy, use a counter attack, and avoid her attacks. Let's watch the video. Evie tried to throw Lucy from the window, but she grabbed the artifact and fell with it, and then disappeared without a trace. A piece of Eden is lost.

TASK COMPLETED.

Awards.
£1025.00. XP 650. Lady Melina's dress.

Task 2 | Friendly competition


Jacob meets Attaway, the founder of a transport company that has become the main competitor of Starrick's transport company, owned by Malcolm Millner. We decided to help Attaway, we got into the carriage and headed to our destination. One of Millner's sixes turns out to be there, we are chasing him, we will try to catch him and kill him.

Tests:

  • Rescue the omnibus driver from his pursuer

We quickly chase after him and shoot at the horse, he dies. We go further to Millner's warehouse. He is preparing explosives to blow up Miss Attaway's omnibuses. Let's stop him. We sneak in, kill the guards near the omnibus, and push this cart with explosives towards other omnibuses and set it on fire. And then we quickly run away. Miss Attaway didn't tell us anything, only that there was another task waiting for us.

TASK COMPLETED.

Awards.
£785. XP 500. Eagle Kukri.

Task 3 | Lady with a lamp


Arriving at the hospital, Clara became ill; after Eliotson’s death, they began selling counterfeits instead of medicines. One of the nurses named Florence Nightingale will help us cure Clara, but we will need ingredients. In eight minutes we need to find everything and give it to Florence. We quickly go to the merchant. You need to steal the ingredients from him.

Tests:

  • Don't kill the merchant

We sneak up on him secretly and steal what we need. Now we head to the pharmacist. There is a problem, the pharmacist was attacked, we kill the bandits. All the medicine is in the cart, but it is stolen, we get into the carriage and quickly follow the thief.

Tests:

  • Steal a pharmacist's cart in less than a minute

We catch up with him and throw him off the cart, and now we get to the delivery point. We give the medicine to Florence. Clara will get better soon.

TASK COMPLETED.

Awards.
£625.00. XP 450. Drawing Effectiveness of Medicines II.

Task 4 | Urgent news

Alexander Bell told us that Starrick was sending us false messages. And then the bandits came to him and wanted to take away the telegraph from Alexander. It was he who made electric bombs for us that stun our opponents. Let's not kill the Krugs, but first let's play with them and test new weapons. We get to the point and wait. And as soon as Alexander says the word “pumpkin” we throw a bomb. Waiting for the goals. As soon as he says the word “radish” we act immediately. And the last word is “tomato”, the enemies are very angry, and are already resorting to harsh measures, we jump down and kill them.

We are heading to the telegraph station.

Tests:

  • Neutralize the bandits by throwing electric bombs

We attack enemies by throwing bombs at their feet. We get inside while Alexander is reconfiguring the telegraph, we protect it, we interrupt the guards. We redirect to the other side and wait for him to set everything up there. We run to another department and kill the guards who want to stop us.

TASK COMPLETED.

Awards.
£925.00. XP 1400. Electric bombs X5.

Task 5 | Research and Development

Miss Attaway has information about the “internal combustion engine”, this design will bring Millner a lot of money, let’s stop him, we need to intercept the train.

Tests:

  • Don't kill any of the convoy police

We follow the convoy, wait until it stops, and then we attack, quickly throw a smoke signal, and steal the carriage, driving to a safe place. We free Ned, she will help us. We are on a train, we need to check all the boxes and find the engine.

Tests:

  • Unhook reinforcement cars, 2 in total

We immediately kill the guards, and uncouple the car, head to the third box, only there is an engine, uncoupling the last car, kill the guards, and wait until our train arrives, reload the cargo.

TASK COMPLETED.

Awards.
£785. XP 500. Sir Lemay's cane.

Task 6 | Natural selection

Mellner is on the run, trying to save his ferry with cargo, let's kill him, let him pay for everything with his life. We head to the ferry.

Tests:

  • Don't touch the water in the river

To do this, we use our hook, cling to the beams, and fly from place to place, and get to the desired ferry. This is where our cargo is located.

Tests:

  • Destroy two contraband cargo at the same time

We kill the guards with bombs. Stealth is not important, we attack openly. We shoot at them with a revolver. Now let's do the tests. We take three boxes of dynamite and place them between the boxes with the cargo, and quickly set it on fire, and immediately run away, two cargoes are destroyed, we have completed the test. And we destroy the last two. And then Millner appears, we run to kill him, and after waiting for the right moment, we kill him. Let's watch the video. Mellner said something about family ties, between Attaway and Starrick, we need to figure it out, let's run to Attaway. She betrayed us, she just took advantage of us, so let’s head to the station.

TASK COMPLETED.

Awards.
£785. XP 500. Black leather bracer.

Task 7 | End of the road

Jacob goes to Waterloo Station to recover the engines and kill Pearl Attaway, who turns out to be a Templar. Soon Starrick's men will be unloading the engine cars. At the station we have the possibility of murder. Our destination is Attaway.

Tests:

  • Free the station master
  • Use the secret passage

First, let's free the station chief, to do this we get inside the building, and with the help of murder weapons we knock out everyone. And we release the boss. Now we go down, go around the guards, and look for a secret passage. Which will be in the sewer. Having made our way through it, we will use a unique murder and look for the head of security. We kill him, and we found out that the train has unprotected parts, we quickly head there. Let's watch the video. And we run away to the driver’s cabin to escape on the train.

TASK COMPLETED.

Awards.
£2105. XP 2650. Crossroads belt.

Part 6

Task 1 | Good deed

A man named Edward was attacked by bandits, they threatened him with violence, he got into a carriage and drove away from them. We quickly sit down and catch up with the guards, shoot them, and take control of his carriage. And we get to the omnibus factory, then we need to find the contract and steal it.

Tests:

  • Don't let the target leave the factory

We get inside, mark the target, and head towards it, covertly interrupting the guards. We sneak up on the leader and kill him. We leave the factory and return the contract. These people will get things done quickly.

TASK COMPLETED.

Awards.
£900. XP 750. Bracer design"Mirage".

Task 2 | An annoying nuisance

1869
Tower of London


So we need to return the stolen property, we enter the restricted area. And we examine the area. We have several possibilities. The main one is the opportunity for murder.

Tests:

  • Kill less than 5 Royal Guards

We have an ally who will help us commit a unique murder. But first you need to kill three disguised Templars. To do this, we use eagle vision, and mark them, and now we kill them. Now we head towards him, and with his help we penetrate the Tower. And when we get to Lucy Thorne, we wait for the moment and kill her, but she doesn’t tell us where the shroud is. We leave the restricted area.

TASK COMPLETED.

Awards.
£1150. XP 650. Master Assassin costume.

Task 3 | Identification

Our goal is a certain Mr. Dredge, we are entering the building.

Tests:

  • Don't kill the cops

Having creeped up to Dredge, we kidnap him and secretly take him out of the building. Later it turns out that this is Mr. Abberline. He tells us information about bank robbers.

TASK COMPLETED.

Awards.
£955. XP 550. Jade Kukri.

Task 4 | Tea ceremony


We need to find the smugglers' weapons, and they are located on one of the ships, so we make our way there quickly. We are in a forbidden territory, we kill the guards, and inspect the first cart, but there is no cargo in it. Let's go to the second one, it's also empty. There are guards near the third, three people, we kill them with smoke bombs. And we examine the cart, the weapons are there. We wait until they pick him up and begin to chase the cart. We pursue them for several minutes; it is best to move along the roofs. And now we arrive at the appointed point.

TASK COMPLETED.

Awards.
£830. XP 400. Metal mesh belt.

Task 5 | Dirty money

We need to catch Tapenny. There are several possibilities.

Tests:

  • Find the secret passage

We will use the opportunity of a unique murder and kidnap the commander of the guard. He tells us that Tapenny is in the storage room looking at his paintings. We penetrate to the second floor and look for a secret passage. Having gone downstairs, we sneak further to the storage room. There will already be a lot of bandits here, but we need to hide behind the painting to commit a unique murder. To do this, we kill the bandits who will interfere with us, and we make our way to the painting and hide behind it. We wait for our target and then kill. Let's watch the video. The target is killed, we leave the restricted area, first we throw a smoke bomb and run. The bank will be closed for several weeks, the robbers have been detained.

TASK COMPLETED.

Awards.
£2615. XP 3650. Master Assassin Costume.

Part 7

Task 1 | Plans changed

We went to one of the princes of India. The plans that were needed were taken away. But they can be returned, in this case Henry will help us.

Tests:

  • Assign Henry to distract the attention of two opponents

There are several guards who are bothering us, let's ask Henry to distract them. The first chest is empty. The next two will also be empty, you need to ask one of the Templars, he should know where the documents are. He told us that they were hidden. But Henry also disappeared. The children said that he was kidnapped. We look for him and follow the tracks of the carriage.

Tests:

  • Kill two guards using hanging barrels

On the spot we interrogate witnesses, one of them reports that they saw Henry taken into the basement, we go down there and throw a knife into the barrels, then we free Henry and hide from the place.

TASK COMPLETED.

Awards.
£1450. XP 850. Blueprint Purple Retribution.

Task 2 | Political games

We need to follow the Prime Minister, he is in the Sinop Palace, we need to get into it.

Tests:

  • Don't kill the Sinop Club guards

Inside, mingling with the crowd, we try to stay close to the Prime Minister and listen to his conversation. And then the first target appears, we intercept him, but as soon as he starts leaking information to us, he is immediately killed. We run after the shooter.

Tests:

  • Don't let the shooter hit you

Using a hook, we climb onto the roof and catch him. And then he tells us everything.

TASK COMPLETED.

Awards.
£1150. XP 600. Belt with iron plates.

Task 3| Private security

The Prime Minister is in danger, and then his carriage is attacked.

Tests:

  • The crew should not receive more than 50% damage

We climb up and kill the shooters. More security arrived below and we interrupted them too. Suddenly the carriage is stolen, we quickly take the team in hand and follow the carriage.

Tests:

  • Hijack a crew in less than 1 minute

We accelerate, and jump on the enemy from above and kill. We take the crew to a safe place. Let's watch the video.

TASK COMPLETED.

Awards.
£1250. XP 667. Red and gold cloak.

Task 4 | Mrs Disraeli's driver

Our walk is unfortunately cancelled, the governor’s wife is waiting for journalists whom she doesn’t want to see. But we will help her with this, we’ll just get rid of them and that’s it.

Tests:

  • Instruct the girl to distract the journalists

There will be a girl sitting near the entrance, we bribe her and make her stop from the journalists. Let's return to Miss Disraeli. We accompany Miss Disraeli to Devil's Acre. Once we get there, we’ll take Miss through the slums.

Tests:

  • Don't get caught by the bandits in the slums

We quietly escort Miss Disraeli to the best pub in London. But trouble is right there, Desmond has been stolen, we run after the thief, it will be easier to find him by the dog’s barking. Having selected the dog, we go back and pick up Miss Disraeli. But the thief returned, and not alone, but with a gang, we get into the carriage, and we leave, and return the governor’s wife home.

TASK COMPLETED.

Awards.
£1250. XP 700. Design of the Bracer of Death.

Task 5 | Initiation of impeachment

Jacob plans to kill the Earl of Cardigan in the Houses of Parliament. There are several possibilities, but the most suitable one is the opportunity to kill.

Tests:

  • Don't kill the cops
  • Don't let your target notice you

We get to the parliament building, and wait for our target, who needs to steal the password from the door; after waiting for the right moment, we steal what we need. We are looking for the entry point to the building, and having found a certain door, we sneak up to it. They demand a password, tell it, and quickly kill Count Cardigan’s assistant, and then Cardigan himself. Let's watch the video. We leave the parliament building the same way we entered it.

TASK COMPLETED.

Awards.
£3,730. XP 4250. Scoundrel costume.

To begin the passage of the eighth chapter, you need to liberate several areas that are under the rule of Starrick.

Part 8

After a long liberation of the areas, new story missions are available to us.


Task 1 | The odd couple

A famous stage manager in London invites Jacob to his theater to propose a business proposal. As a result, Maxwell Roth will help us destroy Starrick's power. Now we get into his carriage and go to our destination. The explosives will be delivered to Starrick soon, but we won't let them fall into his hands.

Tests:

  • Use a moving train

The train is already very close, we jump on it and head to the station. There is a lot of security at the destination. We quietly get out of the train. And we're looking for explosives.

Tests:

  • Set fire to all the dynamite to destroy it

Having killed five guards, we set fire to the first box of dynamite, and immediately run to the second. We do the same with the rest of the boxes. Now we need a driver, marking him with the help of eagle vision, we kidnap him and lead him to the locomotive. And we leave.

TASK COMPLETED.

Awards.
£1410.00. XP 750. Lady Kiriel's Shawl.

Task 2 | Triple theft

Soon Starrick's three henchmen are about to disappear, this time Maxwell Roth will come with us, we get into his carriage and go to the National Gallery.

Tests:

  • Don't kill anyone at the target location
  • Don't let your target escape kidnapping

We're there, looking for clues to find out where Hattie is. One boy witnessed the theft, and the statue was hidden in the sewer. There is no need to kill anyone, the best way is to take one guard and take him with you. This way no one will see us. Approaching Hattie. We kidnap her and calmly lead her to the carriage. The next target in the park, having arrived, we look for it and kidnap it, carefully leading it to the carriage. And the last target is in Scotland Yard. This is a policeman, having entered the house, we sneak up on him and kidnap him. And we lead to the carriage. Next we get to the meeting place.

TASK COMPLETED.

Awards.
£1410.00. XP 750. Assassin's Bracer Design.

Task 3 | To the delight of the public

New task from Maxwell, we’re going to the workshop where they make weapons for Starrick’s army. Maxwell suggests blowing it up, so let's do that.

Tests:

  • Don't kill anyone while you're setting up explosives.

You don’t need to kill anyone, just knock them out; when you get to the boxes of dynamites, take them and put them near the workshop. We run to Roth. Maxwell is crazy, he wants to kill the children who are in this workshop. We quickly run there to save them.

Tests:

  • Save all the children in less than 2 minutes

We take all the children out of the house, and then a bandit runs up, kill him, and take out another one, then another. A Roth employee brought us an invitation to the Roth Theater.

TASK COMPLETED.

Awards.
£1410.00. XP 750. Brass knuckles copper love.

Task 4 | The final

We are at the Alhambra Theater, our target is Maxwell Roth. There are several possibilities, but let's take the opportunity for a unique kill. First, let's kill the guard and take his mask. Next, let's get inside and inspect the area. We are heading to the location for the possibility of a unique murder.

Tests:

  • Kill Roths without using a ranged weapon

First, let's kill the fake Roths, and only then free the mechanic so he can lower the grate. Having freed the mechanic, watch the video. Maxwell set the entire theater on fire, so it’s our move, let’s go up and cut the rope. Let's watch the video. Now we run from the theater.

Tests:

  • Leave the Alhambra in less than 90 seconds

We got out.

TASK COMPLETED.

Awards.
£3,730. XP 4250. Vampire Blueprint.

Part 9

Task 1 | Big trouble

We have information about where the shroud is located. There will be a ball soon, and Starrick will be there. He will try to steal the shroud, but we must stop him. First, let's get invitations to the ball. We are heading to the Gladstone house.

Tests:

  • Don't kill the cops

The Gladstones were not there. But the girl saw how the two carriages parted. Mr. Gladstone went to the right, let's go there. We're here, he's having a private reception here. We carefully sneak up to the tent and steal the invitation. Now you need to steal Mrs. Gladstone's invitation. She is at the station. They are guarding her, and after waiting for the right moment, we steal the invitation. Now to fully complete the task, we steal Mrs. Gladstone’s carriage.

Tests:

  • Don't harm the Gladstone crew

We confidently steal the carriage and deliver it to St. James's Park.

TASK COMPLETED.

Awards.
£1580. XP 850. Devil's Handshake Design.

Task 2 | Impressive outfit


Jacob meets with Abberline to discuss how to bring weapons to the ball. In order to carry a weapon to the point, Fredy will need a guardsman's uniform. Well, let's climb up the Church of St. Martin and inspect the area. And let's go pick up the uniform.

Tests:

  • Don't kill anyone

We calmly go down, sneak up on the guardsman, knock him out, and take him to a secluded place. We take the uniform, but we need to hide the body.

Tests:

  • Hide the body in the carriage

We throw the body into the first carriage we come across and take Freddy’s clothes.

TASK COMPLETED.

Awards.
£1580. XP 850. Master Assassin's Belt.

Task 3 | Family policy

Plans for the restoration of Buckingham Palace have disappeared, so we’ll have to make do with copies. But Prince Duleep can give us copies, but we need to complete the task for him. Let's get down to business.

Tests:

  • Steal a carriage without entering the courtyard
  • The carriage should not take more than 50% damage

We are not allowed to enter the courtyard. Therefore, we will do everything from the roof of the building. To make the horse leave the yard, we scare it, throw a smoke bomb at its feet, and wait until the horse leaves the yard. Then we get into the carriage and go to Dileep, pick him up, and then, according to his instructions, we transport all the famous personalities of London to their destination. After we followed all the instructions, the prince told us where the copies of the restoration were located. We return the crew to their place.

TASK COMPLETED.

Awards.
£3080.00. XP 1600. Victory Cloak.

Task 4 | The final


Here we are at the ball, so we have the drawings in the living room, to get there we need a key, for this we take the guardsman, and let him lead us to the door, and there we knock him out, and open the door, break open the chest, and take the drawings. We head to the entrance to the storage facility. But then Mrs. Disraeli stops us and takes us to Queen Victoria herself to introduce us. Let's watch the video. While Evie is dancing with Starrick, we take control of Jacob and go to Abberline and pick up the equipment. And there is information that instead of the guardsmen, Starrick’s people are standing on the roofs. We kill them, you don’t have to sneak up, but just brutally kill them. Now let's free the prisoners. And we will kill all Starrick's impostors.

Tests:

  • Free all groups of royal guards

We jump down, throw a smoke bomb, and kill the impostors and free the hostages. We do the same with the next group on the other side. All impostors were killed. We give the equipment to Evie, and run to the entrance to the storage facility, Starrick is somewhere there. But that was not the case, Jacob was in danger. We play as Evie, quickly run to save Jacob, go inside and run to Starrick. Starrick created some kind of protective wall.

We pass it and enter the battle, use all attacks and make counterattacks. Evie gives him a blade in the stomach, but it is useless, the shroud heals Starrick. Jacob steps in. He quickly attacks, we plunge the blade into his chest, but there is no point. We try to weaken him with the help of Eevee, but it doesn’t work. Jacob and Evie deliver the final blows to him. Let's watch a long video. End!

Identification

First you must find Mr. Dredge. To complete a secondary task, you should not kill policemen. From the indicated point, head east, hiding from the cops. Use your eagle vision to explore the area until you find your target. After this, the mission objective will change - Dredge needs to be kidnapped. To do this, climb onto the balcony to determine the exact location of the target and his guard.

In the game Assassin's Creed Syndicate, Mr. Dredge moves around the location and only occasionally stops. You need to catch the moment when he leaves the police for a while. By the way, it is better to immediately disable the latter (without killing them) so that they do not interfere in the future.

Catch Dredge as soon as the right moment arrives and take him out through the nearby exit (there are four ways out of the square in total). Leave the red area, after which the task will be completed.

Upon reaching the first checkpoint, you must find illegal weapons. Using eagle vision, find three carts with the desired cargo. Each of them is guarded by thugs, although groups of them often move around the location.

Accordingly, you can guess the moment when the cart will not have security. Search all three, and one of them will contain the required goods (for us it was the westernmost cart).

Once you find the weapon, climb onto the nearest roof. Soon the cart will be taken to another place, but you need to follow it. As you walk across the rooftops, watch until the crew stops at the final stop.

Follow Edward and defend him from enemies. To eliminate enemy carts, shoot at the drivers, and then, when the ammo runs out, go for the ram. After eliminating all opponents, catch up with Edward and climb into his stagecoach. Go to the omnibus factory.

You can get inside the factory through the roof. Having penetrated the room, you will encounter a couple of enemies. The rest, who are on the lower level, can be lured by whistling, standing at the stairs, and killed one by one. Finally, go down to the first floor and find the office with the contract. Grab your documents and leave the same way.

You must finish off Lucy Thorne, and also, as secondary objectives, steal the key from Yeoman Warderan and talk to Ollie. To get additional bonuses, go north from the quest point on the map and find Ollie there.

After this conversation, activate the eagle's vision to find the fake guards and kill them. At the same time, move to Chief Yeoman, who will be walking not far from the pretending guards. Here you can kill two birds with one stone.

Then find three more fake law enforcement officers and eliminate them, and then return to Ollie and talk to him again. Now go to the mark on the map in the form of a purple skull. Once there, enter the building and go upstairs.

Try to sneak unnoticed - on the top floors you will find Lucy Thorne. Eliminate her and escape the same way you came here. Get on the boat and the quest will end.

In this task you have to get into an English bank and eliminate Phillip Tapenny. Additional objectives include kidnapping the head of security who walks around the northwestern part of the bank, the bank manager who will provide the easiest access to the vault, and killing the security guard of this vault.

Climb onto the roof of the bank and look for an open window on the wall to the right. Then use the hallucinogenic dart against the vault guard (he's level 8, so the dart needs to be upgraded at least once), or use an air attack.

Leave the building and go through the window on the northeastern part of the wall. There you will find a toolbox and a constantly moving bank manager. Watch out for this man and stun him from behind. In the future, with its help you will be able to break into the storage. Having reached the last point, leave the bank and leave the red zone.

Part 7

The quest involves spying on the chairman of the government. Having arrived at the point, climb onto the roof of the indicated house and jump from there into the hay. Eliminate the nearby adversary and move to the next marker. For additional rewards, local guards cannot be killed.

From the stack, you can keep an eye on the prime minister without fear of detection. When the politician leaves the listening area, get out of the hay and stick to the yellow area on the mini-map. If the guards or the prime minister notice you, the task will immediately fail. Use your eagle vision to bypass the guards and follow the correct route.

After the politician's conversation ends, you will be discovered by a sniper. For an additional challenge, you must kill him before he fires a single shot. When he aims at you, a corresponding button will appear on the screen that you need to quickly press. Climb onto the roof and kill the sniper.

Bodyguard

To activate the memory, climb onto the roof and stand on the ledge. After this, follow the indicated point on another roof, and then use the eagle's vision to detect enemy positions.

You have to deal with two groups, and as quickly as possible (the timer is the life of the cart). For full synchronization, the health of the cart should not fall below half.

After this, get into the nearest carriage and follow the marked one. Having approached her, jump onto the roof and eliminate the driver. Completing these actions in one minute will count towards your next additional task. Finally, leave the danger zone to trigger a cutscene.

In this mission you must protect the girl from journalists. It is necessary to transport Disraeli from point to point, while eluding the press. Having reached the last point, get out of the stagecoach and escort Mrs. Disraeli through the alleys.

Eventually you will bring the woman to the final point, after which a cutscene will start. Then it turns out that Disraeli’s dog has run away, and it’s up to you to find it. Visit several locations and return the animal. Then once again you will take a carriage ride and escort the girl to 10 Downing Street.

Easy Money

Go get Abberline, and then go to the counterfeiters. There, using the eagle's vision, find the desired target, and then wait until she boards the stagecoach with the guards. Use the nearest carriage and follow them, but covertly. Follow the enemy crew to the final stop.

Get out through the window on the opposite side of the house and kill the guards there - one under the window, the other near the stairs. Go to the indicated point, to the room in the south, where the counterfeit money will be - burn it.

Go down the stairs, eliminate the guard and take the printing plate. Head to the next marker pointing to the Bank of England. At the entrance, deal with the policeman and, acting secretly, climb to the roof. Then move to the other side of the building and climb through the window.

In the room, open the door lock and move on. Soon you will discover a box that will require a high-level skill to crack. Deal with the remaining guards and leave to talk with Abberline.

The twins' goal is to find a box with valuable information. In the marked forbidden area there are only three boxes, but there will be no documents in any of them. One way or another, you must search them all.

For 100% synchronization, go to the fountain, which is in the western part of the forbidden zone. The box there is also empty, but to open it and make sure of this, you must distract the guard, with which Henry will help you. Press the appropriate key to have your partner throw a smoke bomb, and then open the box.

Now go to the house in the southeast of this area. Once on the ground, eliminate the guard at the door and go inside. On the lower floor, sneak past or kill another enemy.

In the room above, deal with the enemy and open the box - it will be empty. The next one is in the northeast, in the corner. At the window on the right side of the house, use the stairs and go down. Below, attract the enemy's attention and stun him, and then open the box.

Three boxes have been opened, but none of them contain what you are looking for. Now you must kidnap a Templar who can tell you where the documents are. In the northwest of the location, find a window and climb into the room with the Templar. It's easy to kidnap him, since he's all alone there.

Next, you must find out what happened to Henry. At the indicated marker, talk to the girl and move on. Using the eagle's vision, find the stagecoach in hot pursuit, which will lead you to the next witnesses. Talk to them while being stealthy (there will be enemies nearby), and then go to the stairs leading into the tunnel.

In the underground, get to the place where Henry is being held, dealing with enemies along the way. The two enemies in the room with Henry can be killed with hanging barrels by simply shooting at the cables (optional task). Untie Henry and leave the danger zone.

By the way, you won’t be able to get out easily, since Henry is still a fighter. When he throws a smoke bomb, you will be able to hide from the oncoming gang of opponents.

But after you find yourself on the ground, use a knife to cut the cable with the hanging barrel. Finally, during the brawl in the next area, Eevee will point you towards a sniper. Get on the roof and take him out, then leave.

The goal of the quest is to reach the Earl of Cardigan (purple skull on the map). You must get into the parliament building, for which you will need a corrupt policeman. In another case, you can talk to a politician who will personally take you to the count. This person is on the first floor, approximately in the middle of the building.

But to talk to a politician, the first thing you have to do is find the minister’s password. The latter walks around the courtyard to the north of the main building. Having obtained the code, make your way into the main building through the balcony on the right side and kill the guard there. Only after this will you be able to communicate with the politician.

The path he will take you to the Earl of Cardigan is full of opponents. After killing them all, you have to deal with the main target and then leave the danger zone.

Part 8 Assassin's Creed Syndicate

To activate the eighth part, you must clear three large locations marked on the map. In the third part you already had the opportunity to capture Whitechapel. Accordingly, even without completing additional tasks, you will in any case have at least one captured zone.

However, now you will have to conquer more zones, otherwise access to the next main missions will not open. Focus on Richmond upon Thames as this location is one of the easiest. Catch all the Templars and free the children until the "gang war" opens up to you. After capturing three locations you will open the eighth part.

Head northeast, towards the house, where you need to get into from the back entrance. There, talk to the doorman, go down the stairs and find Roth. After a short conversation, take his transport to the next point.

Together with Roth, go to the railway. In the area you must find and destroy five explosives, and for complete synchronization, do this while on the train.

That is, you must stand on a moving carriage until you detect the explosives, using the eagle's vision. Naturally, when you notice the dynamite, the additional goal will be counted, and you will be able to go down.

The station is guarded by several enemies. For the second optional task, you will have to detonate the dynamite using arson. To remain undetected, move next to the locomotive, on the opposite side from the enemies.

Five pieces of explosives are located in two large rooms. One of them is located at the top of the location, namely in the northwest corner. However, you don’t have to hide from the guards and just kill them.

You can lure a crowd of enemies at once to deal with them at once, but then you should stock up on psychedelic darts and smoke bombs in case of emergency.

You must also find and kidnap the driver. It is located in the building on the right side of the location. To find it, climb to the second floor, where one of the explosives lies, and turn on your eagle vision.

To eliminate future difficulties, you can immediately deal with the enemies patrolling the train in the northeastern part of the location. Finally, grab the driver and lead him to the marker on the map (the next train).

Roth's next task is, as the name implies, the kidnapping of certain individuals. Together with a friend, go to the National Gallery, marked with a dot on the map. Having arrived at the place, go north along the alley, which gradually goes down, and talk there with the girl hanging out at the gate.

Above the second gate you will find stairs leading down. In the new zone you will find many guards, but you should not kill them if you want full synchronization. Climb onto the roof and turn on the eagle's vision - this way you will find the target that is to the north of you. Go down to the street near the stairs, where a lone guard is patrolling. Wait until his back is to you, and then stun him.

Take the stairs to the lower level. Walk along the corridor and eliminate the patrolman. In the next passage you will meet four more enemies - on the left side of the location, and in the near corridor.

Hide in the recess of the wall and notice the target that is wandering nearby. Mark all enemies with eagle vision, stun the closest one and hide him in the alcove where you were just hiding. Wait for the second guard and do the same with him, but you won’t be able to hide the body, so do it away from possible eyes.

The two guards in the other corridor can be left, so now go to the room where your target is located. When the enemy moves to the right side of the room, go inside and open the box in the corner of the room (high lockpicking skill required). Now Hattie can be kidnapped. By the way, if she notices you just before the action, then the additional task will not count towards you.

Go back the same way. In the alley, go to the point on the map, to which a rather branching, but safe path leads. Put Hattie on the stagecoach and head to St. James's Park. On the spot, grab a new target - Benjamin Raffles. To do this, climb onto the roof of the house in the east and use the eagle's vision. Having marked all the enemies, wait until Ben is alone, or eliminate all the enemies yourself, and only then grab him.

For a stealthy capture and full synchronization, go to the south of the park, moving along the rooftops. There, go down to the street directly south of the park and follow the police carriage. When she disappears, go into the park.

Take cover in the hay and wait until Raffles moves away from the veranda in the center. After that, mix with the crowd, get to the veranda and wait until the target returns back. This is where you grab him. To return to the carriage peacefully, you must not stand on the red areas on the mini-map. Exit through the western entrance when the police carriage passes by.

The last man is in Scotland Yard. By the way, do not take the indicated route leading south, as it will lead you straight to crowds of enemies. It's best to head north and circle around to arrive at a safe location.

Chester Swineburn lives somewhere in the area. Climb onto the roof of the nearest building and follow the next buildings to the indicated point. Once on Chester's house, find the open window on the north wall and climb inside.

Swineburn will be in his room. When he turns away, sneak up behind him and grab him. However, before this, the first step is to clear the future escape route. There are a lot of security guards at Scotland Yard, so you will have to spend several tens of minutes to work silently.

There is a guard at the main entrance, so go to the other door on the right. There, turn right again until you reach the main street. After walking around the block, you will reach your vehicle.

Games and entertainment

At Starrick's workshop, talk to Roth and take the stairs to the roof. The goal of the task is to find boxes with explosives and transfer them to four different areas of the location. The additional challenge is to complete the game cleanly without killing anyone. Keep in mind that completing this mission this way is quite difficult.

First of all, use your eagle vision and spot the snipers on the roofs. Two arrows are located in the main search areas, the last one is in the southeast of the location. Once you've dealt with them by stunning them, do the same job with the foot guard that's wandering down the street near the third sniper's spot. The second guard walks in the western part of the location, the third is higher and to the right, but you don’t have to touch him.

Having dealt with your opponents, run to the marked boxes and stun the enemies closest to them. You can take the boxes in the east without fear, since the guard at the northeastern gate will not notice you. Grab the box and drag it to the new marker, which will most likely be marked somewhere nearby. The box can be placed at any time to eliminate the enemy.

Having delivered all four pieces, return to Roth and talk. He will ask you for another favor - there are captive children in the restricted area.

In the building in the northeast of the location, climb through the window and find a room with children - open the door to rescue them. Three children will be unconscious, so you will have to drag them outside yourself. You will have three minutes to save all the children. For complete synchronization you need to do it in two.

Final act

You must eliminate Maxwell Roth. In addition to the main goal, you will also see three additional ones on the map: a purple emblem for the driver, a blue one for the waitress, and a green one for the bailiff.

The green mark will help you get into the theater. The bailiff itself is located at the right entrance to the building. But before that, defeat the two guards in the park, which is to the west of the theater, and pick up the mask. After this, the bailiff will escort you out.

After going up the stairs, deal with a couple of opponents in the first room. Get out onto the balcony and mark possible targets. By the way, on the second floor you can talk to the waitress and poison the drink she serves.

Now you have to kill the last masked enemies. With the second hacking skill you can get into the room where the driver is kept. For your release, he will lower you a ladder, along which you can climb to the top of the stage and cut the rope. As a result, the structure will fall on Roth.

Otherwise, the target will have to be killed in the old-fashioned way. Leave the theater.

Part 9

Double Trouble

For the bonus reward for this mission, you cannot kill police officers. First of all, go to the point that indicates Gladstone's house. Having reached the marker, go further to the next sign. At the door you will meet a girl who will show you the further path. Here you will have to take transport, since the road directly to Mr. Gladstone is very long.

On the spot, climb onto the roof and use the eagle’s vision to mark all the law enforcement officers and our target. From the latter you need to steal the invitation that lies on the table under a massive tent. Move to the roof, which is to the right of the target, and stun a couple of policemen (one is guarding higher from the table, the second is to the left). Having dealt with them, run up to the table and grab the invitation.

Now you need to do the same with Mrs. Gladstone's invitation. You will find her with the same police escort at the station. Move under the station roof after the woman, and when she stops at the bench, go down to her and sit down on the other side of the bench. Steal the letter and run to the final target - Mrs. Gladstone's carriage, and then drive away.

Chat with the janitor and go to St. Martin's Church. After climbing onto it, track down the guards using the eagle's vision. Afterwards, overtake them and stun them - there is no need to kill them for the additional task.

The guard walks in the center of the restricted area. The most vulnerable guardsman wanders closer to the bottom of the location. Follow him from the building and then knock him out when he moves to a distant location. Place the body in a hiding place and change into his clothes.

Family policy

Run along the roof to the marker. In the courtyard, do not go down to the ground for full synchronization, but use a volt bomb or a hallucinogenic dart on horseback. After this, jump onto the roof of the stagecoach and go to the next point.

The next stop is Parliament, where you will drop off one of the passengers. Next you need to get to Gladstone's residence, and then to the gentlemen's club.

Unforgettable night

As Evie, follow Jacob into the hall. Steal the key from the indicated target (green mark - guardsman) and go to the room on the second floor for complete synchronization. After stealing the key, you must grab one of the guards when he is out of sight of his comrades.

In the room on the second floor, take the plans from the box, and then go back to the hall. After the cutscene, gameplay for Jacob will begin. Again from the hall, go up to the second floor and, without entering the previous room, go to the opposite side of the floor. There, use the open window and climb onto the roof to Abberline.

At the marked place, return your weapon, after which you will have to deal with the shooters on the roofs in three minutes. You will then be given another goal - kill 16 cheaters. For complete synchronization, in parallel with this, you must rescue the captured guardsmen.

After completing all the objectives, once again climb onto the roof and give Eevee a sign. Now go to the reservoir. Use the stairs and go to the other side, to the marker. Our final target - Crawford Starrick - is nearby.

Approaching him will trigger a cutscene, after which the game will switch to Eevee. In four minutes you need to get to the marker, eliminating all enemies along the way.

Assassin's Creed: Syndicate action-adventure game developed by development studio Ubisoft Quebec, of which the last series of games is one of the major projects Unity. The game was released on PS4 and Xbox One on October 23, 2015, but Syndicate was postponed on PC until approximately November 18 of the same year. This was done in order to bring the computer version of the game to perfection; there are still legends about broken Unity. The game will take place at the height of the Industrial Revolution in Victorian London. From the main point, the developers confirmed the absence of a multiplayer mode, focusing on capturing territory, expanding the single-player campaign.

Gameplay

For the first time in Assassin's Creed, you can freely switch between two heroes. To do this, click C V Main menu games. Also in the game there will be a woman, for whom, in addition to the main character, you will play. The male character Jacob Frye uses brute force and specializes primarily in close combat. His twin sister Evie prefers to use stealth, relying on her intellectual abilities and wit. This time in the arsenal of our charges: brass knuckles, revolvers, canes, curved kukris (knives) and swords. The combat system has become much sharper and faster. Getting around London, which the developers assure us is 30% larger than Paris, is carried out using a special cable. It will allow you to quickly move through buildings, as well as create quick escape and attack routes. The game also has Carriages that will allow you to quickly move to any point. London is divided into six different boroughs: Westmister, The Strand, Town London, Whitechapel, Southwark, and Lambeth. The game does not have a multiplayer mode, and the game will also be missing the companion application that was introduced in Assassin's Creed IV: Black Flag. Side missions in Assassin's Creed: Syndicate are designed for the struggle for power in London, which you will be periodically pushed into during the plot of the game. Players will be able to kidnap individual enemies for the purpose of asking for ransom or being accepted into their gang.

Plot and action of the game

In 1868, the Industrial Revolution began to take place in Victorian London. In order to regain power and revive the Brotherhood of Assassins, twins Jacob and Evie Frye decide to arrive in London to clean up the criminal gangs run by the Templars. During the course of the game, they will get to know famous figures of that era, such as Charles Dickens, Charles Darwin, Alexander Graham Bell, and also take part in the royal intrigues of Queen Victoria.

Our guides

Our guides are designed for various knowledge and completion of the game Assassin's Creed Syndicate. You are expected to complete missions with additional goals, collect collectibles, search for various riddles, tips for passing and leveling up, as well as everything about all the clothes and weapons of the main characters.