In sequence 2 memory 5 Freewill memory, Shay goes against the assassins. Here is how to assassinate Hope in this mission.
Roaming outside the Mission
After the scene where a gunshot collapses the path between two hills, you can backtrack by going around. Climbing up the hill can be tricky at first because Shay can only go up short ledges. With tall ledges he'll do a wall run but can't pull himself up.
On the original run from the cutscene, some fallen burning trees block the way, but reloading the checkpoint gets rid of them.
In the James Wardrop assassination.
Near the beginning you observe Benjamin Franklin giving a speech. Guess who's also attending? AC3's Templar target William Johnson.
Ranged weapons have no effect on him, and you can't get close enough to assassinate without starting the scene. Actually there was one time I was scaling the building and the game let me air assassinate him, but all other times since then I was never given the option.
Berserking a civilian might lead to Johnson's defeat, but the NPC will have to be pretty close to him because of an invisible barrier. The civilian might also attack one of the other civilian's, although it's usually Johnson they go after.
Of course he respawns for the scene, but the same can't be said for all the civilians who got spooked away.
Dead on Arrival
Assassinate the target James Wardrop as soon as he appears. First you have to kill a messenger before he reaches the target, or you fail the mission. to do this right you have to delay the messenger's death so you can get inside the fortress and lay wait for Wardrop.
It was during this I discovered you can pick up sleeping bodies in Rogue. Carry the messenger as far as you can on your way to the inside to avoid getting too far away. The messenger will continue his roue to the front door. Once inside make your way along the roof to the front and berserk him.
Now wait in the tall grass. At first I tried killing all the guards inside, but that was overwhelming with such short time. So I chose to make the fight each other so I wouldn't get noticed. Holding down , Shay will kill the target as soon as he spawns.
The fastest way I found of running through the memory. Starting at th first checkpoint, you would think the first place to go is the front of the building to start the scene, but as it turns out, you can go right to the window, skipping the first part.
The next part is tricky because of the no detection requirement. Try to blend right away when entering the first room to avoid being seen. I assassinate a guard whose patrol route takes him to the next room to save time, but didn't dare run when a guard spots me.
Jumping straight ahead from the window you usually land right in front of the guard, but can run behind a pillar before his detection meter fills all the way. From there it's easy sailing just running to the target. A small scene makes you temporarily lose control of Shay.
Charles Finds His Son Arno
Lead Charles to where Arno and Elise are. Coincidentally, this make Charles stop calling for his son.
Slightly Early Death
When you first reach Charles in the building, he normally can't spot you until after the scene, but if you make him respawn by going far enough away and coming back, his AI is reset. Now you can make him follow you without starting the scene and kill him, but have no way of progressing.
Deja Vu Death
If you restart the checkpoint after reaching the final part of the mission (has to be on a run from the start of the memory), a strange glitch occurs. The option at the beginning of the memory of infiltrating the place appears, along with the original Charles and Arno Dorian at the front of the building! Killing Charles Dorian 1.0 has no effect on the memory.
The nostalgic jumping from a great height to instantly assassinate a target. Using the "deja vu" trick, the front door is open. Now you can set the target up for a stunt outside the building, which shouldn't be possible.
An extra. The original Charles Dorian has the AI of a civilian and runs away if you bump into him.
Regardless of which Assassin's Creed title, my favorite style of play is always stealth and the hidden blade. No swords, guns, poison or bombs. No whistling or calling in recruits. Just me and the hidden blade for some up close and personal kills.
In Syndicate I kept failing these Gang Stronghold missions which say "Free and protect captured Rooks". At first I thought it was due to a lookout finding a dead body, leading to the Rooks being executed. That wasn't it at all.
It turns out that each Rook is guarded by a single Blighter. When you kill that guard it automatically frees the corresponding Rook, who promptly attacks the nearest Blighter and usually gets himself killed. Even if the Rook survives, it blows my plan for stealth and for killing everybody myself.
One thing that sometimes works is to immediately Recruit () the freed Rook, lead him away from Blighter territory, and Disband (hold + ). However, the Rook often sees a Blighter and attacks instead of following Evie. Other times he later wanders back into Blighter territory and gets into trouble.
In the video above I save the three jailers for last. The first is assassinated in low profile because the Rook isn't freed until she hits the ground. This gives Evie a head start toward the second jailer, who is air assassinated to avoid having to wait for him to turn his back. The third jailer waits with her back to a second story window. I flubbed my first attempt at a ledge assassination and was lucky that the two freed Rooks did not engage her. Trust me: it happens.
The other challenge was getting this procedure down to 5 minutes so that it could be recorded with a single Xbox DVR clip.
This project started out as a full sync guide and evolved into a speedrun. I demonstrate how to mow down Blighters, not how to pop in and out of cover. The result is the same: 100% synchronization.
Don't take any damage
The first thing you should know about getting full sync is that "Don't take any damage" only applies until the train pulls away from the station. Don't get discouraged. That's less than 2 minutes (in this video it's only 1:25).
The second thing is you should take advantage of "Reload last checkpoint". Doing so will give you more time to unjam the gun and take aim. The first wave of blighters will run down the hill across the tracks where they can be picked off before they get into position.
Memorize the order in which the Blighters arrive. They don't shoot until they reach their position and have time to take aim. If you can kill them in order it isn't hard to stay ahead of them and not let any get off a shot. Also, try to save explosive crates for later.
When Nigel says, "They're on top of us." a series of three snipers arrive. The first is on the roof to your right, the second on the train station roof to your left, and the third back on the same roof as the first. This is a good time to use explosive crates for the Blighters on the ground. It gives you more time to aim at the snipers.
Slightly Early Death
Before the scene starts, Lawrence Washington and his brother George (the George Washington?) are prestaged. You have to locate Lawrence to progress to the assassination. To avoid locating him, turn the camera away. Both him and his brother are invincible to regular attacks, with the exception of a special attack by an ax. Getting him this way is tricky though because the game turns the camera toward him when you start swinging down with the ax, starting the scene. I try to avoid this by getting real close and making the camera face down, but not sure how reliable it is.
Here's also a clip demonstrating that the game makes them invincible. https://www.youtube.com/watch?v=Q9t4yWhTALc
The fastest way I found of assassinating the target is to fire with your pistol when he's in range. thinking it's possible to free aim and shoot from farther away.
At the very start, climb up the gazebo wall Shay is leaning against, jump to the tree, and make your way onto the rooftop. The target doesn't get this close to the house when he loops around.
A blitz assassination of Maxwell Roth in 0.6 seconds.
The key observation is that Jacob remains in the same position before and after the pre-assassination cutscene ("Burn, burn, burn!"). Ordinarily this position is wherever he kills the last of the four decoys. However, if the waitress poisons the fourth decoy then it allows Jacob to take an advantageous position.
This had the makings of a superfast blitz: Just stand onstage right behind where Roth spawns and mash , right? Well, Ubisoft must have been watching The Hidden Blade. They're on to our ways. If you stand anywhere onstage then the game teleports you, stage left.
I found another good position on top of the rear backdrop. From here you can do a double air assassination, shoot your pistol, throw knives or voltaic bombs. As a bonus, Jacob appears in the cutscene. Immediately after the cutscene the game resets your viewing angle to level. It takes nearly 3 seconds for Roth to spawn. I used this time to adjust my view downward and aim at his spawn location. His two bodyguards spawn first and are a little bit closer to the backdrop. It's easy for them to draw your aim away from the target.
A Carriage Strike from the highest tower in the game as suggested by DAZ. James Brudenell was the natural choice of target since he's in the adjacent Parliament building. However, it's difficult to get Brudenell into position for a Carriage Strike because he doesn't stand still.
Kill the Policemen in the garden
The main reason I do this is because policemen will kill Brudenell if they witness him in Open Conflict. Another reason is to clear a path to kidnap Brudenell and walk him over to Big Ben. I also clear one of the front gates in order to remove a carriage later. You don't have to kill all the policemen. Just the ones that may interfere.
Aggravate the Earl
The goal here is to make Brudenell run but then lose track of him. If you lose him inside the building, there's a game mechanic that moves him into the front hallway surrounded by four new Templars. From there he's more manageable to kidnap. You just have to locate him again.
Note that I use an undocumented Entry Point. Each of the three eastern courtyards has one door with a lock that may be picked. From there it's a short distance to Brudenell's office. If you use Eagle Vision and time it right, you can pick the lock and enter the hallway with stealth.
Instead, I intentionally enter Open Conflict in the first hallway. Sometimes this causes Brudenell to immediately flee, even though you haven't approached his door yet. It has happened to me many times but not while recording this video. I haven't characterized exactly what conditions cause him to flee early. So I had to go manually open his door. His bodyguards drop a smoke bomb and I go out the same way I came in.
The Surgeon Early Death
In the memory The Surgeon, you are first introduced to the target Silas in a scene. While playing through I discovered a way to assassinate Charles Lee. Position him so that he's around a corner. Then whistle for a guard. When the guard gets close enough on the other side of him, the weapon icon will light up to show you can do a corner assassination.
Be sure to use a smoke bomb so you won't get seen otherwise you'll fail the mission. I tried this on Charles earlier in the memory with no luck. Even if I had been successful, the game would have desynched me for an ally dying. I guess the game developers weren't worried about Charles dying in this part of the memory.
The fastest way I could kill Silas. Right after the obligatory human shield tutorial, run straight to the fortress. There will be a brief lag when you get close from the game loading NPCs. climb up at the place shown and shoot Silas. Luckily I didn't have to move the camera since he's right in front of you, although you may target another enemy next to him or if enemies are passing close by (the chances of which I'm not sure of).
The concept here is simple: assassinate Philip Twopenny by throwing him down an elevator shaft. There are actually two empty shafts in the Bank of London which lead down to the vault: the "secret passage" that you must find for 100% sync, and another in the northwest corner which only opens if you kidnap the head of security. I used the secret passage because it can be reached without going outside.