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Elevator Shafted: Philip Twopenny

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https://www.youtube.com/watch?v=I_IUuMXpjFw

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.

In preparation I kill all four guards at the vault door and pick the lock to the library. This clears a direct path to kidnap Twopenny from the vault to the library. I drop two voltaic bombs from the rafters because they're fast and anonymous. Stealth was important to me but I placed no limitations on weapons. The guy who's supposed to close the vault door at the first sign of trouble is unfazed by two voltaic bombs and four dead colleagues.

During the abduction, the hardest guard to avoid was the one on the vault balcony. There isn't much room to sneak past him so you have to walk slowly. If you take the other staircase to the opposite side of the balcony there are two guards over there. I decided to take my chances with this guy.

After passing through the vault door, the bank manager won't give you any trouble even if you bump into him.

Once upstairs in the library, squeeze Twopenny into position between Jacob and the open elevator door. Press Empty hand button to release him and he goes straight down. This title doesn't have grab and throw but at least it has kidnap and release.

Double McStab with Cheese's picture
Double McStab w...
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Can you remove him from the bank entirely? if so, is there such thing as waypoint separation in syndicate? can you release him under big ben for a zipline carriage strike, for example?

“To have peace there must be strife; both are part of the structure of the world and requirements.” - Ancient Egyptian Proverb

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Double McStab with Cheese wrote:
Can you remove him from the bank entirely?

Yes, no problem.

Is there such thing as waypoint separation in syndicate?

I haven't tried releasing him a great distance from the bank. He's a fighter, not a runner, so waypoints wouldn't be an issue per se. It's worth checking out though. Another thing that works is aggravating him and running away. He gives chase until he loses sight of Jacob, then walks back toward the vault.

We have a great life here in Hawaii, and we're never going back to America again!

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stabguy wrote:
He gives chase until he loses sight of Jacob, then walks back toward the vault.

Ahh... so you can set up an Abu'l Nuqoud stroll type of situation...

Despite being indoors, I still think this was my favorite assassination mission. Stabguy, did you EVER get the tour group infiltration to work?

“To have peace there must be strife; both are part of the structure of the world and requirements.” - Ancient Egyptian Proverb

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I tried all these things today without much luck:

1. If you kidnap Twopenny, lead him away from the bank and release him, he runs around like a drunken maniac. This happens whether you use a carriage or not. You can keep up with him because he keeps stumbling and doubling back. It you let him get out of your sight, he teleports back to the vault.

2. Both times I aggravated Twopenny and let him chase me outside, a group of Rooks immediately beat him to death in front of the bank. You could probably dismiss this group before going in but beware of other Rooks eager to help you out.

3. I was able to blend with the tour group but the tour always ended at the second stop - the Rotunda or whatever it's called. The guide just stands there looking around. Tour over.

We have a great life here in Hawaii, and we're never going back to America again!