Change of Plans sends Evie and Henry after the architectural plans that may show a vault Prince Albert added to Buckingham Palace. Maharajah Duleep Singh tells them Starrick's people got there first, and the job goes wrong when Henry is taken.
Part 4 of 6 in Sequence 7: All is Fair in Politics
Meet Duleep Singh, who hands over the address where the plans are kept. Scout the area with Henry from a rooftop, then signal him to draw the Templar guards into a fight and smoke bomb out. Search the chests, then grab a Templar to question him. Follow Henry's trail: dead guards, footprints of a man carrying another, then children who saw a red carriage with a loose wheel. Track the wheel marks, question witnesses near the crash and enter the sewers through a gate.
Henry's distraction can be triggered more than once, and the optional objective wants you to use it twice. For the second condition, hit hanging barrels with throwing knives when guards stand beneath them.
Evie kills Henry's captors and frees him, but the plans are lost. Hurt and apologetic, Henry offers to keep helping; Evie sends him to Nightingale and tells him to stay on the train, ending their fieldwork partnership.
Henry introduces the Maharajah as a friend. Duleep reports that the plans were taken by Starrick or someone working for him, and he knows where they are now but warns the site is heavily guarded. Evie takes the note before Henry can.
Image: UbisoftA Night to Remember
A Night to Remember is the final main memory: the twins enter the Queen's ball at Buckingham Palace, Evie retrieves the vault plans from the White Drawing Room while Jacob rescues captive Royal Guards on the roofs, and both face Crawford Starrick in the vault below.
Playing Politics
Playing Politics opens Sequence 7 at the Sinopean Club, where Jacob watches Prime Minister Benjamin Disraeli argue with William Gladstone and looks for the mysterious B who is plotting Disraeli's death. A spy, a rooftop sniper and a chase follow.
Image: UbisoftFreedom of the Press
Freedom of the Press introduces Alexander Graham Bell, who turns Kaylock's broken launcher into the rope launcher on your gauntlet. As Evie you then test it on Big Ben and the Palace of Westminster, fitting fuses for Bell's independent telegraph line.
Playing It by Ear
Playing It by Ear sends Evie and Henry into the Kenway Mansion, now a Templar house, following Eagle Vision clues in Thorne's notebook. You hunt for Edward Kenway's keepsakes and solve a piano puzzle that opens a secret room.