Clarence Stock House is the second Spy Hideout memory of the World War I simulation: Lydia Frye breaks into a disused paper warehouse the spies have taken over, steals their documents and, for full sync, wrecks three caches of their military gear.
Part 3 of 7 in World War I
People believed the warehouse stored British army equipment. The rough men guarding the doors suggest it is being used for the other side.
Slip inside, grab the documents and leave without being cornered. The optional task is to sabotage three sets of military equipment the spies keep there.
Lydia raids the hideouts as part of a deal with Winston Churchill, struck after she helped bring down the zeppelin over Tower Bridge. All she asked for in return was the vote for women, and Churchill promised to see what he could do once he was back in Parliament.
Three sets of the spies' military gear are stashed inside. Wrecking all three is the only full-sync condition, so look for them while you search the warehouse; once you are out with the documents, the memory is over.
Jacob and Evie trained Lydia between them, so she is as comfortable brawling as she is sneaking. You can fight your way past the rough men on the doors or slip around them, and Eagle Vision helps pick out guards and objectives.
Juno breaks in after this escape as well. Her messages in this simulation mix Isu history with an open pitch for the Initiate to side with her.
17 Walpole Lane
17 Walpole Lane is the last Spy Hideout memory in the World War I simulation. Lydia Frye raids a house run by a cross-loving new tenant and his hired thugs, takes the spies' documents and frees two captured allies.
Hopton's
Hopton's is a Spy Hideout memory in the World War I simulation: Lydia Frye raids a rough pub that German agents now use as a base and plants false information among their papers. It is the first of three hideouts.
The Apothecary Twins
The Apothecary Twins is the first Spy Hunt memory in the World War I simulation: Churchill sends Lydia Frye after a spy posing as a nurse who collects blood samples, and her brother who supplies her drugs. You spot their meeting and kill both.
The Darkest Hour
The Darkest Hour is the first World War I memory: as Lydia Frye in September 1916, you clear German spies from a safehouse, find a hidden radio guiding zeppelins inside Tower Bridge, then man an anti-aircraft gun on a boat to bring down the raid's escorts.