Sequence 9 is the finale of the 1868 story: the twins prepare for and then infiltrate the Queen's ball at Buckingham Palace to stop Crawford Starrick reaching the Shroud of Eden. Completing it unlocks the Shall We Dance? achievement, worth 50 Gamerscore or a gold trophy.
After a row on the train, the twins agree to one last job together. Jacob steals the Gladstones' invitations and carriage and gets Abberline a Royal Guard uniform so he can carry weapons inside. Evie chauffeurs Duleep Singh around London to learn where copies of the palace plans are kept. The ball itself has you switching between Evie inside the palace and Jacob on the roofs.
1. Double Trouble. 2. Dress to Impress. 3. Family Politics. 4. A Night to Remember.
Starrick takes the vault key from Evie during a waltz and puts on the Shroud, which heals every wound. Henry joins the fight, and the twins finally strip the Shroud off and kill Starrick together. They reconcile, Evie and Henry kiss, and Queen Victoria knights all three Assassins.
Benjamin and Mary Anne Disraeli supply the plan to take the Gladstones' invitations, Abberline smuggles in the weapons, Duleep Singh points Evie to the White Drawing Room, and Henry arrives in the vault at the critical moment.
A Night to RememberA 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.A Good Shot
A Good Shot is the first memory of The Last Maharaja: at a garden party in the grounds of Buckingham Palace, Henry Green asks you to smooth things over with Duleep Singh after an argument. Duleep challenges you to a bottle-shooting game, and during his turn someone fires a second shot.
Murder at the Palace!
Murder at the Palace! is the final Dreadful Crimes case: Frederick Abberline calls you to Buckingham Palace, where a guard lies dead in Queen Victoria's study on the day of a knighting ceremony. The case pulls in clues from every earlier crime and ends with a rooftop standoff.
Operation: Drive for Lives
Operation: Drive for Lives is the third Queen Victoria memory: the Templar leader has escaped and is believed to be hiding in Westminster. You trail his carriage to Victoria Station, then have to rush a lit cart of explosives away from the crowds.
Operation: Dynamite Boat
Operation: Dynamite Boat is the first Queen Victoria memory: a ship of Templars is bringing dynamite from Boston up the Thames, and you help Alfred Fleming's secret service ambush it. Afterwards you catch the faction's fleeing leader alive.