19 storylines
Charles Darwin's London Stories are side memories in which the naturalist, a friend of the twins since the Starrick's Soothing Syrup affair, asks for help as his enemies turn from argument to threats. You protect a fossil, destroy toxic flowers, tear down smear posters and finally rescue Darwin himself.
Charles Dickens's London Stories are a set of side memories in which the novelist recruits Jacob and Evie Frye into the Ghost Club and sends them after rumours of demons, hauntings and spectral thieves around London. Most cases end with a human culprit behind the supposed ghost.
All 8 in orderThe Epilogue in Assassin's Creed Syndicate's memory list holds one memory, Pressed Flowers, where Evie collects flowers around London for Henry Green's herbarium. Collecting every pressed flower is also tied to the Language of Flowers achievement.
Karl Marx's London Stories are five side memories in which the exiled philosopher asks the Frye twins to help London's working people rather than the comfortable citizens they have already helped. You shield his union meetings from police spies, expose a dangerous factory, stop a grieving worker's bomb plot and guard a rally.
Queen Victoria's London Stories are four side memories in which the Queen sends the Frye twins after an upstart Templar faction planning bomb attacks across London. Each one starts at Buckingham Palace and works with her spymaster Alfred Fleming.
Sequence 1 opens Assassin's Creed Syndicate with a single memory in Croydon, February 1868. You play Jacob Frye as he breaks into Rupert Ferris's ironworks, and finishing it unlocks the A Spanner in the Works achievement.
Sequence 10: A Monster's Creed is the story of the Jack the Ripper DLC, set in London in 1888, twenty years after the main game. Evie Frye comes home from India to find Jacob missing and a killer terrorising Whitechapel, and you hunt him over ten memories using new fear tools.
All 10 in orderSequence 2 is the second half of the Croydon prologue: you play Evie Frye as she rides a train into a Templar facility to kill Sir David Brewster and recover his Piece of Eden. Completing it unlocks the A Simple Plan achievement and sends the twins to London.
Sequence 3 brings the Frye twins to London and builds their footing in Whitechapel over five memories. You meet Henry Green, Frederick Abberline and Clara O'Dea, then take the borough from Rexford Kaylock's Blighters. It unlocks the A Modern Babylon achievement.
Sequence 4 splits the twins between two leads: Jacob traces Starrick's Soothing Syrup back to its maker, while Evie chases the Templars' new Piece of Eden. Its seven memories end at Lambeth Asylum, and completing them unlocks the A Quick and Reliable Remedy achievement.
All 7 in orderSequence 5 is about who controls London's transport: Jacob partners with omnibus owner Pearl Attaway against Starrick's Millner Company, while Evie follows Kenway's clues to the key of the Shroud's vault. Seven memories, and completing them unlocks The Perils of Business achievement.
Sequence 6 has Jacob hunting the banker known as Plutus and a planned robbery of the Bank of England, while Evie goes after Lucy Thorne and the stolen vault key. Its five memories unlock the A Run on the Bank achievement.
Sequence 7 moves the fight into Parliament: Jacob protects Prime Minister Disraeli from a Templar plot and hunts the man behind it, known only as B, while Evie tries to steal the plans of the Shroud's vault and cleans up the financial mess Jacob left. It unlocks the All Is Fair in Politics achievement.
All 6 in orderSequence 8 is a Jacob-only stretch built around Maxwell Roth, the theatrical leader of the Blighters, who offers an alliance against Starrick. Its four memories run from a dinner invitation to a night at the Alhambra Music Hall and unlock The Joys of Freedom achievement.
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.
The Dreadful Crimes is a DLC pack of ten detective cases for Syndicate. You examine crime scenes with Eagle Vision, question witnesses and then accuse one suspect; a correct answer earns gear and exclusive artwork, a wrong one can start a fight.
The Last Maharaja is a DLC pack of ten memories in which Jacob and Evie help Duleep Singh, the last Maharaja of Punjab, now living in England, push back against the British India Company and the Templars working with it. You can play it from Sequence 3, though its story is set after Sequence 9.
All 10 in orderTrain Hideout Stories are five side memories about the people who keep the twins' rolling headquarters running: Agnes MacBean, her eager new helper Nigel Bumble, the train's driver and his hapless apprentice Bob. Expect stalkers, a stolen Gatling gun, a runaway engine and a pub crawl gone wrong.
World War I is a bonus Helix simulation in Assassin's Creed Syndicate that drops you into London in 1916 as Lydia Frye, Jacob's granddaughter. You hunt a German spy ring for Winston Churchill across seven memories, while the Isu Juno speaks to you between them.
All 7 in order51 missions match your filters.
Image: UbisoftA Bad Penny
A Bad Penny ends Sequence 6 inside the Bank of England. Jacob joins a guided tour, interrogates the guard captain and bank manager, and reaches Philip Twopenny in the vault before his men can finish the robbery.
A Case of Identity
A Case of Identity opens Sequence 6 with Jacob chasing a name in a letter: Plutus, Starrick's banker, and a meddler called Mr Dredge. You infiltrate the Royal Exchange to kidnap Dredge and find out what he knows.
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.
Image: UbisoftA Room with a View
A Room with a View follows the Kenway clues to the Monument to the Great Fire and then the dome of St Paul's Cathedral, where Evie solves a disc mechanism to find the key to the Shroud's vault. Lucy Thorne is waiting, and the memory ends in a fight with her.
Image: UbisoftA Simple Plan
A Simple Plan is Evie Frye's first memory and the second in the story. You ride a supply train into a Templar compound near Croydon, find the hidden laboratory of Sir David Brewster, and kill him to get at the Piece of Eden he is studying.
Image: UbisoftA Spanner in the Works
A Spanner in the Works is the first main memory of Assassin's Creed Syndicate. As Jacob Frye you board a train into Croydon's Ferris Ironworks, shut down the machines to open a locked door, and assassinate the factory's Templar owner, Rupert Ferris.
A Spoonful of Syrup
A Spoonful of Syrup starts Jacob's investigation into Starrick's Soothing Syrup, a cheap tonic leaving its users dazed. You chase a street seller, tail a silent distributor and kidnap the distribution boss from a fight club to find out where it is made.
A Spot of Tea
A Spot of Tea is a tailing mission: Abberline needs to know which shipment carries the Cockham Merchants' weapons, so Jacob searches carts at the Thames docks, marks the right one and follows it through foggy streets to the man behind the robbery plan.
A Thorne in the Side
A Thorne in the Side sends Evie into the Tower of London, where Lucy Thorne and Templars disguised as Royal Guards are hunting for the Queen's casket that her stolen key opens. You can rally loyal guards, free a jailed constable and walk in as a fake prisoner to get close to Thorne.
Abberline, We Presume
Abberline, We Presume introduces Sergeant Frederick Abberline, who meets the twins in a Whitechapel alley wearing a dress and bonnet. To earn police cover you kidnap a criminal named Homer Dalton and deliver him alive to Abberline's carriage.
Autumn of Terror
Autumn of Terror is the second Jack the Ripper memory: Evie Frye arrives at Scotland Yard in October 1888, learns from Inspector Abberline that Jacob is missing, and rides with him to Whitechapel to investigate the first murder scene.
Breaking News
Breaking News has Alexander Graham Bell test his new bombs on two Starrick thugs outside his workshop, then sneak into the Starrick telegraph station to wreck its transmitter while you protect him. It is where the voltaic bomb enters your kit.
Image: UbisoftCable News
Cable News is a short side trip for Alexander Graham Bell: his telegraph cables never arrived, and an intercepted wire says the cargo is held at College Wharf. Bell also fits your gauntlet with a dart launcher for a hallucinogenic serum before you go.
Change of Plans
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.
Double Trouble
Double Trouble begins the finale: after a bitter argument, the twins agree to one last job together, and Jacob has to steal William and Catherine Gladstone's invitations to the Queen's ball. The two split up, so you pickpocket each one in turn.
Dress to Impress
Dress to Impress solves the weapons problem for the ball: only Royal Guards carry arms inside, so Jacob takes a guard's uniform for Abberline, who will smuggle the twins' gear into Buckingham Palace.
Driving Mrs. Disraeli
Driving Mrs. Disraeli is an escort memory with a comic streak: Jacob shakes off reporters, drives Mary Anne Disraeli and her dog Desmond into the Devil's Acre slum, and keeps her out of trouble long enough to learn who B is.
Image: UbisoftEnd of the Line
End of the Line ends Sequence 5 at Waterloo station, where Jacob has to reach Pearl Attaway's fortified train carriage before Starrick's men collect the engines. You free a hostage station chief, clear the crowd and find a weak point in the carriage roof.
Family Politics
Family Politics has Evie earn the location of the second set of palace plans by driving Duleep Singh around London in a stolen royal carriage, so he can lobby three politicians about the kingdom Britain took from him.
Family Reunion
Family Reunion is the ninth Jack the Ripper memory: you play as Jack inside Lambeth Asylum, killing the staff who remember him as a child patient and burning the records of his stay before Evie arrives.
Image: UbisoftFinal Act
Final Act ends Sequence 8 at the Alhambra Music Hall, where Maxwell Roth stages a masked performance for Jacob. You steal a mask to get in, deal with Roth's decoys and corner him above the stage.
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.
Friendly Competition
Friendly Competition introduces Pearl Attaway, the omnibus owner competing with Starrick's Millner Company. Jacob finds her beside a burning bus, protects her fleet from Millner's raiders and then blows up Millner's own omnibuses in his storage yard.
Fun and Games
Fun and Games has Maxwell Roth take Jacob to one of Starrick's weapons workshops to rig it with dynamite. It turns into a rescue when children are seen walking inside just as Roth's Blighters move to light the fuses.