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.
Part 1 of 7 in World War I
Lydia starts inside a house where two spies are discussing a second wave of zeppelins. Tampering with the generator brings them over to check on it, which is the full sync method. Once they are dead you search their radio, and Churchill's soldiers walk in with guns raised.
Churchill admits they were chasing the same trail and asks Lydia to find a second radio near Tower Bridge before more zeppelins arrive. She jokes that she would rather have the vote than his thanks, and agrees.
Around the closed bridge you pick up clues from soldiers, suspicious new dock workers and a group of spies holding a boat owner hostage. The trail points into the bridge itself. Climb the North Tower past searchlights and snipers and kill the spies running the radio.
One zeppelin still gets through. A boat with a mounted anti-aircraft gun picks Lydia up: shoot down two waves of escort planes, fight off the boarders who storm the deck, then finish the remaining planes so the zeppelins can be brought down.
Churchill reveals he is tracking a new, almost religious group of agents in London and asks Lydia to root them out. In return he says he will push for women's suffrage once he wins back his seat. The memory ties the spies to the Templars.
The Master Spy
The Master Spy is the final memory of the World War I simulation: Lydia Frye leads Churchill's men against the spy ring's headquarters in a carpenter's shop, chases the ringleader when he escapes, and finally assassinates him.
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 Magpie
The Magpie is the second Spy Hunt memory of the World War I simulation: a spy held in the Tower of London has been telling anyone who listens about the Assassins, and Churchill offers Lydia Frye the chance to silence him. Best done by getting the guards to kill him.
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.