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 order56 missions match your filters.
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.
50 Berkeley Square
50 Berkeley Square is the fourth Charles Dickens memory: you ride with Dickens to a townhouse said to be the most haunted in London and search it for the cause of the hauntings. It is a short investigation that ends in a fight.
A Golden Path
A Golden Path is the fourth Last Maharaja memory: you and Duleep Singh raid the warehouse where the British India Company keeps the stolen Punjabi gold, then race the treasure carriage to the docks with Templars on your tail. Duleep, who calls himself the fourth-best shot in London, rides shotgun.
A Good Send-Off
A Good Send-Off is the fifth Last Maharaja memory: the stolen gold is aboard a boat heading down the Thames, and you and Duleep Singh guard it from Templars on the banks, on bridges and finally on board. It plays as a river escort with a stealthy finish at the last dock.
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.
A Long Night Out on the Town
A Long Night Out on the Town is the final Train Hideout memory: Bob, the driver's apprentice, has gone drinking in the Strand instead of oiling the engine. As Jacob you follow a trail of clues to find him before a gang of Blighters finishes him off, then get him home.
A Simple Matter of Murder!
A Simple Matter of Murder! is the first Dreadful Crimes case: a foreman lies stabbed in a Whitechapel warehouse and a boy is found holding the bloody knife. Henry Raymond and young Artie introduce themselves and challenge you to solve it, and the obvious answer turns out to be wrong.
A Struggle for Existence
A Struggle for Existence is the fifth Charles Darwin memory: Florence Nightingale tells you a policeman has hauled Darwin away, and the two of you go after him. You kidnap the officer for answers, then fight through a Templar hideout while Nightingale treats Darwin.
An Abominable Mystery
An Abominable Mystery is the second Charles Darwin memory: a plant no botanist recognises is making people in a Westminster park delirious. You investigate the flower beds, follow tracks to a cart full of the plants and then use their pollen against pursuers while driving Darwin to a safe disposal spot.
An Artful Plan
An Artful Plan is the last Charles Dickens memory and the end of John Hammon's story from The Darwin and Dickens Conspiracy. Hammon wants you to kidnap his fiancée Bella Wilton at Waterloo station so he can rescue her in a staged fight in Lambeth.
An Explosive End
An Explosive End is the fourth Karl Marx memory and finishes Frank Morris's story: Morris has located the Templars' nitroglycerin and wants it for himself. You ride hidden in a Templar carriage to their hideout and destroy the stash.
Anarchist Intervention
Anarchist Intervention is the third Karl Marx memory: Marx's friend Frank Morris, whose son died of exhaustion after an 18-hour shift, plans to steal Templar nitroglycerin and attack Parliament. You chase Morris down, take over the explosives cart and protect him from the people who want it back.
Cat and Mouse
Cat and Mouse is the first Karl Marx memory: Marx needs to pass word of a secret trade union meeting to his allies while police spies shadow him. You remove the spies so he can reach each contact, then deal with an informer inside his own circle.
Clarence Stock House
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.
Conjuring up a Killing!
Conjuring up a Killing! is the ninth Dreadful Crimes case, brought to you by Charles Dickens: the spiritualist Thaddeus the Amazing predicted he would die at his next seance, and then did when the lights went out. You question his regular clients across Westminster to unpick a web of swindles.
Cruel Caricature
Cruel Caricature is the fourth Charles Darwin memory: posters showing Darwin as an ape under the slogan "We are not apes" are going up around London. You tear them down, catch a billposter and follow the trail to an underground print shop that you blow up.
Darwin's Orchid
Darwin's Orchid is a short Charles Darwin memory from The Darwin and Dickens Conspiracy: a rare orchid from Madagascar is waiting for Darwin at the docks, and a rival has sent thugs to take it first. You race across the river, grab the flower off a boat and bring it back.
Dead Letters
Dead Letters is the fifth Charles Dickens memory: the Ghost Club looks at a gilded mail coach in a junkyard that is said to be haunted, and your tired twin dozes off beside it. What follows is a carriage rescue that may or may not be real.
Death Stalks the Colonel
Death Stalks the Colonel is the third Dreadful Crimes case: Louis Prescott, a former army colonel who runs a munitions factory in Southwark, has been shot through the heart at noon. Several shots were fired at that moment, and you have to work out which bullet killed him.
Defamation
Defamation is a short Charles Darwin memory: Darwin asks you to fetch him a newspaper, and you find a Blighter bullying the newsboy. A foot chase follows, and the thug's leaflet shows that someone is paying to spread attacks on Darwin.
Hell's Bells
Hell's Bells is the second Charles Dickens memory: a run of London thefts where every thief swears a demon made them do it. You question a prisoner, visit the robbed pawnbroker, chase a fresh thief and tail another to whoever is giving the orders.
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.
Hullo Mr. Gatling
Hullo Mr. Gatling is the third Train Hideout memory: to make up for his arrest, Nigel has stolen a Gatling gun from a rival gang and is waiting with it at Whitechapel Station. The gang wants it back, and Jacob ends up firing it from the moving train.
Information Intercepted
Information Intercepted is the second Last Maharaja memory: Henry Green believes the British India Company is intercepting Duleep Singh's letters, as it did years ago with letters to his mother. You set up Rook ambushes on a mail convoy and a train to take the letters back.