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.
Gang War: Whitechapel
Gang War: Whitechapel is the showdown for the borough: with Henry's new kukris, you lead the Rooks against Rexford Kaylock's Blighters at the Whitechapel train station, then chase Kaylock along the roof of his moving train. Winning gives the twins their Train Hideout.
Letters of Intent
Letters of Intent is the fifth Jack the Ripper memory, dated 3 November 1888: Evie gets a lead from Abberline, rescues newspaper owner Arthur Weaversbrook from Rooks near St Paul's, and then frees his kidnapped son from Jack's men at the docks.
Live by the Creed, Die by the Creed
Live by the Creed, Die by the Creed is the final memory of the Jack the Ripper DLC: Evie sneaks into Lambeth Asylum, follows Jack's messages down to the basement and faces him in a boss fight that rewards stealth over brawling.
Loose Ends
Loose Ends is the seventh Jack the Ripper memory: you play as Jack, returning to the Deptford garrison after Evie's raid to kill the witnesses and burn the evidence before the police can connect him to the Assassins.
Image: UbisoftMotion to Impeach
Motion to Impeach is the assassination of the Earl of Cardigan inside the Palace of Westminster. Jacob steals a password, takes a policeman hostage to walk into Westminster Hall, and has an opposing MP lead him straight to Cardigan's office.
On the Origin of Syrup
On the Origin of Syrup is a carriage interrogation: Darwin points Jacob at his old rival Richard Owen, and you hijack Owen's coach and drive it recklessly until he names the man who created Soothing Syrup.
Image: UbisoftOne Good Deed
One Good Deed has Evie protect omnibus builder Ed Bayley in Southwark, where Blighters want to force him to build buses for them now that Attaway and Millner are gone. You fight off a chase, then steal his factory deed back from a gang leader.
Image: UbisoftOverdose
Overdose is the assassination of Dr John Elliotson inside Lambeth Asylum. As Jacob you explore the asylum, help a trapped nurse and stop a brutal electroshock session, then reach Elliotson's lecture theatre by hiding under the sheet of a cadaver.
Playing It by Ear
Playing It by Ear sends Evie and Henry into the Kenway Mansion, now a Templar house, following Eagle Vision clues in Thorne's notebook. You hunt for Edward Kenway's keepsakes and solve a piano puzzle that opens a secret room.
Playing Politics
Playing Politics opens Sequence 7 at the Sinopean Club, where Jacob watches Prime Minister Benjamin Disraeli argue with William Gladstone and looks for the mysterious B who is plotting Disraeli's death. A spy, a rooftop sniper and a chase follow.
Pressed Flowers
Pressed Flowers is Evie Frye's herbarium memory, listed as the Epilogue: Henry Green starts a book of pressed flowers, Evie offers to collect samples around London, and their conversations about flower meanings mark how close they have grown.
Prisoners
Prisoners is the sixth Jack the Ripper memory, dated 9 November 1888: Evie goes downriver to Deptford to free Jack's hostages from prison hulks and an old garrison, and to kill Chief Warder John Billingsworth, the hangman running the place.
Image: UbisoftPrologue
Prologue is the first memory of the Jack the Ripper DLC, dated 30 September 1888. You play as Jack the Ripper himself, chasing Jacob Frye through Whitechapel after Jacob reaches a double murder scene at Mitre Square.
Research and Development
Research and Development is a train heist: Pearl Attaway wants the internal combustion engines Millner is shipping, so Jacob breaks Ned Wynert out of a police convoy and uses a second train to rob Millner's cargo on the move.
Somewhere That's Green
Somewhere That's Green is the first London memory: as Jacob you step off the train in Whitechapel, chase a pickpocket, race Evie up a factory roof and meet Henry Green, the Assassin who has been watching over the city. It ends with a carriage chase to shake off Blighters.
Strange Bedfellows
Strange Bedfellows is Jacob's first outing with Maxwell Roth, leader of the Blighters, who invites him to dinner at the Alhambra Music Hall and proposes they hurt Starrick together. Roth's first idea is to blow up a dynamite shipment at St Pancras station.
Survival of the Fittest
Survival of the Fittest is the hit on Malcolm Millner: with the engines secured, Pearl Attaway sends Jacob to the Thames to sink Millner's smuggling boats and kill him at the docks. What Jacob overhears afterwards changes everything.
The Bodyguard
The Bodyguard has Jacob slip into Benjamin and Mary Anne Disraeli's carriage outside 10 Downing Street just before hired thugs attack it. You fight off the ambush, chase the carriage when it is stolen and bring the couple back safely.
Image: UbisoftThe Crate Escape
The Crate Escape is Evie's first lead on the Templars' new Piece of Eden: Lucy Thorne is expecting a shipment at the docks, so you raid her cart, open the chest and flee in a carriage chase while Jacob drives badly on purpose.
The Lady Talks
The Lady Talks is the fourth Jack the Ripper memory, dated 2 November 1888: Evie infiltrates Owers Manor northwest of London to assassinate Lady Olwyn Owers, Jack's lieutenant. The guards are expecting her, so stealth and fear matter here.
The Lady with the Lamp
The Lady with the Lamp brings Evie back to Lambeth after the asylum's closure. When Clara O'Dea collapses at the asylum doors, Florence Nightingale takes her in and gives Evie a list of medicines to fetch from a peddler and a besieged pharmacist.
The Mother of All Crimes
The Mother of All Crimes is the eighth Jack the Ripper memory, set on 9 November 1888: Evie examines the scene of Mary Jane Kelly's murder, then follows a message from Jack back to the earlier murder sites in Spitalfields and Mitre Square, searching for clues without killing anyone.
Image: UbisoftThe Unfortunates
The Unfortunates is the third Jack the Ripper memory: Evie searches Jacob's Whitechapel lodgings, picks up her first fear bombs and spikes, then tracks Jacob's contact Nellie from a brothel to a charity event run by Lady Owers at the Kenway Mansion.
To Catch an Urchin
To Catch an Urchin is where the twins meet Clara O'Dea and her network of child spies in Babylon Alley. Her price is a favour: free the children working in a Blighter-run factory warehouse.