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 order207 missions in Assassin's Creed Syndicate.
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.
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.
Operation: Locomotive
Operation: Locomotive is the second Queen Victoria memory: the Templar prisoner will not talk to Fleming, so the Queen sends you to get answers. A short fight gets you the details of a train packed with dynamite heading for a crowded station, and you have to stop it.
Operation: Westminster
Operation: Westminster is the last Queen Victoria memory: the remaining Templar bombers have got into the Houses of Parliament with their explosives. You work through the building with Fleming, removing bombers one by one, then deal with the leader and defuse the charges.
Opium Cargo
Opium Cargo is the first Cargo Hijack in the Jack the Ripper DLC: Evie takes a large opium shipment from a Rook-held area and delivers it to a rendezvous point for Arthur Weaversbrook.
Our Mutual Friend
Our Mutual Friend is a Charles Dickens memory from The Darwin and Dickens Conspiracy: Dickens and Darwin ask you to collect their rich friend John Hammon from a railway station and keep him safe. He then drags you into a scheme to test the woman he is meant to marry.
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.
Peter Needham
Peter Needham is a Templar hunt in The Strand against a man obsessed with classical myth who plans to blow up the streets to expose the Roman ruins underneath. Kill him with explosives for full sync.
Phillip Beckinridge
Phillip Beckinridge is a Southwark Templar hunt against a brewery owner known for working his staff to the bone and selling beer that is making the borough ill. Kill him using a carriage for full sync.
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.
Queen Victoria's London Stories
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.
Recollection
Recollection is the third Charles Dickens memory and finishes the hypnotist case from Hell's Bells. Dickens helps your twin remember what happened while under a spell, then you track the hypnotist down, kidnap him and hand him to the police.
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.
Robert Donston Stephenson
Robert Donston Stephenson is the last Carriage of Justice activity in the Jack the Ripper DLC: Evie delivers a writer who blamed the murders on black magic, and who had admitted himself to the London Hospital, to Scotland Yard for questioning.
Rosemary Lane
Rosemary Lane is a City of London gang stronghold built where the Blighters flattened part of the East End's filthiest slum for Bloody Nora. Free the captured Rooks and kill the leader undetected for full sync.
Runaway Train
Runaway Train is the fourth Train Hideout memory: the driver's apprentice Bob fitted the wrong part, and the train hideout is now racing through London on fire with no brakes. As Evie you catch up with it, put out the fires and help the driver bring it to a stop.
Saucy Jack
Saucy Jack is the second Ripper Letters activity in the Jack the Ripper DLC, named after the real 'Saucy Jacky' postcard. Evie runs down its supposed author for Arthur Weaversbrook and finds a man with a political motive.
Sequence 1: A Spanner in the Works
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.