Assassin's Creed Syndicate FAQ/Walkthrough

       Assassin's Creed Syndicate FAQ/Walkthrough by sokkus

Version 0.75, Last Updated 2015-11-19

Table of Contents

Introduction
Walkthrough
Memory Sequence 01
Memory 01-01: A Spanner in the Works
Memory Sequence 02
Memory 02-01: A Simple Plan
Memory Sequence 03
Memory 03-01: Somewhere That's Green
Interlude: Taking Over Whitechapel
Interlude 01: To Catch an Urchin
Interlude 02: Abberline, We Presume
Interlude 03: Templar Hunt: Harold Drake
Interlude 04: Gang Stronghold: Spitalfields
Interlude 05: Gang War: Whitechapel
Memory 03-02: Freedom of the Press
Memory Sequence 04
Memory 04-01: A Spoonful of Syrup
Memory 04-02: Unnatural Selection
Memory 04-03: On the Origin of Syrup
Memory 04-04: Cable News
Memory 04-06: The Crate Escape
Memory 04-07: Playing it by Ear
Memory 04-05: Overdose
Memory Sequence 05
Memory 05-01: Friendly Competition
Memory 05-02: Research and Development
Memory 05-03: Survival of the Fittest
Memory 05-04: Breaking News
Memory 05-06: The Lady with the Lamp
Memory 05-07: A Room with a View
Memory 05-05: End of the Line
Memory Sequence 06
Memory 06-01: A Case of Identity
Memory 06-02: A Spot of Tea
Memory 06-04: One Good Deed
Memory 06-05: A Thorne in the Side
Memory 06-03: A Bad Penny
Memory Sequence 07
Memory 07-01: Playing Politics
Memory 07-02: The Bodyguard
Memory 07-03: Driving Mrs. Disraeli
Memory 07-05: Unbreaking the Bank
Memory 07-06: Change of Plans
Memory 07-04: Motion to Impeach
Memory Sequence 08
Interlude 02
Memory 08-01: Strange Bedfellows
Memory 08-02: Triple Theft
Memory 08-03: Fun and Games
Memory 08-04: Final Act
Memory Sequence 09
Memory 09-01: Double Trouble
Memory 09-02: Dress to Impress
Memory 09-03: Family Politics
Memory 09-04: A Night to Remember
London Stories: Charles Dickens
Memory 01: Spring-Heeled Jack
Memory 02: Hell's Bells
Memory 03: Recollection
Memory 04: 50 Berkeley Square
Memory 05: Dead Letters
Memory 06: The Terror of London
London Stories: Train Hideout
Memory 01: Stalk the Stalker
Memory 02: Nigel in for the Chop
Memory 03: Hallo Mr. Gatling
London Stories: Charles Darwin
Memory 01: The Berlin Specimen
Memory 02: An Abominable Mystery
Memory 03: Defamation
Memory 04: Cruel Caricature
Memory 05: A Struggle for Existence
London Stories: Karl Marx
Memory 01: Cat and Mouse
Memory 02: Where there is Smoke
Memory 03: Anarchist Intervention
Memory 04: An Explosive End
Memory 05: Vox Populi
London Stories: World War I
Memory 01: The Darkest Hour
London Stories: Queen Victoria
Memory 01: Operation: Dynamite Boat
Memory 02: Operation: Locomotive
Memory 03: Operation: Drive for Lives
Memory 04: Operation Westminster
Borough Takeovers and Associate Activities
Collectibles
Achievement/Trophy Guide
Miscellaneous
Contact Me
About Me
Special Thanks
Version History
Legal
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Introduction

Why hello there! Welcome to my guide to the latest title in Ubisoft's past-themed adventure title and bad guy killing simulator - Assassin's Creed. Assassin's Creed: Syndicate is the most modern of the Assassin's Creed titles to date and takes place in jolly old England during the industrial revolution. In a first for the series, players can play as one of two main protagonists (yes I know Revelations featured two playable assassin characters too, but that was only brief!), twins Evie and Jacob Frye as they seek to liberate the city of London from Templar influence using a combination of stealth, brawn and their very own gang - the Rooks.

This guide aims to help you play through this game from start to finish, completing all of the memories whilst fulfilling all of those pesky mission parameters and optional objectives required for 100% synchronisation. A complete walkthrough to each Associate Activity and London Story optional side-memories as well as a collectible guide and achievement/trophy guide can also be located in the relevant spots below the walkthrough in the guide below.

Note: This guide is still a work in progress. I'll be adding to it periodically until I have completed all of the campaign missions, associate activities, London Stories and an achievement/trophy guide. In its current state, the guide currently features:

Complete walkthrough to all nine Memory sequences from start to finish, with walkthroughs to help you earn the optional objectives on each for 100% synchronisation.
Walkthroughs to 20/24 London Stories side-missions with all optional objectives!
If you see any errors, have a question, a tip or an alternate strategy for a section of the guide please head to the contact section and flick me an email to let me know!

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Paypal ID: sokkus [at] hotmail [dot] com

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Walkthrough

Welcome to my walkthrough for Ubisoft's latest Assassin's Creed game - the action adventure title Assassin's Creed: Syndicate. This guide will help you play through the game from start to finish, completing all of the missions whilst fulfilling all of those pesky mission parameters and optional objectives required for 100% synchronisation.

Note: Whilst collectibles will appear during missions, I will not be including them in the walkthrough unless for location descriptions. A collectible locations guide is planned for a future edit to the guide and will be found below the main walkthrough.

To fast travel to a chapter of interest, use the hyperlinks in the table of contents on the right hand side of the page.

Enjoy!

Memory Sequence 01

Memory 01-01: A Spanner in the Works

Optional Objective/s:	N/A - There are no optional objective/s in this memory.
Reward/s:	   Money:	1,000 £	
Bonus/es:

N/A
XP:	2,000 XP	N/A
Gear:	Belt: Initiate Belt
Part 1: Infiltrate the Factory

After the opening cut-scene has run its course, you'll find yourself in control of Jacob and we'll be inside an ironworks building. Drop down to the floor below and approach the door indicate by the green objective marker on the far side of the area.

Unfortunately, the passage is locked but can be coaxed open if a problem occurs. The game will now place a series of three golden objective markers around the room and throw up button prompts to have us practice our freerunning and climbing abilities as we navigate between them. Each of the markers represents a valve that needs to be approached and interacted with.

Once you have finished manipulating the third valve, a short scene will occur showing the door opening below. Perform an air assassination on the Thug as prompted and continue through the doorway.

Part 2: Fight the Thugs

As soon as you go through the door, you'll be attacked. This brief fight acts as a bit of a primer or tutorial to the game's hand to hand and melee combat system. Follow the on-screen tutorials to practice your attacking, learn how to counter (watch those yellow bars!) and the basics of guard breaking.

After defeating the three enemies here, continue towards the next objective marker and move through the door to an outdoor area.

Part 3: Infiltrate the Factory

Our goal here is to reach the green objective marker on top of the crane ahead. Use your freerunning up abilities (hold the jump button (A / Cross)) to climb upwards to make your way across the various sections of environment to reach the marker. When you arrive, you can try your freerunning down (hold the counter button (B/circle)) to drop safely to the zone below.

At this point we'll be given a brief tutorial on detection. The objective here is to reach the foundry building in the distance. How you get there is up to you – you can practice your combat by attacking guards, practice your freerunning and attempt to avoid detection or you can do a little of both.

When we reach the foundry, we can either interact with the chain by the door at ground level to open it, or enter via a balcony high up on the left side of the building.

Now that we are inside the foundry, we can find and take care of our assassination target. He's in the area marked by the green objective marker. To get there, we'll need to head through a restricted area on the map – this means sensitive and aggressive Thugs and plenty of them.

The first objective marker points to a door in the adjacent room. We can move into this area via either the doors at ground level, or atop a pipe that leads through a hole in the wall around halfway up the room. I'd recommend using the pipes as you'll only need to contend with one guard in the immediate area and then a second patrolling by the objective marker whereas taking the ground route features an additional four enemies.

Once you have moved into the next room, simply make your way over to the next objective marker. A scene will also play to show you the location of the target.

Part 4: Assassinate the Target

We'll start in a room adjacent to the area with the assassination target. There are two ways we can go about getting there. As with the previous area, we can either climb up to the top of the room and use the pipes/girders to access balconies with doors leading to the next area, or continue through the doors at ground level.

I'd recommend the former route. Sticking to the top of the room, note that there is a guard on the right hand side of the balcony along the far side of the room. We'll want to proceed through the door on the balcony and eliminate the fellow on the far side of the short hallway here.

Now that we are in the room with the target, we can take stock of the area. The target himself is on the second floor of an office area along the right side of the room. There are three entrances:

A hole in the roof of the office. From here we can air assassinate the target.
A doorway in the far right corner of the room (from our initial entry point). This is located at the top of a short set of stairs next to a group of workers being spoken to. The entrance is often guarded by a single Thug patrolling back and forth. From the doorway, we can proceed inside and sneak to the target's location.
A doorway at ground level in the near, right hand corner from our entry point. You'll need to avoid a pair of Thugs at ground level and dispatch a Thug in the office itself. There is a ladder in the back room here which we can climb to find an open door to the target's office.
By far the easiest entry point is via the roof. We will not have to spend time fighting or avoiding guard patrols and we'll be able to immediately assassinate him as soon as we see him. No matter which way you eliminate the target however, once he is pushing up daisies, you'll need to escape through the nearby door.

Part 5: Escape the Factory

Exit the office via the newly opened door conveniently indicated by the objective marker. Move through the hallway here and at the far end, exit to the balcony and use your freerun down techniques to drop down to the train passing by below.

On the train, you'll have to fight off several Thugs who will also jump onto the train and move in to attack you. Here is a good location to put into practice your melee combat skills, being sure to counter and guard break as required. Note that fighting enemies near the edges of the train cars will allow you to kick them off when their health is low enough (note the “Tickets Please” Jacob yells for a great Indiana Jones reference!).

Once you have fought off enough Thugs, a scene will play, after which you'll need to do a little bit of platforming action that requires you to climb down a wall and to a safe spot on the ground below.

Arriving at the objective marker here will end the mission.

Note: for completing this memory you'll earn the achievement/trophy ‘A Spanner in the Works'.

Memory Sequence 02

Memory 02-01: A Simple Plan

Optional Objective/s:	1. Kill 5 enemies with hanging barrels.
2. Kill the target with an air assassination.
Reward/s:	   Money:	1,000 £	
Bonus/es:

75 £
XP:	2,000 XP	100 XP
Gear:	Capes: Thrifty Cloak
Part 1: Infiltrate the Train Yard

This memory sequence will have us controlling Evie for the first time. For the most part Evie controls in exactly the same way as Jacob (and will for a little while). This memory acts as a little bit more of an introduction to some of the stealthier techniques on offer.

From the beginning, we'll be on a train and be tasked with moving up to the locomotive. Evie will be in cover behind a crate to start and you'll be prompted to use your whistle. This will draw the nearby guard to your location where you can spring him for a cover assassination.

Moving to the next car will have a throw prompt pop up on the screen. Use this to aim a throwing knife and hit the Thug ahead in the head for an instant kill. Move up a few more carriages and you'll get another button prompt appear on screen, mash the button (Y/Triangle) to perform a quick throw.

Move up until you see a pair of guards below. Use your knives or an air assassination/assassination to take them down. Press on until you spot the next pair of guards atop the carriage ahead. Here you can climb up and attack them directly, or hang from the side of the train and pull them down undetected with a ledge assassination.

The subsequent carriage has a Thug inside leaning up against a window and a chest that contains some money/throwing knives. Climb along the right hand side of the train and pull the guard out of the window for a ledge assassination. Head inside to claim the chest before continuing.

When you reach the objective marker at the front of the train. Interact with the coupling here to detach the cars from the locomotive. A scene will play.

Part 2: Infiltrate the Building

Once you regain control of Evie, you'll find yourself in a train yard. Wait a few moments for the group of guards nearby to run off. When it's safe to do so, whistle over the fellow in front of you for a cover assassination and then do in the other Thug ahead before climbing the crane here with the objective marker at the top.

A scene will play.

From the crane, dive into the haystack below. Wait for the guard here to come close before assassinating him from cover. Pop out of the haystack and take out the fellow on the opposite platform. There are a lot of enemies at ground level ahead, so to keep it safe, it's a good idea to stick to high locations.

Note: We can now undertake the optional objective to kill five guards with hanging barrels.

If you climb up onto the train parked here and look over to the right, you'll see a set of hanging barrels. Hit these with a throwing knife to bring them crashing down on the enemies below. Move over and finish off any survivors.

Climb up to the walkway above and climb to the rooftop. Work towards the far end and you'll find a walkway leading to another building and then across to a third adjacent building overpassing the train track. Wait for a guard to appear below and walk into the next building, drop down and eliminate him.

Continue out the next door and assassinate the other guard on the walkway here. You'll also find a second set of hanging barrels off the platform to the left. Hit those with a knife to add to your hanging barrel kill total.

Now before entering the next large building we have a couple of options. There are numerous entry points to the building here, but our objective appears in a room on the second floor on the far eastern side of the area. We can either:

Work our way through the interior of the building, making sure to use Eagle vision to identify enemies. We'll need to avoid or kill the couple of Thugs lurking about as you make your way through the building, up the stairs and to the indicated room on the top floor of the building.
Climb to the roof and find the balcony halfway down the eastern side of the building. Kill the Thug outside, enter and loot a chest here. Climb the stairs in the room to the left to find the target area.
Climb to the roof and drop down onto the top floor via one of the open skylights and sneak into the room with the objective marker.
Note: From the roof of this building if you head to the eastern side, you'll see another set of hanging barrels. If you've already hit the pair I outlined earlier, hitting this one with a throwing knife should complete the optional objective for you.

Anyway, once you are inside the building and you have found the target room, you'll find two Thugs speaking with a prisoner. Sneak in behind them and throw a smoke grenade at them as prompted before moving in and attacking them. Once both are down a scene will play.

Part 3: Pick Pocket the Target

Head back to the building on the southwest side of the area (we climbed up here to use the raised walkway earlier). Inside you'll find three guards. One of these guards has a key that we require, so use your Eagle vision to determine which guard it is we need to steal from.

Now you can either try to be sneaky, wait for him to start walking around, sneak up on him and hold the steal button (B / Circle) to pinch the Key undetected or alternatively drop in and kill the three guards before looting the corpse of the fellow with the key to acquire it.

Part 4: Infiltrate the Hidden Laboratory

With the key in hand, we now need to find and enter the secret laboratory. To do this, you are going to want to make your way over to the large semi-circular building at the far end of the area from where we initially started.

There are three entrances to this structure and our ultimate goal is located on the far southern end of the building. You can either:

Use the open doorway or the tunnel at ground level. Both of these options will deposit you inside the building at ground level where you can either work your way through the patrolling and stationary Thugs or climb to the walkways near the top of the room and head for the objective location in a much sneakier (and less painful manner).
Use the open window on the inward facing side of the structure and work your way across the girders/supports and walkways at the top of the building until you reach the target location at the southern end of the structure.
Note: If you still require some hanging barrel kills, there is another set of hanging barrels in the interior of the building.

When you do reach the southern end of the interior, you'll see a guard standing against a doorway. Bang on your Eagle vision to find that this doorway is our secret entrance. Drop down and kill the enemy before interacting with the door to continue.

Part 5: Assassinate the Target

Enter the lift inside and throw the switch to ride it down to the next area.

Note: At this point the game will give you a brief intro to ‘Skills' a menu that allows us to unlock additional moves for our heroes. At this point you'll want to purchase the ‘Double Assassination' skill.

Once you have double assassination unlocked, sneak up and perform a double assassination on the pair of guards with their backs to you.

Look to the right to find a ramp leading to the next room – either whistle down and kill or plant a throwing knife in the skull of the guard in the doorway here before continuing. Double assassinate another pair of guards with their backs turned inside.

Hop onto the pipes here and follow the set path across the small platforms, pipes and water until you reach the end of the area. Note that there is a chest on the right side as you go through this area, so be sure to check it out if you are interested. As you proceed through the hallway here a cut-scene will play revealing our target.

Note: There is an optional objective to kill the assassination target by using an air assassination. Whilst there are alternative ways to go about killing the target, this walkthrough will cover how to achieve the optional objective.

Drop down from the open window at the end of the hallway and deal with the guard in the room below. Climb up to the raised walkway with the pair of Thugs at the other end of the room. Wait for them to walk off before following them.

Assassinate the fellow that head left, and the Thug facing the wall nearby before moving after the second guard who walked off to the right. You should catch up to him near a set of stairs leading down to the lower level. We'll ignore these and once we have dispatched the Thug, climb a nearby ladder to the top of the room.

This location features numerous metal supports and girders. Simply navigate across these until the assassination target is below. Line him up with the center of the screen and as soon as his aura turns red, hit the attack button to air assassinate him.

A scene will play.

Part 6: Escape the Laboratory

As soon as the scene ends, the game will point you towards a newly opened door. Run through here and sprint through the tunnels ahead following the objective markers. Climb out of the water when you are deposited in it and slide under the rubble at the end of the path to reach relative safety.  

Squeeze through the gap in the rubble ahead and then continue through the set path until you slide beneath some more debris. Afterwards, climb up the wall here to reach the exit. This will end the memory.

Note: for completing this memory you'll earn the achievement/trophy ‘A Simple Plan'.

Memory Sequence 03

Memory 03-01: Somewhere That's Green

Optional Objective/s:	1. Beat Evie in the race to the vantage point.
Reward/s:	   Money:	410 £	
Bonus/es:

75 £
XP:	250 XP	100 XP
Gear:	N/A
Part 1: Pursuit

As soon as the introductory sequence ends, we'll be on the streets of London (finally). Unfortunately, you've been set upon by a pickpocket. This fellow will appear as a yellow objective marker racing off into the distance.

Follow the objective marker through the streets and back alleys (boy that kid is fast, huh?) until the objective marker changes from yellow to green. As you approach, a pair of Thugs will approach and attack you. Practice your quick fire knife attack as prompted and fend them off.

Once they are done and dusted, a few moments later Evie will show up.

Part 2: Race

After following Evie down an alleyway a short distance, she'll challenge you to a race.

Note: We'll need to beat her to the objective marker to complete the optional objective for this memory.

A green objective marker with be placed upon the roof of a building in the distance. Race with her out of the alleyway and onto the street. Ignore the first building on the right (its not the right one!) and instead look for a sloped cart placed near the base of the second building. We can run up and jump from this to get a bit of a head start up the wall.

Climb to the roof and approach the objective marker for a scene.

Part 3: Escort the Ally

Following the scene, we'll need to climb the nearby smokestack to the very top and find the objective marker here. From this location we can synchronize our viewpoint. This will reveal all of the collectibles and unlocked side-tasks/memories/activities in the immediate area as well as creating a fast travel point that we can use from the map. Handy!

After another brief conversation, we'll want to dive from the viewpoint into a haystack below. We'll now be required to follow Henry up the street a short distance until a scene plays.

Part 4: Carriage Pursuit

Once we regain control, we'll be behind the reins of a carriage. After a short moment, you'll be attacked by several Thugs in a pair of hostile carriages. Whilst in control of the carriage, we can boost (A/Cross), shoot (Y/Triangle), ram (X/Square) and climb up to the rooftop (LB/L1).

For this particular sequence, we'll need to destroy the carriages and as such, ramming is the way to go. Ramming enemy carriages when they are right beside you can send them sprawling into obstacles and walls to inflict additional damage. If they get close to you, and the drivers are highlighted in yellow, you can also shoot at them but you shouldn't need to as they are fairly docile and with an abundance of ramming, easy to eliminate.

After dealing with the enemies, follow the carriage GPS to the new objective marker to drop it off. Hop out and enter the nearby shop to complete the memory.

Interlude: Taking Over Whitechapel

Upon completion of this mission, you'll be unable to continue with the main memory sequences until you have undertaken a number of side-tasks that will help you overthrow Starrick's gang in Whitechapel. As such, you'll find yourself in free-roam so feel free to explore the area.

When you wish to continue with the story, check out the map and inspect the golden icons. Each of these represents a side-task that must be completed before you can progress the story line. These include:

To Catch an Urchin (Child Liberation activity)
Abberline, We Presume (Bounty Hunt activity)
Templar Hunt: Harold Drake (Templar Hunt Activity)
Gang Stronghold: Spitalfields (Gang Sronghold Activity)
After completing the four tasks listed above, it will unlock the gang War activity for the borough of Whitechapel:

Gang War: Whitechapel (Gang War Activity).
Interlude 01: To Catch an Urchin

Optional Objective/s:	1. Do not trigger the alarm.
Reward/s:	   Money:	132 £	
Bonus/es:

75 £
XP:	200 XP	100 XP
Gear:	N/A
This side-mission is a Child Liberation side-activity, the first of eleven of its kind in the game. In general, our goal is to sneak into a restricted industrial-type building setup, find and kill the foreman and releasing all the children within.

Note: We'll need to complete the tasks without triggering the area's alarm/s in order to complete the optional objective for each Child Liberation mission.

I found the easiest place to start this area was to climb to the roof, head inside and slowly work from the top down to the bottom, killing Thugs and freeing children as you go… And in the southernmost corner of the restricted area, there is a roof platform with an open doorway to the factory to allow us to do just that.

Kill the fellow just inside the door and make your way down the first set of stairs. Here you'll spot the foreman over to the left and another Thug patrolling the pathway ahead. Use your throwing knives or sneaking abilities to assassinate both. Free the first set of children next to where the Foreman was patrolling.

Head down the next set of stairs. The second group of children can be found behind the stairs we just came down guarded by a Thug. A second Thug patrols the opposite walkway. After dealing with them and freeing the children, look to the floor below.

Air assassinate the fellow standing by the alarm bell and then quickly release the third group of children standing close by. This will end the memory.

Note: After completing this memory, Clara O'Dea will be unlocked as an associate.

Note: After completing this memory, Children Liberation activities will now be available.

Interlude 02: Abberline, We Presume

Optional Objective/s:	1. Bring back the target alive.
Reward/s:	   Money:	132 £	
Bonus/es:

75 £
XP:	200 XP	100 XP
Gear:	N/A
This is the first of eighteen Bounty Hunt associate activity side-missions available in the game. The Bounty Hunts require us to enter a restricted area, find and locate a target before approaching them undetected and either killing them or hitting the kidnap button (B/Square) before holding them/their body and escorting them from an area to a nearby carriage.

Note: Whilst you can complete these tasks by killing the target, it should be noted that to complete the optional objectives for almost all of these Bounty Hunt activities, you MUST keep the target alive.

If you've left enemies (or police) alive, you'll need to escort targets slowly from the area as to avoid detection. Note the white circle on the ground beneath your character. This is their detection radius – if an enemy falls within that area they will identify you and attack. The faster you move, the larger your detection radius, as such we want to walk extremely slowly and be sure to maneuver around or time your movement past enemy patrol patterns and keep as far as possible from stationary enemies.

This particular Bounty Hunt takes part in a tiny, circular restricted area. There are 3-4 Blighters in the area whom you can thin out if you wish along with some policemen and the target. Use your Eagle Vision to identify the target, sneak up behind him and kidnap him.

Escort the target to the indicated carriage and then hop aboard. Drive the carriage to the green objective marker nearby to drop of the target to complete the task.

Note: After completing this memory, Frederick Abberline will be unlocked as an associate.

Note: After completing this memory, Bounty Hunt activities will now be available.

Interlude 03: Templar Hunt: Harold Drake

Optional Objective/s:	1. Free and protect the captured Clinker.
Reward/s:	   Money:	132 £	
Bonus/es:

75 £
XP:	200 XP	100 XP
Gear:	N/A
This is the first of eighteen Templar Hunt associate activities in the game. Each of these activities has us venturing into a restricted area, identifying a target and then killing them before escaping. In most instances there is an optional objective involved that requires us to kill the target in a unique way.

Our target in this Templar Hunt is inside an indoor market-type area. Fortunately, there are lots of people about and the crowd will allow us to enter the building undetected (or you could just pick off the guards one at a time).  

The target here is surrounded by dynamite crates and the good news for us is that we'll need to off him using a dynamite crate to complete the optional objective for the mission. As such, approach one of the crates lying nearby (preferably one around a corner just out of his line of sight and interact with it to light the fuse. Run away (obviously).

Once the target is dead, simply exit the restricted area to complete the task.

Note: After completing this memory, Templar Hunt activities will now be available.

Interlude 04: Gang Stronghold: Spitalfields

Optional Objective/s:	1. Free and protect the captured Clinker.
Reward/s:	   Money:	264 £	
Bonus/es:

75 £
XP:	250 XP	100 XP
Gear:	N/A
This is your first taste of the Gang Stronghold associate activity, and you'll luckily be able to attempt a further 11 after this one! In order to successfully complete it, we essentially need to enter a restricted area and eliminate the Blighter presence in the area. The game will usually give you a set quota of enemy kills that you'll have to meet in order to take over the area.

Note: In Gang Stronghold activities, you'll need to complete any optional objectives before killing the final enemy or you'll fail to meet them.

For the most part this is relatively easy. Nine of them are usually patrolling set routes or stationary in set locations, but you'll want to watch out for a sniper on a balcony at the back of the area. Using throwing knives from rooftops is a great way to take out isolated Thugs. We can also sneak up and assassinate most of the enemies after observing their patrol patterns.

There is a single Clinker we need to rescue for the optional objective and he can be found being guarded by a pair of Thugs in a small courtyard on the southern side of the restricted area.

Once you have cleared out the enemies a short scene will play to indicate success. Huzzah!

Note: After completing this memory, Gang Stronghold activities will now be available.

Interlude 05: Gang War: Whitechapel

Optional Objective/s:	N/A - There are no optional objective/s in this memory.
Reward/s:	   Money:	264 £	
Bonus/es:

75 £
XP:	250 XP	100 XP
Gear:	Cane-Swords: Adept Cane-Sword
Once we have completed all of the above associate activity tasks, it will be time to undertake the Gang War ‘boss' fight for the borough of Whitechapel. We'll need to take on Rexford Kaylock, the Blighter's boss in Whitechapel.

The fight itself will begin with a free-for-all brawl with 10 of your Rooks taking on 10 of Kaylock's Blighters. Assist your Rooks in taking down the opponents and then the main man will enter the fray by jumping aboard a nearby train.

Follow him on board and take him on one on one. He's a little tougher than your regular enemy and will also do additional damage. Ensure that you use guard break often to keep the damage flowing and counter when you see his health bar flash yellow. He's really not too tough, but can still hurt you if you get a little lazy with your counters.

Following the fight, Whitechapel will be liberated. You'll also have requisitioned yourself a mobile base of operations – a nicely pimped out train. The train features a safe which will regularly earn currency, unlocks the Gang Upgrade page and also houses Agnes, the driver who'll give you a few optional memories to complete.

Memory 03-02: Freedom of the Press

Optional Objective/s:	1. Install the three fuses without going below 30 metres in altitude
2. Air assassinate a guard from a zip line. 
Reward/s:	   Money:	1,500 £	
Bonus/es:

75 £
XP:	4,000 XP	100 XP
Gear:	Outfits: Outdoorsman Outfit
Part 1: Rope Launcher

After beginning this mission, you'll need to hop into the nearby carriage and drive it across the nearby bridge until you reach Big Ben. At this point the game will issue you with the Rope Launcher. Looking towards buildings and ledges will see the Rope Launcher button appear (LB/L1). Hitting this will fire off a rope that you can use to scale buildings or create a zip line to ride between them.

From the start, climb on top of the gate nearby and look towards the top of the tower here. If you get into the right position, the Line Launcher icon will show up allowing you to jump straight up to near the top of the building. From here you'll want to approach the objective marker nearby and interact with the fuse box.

Note: From here on, you'll get an optional objective for staying up higher than 30 meters in the air until all the fuses have been installed. With the Rope Launcher, that should be a piece of cake!

From the first fuse box, you should be able to Rope Launch/zip line your way across to the spire on the building ahead with the second fuse box. Climb down to the second fuse box and interact with it.

Head around to the side of the tower facing the next objective marker. Use the Rope Launcher to jump between the various spires (make sure you keep to the spires to maintain altitude above 30 meters!) of the building ahead until you are able to use the Rope launcher to reach the final building. Climb up and interact with the final fuse box here.

Now return to Bell over where we entered the area.

Part 2: Attack the Thugs

We'll now need to make our way back across the bridge (grab a carriage to save some time) and then find and loot a pair of chests. Each chest is guarded by a number of enemies. Make sure that you scan the area with your Eagle vision to tag the enemies before planning your attack. You'll want to deal with the lookouts and the snipers first and quietly if possible before attacking regulars.

Note: In this portion of the memory there is an optional objective to perform an air assassination from a zip line, so be sure to get one of those in before looting both chests!

Once you have looted both chests, the game will throw up a tutorial screen on crafting. At this point, you'll need to head into the Crafting > Upgrades menu and craft ‘Smoke Bomb Upgrade I' to continue.

Return to Bell's workshop to end the memory.

Note: for completing this memory you'll earn the achievement/trophy ‘A Modern Babylon'.

Memory Sequence 04

Memory 04-01: A Spoonful of Syrup

Optional Objective/s:	1. Steal the plan undetected.
2. Remain undetected whilst kidnapping the supplier.
Reward/s:	   Money:	410 £	
Bonus/es:

75 £
XP:	250 XP	100 XP
Gear:	Brass Knuckles: Crow's Strength
Part 1: Pursuit

As soon as we begin this memory we'll be in pursuit of a merchant. He'll run off along the waterfront and disappear into a tunnel. Run through the tunnel and follow the set path all the way to the end. Exit to the surface via the stairs provided.

At this point you should catch up to the target in a park area. Tackle him. After a brief conversation, we'll be pointed in a new direction.

Part 2: Steal the Plan

Make your way over to the next objective marker. As you approach it, it will expand into a green search area encompassing a marketplace. Use Eagle Vision to locate a person of interest whom we'll need to pickpocket.

Note: The first optional objective for this mission is to pickpocket the plan from the target without being detected.

Unfortunately, almost immediately after you arrive at the marketplace and identify him, he'll take off in a carriage with his henchmen. As this is the case, you'll want to hijack a moving cart or grab one of the parked carriages and follow him up the road.

After a short ride, he'll pull over in front of a factory-type building and hop out before entering the building. At this point, leave your vehicle and enter the alleyway just to the left of the building the target entered and run all the way to the end. Here you'll find a decent sized crowd at the back of the building. Hang out here for a moment or two.

Our person of interest will emerge from the building and come and talk to one of the NPCs here. At this point you can take the opportunity to sneak up behind him and pickpocket the plans.

Your objectives will update.

Part 3: Kidnap the Supplier

The supplier can be found in a large building in the very center of the northern part of Southwark borough. We'll need to sneak in and kidnap him to complete the memory.

Note: The second optional objective requires us to stay undetected during the kidnapping section.

Inside the large building, there is a fight club ring and a catwalk area overlooking it along the northern wall of the building's interior. The target will patrol from being ringside up to the walkway and back again.

Although we can nab him pretty good when he stands by himself near the fighting ring, the catwalk is the better place to kidnap him due to fewer enemies being around to spot you (providing you kill the thug up there before going for the target).

There are a couple of ways to get to the catwalk – you can either find the raised, balcony area on the south side of the building with the open door and climb across the supports near the roof to reach the catwalk or you can enter via the northern door, climb the ladder just to the right as you enter and climb up and over the machinery here to reach the catwalk on the far side.

We can either grab him whilst he wanders across the catwalk or drop down behind him and grab him as he moves to go down the stairs back towards the fighting pit.

Once you have grabbed him, you'll need to escort the target slowly from the area as to avoid detection. As per usual, we'll want to move at a turtle's pace to keep our detection radius small and maneuver around or time your movement past enemy patrol patterns so that we won't raise suspicions.

We'll need to escort the target from the factory and out of the restricted area to complete the memory.

Memory 04-02: Unnatural Selection

Optional Objective/s:	1. Kill everyone in the building with the gas.
Reward/s:	   Money:	410 £	
Bonus/es:

75 £
XP:	250 XP	100 XP
Gear:	Belts: Dark Leather Belt
Note: Completing this memory will also unlock Memory Sequence 04-03 ‘On the Origin of Syrup'.

Part 1: Infiltrate the Building

We'll begin the memory on a rooftop overlooking the entrance to a building that we need to enter. Unfortunately, there are a number of guards hanging out here and to make things less painful, we'll need to dispatch a few of them before we can access the glowing door.

Note: There is an achievement/trophy 'Look Out Below' for killing three guards with dropped barrels and this is a great place to do it!

Whilst it is entirely possible to bum rush the enemies and take them down in melee combat, if you want to grab the easy 'Look Out Below' achievement/trophy we'll need to be a little more patient. There is a set of hanging barrels directly in front of the door with a stationary guard underneath. If you wait a minute or so another pair of the patrolling guards will also come and stand underneath it, allowing you to crush the lot with a single knife throw.

If you went with the barrel solution, this should leave a pair of guards to deal with and plenty of cover and hiding places from which to get them.

Whilst you are infiltrating, one thing you'll need to be careful of however is a group of three Thugs that will cut a lap around the building and you should let them pass before making your move for the entrance, unless your level is equal to or higher than theirs and you fancy a fight of course!

When the area is clear, approach the door and interact with it for a scene.

After the scene, you'll have a new buddy. Follow him through the ground floor of the distillery building (there is a chest here to loot along the right hand wall whilst you are at it) until your objectives update.

Part 2: Destroy the Machinery

We'll now be tasked with moving up through the floors of the building and interacting with a series of valves to sabotage the machinery and there are quite a few enemies as you go.

Note: The description of the optional objective for this mission is a little misleading. It does not want us to kill all of the enemies in the building, it wants us to complete the objectives without killing anybody!

In general, to complete the optional objective we'll need to sneak through the rest of the floors of the building whilst avoiding the guards. To do this, you'll want to use cover and hiding places as well as Eagle vision to identify the enemy positions so that you can avoid patrols. If you do get spotted, simply jump up or down through the center of the room and hide until you become anonymous again before trying again.

Note: if you are having difficulty avoiding patrols, it is possible to sneak up and grab guards before knocking them out (Don't assassinate!). Knocking them out will not count as a kill and you'll still be able to earn the objective.

It should be noted before we begin the next section that the green gas is bad. Standing in this for too long will drain your health, so it's best to not do so. The gas will also slowly rise through the building as you move between floors and sabotage subsequent valves, so be careful!

Climb the first set of stairs. On this level there are a pair of valves to interact with and three Thugs. Two will be in the office behind the top of the stairs containing the first Valve [Valve 1/4] – you'll want to hang out on the wall above the office and wait for them to look away or to move out of the room before approaching it.  A third Thug can be found on the walkway by the Valve [Valve 2/4] on the far side of the room, again maneuver around the patrol route to get at it. Once both valves have been sabotaged, continue up the next flight of stairs.

Exit the door here to find a small balcony area with a chest. Head back through the door and locate the next set of stairs leading up.

The third Valve [Valve 3/4] is found in a small alcove by the top of the stairs. There are an additional three enemies here. One will patrol between the valve closest to the stairs and an office leading to the second valve. The other two will patrol from the same office to the Valve [Valve 4/4] on the opposite side of the room and back intermittently, independent of one another. Sneak around their patrol patterns and sabotage both valves before continuing to the top floor.

The top floor features a lever that we need to pull and four enemies. Once will remain stationary to the left at the top of the stairs, whilst the other three will patrol. I found it easiest to hop onto the machinery in the center of the room, wait until the guards are clear before jumping to the lever and quickly interacting.

Part 3: Escape the Building

As soon as you pull the lever, we'll need to escape the area. The lever pull itself will have had the effect of placing a number of green objective markers around the room. Simply climb up and approach one of these for a scene to end the memory.

Memory 04-03: On the Origin of Syrup

Optional Objective/s:	N/A - There are no optional objective/s in this memory.
Reward/s:	   Money:	410 £	
Bonus/es:

N/A.
XP:	250 XP	N/A.
Gear:	Schematic: Reinforced Gauntlet Schematic
Part 1: Carriage Pursuit

Upon beginning the memory we'll see a fellow in a cart take off. He's our target and we're going to have to chase him down. Quickly jump into a nearby carriage and follow the on-road GPS to catch up with him.

Once we have made some ground on the target, we'll then need to hijack his carriage. To do this, pull up close to the target vehicle and hit the Rope launcher button (LB/L1) to transition to the roof of our carriage. Form here, run and jump to the target's carriage and approach the driver to hijack it.

After gaining control of the target vehicle, a carriage health bar will appear in the center of the screen. We'll need to lower this, requiring us to damage the cart by ramming/boosting into other carts and walls until you have sufficiently frightened the captive inside.

When he says “I'll tell you everything” stop the cart to complete the memory. Note that if you rammed pedestrians, carts or police vehicles whilst policemen were watching, you'll need to become anonymous to continue at this point.

Memory 04-04: Cable News

Optional Objective/s:	1. Use darts on fire sources near enemies (affect nine enemies with the berserk effect).
Reward/s:	   Money:	410 £	
Bonus/es:

100 £
XP:	250 XP	125 XP
Gear:	N/A.
Part 1: Hallucinogenic Darts

Upon completion of the introductory cut-scene you'll now be in possession of a new gadget – hallucinogenic darts. Similar to the Blowdart in Assassin's Creed IV: Black Flag or the Berserker Darts in Assassin's Creed Rogue, using these Hallucinogenic darts on enemies will cause them to attack their allies.

Note: The hallucinogenic darts not only affect individual enemies when they are hit with them, if you can shoot one into a fire source, it will affect any enemy standing in close range. The optional objective for this mission requires us to use heat sources to affect 9 enemies.

Make your way over to the green objective marker to start the memory proper. As you arrive, you'll find a nice, rectangular restricted area on the map. Our objectives are in here.

Climb up onto the roof of the building in the southeast corner of the restricted area for a nice view of the area below. The first thing we'll need to do is kill the three guards in the southern portion of the restricted area. The good news is they are standing right next to a fire barrel. Hit this with a hallucinogenic dart and watch the chaos ensue.

Part 2: Locate the Target Chests

After defeating the first group of enemies, our objectives will update. The game now wants us to find and loot three chests located within the restricted area.

The first chest is located in the center of the eastern border of the restricted area. The chest is in a corner by an outside sheltered area. There are a pair of guards in and around this area, and another pair by a fire barrel just north of the covered area. Use the hallucinogenic dart on the fire barrel and drop in and clear up the remaining enemies afterwards. Loot the first chest and return to the rooftops.

The second chest is in the northern part of the restricted zone beneath an open covered area. Again it is guarded by four enemies. In the center of this sheltered structure, you'll see another fire barrel. Wait for at least two enemies to patrol close enough to it before dropping a hallucinogenic dart on it. As with the previous chest, once the darts have done their thing, move in and mop up any surviving Thugs before looting the chest.

The third chest is on a dock in the southwestern corner of the restricted area. From the roof of the structure that held the second chest, look towards the docks to the west to see a guard by a fire barrel. Wait until there are a pair of guards by this to shoot the barrel with a dart.

Move past this barrel when it is safe to do so and climb to the rope hanging above. From here you should be able to make out the final chest. Hit the fire barrel by this when the patrolling guard gets into range to clear the area quickly.

Note: if you have done this and you still don't have enough Thugs affected by the hallucinogenic darts to complete the objective, there is one more fire barrel with guards nearby beneath the open storage shelter directly east of the final chest.

Once you have cleared the area, drop down and loot the third and final chest. A scene will play.

Part 3: Boat Pursuit

When you regain control, you'll see a group of enemies on a boat floating away down the river. Sprint along docks, across logs and parked ships as quickly as you can. When you get within range, jump onto the deck of the target ship.

There are three enemies in total on the boat, two of whom may well have already seen you and been shooting at you during your run along the riverbank. The third seems to remain blissfully unaware of your presence. We'll need to defeat all three of them before looting the chest on board the boat.

After another short scene, we'll need to head on back to Bell's workshop to complete the memory.

Memory 04-06: The Crate Escape

Note: If you are following the guide, you'll probably be wondering where Memory 05 is. Fear not, I haven't missed it - Memory 05 is actually the final Memory in this Sequence and as such you'll need to complete both Memory 06 and 07 before you can play it. As such, Memory 05 is listed as the final Memory in this sequence.

Note: This memory can be initiated from the Assassin's desk inside the Train hideout.

Note: It's a good idea to have a better firearm than the base pistol for this memory. If you haven't already, upgrade to the Pocket Pistol (3,000 £) to make things easier.

Optional Objective/s:	N/A - There are no optional objective/s in this memory.
Reward/s:	   Money:	500 £	
Bonus/es:

N/A.
XP:	500 XP	N/A.
Gear:	Capes: Hunter's Mantle
Memory Sequence 04 (Continued)

Part 1: Infiltrate the Carriage

From the start, use the Rope Launcher to reach the roof of the building ahead. Move over so that you can see the target cart below. Use the Rope Launcher to traverse across to the sniper platform opposite and deal with her.

Below and to the rear of the cart you'll see an enemy by a fire barrel. Hit the barrel with a hallucinogenic dart to make him berserk. Either help him kill off the Thugs in the nearby area before slipping into the cart or sneak over to the cart and hop in the back whilst the enemies are distracted.

Either way, once you inspect the chest in the cart a scene will play.

Part 2: Escape the Templars

Following the brief scene, you'll find yourself in the back of a carriage being driven by Jacob. For the next minute or so, you'll have to use your firearm to defend yourself from a large number of enemy carriages.

Keep an eye on the mini-map for the red blips indicating incoming enemies. When they come into range, hit the shoot button when an enemy flashes yellow to quick-fire at them. Doing so to horses will often knock the cart over, whilst shooting the enemies aboard the carts will have the same basic effect.

There are a lot of enemy carriages during this section and fortunately we'll have unlimited ammo (although we'll still have a painfully slow reload time when you run out).

Eventually, Jacob will bring the carriage to a halt. At this point, quickly run over and hop on the objective marker on the side of the road to end the memory.

Memory 04-07: Playing it by Ear

Note: This memory can be initiated from the Assassin's desk inside the Train hideout upon completion of Sequence 04-06 ‘The Crate Escape'.

Optional Objective/s:	1. Discover all of Kenway's memorabilia collection (7 Artefacts).
2. Complete the piano puzzle without hitting a false note.
Reward/s:	   Money:	500 £	
Bonus/es:

100 £
XP:	500 XP	125 XP
Gear:	Outfits: Defender's Garb
Part 1: Investigate the Search Area

After the memory begins, you'll find yourself in control of a carriage. Ride on over to the location specified and enter the green search area to look around.

We'll need to search for a clue inside the search area – and it's a pretty easy one! Stick your Eagle vision on and use it to look at the small pirate ship sculpture above the gate to the mansion opposite the park.

Spotting this will trigger a cut-scene.

Part 2: Infiltrate the Mansion

We'll now need to infiltrate the mansion to find a secret stash of goodies. There are multiple entrances around the mansion but I'd recommend the open window to the second floor, just to the right of the main gate. This will help us earn an optional objective!

Note: We'll also need to find and pick up 7 of Kenway's artefacts to complete an optional objective.

Sit above or below the window and wait for the patroller in the hallway inside the window to look away before hopping inside and assassinating/throwing knifing him. Move up the hallway and look for the open door on the right. Observe the Thug in here before entering and dispatching him. The first Artefact [Artefact 1/7] is the Glass Cube on the desk near the windows.

Return to the hall and look to the next open doorway on the left. This is the top of a set of stairs and a guard will patrol in a lap around the room, stopping at regular intervals. Deal with him when you get the opportunity. There is a Pirate Hat Artefact [Artefact 2/7] on the table behind the top of the stairs.

Keep on the walkway here and continue into the other wing of the mansion. There is a series of three rooms running adjacent to the hallway and there are two guards inside. There is an open door at the far end of the hall and a locked door we can open with lock picks (if you have invested in that skill) close by. Use Eagle Vision to identify and mark the guards in the next room and plan a move in to take them out. There is a Treasure Map Artefact [Artefact 3/7] on a table here.

Return to the stairs and proceed to ground level. With your back to the stairs, if you look on the right hand side of the room, mounted on the wall beneath the stairs you'll find a Pair of Swords Artefact [Artefact 4/7]. On the left hand side, in an almost identical position are a Pair of Pistols Artefact [Artefact 5/7].

From the base of the stairs, enter the open doorway to the left. The locked door ahead contains a chest. Further down the hallway is a Model Ship Artefact [Artefact 6/7] on a table along the left hand wall. At the end, there is an open door with a guard inside, but we can leave him alone as there is nothing of interest for us there.

Return to the base of the stairs and enter the opposite hallway. We'll want to avoid opening the door with the golden object behind it for now – doing so will void or optional objective for collecting the artefacts! Look down the hallway to the left to find a final Model Ship Artefact [Artefact 7/7] on a table here.

Note: You must find all 7 artefacts before entering the room with the golden piano. Once inside we cannot escape and therefore will be unable to complete the optional objective.

Move back and enter the locked door to the golden piano-shaped object to continue.

Part 3: Find and Solve the Puzzle

After the scene, we'll be in a room with a piano – the golden object we've been seeing in Eagle vision. In order to proceed we'll need to complete a small puzzle. Stick on your Eagle Vision and look above the bookshelf on the far wall from the entry with Eagle Vision on to spot a code. For me it was:

D – A – D – E – F – D.

Approach the piano and press the keys that correspond to the code to unlock a secret passage.

Note: You must complete the piano puzzle on your first attempt, without hitting a false note in order to complete the second optional objective.

Mosey on down the sexy new stairs that have just appeared and investigate the object on the small desk on the opposing end of the room. Doing so will trigger a scene.

Part 4: Escape the Mansion

Once you regain control, interact with the ship's wheel mounted on wall. This will open another secret passage.

Follow the tunnel here all the way to the end and climb the ladder to exit to the streets and complete the memory.

Memory 04-05: Overdose

Note: Although numbered as Memory 05, this is actually the final memory in Sequence 05 and is unlocked upon completion of Sequence 04-03 ‘On the Origin of Syrup', Sequence 04-07 ‘Playing it by Ear' and Sequence 04-04 ‘Cable News'.

Optional Objective/s:	1. Steal the plan undetected.
2. Remain undetected whilst kidnapping the supplier.
Reward/s:	   Money:	1,230 £	
Bonus/es:

100 £
XP:	1,000 XP	125 XP
Gear:	Firearms: Model 1 Revolver
This is the first of six pure ‘assassination' memories contained within the main campaign and as such it is a little different from your standard level. Similar to what we saw in Assassin's Creed Unity, we'll go into the mission looking to take down a specific target, however the game will give us a number of opportunities and side-tasks that we can undertake to help us in some small way towards our ultimate goal.

Note: Before we get started you should note that the first optional objective for this memory is to not fire a single shot from your firearm.

Part 1: Vantage Point and Opportunities

The first thing that we need to do in the memory is to climb up to the vantage point located inside the Lambeth Asylum on the second floor overlooking a surgery theatre. Here we'll get a pair of hints. Use the Eagle Vision ability after the pop up disappears to find and tag both opportunity icons. The options include:

Nurse – Infiltration Opportunity.
Young Doctor – Unique Kill Opportunity.
Note that it is not necessary to complete these tasks, you can do one, you can do both or you can do your own thing and do neither. I've listed a short guide to what each can do for you and how to accomplish their tasks below. To continue with the walkthrough, jump down past the blue boxes!

Nurse – Infiltration Opportunity

Completing a small task for her will grant you a master key to unlock every locked door in the building. To find her, exit the main building to find a ‘Entry Point' on the southern part of the northeastern wing of the asylum. Speak with her and she'll tell you one of the guards has pinched her key – you'll need to sneak over and either steal it from him or kill him and loot it from his corpse. These keys can be used to unlock the doors to the surgery theatre.

Young Doctor – Unique Kill Opportunity.

We can hide a body and take its place in order to trick the doctor who will wheel us into the surgery theatre for an easy assassination of the target.

Part 2: Assassination Strategy

This strategy is the easiest and quickest I have found to pull off the assassination whilst also completing all of the optional objectives for 100% synchronization on the mission.

After the hint screen vanishes, enter the hall to your right. Follow it to the end and you'll find an open grating at ground level. If you haven't already, use your Eagle Vision to identify and mark guards in the room behind the grating and in the areas to the left as well. Wait for the closest enemy on the left to start walking away and when you are good to go, slide through the grating.

As soon as you enter this room, you'll want to cut a left into the hallway here. Follow the enemy into the side room on the right to assassinate him (there is also an open grating to the right you can slide through to find a chest). Move up the hallway and kill his friend who is examining a medicine cabinet.

Exit the far end of the hallway and you'll spot a pair of doctors electrocuting a patient below.

Note: The second optional objective asks us to halt the electroconvulsive therapy session. This means killing the guards administering said session.

As well as the two involved with the electrotherapy session, a third enemy will also patrol from this room back to another hallway directly under the one we exited from and back constantly. Wait for the patroller to leave the room before double air assassinating (or regular assassinating if you want to go traditional) the pair of guards electrocuting the patient here to complete the optional objective.

Quickly continue down the stairs behind their location before the patroller returns. At the bottom of the stairs you'll find a pair of doctors, one in the side room immediately opposite the base of the stairs and another patrolling the length of the hallway. Use throwing knives to headshot both of them or whistle one over at a time to the doorway at the bottom of the stairs for corner assassinations – but DON'T SHOOT!

The large room at this level is the morgue. In here we'll find the Young Doctor and if you haven't already you should use your Eagle Vision to identify him to activate the unique kill opportunity.

Once the unique kill opportunity is active, you'll be able to see a body we can interact with on a table in this room. Wait for the doctor to head over to the far side of the room before sneaking in and grabbing the indicated body from the table. Carry it back to the side-room and place it in the hiding place indicated before returning to the table and interacting with it to lie down in the body's place.

During the subsequent scene, hit the ‘assassinate' button (X/Square) when prompted.

Once the target is dead we'll need to escape the building. The good news is the door on the right (when facing the crowd) can be unlocked from the inside. Open this and kill the enemy in the hallway behind it. Follow said hallway to the left and in the room at the end, move through the right hand door to find another doctor huddled over a desk. Kill him and continue out the far side of the room.

If you helped the nurse out, this area will look familiar – its right where she was standing. Climb up to the ledge above the door and climb through the open window to escape the building.

Run out of the restricted area to end the memory.

Note: for completing this memory you'll earn the achievement/trophy ‘A Quick and Reliable Remedy'.

Memory Sequence 05

Memory 05-01: Friendly Competition

Optional Objective/s:	1. Save Ms. Attaway's omnibus from its pursuer.
Reward/s:	   Money:	660 £	
Bonus/es:

100 £
XP:	350 XP	125 XP
Gear:	Kukris: Bold Eagle Kukri
Part 1: Carriage Pursuit

We'll begin this mission in control of an omnibus carriage with a new lady to chat to. An objective marker will appear in the distance, so drive across the river.

Note: Soon after leaving the bridge we'll see another omnibus get attacked by a hostile cart. We need to take out the cart without the omnibus being destroyed for the mission's only optional objective.

Upon reaching the far side of the bridge, you'll see another omnibus being attacked. Boost up and use your gun and shunting prowess to destroy the aggressors before they have a chance to finish of the omnibus. This can be difficult as the omnibus seems to be incredibly fragile for an object of its size. If you fail to protect it, simply re-load the previous checkpoint until you are successful!

Our goal at this point is to track down a specific hostile courier carriage and kill the driver. This is marked by a green search area on the map, which will transition to a red objective marker when you get close enough. As with the previous enemy, simply shoot him when he flashes yellow or ram his cart until it gives up on him.

Read the message that pops up on the screen and dismiss it to update your objectives. Move to the next objective marker for a scene.

Part 2: Attack the Compound

Following the scene, we'll need to head inside the nearby compound and destroy some carts. Hire the Rooks standing nearby and hop the fence. There are 8 enemies to kill in here, but with Rooks on your side it shouldn't be too difficult. If you want to go it alone, note that there are a pair of fire barrel with 2-3 enemies around each that we can hit with hallucinogenic darts to thin out some numbers before kicking off any fight.

When the area is clear, find the cart with the glowing objective marker and push it. Once the cart is located directly between a pair of wagons, let go, back away and shoot the explosive crate on top from a safe distance.

This will end the memory.

Memory 05-02: Research and Development

Note: This memory is unlocked upon completion of Sequence 05-01 ‘Friendly Competition'.

Optional Objective/s:	1. Do not kill a single policeman from the convoy
2. Detach the reinforcement wagons (2 wagons).
Reward/s:	   Money:	660 £	
Bonus/es:

100 £
XP:	350 XP	125 XP
Gear:	Cane-Swords: Sir Lemay's Cane
Part 1: Rescue the Target

The first thing we'll need to do in this memory is to make our way over to the green objective marker in the distance. This represents a convoy of four police carriages, with the leading carriage holding a prisoner that we need to release.

Note: We need to release the prisoner without killing any policemen to complete the first optional objective.

Completing the optional objective for this initial task can be difficult as you'll get spotted from a mile away. Fortunately, we have a few options to make it a little easier. We can do the following:

Trail the carriages and when they come to a stop, use the cover of a smoke bomb to sneak up and open the door to the target carriage. Note that this may also have the effect of spooking the police horses and having them bolt.
Use smoke/voltaic bombs from a rooftop (or a distance) to spook the horses. The carriages should all fly off in various directions and you'll be able to track down the target coach once again. If you are lucky, it will be all by itself and you can simply walk up behind it and interact with the door.
If you are patient enough, you can follow the police convoy until they get distracted by Blighters/gang members on the street. Whilst they are occupied, you can quickly sneak over and interact with the door.
No matter how you choose to approach the situation, once you have released the prisoner a scene will play and we'll be whisked away to another location.

Part 2: Attack the Train

When we are back in control of Jacob, we'll be on a train. Make your way to the locomotive at the front of the train and jump across to the train on the track to the left. At this point we need to work our way up the train looting chests and killing bad guys.

Note: During this section we can complete an optional objective by detaching a pair of reinforcement wagons. I'll point them out as we go!

After landing on the second train, move forward and use a throwing knife on the fellow on the flatbed below. Drop down and loot the crate here. At this point, you can also turn around and detach the first Reinforcement Wagon [Wagon 1/2].

At the far end of the flatbed, hop across to the next and climb up on the barrels. Kill the pair of guards here with a double air assassination… or don't, but kill them anyway before continuing.

We'll soon encounter a pair of flatbeds with a total of three guards hanging around across the pair of them. You can attempt to throwing knife them into oblivion or sneaking up and assassinating them, but it is difficult to get all three (and probably not worth the effort!). In the end, it will likely end in you having to fight them. After dispatching them, loot the crate they were guarding.

Climb up the next car and drop down the next side. There should be a pair of enemies with their backs to you – double assassination time! Make sure to detach the Reinforcement Wagon [Wagon 2/2] that we just jumped down from. Loot the crate here as well before progressing to the far end of the flatbed and detaching it.

Quickly jump back to the friendly train when you are able and make your way back to Ned. If you detached the reinforcement wagons as I pointed out, you'll get to chill for a few moments until the mission ends. If you neglected to detach the reinforcement wagons, you'll need to defend Ned against several Blighters.

Either way, once Ned has finished loading cargo, the memory will be completed.

Memory 05-03: Survival of the Fittest

Note: This memory is unlocked upon completion of Sequence 05-02 ‘Research and Development'.

Optional Objective/s:	1. Do not touch the River Thames.
2. Sabotage two contraband containers at once..
Reward/s:	   Money:	660 £	
Bonus/es:

125 £
XP:	350 XP	150 XP
Gear:	Schematic: Black Leather Gauntlet
Part 1: Infiltrate the Barges

As we begin the memory an objective marker will appear in a restricted area covering several barges on the far side of the River Thames.

Note: The first optional objective requires us to reach the restricted area without touching the river.

To get to the target area, we'll need to time our jumps between the assortment of boats travelling both up and down the river as well as pallets, poles and any other floating objects that we can use. The key to getting across safely without touching the water is patience. Don't make your next jump unless you are sure you can make it! If you use the floating pallets, you'll also want to watch out for incoming vessels as they will cruise right over the top of them.

Alternatively, you could just use your Rope launcher to zoom between masts until you get close to the target location and then move up to it careful like.

Part 2: Destroy the Contraband

Once you have reached the objective area, use your Eagle Vision to locate the three contraband crates that we need to destroy and be sure to tag the 8-9 Thugs guarding them.

Use your usual tactics to down the bad guys here. They are spaced far enough apart and patrol/stand in such a way that you should be able to sneak up and assassinate or throwing knife the lot of them. To make things a little easier, there is a fire barrel you can use a hallucinogenic dart on close to the furthest contraband crate from the entry point.

If you do get spotted, try to stay put as doing this will increase the chances are you'll only attract one or two enemies rather than the lot. After clearing the area, it's time to get to work destroying the contraband.

Note: The second of the two optional objectives for this mission asks us to destroy two lots of contraband simultaneously.

Completing the second optional on this mission sounds tricky but is actually easy enough if you know what to do. Note how there is a ridiculous number of dynamite crates lying around – pick around 4-5 of these up and place them in a line between the two target containers that are closest together. Once you have a nice little line, retreat to a safe distance and shoot one of the center crates to deal with both at once.

Now we just need to take out the third and final crate of contraband with a final dynamite crate and our objectives will be updated.

Part 3: Assassinate the Target

Our assassination target will now appear in a restricted area located on the far side of the river. This area is heavily guarded at ground level, so it's a good idea to climb one of the nearby poles/masts near the contraband barges and using your Rope Launcher to stay up high.

The assassination target himself will patrol slowly from one end of the restricted area to the other and there are plenty of high locations that he'll pass directly under that are perfect for an air assassination. These include:

the building in the center of the zone,
the collection of raised metal pipes in the south-east corner of the zone,
the rope strung between the tall poles in the center of the area and
the water tower.
If air assassinations aren't your thing, he'll even pause beneath the hanging barrels by the water tower allowing you to crush him with those if you want to do him in that way!

Once you have killed the target a scene will play.

Part 4: Locate the Target

Return across the river to find your partner. She'll be in the ‘Warehouse' building marked by the green objective indicator. Use your Rope Launcher to climb up to the open window on the top floor and proceed inside. Move down the stairs until a scene plays.

After the scene we'll need to leave the restricted area. Either stand and fight the three enemies in the building before exiting, or return upstairs and jump out the window we came in. Either way, once we have escaped the building, we'll then need to leave the red restricted area on the map.

Upon exiting the restricted zone the memory will be complete.

Memory 05-04: Breaking News

Optional Objective/s:	1. Electrocute Thugs with Voltaic Bombs (two Thugs)
Reward/s:	   Money:	800 £	
Bonus/es:

125 £
XP:	1,250 XP	150 XP
Gear:	Voltaic Bombs X 5
Part 1: Tail and Defend the Ally

After the intro, we'll want to hop through the open window nearby and climb to rooftop. Move to the green objective marker and locate Bell below.

Our goal here is to follow Bell as he moves along the road here whilst talking with the Thugs. Each time he stops and says the name of a fruit (PEAR, APPLE and PLUM are your code words) throw a Voltaic bomb down to hit the Thugs.

Note that you'll need to loot one of the chests on the rooftops here to restock your bombs at some point. It's a good idea to do this right after throwing the first bomb down to the street. You'll have to toss bombs at the Thugs a total of three times as your buddy moves up the street.

After throwing the third bomb, the Thugs will become hostile, so you'll need to jump down and kill them both ASAP before they give our friend's noggin' a floggin!

Once the hostiles are down, follow Bell until he jumps in a nearby cart and drive it to the location specified by the objective marker.

Part 2: Escort and Defend the Ally

Hop out of the carriage when you reach your destination and proceed into the tunnel. There are a pair of guards here that we'll need to eliminate that are marked with red objective markers.

Note: You'll want to hit these fellows with a Voltaic Bomb to open the fight in order to complete the memory's optional objective.

Once the enemies are dead, move inside the building. Our friend will now move around the office here and pause at three different locations. As he works away at his sabotage, Thugs will show up and you will have to defend him as he works.

The first set of Thugs will appear in the tunnel outside where we entered from. At this point you can simply hide behind the door and cover assassinate both of them as they enter the premises. If you can't get them both with an assassination, engage in melee combat as necessary.

After dispatching the enemies Bell will return outside, cross the street and move into another office in the building opposite. He'll again find a desk to start tinkering at again. This will trigger a group of three enemies to spawn outside. Hide behind the corner outside the entrance to this room and assassinate as many as you can from cover as they approach. Use your melee combat to take down the others whilst keeping them away from your buddy.

Defeating the second group of Thugs will have our friend move to one final location to work on. Again, this will spawn another three enemies and you can use the desk beside our friend to cover assassinate one or two and take down the rest in hand-to—hand combat.

After eliminating the third wave of enemies, the memory will be complete.

Memory 05-06: The Lady with the Lamp

Note: If you are following the guide, you'll probably be wondering where Memory 05 is. Fear not, I haven't missed it - Memory 05 is actually the final Memory in this Sequence and as such you'll need to complete both Memory 06 and 07 before you can play it. As such, Memory 05 is listed as the final Memory in this sequence.

Optional Objective/s:	1. Do not kill the peddler.
2. Hijack the pharmacist's cart within 1 minute.
Reward/s:	   Money:	500 £	
Bonus/es:

125 £
XP:	300 XP	150 XP
Gear:	Schematic: Medicine Efficacy II
Note: This mission is a timed mission – you'll need to complete all of the objectives and return to the starting location within 8 minutes. As such, you'll want to use a cart to get between locations to save yourself some time!

Part 1: Pickpocket the Target

From the start of the mission, hop into the nearby carriage and steer it over to the first green objective marker.

As you arrive at the objective, the green marker will transform into a search area. Enter the marketplace encompassed by the search field and use your Eagle Vision to locate the target.

Note: There is an objective here that requires us to not kill the peddler.

Completing the optional objective is actually quite easy. You'll notice that the peddler is standing with his back to a wooden fence. If you approach his location from behind the aforementioned fence, you'll find a section with several missing palings, creating a small gap in the fence.

We can sneak through the gap in the fence, stealth up behind the peddler and pickpocket the required item from him to complete the first objective.

Return to the street, grab another cart and head for the next objective marker.

Part 2: Defend the Target

As you arrive at the next objective, we'll be met with another search area in an alleyway. Move in to investigate and you'll see some Thugs beating on a man on the ground – he's our target!

We'll need to eliminate the group of four Thugs and if you aren't so confident with your fighting ability when it comes to melee, you can either attack from a rooftop for an air assassin or two or, if you are running low on time, approach from the ground but use some throwing knives as you approach to thin the numbers a little.

After defeating the enemies, speak to the pharmacist. This will update your objectives.

Part 3: Carriage Pursuit

As soon as you are finished conversing with the pharmacist, a bad guy will take off with his cart. Unfortunately, we'll need that to complete the memory. As such, sprint out to the road and grab the nearest cart in order to give chase.

As you do, use the boost ability to make up ground. When you get into range, climb up onto the roof of the cart and leap across to the enemy vehicle to hijack it.

Note: We'll need to hijack the pharmacist's cart in less than 1 minute in order to satisfy the second optional objective.

Once you are in control of the pharmacist's cart its almost over! Quickly use your GPS to ride back to the hospital and approach the objective marker here for a scene to end the memory.

Memory 05-07: A Room with a View

Optional Objective/s:	1. Perform a leap of faith into a haystack from a zip line.
2. Counter all of your assassination target's melee strikes.
Reward/s:	   Money:	900 £	
Bonus/es:

125 £
XP:	500 XP	150 XP
Gear:	
Outfits: Lady Melyne's Gown

Part 1: Investigate the Monument

From the start of the memory you'll be on a rooftop overlooking a monument and a gathering below. As you can see, the area is guarded by police and there is quite a crowd gathered around their location. Our objective in this initial section lies beneath the stage that the woman is speaking from.

To get there without drawing attention, find the haystack at the far side of the square. Make your way down to ground level and hop into this. Hide in the haystack and observe the police, all but one of them is facing the crowd and will not spot you if you walk into the restricted area, the exception is a single patroller who'll walk back and forth along the front of the stage.

Wait for the patrolling policeman to look away before hopping out of the haystack and crouch walking your way over and under the platform. Examine the shining panel on the wall here.

Backtrack out from under the platform whilst avoiding the patroller again. Climb to the top of a nearby rooftop and use the vantage point to Rope Launch your way across to the monument. Climb to the very top.

After a short scene, our objectives will update.

Note: From this point on we'll be able to complete the first optional objective – to perform a leap of faith into a haystack from a zip line and we can actually do it pretty much straight away.

When you are back in control, look down to spot the haystack we used earlier below. Use the Rope Launcher to target a ledge behind the haystack before maneuvering above it and perform a leap of faith into it from the zip line – this will also complete our first optional objective!

Once you are back on the ground, grab a nearby cart and make your way to the next objective marker to continue.

Part 2: Find and Solve the Puzzle

The objective marker will take us to St. Paul's Cathedral. A search area will appear around the western side of the building. Climb up to the roof and use your Eagle Vision on the base of the statue of the woman that is located directly above the building's western entrance.

Interact with the panel here. This will activate a rotation puzzle and to complete this, we need to rotate all of the gears so that the symbols match up on each adjacent gear. We can solve this using the following steps:

Rotate the top gear to the right five times. The angular 'l' shape with the circle should face the gear below.
Rotate the gear attached to the top gear to the left twice. The angular 'l' shape with the circle should face the gear above and three circles should face the gear below.
Rotate the gear in the bottom left corner to the left five times. The three circles should face the gear above and the back to front 'E' should face the gear on the right.
Rotate the gear to the right left twice. The back to front 'E' should face the gear to the left, the '69' should be facing the gear above and the triangle to the gear below.
Rotate the lower right hand gear to the left four times so that the '69' is facing the gear below.
Rotate the middle right hand gear to the right four times so that the triangle is facing the gear above.
This should solve the puzzle. A scene will play once successfully completed. Climb to the top of the building to reach the waypoint. Examine the pedestal inside for another scene.

Part 3: Fight the Templar

Once the scene is done, you'll be in a one-on-one fight with a boss-type encounter.

Note: There is an optional objective to complete this fight whilst countering all of the enemy's melee attacks.

Your opponent will for the most part throw single attacks your way, but upon taking various amounts of damage, she'll transition to a cut-scene style attack where she will unleash 3-4 attacks at you in quick succession which can be difficult to counter until you get your timing down. There's no real tactic to this, it's a matter of playing it and practicing until you are able to pull it off successfully. She'll enter this cut-scene mode several times before she goes down.

This fight is fairly straightforward but can be a little frustrating whilst trying to complete the optional objective of countering everything without taking a hit. This is because occasionally, if you get too close to walls, the camera will bounce around, making it hard to focus on the enemy. Additionally, on occasion the counter icon above the enemy's head does not always show up in time to be able to counter incoming attacks, resulting in damage.

If you are going for the optional objective to counter all of her attacks, it will take multiple attempts. If she does strike you, quickly reload the previous checkpoint to begin again.

Once you have defeated her a scene will play to end the memory.

You can use the lever on the wall here to pen a window to escape.

Memory 05-05: End of the Line

Note: Although numbered as Memory 05, this is actually the final memory in Sequence 05 and is unlocked upon completion of Sequence 05-03 ‘Survival of the Fittest', Sequence 05-04 ‘Breaking News', Sequence 05-06 ‘The Lady with the Lamp' and Sequence 05-07 ‘A Room with a View'.

Optional Objective/s:	1. Free the station chief.
2. Use the secret passage.
Reward/s:	   Money:	1,980 £	
Bonus/es:

125 £
XP:	2,500 XP	150 XP
Gear:	
Belt: Crossroad Belt

Part 1: Vantage Point and Opportunities

This is the second core ‘assassination' memory contained within the main campaign and as such it is a little different from your standard level. The first thing that we need to do in the memory is to climb up to the vantage point located inside the Waterloo train station on the rafters near the roof at the very top of the interior. Here we'll get a pair of hints. Use the Eagle Vision ability after the pop up disappears to find and tag both opportunity icons. The options include:

Train Conductor – Stealth Opportunity.
Security Chief – Unique Kill Opportunity.
As with the first assassination, it is not necessary to complete these tasks, you can do one, you can do both or you can do your own thing and do neither. I've listed a short guide to what each can do for you and how to accomplish their tasks below. To continue with the walkthrough, jump down past the blue boxes!

Train Conductor – Stealth Opportunity

The train Conductor is located directly below the vantage point at the start of the memory. Completing the small task for the train conductor will grant the large crowd here access to the restricted area. This will allow us to move more freely in and around the assassination area.

Security Chief – Unique Kill Opportunity

The security chief is found in the center of the restricted area. He holds a blueprint on his person that includes a weakness in the train car that our assassination target is hanging out in. We can approach and interact with this for an easy assassination of the target.

Part 2: Assassination Strategy

This strategy is the easiest and quickest I have found to pull off the assassination whilst also completing all of the optional objectives for 100% synchronization on the mission.

After the hint screen vanishes, drop down to the platform below and speak with the Train Conductor. He'll ask you to find the train schedules which have gone missing. If you have a quick look at your map you'll notice a smaller restricted area in the northwest corner of the station. The schedule is located here, so head up the nearby stairs to reach it.

At the top of the stairs hang behind the doorway here and wait for a patroller to come to you. Cover assassinate him and then deal with the pair of Thugs in the room ahead standing over a prisoner – this is the station chief.

Note: The first of the optional objectives in this memory is to free the station chief. Leave him be for a moment though as we'll need him for something in a moment. We'll be right back!

Follow the hallway to the end and take cover behind the doorway leading to the next office. Whistle the enemy inside to you for another corner assassination. Murder the fellow guarding the other entrance to the office and then loot the Train Schedule from the desk in the corner. Return this to the Train Conductor. He'll allow the crowd into the restricted part of the station.

Return up the stairs to the station chief and release him. He'll run off and you'll want to follow him to complete the second optional objective.

Note: The second optional objective is to find and use a secret passage. The freed station chief will lead you right to it, just keep up with him!

When the station chief heads down the stairs and outside, he'll stop and go back into the station. At the base of the stairs, near where he stops, you'll see an opening across the narrow street with a pair of Thugs guarding it. Kill them and inside you'll find an open hatch leading into the sewers.

Follow the linear pathway through the sewers and climb the ladder at the very end. This will complete the second optional objective.

You'll exit into the restricted area on a platform directly below the Security Chief who'll be on a footbridge above. Quickly whip out your Eagle Vision and mark and identify him to unlock the opportunity. Climb up on the train here to kill the sniper and move a little north along the platform to find another thug standing beneath the stairs up to the footbridge.

The Security Chief will come down the stairs at this time and briefly stop at the bottom. You can either sneak up and pickpocket the blueprints from him at this point or wait until he climbs back up the stairs to the footbridge and pick his pocket as he climbs up and walks around through the crowds at the top.

Once you have the blueprint, a new marker will appear on the map. Use the Rope Launcher to climb to the girders at the top of the area and proceed over to the marker. Once you are directly above the marker, use a throwing knife to silence a sniper on the roof of the adjacent train.

Drop down and stand on the glowing objective marker to trigger a scene. During the scene, hit the ‘assassinate' button (X/Square) when prompted.

Once the target is dead we'll need to escape the area. Fortunately, it's an easy escape this time. Simply sneak to the very front of the train we are on and pull the lever on the locomotive for a scene to end the memory.

Note: for completing this memory you'll earn the achievement/trophy ‘The Perils of Business'.

Memory Sequence 06

Memory 06-01: A Case of Identity

Optional Objective/s:	1. Do not kill any policemen.
Reward/s:	   Money:	830 £	
Bonus/es:

125 £
XP:	400 XP	150 XP
Gear:	
Kukris: Jade Kukri

Part 1: Kidnap the Target

This is a relatively short memory and if you have been undertaking any of the Bounty Hunt side-missions thus far, should prove quite straightforward as the concept is essentially the same. From the beginning, our goal is to enter the open marketplace beyond the doorway ahead and use Eagle Vision to locate a target whom we will then need to sneak up on and kidnap before escorting out.

Unfortunately, the zone is filled with police officers and they'll detect us if we move too quickly and will also react badly if we grab the fellow in too close a proximity. Wait until the target is isolated before you make your move. The target will stop at a number of vendors as he moves around the marketplace and these pauses provide a good opportunity to make the grab.

Once you have the target under control, keep an eye on the detection radius beneath Jacob and walk the fellow very slowly out of the marketplace. Providing you walk slowly enough, you should be able to walk within meters of the police officers to exit the area.

After exiting the marketplace, take the fellow beyond the edge of the restricted area on the map for a scene to end the memory.

Memory 06-02: A Spot of Tea

Note: This memory is unlocked upon completion of Sequence 06-01 ‘A Case of Identity'.

Optional Objective/s:	N/A - There are no optional objective/s in this memory.
Reward/s:	   Money:	830 £	
Bonus/es:

N/A.
XP:	400 XP	N/A.
Gear:	
Belts: Metal Web Belt

Part 1: Infiltrate and find the Target

After being given our marching orders, we'll need to head over to the restricted area nearby indicated by the objective marker. Once you arrive, Jacob is required to locate and interact with a specific target wagon.

There are three of these wagons identified as possible matches with Eagle Vision in the area and each of them is guarded by 3-4 Thugs. Whilst we can spend time eliminating all of the enemies surrounding each cart location and inspecting the cargo of each of the wagons before finally finding the right one, or alternatively you can go for the right one from the outset.

Each time I played this memory, the target cart was the one located in the north western corner of the restricted area. It is guarded by four Thugs and a leader who will patrol into its area from time to time. Use your usual tactics of taking out the enemies here with throwing knives, sneakiness or straight up combat. When they are all down for the count interact with the cart.

Following a brief scene, retreat to the nearby rooftop and step into the objective marker here.

Part 2: Tail the Target

When we resume gameplay, the target carriage will begin moving away and we'll need to follow it. Due to its speed, it's a good idea to get down to ground level as soon as possible and hijack a cart and follow from a distance.

The cart we are interested in tailing will move along a set path and stop at regular intervals, at which point its driver can peek behind to check to see that they aren't being followed. As such, we need to follow from a reasonable distance (I found 50-60 meters sufficient), making sure to stop when the target does. Fortunately, with Eagle Vision, this should be easy enough as we can tag the driver of the cart and will be able to see what it is doing through walls.

When the target vehicle does make a stop, it will do so in restricted areas with multiple Blighters lurking about. When he does stop, remain outside of the restricted areas and wait for him to leave before rushing through the zone to avoid detection – being sure not to hit any of the gang members as you go.

In the second restricted area stopping point, the driver will change. When the cart starts moving again continue after it. Keep on its tail for a little while longer until a scene plays to end the mission.

Memory 06-04: One Good Deed

Note: If you are following the guide, you'll probably be wondering where Memory 03 is. Fear not, I haven't missed it - Memory 03 is actually the final Memory in this Sequence and as such you'll need to complete both Memory 04 and 05 before you can play it. As such, Memory 03 is listed as the final Memory in this sequence.

Optional Objective/s:	1. Do not let the target exit the factory.
Reward/s:	   Money:	750 £	
Bonus/es:

125 £
XP:	600 XP	150 XP
Gear:	
Schematic: Mirage Gauntlets

Part 1: Defend the Carriage

We'll begin this mission in control of a horse carriage and we'll see a couple of carts go racing by along the street in front of us. A pair of objective markers will appear in the distance – the blue is a friendly and the red is a bad guy.

You guessed it, we'll need to catch up with our ally and defend him from the attacking hostile cart. Boost up and use your gun when the enemy aura's turn yellow for quick shots and exploit your shunting prowess to destroy the evil cart of doom. Unfortunately, he's not alone and as you begin attacking him, another pair of carts will show up. You'll need to repeat the process until all three are out of commission.

Once it is safe to do so, hop onto the friendly's cart and take the reins. Drive it over to the next objective marker.

Part 2: Infiltrate the Factory

At this point we are now going to have to approach the factory marked by the large, square restricted area ahead, locate the foreman and pickpocket/loot a deed from him.

Note: There is an optional objective here that requires that we not let the foreman escape from the factory. To do this we'll need to remain undetected until we have the deed as he'll run off at the first sign of trouble.

I found the easiest way to do this was to use your Rope Launcher to reach the roof of the factory. On the southern side of the main building, there is a small balcony area with a sniper atop it and an opening to the factory behind. Drop down from the roof and air assassinate the sniper before proceeding inside.

As you enter, take cover beside the crates on the right. Whistle the guard that you can see ahead to your position for a cover takedown. This will likely draw another guard from upstairs as well, but if you wait a moment or two he should return back to the upper floor. If he does come to check you out, give him the corner assassination treatment as well.

There are two more enemies on this floor with you. There is another patroller on the far side of the room from the entry point and the foreman whom we need to pickpocket/loot who is in a small enclosed office area on the far right of the floor. Wait for the patrolling guard to walk to the left and crouch walk up past where the guard we whistled was standing and along the walkway here to reach the office.

Sneak in and either pickpocket the target or throwing knife/assassinate him to death before looting his corpse for our objective item.

With the deed in hand, backtrack to the window through which we entered. Use the Rope Launcher to pull yourself across the rooftops for a quick getaway.

Once you have escaped the restricted area and make your way to the green objective marker to end the level.

Memory 06-05: A Thorne in the Side

Note: This memory can be initiated from inside the Train hideout at any time during this sequence.

Optional Objective/s:	1. Kill fewer than five Royal Guards.
Reward/s:	   Money:	1,000 £	
Bonus/es:

150 £
XP:	500 XP	150 XP
Gear:	
Outfits: Master Assassin (Evie)

Part 1: Vantage Point and Opportunities

This is the third core ‘assassination' memory that we'll come across in the main campaign and as such it is a little different from your standard level. The first thing that we need to do in the memory is to climb up to the vantage point located on the battlement of the Tower of London. Here we'll get a set of three hints for the task ahead. Use the Eagle Vision ability after the pop up disappears to find and tag both opportunity icons. The options include:

Allied Guard – Unique Kill Opportunity.
Constable – Assistance Opportunity.
Chief Yeoman – Infiltration Opportunity.
As with the first two assassinations, it is not necessary to complete these tasks, you can do one, you can do all or you can do your own thing and do none of the above. I've listed a short guide to what each can do for you and how to accomplish their tasks below. To continue with the walkthrough, jump down past the blue boxes!

Memory Sequence 06 (Continued)

Allied Guard – Unique Kill Opportunity

The allied guard is located on the northern side of the compound. Speaking with him will give you a short task in which we need to hunt down and kill three Templars disguised as Royal Guards. Completing this task will unlock a unique kill. The guard will escort us in as a prisoner and take us directly to the assassination target for an easy kill. .

Constable – Assistance Opportunity

The constable is locked inside a room within the building located in the southeast corner of the area. We'll need to infiltrate the building and approach the door to talk with him. He'll tell you one of the guards has the key to the door – you'll need to sneak downstairs and either steal it from him or kill him and loot it from his corpse. Unlocking the door for the Constable will have him speak to the guards outside who'll no longer be hostile. We can also recruit them as allies whilst fighting Templars.

Chief Yeoman – Infiltration Opportunity

We'll find Chief Yeoman patrolling around the western courtyard. He has a Master Key which will unlock every openable door in the zone. This key will unlock the rooftop doors on the central tower, allowing you to sneak down and air assassinate our main target. To grab the key, you'll need to sneak over and either steal it from him or kill him and loot it from his corpse. Note that he will count as one of the Royal guard so killing him will reduce the number you can kill for the optional objective by one.

Part 2: Assassination Strategy

Note: There is only one optional objective in this memory and that is to kill fewer than five royal guards.

Due to the lack of any real challenging optional objectives, we can do pretty much anything. I've narrowed it down to three strategies to eliminate the target based on the three opportunities that the area provides for you. They include:

Option 01: The Master Key

The fastest way I found to get the assassination done was to run over and loot the master key from Chief Yeoman in the western courtyard. Once the Master Key has been acquired, you can Rope Launch your way up to the top of the central keep. Drop a smoke bomb close to one of the doorways and open it whilst you are protected from the smoke.

Climb down the stairs inside and work your way along the narrow corridor, using throwing knives, cover and assassinations to deal with the Templars in the immediate area. The corridor will empty out into a room overlooking a small library area where our target is working away at a desk.  From the walkway here we can air assassinate her.

Option 02: The Allied Guard

I personally found that the easiest way to complete this memory was to find the Allied Guard at the northern end of the compound and complete his sub-quest to kill the three Templars posing as Royal Guards. Whilst tracking down and killing them, if you get spotted by the Royal Guards - run for it (unless you don;t care about the optional objective). For an easier way to deal with them, hit them with throwing knives from elevated locations. The enemies we need to deal with can be found in the following locations:

In the northern end of the Western courtyard patrolling around in a regular pattern.
Patrolling from west to east along the street in front of the northernmost building. He'll also hang out in the northeast corner of the map.
On the roof of the central structure.
Once you have eliminated all three, return to the allied guard.

After a brief conversation, you'll undertake a reverse-kidnapping. It looks as if the allied guard has you prisoner, but you'll still control where to go. Enter the central keep and work your way through the area using your usual kidnap techniques – walk slowly to reduce your detection radius, avoid coming into direct contact with enemies and try as best as you can to maneuver around patrollers and stationary guards.

Upon reaching the room with the target a scene will play. During the scene, hit the ‘assassinate' button (X/Square) when prompted.

Option 03: The Constable

The other way to complete this assassination will take a little longer. Firstly, we'll want to make the Royal Guards friendly. To do this, you'll want to make your way over to the southeast corner of the map. Enter the building with the Constable here.

Sneak into the building, killing any Templars you come across until you reach the locked door with the constable inside. Interact with his door to get the side-mission to get the key. One of the Templars downstairs has the key. As such, sneak your way downstairs and eliminate the hostiles. Loot the key and return to the constable to open his door. Speak with him once the door is open and he'll have a chat with the royal guards outside – they'll no longer be hostile.

We can now recruit the Royal Guards and either sneak through or assault the keep and fight through until you reach the assassination target.

Part 3: Escape the Area

After killing the target, we'll then need to escape the area. Either sprint back through the keep, only fighting the enemies that you need to until you find yourself back outside (if the Constable was feed, you'll find that he's done a lot of the work for you) or climb up the stairs in the library room to find a spiral staircase leading to the roof.

Once we are outside of the main keep, we'll need to make our way over to the boat indicated by the objective marker. Use your Rope Launcher to get there quickly and fairly enemy free!

Board the boat to end the Memory.

Memory 06-03: A Bad Penny

Note: This memory is the final one in the sequence and will be unlocked upon completion of Sequence 06-02 ‘A Spot of Tea', Sequence 06-04 ‘One Good Deed' and Sequence 06-05 ‘A Thorne in the Side' .

Optional Objective/s:	1. Find the secret passage..
Reward/s:	   Money:	2,490 £	
Bonus/es:

125 £
XP:	3,500 XP	150 XP
Gear:	
Outfits: Master Assassin (Jacob)

Part 1: Vantage Point and Opportunities

This is the fourth core ‘assassination' memory that we'll come across in the main campaign and is tied into the backdrop of bank heist setting to make things even cooler. Unlike the previous assasination levels, we'll begin at a vantage point overlooking the Bank of England from the very start of the memory. Here we'll get a set of three hints for the task ahead. Use the Eagle Vision ability after the pop up disappears to find and tag both opportunity icons. The options include:

The Bank Manager – Stealth Opportunity.
The Head of Security – Unique Kill Opportunity.
The Vault Watcher – Assistance Opportunity.
As with the previous assassinations, it is not necessary to complete these tasks, you can do one, you can do all or you can do your own thing and do none of the above. I've listed a short guide to what each can do for you and how to accomplish their tasks below. To continue with the walkthrough, jump down past the blue boxes!

The Bank Manager – Stealth Opportunity

The Bank Manager can be found in an office just to the right of the vault door (when facing the vault). We can access this room via an open window on the exterior of the building. If we can sneak up and kidnap him, we'll be able to enter the vault without the other police getting suspicious.

The Head of Security – Unique Kill Opportunity

The Head of Security is located on a lower level room to the left of the vault (when facing the vault. There is an open skylight on the roof that we can enter from. If we can sneak up and kidnap him, he'll give us a little bit of information about the target, which will also unlock a unique kill opportunity.

The Vault Watcher – Assistance Opportunity

The vault Watcher stands just to the left of the vault. We can kill him to prevent him from locking the vault door if you are detected.

Part 2: Assassination Strategy

This strategy is the easiest and quickest I have found to pull off the assassination whilst also completing all of the optional objectives for 100% synchronization on the mission.

Note: There is only one optional objective in this memory and that is to find and utilize the secret passage into the vault.

As this guide is geared towards getting you 100% synchronization as fast as possible we'll be completely ignoring all three opportunities provided to us by the memory listed above and instead we'll be doing our own thing. That's because the secret passage route is much, much faster and easier than the alternatives.

To begin with, we'll need to climb to the rooftop of the bank. Here, you'll want to find the smaller of the two dome-like structures on the roof, this particular one is located on the southern side. One of its windows is open. Enter here and work your way to the direct opposite side of the room, right above the open door at ground level (FYI we want to get in here). From the position on the balcony, if you look into the room below, there is a policeman right in front of the door and another in the target room.

When the fellow in the main room starts patrolling off, drop down quietly and head inside. Either sneak over and knock out the guard inside, or make straight of the stairs on the left side of the room. On this upper walkway, near a series of bookshelves you'll find an open doorway leading to an empty elevator shaft that we can climb down.

At the bottom, slide through the grating at ground level, continue for a distance down a tunnel and again slide beneath a grating at the end. This will bring us to a room peering out onto the ground floor of the bank vault.

Use your Eagle Vision to tag the enemies here and be patient. Eventually the assassination target will patrol into the hallway just outside of the room we entered. As he does, run out and assassinate him for a scene.

Part 3: Escape

As soon as the scene ends, you should see a green objective marker appear nearby on the ground floor of the vault. This is a brand new exit to the area. Work your way over here to find an open gate to an elevator. Step on the marker inside and use your Rope Launcher to climb up the shaft.

There is an enemy at the exit here we can assassinate from behind and another group of three Thugs in the courtyard outside. Kill them all before Rope Launching up to the roof and out of the restricted area to end the memory.

Note: for completing this memory you'll earn the achievement/trophy ‘A Run on the Bank'.

Memory Sequence 07

Memory 07-01: Playing Politics

Optional Objective/s:	1. Do not kill any guards in the Sinopean Club.
2. Avoid all of the sniper's shots.
Reward/s:	   Money:	1,000 £	
Bonus/es:

150 £
XP:	450 XP	150 XP
Gear:	
Belts: Iron Scale Belt

Part 1: Eavesdrop on the Target

The first part of this memory has us heading over to the 'Sinopean Club', a restricted area indicated by an objective marker in the distance. There's no point trying to walk in any of the doors due to the policemen who'll become hostile immediately once you step into the restricted area.

Note: There is an optional objective that asks us to not kill any policemen in this restricted area.

Because we are good citizens and we respect the law (...and want the optional objective of course!) instead of heading through the gates, Rope Launch your way up to the roof. Use your Eagle Vision to scan the courtyard below and tag the police so that you can keep an eye on their locations. When no one is looking your way and it is safe to do so, drop down to the objective marker below.

The fellows we want to eavesdrop on will take up position in the center of the courtyard in a smaller, circular sitting area with a wall running around the outside. If we get too close to them, we'll be detected and desynchronise, so instead we need to stay at a reasonable distance as they prattle on.

Fortunately, that aforementioned circular wall is in place as crouching behind this puts us at the perfect distance from the targets. This wall is also an important feature in remaining anonymous as whilst the lengthy conversation we are listening to is happening a policeman will walk into this area with us. With a good crouch walk we can stay out of his sight behind the wall and remain on the opposite side of the area from him whilst maintaining our listening position.

Once the conversation has drawn to a close, a scene will play.

Part 2: Chase the Targets

As soon as the sequence ends, we'll be back outside the restricted area and have detected a spy. This fellow will appear as a yellow objective marker racing off into the distance.

Follow the objective marker into the park and tackle him when you get into range. This will kick off another scene.

This will trigger a second pursuit segment in which we have to tackle yet another target.  Yep, we'll need to climb to the rooftops and chase down and apprehend the sniper. The difference between this and the last chase? The sniper will turn and shoot at you on occasion and you'll need to hit the dodge (Y/Triangle) button when it appears above your character's head to avoid the shot.

Note: There is an optional objective during this pursuit sequence that requires us to reach the target whilst avoiding all of her shots. If you do get shot, simply reload the previous checkpoint to try again.

Once you have successfully tackled the sniper, the mission will be completed.

Memory 07-02: The Bodyguard

Note: This memory is unlocked upon completion of Sequence 06-01 ‘Playing Politics'.

Optional Objective/s:	1. Keep the carriage's damage below 50%.
2. Hijack the carriage in less than 1 minute.
Reward/s:	   Money:	1,000 £	
Bonus/es:

250 £
XP:	450 XP	250 XP
Gear:	Capes: Coldred Cloak
Part 1: Infiltrate the Carriage

From the start of the memory, you'll be able to make out a carriage on the street below. We want to get inside this undetected. The problem with that however is the large contingent of police standing guard around the area.

Use your Rope Launcher to zip line across to the roof of the building closest to the carriage – this will get you past the majority of the policemen, but not all unfortunately. From the roof, look down to the cart below. There is a pair of policemen that will walk from the carriage, down the street to the west and back again.

Wait for the patrol to walk away from the cart before dropping down and quickly running over to interact with it. This will trigger a cut-scene.

Part 2: Defend the Carriage

Following the scene, our objectives will be updated. At this point we are required to defend the carriage from several waves of Blighter attacks. A health bar will appear in the center of the screen and we'll need to prevent that from depleting completely to progress.

Note: There is an optional objective during the defense sequence to keep the target carriage's health above 50%. If it drops below this, simply reload the previous checkpoint and try again.

The first wave of enemies consists of four snipers and they will appear on a pair of balconies high up on the building across the street. Use your Rope launcher to get up to the roof quickly before dropping down to the first ledge (you can double air assassinate them if you are lucky) and dispatching the enemies here. Quickly jump to the next ledge and deal with the remaining pair of snipers before they cause too much damage to the cart.

The second wave of enemies will consist of three Thugs with guns that appear at ground level on the eastern side of the building we just killed the snipers on. Sprint over to their location (and air assassinate one of them if you like) and as you arrive, make sure to attack them ASAP to prevent them damaging the carriage too much with gunfire.

After knocking over the first two waves, a third wave of enemies will spawn at the western end of the street and advance on the carriage. Sprint over to meet them and engage them in melee combat before they can start shooting at the vehicle. Kill them all.

Once you have dispatched all three waves of enemies, another scene will play.

Part 3: Carriage Pursuit

As soon as the scene ends, a bad guy will have taken off with our target cart. Unfortunately, we'll need to get that back under control in order to complete the memory. As such, grab the nearest cart and set out to give chase.

Note: We'll need to hijack target cart in less than 1 minute in order to satisfy the second optional objective for the memory.

Once aboard a cart, use the boost ability as much as possible whilst avoiding other carts and obstacles on the road to make up ground. Unfortunately, there will be numerous hostile carriages around as well, however if you want to earn the objective, simply avoid them and focus on reaching the target. When you get into range, climb up onto the roof of the cart and leap across to the enemy vehicle to hijack it.

After gaining control of the target carriage, we'll need to become anonymous to end the memory. As such, either try to lose the enemies by breaking line of sight behind buildings or defend the cart using your guns and shunts to knock out enemy carts until it is safe.

As soon as you become anonymous whilst driving the cart, the memory will draw to a close with one final cut-scene.

Memory 07-03: Driving Mrs. Disraeli

Note: This memory is unlocked upon completion of Sequence 06-02 ‘The Bodyguard'.

Optional Objective/s:	1. Distract the reporters with the nearby paper girl.
2. Do not get detected by thugs in the slum.
Reward/s:	   Money:	1,000 £	
Bonus/es:

250 £
XP:	450 XP	250 XP
Gear:	Schematics: Iron Death Gauntlet Schematic
Part 1: Escape the Journalists

To begin this mission, exit to the street. Note the crowd nearby – these are reporters and we'll need to move them on from hanging out in front of the house. Whilst on the street, switch on your Eagle Vision to locate a green NPC across the street. This is a paper girl.

Note: We'll complete the first optional objective by speaking to the paper girl.

Speaking with the girl will have the effect of turning the reporters onto Jacob. We'll need to lose them and become anonymous in the same way we would any other alerted party. Using the Rope launcher is good, as is breaking line of sight and using hiding places.

Once you have lost the reporters, return to the start location and hop in the carriage here.

Drive the carriage along the GPS route towards the objective in the distance. Enroute you'll be ambushed by reporters in carriages several times but as long as you maintain a decent speed and stick to the GPS route, you should lose them without much difficulty.

Part 2: Escort the Ally

Once you arrive at the destination, hop out of the cart and your ally will walk off down some nearby stairs into a restricted area.

Note: The second optional objective for this memory can be earned at this point. To earn it, we'll need to escort our friend through the slum without being detected by any thugs.

We'll need to escort our ally through the slums here by hitting the interact button near her to grab her arm and then lead her about. This restricted zone is quite large and there are a total of nine Thugs hanging out and patrolling about. As such, if we want to earn the optional objective to remain undetected, it's a good idea to trigger your Eagle Vision as soon as possible to tag them as you find them - we'll need to keep an eye out.

To complete the optional objective, it is important to note that it is entirely possible to detach yourself from your ally and she'll stay where you leave her. This is good because, it will allow you to wander off a little and kill/incapacitate any enemies in the immediate area without having to worry about your escort. Note that we'll still need to stay fairly close to her or we'll desynchronise but the game will give you fair warning when that's about to happen.

Essentially we need to lead our ally to a series of waypoint markers that appear throughout the restricted area. Follow the route the game wants you to take and detach when there is an enemy ahead to deal with the threat before returning to your ally and recommencing the escort.

Continue through the slum until you reach a pub. A scene will play here.

Part 3: Locate the Dog

Once you are back in control, activate Eagle Vision and locate the set of footprints leading out of the area. Continue to follow them for a short distance through the slum until you find your target. A short scene will play.

After another brief scene, it's time to leave the slums. As you go to get into the cart a group of four thugs will show up. We'll need to kill them before we can escape the area.

Once the enemies are all dead, hop in the cart and drive it to the objective marker to end the memory. 

Memory 07-05: Unbreaking the Bank

Optional Objective/s:	1. Burn the counterfeit money.
2. Let the civilians into the bank.
Reward/s:	   Money:	900 £	
Bonus/es:

250 £
XP:	700 XP	250 XP
Gear:	Firearms: M1877 "Lightning"
Part 1: Tail the Target

After initiating the memory, you'll need to follow Abberline as he walks for a short while. He'll let you know what's going down and what we'll be doing over the course of this memory.

Once the chat is over, head on over to the green objective marker in the market area across the street. This will transition to a search area upon arrival. Use Eagle Vision here to identify a person of interest who we'll need to follow. Make sure you look at him long enough to tag him. He will recruit a pair of Thugs to follow him around so you need to keep your distance.

Either follow him slowly at ground level, or to make things a little less stressful, once you have tagged him you can use the Rope Launcher to reach the rooftops and follow him from above.

When he exits the marketplace into the street, quickly drop down behind his entourage and grab one of the nearby parked carriages. Once the counterfeiter boards a carriage of his own, follow this from a distance until he disembarks.

Our objectives will now update.

Part 2: Infiltrate and Steal the Printing Plates

We now have to infiltrate a building that is indicated by the objective marker. It and the small piece of real-estate surrounding the building is a restricted area occupied by nine enemies appearing both outside both at ground level and inside the building itself. Four of the thugs will hang out at the rear of the building, whilst the front has a single guard and there are four inside.

Now there is no shame in taking the tough approach, entering via the door along the main street and killing your way inside the building to the objective marker on the second floor and then out again, however we are assassins and supposed to be stealthy! For the sneaky gamers out there, there is a much easier way to infiltrate the building.

Note: There is an optional objective at this location to burn some counterfeit money. This can be found on a desk on the top floor of the building's interior.

To do, this you'll want to climb to the roof of the building directly north of the small restricted area on the map. If you look towards the target building from this rooftop, you'll be able to find an open window 2/3 of the way up. Use a throwing knife to head shot the woman just inside the window. Rope Launch your way to the top of the target building and climb down to the window.

We want to hang outside of the window for a moment until the fellow inside either comes close enough to perform a ledge assassination on, or loses interest in the body of his colleague and retreats inside. Enter the building and continue into the office straight ahead inside you'll find the counterfeit money we need to burn for the optional objective on a desk. Interact with this to complete the objective.

Find the stairs leading down and eliminate the thug in the room below. Afterwards, loot the printing plates from the desk here before returning up the stairs and hopping back out the window for a sneaky getaway.

Make your way over to the green objective marker near the bank.

Part 3: Infiltrate the Bank

As we arrive at the bank, you'll see a large crowd gathered outside.

Note: There is an optional objective at this point to allow these people into the bank.

Allowing these people into the bank is easy enough and can also aid your infiltration somewhat if you choose to go in at ground level. To allow them access we need to deal with the policeman standing guard at the door. Simply grab him and knock him out. This will complete the objective.

There are quite a few police inside the bank and you can infiltrate through the ground level if you wish, however there is a faster, easier route via the rooftop.

On the rooftop, find the smaller of the two dome-like structures located on the southern side. One of its windows is open. Enter here and work your way to the direct opposite side of the room (above the open door at ground level closest to the objective marker). From this position, if you look into the room below, there are four policemen and if you got here quick enough, they will all have their back turned to the door leading to the room with the marker. Drop down quietly and head inside.

Approach the objective marker and do your business before quickly crouching back to the room with the police and using your Rope Launcher to reach the ledges above. Pop back out the window we came in from.

Leave the restricted area surrounding the bank and move over to speak with Abberline to complete the memory.

Memory 07-06: Change of Plans

Optional Objective/s:	1. Use Henry's distraction ability twice.
2. Kill guards using hanging barrels (2 guards).
Reward/s:	   Money:	1,200 £	
Bonus/es:

250 £
XP:	600 XP	250 XP
Gear:	Schematic: Purple Vengeance Schematic
Part 1: Infiltrate and Loot Templar Chests

As we begin, we're tasked with finding and looting three chests within a decent sized restricted area below (note the alarm bell icons on the map – there is a chest close by each of them). Before we proceed to do that though, you'll want to swing down onto the rooftop to your right from the start location and speak to Henry. This will unlock a distraction ability that we can use to have him distract guards for us. Handy!

Note: There is an optional objective active in this area that requires us to use Henry's distraction ability at least twice.

Whilst on Henry's rooftop, it's also probably a wise decision to use throwing knives to deal with the three snipers on rooftops that you can see around this location. If you have no knives, move up and kill them one at a time, preferably without being detected.

You should be able to see the first chest in the courtyard below. Get into the haystack near the chest here and then use Henry's distract ability on one of the guards. He'll run in and draw several guards to his location before dropping a smoke bomb and running off. Wait for the smoke bomb and whilst it is active, quickly hop out of the hay and run to loot the chest. Use the Rope Launcher to return to the rooftops ASAP (and become anonymous if you were detected).

The second chest can be found in the northern corner of the restricted area, northeast of the first chest. Again, you'll want to stick to the rooftops as you approach to avoid the large contingent of thugs at ground level. As you arrive close to the marker you'll notice that it is located inside one of the buildings. There are multiple open windows we can use to enter the area and a single guard patrolling the interior. The chest itself can be found on the lowest floor we can access.

After looting the second chest, climb to the top floor and exit via one of the open windows to return to the roof.

The final chest is in the southern portion of the restricted area. It, as with the second chest is located inside. Again, there are multiple entry points. Before heading inside, it's a good idea to use Henry's distract ability on some of the guards in the courtyard to ensure you complete the optional objective.

There are three guards in the building with the final chest which can be found on the second floor. Additional enemies will move inside if you get detected though. If you enter through the open window facing the restricted area, you'll be right next to the chest with only a single guard in your way.

Upon looting the third and final chest, your objectives will be updated.

Part 2: Kidnap a Templar

Unfortunately, bone of the three chests contained the item that we were looking for and this means we'll have to acquire that information in another way… by kidnapping a Templar for a good old fashioned interrogation.

Now, if you managed to enter via the window and loot the chest without being spotted, there should be a pair of guards downstairs either of whom will do. Simply move up and grab one of them to have your objectives updated. Note that if you are grabbing the fellow guarding the door, make sure you drag him into the restricted area or the game will tell you to find another.

Part 3: Locate the Ally

Head over to the next objective indicator. This will transition into a green search area.  We'll need to examine the area to try and piece together what happened. We can examine the following clues:

The archway on the western side of the search area.
The body on the floor by the archway.
The two objective markers by the group of three bodies near the center of the park.
Follow the footprints out of the nearby gate.
Speak to the girl standing just outside of the gate and she'll tell you that the target was taken in a cart. Proceed to the objective marker that appears on the next corner.

Activate Eagle Vision to investigate the area and follow the tire tracks here until your objectives are updated.

Part 4: Rescue the Ally

At this location, there is a large search area and we need to find out where our friend has been taken. There are four objective markers in the area and in each of these represents a person that we can speak to glean a little information that allows us to narrow down where we want to look.

The most important objective marker is the one behind the church furthest to the west of the search area and this guy will let you know where to go. To get to him quietly, climb to the top of the church and dive into the haystack near the objective marker, assassinate the pair of guards here before moving over and speaking to the fellow here.

The fellow will point out the open gate nearby which will also reveal an ‘Entry Point' leading down to some sewers. Sneak over here and kill the Blighter guarding the entrance or just drop down into the tunnel below.

Follow the tunnel and kill the guard at the bottom of the first set of stairs. Follow the tunnel here and watch out for and deal with a second patrolling guard who you will come across.

Note: From here on in the second optional objective will become active – we need to kill two enemies using hanging barrels.

As you move through the tunnel, you'll eventually you'll reach a larger room. There are three guards here and a set of hanging barrels overhead. Shoot/throwing knife these to kill one of the guards and then fight the remaining enemies to clear the area.

Loot the chest in the corner if you are interested before approaching the prisoner and interacting with him.

Part 5: Escort the Ally to Safety

Follow your new ally through the tunnel ahead, killing the pair of guards you bump into along the way with a double assassination as you go. Keep moving until you exit the sewers and enter a train station.

As soon as you enter the train station, immediately look up and to the left to see another group of hanging barrels above some enemies located on one of the platforms. Stop for a moment and bring these down to complete the second optional objective. Keep moving until you are back outside.

Upon exiting the station, you'll need to follow our buddy as he moves through a marketplace. In two different locations you'll be ambushed by small groups of thugs and have to fight them off. As you do this, ensure that you keep them off of our ally – if he dies, we desynchronise! Fortunately, there should be some Rooks that we can recruit in the area (or some that will join in and assist).

After leaving the marketplace, continue after your ally until a scene plays to end the memory.

Memory 07-04: Motion to Impeach

Note: This memory is the final one in the sequence and will be unlocked upon completion of Sequence 07-03 ‘Driving Mrs. Disraeli', Sequence 07-05 ‘Unbreaking the Bank' and Sequence 07-06 ‘Change of Plans' .

Optional Objective/s:	1. Don't kill any policemen.
2. Don't get detected by the target.
Reward/s:	   Money:	3,480 £	
Bonus/es:

250 £
XP:	4,000 XP	250 XP
Gear:	Outfits: Blackguard's Suit
Part 1: Vantage Point and Opportunities

This is the fifth core ‘assassination' memory that we'll come across in the main campaign and this one takes place at Big ben and the houses of parliament. From the start of the memory, the game will lay out a set of three hints for the task ahead. Use the Eagle Vision ability after the pop up disappears to find and tag opportunity icons within range. The options include:

Corrupt Policeman – Stealth Opportunity.
Minister – Unique Kill Opportunity.
Politician – Assistance Opportunity.
As with the previous assassinations, it is not necessary to complete these tasks, you can do one, you can do all or you can do your own thing and do none of the above. I've listed a short guide to what each can do for you and how to accomplish their tasks below. To continue with the walkthrough, jump down past the blue boxes!

Minister – Unique Kill Opportunity

The Minister can be found on the far side of the courtyard area from where we start the mission and will patrol back and forth along the path in front of the wall. We can pickpocket the target's ‘password' form the minister. This will unlock an easy kill option.

Corrupt Policeman – Stealth Opportunity

The corrupt policeman stands at the entrance to the halls of parliament emptying out into the courtyard. If we can sneak up and kidnap him, we'll be able to enter the building without the other police getting suspicious.

Politician – Assistance Opportunity.

The Politician can be found inside the large room immediately inside the door from the courtyard. Speak with him and he'll lead you right to the location of the target.

Part 2: Assassination Strategy

This strategy is the easiest and quickest I have found to pull off the assassination whilst also completing all of the optional objectives for 100% synchronization on the mission.

Note: The first optional objective in this memory is to not kill any police. They are all located outside of the main building, so whilst outside be on your best behavior and run/hide if you get spotted!

The first thing we'll want to do is to use the Rope Launcher to get on the roof on the eastern side of the courtyard (below Big Ben). This is the closest ‘safe' point to where the Minister with the password is located and you guessed it – we'll be grabbing that first.

From the rooftop, use your Eagle Vision to scan the courtyard below. Tag any enemies and identify the opportunities available.

Keep an eye on the Minister's patrol route. At one point he will move up towards a fountain in the center of the area and will mingle near a crowd at the base of the wall afterwards and for the most part is unprotected at this point. As he is relatively unguarded, this time provides the best opportunity for us to sneak up behind him and pick his pocket for the password. As soon as you have it, Rope Launch back up to the roof.

At this point we'll turn our attention to the corrupt policeman. Work your way over to the main doorway leading into the building on the southern side of the courtyard.

As with the Minister previously, we'll want to observe his patrol patterns. He'll walk from inside the building out into the courtyard a short distance before then returning inside and repeat. We'll need to drop down to ground level - you can hide crouched behind the short wall to the right of the doorway. As the policeman patrols out into the courtyard, maneuver around behind him so that you can hit the kidnap button as soon as you get into range.

With the policeman on your arm, you can then walk up to the entrance slowly (be sure to keep that detection radius small!) and the guards should move aside to let you in. Move out of their lines of sight and knock out your captive.

Speak with the Politician marked with the opportunity marker here and he'll lead you right to the target. Unfortunately, there are quite a few Templars along the way. Feel free to kill them all as you go, or if you want to be stealthy, assassinate those whom you come across in the larger room and when you re-enter the hallways, you can climb to the rafters and lighting supports above and tail the politician from overhead.

Eventually the politician will lead you to a locked door in the very southeastern corner of the building. Our target is in here.

Note: The second optional objective asks us to kill the target without him detecting us. To do so, you'll need to wait for the politician to leave and then use the password on the door.

Clear the immediate area of Templars and allow the politician his chance to try to gain access to the room. He won't be able to and will depart soon afterwards.

Once the politician is out of the picture, approach the glowing door and interact with it to give the password – just make absolutely sure not to hold down the interact button though, or Jacob will pick the lock instead of giving the password and this will fail the optional objective as the target will immediately detect you. Successfully giving the password will trigger a scene. During the scene, hit the ‘assassinate' button (X/Square) when prompted for an easy kill of the target.

With the target dead we'll need to escape the area. Fortunately, the door guarded by a Thug a little further along the wall will now be open, allowing us to exit. At this point, you can backtrack through the halls until you reach the entrance. Alternatively, if you have the pick lock skill, you can unlock numerous doors leading to the exterior of the building.

Once outside, simply exit the restricted area to complete the memory.

Note: for completing this memory you'll earn the achievement/trophy ‘All is Fair in Politics'.

Memory Sequence 08

Interlude 02

At this point, unless you have been keeping up with your side-tasks and associate activities (if you are like me you won't have) you'll be required to entertain some of them, well quite a few of them actually. We will not be able to begin the eighth Memory Sequence until after we have captured three of the nine boroughs of London.

To capture a borough, you'll need to complete each of the associate tasks that appear within its boundaries. These are short, simple 2 minute missions which consist of:

Child Liberations,
Templar Hunts,
Bounty Hunts and,
Gang Strongholds
Fortunately, we had to capture Whitechapel earlier as part of the main storyline, so in essence you'll only be required to capture another pair of boroughs to proceed with the storyline. Depending on your level at this point, I'd recommend liberating two of the following three boroughs:

Lambeth (Level 3)
The Thames (Level 4)
Southwark (Level 5)
After capturing three boroughs, you can trigger Memory Sequence 08 from the Assassin's wall in the Train Hideout.

Memory 08-01: Strange Bedfellows

Note: You'll be unable to start memory sequence 08 until after you have captured three of the city's boroughs.

Optional Objective/s:	1. Use the moving train to enter the station.
2. Destroy all dynamite crates by igniting them (5 Crates).
Reward/s:	   Money:	1,160 £	
Bonus/es:

250 £
XP:	500 XP	250 XP
Gear:	Capes: Lady Cyrielle's Shawl
Part 1: Locate the Target

We'll begin this mission within a small, green search area. From the starting location, follow the building to the left and whack on your Eagle Vision to locate a doorman here. Speak with him to enter the club.

Walk over and speak with the target for a scene.

After the scene, we'll need to follow Roth outside and hop into a nearby cart. Steer it to the objective marker further to the north. When you arrive, exit the vehicle and again follow Roth until you reach a rooftop during which a conversation will take place to update your objectives.

Part 2: Infiltrate the Train Station

Our next goal is to infiltrate the train station ahead and find and blow up five crates of dynamite that are lying about inside.

Note: As the conversation with Roth goes on, he'll inform you of a train approaching your position. Jump onto the moving train and use it to enter the station unseen. This will also complete the first optional objective.

Once aboard the train, make your way to the car that we can enter and crouch down so that you'll remain undetected. Activate your Eagle Vision as the train moves into the station and tag as many enemies as possible.

It should be noted that the station itself is absolutely teeming with level 7-8 enemies (I lost count at 25). It also has a number of alarm bells which the enemies will not be shy about ringing if you get detected. As this is the case, it's a good idea to sabotage these if you get the opportunity.

Note: The second optional objective in this mission asks us to destroy all five crates of dynamite by igniting them – that means getting up close and personal and interacting with each one. Not so fun!

As soon as the train stops, you'll want to exit the passenger car towards the locomotive end of the train and hop onto the platform to the left (there are fewer enemies here to spot you). Use your Rope Launcher to reach the supports above running pretty much the entire length of the station. From here we can tag additional enemies with Eagle Vision, locate the five crates and plan our strategy to reach each of them.

Part 3: Destroy the Explosives

Note: To be fair, it is probably easy enough to simply alert all of the enemies around each of the dynamite crate locations and take them on in melee combat before lighting the fuses and moving on. However, I enjoy being sneaky a lot more, so please indulge me. Heck, you may even need the advice if you are playing under-levelled!

Let's go for the most difficult first. In the very center of the station you'll see a second train. The first crate of dynamite is inside one of the cars. Use the girders at the top of the room to move over to this location. Before acting, note the nearby alarm bell, as well as the pedestrian footbridge with the sniper overlooking the platform.

Use the girders to drop down and kill the sniper, and the other thug on the overpass before performing an air assassination on the fellow next to the alarm bell. Quickly sabotage it before returning to the roof. Just a little further along the platform from the alarm bell, you'll see a pair of enemies standing together parallel with the train car holding the dynamite. Hang from the girder above them and perform a double air assassination on them.

At this point, we can sneak into the train car from the end closest to the footbridge. Ignite the first dynamite crate [Dynamite 1/5] before returning outside and quickly using the Rope Launcher to return to the girders above before it blows.

The second crate of dynamite is just to the north in a side passage just opposite the location of the first crate. If you are quick enough, you can use the girders to reach the arched windows overlooking this area whilst the enemies are distracted by the other explosion and you can drop down to ignite the second crate [Dynamite 2/5] in the corner here before they return. If not, you'll need to use your assassin-y skills to dispatch them before igniting the crate.

Either way you go about it, once the crate has been ignited, you'll want to return to the main station room and to the girders overhead again.

The final three crates are all bunched in different locations at the western end of the station. At this point it's a good idea to switch on your Eagle vision and tag them all as well as any guards in the immediate area. You can find the crates in the following locations:

At ground level behind a partition/desk area close to the far western wall of the building. There is a single enemy patrolling by this crate.
On the northwestern part of the footbridge on the west side of the train station. This is guarded by a sniper and a thug.
In a side room in the very north-west corner of the train station. This is guarded by a foreman/boss thug enemy.
We can take each of these out individually if you like, or you can try to take them out in quick succession so that the enemies will cease guarding their current position in favor of investigating explosions in other positions. The best route I have found to do just that is as follows:

From the girders at the top of the room, move as far as you can to the west. Position yourself above the crate of dynamite at ground level behind the partition area. Wait for the guard at ground level to patrol near the crates and air assassinate him. Ignite the dynamite crate [Dynamite 3/5] and quickly Rope Launch back up to the girders.

Make your way over to where the sniper and the thug were guarding the crate on the footbridge. They should have left to investigate the explosion. Drop down and ignite the crate [Dynamite 4/5] here. Move west a little bit and hop through the arched windows here to spot the final dynamite crate below. If the thug guarding it is present, air assassinate him, if he is not, simply drop down and ignite the crate [Dynamite 5/5].

Quickly make your way back out to the main room and up to the girders at the top of the area. Now, having explodified all five crates of explosives, our objectives will then be updated once again.

Part 4: Kidnap the Train Driver

We'll now need to kidnap a train driver. He is also located on the western side of the station, but in the southern part of the area near a second partition/desk type structure. It's a good idea to identify him with Eagle vision to keep an eye on him and then wait for the guards in this area to return to their original positions (unless you killed them all that is!).

Drop down and grab the train driver. We will need to escort him through the station to the locomotive that is indicated by the green objective marker. To do so, you will want to work your way down the northernmost of the platforms in the station (along the northern wall of the main room).

Walk very slowly to reduce your detection radius and with the train driver in tow, you should be able to walk right by the enemies here without a second glance. Weave between the thugs here and alter your course slightly to avoid any patrolling guards that are likely to cross your path to avoid raising suspicions.

Perhaps the trickiest part of the escort walk is approaching the locomotive itself as there are a pair of guards patrolling the narrow platform. We can get around them by walking to the right and hiding out in the crates/beneath the stairs for a few moments whilst they pass, before continuing.

Once you have brought the driver to the locomotive, a scene will play to end the memory.

Memory 08-02: Triple Theft

Optional Objective/s:	1. Do not kill anyone inside the target locations.
2. Don't let any target escape from being kidnapped.
Reward/s:	   Money:	1,160 £	
Bonus/es:

250 £
XP:	500 XP	250 XP
Gear:	Schematic: Assassin Gauntlets Schematic
This is a fairly long memory sequence, but should be fairly straightforward for those who have been undertaking any of the Bounty Hunt side-missions thus far. The aim of the mission is to enter three different restricted areas, find a target within each before approaching, grabbing and escorting them out to an awaiting carriage.

After watching the introduction, hop in the nearby cart and pilot it over to the objective marker nearby at the national gallery.

Part 1: Kidnap the First Target

Exit the cart and head up the alley nearby. Speak to the children playing football here before moving through the open gate to their right. The first target is not so cut and dry – we'll need to figure out her location before we can actually find her. To do so we can inspect the area here – there is a statue plinth being investigated by a policeman and another child we can speak to by an open gate leading to a restricted area.

Checking out both leads will give us her location – she'd in the nearby sewers. An icon will be added to the screen showing the entrance. Note that there are three policemen in the large restricted area here and we'll need to escort our target through here shortly – to make things easier you can sneak up and knock all of them out.

Note: There is an optional objective that asks us not to kill anyone inside each of the three target locations. Fortunately, knock outs are okay though so feel free to use those liberally!

Sneak down into the sewers and before entering the tunnel activate your Eagle Vision to tag the enemies within. Wait near the bottom of the stairs for the nearest thug to patrol away from you and when he does, sneak up behind him and knock him out. Quickly take a left and follow the patroller through the room to the far side (ignore the fellow occupied with the walls here) – choke the patroller out when he stops by a metal grating.

From here we can follow the tunnel to the left to find the first target. Sneak up and grab her. Note that there is a locked chest in the corner of the room if you are interested.

Note: The second optional objective requires us to not let any of the three targets escape once we have kidnapped them. This means avoiding conflict and staying undetected – so be careful!

With the target in hand, the enemies in the sewer tunnels will not be too fussed about our presence – just be sure to move slowly and thus keep our detection radius small. We should be able to maneuver around any that get in our way as we backtrack to the entrance we came from.

When we are back above ground, we'll need to escort our target through the restricted area to the right. If you took my advice and knocked out the policemen earlier, this will be much easier. If not, you'll need to tag them all with Eagle Vision and move through the area whilst avoiding their patrols – they won't like seeing you in a restricted area and will attack! Fortunately, we have several series of benches and circular walls we can use as cover to move towards the exit.

Once you have reached the cart, place the target in the back and hop back on the reins.

Drive to the next target's location.

Memory Sequence 08 (Continued)

Part 2: Kidnap the Second Target

The second kidnapping target is located in a park. On the road surrounding the park are enemy carriages cutting laps. Each of these is surrounded by a mobile restricted area and the bad guys will detect you if you do anything silly within these. Inside the park itself the target has multiple groups of bodyguards. Make sure you use Eagle Vision as you enter the area to tag as many as possible.

The target himself will be vulnerable and out of range of the other enemies when he approaches the band playing in the gazebo in the center of the park. Grab him when he stands in the crowd here.

We'll then need to escort him back to the carriage. Again, it's a good idea to move slowly to reduce your detection radius and use either the west or east exits to leave the park (the north is guarded) whilst giving a wide berth to any hostiles.

After leaving the park, return to our cart by walking along the footpaths lining the streets slowly to avoid detection by the enemy carriages and other patrolling enemies. Once you have reached the cart, place the target in the back and hop back on the reins.

Drive to the next target's location.

Part 3: Kidnap the Third Target

The final kidnapping target is located within one of the buildings inside of Scotland Yard. Excellent. Despite the location its actually not too difficult to grab this fellow. To do so, from the road you'll want to use the Rope Launcher to reach the roof and make your way over towards the objective marker. Climb into the open window just above the ‘Metropolitan Police' sign to find target inside.

Grab him and it's time to escort him out. Use Eagle vision to tag the enemies in the building to make things a little easier for yourself. Move past the guard looking out the window and down the next few flights of stairs. As you descend, you'll need to avoid the policemen on set movement patterns, but as long as you have an idea of where they are going and you continue to move slowly, it's possible to walk right by them without them even looking at you.

When you reach the ground floor, ignore the doorway in front and instead turn to the right at the base of the stairs to locate an alternate exit.

Upon leaving the building, turn to the right and follow the path here, moving slowly to avoid suspicion. At this point we simply need to make our way back to the cart whilst avoiding getting too close to the enemy patrols and as long as you are patient and keep Eagle vision up to identify nearby threats you should have no real issues in doing so.

Once you have reached the cart, place the target in the back and hop back on the reins.

Drive to the next objective marker for a scene to end the memory.

Memory 08-03: Fun and Games

Optional Objective/s:	1. Do not kill anyone whilst placing the explosives.
2. Rescue all children in under 2 minutes.
Reward/s:	   Money:	1,160 £	
Bonus/es:

250 £
XP:	500 XP	250 XP
Gear:	Brass Knuckles: Copper Love
Part 1: Infiltrate and Plant Dynamite

After the intro, hop into the nearby cart. Steer it to the objective marker nearby. When you arrive, exit the vehicle and again follow Roth until you reach a rooftop during which a conversation will take place to update your objectives.

Our goal here is to enter the heavily guarded position below, pick up some dynamite crates and place them in some target areas.

Note: The first optional objective in this mission requires us to plant all four crates of dynamite without killing anybody.

Before we begin, note that stealthing our way through this area to complete the objectives is ridiculously difficult unless you thin out the enemy numbers. If you are going for the optional objectives however, that means we can't be killing any one - fortunately, knock outs are okay though so feel free to use those liberally… And you should.

Use Eagle Vision to tag all of the enemies and work your way through the area, picking off isolated enemies one at a time and knocking them out. You'll definitely want to deal with the enemies at ground level immediately around the central building, but should also take down some of the patrollers on the paths a little further back. If you get spotted, quickly use your Rope Launcher to reach the rooftops and break line of sight or use one of the haystacks or other hiding places around the area to avoid detection until you become anonymous once again.

After clearing out enough guards to be able to access one of the stashes of dynamite crates, if you pick one up, four green objective markers will appear around the mall building in the center of this area. We need to plant four crates of dynamite at these four locations. Note that it is possible (but a little tricky) to throw the crates into the specified locations, which is useful if there are enemies about.

Once you have planted all four crates of dynamite, return to Roth on the nearby rooftop for a scene.

Part 2: Evacuate the Building

As soon as the scene ends, you'll find yourself at ground level and the building ahead will be on fire. There are several people inside that we need to rescue.

Note: The second optional objective requires us to complete this section of the memory within 2 minutes.

Upon arriving at the burning workshop, jump into the building through the broken window to the right of the doorway. Immediately Run to the far side of the room opposite the window and interact with the glowing door to break it down. This will allow almost everyone to get out.

Unfortunately, there are additional unconscious workers in here whom we will need to pick up, carry out the now open door way and drop off at an objective marker by the exit. We'll have to do this three times, so make sure you run back and forth to save yourself some time whilst going for the optional objective. Note that if you have not knocked everybody out, you'll have to fight off a few thugs whilst you rescue the children – so dispatch them as quickly as you can.

Once you have dropped off the final unconscious child, the memory will be completed.

Memory 08-04: Final Act

Optional Objective/s:	1. Do not use ranged weapons to kill the decoys.
2. Escape the Alhambra in less than 90 seconds.
Reward/s:	   Money:	3,480 £	
Bonus/es:

250 £
XP:	4,000 XP	250 XP
Gear:	Schematic: Maximum Dracula Schematic
Part 1: Vantage Point and Opportunities

This is the final core ‘assassination' memory in the main campaign and this one takes place at the Alhambra Music Hall where we first met Maxwell Roth. As with the previous pair of assassinations, from the start of the memory, the game will lay out a set of three hints for the task ahead. The opportunities include:

Usher – Stealth Opportunity.
Waitress – Assistance Opportunity.
Machinist – Unique Kill Opportunity.
As with the previous assassinations, it is not necessary to complete these tasks, you can do one, you can do all or you can do your own thing and do none of the above. I've listed a short guide to what each can do for you and how to accomplish their tasks below. To continue with the walkthrough, jump down past the blue boxes!

Usher – Stealth Opportunity

The Usher can be found by the entrance to the Alahambra. If we can acquire a mask by killing/knocking out and looting one of the Thugs nearby, Jacob will equip it. With a mask on, the Usher will escort us inside of the venue. Once inside with the mask on, you'll remain pretty much anonymous unless you are super suspicious.

Waitress – Assistance Opportunity

The Waitress can be found inside the club on the second floor of the main galleries overlooking the stage. You can approach and speak with her to spike the drinks she is carrying. This opportunity has the ability to kill off one of the decoys silently.

Machinist – Unique Kill Opportunity

The Machinist is located in a locked door behind and to the left of the stage. Finding and freeing the Machinist will have the effect of lowering an additional hanging walkway above the stage that can be used for a quick and easy assassination of the target.

Part 2: Assassination Strategy

The first thing that we'll want to do in this memory is to acquire a mask for use within the Alhambra. If you want a quick one right away, you can find a guard on the street outside the far, right corner of the park in front of the club. Sneak up and assassinate/knock him out before looting his body to have Jacob adorn the mask.

Move up to the entrance to the Alhambra and speak with the Usher. She'll ask you to follow and lead you to the nearby door. Note that you'll probably need to kill the Thugs guarding this as they managed to spot me each time I played this memory no matter how sneaky I tried to be.

When you are ready to enter approach the Usher by the door for a scene.

Following the scene, we'll be inside the club. Note that if you have a mask on, it is not a restricted area which means the enemies hanging about will not attack on sight. You will however have a detection radius similar to when you are kidnapping, so you'll want to avoid any fast movements or getting too close to bad guys.

As we enter, we have to make our way to the main theatre room and climb to the vantage point objective marker on the balcony near the top of the room. From here we can use Eagle vision to find and identify the remaining opportunities.

The scene will also reveal four decoys who are located around the club whom we will need to kill.

Note: There is an optional objective to not kill any of the decoys using ranged weapons. So don;t even think of using your throwing knives or pistols on the targets!

As soon as the scene ends, you'll want to drop down to the second floor balcony area below. Hop into the concourse and immediately crouch and quickly duck past the open door on the right to avoid being spotted by the fellows inside. Move a little further along the walkway here and you'll see your first decoy ahead. Leave him be for the second and instead wait for the Waitress to come your way.

Speak to the Waitress as she passes to poison the pitcher. Watch from the concourse as she enters the area with the decoy and pours him a drink. After a few moments, this will cause him to go berserk – kind of like the hallucinogenic darts. His own guards will take the target down for you [Killed Decoy 1/4].

Don't leave just yet, instead follow the waitress back in the opposite direction. She'll enter a room to the right, but we'll want to continue past this to find the second Decoy. Sit on the bench on the concourse looking at his location. After a few moments the Waitress will walk over and pour a drink for this Decoy too. Once again his bodyguards will do the dirty work for you [Killed Decoy 2/4].

The third target can be found in the center of the circular room directly in front of the stage at ground level. He is by himself in the crowd so do your best to sneak up behind him and assassinate him [Killed Decoy 3/4].

Climb the stairs to the lower level of the concourse and make your way to the left hand inside of the stage. There is an open door here. Use your Eagle Vision at this point to identify and tag any enemies within range in the backstage area.

Note: Being backstage is considered by the game to be suspicious behavior and as such, the enemies here will come to inspect you on sight.

Sneak in through the doorway here and use the cover provided to whistle over and kill guards one at a time until you are free to move a little.

The Machinist is located in a locked door up a short set of stairs along the left hand wall ahead. Keep an eye on the enemies in the area and when you feel it safe to do so, sneak up and pick the lock on the door.

Head inside and interact with the Machinist to free him. He'll go and lower the rafter above the main stage.

Now we just need to kill the final decoy. He can be found wandering around the stage and the backdrops nearby. For an easy kill, use the Rope Launcher to reach the top of one of the backdrop sets and air assassinate him as he passes below [Killed Decoy 4/4]. Once all four Decoys have been killed a scene will play.

At this point our target will appear. If you released the Machinist, simply climb up to the rafter above the stage and interact with the rope at the location specified to kill the target.

Part 3: Escape

As soon as the death scene ends, we'll need to escape the Alhambra.

Note: To complete the second optional objective for this memory we'll need to escape from the Alhambra within 90 seconds.

Fortunately, we'll be facing the exit. Drop down to the ground and race through the dining area in the center of the theatre. Use the Rope Launcher to reach the highest level of the concourse and enter the open doorway to the side room up here.

Climb down the set of stairs on the left side of the room and hop over the railing at the bottom to find the entry door. Approach this to escape the club and end the memory.

Note: for completing this memory you'll earn the achievement/trophy ‘The Joys of Freedom'.

Memory Sequence 09

Memory 09-01: Double Trouble

Optional Objective/s:	1. Do not kill any policemen.
2. Do not damage the Gladstone's carriage.
Reward/s:	   Money:	1,330 £	
Bonus/es:

250 £
XP:	600 XP	250 XP
Gear:	Schematic: Devil's Handshake Schematic
Part 1: Locate the Targets

After watching the scene to start the memory, grab a grab a carriage and make your way over to the new objective marker located in the northeast corner of the Westminster borough.

As you arrive, a green objective marker will appear nearby, move over to this and speak with the child here. She'll tell you where you'll find your first target. Hop back in the carriage and follow the GPS to ride over to the location specified.

Part 2: Infiltrate the Party

Upon arriving at the objective marker, you'll find a party occurring just ahead which also happens to include its very own restricted area. We want to pinch the party invitation that is located inside this area – it can be found beneath the white and red striped tent.

Unfortunately, the entrance closest to us is blocked by police so we'll need to find an alternate route. Climb to the roof of the building on your right. Sneak over and knock out the policeman overlooking the party below. At this point you have a nice vantage point, so use this in conjunction with your Eagle Vision to tag as many police as you can find in the restricted area.

Note: keep in mind that throughout this memory you'll bump into plenty of policemen. There is an optional objective that wants us to complete the memory without killing any of them. If you need to get one out of the way, knock him out and if you do get detected, its best to run and hide before returning to try again.

From here, you can either drop down to the ground below and slowly work your way through the crowd to the target tent or alternatively use your Rope launcher on the building behind the red and white striped tent. Attach this and climb over it. Drop down atop the tent.

When you are nearby/on top of the tent, observe the guards and when nobody is looking, quickly drop down and enter the tent to snaffle the invitation.

Quickly exit the tent and leave the restricted area to continue.

Part 3: Pickpocket the Target

After acquiring the first invitation, the location of the second will appear on the map. It is located at Queen Victoria train station in southern Westminster. The second invitation is on the person of a target woman whom we'll need to pickpocket.

Enter the main station area and use the Rope launcher to reach the girders atop the room above the train platforms. Use Eagle Vision to locate the target and her police escort – she'll approach a bench on one of the platforms and sit down. Work your way across the beams up here until you are right above the person of interest's location.

As soon as her police escort start wandering off, drop down onto the platform behind the target and move over to the glowing indicator on the bench behind her. At this point Jacob will pinch the invitation and our objectives will be updated.

Part 4: Escape with a Carriage

Upon acquiring the second invitation, you'll most likely get spotted. Become anonymous and when it is safe to do so, return to the western end of the station building. A new objective marker will have appeared here which indicates a carriage that we'll need to steal.

Note: The second optional objective for this mission requires us to deliver this carriage without damaging it.

Hop into the carriage and drive it slowly along the GPS route laid out for you. Be careful to avoid other carts, people and obstacles on the side of the road because if the cart takes any damage, it will void the second optional objective.

Once you arrive at the destination with the carriage, the memory will draw to a close.

Memory 09-02: Dress to Impress

Optional Objective/s:	1. Do not kill anyone.
2. Hide the body in a carriage.
Reward/s:	   Money:	1,330 £	
Bonus/es:

250 £
XP:	600 XP	250 XP
Gear:	Belts: Master Assassin Belt
Part 1: Kidnap

After beginning the memory, we'll need to speak to Abberline nearby for a scene. Once we are done, climb the top of the spire on top of the nearby church building and hit the interact button to scan the area.

There is a large restricted area surrounding the building below and five different Royal guards (who'll be conveniently marked with golden objective markers) mixed in with a large number of police officers. To complete the memory, we need to kidnap one of the Royal guards, knock him out and steal his clothes before hiding his body somewhere. Easier said than done!

Note: There are two optional objectives for this memory, firstly we cannot kill anybody – that means running and hiding if you get spotted. The second is that we have to hide the knocked out Royal guard's body in a carriage. Meaning that to earn both we pretty much have to do the entire sequence undetected.

The good news is there is a short, easy way to complete this memory if you know where to go. Check out the map – we're going to go after the Royal guard who is located closest to the southwestern part of the restricted area. You'll want to climb up and onto the roof of the main central building and use your Rope launcher to reach the adjacent building to the west.

Just to the south of this is a small garden-type area devoid of any police. If you are patient, this Royal guard will patrol in here briefly to speak with a woman. As he enters, we can drop down from the building into the garden, sneak up on him and kidnap him. Now, rather than knocking him out, instead we'll want to escort him.

Escorting the guard will have the effect of the policemen in the area ignoring you, so long as you can keep that detection circle small and you don't get too close to any policemen. Exit the small garden and you'll be on a small street. Immediately turn to the right and follow this a short distance, maneuvering around the police here until you exit the restricted area.

Move down the street a short distance, out of sight of the policemen before choking out the Royal guard. Loot his body and then pick him up and place him in one of the carts parked on the road here to complete the second optional objective.

At this point all we are now required to do is to return to Abberline for a chat. Doing so will complete the memory.

Memory 09-03: Family Politics

Optional Objective/s:	1. Steal a carriage without entering the courtyard.
2. Don't let the Royal carriage's condition drop below 50%.
Reward/s:	   Money:	2,830 £	
Bonus/es:

250 £
XP:	1,350 XP	250 XP
Gear:	Capes: Cloak of Victory
Part 1: Steal a Carriage

To begin this mission we'll need to move up the street to find the large restricted area containing our next objective marker. The carriages that we need to steal are Royal carriages and are located in a large courtyard on the western side of the compound.

Note: There is an optional objective to steal one of the Royal carriages without entering the courtyard.

To complete the optional objective, we need to steal one of the carriages without setting foot in the courtyard. To do this, we'll need to make our way up to the top of the wall surrounding the compound, and feel free to kill any snipers while you are at it.

From the rooftop, you'll see three carriages in the courtyard and any of these will do. If we enter the courtyard, or even jump directly onto one of the carriages from the trees in the center of the area, we'll fail the aforementioned optional objective. Instead, we can force the carriages to leave the area so that we can hijack them elsewhere.

To do this we'll want to spook the horses. We can do this in a few ways:

Throw a smoke bomb near a horse.
Throw a voltaic bomb near a horse.
Shoot a horse.
Use a hallucinogenic dart on an enemy close to a horse.
Once a horse is spooked it will run everywhere a little crazily and although it might smash into a wall or two, eventually one of the horses will make their way out to the streets outside of the restricted area, allowing you to hijack the cart.

If you get spotted, you'll need to become anonymous before we can continue.

Part 2: Escort

Now that we are in possession of a Royal carriage, note the health meter that has appeared in the center of the screen. This is tied into the second optional objective.

Note: The second optional objective for this memory requires us to keep the carriage's health above 50%. This will become active now and remain active until near the very end of the mission.

With the carriage in hand, drive on over to the objective marker to pick up our friend.

At this point we'll need to do a series of three ‘taxi' style missions in which we need to go and pick up a person of interest and then take them to their destination within a set time limit. Unfortunately, the roads are a little crowded during this segment as coincidentally, a fire will have broken out nearby so there will be fire wagons, pedestrians and more than a couple of spooked horses pulling carriages about for the duration.

Depending on how damaged your carriage was after spooking the horse initially, you may not have a whole lot of room for error with your driving, you should note that whilst the time limits are not overly generous, there is still plenty of time and no real need to rush – just take it slow, follow the set GPS route and ensure you minimize damage to the carriage! I went at a moderate pace, ensuring not to crash into anything and managed to complete each leg of the taxi run with about 40 seconds to spare.

After completing the third drop off a scene will play.

Part 3: Return the Carriage

Following the scene, we'll need to re-enter the carriage to continue the memory. Once in control once again, follow the GPS back to the compound where we lifted it from originally. This time around we can follow a series of waypoint markers which will give you a route directly into the compound and to the courtyard where we need to drop it off.

Once we have returned the cart, we'll need to escape the area. Upon becoming anonymous, the mission will be completed.

Memory 09-04: A Night to Remember

Optional Objective/s:	1. Use a key to enter the White Drawing Room.
2. Free all captive Royal Guard groups.
Reward/s:	   Money:	3,990 £	
Bonus/es:

250 £
XP:	4,500 XP	250 XP
Gear:	Schematic: Legendary Assassin Belt Schematic
This is the final mission of the campaign and as such is much longer than anything we have played so far. It is also unique in that we'll take control of both Jacob and Evie at various stages throughout the memory. As such, if you've been favoring one over the other, head on into the menu and equip your best gear and make sure you've used any unspent skill points!

Part 1: Infiltrate the Drawing Room

The memory begins with us in control of Evie and we'll want to follow Jacob through the building ahead and out the far side where we'll reach the party.

Note: During the first section of this memory, Evie is decked out in a proper dress and as such has a limited range of movement. You will not be able to sneak or attack enemies in this state, although you can still kidnap and knock them out.

As soon as we reach the part a short scene will play alerting us to an opportunity – one of these guards has a key to the room we want to get to.

Note: The first optional objective for this memory requires us to access the next target room whilst using a key. Let's do it!

Use your Eagle Vision to identify your targets – they will be highlighted in red. Follow either of them and when they are in the midst of a crowd, grab them – kidnap style. Doing this will almost always result in you being detected by the royal guards though, so as soon as you have him under control, immediately start walking slowly away so that you escape the last known area quickly.

With the guard in escort mode, return slowly into the building we came from and climb the stairs on the right – remember keep it slow and steady to avoid suspicion. At the top of the first flight of stairs, follow the passage around and enter the hallway.

Duck into the first room on the left. Note the locked door on the right side of the room (that's where we want to go) and the pair of guards looking out the window here. Quickly move into the door on the left, opposite the target door and choke out the guard behind the corner here. Loot the key from his body before returning to the previous room and accessing the locked door here.

Loot the marked chest inside and then backtrack down the stairs. A scene will play when you arrive.

Part 2: Kill the Snipers

After the scene, you'll be in control of Jacob. Climb to the roof of the main building and work your way over to the green objective marker on the far side of the roof. Follow the friendly guard here and enter the indicated hiding spot to recover your gear.

As soon as our gear is back on, a timer will appear at the top of the screen. We'll have 3 minutes to kill the six Snipers on the nearby rooftop. All of the snipers are facing the courtyard below and will not turn around unless you make too much noise.

As they are pretty much ambivalent to your approach, try to sneak up behind them and kill them all in turn – it's beset if you move from the back to the front. If you start running out of time, feel free to use throwing knives/pistol shots to deal with any stragglers.

Part 3: Eliminate the Templars

Once the Snipers are down, your objectives will be updated. We'll now need to kill 16 Templars who are disguised as Royal Guards. Fortunately, they are located in two groups of eight and can be found at the northwestern and the southeastern ends of the main building. Each of these two groups of Templars has a group of captive royal guards nearby that we can release.

Note: The second optional objective for this mission requires that we free both groups of royal guards. Note that you must free both groups before killing the final Templar imposter or the objective will become unobtainable.

If you approach the northwestern group first, you should tag all of the enemies when you get into range. It's a good idea to kill the guard on the balcony first before proceeding to the rooftop above the green marker an air assassinating the guard closest to the captives. This will trigger another 3-4 Templar guards to come and attack you, so use your hand-to-hand skills to beat them down.

Release the guards and you'll be able to recruit them as allies. Move over and eliminate any remaining Templar targets in the area.

Climb back up to the rooftop and head over to the opposite end of the building to find the second group. The group of captive Royal Guards is somewhat isolated from the majority of the Templars so when the coast is clear, air assassinate their lone Templar guard, release them and recruit them.

It's a good idea now to return up top and kill the Templar guard on the rooftop. From here we'll be able to scope out the remaining Royal Guard impostors in the area and also be able to double air assassinate some guards below as well. However, you decide to proceed, if you have recruited the freed Royal Guards, the fight will be much easier!

Once all 16 of the Templar impostors have been dealt with an objective marker will appear on the rooftop nearby. Climb up here for a scene.

Part 4: Locate the Vault

Following the cut-scene, we'll be back in Jacob's shoes on the shore of a small lake. Swim to the opposite side and approach the objective marker nearby to find a hole in the ground leading to a man-made structure. Hop in and slide down.

Work your way through the cave and you'll soon reach a large, open chamber with our assassination target standing at the far end. Approach him and attempt an air assassination for a scene.

Once the scene ends, we'll switch over to Evie (back in our proper assassin gear no less) and we'll need to reach the same location Jacob is at. Unfortunately, it's a little trickier with Evie as the game will now impose a 4-minute time limit on you and to slow you down, it has also placed Templar guards near the entrance to the Vault. Deal with them if you wish (or ignore them altogether) and move through the vault until you reach the room with the target.

Part 5: Assassinate the Target

This fight with the Templar target acts as the final boss in the game and it's a pretty long fight so you'll need to be patient. There are a couple of sections to this fight that seem to repeat over and over and you'll learn the pattern of play pretty quickly.

Essentially, you'll spend an equal amount of time between Jacob and Evie during this fight. Usually, upon switching to a new assassin, you'll be located away from the assassination target and need to reach him within a specific time limit. As you approach, moving walls of yellow laser death will appear from the target's location and move outwards, damaging and forcing you back slightly if they make contact with you. As such you'll need to maneuver around them either at ground level or via the series of suspended poles, girders and supports around the pillars lining the center of the room. As the fight progresses, these laser walls will become more numerous, faster moving and much more difficult to maneuver around.

When you do reach the target's location, you'll enter a one-on-one combat scenario. Your opponent will for the most part throw single attacks your way, but upon taking various amounts of damage, he'll transition to a cut-scene style attack where he will unleash 3-4 attacks at you in quick succession which can be difficult to counter until you get your timing down. There's no real tactic to this, it's a matter of playing it and practicing until you are able to pull it off successfully. She'll enter this cut-scene mode several times before she goes down.

Each time you have dealt him enough damage in melee combat, a cut-scene will play and you'll switch to the other assassin and need to move in through the deadly laser obstacles to reach him to attack once again. This will repeat over and over four times until an ally shows up to help out.

At this point, you'll take control of both Jacob and Evie in turns as you fight the boss one-on-one. When he has taken a sufficient amount of damage, a cut-scene will play. During the scene, hit the ‘assassinate' button (X/Square) when prompted.

Assassinating the target will trigger a number of scenes and complete the memory.

Note: for completing this memory you'll earn the achievement/trophy ‘Shall we Dance?'. 
London Stories: Charles Dickens

Memory 01: Spring-Heeled Jack

Optional Objective/s:	1. Kill a cultist using dynamite.
Reward/s:	   Money:	700 £	
Bonus/es:

100 £
XP:	600 XP	125 XP
Gear:	N/A.
Part 1: Locate the Victims

After starting the memory, exit the pub and make your way over to the green objective marker nearby. As you approach, it will transition into a search zone in which we'll need to locate a potential victim who'll be highlighted in gold.

You can find the victim in a small, walled storage area behind a building on the central, eastern section of the search zone. Speak with the woman to update your objectives.

We'll need to do the same thing once again – head over to a new search area and locate a second victim. This time they can be found in an alleyway between a pair of buildings near the very center of the search area. This target however is found in a shroud of smoke and is being attacked. Fight off the attacker before he kills the victim.

The enemy will drop a smoke bomb, stunning you temporarily and he'll escape.

Part 2: Locate the Target

When you are back in control, follow the alley in the direction that the attacker fled and climb the stairs at the end. At the top of the stairs, investigate the footprint on the ground. After inspecting the footprint, additional footprints will appear when using Eagle Vision, allowing you to retrace his footsteps.

Using Eagle Vision, move through the streets until they lead you to the wall of a building. Here you'll be able to inspect some scratch marks on the wall. Yep, the bad guy can apparently climb as well! As such, climb to the roof to re-acquaint yourself with the footprints.

Drop down to the ground from the far side of the roof and look for another set of scratches on a building to the southeast. Kill the fellow on the roof of this building and again inspect the nearby footprints. Finally, climb to the roof of the building that this set of tracks leads to and investigate the footprint on the roof to update your objectives.

Part 3: Assassinate the Target

We now have a location! The target is hidden somewhere inside the restricted area here. It covers a central building and some rooftops surrounding it and contains numerous guards, most of whom are found at ground level and with a pair of Snipers on the roofs to the left (from our initial location).

Note: During this section, we'll be able to earn the memory's optional objective – this requires us to kill one of the Cultists here with dynamite.

Let's get the optional objective out of the way first. Use the Rope Launcher to reach the rooftop area with the snipers. Conveniently, both of them are located to a couple of crates of dynamite. You can either shoot these with a pistol to kill the snipers, or assassinate the snipers and throw the dynamite crates down onto other cultists below. Either way, once you have killed an enemy using the dynamite, you'll complete the objective.

To find the target, use your Eagle Vision within the restricted area. You'll see those same footprints leading to a ladder (which will also glow golden) just on the eastern side of the central building. Clear out the remaining enemies, or sneak over and climb down the ladder here.

Once you reach the bottom we'll be in a storage area of sorts. There are three enemy Cultists in here – dispatch them using a combination of your stealth abilities – as per usual the Throwing Knives and whistle/corner takedowns are most effective.

After killing the third enemy, the target will appear in the room in a cloud of smoke. He's pretty tough, has some decent armour and has a propensity to block your attacks. Pay attention to his health bar and use your counter or guard break abilities when required and when successful in either, follow up with a melee attack or two to press the advantage (but don't get greedy!).

Once you have killed the target, the mission will be completed.

Memory 02: Hell's Bells

Optional Objective/s:	1. Tail the thief without getting spotted.
2. Climb on the same cart as the thief.
Reward/s:	   Money:	800 £	
Bonus/es:

125 £
XP:	700 XP	150 XP
Gear:	N/A
Part 1: Investigate

After speaking with Mr. Dickens in the bar to start the memory, we'll then need to make our way to the nearby police station which is conveniently marked with a green objective indicator. You'll find a policeman that you want to speak with on the top floor of the building's interior.

After the consultation, our objective marker will update and we'll now need to head for the new location – a pawnbroker's shop to the north. Once you have arrived, speak to the man behind the counter.

As soon as the conversation ends, we'll exit the shop and be off on the trail of a thief. This lady appears as a yellow objective marker racing off into the distance. Follow the objective marker and tackle her when you get into range.

After tackling her, speak with her for some additional information. This will cause yet another objective marker will appear, so make your way over to this one for a brief scene.

Part 2: Tail the Thief

Following the scene, we'll have identified a person of interest who we'll need to follow.

Note: The first optional objective in this memory is to tail the thief here without being spotted.

Make sure you pop on Eagle Vision and look at him long enough to tag him. He'll enter a nearby shop, which happens to be full of Blighters so to make things a little less stressful, once you have tagged him you can use the Rope Launcher to reach the rooftops and follow him from above.

Follow from a decent distance from behind, using the crates, pillars and any other obstacles you can use to obstruct his view to continue after him. When he reaches the crowded area you can move a little closer to him, but you'll still want to keep people between your assassin and him. He'll make his way through the square and down a set of stairs to an awaiting carriage.

Note: The second optional objective for this memory is to hitch a ride on the same carriage as the target.

Soon after he exits the crowded square into the street, he'll hop into the aforementioned carriage. Quickly run down the steps and jump up onto the back of the carriage and ride it to his destination. If you miss the carriage, nab one of your own and follow from a safe distance.

The carriage will come to stop by a park after a short ride. If you are atop the carriage, you'll want to jump down on the left side and move around the front of the carriage to avoid alerting the target when he gets out of the vehicle.

Follow him a short distance into the park and he'll speak with an NPC here. After he walks off, approach the NPC for a chat to end the memory.

Memory 03: Recollection

Optional Objective/s:	N/A - There are no optional objective/s in this memory.
Reward/s:	   Money:	800 £	
Bonus/es:

N/A.
XP:	700 XP	N/A.
Gear:	N/A.
Part 1: Pickpocketing

After beginning this memory, you'll find yourself back in the park where we ended the ‘Hell's Bells' memory earlier. After a short scene you'll have three objective markers added to your map which we'll need to visit.

We can go to them in any order and each of the three markers indicates a rich citizens whom we'll need to approach and pickpocket from behind. They can be found in the following locations:

A woman in a garden party across the street from the park.
A fellow on a walkway leading to an outdoor restaurant.
A man walking about in the park.
After pickpocketing all three targets, return to the fellow who gave you the task (he's moved since the start of the memory) and speak to him once again.

After a brief scene our objectives will be updated.

Part 2: Kidnap the Target

Head over to the new objective marker to find a building inside a restricted area. Hit Eagle Vision to locate the target of our investigation standing just outside of the building working his magic on some Blighters. At this time, the game wants us to kidnap the target.

If you are quick, an easy way to do this is to enter the building via the open door on the opposite side of the structure from the target before he finishes talking to the guards. Climb the stairs just inside the door to the second floor and take out the Thug on the left. Hide behind the table here and wait for the target to climb the stairs.

Either wait for the target to investigate the body or whistle him over to your location. Either way, once he gets into range jump up and kidnap him.

We'll then need to escort him back to a carriage outside. As with any kidnapping situation it's a good idea to move slowly to reduce your detection radius whilst timing your movements around enemy patrol routes and giving a wide berth to any hostiles.

After leaving the restricted area, shove the target in a nearby cart and hop back on the reins. Drive the target back to the police headquarters and march him inside to complete the memory.

Memory 04: 50 Berkeley Square

Optional Objective/s:	N/A - There are no optional objective/s in this memory.
Reward/s:	   Money:	700 £	
Bonus/es:

N/A.
XP:	600 XP	N/A.
Gear:	Cane-Swords: Charles Dickens' Cane-Sword
Part 1: Investigate

After beginning the memory, we'll need to follow Mr. Dickens outside and hop into a nearby cart. Steer it to the objective marker. When you arrive, exit the vehicle and again follow Dickens into the target building. This will update your objectives.

The building has itself a green search area and as such we'll need to do some investigating. To do this, whip on your Eagle Vision and look for some points of interest. First, you'll want to head up to the second floor and check out the Piano. Afterwards, we want to head to the third floor and check out the cradle in the room to the right of the top of the stairs.

Once you have inspected both clues, you'll hear a bit of laughter. Immediately return downstairs and inspect the piano once again.

Part 2: Pursuit

After checking out the piano a second time, turn around and you'll see a child standing by the top of the stairs to the ground floor. He'll earn himself a nice yellow objective marker above his head and will race off down the stairs and out into the streets.

Follow the objective marker out to the street and you'll find that there is not one, but three children. They will run off and split up. Pick one and chase him down, being sure to mash that tackle button when you get into range.

After tackling the kid, speak to him for some additional information. Return to the haunted house and speak to Mr. Dickens inside.

Part 3: Investigate

You'll find Dickens on the third floor of the haunted house and upon speaking with you, he'll reveal a keyhole that he has found on a nearby wall. Move over and interact with this using the key that you received for chasing down the child.

This will open a nearby secret door. Climb the stairs behind the hidden passage and pull both of the levers that you find at the top. This will open a second secret door. Inside you'll find a hostile inhabitant and he's really not all that tough and fights like your standard level 6 Thug.

After beating him down, make your way back outside and speak to Dickens once again. At this point the memory will be completed.

Memory 05: Dead Letters

Optional Objective/s:	1. Hijack the target carriage in under 2 minutes.
Reward/s:	   Money:	700 £	
Bonus/es:

100 £
XP:	600 XP	125 XP
Gear:	N/A
Part 1: Investigation

After speaking with Dickens to kick off the mission, you'll find yourself in a small, square search area that has a carriage crash site contained within it. We'll need to make our way around this area and examine a number of clues to continue.

There are a total of four clues here and they can be found in the following locations:

The wrecked carriage in the eastern corner of the search area.
The mattress by the wrecked carriage in the eastern corner of the search area.
A pile of letters against the wall on the western side of the search area.
A single letter in the middle of the search area.
Once you have inspected enough of the clues (you won't need to find them all) the game will cut to the street nearby where you'll witness a Thug take off in a carriage.

Part 2: Carriage Pursuit

Quickly exit the search are to the street and hop in the closest carriage you can find and get after new target. We're going to have to chase him down and hijack his vehicle.

Note: We'll need to hijack the target's carriage in less than 2 minutes in order to satisfy the optional objective for this memory.

This carriage pursuit is a little longer than what we've experienced so far in the game and he also travels quite fast, making it difficult to gain ground on him if you are crashing constantly. As per the usual pursuit tactics you'll want to follow the on-road GPS and use the boost when safe to do so to catch up with him.

Once we have made some ground on the target, we'll then need to hijack his carriage. To do this, pull up close to the target vehicle and hit the Rope launcher button (LB/L1) to transition to the roof of our carriage. Form here, run and jump to the target's carriage and approach the driver to hijack it.

Part 3: Carriage Defense

After gaining control of the target vehicle, we are directed to take it to a new objective marker. Follow the GPS line to take the fastest route.

As you might have guessed, things will get a little eventful on the way to your destination as you'll be attacked by a group of three hostile carts. Use your gun when an enemy's aura's turn yellow for quick shots, or shoot their horses to flip the carriages outright and exploit your shunting prowess to knock the bad guys off the road. Keep plugging away until all three are out of commission.

Once the hostiles have been dealt with, continue to the objective marker. When you arrive, exit the driver's seat and enter the carriage as bidden to complete the memory.

Memory 06: The Terror of London

Optional Objective/s:	1. Don't touch the ground.
Reward/s:	   Money:	1,100 £	
Bonus/es:

75 £
XP:	850 XP	100 XP
Gear:	Belts: Spring-Heeled Jack Belt
Part 1: Pursue the Target

After beginning the memory, we'll need to follow Mr. Dickens outside and down the road a little way until we see the target in the distance. Run over and attempt to attack him. He'll smoke bomb you again.

When you regain control, race after him and Rope Launch up to the rooftops.

Note: During this next section of the memory you'll be chasing the target over the rooftops. There is an optional objective here that requires that you not touch the ground until you have caught up with the bad guy.

The next portion of the mission is fairly simple but quite long for a chase sequence – you'll need to follow the bad guy across the rooftops. He's marked by a yellow objective marker and will transition between rooftops via a plume of smoke that will pretty much alert you to his location right away and we can simply just use the Rope Launcher to follow him between the rooftops.

Unfortunately, the chase is not that simple as the target will occasionally stop to shoot at you and you'll want to dodge the shot before using the Rope Launcher to reach his location or he'll hit you and knock you to the ground, nullifying the optional objective. He can and will also appear behind you once or twice and engage you in melee combat before running away again.

When he does drop down to ground level (and he will a couple of times), maintain your rooftop position and follow him from above, continuing to Rope Launch between buildings. You'll also want to watch out for the train when jumping onto the train tracks (I'll admit I got cleaned up by it a couple of times).

Finally, he'll reach the rooftop of Waterloo Station where we'll finally be able to approach him. Tackle him to start a fight.

Part 2: Fight the Target

As with the first time we fought this fellow, he's still pretty tough and can soak up a fair bit of damage. He'll also frequently block your attacks. Again, you'll want to pay close attention to the health bar above his head and use your counter or guard break abilities when able.

This time around, once the target reaches around 50% health, he'll split into three clones, each of whom will act and fight like the original. Fight them off using the same general tactics outlined above and be sure to try and keep all three on screen at once to avoid taking damage.

Once you have dealt enough damage to the targets, the memory will draw to a close.

London Stories: Train Hideout

Memory 01: Stalk the Stalker

Optional Objective/s:	1. Air assassinate all snipers (five snipers).
Reward/s:	   Money:	660 £	
Bonus/es:

75 £
XP:	350 XP	100 XP
Gear:	N/A
London Stories: Train Hideout (Continued)

Part 1: Tail the Target

As the memory begins, climb up the building on the right side of the road and plant yourself on the objective marker here for a scene.

Once the scene is over, immediately stick on your Eagle Vision to tag the stalker. Use the Rope Launcher to reach the roof of the building above his location and follow him from above. After a short walk along the dock and through an alley he'll enter an open storage area.

Another scene will play.

Part 2: Escort the Ally

As soon as the scene ends, we'll need to pick up our friend Agnes. At this point we'll need to escort her through the next little segment from the rooftops. The hard part? There are numerous Snipers about who will attack here if we take too long to kill them.

Note: The optional objective for this memory can be obtained during this section – to complete it we need to air assassinate all five Snipers.

From the roof of the open storage yard where the scene take place, the first Sniper [1/5] can be found on a small ledge hanging from the building directly behind. Use the Rope Launcher to reach the roof and air assassinate him.  After killing this fellow, look directly ahead to see the second Sniper [2/5] on a pallet suspended by a crane overlooking the path our friend walks along. Rope Launch the ledge of the building above him and use an air assassination from the zip line to kill him.

The next Sniper [3/5] is located on the far corner of the roof of the building on the right side of the path our escort uses. Climb to the top of the roof and air assassinate him. The fourth Sniper [4/5] is on a ledge of the building directly across the road (this building is on the right and runs parallel to the road). Quickly Rope Launch to this location, climb on one of the window arches and air assassinate him. Continue along this rooftop and up to the higher portion of the building. At the far end of this, you'll see the final Sniper [5/5] on the lower segment of rooftop below. Air assassinate him to complete the optional objective.

Once our ally reaches her destination, a scene will play.

Part 3: Kill the Thugs

When we are back in control, we'll need to quickly head for the nearby train station and reach the objective marker located within.

As you arrive, a short scene will occur indicating a gang presence at the station. We'll need to kill all seven of the Blighters here to continue (although that number can easily jump up to 14 with reinforcements) and as the numbers aren't quite in your favor, feel free to recruit the Rooks nearby if you need a hand!

Also, whilst it should be obvious, but just in case you need a reminder – watch out for trains if you decide to fight on the tracks!

This fight plays out in exactly the same manner as any of the gang Wars you may have tried previously – simply wipe out the opposition to continue.

Once the area is clear, head to the new objective marker for a scene to end the memory.

Memory 02: Nigel in for the Chop

Coming soon!

Memory 03: Hallo Mr. Gatling

 Coming soon!

London Stories: Charles Darwin

Memory 01: The Berlin Specimen

Optional Objective/s:	1. Remain undetected in the train station.
Reward/s:	   Money:	800 £	
Bonus/es:

150 £
XP:	700 XP	150 XP
Gear:	N/A
Part 1: Locate the Target

We'll begin the memory outside of the Charing Cross train station. Our goal is to enter, locate Darwin's buddy and escort him out of the area safely. Unfortunately, the interior of the building is crawling with Blighters, which makes things a little more difficult.

Note: During the first part of the memory, you'll be able to complete the mission's optional objective – we need to remain undetected until we leave the station.

As the area is heavily populated by Blighters, a good way to get inside is to reach the roof of the station and enter via the open skylight and support beams here. Once inside, we can jump progressively down between the supports until we are on the beams right above the platforms.

Use your Eagle Vision to locate the target. He'll be walking about on the raised pedestrian footbridge on the far southern end of the station with a sniper and another patrolling guard also making rounds in the nearby area.

Part 2: Kidnap the Target

Work your way over to girders above this platform and wait for the target to start walking down the stairs – at this point the other two blighters should be looking elsewhere, so quickly drop to the walkway and follow the target down. Grab him when he reaches the platform to begin the kidnap… And remember we need to remain undetected for the optional objective!

Remember your kidnapping etiquette - walk very slowly to reduce your detection radius and as long as you keep it small, you should be able to walk right by the majority of enemies here without too much difficulty. Still, to reduce the risk of being spotted, you'll also want to weave between the hostiles and alter your course slightly to avoid any patrolling guards that are likely to cross your path. It's also a good idea to keep Eagle Vision active as you walk to alert you to any guards ahead.

We will need to escort the target through the station to the exit that is indicated by the green objective marker. To do so, you will want to work your way down the platform that we are currently on and then over to the left and down a small set of stairs to the exit once we reach the far end.

Approach the objective marker for an objective update.

Part 3: Kill the Target

As soon as you arrive at the objective marker, your escort will run away and summon guards to attack you. Now, whilst you can kill the enemies here, it's probably best to give them a miss as our target will grab the nearest carriage on the street he sees and take off.

You'll want to follow suit and nab a carriage of your own. At this point we simply need to kill the fleeing target and you can do that in any number of ways: shooting him, ramming his car off the road or hijacking his vehicle, immediately hopping out and killing him in the streets on foot.

Once the target is dead, loot his body for a quest item and then run that over to Darwin who happens to be standing nearby. Speak with him to end the memory.

Memory 02: An Abominable Mystery

Optional Objective/s:	1. Shoot and kill a Templar inside the flower's pollen.
2. Neutralize a pursuing cart with the flower effect.
Reward/s:	   Money:	800 £	
Bonus/es:

125 £
XP:	700 XP	150 XP
Gear:	N/A.
Part 1: Investigate the Plants

This memory starts in the large park with the lake in Westminster and on the northern shore of said lake will be three objective markers that we'll need to investigate.

Each of these three markers centers around a small plant giving off a noxious orange gas that will make the screen act a little funny if you stand in it. Standing in said gas however is what is required to complete the memory. To progress, you will have to move into each of the three clouds, find a small plant and interact with it to destroy it.

Note: There is an optional objective that we can complete at this point that requires us to shoot and kill a Templar standing in the gas.

The closest pair of clouds – behind the gazebo near the start and by the end of the stone bridge crossing the pond are simple walk in and destroy the plant scenarios. The furthest cloud to the west however has three Templars standing in it.

This third cloud is where we can complete the optional objective. Make sure you have ammo first though (there are other Templars wandering the park you can kill and loot for ammo if necessary). When you are good to go, sneak into the cloud, pull out a gun and headshot one of the Templars (more than once if required) to kill him. This should complete the optional task and you'll be freed up to finish off the final two bad guys.

Once you have destroyed all three plants your objectives will update.

Part 2: Hijack the Carriage

Follow Darwin as he wanders off along the lake. As you walk, you'll see a carriage in the distance with that same orange gas take off.

Grab yourself a cart (there are a couple in the park) and follow your GPS line to catch up with the target vehicle. It should be noted that chasing said car from directly behind will put you in the path of the gas and will impact on your controls and ability to drive the cart, so try to stay to the sides!

When you do catch up with the target cart, hop on top of your own and jump across to the target vehicle to hijack it.

Once you are in control of the cart, drive it back to the objective marker at the northern end of the park so that Darwin can wrap his peepers around (take a look at) it.

Part 3: Carriage Chase

After picking up Darwin, he'll place a new objective marker on the map for you. When you get about halfway to said marker, you'll be attacked by a group of four hostile carriages that will spawn and attack from behind.

Note: At this point we can complete the second optional objective. This requires that we use the flower pollen gas effect to knock out one of the pursuing carts.

We'll need to either neutralize all four of the carts following us or simply escape from their line of sight to become anonymous. It should be noted that as our current cart conveniently has the orange gas trail behind it, we can actually use this to disrupt the chasers. Simply maneuver the cart so that it is directly in front of one of the hostile carts for a few moments and it should come to a halt. Of course, you'll only need to do that once for the optional objective – once you have that knocked over you can do your normal tactics of shooting and sideswiping until they are all down for the count or simply getting out of the area and losing them.

This will change your objectives once again.

Once you have lost or defeated the hostile carts, you'll have a new objective marker. Simply drive the cart over to this area and park it in the indicated location. Ignite one of the explosive crates on the ground nearby and make a run for it.

As soon as the explosives go off, they should destroy the cart of doom and the memory will be complete.

Memory 03: Defamation

Optional Objective/s:	N/A - There are no optional objective/s in this memory.
Reward/s:	   Money:	1,100 £	
Bonus/es:

N/A.
XP:	850 XP	N/A.
Gear:	N/A.
Part 1: Pursuit

After speaking with Darwin to begin the memory, head down the short alleyway nearby towards the main street and the objective marker. As you approach, you'll see the paper boy get attacked and the instigator run off.

We'll need to chase him down. Essentially this entire memory is a rather lengthy chase sequence and all things considered, should take you around 2 minutes. Note that although you may be able to catch him before the end of the memory, it appears you cannot tackle him until a scripted event that occurs at the very end. As such, don't worry too much about catching up with him.

During the chase, you'll need to watch out as at a couple of points where you need to cross roads, there seem to be some crazy drivers (more than usual) who can pancake you if you are not careful. Other than that, it's just a standard chase.

Eventually, you'll reach a train track and the bad guy will fall over. Tackle him within the time limit at this point for a short conversation to end the memory.

Memory 04: Cruel Caricature

Optional Objective/s:	1. Sabotage all printers at once (5 printers).
Reward/s:	   Money:	1,100 £	
Bonus/es:

150 £
XP:	850 XP	150 XP
Gear:	N/A
Part 1: Find and Destroy the Posters

Once we are in control of our assassin of choice following commencement of the memory, check your map. You'll see that four objective markers are present. We'll need to head to each of these markers, enter a green search area and locate a poster in each. Once you have located a poster, simply walk up to it and hit the interact button to destroy it.

The first Poster [1/4] is on the small booth directly next to Darwin as we start the memory. The second Poster [2/4] is in the southern section of the train station that we start in. It can be found on a wall directly opposite the base of a set of stairs at the western end of the building. There are several Templars milling about the crowd by the poster, so be prepared for a fight if you can't get to it undetected.

Leave the station and make your way to the next closest objective marker – it's in a restricted area to the east.

The third Poster [3/4] can be found in the most eastern corner of the restricted area. There are 3-4 Blighters wandering around at ground level and a Sniper on one of the rooftops overhead. So either sneak your way in over the rooftops or kill as you go until you reach the eastern corner, dispatch the nearby enemies before interacting with the poster.

The final objective marker is located a couple of hundred meters away in the City of London borough. As you approach it, the marker will start moving about and give you quite a large search area. The reason it is moving is because the fourth Poster [4/4] is on the side of a cart that is making its way through the streets.

Grab yourself a cart and track down the objective marker. Use Eagle Vision when you get close to identify the correct vehicle. Once you have located the cart with the poster, ride up beside and hijack it. Then, exit the vehicle and tear the poster off.

This will update your objectives and give you a new objective marker in Southwark to the south.

Part 2: Pursue the Target

As you approach the objective marker, you'll see a fellow placing a poster on a wall. He'll take off when he sees you. We'll want to chase after him – again, like the previous chase in a Darwin memory we will be unable to tackle him before he reaches a certain point, so don't fret about it, just keep up with him.

Eventually, he'll lead you through a factory area and disappear. At this point, activate your Eagle Vision to locate a ladder leading down to the sewers. Climb down to progress with the memory.

Part 3: Destroy the Printing Press

Make your way through the sewers (there is only one way so don't worry about getting lost) until you see a pair of Templars with their backs to you. Slide under the grating here and perform a double assassination on them. Follow the tunnel around the next corner to find the secret printing press.

There are two Templars in here guarding the printers so drop down and deal with them as you please. Once the room is cleared of the enemy presence, we can turn our attention to the printers themselves.

Note: The optional objective for this memory can be completed in this area. Do earn this, we need to destroy all five printers at the same time.

We'll want to destroy all five of the printers at the same time in order to fulfill the optional objective for the mission. Fortunately, there are an abundance of explosive crates around the room. We want to place one explosive crate beside each of the five printers and then position any spare crates in the spaces between printers in such proximity so that any one crate explosion will cause a chain reaction that will blow them all up simultaneously.

Once you are happy with crate placement, retreat to the top of the room and shoot one of the explosive crates to admire your handiwork. If you fail to blow all of the printers up at once, reload the previous checkpoint and try again!

With all the printers out of commission follow the objective marker to find a sewer exit. Leave the sewer to complete the memory.

Memory 05: A Struggle for Existence

Optional Objective/s:	1. Kidnap the policeman without being detected.
Reward/s:	   Money:	1,100 £	
Bonus/es:

150 £
XP:	850 XP	150 XP
Gear:	
Unique Materials: Dinosaur Talon

Part 1: Kidnap the Target

After kicking off the memory, follow Nightingale down the street a short distance and she'll point out the location of a corrupt policeman whom we'll need to kidnap.

The policeman is in a graveyard filled to the brim with other policemen. Use your Eagle Vision to tag both the target and the assortment of law enforcement mingling about the area. Obviously we can't just waltz in and grab him, however there is a nice location that we can access that he will patrol through on occasion by himself. How foolish!

Note: The sole optional objective for this memory can be completed during this section. To do so, we need to kidnap the target undetected.

You'll find this location in the southwestern corner of the cemetery. There is a tomb, walls and a gravestone here, all of which can be used as cover whilst waiting for the target. As he walks by you, move up and grab him.

Once you have grabbed him, you'll need to escort the target slowly from the area as to avoid detection – the exit is located down a short set of stairs in the center of the northern wall of the cemetery. Due to the heavy police presence and the narrow areas in which we have to maneuver, we'll want to move at a turtle's pace to keep our detection radius small. As per usual, you'll want to move slowly around stationary guards and time your movement past enemy patrol patterns so that we won't raise suspicions.

After exiting the cemetery with the policeman, take him back to Nightingale for a short conversation. This will update our objectives.

Part 2: Find the Ally

Once our objectives are updated we'll need to get ourselves a vehicle. Hijack or hop into a nearby cart and Nightingale will follow. Drive the cart over to the new objective marker via the GPS route on the road.

Upon arrival at the destination, you'll find a small, green search area atop a restricted area on the mini-map. Hit Eagle vision to locate your target.

Enter the building and sneak up the first flight of stairs. Kill the Blighter at the top. Move to the next floor and sneak up and double assassinate the enemies looking over the target. Interact with the fellow on the bed.

Part 3: Defend the Ally

At this point, Nightingale will hang out on the top floor with the bedridden fellow and unfortunately, the Templars are clued into our presence and will send a few waves of attackers to try and stop us.

If left unattended, the Templars will ignore us completely and immediately go and attack our allies. As this is the case, it is very important that you keep your eye on the lot of them so that you know where all of them are at any one time and make sure you quickly attack any enemies that stray away to keep them from your friends.

There are two waves of Templars, the first consists of two enemies and the second wave will consist of three. Simply engage them on the stairs or on the second floor to keep them away from the allies.

Note: Having played this memory multiple times, the majority of cases saw the enemies spawn on the second floor and stand stationary directly below the targets (I'm pretty sure this is a bug) – if this happens to you, simply throwing knife or shoot them to take them down quickly.

After the second wave of attackers have been dealt with, you'll be able to return upstairs and pick up the injured ally. We'll have to carry him down to the awaiting cart outside. As you reach the ground floor, another group of Templars (four in total this time) will appear outside. Place your buddy on the ground and head out to deal with them.

Once all of the Templars have been dealt with, head back to our friend, pick him up and place him in the cart. This will end the memory.

London Stories: Karl Marx

Memory 01: Cat and Mouse

Optional Objective/s:	1. Kill Spies with hanging barrels (2 Spies).
2. Create a faction fight outside the pub to attract the spy.
Reward/s:	   Money:	800 £	
Bonus/es:

125 £
XP:	700 XP	150 XP
Gear:	N/A.
Part 1: Escort the Ally

Once the gameplay portion of the memory begins, follow Marx out of the train station. He'll lead you through an alleyway marked as a restricted area with a green search zone placed over the top.

As he moves through the alleyway, a series of spies will approach our ally and we'll need to kill them before they reach him – you'll need to switch on your Eagle Vision to identify them (there are 4 in total and you should do this right away). The unfortunate part of this is that there is also a fairly heavy police presence and any hostile actions (including aiming throwing knives/pistols) will cause them to become hostile.

Note: During this escort sequence, we can earn the first optional objective – to kill two different spies using hanging barrels.

To earn the optional objective, you'll want to wait for our buddy to walk into and through an area with a spy. Allow a spy to follow him a short distance until said spy is located below a set of hanging barrels. Bring them down on him. There are three sets of hanging barrels along this escort route and four spies – so plenty of opportunity!

I found this entire escort segment much easier by using the Rope Launcher to reach the rooftops and following the friendly from above. This also allows you to target the hanging barrels without triggering the police to attack whilst also being able to see their area of effect so that you can use the barrels to hit the spies with greater degree of accuracy.

Eventually he'll leave the alley and cross the street into an outdoor storage area of sorts. Here you'll need to fight off any police you may have incidentally annoyed during the escort.

Part 2: Gang Fight

When our ally is ready to move on, he'll lead us back to the street and tell us to deal with a spy in a pub up the road.

Note: We can earn the second optional objective at this point. To do so, we'll need to start a gang fight to draw the spy out.

Outside of the entrance to the pub, you'll see a group of Blighters and a group of Rooks conveniently located on opposing sides of the street. Recruit the Rooks and have them attack the Blighters. This will trigger a small-scale gang fight. During this fight the policemen and spy located inside the pub will come out to join in the fray. Take this opportunity to kill the spy to complete the optional objective.

Once the street is clear of hostiles, follow Marx into the pub and then another short distance through some back alleys until another scene plays.

Part 3: Kidnap the Spy

After the short cut-scene we'll need to kidnap the target who is flanked by four policemen – tricky! The easiest way to do this is to tail the group until they reach the streets at which point they will all hop into a number of carriages.

Follow the target carriage a short distance until there are not as many police around before hopping onto the roof and hijacking the target vehicle. This should force the target onto the street. Climb out of the carriage, move up and kidnap him. Stick him into the back of the carriage.

Drive to the destination and deliver the target to the nearby objective marker for a scene to end the memory.

Memory 02: Where there is Smoke

Optional Objective/s:	1. Air assassinate a guard.
Reward/s:	   Money:	800 £	
Bonus/es:

125 £
XP:	700 XP	150 XP
Gear:	N/A.
Part 1: Infiltrate the Factory

Upon starting this memory, make your way a little further down the street until you reach the target building. Inside this building there are a few guards patrolling about and three hay bales that we will need to interact with in order to continue.

Note: This portion of the memory contains the optional objective and to earn this we'll need to air assassinate one of the guards inside.

The easiest way inside (and to get the optional objective) is to climb to the roof of the factory. There is a guard up here we can deal with before heading inside the building via the open skylight here. After entering the factory via the skylight, maneuver around the support beams at the top of the room until you can target one of the guards on the upper level walkways of the interior with an air assassination for the optional objective.

There are another 3-4 guards within the factory whom we can deal with or sneak around. Our goal however is the hay bales. There is one on the upper level walkways and two on the ground floor – one in the far western corner of the room and another propped up against a wall beneath the stairs in full view of the open door.

Once you have interacted with all three, exit the factory and speak with the fellow indicated by the objective marker.

Part 2: Hijack a Fire Engine

After chatting with the foreman, we'll now have an updated objective – we're going to have to hijack a fire engine.

Fortunately, three of these will appear on the map, marked with yellow objective markers. Hop on a cart and ride over to one of them. When in range, jump across and hijack it before driving the fire engine all the way back to the factory.

Park outside to again update the memory objectives.

Part 3: Steal the Reports

Exit the vehicle and return to the factory foreman. After a brief pow wow, he'll lead you inside of the building. Follow him up the nearby stairs and into the office at the top.

Once he has the reports, we need to take them from him and there are a couple of options as to how to do this: you can either kill him immediately and loot them from his body, or alternatively follow him outside and pick pocket them from him as he mills around with the other NPCs on the street.

Either way, once you have the reports, simply move out of the restricted area to complete the memory.

Memory 03: Anarchist Intervention

Optional Objective/s:	1. Flip a pursuing carriage.
Reward/s:	   Money:	800 £	
Bonus/es:

125 £
XP:	700 XP	150 XP
Gear:	N/A.
Part 1: Find and Hijack the Carriage

We'll start the memory on foot. Move up the road towards the objective marker and as we approach the tunnel below the train station here, our objective marker will transform into a green search zone. Stick on your Eagle Vision here and you should be able to spot the target carriage coming at you.

Either grab a carriage and give chase before hopping across to it when in range and hijacking the driver, or if you are feeling lucky - attempt to board it on foot and do the same.

As soon as you are in control of the carriage, you'll notice the ‘Nitroglycerine stability' meter in the center of the screen which acts as a bit of a health bar for the cart – if the cart takes too much damage, it will explode and you'll be thrown back to the previous checkpoint. As such, you'll want to be careful as you drive to avoid obstacles and unnecessary collisions.

Whilst piloting the cart, a GPS line will appear and we'll need to follow this to our final destination.

Part 2: Carriage Pursuit

As we reach the far end of the bridge whilst moving towards our new objective marker, a number of hostile carriages and carts will appear in the nearby area and move in to attack the carriage. Fortunately, they will only usually come at us one at a time.

Note: During this section of the memory we can achieve the optional objective. To do this we'll need to flip a carriage that is chasing you by killing the horse pulling it.

At this point, we'll need to maneuver the cart through a series of obstacles by following the objective markers and GPS route through side streets and road blocks and also attempting to avoid the hostile vehicles also giving chase.

During the chase, in addition to the carts, there will also be numerous bad guys at ground level who will shoot at you. Note that you can shoot/knife them with a quick throw/shoot if their aura turns yellow, but don't go out of your way to attack them – the priority needs to be the carriages as they can cause significantly more damage.

Eventually you'll reach the final objective marker in a restricted area.

Part 3: Defend the Ally

When you reach the restricted area, you'll want to hop out of the cart immediately. A group of Blighters will converge at your location and attack your ally. There are 5-6 of the melee variety at ground level and a Sniper on a bridge between the buildings overhead.

Fight off the enemies whilst staying close to the ally and immediately turning your attention to any bad guy that moves in to attack him. Clear out the ground level forces first before using a ranged weapon or Rope launching up to deal with the Sniper.

After finishing off all the enemies, speak with the ally to complete the memory.

Memory 04: An Explosive End

Optional Objective/s:	1.Kill Templars using Nitroglycerine (5 Templars).
Reward/s:	   Money:	1,100 £	
Bonus/es:

150 £
XP:	850 XP	150 XP
Gear:	N/A.
Part 1: Tail the Carriage

From the get go, you'll have a timer appear at the top of the screen. This timer indicates how long you have before the target carriage which we want to follow will leave. If you manage to arrive at the carriage before the timer runs out, you can actually hide inside and hitch a sneaky lift to the destination.

If you aren't quite fast enough, the target carriage will begin moving away and we'll need to follow it. Due to its speed, it's a good idea to get down to hijack a cart of your own and to follow from a distance.

After a short distance, a restricted area will appear on the map to the left of the road and your objectives will be updated.

Part 2: Destroy the Dynamite

The Templar warehouse within the restricted zone here is quite large and heavily guarded. Our goal in this area is to find and destroy five caches of dynamite that are located both inside, on and around the base of the main building.

The crates can be found in the following locations:

On the southern end of the rooftop.
In the courtyard just outside the southern end of the warehouse.
Outside, along the eastern wall of the warehouse.
On the ground beneath a water tank on the northern side of the warehouse.
Inside the warehouse on the upper walkway.
Note: there is an optional objective to kill five Templars using explosives during this section of the memory.

Whilst it is possible to shoot the dynamite as Templars walk close to caches to earn the optional objective, there is a much easier way to complete this quite quickly. To do this, you'll want to climb to the roof of the factory and kill the pair of Snipers here. On the southern end of the rooftop you'll find one of the stashes of dynamite which consists of three explosive crates. From this location, if you look into the courtyard below you'll be able to make out a second dynamite cache by some wooden boxes near the gate. Throw one of the crates down to hit this – this should kill 1-3 Templars immediately (depending on patrol patterns). Additionally, once this occurs, several Templars will head over to investigate the explosion – grab another of the explosive crates and lob it down on them when you can target a couple at once. If you can't quite get five by the time you use all three of the rooftop crates, simply use some of the crates from the other explosive caches to acquire any remaining kills.

Although it is possible to target all four of the external nitroglycerine caches with a pistol from the rooftop (with some fancy angles), there is also no penalty (other than fighting) for getting detected during this memory, so feel free to work your way through the warehouse area, killing or being stealthy as you go. Just be sure to get five Templar explosive kills before destroying the final cache.

Once all of the caches have been destroyed, make your way over to the new objective marker nearby and speak with our friend to end the memory.

Memory 05: Vox Populi

Optional Objective/s:	1. Don't kill any policemen.
2. Hide a body in a hiding spot.
Reward/s:	   Money:	1,100 £	
Bonus/es:

150 £
XP:	850 XP	150 XP
Gear:	Colours: Wine.
Part 1: Kidnapping Troublemakers

After a brief walk along the road, we'll follow Marx down a side alley and to a stage where he'll give a speech. This is where we'll be doing our memory!

Note: The first optional objective on this memory can be earned for not killing any policemen.

The area surrounding his position will be filled with NPCs, four of whom are spies that we'll need to remove from the area – it's a good idea to tag them with Eagle Vision as you approach to have them visible at all times. At this point you should also tag as many policemen as possible to make things easier on yourself in a minute.

We need to remove the spies from the area and unfortunately, if one of the spies notices you, they will immediately open fire and kill our buddy. To make things even more difficult, there is a large police presence around the area and they too will become hostile if they spot you doing anything untoward – such as kidnapping or killing spies which will also result in the death of our friend. As such we need to remain very, very stealthy.

The key to completing this memory successfully is to locate the spies early and work on kidnapping them from the furthest away from Marx's position to the closest. Once you have kidnapped a spy, a red restricted area will appear on the mini-map – you'll need to escort them from the area before dealing with them.

Note: The second optional objective for the memory can also be earned at this point and it requires us to hide a body in a hiding place.

When kidnapping the spies, it's a good idea to lead them out of the restricted area in a direction leading away from the other spies – just maneuver them around the police cordon and knock them out somewhere discreet. Whilst taking them from the area, keep your eye out for hiding spots so that you can earn the optional objective.

There are several good hiding spots about including: a pair of canals, one to the east and one to the west of the speech location we can throw bodies in, or alternatively head through the gate to the south to reach the road and stash one in a carriage.

After removing enough of the troublemakers from the area, a short scene will play and the objectives will update once again.

Part 2: Defend the Ally

Following the scene, you'll want to retrace your steps to your ally immediately. A large group of Blighters will converge on his location and attack him. There are a good 8-10 melee enemies in the mix here and one or two that will pull out guns and shoot periodically as well. Unfortunately, compared to some of the other defense situations we've played in the game, our ally here is quite delicate and cannot take a lot of damage, making things difficult.

Whilst you are fighting through the large crowd of enemies be extra careful not to accidently kill any policemen as that will void the optional objective!

Fight off the enemies whilst staying close to the ally and immediately turning your attention to any bad guy that moves in to attack him. Clear out the closer proximity enemies first before travelling further afield to take down any ranged attackers.

After finishing off all the enemies, speak with the ally to complete the memory.

London Stories: World War I

Memory 01: The Darkest Hour

Note: You can access this memory via a time anomaly located on the easternmost part of the Thames River.

Optional Objective/s:	1. Use the generator to attract a spy.
Reward/s:	   Money:	3,532 £	
Bonus/es:

150 £
XP:	4,000 XP	N/A.
Gear:	Outfits:Military Suit
This memory is a little different to any of the others that we have played so far. It takes place in World War I, quite a number of years after the other events of the main game. The game still provides you with a decent sized open world here centered around London's iconic Tower Bridge and the immediate areas to its north and south.

As such, we won't be in control of Evie or Jacob in this mission, instead you'll be put in the shoes of one of their ancestors – Lydia Frye. Her skills and move sets are essentially the same as the Frye twins, but she is locked at level 6, does not have access to the most advanced skills and cannot commander carriages.

Part 1: Kill the Templars

From the start of the memory, you'll want to proceed out of the room and up the stairs at the end of the hallway. There are three Templar agents in a room below.

Note: we can earn the optional objective for the memory at this point.

Move up and interact with the glowing generator against the wall near the doorway here. This will turn off the lights in the room below and a pair of Templars will come to investigate. Perform a corner assassination on the first as he approaches to lock up that optional objective. Kill the second before proceeding into the room below and dealing with the final enemy.

This will trigger a scene.

Part 2: Steal Radio Details

We'll now be set loose in a smaller, but still quite large open world area of London circa 1916. Three objective markers will appear on the map indicating the location of the three areas of interest we'll need to visit in order to find Templar agents with some important information that is required to progress through the memory.

Radio Intel 1

The first area of interest is located on a dock to the western side of the Tower Bridge's southern end. The target we are after can be found beneath the large central crane in this area. He is however surrounded by 6-7 Soldiers including a group of three standing right next to him, a look out and several patrollers who will attack us on sight.

Whilst its tricky to be stealthy, there is an easy-ish way to clear out some of the enemies quickly. Just to the east of the central crane is a second crane with a Soldier on a sniper platform near its top. Rope Launch over to this platform and kill the enemy. There are three crates of dynamite here. Lob one of these down onto the group of three soldiers below (it is possible to get all three plus the target if you are patient) and then the other two crates when other enemies come to investigate the explosions. Alternatively, if explosions aren't your thing, there is a generator on the water side of the dock we can disable to draw an enemy or two out.

Once the target is dead (and the other Soldiers if you feel the need). Run over and loot the information from the target's corpse.

Radio Intel 2

The second point of interest is located in the river on a stationary boat just to the west of the southernmost part of the Tower bridge.

The boat houses the main target and six additional Soldiers. Four of the Soldiers will remain on the upper deck, another sits near the back and the final Soldier stands guard over some prisoners at the front of the boat. Our target on the boat will patrol from the Soldier guarding the prisoners, back to the east and up to the top deck and back again.

This section is also quite easy once you know where to go. near the front of the boat is a large wooden pole sticking out of the water that we can Rope Launch up and sit on top of. From here, wait for the target to patrol off to the east and use a throwing knife to headshot the fellow guarding the prisoners on the deck below. Either drop down, climb up onto the deck or wait atop the pole and when the target returns at the other end of his patrol, either assassinate him or plant a throwing knife in his head too.

With the target dead, move up and loot his body for the second set of plans.

Radio Intel 3

The third and final piece of radio intel can be found beneath the road leading onto the Tower Bridge on the southern side of the river. The target here will patrol from the restricted area directly under the bridge, to a position further to the east and back again flanked by a pair of Soldiers. There are additional enemies in the restricted area and plenty of options available for you to use.

We can head down the right hand stairs (whilst facing the bridge) to find a generator and a fire barrel right next to it. Use the generator to attract guards before backing off and hitting the fire barrel with a hallucinogenic dart when they are in range. There is also a hay stack along the target's patrol route and a number of Rooks on the bridge above that we can recruit and take into the fight.

Anyway, once the target is down, loot the intel form the target to continue.

Part 3: Locate the Radio

Once we have all three pieces of radio intel, Lydia will put the information together to figure out where the Radio is located. Our objective marker will be updated and we will now need to make our way over to the northern tower of the Tower Bridge. Note that you'll want to avoid the search lights as you go – standing in those is a good way to get hit by sniper fire.

As you approach the tower, you'll see a pair of Templars on the supports linking the two bridges together. There are a further four Templars manning a radio inside the tower ahead. Kill the two outside before proceeding.

We simply need to kill all four Templars in the tower to continue. The game gives us a ton of options though. You can drop down the open hatch on the left hand support bridge and charge right into the room. You can work your way around to the northern side of the tower and approach from the outside. There is another entrance higher up on the left/western side of the tower featuring some explosive crates we can lob down onto the enemies and some beams we can use for air assassinations.

Either way you go about it, once the room is clear, approach the radio they were using and interact with it. Another scene will play.

Part 4: Air Defense

When we are back in control, you'll want to reach the highlighted ledge in front and perform a leap of faith into the hay stack below. Climb down and hop across the boats to arrive at the objective marker. Speak with the fellow here and he'll enable you to take control of the big anti-aircraft gun.

We'll now need to make our way through a number of waves. Using the gun, we have to shoot down the planes flying about overhead. If you see alert triangles appear above them, use the crouch button to enter cover as they will shoot at you. Stand up and return to shooting once they finish their fly by. The waves play out as follows:

The first wave features a single plane. As far as I can tell, it will not attack you.
The second wave includes two planes and they will attack you fairly regularly.
The third wave consists of three Templars who will board the boat and attack you. Leave the turret and eliminate the three of them before hopping back on.
The fourth wave consists of two planes. Again they will attack regularly.
The fifth and final wave is made up of three planes which will also attack you on a regular basis.
After clearing all of the waves successfully (and enjoying the subsequent fireworks), a scene will play to complete the memory.

Note: Completing this memory will now unlock some additional Associate Activities in the World War I time period. Speak to Winston Churchill in the Tower bridge radio room to add them to the map.

London Stories: Queen Victoria

Memory 01: Operation: Dynamite Boat

Coming soon!

Memory 02: Operation: Locomotive

Optional Objective/s:	N/A - There are no optional objective/s in this memory.
Reward/s:	   Money:	2,000 £	
Bonus/es:

N/A.
XP:	1,200 XP	N/A.
Gear:	N/A.
Part 1: Fight the Target

After speaking with the Queen to start the memory, we'll then need to make our way to the nearby police station which is conveniently marked with a yellow objective indicator. You'll find a target on the top floor of the building's interior within a cell. We'll need to approach this gentleman to initiate a fight.

The target himself is level 10 so the fight can be a little tricky unless you are geared up or on equal footing. The other annoying thing about the fight is the sunlight coming through the windows as the counter flash will blend into it, as such try to move him away from the window. Other than that the fight is fairly stock standard – use the counters and guard breaks when the bad guy's health bar tells you to do so and wail on him with your fists in the interim.

Once you have pummeled him enough, he'll tell you what your next objective ought to be and a new objective marker will appear.

Part 2: Catch the Train

As the fight ends, a timer will appear at the top of the screen – you'll have 2:30 to reach the objective marker and stop the runaway train.

Immediately hop out the nearby window and drop to the street below. Grab a carriage and follow the GPS route a short distance until you reach the tunnel with the train tracks on the overpass above. If you are quick enough, the train will be cruising past here slowly.

Hop out of the vehicle and use the Rope Launcher to reach the train tracks above. Climb up onto the train.

At this point we'll want to work our way up the train to the carriage directly behind the locomotive at the front. Unfortunately, there are a lot of Templars between us and the destination and not a whole lot of time. Whilst it is possible to go through the interior of the train all the way to the front, you'll encounter a lot of bad guys and each one that you stop to fight will slow you down. I found it easier (and much faster) to climb up and stick to the top of the carriages wherever possible and dispatch the lesser number of enemies atop the train cars.

When you reach the car before the locomotive you'll find the objective marker. Drop down and interact with the coupling to dislodge the locomotive. Once successful, after a few fireworks the memory will be completed.

Memory 03: Operation: Drive for Lives

Optional Objective/s:	1. Reach a safe place in less than 80 seconds.
Reward/s:	   Money:	2,000 £	
Bonus/es:

N/A.
XP:	1,200 XP	N/A.
Gear:	N/A.
Part 1: Locate and Tail the Target

After beginning the memory we'll have to go and track down that objective marker located a couple of hundred meters away. As you approach it, the marker will start moving about and give you quite a large search area. The reason it is moving is because the target we are looking for is actually in a cart that is making its way through the streets.

Grab yourself a cart and track down the objective marker. Hit the Eagle Vision button when close to tag the target. We'll now need to tail the vehicle for a short distance.

Eventually, the target cart will enter the tunnel beneath the London Victoria train station. The target will get out at this point and talk to some other Templars standing around on the road here and following a short chat, he'll leave and our objectives will update.

Part 2: Hijack the Carriage

We'll now be required to pinch the cart laden with explosives that has been left in the tunnel here. It is guarded by four Templars who you'll likely have to deal with beforehand though. Use your ranged weapons Knives/guns to take 2-3 of them down from a distance before melee attacking the remaining enemies who arrive to attack.

When it is clear, hop into the cart for a brief scene.

At this point, a timer will appear in the center of the screen – we have 1:30 before the cart explodes and we'll need to move it to a safe location in the distance before time elapses. Unfortunately, this is really not as easy as it sounds – not only is the cart extremely big and not so maneuverable, but there are plenty of obstacles to move around as we go. There are: parked carts blocking the road in several places, a road block, a fire with fire trucks attending, a ridiculous amount of traffic on a bridge that we need to cross and to top it all off, an annoying countdown bar front and center put there just to stress you out.

The good news is the cart can take a heck of a lot of punishment, so don't be afraid to ram it through holes in traffic. It's also a good idea to drive down the far left/right side of the bridge either way should give you a clear shot through the traffic (although you'll be knocking over a lot of lamp poles. Oh, and boost whenever you get the chance to make up some ground after crashes.

Note: The optional objective for this memory requires that we deliver the cart to the destination within 1:20.

Once you reach the objective marker, exit the vehicle and run as far as you can away from it before it explodes. This will end the memory.

Memory 04: Operation Westminster

Coming soon!

Borough Takeovers and Associate Activities

Coming soon!

Collectibles

Coming soon!

Achievement/Trophy Guide

Coming soon!

Miscellaneous

Contact Me

Did you enjoy or dislike the guide? Is there something missing? Do you have an alternate strategy? If so and you feel the need to contact me, there are a couple of ways you can go about doing this. You can reach me at:

Email	
sokkus [at] hotmail [dot] com

Please use the subject 'AC Syndicate'.

Facebook 	
Alternatively, you can check out my Facebook page and ask a question and I'll try to get back to you as soon as I can:

https://www.facebook.com/pages/Sokkus/356910437737253

Xbox Live	
You can also add (or follow) me on Xbox Live. I usually don't play a whole lot of co-op and do most of my stuff offline, but you can keep an eye on my progress through games and stuff. That's cool too i guess!

GT: Spangalore

About Me

Im 30, Australian and live with my lovely wife. I have been thrice named as the world sexiest hugging machine. I work full time and study at University full time as well. I write game guides as a hobby in what little spare time I have and have thouroughly enjoyed writing each and every one. Please head over to the website I write for - www.consoledomination.com to check out some of my guides, previews and reviews.

If you enjoyed using this guide, or it has helped you along and you are on GameFAQs, Please hit the recommend button at the top of the page!

Please feel free to send me an email with any suggestions or corrections and check out some of my other guides at the link below.

http://www.gamefaqs.com/users/sokkus/contributions/faqs

Special Thanks

I would like to thank the following people/entities:

GameFAQs for always being there when I needed help and for accepting my FAQ.
Ubisoft for a fantastic addition to the Assassin's Creed series - Syndicate has the franchise back on song after Unity!
My lovely wife Kumiko, who is always incredibly patient and understanding with my guide writing endeavours.
And everybody who has taken the time to read my FAQs so far.
Version History

Version 0.75

 

Date Submitted: 09/11/2015

The guide currently contains:

Full walkthrough to the game from start to finish. All optional objectives obtained!
Walkthroughs for 20/24 London Stories missions. All optional objectives obtained!
 

Version 0.70

 

Date Submitted: 09/11/2015

The guide currently contains:

Full walkthrough to the game from start to finish.
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