Prima Games eGuides
primagames.com Browse Redeem a code Help
Assassin's Creed Syndicate eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Foreword
    • Foreword
  • The Essentials
    • Introduction
    • Default Controls Summary
    • Gameplay
    • Vehicles and Driving
    • Game Structure and Progression
    • Collectibles
    • On screen Display
    • Stealth
    • Key Abilities
    • Combat
    • Associates
  • Walkthrough
    • Sequence One
      • A Spanner In The Works
    • Sequence Two
      • A Simple Plan
    • Sequence Three
      • Somewhere That's Green
      • Bounty Hunt: Abberline, We Presume
      • Child Liberation: To Catch An Urchin
      • Gang Stronghold: Spitalfields
      • Templar Hunt: Harold Drake
      • Gang War: Rexford Kaylock
      • Train Hideout
      • Freedom Of The Press
    • Sequence Four
      • A Quick And Reliable Remedy
      • The Crate Escape
      • A Spoonful of Syrup
      • Unnatural Selection
      • On The Origin Of Syrup
      • Cable News
      • Playing It By Ear
      • Overdose
    • Sequence Five
      • The Perils Of Business
      • A Room With A View
      • Friendly Competition
      • Breaking News
      • The Lady With The Lamp
      • Research And Development
      • Survival Of The Fittest
      • End Of The Line
    • Sequence Six
      • A Run On The Bank
      • A Case of Identity
      • One Good Deed
      • A Spot Of Tea
      • A Thorne In The Side
      • A Bad Penny
    • Sequence Seven
      • All Is Fair In Politics
      • Playing Politics
      • The Bodyguard
      • Driving Mrs. Disraeli
      • Change of Plans
      • Unbreaking The Bank
      • Motion to Impeach
    • Sequence Eight
      • The Joys Of Freedom
      • Strange Bedfellows
      • Triple Threat
      • Fun And Games
      • Final Act
    • Sequence Nine
      • Shall We Dance?
      • Double Trouble
      • Dress To Impress
      • Family Politics
      • A Night To Remember
  • Side Quest
    • London Stories: Karl Marx Memories
      • Introduction
      • Cat and Mouse
      • Where There Is Smoke
      • Anarchist Intervention
      • An Explosive End
      • Vox Populi
    • London Stories: Darwin and Dickens Conspiracy
      • Introduction
      • Darwin's Orchid
      • Our Mutual Friend
      • An Artful Plan
    • Dreadful Crimes
      • Introduction
      • A Simple Matter Of Murder!
      • The Case Of The Conflicted Courtship
      • Death Stalks The Colonel
      • The Fiend Of Fleet Street
      • The Mystery Of The Twice-Dead Professor!
      • Locked In... To Die!
      • The Most Hated Man In London
      • Next Stop: Murder!
      • Conjuring Up A Killing!
      • Murder At The Palace!
    • Train Hideout: Missions 2
      • Introduction
      • A Long Night
      • Runaway Train
    • London Stories: Charles Dickens Memories
      • Introduction
      • Spring-Heeled Jack
      • Hell's Bells
      • Recollection
      • 50 Berkeley Square
      • Dead Letters
      • The Terror Of London
    • London Stories: Queen Victoria Memories
      • Introduction
      • Operation: Dynamite Boat
      • Operation: Locomotive
      • Operation: Drive For Lives
      • Operation: Westminster
    • Associate and Income Activities: WWI
      • Introduction
      • Spy Hunts
      • Spy Hideouts
      • The Master Spy
      • Zeppelin Raid
    • Associate and Income Activities
      • Gang Strongholds
      • Bounty Hunts
      • Child Liberations
      • Templar Hunts
      • Gang Wars
      • Income Activities
      • Fight Clubs
      • Street Racing
      • Cargo Hijack
      • Boat Raids
      • Smuggler's Boat
      • Cargo Escort
      • Train Robbery
    • Train Hideout: Missions 1
      • Introduction
      • Stalk The Stalker
      • Nigel In For The Chop
      • Hullo Mr. Gatling
    • World War I: Time Anomaly
      • Introduction
      • The Darkest Hour
    • London Stories: Charles Darwin Memories
      • Introduction
      • The Berlin Specimen
      • An Abominable Mystery
      • Defamation
      • Cruel Caricature
      • A Struggle For Existence
  • Reference and Analysis
    • Skills and Levels
    • Perks
    • Gang Upgrades
    • Crafting
    • Equipment
    • Allies and Enemies
    • Archetypes
    • Trophies and Achievements
    • Mission Progression Reference
  • Collectibles
    • Collectibles
    • City of London
    • Lambeth
    • Southwark
    • The Strand
    • Thames
    • Westminster
    • Whitechapel
    • WWI Time Anomaly
  • Maps
    • London Map
    • WW1 Map
  • Videos
    • A Bad Penny
    • Overdose
    • Cable News
    • Survival of the Fittest

Assassin's Creed Syndicate Guide › Side Quest › London Stories: Queen Victoria Memories

Operation: Westminster

MISSION OVERVIEW

Memory Type: Queen Victoria / London Stories

Suggested Level: 10

Assassin

Jacob or Evie Frye

Challenges

Make a Templar kill himself, but not innocents

Rewards

£: 2000 + 350 (Full Synch Bonus)

XP: 1200 + 400 (Full Synch Bonus)

Location: Buckingham Palace, Westminster

Find Queen Victoria (1) on the second floor hallway outside her study. She says the final group of Templar upstarts are making their last desperate stand. They plan to detonate the last of their bombs at the Houses of Parliament. Stop the Templars from blowing up the Houses of Parliament

Objective: Find the secret agent

Exit Buckingham Palace and take a carriage to the House of Parliament (2).

Enter Buckingham Palace through the southwest corner doorway (2). The door is locked. Pick it open and follow the green blip to find Fleming (3).

Objective: Kill the isolated Templar

Fleming is hiding around the corner from a Templar (4) strapped with bombs standing in a crowd of people further down the adjoining hallway.

The Challenge is not active yet, but we suggest you practice the Challenge with the first Templar bomber. You have to get him to kill himself without killing innocents. Walk up behind him in the crowd and kidnap him.

Walk the kidnapped Templar through the crowd of people in the hallway heading east (the way he was facing) and turn right at the hallway intersection. Stop at the end of the next hallway (5) where there are no civilians and let him go. Run away. Moments later he detonates the bomb and blows himself up.

Objective: Locate and Kill the 5 Templars

Challenge: Make a Templar kill himself, but not innocents

Now that we’ve shown you how to beat the Challenge, head to the nearest Templar bomber (6) who is through the now-open door to the courtyard near where your first victim was taken (4). Perform the same maneuver as before, kidnapping him and leaving him in the same location (5) to blow himself up.

After completing the Challenge you can simply kill the remaining four Templars by running up behind them and silently executing them. Follow the red blips on the map to find and kill them all.

Objective: Speak to Fleming

Find and Speak to Fleming (7) who is now at the end of the main hall in the chapel-looking area.

Objective: Tackle the Templar leader

When you reach the area (7) where you were to meet Fleming you see the fleeing Templar leader. Chase him through Parliament, heading east down the nearest hallway.

The Templar leader runs east until he reaches the end of the hallway (were your bomber kill zone is located) and turns left and stops (8). He holds Fleming at gunpoint.

Objective: Kill the Templar leader

Hold L2 / LT to aim your gun. Aim for the Templar leader’s head when it moves from behind Fleming’s head. Take the shot with R2 / RT. The sooner you can kill the leader, the more time you have to defuse the four bombs remaining in the building. You start with two minutes and 28 seconds.

Objective: Defuse 4 explosive charges

You have whatever time is left from the 2:28 given to kill the Templar leader and free Fleming from the gun pointed at his head to diffuse four bombs.

Bomb 1

Rush to the bomb (9) in the room at the end of the hall heading north away from Fleming. Quickly pick the lock on the door and enter. Turn right in the room and find and defuse the bomb in the right corner.

Bomb 2

Exit the room, turn right in the hallway, take a left at the end of the next hallway, and exit into the courtyard through the first open door on the right. The bomb (10) is in the back right corner of the courtyard. Defuse it. You should have around 1:30 left on the timer.

Bomb 3

Rope Launch to the rooftop from the second bomb location. Scale over the top of the building and drop down on the balcony on the west side. Enter the building through open doorway balcony entrance. Drop down off the balcony inside and find the bomb (11) on the floor under the stairs.

Bomb 4

The last bomb is in Big Ben. Run out the front door to the north and cross the yard heading directly for the Big Ben clock tower (12). Following our directions, you should have almost a minute left to defuse the last bomb.

Climb or Rope Launch up to the lower balcony around Big Ben. Walk directly under the tower until you achieve a Rope Launch lock-on that elevates you directly to the bell tower floor above the clock where the bomb (12) is located. Do not attempt to climb the tower; there is not enough time.

Find the bomb on the bell tower level above the clock in the southeast corner. Defuse it to save the Houses of Parliament and everyone inside.

Objective: Speak to Disraeli

Drop down off of Big Ben and talk to Disraeli standing outside the main entrance (13) to be formally thanked by the Queen and to complete the memory.

Keep reading with a free account

The first 3 sections of Assassin's Creed Syndicate are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousOperation: Drive For Lives NextIntroduction