Optional Objective/s |
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1. Kill spies with hanging barrels (2 spies). |
2. Create a faction fight outside the pub to attract the spy. |
Reward/s | . | . | . |
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Money: | 800 £ | Bonus: | 125 £ |
XP: | 700 XP | Bonus: | 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 will cause them to become hostile.
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!
This entire escort segment is made 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 and also seeing their area of effect so that you can hit the spies with greater degree of accuracy.
Eventually our escort will 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.
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.
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