|N/A - There are no optional objective/s in this memory.|
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.