Note: You’ll probably be wondering where Memory 05 is. Fear not, 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: 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.
|N/A - There are no optional objectives in this memory.|
|Gear:||Capes: Hunter's Mantle|
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.