Screenshot coming soon.
50 Berkeley Square is the fourth Charles Dickens memory: you ride with Dickens to a townhouse said to be the most haunted in London and search it for the cause of the hauntings. It is a short investigation that ends in a fight.
Inside the empty house you find a piano playing on its own and a cot rocking by a window, both of which Dickens explains away as tubes, valves and draughts. Children's laughter sends you after a child who was in the house; question them to learn the house has a secret passage and get the key to it. Back inside, Dickens has found a lock, and the key opens a compartment full of levers. Pulling them opens the passage.
Meet Dickens, drive to 50 Berkeley Square, search the rooms, chase and question the child, return with the key, open the compartment and pull both levers, then win the fight.
A madman named James Jasper bursts out of the passage and attacks. Dying, he raves about Rosa and about his nephew Ned, suggesting he killed the young man out of jealousy. Dickens declares the ghost story debunked and decides the tale would make a good novel.
The real 50 Berkeley Square had a reputation as a haunted house. The page notes that its recorded owner in 1868 was a Thomas Myers, not Jasper.
17 Walpole Lane
17 Walpole Lane is the last Spy Hideout memory in the World War I simulation. Lydia Frye raids a house run by a cross-loving new tenant and his hired thugs, takes the spies' documents and frees two captured allies.
A Golden Path
A Golden Path is the fourth Last Maharaja memory: you and Duleep Singh raid the warehouse where the British India Company keeps the stolen Punjabi gold, then race the treasure carriage to the docks with Templars on your tail. Duleep, who calls himself the fourth-best shot in London, rides shotgun.
A Good Send-Off
A Good Send-Off is the fifth Last Maharaja memory: the stolen gold is aboard a boat heading down the Thames, and you and Duleep Singh guard it from Templars on the banks, on bridges and finally on board. It plays as a river escort with a stealthy finish at the last dock.
A Good Shot
A Good Shot is the first memory of The Last Maharaja: at a garden party in the grounds of Buckingham Palace, Henry Green asks you to smooth things over with Duleep Singh after an argument. Duleep challenges you to a bottle-shooting game, and during his turn someone fires a second shot.