Cat and Mouse is the first Karl Marx memory: Marx needs to pass word of a secret trade union meeting to his allies while police spies shadow him. You remove the spies so he can reach each contact, then deal with an informer inside his own circle.
Part 1 of 5 in Karl Marx's London Stories
Follow Marx as he walks to his first contact and take out the plain-clothes spies watching him. The next contact is in a pub with another spy posted outside; get a brawl going between Rooks and Blighters to pull him out, then assassinate him. On the way to the meeting you overhear a man telling a policeman exactly where Marx will be and asking about his payment. Marx asks you to bring the man to him, so kidnap him and escort him back.
Talk to Marx, follow him, eliminate the police spies, clear the way to the pub contact, kidnap the informer and deliver him to Marx.
The informer is Simon, one of Marx's own allies. He explains that his mill boss threatened to sack any man who joined a union, and asks how long the Party could feed his family. Marx tells him they are lost if they do not stand together, and sends him away.
For the barrel objective, keep an eye out for hanging barrels near the spies as you shadow Marx, and drop them on two of the watchers. At the pub, start a scrap between nearby Rooks and Blighters so the spy posted outside comes over to look; that covers the second condition and leaves him open to an assassination.
An Explosive End
An Explosive End is the fourth Karl Marx memory and finishes Frank Morris's story: Morris has located the Templars' nitroglycerin and wants it for himself. You ride hidden in a Templar carriage to their hideout and destroy the stash.
Anarchist Intervention
Anarchist Intervention is the third Karl Marx memory: Marx's friend Frank Morris, whose son died of exhaustion after an 18-hour shift, plans to steal Templar nitroglycerin and attack Parliament. You chase Morris down, take over the explosives cart and protect him from the people who want it back.
Vox Populi
Vox Populi is the final Karl Marx memory: Marx is giving a speech to workers and expects someone to try to wreck it. You move through the crowd removing troublemakers quietly, then fight off the Blighters who come for Marx.
Where There is Smoke
Where There is Smoke is the second Karl Marx memory: Marx is sure a factory is hiding how many workers its machines injure, and wants the accident records. You start a fire to clear the building, bring a fire engine and use the panic to walk out with the reports.