Hopton's is a Spy Hideout memory in the World War I simulation: Lydia Frye raids a rough pub that German agents now use as a base and plants false information among their papers. It is the first of three hideouts.
Part 2 of 7 in World War I
Hopton's has a long record of brawls and a criminal crowd, and the police wrote it off years ago. Lately it has gone quiet, with shadowy figures gathering on the upper floors, which is what points Lydia to it.
Get into the hideout, take the spies' documents and escape the area. For full sync you also leave false information behind for the spies to find.
After the zeppelin raid at Tower Bridge, Churchill told Lydia that a new group of German agents was at work in London, driven by something close to religious zeal. He could not raise it with Prime Minister Asquith without firmer proof, and the papers Lydia lifts from places like Hopton's are how that proof gets built.
Lydia carries the same model of Hidden Blade her grandfather Jacob used, a kukri like Henry Green's and an M1877 'Lightning' revolver, and she has Eagle Vision. She has no fear bombs or spikes: the British Assassins had stopped using them by 1916.
The memory closes once Lydia is clear of the building with the stolen documents, so leave the false information for the spies while you are still inside.
When the escape is done, Juno cuts into the simulation to speak to the Initiate. Over the course of these wartime memories she tells the story of the Isu, how they created humanity and failed to survive the Great Catastrophe, and tries to recruit the Initiate to her cause.
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.
Clarence Stock House
Clarence Stock House is the second Spy Hideout memory of the World War I simulation: Lydia Frye breaks into a disused paper warehouse the spies have taken over, steals their documents and, for full sync, wrecks three caches of their military gear.
The Apothecary Twins
The Apothecary Twins is the first Spy Hunt memory in the World War I simulation: Churchill sends Lydia Frye after a spy posing as a nurse who collects blood samples, and her brother who supplies her drugs. You spot their meeting and kill both.
The Darkest Hour
The Darkest Hour is the first World War I memory: as Lydia Frye in September 1916, you clear German spies from a safehouse, find a hidden radio guiding zeppelins inside Tower Bridge, then man an anti-aircraft gun on a boat to bring down the raid's escorts.