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.
Part 3 of 5 in Karl Marx's London Stories
Marx sympathises with Morris's anger at a government that does not protect workers, but insists that killing and destruction achieve nothing and that democracy is the only path to socialism. He asks you to stop Morris before anyone dies.
Find the nitroglycerin carriage near Cannon Street station. Morris takes it before you can, so chase him and hijack it. With Morris shouting directions and warning you about the cargo, drive carefully while Blighters try to take the nitro back. At the drop-off point Templars ambush you from above; climb up and fight them off while protecting Morris.
Talk to Marx, locate the explosives carriage, chase and hijack it, survive the Blighter pursuit, reach the destination and defend Morris from the Templars.
You keep Morris alive, but the Templars drive off with the nitroglycerin during the fight. Morris, still bitter, tells you to find him in Southwark when you are ready.
The full-sync condition is to flip a pursuing carriage, so during the Blighter chase ram their carriages hard from the side until one rolls over. Morris calls out every turn as you drive, so you can concentrate on the pursuers.
Jacob tells Morris that Marx sent him and asks for some quiet; Evie introduces herself as Marx's friend. Afterwards Jacob presses Morris on where the shipment was going, guessing he has been tracking these carts for weeks, while Evie says the Templars' plans for the nitro are probably no nobler than his.
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.
Cat and Mouse
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.
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.