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.
Part 2 of 5 in Karl Marx's London Stories
Sneak into the factory and set several cotton bales alight so smoke fills the building and the workers flee. The foreman shouts for the fire brigade, so hijack a fire engine and drive it back. Tell the foreman his employers will not thank him if the accounts burn; he leads you inside to the reports, which you grab. A policeman sees you take them, so you have to get away from the area.
Talk to Marx, infiltrate the factory, set fire to the cotton bales, speak to the foreman, steal a fire engine and bring it back, follow the foreman to the reports, take them and escape.
The reports back up Marx's suspicion that the company is abusing its workers.
The only optional objective is an air assassination, so while you sneak in to light the bales, get above one of the guards on a ledge or beam and drop onto him from there.
Marx says the machines in this factory have injured more workers than anyone can count, yet the company keeps prospering. He is convinced the accident records inside would prove it, guesses the foreman keeps them, and comes up with the idea of a fake fire himself.
The foreman is relieved when you turn up with the fire engine, until Jacob points out that his masters will not be pleased if the accounts burn. Evie instead urges him to save the reports before the flames reach them. Either way he leads you straight to the papers.
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.
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.