Optional Objectives:
- Use two Berserk Darts on Brutes
- Use two Sleep Darts on Gunners
Head to the exclamation point at the top of the windmill in Kingston and synchronize before you talk to Kidd to start this memory. After the scene, Leap of Faith into the hay below and make your way into the grass. You will need to kill the guard that walks up and back from the bell to your west and then cross to the next bit of grass and do the same to the man by the fence. Head toward the bell now and watch the guards, killing the one the one that walks close to it. The tower nearby has a Gunner that you can sleep and then carefully sabotage the first bell.
Eliminate the scout that walks under the tower and then head for the hay. If the guard is nowhere nearby, jump out of the hay and enter the bushes by the wall and follow the wall to a stalking zone near the bell. Wait for the scout that patrols to the man north of the bell to come closer and then whistle him over and kill him. Wait until all the guards are turned and hop the fence across the way and take out the static sentry from the bushes. When the guard that patrols the area returns, take him out as well. Now use a Sleep Dart on the Gunner in the nearby tower and when no one is looking sabotage the bell.
You can now backtrack a bit to the stream in the north and run along the log, into the v-shaped tree, up to the next level and run along the branches to the final tree, where you can go up another level. Berserk Dart the Brute leaning against the cart and watch as chaos ensues. When everything is said and done, Sleep Dart who you need to in order to Leap of Faith out of the tree and sabotage the final bell.
Make your way carefully to the waypoint to meet up with Kidd for a scene and then enter the gates and hide in the bushes to the right. A Brute comes walking down the steps on the left of the mansion, so if you still need Berserk Darts on Brutes this should be the final one. Head to the right side of the steps and climb the wall of the facade to the roof and hide behind the chimney. Approach the Gunner up here carefully and kill him and then use the v-shaped trees nearby to locate and air assassinate Prins.
You will now need to escape from the massive amounts of enemies by using the cart that Edward notices in the cutscene. This should lead you to a straight forward escape route if you stick to the high ground and only jump off when you see hay or have no where else to go. Once you get out of the restricted zone, become anonymous and meet up with Kidd again.


