-Our agents still within the immigrant camp will remain there. Since the camp appears to be large and old enough, it should have a de-facto leader or leaders; seek them out and try to curry favor with them- we may need their ear.
[1] The camp does not have leaders. Or rather, it does.
Said leaders are displayed for all to see in a makeshift square, swinging in the wind. Executed for a variety of trumped up crimes, although the real crime is clear: organising the poor, which could lead to trouble.
-See if our men can glean any useful information from gossip around town, such as upcoming market days or festivals, information about the city's mint, political intrigue, and the like.
[5] The city of Fiumefurt is the same physically and mentally; strong from without, but filled with problems inside. The people present a united front against crime and invasion, whilst simultaneously scheming amongst themselves for petty personal power. Those in power do not have any ancestral rights to their power, and as such no one complains when they fall, and there is no honour amongst them- mercenaries fight each other in the street, assassins strike in broad daylight. The town's leadership is chaos, with the mint being the only bastion of order- no one, but
no one, fucks with the mint, or anyone working for it. In truth, the mint runs the town, rather than the other way around.
The chaotic leadership makes it easy to learn sensitive information; useful facts stream into your ears.
-Information about the size and strength of Fiumefurt's military isn't likely to be in the public domain, but check anyway.
[2+
1] It isn't public domain, no. But the city's soldiers parade around often enough that you can get a general estimate of their strength. 6 regiments stand within the walls. One at each gate, one at the palace, and two at the mint. They are all heavily armed, except for one of the mint-guarding regiments- they proudly boast that they need no armour.
-Have Shark establish contact with the local underworld.
[5-
1] Though the city has a hard take on crime, their efforts are focused on the flow of precious metals. There are an assortment of common criminals with whom your men, Shark included, make contact. Some of them are themselves former bandits who decided on a more urban lifestyle, and who know of Shark's reputation, and are eager to work with him.
-Track down an engineer for hire in the immigrant's camp (preferable) or the city proper.
[4] Wanted a better life, he did. Heard this city needed engineers, he did.
Apparently they needed engineers to fix their sewers. Not a glamorous job, not a well-paying job. And before you ask, no, they are not man-sized sewers, and the mint doesn't have any anyway.
You find an engineer who claims to be capable, and is eager to do something which will pay better than fixing plumbing.