Assassin's Creed II - Part 13 - Memory Sequence 9 (100% Completionist, No Deaths)

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Assassin's Creed II
Game:
Duration: 28:23
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After completing the first game in the series, we continue the story of Desmond Miles, a modern-day former Assassin working as a bartender, who got kidnapped by Abstergo Industries and put inside an Animus, so that Abstergo can get ahold of his ancestor's memories, one Altaïr Ibn-LaʼAhad, in search of a particular memory. As Abstergo finally found what they were searching for, Lucy helps Desmond escape at the start of Assassin's Creed II.
Now, hidden from Abstergo Industries and the Templar Order, Lucy wants Desmond to retain skills as an Assassin, by following his predecessor Ezio Auditore da Firenze, a late 15th century son of a nobleman, Giovanni Auditore, in search of another Piece of Eden. After his family was betrayed by the ones they trusted most, Ezio embarks on an epic journey of revenge, as well as establishing himself as an Assassin.

Assassin's Creed II marks the first entry in, what is later to become, known as "The Ezio Trilogy" of games. In Part Thirteen, Ezio competes in the Carnevale to win the Golden Mask, his ticket to enter Doge Marco Barbarigo's private party. But his cousin Silvio and his personal bodyguard Dante Moro have other plans!

Content:
0:00 Interlude
0:08 Ribbon Round-Up
2:35 Interlude
3:00 CTF
6:11 Interlude
6:32 And They're Off
9:15 Interlude - purchasing Armor (Missaglias Chest Guard), purchasing Weapons (Maul, Florentine Falchion), purchasing Small Weapons (Metal Cestus, Stiletto, Channeled Cinquedea, Sultan's Knife)
11:20 Cheaters Never Prosper
15:22 Interlude
15:34 Having a Blast - Assassination of Marco Barbarigo
24:57 End of Memory Sequence 9
25:08 Start of Memory Sequence 10 - Venice 1486
26:00 Interlude
27:02 An Unpleasant Turn of Events, End of Part 13

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Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational, or personal use tips the balance in favor of fair use.




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