Assassin's Creed II/Florence

Novella's Secret
The first tomb is found through the normal course of the game. Complete Novella's secret in Sequence 4 to obtain this seal.
 * Memory start: At the secret entrance in the guarded corridor on the south side of Santa Maria Novella.
 * Reward: 1,250ƒ, Seal of Darius,

Il Duomo's Secret

 * Memory start: North side of the Basilica Santa Maria del Fiore, at street level.
 * Reward: 1,250ƒ, Seal of Iltani

The tomb is located at the top of the church, which is under construction. Start out by free running up the stone pedestal to the right of the door the people exited in the cut scene. Climb this wall up and shimmy to the right to a ledge above the door. When you get up there, you'll receive your objective (find the sarcophagus) and a marker will appear on your map. Jump across the wooden beam to the north to the white ledges on the side of the wall, then follow them east to a wooden beam running over to one of the big pillars in the middle of the area. Walk to the pillar, then jump to the other wooden beam on the left side of it, then to the closest chandelier hanging down. Jump back west across another beam to other chandelier's on the other side. Take those south to another wooden beam and farther to a wooden platform on the far wall with a ladder above it. When you access that point, the ladder will fall down, giving an easier way back up if you fall.
 * Checkpoint 1

Head in the direction you're facing when you regain control (west) and climb up to the top of the stone protrusion sticking out of the wall. Turn around when you get up there, and jump back east across a series of beams to another stone ledge farther along the wall. Keep going this way across another ledge and more beams until you can jump across two more chandeliers to a platform attached to one of the big pillars. From there jump back northwest to the chandeliers in the center of the room and follow them across to a beam and stone platform on the other wall. Climb up to the platform above, then continue east again over a couple beams to two more chandeliers. Turn south and go across the room to the other wall via the three chandeliers in the center of the room. From the wooden platform over there, head east again across two swinging jumps to another checkpoint where a ladder will once again fall down in case you need to use to get back to this point.
 * Checkpoint 2

Take the boards across to the wooden platform attached the big pillar, then jump to the marble balustrade beyond. Run along the top of it until you can jump to the balcony on the southeast wall. Jump from the balcony across a beam to the chandelier hanging to the north, then do the preceding in reverse on the other side: continue in a counterclockwise fashion around the room, first taking the beam to the next balcony, then back to the marble structure which goes back around to another wooden platform, this one hanging instead of attached to a pillar. From there, hop off the southwest side to a wooden beam, then run up the wall to the wooden platform above. Next head north east across another wooden platform and wooden planks to a series of wooden beams leading to another platform against the northern wall. Climb up the wall from that platform to the railing of the walkway above, then jump back out into the center of the room and take the wooden beams to the south, where you can jump to a hanging platform, then to a stone ledge on the side of the wall. Jump of the eastern side of the platform and swing jump down to the wooden walkway below to the next checkpoint.
 * Checkpoint 3

Jump to the chandelier to the south, then continue in that direction to the wooden platform below. You won't be able to climb up to the walkway above from here, so climb a bit up the wall and traverse to the left until you get to the eastern wall (the third stained glass window over). Climb up to the walkway above, then take either of the wooden beams at the ends of the walkway out and jump to the beam to the west. Jump to the stone balcony to the southwest, then continue off the wooden beam at the far side of it. If you look to the walkway south of you, you should be able to see the glitches glinting off a hidden chest. There's a tricky jump in order to get to the chest, so continue on to the next checkpoint before attempting it. Jump west to the hanging platform, then over to the next balcony. Free run up to the platform with the ladder, then climb up it, swinging around to the other side as you go, and climb up to the ledge above where the check point is.
 * Checkpoint 4

To get the chest, go back down and jump back over to the wooden beam sticking out of the other platform (the one that leads to the hanging wooden platform you took the first time). Jump down to the swinging jump below you to the south, which takes you to a wooden beam, then to a wooden platform. From here, climb up the wall and head right one stained glass window, where you'll be blocked by a banner from getting around to a place where you can climb up to the walkway. Instead, climb as high as you can up that second stained glass window and jump backwards out to the chandelier from the top of its arch. The jump is tricky, and they don't do you any favors with the camera angle. You'll need to jump diagonally backwards and to the right in relation to the screen (not Ezio). From the chandelier you'll be able to make it to the walkway where the chest is. Climb up the wooden barricade at the end of the path on the chest's side and take the beam there out over the floor where you can jump to the beam north of it. Make sure you're lined up with the hanging platform first, so you can swing jump to it. From here head west along the same path back up to the checkpoint you hit before.
 * Secret area

From the platform up there, head counterclockwise all the way around the wall along the wooden platforms and beams until you get almost all the way back to where you were. From this last platform, the camera will zoom out showing you the wall you should climb with loose bricks above you. Climb up the wall to the wooden beams above, then shimmy out toward the camera until you climb up on top of them. Jump out on the wooden platform in the center of the room just east of you then climb up into the inside of the pillar where a ladder will take you up to the sarcophagus and a few chests. After opening the sarcophagus and retrieving the seal, exit through the window in the north wall.
 * Sarcophagus

Glyphs

 * San Marco District: Santa Croce, Ospedale Degli Innocenti, La Rosa Colta
 * Santa Maria Novella District: San Lorenzo, Mercato Vecchio
 * Total: 5

Viewpoints

 * San Giovanni District: 7
 * San Marco District: 6
 * Santa Maria Novella District: 7
 * Total: 20

Feathers

 * San Giovanni District: 9
 * San Maro District: 9
 * Santa Maria Novella District: 9
 * Total: 27

Treasures

 * San Giovanni District: 27
 * San Marco District: 25
 * Santa Maria Novella District: 19
 * Total: 19

Assassination contracts
There are three pigeon coops in the city where you can accept assassination contracts. One is in the San Giovanni district, east of your house, one is in the middle of the east side of the San Marco district, and the third one is in the southeast corner of the Santa Maria Novella district. All the assassination contract memories start at one of these pigeon coops, and it doesn't matter which one you go to. At certain times you may have to wait until you have access to the district where that pigeon coop is, or until you've unlocked more contracts.

Your job is to take out the merchant in the market just west of the east gate in the San Marco district. The target is hanging out in front of the tailor in the east side of the market. There's a guard nearby watching the target, who is looking to the south. It's pretty easy to just run up behind him and take him out with your hidden blade, but if you want to be stealthy, wait for a group of people to walk toward them, then blend with them and get him when you get close.
 * Day at the market
 * Reward: 1,000ƒ

You'll need to take out the three archers on rooftops in the south end of the San Marco district. The easternmost archer is down by the docks, and can be easily assassinated from above. The middle archer walks around his rooftop, stopping to look out over either side, which sets him up for an easy ledge assassination. To avoid drawing attention to yourself, assassinate him on the water side, as opposed to the street side. The western archer is actually in the southeast corner of the San Giovanni district, walking around at street level. It's pretty easy to take him out anywhere along his route, but he does stop by a hay cart for an easy stealth assassination.
 * Fallen archers
 * Reward: 2,000ƒ

Your target is in the north of the Santa Maria Novella district, just north of the Church of San Lorenzo. He's in an alley blocked off on both sides by guards while talks to a friend of his. There is a group of courtesans near the south entrance that you can use to distract the guards on that side. When they've moved out of the way, run in and assassinate the target. Make sure you know which one is which (use eagle vision) because killing the wrong target will desynchronize the memory. You can't just fight your way in, because this mission requires that you not be caught.
 * Political suicide
 * Reward: 2,000ƒ

The target is in the southwest side of the Santa Maria Novella district, near the southwest corner of the Santa Maria Novella. He walks around the small market followed by a brute with a spear. There are also two normal soldiers standing in the street and a roving patrol of four soldiers that goes in and out of the area. A lute player is in the market as well, proving to the be biggest annoyance of them all. Distract the lute player by throwing money or stealing from him, then assassinate first the brute from behind, then the target.
 * Caveat emptor
 * Reward: 2,000ƒ

Head to the north of the Santa Maria Novella and intercept the corrupt official. When you've spotted him with your eagle vision, you'll need to follow him to a meeting. Like other missions, keep a line of sight on him, but don't get too close. He never turns around, so it's a pretty simple task to just follow him as he walks to an enclosed courtyard in the south of the district. When he gets down there, your objective will be to kill all the targets. The five targets are all in robes, and are being guarded by eight soldiers, two of which are guarding the entrance. The politicians have virtually no protection against your blades unless they pick up a dead soldier's weapon, so take them out first. When they've all been dispatched, it's up to you whether you want to stick around and fight the remaining soldiers.
 * Meeting adjourned
 * Reward: 2,000ƒ

The target is to the northeast of the Santa Maria Novella, in an enclosed courtyard guarded by four soldiers. There are lots of similar courtyards in the area, but this one is in the northeast section of the green circle on your big map. It's also one without an easy wall to climb over next to the guards. The target is facing the entrance, so don't bother to distract the guards and come in that way. Just climb down the ladder into the courtyard behind the target and sneak up behind him for an easy assassination.
 * Needle in a haystack
 * Reward: 2,000ƒ

There are two groups of brutes on the bridge at the south end of the San Marco district. Once you've killed one of them, you'll have one minute to finish off the rest. This is understandably difficult by fighting them normally, so hire the group of mercenaries just to the west of the bridge and assassinate them from behind while they're focused on one of your allies. Make sure you're not locked on to anyone while you do this. If you are doing this contract very late in the game, you can also use smoke bombs.
 * Peacekeeper
 * Reward: 2,000ƒ

Head to the southwest corner of the San Marco district to find a soldier in the middle of the street in a group of soldiers. The one you want will start walking away to the north, and you'll have to follow, so try to make your approach from the south. Like all following missions, just keep a line of sight on him and don't get too close. As he walks along he picks up some more soldiers, but they never stop and turn around, so it's easy to follow them. Eventually he'll lead you to an alley guarded by more soldiers which leads to the restricted area where he stops. Climb the structure to the right of the guarded entrance to reestablish visual contact and your objective will change to killing the leader. There are a bunch of guards in there, but you only need to take out the commander, who walks around inspecting the ones standing in formation. Head to the low roof behind the formation to the north and assassinate the commander as he walks below you. When the memory ends, either kill all the guards or just run away.
 * Leader of the pack
 * Reward: 2,000ƒ

Beat up events
The cheating husband is in a small courtyard with an entrance on the west side just south of where the memory starts. He's in there talking with a woman in a red dress, so just run in and beat him until he repents.
 * A woman scorned
 * Memory start: Talk to the crying woman just around the corner from the art shop west of your home.
 * Reward: 200ƒ

Races
The race starts with 1:30 minutes on the clock. Head into the first marker going into the plaza outside the palazzo, then continue through the next one on your way to the crates with a white sheet along the northern wall where the third white marker is. Free run up the crates to the building on the west side of the plaza, then up that wall to the roof and into the next marker. Going straight ahead, jump across the street to the next roof over to the west, then run to the other side of roof and take the narrow walkway over so you can jump to the wooden platform with the next marker. Turn and climb up the wall, then run down the roof to the next marker, then carefully run over behind the roof garden and jump out onto the wires running across the street to the west. You'll pass through another marker on your way, after which you should run down the roof to the left, through the next marker and to another roof garden. Turn south there and jump across to the building and climb up to the marker on its roof. From there head to the other end of the roof where you can pass through a marker and jump to the top of another roof garden. Jump to the railing below and then over to the next roof and through another marker. From there turn west and jump over to the next roof where you'll find a white marker on top of a chimney. Make a leap of faith over the side of the building from the chimney and run down the steps to the west to the final marker in the middle of the street.
 * Florentine sprint
 * Memory start: Talk to the thief standing by the northwest corner of the Palazzo della Signoria.
 * Reward: 100ƒ

You'll have three minutes on the clock when the memory begins. Head northwest to the first target, back toward the city. Hop the wooden fence and head up the stairs through an arch to the next target. Turn the corner there and head down some steps to the next one before turning left around another corner and free running up the nearby crates, then over some beams to the marker on top of the next set of crates. Stay above the street and hop along the beams to the next marker on a wooden platform hanging down from above. Continue along the beams and wooden walkways around the side of the building on your left through two more markers then climb up two roofs in front of you to the white marker at the top. Take the wires across the street on the other side of the roof, then go through the next marker and jump to the chimney then to the far roof where the next marker is. Don't bother with the guard here – just run past him down to the end of the roof and take the wires across to the next roof with a marker on it.
 * San Marco scuttle
 * Memory start: Talk to the thief in the grass by the eastern wall of the city, south of the east gate.
 * Reward: 1,500ƒ

Run straight across the roof past the wooden crane and jump to the scaffolding across the gap, then run down the roof its attached to, to the next marker. Keep going in the same direction to the next marker on the side of a roof garden. Run in the same direction and jump to the railing of the balcony across the street and run over to the roof of that building, where you can take the wires across the street through another marker. The next one is right next to you when you get across the wire, then run through another one on your way to the roof garden at the end of the roof. Jump from the side of it to the roof with the next white marker, then climb up to the chimney it's on. Jump across the wooden railings on the building next to you to the next roof over, then turn west and run over to the roof below to hit the next marker. From there, you should see the next white marker down in the street in front of you.

Avoid the wooden beams, and jump to the hanging platform, then down to the street right in front of the marker. Continue down the alley through two more markers before coming out into a main thoroughfare, where you'll turn right to get to the next marker. Two more markers in the middle of the street will lead you to some crates with a white sheet. Free run up them and across the beams on the side of the building to the next marker on a platform just below the roof. Climb up to the roof and go west to the marker in the middle of the roof. Jump down to the roof below in the same direction, head through the marker there, then continue northward to the next roof. Go through the marker, then head north along the roof to the perpendicular one and take that one west to where you can climb up to the next marker. Climb up the next roof to the marker below the ladder, then take the ladder up to the last marker on top of the roof.

Courier assignments
You'll have four minutes to deliver two letters, one to the north and one to the southeast. Head up the street and through the arch to the north, then go up the stairs and climb the side of the building you come to. The entrance to the courtyard is guarded, but you'll find a letter down to the lady you want on the eastern roof. You have to be anonymous to give her the letter, so it's quicker to just ignore the guys guarding her. Climb back up the way you came and head to the next objective in the south.
 * Casanova
 * Memory start: Talk to the guy in fancy clothes out in the street in front of your house.
 * Reward: 100ƒ

The next woman is in a rooftop balcony, guarded by men on either side. Climb up the building from below one of them and take him out when he turns his back, then hop ove the railing to the woman and deliver the letter. You don't have to take out both guards, but you can if you want. One of the guards likes to jump up on the roof and check on the other one, which you can use to your advantage, either to deliver the message while he's up on the roof or sneak up behind him while he's investigating his fallen comrade.

Paintings

 * 1) Madonna and Child: 320ƒ
 * 2) Baptism of Christ: 280ƒ
 * 3) Primavera: 2,950ƒ
 * 4) Pallas and the Centaur: 3,050ƒ
 * 5) Annunciation: 429ƒ
 * 6) Saint Jean Baptiste: 1,608ƒ
 * 7) Portrait of a Musician: 20ƒ
 * 8) Francesco delle Opere: 1,492ƒ
 * Total: 10,149ƒ

Treasure maps

 * 1) San Giovanni: 395ƒ
 * 2) San Marco: 150ƒ
 * 3) Santa Maria Novella: 160ƒ
 * 4) Apennine Mountains: 150ƒ
 * Total: 855ƒ