17. Co-Op Missions
Of the co-op gameplay, there are two types: co-op missions and heists. Co-op missions are far more important (although you need to complete all the heists as well) since they reward you with gear and sync points. Some of these points are even hidden as collectibles in each of these missions, and you'll need every single one to acquire all the skills. Maps are provided to help you find each of them. There are 11 base game co-op missions, with a twelfth being added from the free DLC.
Assassin's Creed Unity | Co-Op Missions
There are trophies for finishing each base game and DLC co-op mission and heist, and these can be found on the bottom of the heists' page, as you'll likely be doing those after the co-op missions. On top of that, there is a trophy for earning all three rewards from one mission, which is done by finishing that same mission three times total. This is easiest done with the first mission.
Heads Will Roll
The famous spy Didier Paton has found the Templar Order on accident, and he's unfortunately reported this to Robespierre, a Templar. He's been sent to the guillotine and his book of secrets is to be perused through. The most important of these two is the notebook, as it holds far more than Paton could possibly remember off the top of his head.
Climb into the Grand Châtelet using either the stairs on the rooftop or by finding an open window, then fight your way to a chest containing Paton's notebook. If you decide to go for the roof, as is the case with most, you should consider taking out all snipers as a higher priority; at lower equipment levels, they can easily blast through your health in an instant. After finding the notebook, use a nearby staircase to descend to ground level and then head for the river's edge. It's time to get the first (1/2) Sync Point in this mission. At the riverside, look for an underground entrance and use it to reach a small, almost maze-like set of tunnels. You'll be able to find the sync point in here somewhere; eagle vision will help you pinpoint its exact location for easier tracking.
After obtaining the sync point, run to the guillotine and look around for three hiding Templars. There should be one on both sides of the square in the buildings and a third in the crowd itself. It's very difficult to kill these three Templars without alerting the soldiers protecting the guillotine, so get ready for a fight just in case. When the Templars are dead, an Assassin distraction will automatically take place, allowing Paton to escape. When he's escaped, don't run after him just yet; locate the Hôtel de Ville on the map and scan it at ground level to locate another (2/2) Sync Point. To reach it, either pick the locked door (Master Locksmith skill) or run around the backside for an opening.
Follow Paton's trail until you get to a radical-controlled area. You'll want to use one of the underground entrances here to meet Paton underground, who will eventually join the Assassin Order from the events taken place.
The Food Chain
Templars are responsible for the food shortages threatening Paris's citizens. Anne-Josèphe Théroigne de Méricourt has taken this problem under her wing and is insistent on finding whoever is responsible. You'll first need to find her by finding two clues she's left behind in sacks. These sacks are located near each other; find them, then scan the area for the first (1/2) Sync Point. You can reach this sync point from ground level in a building, then climbing up to the building's upper floor. Once you have this, locate de Méricourt and save her from captivity, then follow her outside and fight off the radicals that try to stop you. She'll tell you a general area of where to find the head of operations' higher-ups after she and you kill the nine men guarding a stock of food. The main Templar in charge of this scheme is a woman named Madame Flavigny.
Flavigny will not be in the marketplace upon your arrival, but her two henchmen will be. Locate them using eagle vision and kill them - this is hard to do without starting a fight with the many other radicals in the area, so it's best to stay on your toes. After killing both henchmen, you'll next be given Flavigny's true location, which isn't too far away from here. If you're low on supplies, stock up on them at a nearby shop, then scan the area for the second (2/2) Sync Point. If you can pick locks at all (Apprentice Locksmith), you should be able to pick the front door of the building containing this sync point. If not, then you can also go to the courtyard and climb into an open window from that side. All you need to do after collecting this sync point is to kill Flavigny and her bodyguard. This will almost always cause a fight with the rest of the enemies in the area, especially since there's an alarm bell here. Escape the area after killing Flavigny to finish the mission and secure the food for the people.
The Infernal Machine
Napoléon is headed to the opera, but the royalists are about to use a new machine of theirs to fight against him when he's least prepared. The highest threat are nine snipers camped out in the buildings along the path to the opera house; find and kill all of them to ensure Napoléon's safety. After you've done so, backtrack to the first (1/3) Sync Point and pick it up on the roof, then continue to the royalists' headquarters. Find some intel in the room and enter the Palais-Royal's courtyard to find the man responsible for setting off the machine, then kill him and take some papers off of him. When the coast is clear, use the underground entrance just outside of the palace to reach the second (2/3) Sync Point. Reaching it requires the basic lockpicking skill.
When you reach the address of the group's leader, try to stay indoors, as there are more than half a dozen snipers posted around the area. After killing the leader, enter a building from the roof to collect the last (3/3) Sync Point before leaving the mission area and eliminating the threat.
The Austrian Conspiracy
Austrians have joined the loyalist cause and their spies intend to take down Georges Jacques Danton, a revolutionary that the Templars want to get rid of. Defend him against 11 Austrians, then reach the open window facing the courtyard near the first (1/3) Sync Point so you can collect it. After doing so, use eagle vision to locate an enemy containing one of two important documents, then take it from him and head to the maze garden. The other document is held by another enemy in the middle of the maze. Both of these documents point to the locations of the Austrians' master spies, who must be killed to cripple their impact in the revolution. To leave the maze faster, climb up the tower in the middle and jump from the top to an exit.
Kill the closer of the two spies, then head to the roof in the courtyard and nab the second (2/3) Sync Point after going up a flight of stairs. Then go for the third (3/3) Sync Point, as you won't be able to get it after killing the second spy. This one is at the top of the church's spire and requires you to jump down into the bale of hay in the church's courtyard. After that, of course, kill the second spy and escape the area to finish the mission.
Danton, the man you saved in the previous mission, is up next for the guillotine. You'll likely have to fight and kill every soldier surrounding the guillotine to get to Danton, but you have all the time in the world to get to him. He will actually want to die, claiming that his death will bring the death of the reputation of Robespierre. After speaking with him, use one of the underground entrances here to find the first (1/3) Sync Point before running to save Danton's friends. The first is nearby, and four extremists will be slowly on their way to him. Kill the radicals and save his life, then move to the next and do the same. Now is the best time to collect the second (2/3) Sync Point. Save Danton's third ally after collecting it.
Robespierre still has Danton's private letters, and they're very likely at Robespierre's place. When you reach his estate, look for a locked door at ground level and open it to access the third (3/3) Sync Point, then continue into his house and pick up Danton's letters. Escape Robespierre's house with these letters to make sure Danton's allies can't be hurt by him.
Theroigne de Méricourt has been attacked by the remaining members of the Jacobins, and she wants revenge. Before you start working on killing off the rest of the party, grab the first (1/4) Sync Point by going through an open window. You'll also want to grab the second (2/4) Sync Point, which can be obtained by use of another window. After killing the Jacobins, Theroigne will enter the building with some allies, but more Jacobins will follow suit. Fend off the ambush, then find the entrance to the Jacobins' escape tunnel (a torch near the fireplace).
When inside the tunnels, you should come across a locked door near the location of the third (3/4) Sync Point. As you could have guessed, you'll need to pick the lock to obtain it. Try to find another locked door if you can; the other side is the very room the Jacobin leaders are hiding in. Kill them, then look up near the ceiling for the final (4/4) Sync Point. To reach it, climb onto the cages hanging near it.
Escape the catacombs by using the tunnel that leads to the exit from the leaders' room. The mission ends when you reach the surface.
Robespierre's political party has been face-to-face with the Girondists for some time now, and the situation has made Robespierre arrest and kill his political opponents. Rush to two of the Girondists and warn them of their attackers - you should naturally aim to talk to the two closest Girondists, but be aware that there are soldiers around each one. The game may start you out with about 2-3 minutes upon starting the mission if you don't skip the cutscenes (yeah, time passes), but you'll be given five minutes (the normal amount) if you fail the first time. Any sort of pausing - checking the map or otherwise - will not stop the clock. You only need to warn two; warning more doesn't affect anything.
When the Girondists have been warned, head on over to the first (1/4) Sync Point and collect it before going to the Bastille. This one will be atop the tower in the middle of the hedge maze. Next up is the second (2/4) Sync Point within the Bastille, which you can access on ground-level near its location. It'll be behind a locked gate. Climb up to the roof when you're done so you can set up some bonfires to warn the remaining Girondists, who will be waiting for you underground. Leap from the Bastille back to ground level and then collect the third (3/4) Sync Point, which is also above ground. You'll only have to climb into an open window to reach it. The fourth (4/4) Sync Point can also be collected now; simply drop to the water's edge near the point's location and you'll find a hidden, unmarked opening that leads right to it. This one also has a locked door in front of it.
All that's left to do now is help the Girondists leave Paris. There are four entryways along the area they've fled underground into, each of which has a turnstile that will help them get ahead. Open up the path to the shore and meet them there. They'll thank you for your help and the mission will end shortly afterward.
A very volatile preacher, Jacques Roux, is being used by the Templars as a backup plan for Robespierre. Assassins have previously tried to kill Roux, but they have failed and are possibly being held prisoner. Before you look for the ledger containing information on everyone being held here, you should collect some Sync Points. The first (1/4) Sync Point is at the top of the spire its placed above and the second (2/4) Sync Point is in the prisoner area behind a locked gate. The third (3/4) Sync Point requires you to use a nearby underground entrance in order to reach it. The final (4/4) Sync Point is near the ledger itself and is protected by a locked door at ground level. Take the ledger to find the captured Assassins' locations.
Use eagle vision to locate each of the three hostages, then return to where you found the ledger and try to find Roux. If you're detected, Roux will make a run for it, so try to remain hidden. If you end up having to chase Roux, a quick pistol shot should incapacitate him or even kill him, allowing you to focus on escaping so you can finish the mission.
Mirabeau, after having been found out for colluding with the King, is about to be attacked after death by Templars. He can wait, though. Climb up above the doorway in front of you and collect the first (1/5) Sync Point, which isn't on the roof but instead very high up underneath it. Then continue to the top and get the second (2/5) Sync Point floating around the roof's central dome. Enter the building and kill as many radicals as you can so they're no longer a threat, then look around the ground floor for the third (3/5) Sync Point, which will be floating above the ground in a tight space above a barred doorway. The fourth (4/5) Sync Point is higher up inside the main areas. Once you're ready to move underground, do so by using one of the entryways in the Panthéon's corners.
Kill off the remaining Templars that are walking around the crypt and pick up the last (5/5) Sync Point behind a locked gate while you're doing this. Each of the three green areas on the map have a symbol hidden within them that can be found by eagle vision. These symbols line up with the ones on the ground in front of the three pillars. Find two of these symbols and use their respective pillars to set them up, then keep interacting with the last one and wait a few seconds to see if it's the correct symbol; the path to Mirabeau's relics will open after all three symbols are lined up, of course.
General Marcourt, a Templar, is hosting a tournament to find new recruits. One of his fellows, Thomas-Alexandre Dumas (war hero and father of the author) is secretly an Assassin and has requested that Assassins such as yourself make an attempt to win so you can kill Marcourt. As you collect the first two letters of permission, start on collecting all five Sync Points before you finish the set of four. Grab the (1/5) Sync Point to the north, which will be at the water's edge. The second (2/5) Sync Point is at ground level near some shallow water. Next, go for the (3/5) Sync Point in Les Invalides' right side; climb up to a balcony and find a doorway leading to a tall, closed door, where you'll find the point. Reach the back end of the building and find an open window at ground level so you can climb inside, then look near the ceilings for the fourth (4/5) Sync Point. You'll have to climb up to it and jump across the edges you're walking on to reach it. The last (5/5) Sync Point is near Les Invalides' viewpoint, so climb back up to it and nab it. You could always go for these Sync Points when you naturally come upon them during the mission, but there can be complications that make them more difficult to get later on. This is the best time to find them with little opposition.
The last two letters of permission can be obtained even when in active pursuit, so you can just run into the last two areas and use smoke bombs to escape. The first challenge will be a parkour run to collect a set of flags. You must run, jump, duck, and climb around obstacles to collect all of them, which will take a bit of experimentation. Each flag you collect will add a few more seconds to your timer to keep you going. Finishing this can be extremely frustrating because, at least in my experience, Arno doesn't always move to the place you want him to move to. The game will also make you go through a loading time to reset the challenge instead of just making it instantaneous.
When you've finally gotten that out of the way, you'll be sent to the duel. In this challenge, you must defeat the enemies defending each flag and then lower it after they've been defeated. Since there are four flags, you must do this four times. There are countless enemies that will spawn here, so don't bother counting them and just focus on killing them. Speak to Dumas after the challenge has ended; he'll tell you whether Marcourt is expecting you to kill him or not, which depends on how many people you've killed on your way to this point. If there's been some trouble, consider using berserk blades to make all of the soldiers inside the conspirators' room to turn on each other. Berserk poison may spread upon sword contact, so there's a good chance that most of the room will kill itself out like a plague, leaving the scraps for you to finish off if necessary.
De Méricourt is leading a women's march (well, women meaning two participants) through Paris, and you'll want to protect it to make sure it's successful. First, drop to ground level and approach the outside of the church near the first (1/5) Sync Point shown above so you can grab it. Try to scout ahead past the march for enemies and kill them in advance. After killing the first bunch, make a turn off the road and pick up the next (2/5) Sync Point, which will be on the roof of a building. After that, immediately head to the roofs down the road and try to kill as many snipers as you can before they can kill Méricourt and her ally. When the snipers are dead, kill the enemies on the ground and stay ahead of the march as they approach the large gate up ahead.
At the gate, de Méricourt will start a speech as you infiltrate the gate to kill its three captains. While doing so, pick a locked gate so you can nab the third (3/5) Sync Point. Get past the gate and you'll find that the radicals have three cannons to dissuade the march as a last resort. Before you finish this objective, you'll want to get the last of the Sync Points, so you may as well do that now. Disarm the first cannon, then go for the fourth (4/5) Sync Point at ground level. When approaching the back cannon, collect the final (5/5) Sync Point, which is also at ground level, then focus on disarming the last two cannons. Taking care of the last cannon finishes the mission and sends the march on its way to Versailles.
Last Rites (DLC)
Since this is a DLC co-op mission, there are no new sync points to be found.
The remains of a famous and wealthy Frenchman are being transported from one end of the city to another. The raiders really, really want to take his loot. Travel with the funeral procession and scout ahead for raider leaders, then kill them to disperse their attacks. The final raider leader will show up on his own and will use explosives to attack you. When this happens and the leader is defeated, look for three sources of the raiders' bombs and sabotage them, rendering them useless. After that, it'll be a standard trip through the other portion of Franciade until the procession has reached the other side. This won't be easy, however, as dozens of raiders will pour in every once in a while to intercept you.
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