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The Spectator — Synergy Walkthrough
Synergy

The Spectator — Synergy Walkthrough

Complete walkthrough for The Spectator episode in Synergy, detailing hero assignments, mission objectives, and hacking sequences to save the city.

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Complete walkthrough for The Spectator episode in Synergy, detailing hero assignments, mission objectives, and hacking sequences to save the city.

Walkthrough
  1. 1
    Initial Choices: After cutscenes, choose a dialogue option for Blazer: 'Go', 'Just come back' (+ relationship with Blonde Blazer), or 'Stay'. You start with Prism, Golem, and Punch Up. Invisigal may be down.
  2. 2
    Return to Crypto Night: Assign Punch Up.
  3. 3
    Evacuation Order: Assign Prism. Reach Charisma goal of 7 for XP boost.
  4. 4
    Capture Experiment 1067: Assign Golem (needs Mobility).
  5. 5
    Bomb Threat: Assign Prism AND Punch Up/Golem.
  6. 6
    Locate the Tracker (Hacking Sequence - Timed):
    • Navigate the Build path, lure the antivirus, and trap it in the upper section.
  7. 7
    Complete the upper Build path to go west, then restore the path leading up.
  8. 8
    Juke the antivirus while grabbing electricity to destroy it.
  9. 9
    Go to the Tracker spot and find both calibration spots (middle right, top right).
  10. 10
    Rescue Flambae: Assign Golem (needs Mobility and Vigor).
  11. 11
    Help Brainbook: Assign Prism (needs Intellect).
  12. 12
    Shopping Spree: Assign Punch Up AND Flambae OR Golem (needs Vigor and Mobility). Reach Combat goal of 6 for XP boost.
  13. 13
    Locate Sonar/Coupe OR Phenomaman/Waterboy (Hacking Sequence - Timed):
    • Avoid the Antivirus.
  14. 14
    Find the first frequency top left.
  15. 15
    Use Build paths to lure the Antivirus and reach the second frequency top right.
  16. 16
    Rescue Sonar/Coupe: Assign Flambae OR Golem (needs Mobility).
  17. 17
    S-S-S-S-Sewer Bomb: Assign Prism OR Sonar (needs Intellect).
  18. 18
    Rescue Phenomaman/Waterboy: Assign Flambae AND Punch Up/Malevola OR Golem (needs Mobility and Vigor).
  19. 19
    Outcome (Past Choice - Invisigal): If you defended Invisigal previously, she rejoins temporarily.
  20. 20
    Help Sweetalker: Assign Prism/Punch Up/Malevola OR Sonar/Coupe. Use Charisma (8), Sonar's Red Ring Roast, or Coupe's combat training.
  21. 21
    Outcome (Past Choice - Robert): Robert convinces Waterboy or Phenomaman to join.
  22. 22
    Return of the Kaiju: Assign Punch Up/Malevola AND Phenomaman (needs Combat and Vigor). Use 'Attack with everything' (10 Combat) or 'Break off the Red Ring collar' (10 Vigor).
  23. 23
    Witch Hunt: Assign Prism/Punch Up/Sonar (needs Charisma or Intellect) OR Phenomaman. Use Phenomaman's exclusive option, or rally/reason with them (Charisma 6/Intellect 6).
  24. 24
    Boom!: Assign Flambae/Golem/Phenomaman/Invisigal AND Waterboy (needs Mobility).
  25. 25
    Escape Artist: Assign Phenomaman OR Golem OR Invisigal (needs Mobility and Vigor).
  26. 26
    The Summoning: Assign Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (needs Mobility, Vigor, and Combat).
  27. 27
    Lockdown (Hacking Sequence - Timed):
    • Use the top right Build Path to reach the passcode: Left, Left, Right, Up.
  28. 28
    Use the passcode to reach electricity, bring it to the top left Build Path.
  29. 29
    Grab the second electricity, bring it to the bottom right, and place it to create a path to the center.
  30. 30
    Use the center Build Path downwards.
  31. 31
    Grab the right-side electricity and bring it to the center double-lightbulb spot.
  32. 32
    Grab the top electricity and bring it to the center lightbulb spot.
  33. 33
    Weakening Sonar/Coupe: This appears multiple times. Completing it reduces Red Ring HP. The shift ends when Red Ring HP is 0. Saving the city allows an ex-team member to rejoin later.
  34. 34
    The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (needs Combat and Vigor). Reach Vigor goal of 8 for XP boost.
  35. 35
    Attack Coupe/Sonar: Assign Sonar/Prism AND Punch Up/Golem/Phenomaman (needs Intellect, Charisma, and Vigor).
  36. 36
    S-S-S-S-Sewer Bomb: Assign Sonar OR Prism OR Waterboy (needs Intellect).
  37. 37
    Eastside Gang: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (needs Combat and Vigor). Reach Vigor goal of 8 for XP boost.
  38. 38
    Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (beast mode) (needs Mobility and Vigor).
  39. 39
    Roadblock: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (needs Combat and Vigor).
  40. 40
    Coffee Run: Assign Flambae OR Golem OR Invisigal (needs Mobility). No consequences for failure.
  41. 41
    Attack Coupe/Sonar 2: Assign Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (needs Intellect, Mobility, and Combat).
  42. 42
    Defeat Mister Fister: Assign Punch Up OR Malevola (needs Combat and Vigor, with some Mobility). Don't exceed Combat restriction of 6.
  43. 43
    Housing Crisis: Assign Waterboy AND Golem/Punch Up/Phenomaman (needs Vigor).
  44. 44
    Help Brickhouse: Assign Flambae/Invisigal AND Punch Up/Phenomaman/Golem (needs Vigor and Mobility).
  45. 45
    Defeat SmileMore: Assign Sonar OR Prism (needs Intellect and Charisma). Don't exceed Charisma restriction of 9.
  46. 46
    Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (needs Vigor, Mobility, or Charisma). Options: Aid fight (Combat 8), Move to safety (Mobility 7), Convince to turn back (Charisma 7).
  47. 47
    Post-Cutscene: Heroes have a higher risk of injuries. Use special items and Malevola/Waterboy for healing.
  48. 48
    Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (needs Mobility, Combat, and Vigor).
  49. 49
    We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (needs Combat and Mobility).
  50. 50
    Entrapment: Assign Sonar/Prism (needs Intellect) OR Waterboy OR Flambae. Use Waterboy's 'Get wet', Flambae's 'Get hot', or Intellect 8.
  51. 51
    Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (needs Mobility and Vigor).
  52. 52
    S-S-S-S-Sewer Bomb: Assign Phenomaman OR Golem OR Flambae OR Invisigal (needs Mobility). Options: Send bomb into space (Phenomaman exclusive), Absorb blast (Golem exclusive), Run to ocean (Mobility 8). Correct answer: Yellow (requires 1 Intellect).
  53. 53
    Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (needs Vigor and Mobility).
  54. 54
    Get to the Chopper: Assign Sonar/Prism AND Flambae/Coupe AND Punch Up/Golem/Phenomaman (needs Vigor, Mobility, and Intellect). Meet Combat goal of 8 for XP boost.
  55. 55
    Defeat Mindf*cker (Hacking Sequence - Timed):
    • Navigate to the Build path at a dead end.
  56. 56
    Cross an invisible spot, go over an Antivirus, and cross another invisible spot.
  57. 57
    Controls reverse (up=down, left=right). Use the top right Build spot with reversed sequence: Up, Left, Left, Right.
  58. 58
    Use the bottom right Build path with reversed sequence: Left, Right, Up, Up.
  59. 59
    Use the final Build spot with reversed sequence: Right, Left, Up, Up, Down, Right to exit.
Tips
  • Pay attention to the Charisma, Combat, Intellect, Mobility, and Vigor goals for XP boosts.
  • Failing calls can decrease City HP; avoid this to earn an achievement and keep options open.
  • The 'Weakening Sonar/Coupe' objective needs to be completed until the Red Ring HP bar reaches 0 to end the shift.
  • Saving the city provides an option to let an ex-team member rejoin later.

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