Navigate the culinary challenges of Synergy with our comprehensive guide. Learn optimal hero pairings, strategy, and tips for every cooking mission to achieve success and unlock rewards.
This guide provides a walkthrough for the cooking missions in Synergy, detailing hero assignments, objectives, and strategies to successfully complete each culinary challenge.
Walkthrough
- 1Return to Crypto Night: Assign Punch Up.
- 2Evacuation Order: Assign Prism. Reach Charisma goal of 7 for XP boost.
- 3Capture Experiment 1067: Assign Golem (requires Mobility).
- 4Bomb Threat: Assign Prism AND Punch Up/Golem.
- 5Locate the Tracker (Timed Hacking Sequence): Follow specific Build path instructions to juke the antivirus, create paths, and destroy it. Locate two calibration spots on the middle right and top right.
- 6Rescue Flambae: Assign Golem (requires Mobility and Vigor).
- 7Help Brainbook: Assign Prism (requires Intellect).
- 8Shopping Spree: Assign Punch Up AND Flambae OR Golem (requires Vigor and Mobility). Reach Combat goal of 6 for XP boost.
- 9Locate Sonar/Coupe OR Phenomaman/Waterboy (Timed Hacking Sequence): Avoid the Antivirus. Find the first frequency on the top left. Use Build paths on the left and bottom to lure and trap the Antivirus, then use the left path to reach the second frequency on the top right.
- 10Rescue Sonar/Coupe: Assign Flambae OR Golem (requires Mobility).
- 11S-S-S-S-Sewer Bomb: Assign Prism OR Sonar (requires Intellect).
- 12Rescue Phenomaman/Waterboy: Assign Flambae AND Punch Up/Malevola OR Golem (requires Mobility and Vigor).
- 13Help Sweetalker: Assign Prism/Punch Up/Malevola OR Sonar/Coupe. Options include a Z-Team speech (Charisma 8), Sonar's Red Ring Roast, or Coupe's combat training.
- 14Return of the Kaiju: Assign Punch UP/Malevola AND Phenomaman (requires Combat and Vigor). Options include attacking with everything (10 Combat) or breaking the collar (10 Vigor).
- 15Witch Hunt: Assign Prism/Punch Up/Sonar (requires Charisma or Intellect) OR Phenomaman. Options include Phenomaman's exclusive dialogue, rallying (Charisma 6), or reasoning (Intellect 6).
- 16Boom!: Assign Flambae/Golem/Phenomaman/Invisigal AND Waterboy (requires Mobility).
- 17Escape Artist: Assign Phenomaman OR Golem OR Invisigal (requires Mobility and Vigor).
- 18The Summoning: Assign Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (requires Mobility, Vigor, and Combat).
- 19Lockdown (Timed Hacking Sequence): Use Build Paths with specific directional inputs (Left, Left, Right, Up; then Left, Right, Up, Up; then Right, Left, Up, Up, Down, Right) to navigate and activate electricity to reach the exit.
- 20The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
- 21Attack Coupe/Sonar: Assign Prism/Sonar AND Punch Up/Golem/Phenomaman (requires Intellect, Charisma, and Vigor).
- 22S-S-S-S-Sewer Bomb: Assign Sonar OR Prism OR Waterboy (requires Intellect).
- 23Eastside Gang: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
- 24Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (requires Mobility and Vigor).
- 25Roadblock: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor).
- 26Coffee Run: Assign Flambae OR Golem OR Invisigal (requires Mobility). No consequences for failure.
- 27Attack Coupe/Sonar 2: Assign Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (requires Intellect, Mobility, and Combat).
- 28Defeat Mister Fister: Assign Punch Up OR Malevola (requires Combat and Vigor, with some Mobility). Do not exceed Combat restriction of 6.
- 29Housing Crisis: Assign Waterboy AND Golem/Punch Up/Phenomaman (requires Vigor).
- 30Help Brickhouse: Assign Flambae/Invisigal AND Punch Up/Phenomaman/Golem (requires Vigor and Mobility).
- 31Defeat SmileMore: Assign Sonar OR Prism (requires Intellect and Charisma). Do not exceed Charisma restriction of 9.
- 32Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma). Options include aiding in fight (Combat 8), moving to safety (Mobility 7), or convincing to turn back (Charisma 7).
- 33Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor).
- 34We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility).
- 35Entrapment: Assign Sonar/Prism (requires Intellect) OR Waterboy OR Flambae. Options include Waterboy's exclusive, Flambae's exclusive, or getting smart (Intellect 8).
- 36Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor).
- 37S-S-S-S-Sewer Bomb: Assign Phenomaman OR Golem OR Flambae OR Invisigal (requires Mobility). Correct answer is Yellow (requires 1 Intellect). Options include Phenomaman's exclusive, Golem's exclusive, or running to the ocean (Mobility 8).
- 38Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility).
- 39Get to the Chopper: Assign Sonar/Prism AND Flambae/Coupe AND Punch Up/Golem/Phenomaman (requires Vigor, Mobility, and Intellect). Meet Combat goal of 8 for XP boost.
- 40Defeat Mindf*cker (Timed Hacking Sequence): Navigate through dead ends and invisible spots, avoiding an Antivirus. Controls are reversed in a section. Use Build spots with reversed sequences (Up, Left, Left, Right; then Left, Right, Up, Up; then Right, Left, Up, Up, Down, Right) to reach the exit.
Tips
- Dialogue choices at the beginning can affect relationships and future events.
- Failing calls results in losing City HP; avoid letting it reach zero to save the city and earn an achievement.
- Special items and heroes like Malevola and Waterboy are crucial for healing during high-risk missions.
- Weakening Sonar/Coupe by completing their calls is essential to reduce the Red Ring's HP to zero and end the shift.
- Saving the city provides an option for an ex-team member to rejoin later; losing the battle removes this option.
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