Master the final confrontation in Synergy with our comprehensive walkthrough. Learn hero assignments, strategy for timed hacking sequences, and crucial choices.
Walkthrough
- 1Begin the shift with Prism, Golem, and Punch Up. Dialogue choices with Blazer can have lasting effects.
- 2Return to Crypto Night: Assign Punch Up.
- 3Evacuation Order: Assign Prism. (Reach Charisma 7 for XP boost).
- 4Capture Experiment 1067: Assign Golem (requires Mobility).
- 5Bomb Threat: Assign Prism AND Punch Up/Golem.
- 6Locate the Tracker (Timed Hacking Sequence): Navigate Build paths to juke the Antivirus, lure it, trap it, and destroy it. Find two calibration spots on the middle right and top right.
- 7Rescue Flambae: Assign Golem (requires Mobility and Vigor).
- 8Help Brainbook: Assign Prism (requires Intellect).
- 9Shopping Spree: Assign Punch Up AND Flambae OR Golem (requires Vigor and Mobility). (Reach Combat 6 for XP boost).
- 10Locate Sonar/Coupe OR Phenomaman/Waterboy (Timed Hacking Sequence): Avoid the Antivirus. Find the first frequency on the top left. Use Build paths on the top right and bottom to lure and trap the Antivirus to reach the second frequency.
- 11Rescue Sonar/Coupe: Assign Flambae OR Golem (requires Mobility).
- 12S-S-S-S-Sewer Bomb: Assign Prism OR Sonar (requires Intellect).
- 13Rescue Phenomaman/Waterboy: Assign Flambae AND Punch Up/Malevola OR Golem (requires Mobility and Vigor).
- 14Help Sweetalker: Assign Prism/Punch Up/Malevola OR Sonar/Coupe. Options include a Z-Team speech (Charisma 8), Red Ring Roast (Sonar exclusive), or combat training (Coupe exclusive).
- 15Return of the Kaiju: Assign Punch UP/Malevola AND Phenomaman (requires Combat and Vigor). Options: Attack with everything (Combat 10) or break the collar (Vigor 10).
- 16Witch Hunt: Assign Prism/Punch Up/Sonar (requires Charisma or Intellect) OR Phenomaman. Options: Phenomaman exclusive, Rally (Charisma 6), or Reason (Intellect 6).
- 17Boom!: Assign Flambae/Golem/Phenomaman/Invisigal AND Waterboy (requires Mobility).
- 18Escape Artist: Assign Phenomaman OR Golem OR Invisigal (requires Mobility and Vigor).
- 19The Summoning: Assign Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (requires Mobility, Vigor, and Combat).
- 20Lockdown (Timed Hacking Sequence): Navigate Build paths to reach electricity, then use it to create paths to the exit, avoiding Antivirus and using reversed controls in one section.
- 21WEAKENING SONAR/COUPE: Respond to blinking red calls to weaken the Red Ring (HP bar in the top right). Completing this bar to 0 ends the shift. Saving the city unlocks future options.
- 22The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (requires Combat and Vigor). (Reach Vigor 8 for XP boost).
- 23Attack Coupe/Sonar: Assign Prism/Sonar AND Punch Up/Golem/Phenomaman (requires Intellect, Charisma, and Vigor).
- 24S-S-S-S-Sewer Bomb: Assign Sonar OR Prism OR Waterboy (requires Intellect).
- 25Eastside Gang: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor). (Reach Vigor 8 for XP boost).
- 26Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (beast mode) (requires Mobility and Vigor).
- 27Roadblock: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor).
- 28Coffee Run: Assign Flambae OR Golem OR Invisigal (requires Mobility). (No consequences if not completed).
- 29Attack Coupe/Sonar 2: Assign Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (requires Intellect, Mobility, and Combat).
- 30Defeat Mister Fister: Assign Punch Up OR Malevola (requires Combat and Vigor, with some Mobility). (Do not exceed Combat 6).
- 31Housing Crisis: Assign Waterboy AND Golem/Punch Up/Phenomaman (requires Vigor).
- 32Help Brickhouse: Assign Flambae/Invisigal AND Punch Up/Phenomaman/Golem (requires Vigor and Mobility).
- 33Defeat SmileMore: Assign Sonar OR Prism (requires Intellect and Charisma). (Do not exceed Charisma 9).
- 34Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma). Options: Aid in fight (Combat 8), Move to safety (Mobility 7), or Convince to turn back (Charisma 7).
- 35Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor).
- 36We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility).
- 37Entrapment: Assign Sonar/Prism (requires Intellect) OR Waterboy OR Flambae. Options: Waterboy exclusive, Flambae exclusive, or Get smart (Intellect 8).
- 38Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor).
- 39S-S-S-S-Sewer Bomb: Assign Phenomaman OR Golem OR Flambae OR Invisigal (requires Mobility). Options: Phenomaman exclusive, Golem exclusive, or Run to ocean (Mobility 8). Correct answer: Yellow (Intellect 1).
- 40Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility).
- 41Get to the Chopper: Assign Sonar/Prism AND Flambae/Coupe AND Punch Up/Golem/Phenomaman (requires Vigor, Mobility, and Intellect). (Meet Combat 8 for XP boost).
- 42Defeat Mindf*cker (Timed Hacking Sequence): Navigate through dead ends and invisible spots, dealing with reversed controls and reversed Build path sequences in the final sections to reach the exit.
Tips:
- Failure on calls after the
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