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The Lower City Sewers — Synergy Walkthrough
Synergy

The Lower City Sewers — Synergy Walkthrough

Navigate the treacherous Lower City Sewers in Synergy with our comprehensive walkthrough. Master hacking sequences, hero assignments, and crucial choices to save the city.

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Navigate the treacherous Lower City Sewers in Synergy with our comprehensive walkthrough. Master hacking sequences, hero assignments, and crucial choices to save the city.

Walkthrough
  1. 1
    Initial Choices: Choose a dialogue option for Blazer. Some choices impact relationships and future events.
  2. 2
    Hero Assignments: You start with Prism, Golem, and Punch Up. Assign heroes to calls like 'Return to Crypto Night' (Punch Up), 'Evacuation Order' (Prism, aim for Charisma 7), 'Capture Experiment 1067' (Golem), and 'Bomb Threat' (Prism and Punch Up/Golem).
  3. 3
    City HP: Failing calls now costs City HP. Prevent it from reaching zero to save the city and earn an achievement.
  4. 4
    Locate the Tracker (Hacking Sequence - Timed):
  5. 5
    Follow the Build path right, juke the Antivirus, and use the path behind it.
  6. 6
    Lure the Antivirus to the upper section, then loop back to the bottom Build path to cut it off.
  7. 7
    Complete the upper Build path to go west, then the bottom path to restore the upward path.
  8. 8
    Juke the Antivirus while grabbing electricity to destroy it.
  9. 9
    Proceed to the Tracker spot via the third Build path.
  10. 10
    Find both calibration spots: middle right and top right.
  11. 11
    Rescue Flambae: Assign Golem (Mobility and Vigor).
  12. 12
    Help Brainbook: Assign Prism (Intellect).
  13. 13
    Shopping Spree: Assign Punch Up and Flambae OR Golem (Vigor and Mobility, aim for Combat 6).
  14. 14
    Locate Sonar/Coupe OR Phenomaman/Waterboy (Hacking Sequence):
  15. 15
    Start at the Tracker spot, avoiding the Antivirus.
  16. 16
    Find the first frequency on the top left.
  17. 17
    For the second frequency on the top right, use the left Build path to lure the Antivirus, then the bottom Build path to trap it. Use the left path again to reach the frequency.
  18. 18
    Rescue Sonar/Coupe: Assign Flambae OR Golem (Mobility).
  19. 19
    S-S-S-S-S-Sewer Bomb: Assign Prism OR Sonar (Intellect).
  20. 20
    Rescue Phenomaman/Waterboy: Assign Flambae and Punch Up/Malevola OR Golem (Mobility and Vigor).
  21. 21
    Outcome (Past Choice - Invisigal): If Invisigal was not cut off previously, she rejoins to help.
  22. 22
    Help Sweetalker: Assign Prism/Punch Up/Malevola OR Sonar/Coupe. Consider Charisma (Z-Team speech), Sonar's Red Ring Roast, or Coupe's combat training.
  23. 23
    Outcome (Past Choice - Robert): Robert convinces either Waterboy or Phenomaman to join.
  24. 24
    Return of the Kaiju: Assign Punch Up/Malevola AND Phenomaman (Combat and Vigor). Use 'Attack with everything' (Combat 10) or 'Break off the Red Ring collar' (Vigor 10).
  25. 25
    Witch Hunt: Assign Prism/Punch Up/Sonar (Charisma or Intellect) OR Phenomaman. Use Phenomaman's exclusive option or rally/reason with them (Charisma 6/Intellect 6).
  26. 26
    Boom!: Assign Flambae/Golem/Phenomaman/Invisigal AND Waterboy (Mobility).
  27. 27
    Escape Artist: Assign Phenomaman OR Golem OR Invisigal (Mobility and Vigor).
  28. 28
    The Summoning: Assign Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (Mobility, Vigor, and Combat).
  29. 29
    Lockdown (Hacking Sequence):
  30. 30
    Use the top right Build Path: Left, Left, Right, Up to reach the passcode.
  31. 31
    Use the passcode to reach electricity.
  32. 32
    Bring electricity to the top left Build Path, creating a path down on the top right.
  33. 33
    Grab the second electricity, bring it to the bottom right, and place it to create a path to the center.
  34. 34
    Use the center Build Path spot to create a path downwards.
  35. 35
    Grab electricity on the right, bring it to the center double-lightbulb spot.
  36. 36
    Grab the top electricity, bring it to the center lightbulb spot.
  37. 37
    Place both electricity to reach the exit.
  38. 38
    Weakening Sonar/Coupe: This call will pop up multiple times. Completing it weakens the Red Ring (HP bar). The shift ends when the bar reaches 0. Saving the city allows an ex-team member to rejoin later.
  39. 39
    The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (Combat and Vigor, aim for Vigor 8).
  40. 40
    Attack Coupe/Sonar: Assign Prism/Sonar AND Punch Up/Golem/Phenomaman (Intellect, Charisma, and Vigor).
  41. 41
    S-S-S-S-Sewer Bomb: Assign Sonar OR Prism OR Waterboy (Intellect).
  42. 42
    Eastside Gang: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (Combat and Vigor, aim for Vigor 8).
  43. 43
    Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (Mobility and Vigor).
  44. 44
    Roadblock: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (Combat and Vigor).
  45. 45
    Coffee Run: Assign Flambae OR Golem OR Invisigal (Mobility). No consequences for failure.
  46. 46
    Attack Coupe/Sonar 2: Assign Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (Intellect, Mobility, and Combat).
  47. 47
    Defeat Mister Fister: Assign Punch Up OR Malevola (Combat and Vigor, with some Mobility; don't exceed Combat 6).
  48. 48
    Housing Crisis: Assign Waterboy AND Golem/Punch Up/Phenomaman (Vigor).
  49. 49
    Help Brickhouse: Assign Flambae/Invisigal AND Punch Up/Phenomaman/Golem (Vigor and Mobility).
  50. 50
    Defeat SmileMore: Assign Sonar OR Prism (Intellect and Charisma; don't exceed Charisma 9).
  51. 51
    Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (Vigor, Mobility, or Charisma). Options: 'Aid them' (Combat 8), 'Move them to safety' (Mobility 7), or 'Convince them' (Charisma 7).
  52. 52
    Post-Cutscene: Heroes may be more prone to injury. Use special items and Malevola/Waterboy for healing.
  53. 53
    Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (Mobility, Combat, and Vigor).
  54. 54
    We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (Combat and Mobility).
  55. 55
    Entrapment: Assign Sonar/Prism (Intellect), Waterboy, or Flambae. Use exclusive options or 'Get smart' (Intellect 8).
  56. 56
    Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (Mobility and Vigor).
  57. 57
    S-S-S-S-Sewer Bomb: Assign Phenomaman OR Golem OR Flambae OR Invisigal (Mobility). Options: 'Send bomb into space' (Phenomaman exclusive), 'Absorb blast' (Golem exclusive), or 'Run to ocean' (Mobility 8). Correct answer is Yellow (Intellect 1).
  58. 58
    Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (Vigor and Mobility).
  59. 59
    Get to the Chopper: Assign Sonar/Prism AND Flambae/Coupe AND Punch Up/Golem/Phenomaman (Vigor, Mobility, and Intellect, aim for Combat 8).
  60. 60
    Defeat Mindf*cker (Hacking Sequence - Timed):
  61. 61
    Navigate right, then left, then right to the Build path.
  62. 62
    Reach the second dead end, cross the invisible spot.
  63. 63
    Go over the Antivirus, reach the next dead end, cross the invisible spot.
  64. 64
    On the right, controls are reversed. Use the top right Build spot (reversed: Up, Left, Left, Right).
  65. 65
    Use the bottom right Build path (reversed: Left, Right, Up, Up).
  66. 66
    Use the final Build spot (crossing invisible spot) with reversed sequence: Right, Left.
Tips
  • Pay attention to hero skill requirements (Intellect, Vigor, Mobility, Combat, Charisma) for each call.
  • Timed hacking sequences require quick and precise actions.
  • Managing City HP is crucial for an achievement and future options.
  • Some dialogue choices and call outcomes have lasting effects.
  • Utilize healing heroes and items when injuries are high.
  • Saving the city may unlock the option for an ex-team member to rejoin.
  • Completing calls and goals provides XP boosts.

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