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Nibelheim Village Exploration — Synergy Guide
Synergy

Nibelheim Village Exploration — Synergy Guide

A comprehensive guide to exploring Nibelheim Village in Synergy, detailing all missions, character assignments, and crucial choices to make for a successful dispatch shift.

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A comprehensive guide to exploring Nibelheim Village in Synergy, detailing all missions, character assignments, and crucial choices to make for a successful dispatch shift.

Walkthrough
  1. 1
    Begin the dispatch shift with Prism, Golem, and Punch Up. Note that Invisigal may be unavailable.
  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 (requires 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 cut its path.
  7. 7
    Complete upper and bottom Build paths to create a westward path.
  8. 8
    Destroy the Antivirus by grabbing electricity.
  9. 9
    Proceed to the Tracker spot and find both calibration spots (middle right and top right).
  10. 10
    Rescue Flambae: Assign Golem (requires Mobility and Vigor).
  11. 11
    Help Brainbook: Assign Prism (requires Intellect).
  12. 12
    Shopping Spree: Assign Punch Up AND Flambae OR Golem (requires Vigor and Mobility). Reach Combat goal of 6 for XP boost.
  13. 13
    Locate Sonar/Coupe OR Phenomaman/Waterboy (Hacking Sequence - Two Options):
    • Move to the Tracker spot, avoiding the Antivirus.
  14. 14
    Find the first frequency on the top left.
  15. 15
    Find the second frequency on the top right using Build paths to lure and trap the Antivirus.
  16. 16
    Rescue Sonar/Coupe: Assign Flambae OR Golem (requires Mobility).
  17. 17
    S-S-S-S-Sewer Bomb: Assign Prism OR Sonar (requires Intellect).
  18. 18
    Rescue Phenomaman/Waterboy: Assign Flambae AND Punch Up/Malevola OR Golem (requires Mobility and Vigor).
  19. 19
    Help Sweetalker: Assign Prism/Punch Up/Malevola OR Sonar/Coupe.
    • Use a Z-Team inspirational speech (Charisma 8), Sonar's Red Ring Roast, or Coupe's combat training.
  20. 20
    Return of the Kaiju: Assign Punch UP/Malevola AND Phenomaman (requires Combat and Vigor).
    • Attack with everything (Combat 10) or break the Red Ring collar (Vigor 10).
  21. 21
    Witch Hunt: Assign Prism/Punch Up/Sonar (Charisma or Intellect) OR Phenomaman.
    • Phenomaman exclusive option, rally against the enemy (Charisma 6), or reason with them (Intellect 6).
  22. 22
    Boom!: Assign Flambae/Golem/Phenomaman/Invisigal AND Waterboy (requires Mobility).
  23. 23
    Escape Artist: Assign Phenomaman OR Golem OR Invisigal (requires Mobility and Vigor).
  24. 24
    The Summoning: Assign Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (requires Mobility, Vigor, and Combat).
  25. 25
    Lockdown (Hacking Sequence):
    • Use Build paths to navigate to the passcode (Left, Left, Right, Up).
  26. 26
    Use the passcode to reach electricity, then bring it to the top left Build Path.
  27. 27
    Grab the second electricity and bring it to the bottom right to create a path to the center.
  28. 28
    Use the center Build Path to go downwards.
  29. 29
    Grab the right-side electricity and bring it to the center.
  30. 30
    Place both electricity sources in the center to reach the exit.
  31. 31
    Weakening Sonar/Coupe: Treat blinking red calls as missions to weaken the Red Ring. The shift ends when the HP bar reaches 0. Saving the city allows ex-team members to rejoin.
  32. 32
    The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
  33. 33
    Attack Coupe/Sonar: Assign Prism/Sonar AND Punch Up/Golem/Phenomaman (requires Intellect, Charisma, and Vigor).
  34. 34
    S-S-S-S-Sewer Bomb: Assign Sonar OR Prism OR Waterboy (requires Intellect).
  35. 35
    Eastside Gang: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
  36. 36
    Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (requires Mobility and Vigor).
  37. 37
    Roadblock: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor).
  38. 38
    Coffee Run: Assign Flambae OR Golem OR Invisigal (requires Mobility). No consequences for failure.
  39. 39
    Attack Coupe/Sonar 2: Assign Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (requires Intellect, Mobility, and Combat).
  40. 40
    Defeat Mister Fister: Assign Punch Up OR Malevola (requires Combat and Vigor, with some Mobility). Do not exceed Combat restriction of 6.
  41. 41
    Housing Crisis: Assign Waterboy AND Golem/Punch Up/Phenomaman (requires Vigor).
  42. 42
    Help Brickhouse: Assign Flambae/Invisigal AND Punch Up/Phenomaman/Golem (requires Vigor and Mobility).
  43. 43
    Defeat SmileMore: Assign Sonar OR Prism (requires Intellect and Charisma). Do not exceed Charisma restriction of 9.
  44. 44
    Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma).
    • Aid in fight (Combat 8), move to safety (Mobility 7), or convince them to turn back (Charisma 7).
  45. 45
    After a cutscene, heroes may be at higher risk of injury. Use special items and Malevola/Waterboy for healing.
  46. 46
    Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor).
  47. 47
    We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility).
  48. 48
    Entrapment: Assign Sonar/Prism (Intellect), Waterboy, or Flambae.
    • Waterboy exclusive, Flambae exclusive, or get smart (Intellect 8).
  49. 49
    Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor).
  50. 50
    S-S-S-S-Sewer Bomb: Assign Phenomaman OR Golem OR Flambae OR Invisigal (requires Mobility).
    • Phenomaman exclusive, Golem exclusive, or run to the ocean (Mobility 8). Correct answer is Yellow (Intellect 1).
  51. 51
    Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility).
  52. 52
    Get 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.
  53. 53
    Defeat Mindf*cker (Hacking Sequence - Timed):
    • Navigate through dead ends and invisible spots, avoiding an Antivirus.
  54. 54
    Controls will be reversed; use Build spots with reversed sequences (Up, Left, Left, Right).
  55. 55
    Use the bottom right Build path with reversed sequence (Left, Right, Up, Up).
  56. 56
    Complete the final Build spot sequence (Right, Left, Up, Up, Down, Right) to exit.
Tips
  • Some dialogue choices at the beginning are remembered.
  • Losing calls results in City HP loss; avoid letting it reach zero to earn an achievement.
  • Hacking sequences are timed.
  • Pay attention to character stat requirements (Mobility, Vigor, Intellect, Charisma, Combat).
  • Special items and healing heroes are crucial in later stages due to high injury risk.
  • Completing certain missions can weaken the Red Ring, which is a primary objective.
  • Some missions have restrictions on stats (e.g., Combat 6, Charisma 9).
  • Saving the city may allow ex-team members to rejoin later.
  • XP boosts are awarded for reaching specific goal thresholds (Charisma, Combat, Vigor).

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