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Jaheira: The Harper Leader
Synergy

Jaheira: The Harper Leader

Navigate Dispatch Episode 8: Synergy with our comprehensive walkthrough. Learn hero assignments, hacking sequences, and crucial choices to save the city and earn achievements.

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Navigate Dispatch Episode 8: Synergy with our comprehensive walkthrough. Learn hero assignments, hacking sequences, and crucial choices to save the city and earn achievements.

This guide covers Dispatch Episode 8: Synergy, detailing hero assignments for various calls, hacking sequences, and important choices that impact the city's fate and potential future outcomes.

Initial Choices:

  • Dialogue with Blazer: Go, Just come back (+ relationship with Blonde Blazer), or Stay.

Hero Assignments & Calls:

  • Return to Crypto Night: Punch Up
  • Evacuation Order (Reach Charisma 7 for XP boost): Prism
  • Capture Experiment 1067: Golem (requires Mobility)
  • Bomb Threat: Prism AND Punch Up/Golem
  • Locate the Tracker (Timed Hacking Sequence): Requires navigating an Antivirus using Build paths to reach calibration spots.
  • Rescue Flambae: Golem (requires Mobility and Vigor)
  • Help Brainbook: Prism (requires Intellect)
  • Shopping Spree (Reach Combat 6 for XP boost): Punch Up AND Flambae OR Golem (requires Vigor and Mobility)
  • Locate Sonar/Coupe OR Phenomaman/Waterboy (Timed Hacking Sequence): Avoid an Antivirus, find frequencies using Build paths.
  • Rescue Sonar/Coupe: Flambae OR Golem (requires Mobility)
  • S-S-S-S-Sewer Bomb: Prism OR Sonar (requires Intellect)
  • Rescue Phenomaman/Waterboy: Flambae AND Punch Up/Malevola OR Golem (requires Mobility and Vigor)

Outcome (Past Choice): If Invisigal was not cut from the team, she rejoins to assist.

  • Help Sweetalker: Prism/Punch Up/Malevola OR Sonar/Coupe (options include Z-Team speech, Red Ring Roast, or combat training).

Outcome (Past Choice): Robert convinces either Waterboy or Phenomaman to join.

  • Return of the Kaiju: Punch Up/Malevola AND Phenomaman (requires Combat and Vigor; options include attacking or breaking a collar).
  • Witch Hunt: Prism/Punch Up/Sonar (requires Charisma or Intellect) OR Phenomaman (options include Phenomaman exclusive, rallying, or reasoning).
  • Boom!: Flambae/Golem/Phenomaman/Invisigal AND Waterboy (requires Mobility)
  • Escape Artist: Phenomaman OR Golem OR Invisigal (requires Mobility and Vigor)
  • The Summoning: Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (requires Mobility, Vigor, and Combat)
  • Lockdown (Timed Hacking Sequence): Navigate paths and use electricity to unlock areas.

Weakening Sonar/Coupe: Complete calls to weaken the Red Ring (HP bar). The shift ends when the bar reaches 0.

  • The Torrance Terrors (Reach Vigor 8 for XP boost): Punch Up/Golem AND Flambae/Malevola (requires Combat and Vigor)
  • Attack Coupe/Sonar: Prism/Sonar AND Punch Up/Golem/Phenomaman (requires Intellect, Charisma, and Vigor)
  • S-S-S-S-Sewer Bomb: Sonar OR Prism OR Waterboy (requires Intellect)
  • Eastside Gang (Reach Vigor 8 for XP boost): Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor)
  • Help Pom Pom: Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (requires Vigor and Mobility)
  • Roadblock: Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor)
  • Coffee Run (no consequences): Flambae OR Golem OR Invisigal (requires Mobility)
  • Attack Coupe/Sonar 2: Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (requires Intellect, Mobility, and Combat)
  • Defeat Mister Fister (Don't exceed Combat 6): Punch Up OR Malevola (requires Combat, Vigor, and Mobility)
  • Housing Crisis: Waterboy AND Golem/Punch Up/Phenomaman (requires Vigor)
  • Help Brickhouse: Flambae/Invisigal AND Punch Up/Phenomaman/Golem (requires Vigor and Mobility)
  • Defeat SmileMore (Don't exceed Charisma 9): Sonar OR Prism (requires Intellect and Charisma)
  • Neighborhood Watch: Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma; options include aiding, moving to safety, or convincing)

Post-Cutscene: Heroes may be at higher risk of injury; use special items and Malevola/Waterboy for healing.

  • Atomic Automatons: Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor)
  • We Meet Again: Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility)
  • Entrapment: Sonar/Prism (requires Intellect) OR Waterboy OR Flambae (exclusive options available)
  • Pursue Red Ring: Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor)
  • S-S-S-S-Sewer Bomb: Phenomaman OR Golem OR Flambae OR Invisigal (requires Mobility; Yellow is correct, requires Intellect; exclusive options available)
  • Bridge Rescue: Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility)
  • Get to the Chopper (Meet Combat 8 for XP boost): Sonar/Prism AND Flambae/Coupe AND Punch Up/Golem/Phenomaman (requires Vigor, Mobility, and Intellect)
  • Defeat Mindf*cker (Timed Hacking Sequence): Navigate reversed controls and Build paths to reach the exit.

City HP & Achievements: Failing calls results in City HP loss. Reaching 0 HP results in losing the city and a specific achievement. Saving the city allows an ex-team member to rejoin later.

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