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Karlach: The Infernal Engine
Synergy

Karlach: The Infernal Engine

Complete walkthrough for Dispatch Episode 8: Synergy. Learn hero assignments, strategy for hacking sequences, and tips to save the city and earn achievements.

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Complete walkthrough for Dispatch Episode 8: Synergy. Learn hero assignments, strategy for hacking sequences, and tips to save the city and earn achievements.

Walkthrough
  1. 1
    Begin the shift with Prism, Golem, and Punch Up.
  2. 2
    Return to Crypto Night: Punch Up.
  3. 3
    Evacuation Order: Prism (Reach Charisma 7 for XP boost).
  4. 4
    Capture Experiment 1067: Golem (requires Mobility).
  5. 5
    Bomb Threat: Prism AND Punch Up/Golem.
  6. 6
    Locate the Tracker (Timed Hacking Sequence): Follow the Build path, lure the antivirus, trap it, complete upper and bottom Build paths to create a west path, grab electricity to destroy the Antivirus, then find the two calibration spots (middle right, top right).
  7. 7
    Rescue Flambae: Golem (requires Mobility and Vigor).
  8. 8
    Help Brainbook: Prism (requires Intellect).
  9. 9
    Shopping Spree: Punch Up AND Flambae OR Golem (Reach Combat 6 for XP boost).
  10. 10
    Locate Sonar/Coupe OR Phenomaman/Waterboy (Timed Hacking Sequence): Avoid the Antivirus. Find the first frequency top left. Use Build paths to reach the second frequency top right, luring and trapping the Antivirus.
  11. 11
    Rescue Sonar/Coupe: Flambae OR Golem (requires Mobility).
  12. 12
    S-S-S-S-Sewer Bomb: Prism OR Sonar (requires Intellect).
  13. 13
    Rescue Phenomaman/Waterboy: Flambae AND Punch Up/Malevola OR Golem (requires Mobility and Vigor).
  14. 14
    Help Sweetalker: Prism/Punch Up/Malevola OR Sonar/Coupe (requires Charisma or Sonar/Coupe exclusive skills).
  15. 15
    Return of the Kaiju: Punch UP/Malevola AND Phenomaman (requires Combat and Vigor; options include attacking or breaking the collar).
  16. 16
    Witch Hunt: Prism/Punch Up/Sonar OR Phenomaman (requires Charisma or Intellect; options include rallying or reasoning).
  17. 17
    Boom!: Flambae/Golem/Phenomaman/Invisigal AND Waterboy (requires Mobility).
  18. 18
    Escape Artist: Phenomaman OR Golem OR Invisigal (requires Mobility and Vigor).
  19. 19
    The Summoning: Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (requires Mobility, Vigor, and Combat).
  20. 20
    Lockdown (Timed Hacking Sequence): Navigate Build paths using specific sequences (Left, Left, Right, Up; then Left, Right, Up, Up; then Right, Left) to reach and place electricity to unlock the exit.
  21. 21
    WEAKENING SONAR/COUPE: Respond to blinking red calls to weaken the Red Ring. End the shift when the Red Ring HP bar reaches 0.
  22. 22
    The Torrance Terrors: Punch Up/Golem AND Flambae/Malevola (Reach Vigor 8 for XP boost).
  23. 23
    Attack Coupe/Sonar: Prism/Sonar AND Punch Up/Golem/Phenomaman (requires Intellect, Charisma, and Vigor).
  24. 24
    S-S-S-S-Sewer Bomb: Sonar OR Prism OR Waterboy (requires Intellect).
  25. 25
    Eastside Gang: Punch Up/Golem AND Flambae/Malevola/Phenomaman (Reach Vigor 8 for XP boost).
  26. 26
    Help Pom Pom: Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (requires Mobility and Vigor).
  27. 27
    Roadblock: Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor).
  28. 28
    Coffee Run: Flambae OR Golem OR Invisigal (requires Mobility; no consequences if failed).
  29. 29
    Attack Coupe/Sonar 2: Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (requires Intellect, Mobility, and Combat).
  30. 30
    Defeat Mister Fister: Punch Up OR Malevola (Don’t exceed Combat 6; requires Vigor and some Mobility).
  31. 31
    Housing Crisis: Waterboy AND Golem/Punch Up/Phenomaman (requires Vigor).
  32. 32
    Help Brickhouse: Flambae/Invisigal AND Punch Up/Phenomaman/Golem (requires Vigor and Mobility).
  33. 33
    Defeat SmileMore: Sonar OR Prism (Don’t exceed Charisma 9; requires Intellect and Charisma).
  34. 34
    Neighborhood Watch: Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma; options include aiding, moving, or convincing).
  35. 35
    Atomic Automatons: Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor).
  36. 36
    We Meet Again: Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility).
  37. 37
    Entrapment: Sonar/Prism OR Waterboy OR Flambae (requires Intellect or exclusive skills).
  38. 38
    Pursue Red Ring: Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor).
  39. 39
    S-S-S-S-Sewer Bomb: Phenomaman OR Golem OR Flambae OR Invisigal (requires Mobility; correct answer is Yellow, requires Intellect).
  40. 40
    Bridge Rescue: Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility).
  41. 41
    Get to the Chopper: Sonar/Prism AND Flambae/Coupe AND Punch Up/Golem/Phenomaman (Meet Combat 8 for XP boost; requires Vigor, Mobility, and Intellect).
  42. 42
    Defeat Mindf*cker (Timed Hacking Sequence): Navigate reversed controls and Build paths (Up, Left, Left, Right; then Left, Right, Up, Up; then Right, Left) to reach the exit.

Tips:

  • Choose dialogue options for Blazer carefully, as some choices are remembered.
  • Ensure City HP does not reach zero to save the city and earn an achievement.
  • Use special items and Malevola/Waterboy for healing during the latter half of the shift due to increased injury risk.
  • Completing the

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