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The Elixir of the Undying — Synergy Walkthrough
Synergy

The Elixir of the Undying — Synergy Walkthrough

Complete walkthrough for Synergy's Dispatch Episode 8, detailing hero assignments, mission objectives, and hacking sequences to save the city.

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Complete walkthrough for Synergy's Dispatch Episode 8, detailing hero assignments, mission objectives, and hacking sequences to save the city.

Walkthrough
  1. 1
    Begin with dialogue choices for Blazer, noting that some choices are remembered. You start with Prism, Golem, and Punch Up, with Invisigal potentially rejoining later.
  2. 2
    Return to Crypto Night: Assign Punch Up.
  3. 3
    Evacuation Order: Assign Prism. Reach Charisma goal of 7 for an 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 (Timed Hacking Sequence): Navigate the Build path, lure the antivirus, create paths to trap it, and destroy it by grabbing electricity. Find both calibration spots on the middle right and top right.
  7. 7
    Rescue Flambae: Assign Golem (requires Mobility and Vigor).
  8. 8
    Help Brainbook: Assign Prism (requires Intellect).
  9. 9
    Shopping Spree: Assign Punch Up AND Flambae OR Golem (requires Vigor and Mobility). Reach Combat goal of 6 for an XP boost.
  10. 10
    Locate Sonar/Coupe OR Phenomaman/Waterboy (Timed Hacking Sequence): Avoid the antivirus. Find the first frequency on the top left. Use Build paths on the bottom and left to lure and trap the antivirus, then use the left path to reach the second frequency on the top right.
  11. 11
    Rescue Sonar/Coupe: Assign Flambae OR Golem (requires Mobility).
  12. 12
    S-S-S-S-Sewer Bomb: Assign Prism OR Sonar (requires Intellect).
  13. 13
    Rescue Phenomaman/Waterboy: Assign Flambae AND Punch Up/Malevola OR Golem (requires Mobility and Vigor).
  14. 14
    Help 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).
  15. 15
    Return of the Kaiju: Assign Punch Up/Malevola AND Phenomaman (requires Combat and Vigor). Options include attacking with everything (Combat 10) or breaking the collar (Vigor 10).
  16. 16
    Witch Hunt: Assign Prism/Punch Up/Sonar (requires Charisma or Intellect) OR Phenomaman. Options include Phenomaman exclusive dialogue, rallying (Charisma 6), or reasoning (Intellect 6).
  17. 17
    Boom!: Assign Flambae/Golem/Phenomaman/Invisigal AND Waterboy (requires Mobility).
  18. 18
    Escape Artist: Assign Phenomaman OR Golem OR Invisigal (requires Mobility and Vigor).
  19. 19
    The Summoning: Assign 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; Left, Right, Up, Up; Right, Left, Up, Up, Down, Right) to reach and place electricity to open paths.
  21. 21
    Weakening Sonar/Coupe: Treat blinking red alerts as calls. Completing these 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; losing removes this option.
  22. 22
    The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (requires Combat and Vigor). Reach Vigor goal of 8 for an XP boost.
  23. 23
    Attack Coupe/Sonar: Assign Prism/Sonar AND Punch Up/Golem/Phenomaman (requires Intellect, Charisma, and Vigor).
  24. 24
    S-S-S-S-Sewer Bomb: Assign Sonar OR Prism OR Waterboy (requires Intellect).
  25. 25
    Eastside Gang: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor). Reach Vigor goal of 8 for an XP boost.
  26. 26
    Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (requires Mobility and Vigor).
  27. 27
    Roadblock: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor).
  28. 28
    Coffee Run: Assign Flambae OR Golem OR Invisigal (requires Mobility). No consequences for failure.
  29. 29
    Attack Coupe/Sonar 2: Assign Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (requires Intellect, Mobility, and Combat).
  30. 30
    Defeat Mister Fister: Assign Punch Up OR Malevola (requires Combat and Vigor, with some Mobility). Do not exceed Combat restriction of 6.
  31. 31
    Housing Crisis: Assign Waterboy AND Golem/Punch Up/Phenomaman (requires Vigor).
  32. 32
    Help Brickhouse: Assign Flambae/Invisigal AND Punch Up/Phenomaman/Golem (requires Vigor and Mobility).
  33. 33
    Defeat SmileMore: Assign Sonar OR Prism (requires Intellect and Charisma). Do not exceed Charisma restriction of 9.
  34. 34
    Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma). Options include aiding (Combat 8), moving to safety (Mobility 7), or convincing them to turn back (Charisma 7).
  35. 35
    After a cutscene, heroes may get injured. Use special items and Malevola/Waterboy for healing.
  36. 36
    Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor).
  37. 37
    We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility).
  38. 38
    Entrapment: Assign Sonar/Prism (requires Intellect) OR Waterboy OR Flambae. Options include Waterboy exclusive, Flambae exclusive, or 'Get smart' (Intellect 8).
  39. 39
    Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor).
  40. 40
    S-S-S-S-Sewer Bomb: Assign Phenomaman OR Golem OR Flambae OR Invisigal (requires Mobility). Options include Phenomaman exclusive, Golem exclusive, or running to the ocean (Mobility 8). Correct answer is Yellow (requires 1 Intellect).
  41. 41
    Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility).
  42. 42
    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.
  43. 43
    Defeat Mindf*cker (Timed Hacking Sequence): Navigate dead ends and invisible spots, avoiding an antivirus. Controls are reversed in a section. Use Build spots with reversed sequences (Up, Left, Left, Right; Left, Right, Up, Up; Right, Left, Up, Up, Down, Right) to reach the exit.
Tips
  • Failure to complete calls can result in losing City HP; avoid letting it reach zero to save the city and earn an achievement.
  • Dialogue choices for Blazer can have lasting effects.
  • Pay attention to hero stat requirements (Intellect, Charisma, Vigor, Mobility, Combat) for each mission.
  • Timed hacking sequences require quick navigation and strategic use of Build paths and environmental elements like antiviruses.
  • Certain missions offer XP boosts upon reaching specific stat goals (Charisma, Combat, Vigor).
  • If Invisigal was defended in a previous choice ('Retrospective'), she rejoins the team temporarily.
  • Robert will convince either Waterboy or Phenomaman to join if not already hired.
  • Special items and specific heroes (Malevola, Waterboy) are crucial for healing during high-risk missions.
  • Saving the city unlocks the option to let an ex-team member rejoin later. Losing the battle removes this option.
  • Achievements can be earned by preventing City HP from reaching zero.
  • XP boosts are awarded for meeting certain stat goals in specific missions.

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