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Hidden Quests
Synergy

Hidden Quests

Master Synergy's hidden quests with our comprehensive walkthrough. Discover optimal hero choices, strategies for timed hacking sequences, and crucial decisions for saving the city and earning achievements.

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Master Synergy's hidden quests with our comprehensive walkthrough. Discover optimal hero choices, strategies for timed hacking sequences, and crucial decisions for saving the city and earning achievements.

Walkthrough
  1. 1
    Dialogue Choice: Choose 'Go', 'Just come back' (+ relationship with Blonde Blazer), or 'Stay'.
  2. 2
    Initial Heroes: Start with Prism, Golem, and Punch Up. Invisigal may be unavailable.
  3. 3
    Return to Crypto Night: Assign Punch Up.
  4. 4
    Evacuation Order: Assign Prism. Reach Charisma goal of 7 for XP boost.
  5. 5
    Capture Experiment 1067: Assign Golem (requires Mobility).
  6. 6
    Bomb Threat: Assign Prism AND Punch Up/Golem.
  7. 7
    Locate the Tracker (Timed Hacking Sequence):
    • Navigate the Build path, juking the Antivirus.
  8. 8
    Lure Antivirus to the upper section, then cut the path and trap it.
  9. 9
    Complete the upper Build path quickly, then the bottom Build path to restore the western path.
  10. 10
    Grab electricity to destroy the Antivirus.
  11. 11
    Proceed to the Tracker spot.
  12. 12
    Find both calibration spots: middle right and top right.
  13. 13
    Rescue Flambae: Assign Golem (requires Mobility and Vigor).
  14. 14
    Help Brainbook: Assign Prism (requires Intellect).
  15. 15
    Shopping Spree: Assign Punch Up AND Flambae OR Golem (requires Vigor and Mobility). Reach Combat goal of 6 for XP boost.
  16. 16
    Locate Sonar/Coupe OR Phenomaman/Waterboy (Timed Hacking Sequence - Two Options):
    • Start at the Tracker spot, avoiding the Antivirus.
  17. 17
    First frequency: top left.
  18. 18
    Second frequency: top right. Use Build path on the left to lure Antivirus, then use the bottom Build path to trap it. Use the left Build path to reach the frequency.
  19. 19
    Rescue Sonar/Coupe: Assign Flambae OR Golem (requires Mobility).
  20. 20
    S-S-S-S-Sewer Bomb: Assign Prism OR Sonar (requires Intellect).
  21. 21
    Rescue Phenomaman/Waterboy: Assign Flambae AND Punch Up/Malevola OR Golem (requires Mobility and Vigor).
  22. 22
    Help Sweetalker: Assign Prism/Punch Up/Malevola OR Sonar/Coupe.
    • Charisma option: Z-Team inspirational speech (Requires Charisma 8).
  23. 23
    Sonar option: Ease nerves with a Red Ring Roast (Sonar exclusive).
  24. 24
    Coupe option: Host a last minute combat training (Coupe exclusive).
  25. 25
    Return of the Kaiju: Assign Punch UP/Malevola AND Phenomaman (requires Combat and Vigor).
    • Attack with everything (Requires 10 Combat).
  26. 26
    Break off the Red Ring collar (Requires 10 Vigor).
  27. 27
    Witch Hunt: Assign Prism/Punch Up/Sonar (requires Charisma or Intellect) OR Phenomaman.
    • Phenomaman option: You know them right? (Phenomaman exclusive).
  28. 28
    Charisma/Intellect option: Rally against the enemy (Requires Charisma 6) or Reason with them (Requires Intellect 6).
  29. 29
    Boom!: Assign Flambae/Golem/Phenomaman/Invisigal AND Waterboy (requires Mobility).
  30. 30
    Escape Artist: Assign Phenomaman OR Golem OR Invisigal (requires Mobility and Vigor).
  31. 31
    The Summoning: Assign Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (requires Mobility, Vigor, and Combat).
  32. 32
    Lockdown (Timed Hacking Sequence):
    • Use top right Build Path to reach passcode: Left, Left, Right, Up.
  33. 33
    Use passcode to reach electricity.
  34. 34
    Bring electricity to top left Build Path, creating a path down on the top right.
  35. 35
    Grab second electricity, bring it to the bottom right to create a path to the center.
  36. 36
    Use center Build Path to create a path downwards.
  37. 37
    Grab right-side electricity, bring it to the center double-lightbulb spot.
  38. 38
    Grab top electricity, bring it to the center lightbulb spot.
  39. 39
    Weakening Sonar/Coupe: Complete calls to weaken the Red Ring (HP bar in top right). End shift when bar is 0. Completing this allows an ex-team member to rejoin later.
  40. 40
    The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
  41. 41
    Attack Coupe/Sonar: Assign Prism/Sonar AND Punch Up/Golem/Phenomaman (requires Intellect, Charisma, and Vigor).
  42. 42
    S-S-S-S-Sewer Bomb: Assign Sonar OR Prism OR Waterboy (requires Intellect).
  43. 43
    Eastside Gang: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
  44. 44
    Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (requires Mobility and Vigor).
  45. 45
    Roadblock: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor).
  46. 46
    Coffee Run: Assign Flambae OR Golem OR Invisigal (requires Mobility). (No consequences for failure).
  47. 47
    Attack Coupe/Sonar 2: Assign Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (requires Intellect, Mobility, and Combat).
  48. 48
    Defeat Mister Fister: Assign Punch Up OR Malevola (requires Combat and Vigor, with some Mobility). Do not exceed Combat restriction of 6.
  49. 49
    Housing Crisis: Assign Waterboy AND Golem/Punch Up/Phenomaman (requires Vigor).
  50. 50
    Help Brickhouse: Assign Flambae/Invisigal AND Punch Up/Phenomaman/Golem (requires Vigor and Mobility).
  51. 51
    Defeat SmileMore: Assign Sonar OR Prism (requires Intellect and Charisma). Do not exceed Charisma restriction of 9.
  52. 52
    Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma).
    • Aid in fight (Requires Combat 8).
  53. 53
    Move to safety (Requires Mobility 7).
  54. 54
    Convince to turn back (Requires Charisma 7).
  55. 55
    Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor).
  56. 56
    We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility).
  57. 57
    Entrapment: Assign Sonar/Prism (requires Intellect) OR Waterboy OR Flambae.
    • Waterboy: Get wet (Waterboy exclusive).
  58. 58
    Flambae: Get hot (Flambae exclusive).
  59. 59
    Intellect: Get smart (Requires Intellect 8).
  60. 60
    Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor).
  61. 61
    S-S-S-S-Sewer Bomb: Assign Phenomaman OR Golem OR Flambae OR Invisigal (requires Mobility).
    • Phenomaman: Send bomb into space (Phenomaman exclusive).
  62. 62
    Golem: Absorb blast (Golem exclusive).
  63. 63
    Mobility: Run to ocean (Requires Mobility 8).
  64. 64
    Correct answer: Yellow (Requires 1 Intellect).
  65. 65
    Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility).
  66. 66
    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.
  67. 67
    Defeat Mindf*cker (Timed Hacking Sequence):
    • Navigate to the right, then left, then right to the Build path.
  68. 68
    Cross invisible spot, go over Antivirus, and cross another invisible spot.
  69. 69
    Controls will be reversed (up=down, left=right). Use top right Build spot (reversed: Up, Left, Left, Right).
  70. 70
    Use bottom right Build path (reversed: Left, Right, Up, Up).
  71. 71
    Use final Build spot (reversed: Right, Left).
Tips
  • Failure to complete calls results in lost City HP; avoid letting it reach zero to earn an achievement.
  • Use special items and Malevola/Waterboy for healing during the later stages due to high risk of injuries.
  • Saving the city provides an option for an ex-team member to rejoin later; failing removes this option.
  • Earning achievements by saving the city.
  • Potential to have ex-team members rejoin the team.
  • XP boosts for meeting specific goals (Charisma, Combat, Vigor).

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