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The Netherstones Bosses — Synergy Walkthrough
Synergy

The Netherstones Bosses — Synergy Walkthrough

Complete walkthrough for Synergy's Dispatch Episode 8. Learn hero assignments, strategy for hacking sequences, and outcomes for every mission to save the city.

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Complete walkthrough for Synergy's Dispatch Episode 8. Learn hero assignments, strategy for hacking sequences, and outcomes for every mission to save the city.

Walkthrough
  1. 1
    Initial Choices: Choose a dialogue option for Blazer. Your initial team consists of Prism, Golem, and Punch Up; Invisigal may also be available.
  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, juke the Antivirus.
  7. 7
    Lure Antivirus to the upper section, then cut the path.
  8. 8
    Complete the upper Build path, then the bottom Build path to restore the upper path.
  9. 9
    Juke Antivirus while grabbing electricity to destroy it.
  10. 10
    Go to the Tracker spot. Find both calibration spots (middle right, top right).
  11. 11
    Rescue Flambae: Assign Golem (requires Mobility and Vigor).
  12. 12
    Help Brainbook: Assign Prism (requires Intellect).
  13. 13
    Shopping Spree: Assign Punch Up AND Flambae OR Golem (requires Vigor and Mobility). Reach Combat goal of 6 for XP boost.
  14. 14
    Locate Sonar/Coupe OR Phenomaman/Waterboy (Hacking Sequence):
    • Move to the Tracker spot, avoid the Antivirus.
  15. 15
    First frequency is top left.
  16. 16
    Second frequency is 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.
  17. 17
    Rescue Sonar/Coupe: Assign Flambae OR Golem (requires Mobility).
  18. 18
    S-S-S-S-Sewer Bomb: Assign Prism OR Sonar (requires Intellect).
  19. 19
    Rescue Phenomaman/Waterboy: Assign Flambae AND Punch Up/Malevola OR Golem (requires Mobility and Vigor).
  20. 20
    Outcome (Past Choice): If Invisigal was not cut off, she rejoins temporarily.
  21. 21
    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).
  22. 22
    Outcome (Past Choice): Waterboy or Phenomaman joins the team.
  23. 23
    Return of the Kaiju: Assign Punch Up/Malevola AND Phenomaman (requires Combat and Vigor). Options: Attack with everything (Combat 10) or break collar (Vigor 10).
  24. 24
    Witch Hunt: Assign Prism/Punch Up/Sonar (requires Charisma or Intellect) OR Phenomaman. Options: Phenomaman exclusive, Rally (Charisma 6), or Reason (Intellect 6).
  25. 25
    Boom!: Assign Flambae/Golem/Phenomaman/Invisigal AND Waterboy (requires Mobility).
  26. 26
    Escape Artist: Assign Phenomaman OR Golem OR Invisigal (requires Mobility and Vigor).
  27. 27
    The Summoning: Assign Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (requires Mobility, Vigor, and Combat).
  28. 28
    Lockdown (Hacking Sequence - Timed):
    • Use top right Build Path to reach passcode: Left, Left, Right, Up.
  29. 29
    Use passcode to reach electricity.
  30. 30
    Bring electricity to top left Build Path, creating a path down on top right.
  31. 31
    Grab second electricity, bring it to the bottom right to create a path to the center.
  32. 32
    Use center Build Path to create a path downwards.
  33. 33
    Grab right-side electricity, bring it to the center double-lightbulb spot.
  34. 34
    Grab top electricity, bring it to the center lightbulb spot.
  35. 35
    Place both electricity to reach the exit.
  36. 36
    Weakening Sonar/Coupe: Complete calls as they appear (blinking red) to weaken the Red Ring (HP bar top right). Reaching 0 HP ends the shift. Saving the city allows an ex-team member to rejoin later; losing removes this option.
  37. 37
    The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
  38. 38
    Attack Coupe/Sonar: Assign Prism/Sonar AND Punch Up/Golem/Phenomaman (requires Intellect, Charisma, and Vigor).
  39. 39
    S-S-S-S-Sewer Bomb: Assign Sonar OR Prism OR Waterboy (requires Intellect).
  40. 40
    Eastside Gang: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
  41. 41
    Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (requires Mobility and Vigor).
  42. 42
    Roadblock: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor).
  43. 43
    Coffee Run: Assign Flambae OR Golem OR Invisigal (requires Mobility). No consequences for failure.
  44. 44
    Attack Coupe/Sonar 2: Assign Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (requires Intellect, Mobility, and Combat).
  45. 45
    Defeat Mister Fister: Assign Punch Up OR Malevola (requires Combat and Vigor, with some Mobility). Do not exceed Combat restriction of 6.
  46. 46
    Housing Crisis: Assign Waterboy AND Golem/Punch Up/Phenomaman (requires Vigor).
  47. 47
    Help Brickhouse: Assign Flambae/Invisigal AND Punch Up/Phenomaman/Golem (requires Vigor and Mobility).
  48. 48
    Defeat SmileMore: Assign Sonar OR Prism (requires Intellect and Charisma). Do not exceed Charisma restriction of 9.
  49. 49
    Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma). Options: Aid fight (Combat 8), Move to safety (Mobility 7), Convince to turn back (Charisma 7).
  50. 50
    Post-Cutscene: Heroes may get injured; use special items and Malevola/Waterboy for healing.
  51. 51
    Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor).
  52. 52
    We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility).
  53. 53
    Entrapment: Assign Sonar/Prism (requires Intellect) OR Waterboy OR Flambae. Options: Waterboy exclusive, Flambae exclusive, or Get smart (Intellect 8).
  54. 54
    Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor).
  55. 55
    S-S-S-S-Sewer Bomb: Assign Phenomaman OR Golem OR Flambae OR Invisigal (requires Mobility). Correct answer: Yellow (Intellect 1). Options: Phenomaman exclusive, Golem exclusive, or Run to ocean (Mobility 8).
  56. 56
    Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility).
  57. 57
    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.
  58. 58
    Defeat Mindf*cker (Hacking Sequence - Timed):
    • Navigate to the first Build path.
  59. 59
    Cross invisible spots, avoiding Antivirus.
  60. 60
    Controls reverse (up=down, left=right) in the top right area. Use Build spot with reversed sequence: Up, Left, Left, Right.
  61. 61
    Use bottom right Build path with reversed sequence: Left, Right, Up, Up.
  62. 62
    Use final Build spot with reversed sequence: Right, Left, Up, Up, Down, Right to reach the exit.

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