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This guide provides a detailed walkthrough for Episode 8: Synergy in Dispatch, focusing on hero assignments and strategies for various missions. It covers critical choices, mission objectives, and potential outcomes based on past decisions.
- Return to Crypto Night: Assign Punch Up.
- Evacuation Order: Assign Prism. Reach Charisma goal of 7 for XP boost.
- Capture Experiment 1067: Assign Golem (requires Mobility).
- Bomb Threat: Assign Prism AND Punch Up/Golem.
- Locate the Tracker (Timed Hacking Sequence): Navigate the Build path, lure the antivirus, and destroy it. Find calibration spots on the middle right and top right.
- Rescue Flambae: Assign Golem (requires Mobility and Vigor).
- Help Brainbook: Assign Prism (requires Intellect).
- Shopping Spree: Assign Punch Up AND Flambae OR Golem (requires Vigor and Mobility). Reach Combat goal of 6 for XP boost.
- Locate Sonar/Coupe OR Phenomaman/Waterboy (Hacking Sequence): Avoid the Antivirus. Find frequencies on the top left and top right. Use Build paths strategically to avoid the Antivirus.
- Rescue Sonar/Coupe: Assign Flambae OR Golem (requires Mobility).
- S-S-S-S-Sewer Bomb: Assign Prism OR Sonar (requires Intellect).
- Rescue Phenomaman/Waterboy: Assign Flambae AND Punch Up/Malevola OR Golem (requires Mobility and Vigor).
- 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).
- Return of the Kaiju: Assign Punch Up/Malevola AND Phenomaman (requires Combat and Vigor). Options include attacking (Combat 10) or breaking the collar (Vigor 10).
- 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).
- Boom!: Assign Flambae/Golem/Phenomaman/Invisigal AND Waterboy (requires Mobility).
- Escape Artist: Assign Phenomaman OR Golem OR Invisigal (requires Mobility and Vigor).
- The Summoning: Assign Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem (requires Mobility, Vigor, and Combat).
- Lockdown (Timed Hacking Sequence): Navigate Build paths using specific sequences to reach and place electricity, ultimately creating a path to the exit.
- Weakening Sonar/Coupe: Complete calls to weaken the Red Ring. The shift ends when the HP bar reaches 0. Saving the city allows an ex-team member to rejoin.
- The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
- Attack Coupe/Sonar: Assign Prism/Sonar AND Punch Up/Golem/Phenomaman (requires Intellect, Charisma, and Vigor).
- S-S-S-S-Sewer Bomb: Assign Sonar OR Prism OR Waterboy (requires Intellect).
- Eastside Gang: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor). Reach Vigor goal of 8 for XP boost.
- Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (requires Mobility and Vigor).
- Roadblock: Assign Punch Up/Golem AND Flambae/Malevola/Phenomaman (requires Combat and Vigor).
- Coffee Run: Assign Flambae OR Golem OR Invisigal (requires Mobility). No consequences for failure.
- Attack Coupe/Sonar 2: Assign Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal (requires Intellect, Mobility, and Combat).
- Defeat Mister Fister: Assign Punch Up OR Malevola (requires Combat and Vigor, with some Mobility). Do not exceed Combat restriction of 6.
- Housing Crisis: Assign Waterboy AND Golem/Punch Up/Phenomaman (requires Vigor).
- Help Brickhouse: Assign Flambae/Invisigal AND Punch Up/Phenomaman/Golem (requires Vigor and Mobility).
- Defeat SmileMore: Assign Sonar OR Prism (requires Intellect and Charisma). Do not exceed Charisma restriction of 9.
- Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma). Options include aiding in fight (Combat 8), moving to safety (Mobility 7), or convincing to turn back (Charisma 7).
- Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor).
- We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility).
- Entrapment: Assign Sonar/Prism (requires Intellect) OR Waterboy OR Flambae. Options include Waterboy exclusive, Flambae exclusive, or getting smart (Intellect 8).
- Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor).
- 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).
- Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility).
- 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.
- Defeat Mindf*cker (Timed Hacking Sequence): Navigate reversed controls and Build paths to reach the exit.
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