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The Final Confrontation — Synergy Walkthrough
Synergy

The Final Confrontation — Synergy Walkthrough

Master the final confrontation in Synergy with our comprehensive walkthrough. Learn hero assignments, strategy for timed hacking sequences, and crucial choices.

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Master the final confrontation in Synergy with our comprehensive walkthrough. Learn hero assignments, strategy for timed hacking sequences, and crucial choices.

Walkthrough
  1. 1
    Begin the shift with Prism, Golem, and Punch Up. Dialogue choices with Blazer can have lasting effects.
  2. 2
    Return to Crypto Night: Assign Punch Up.
  3. 3
    Evacuation Order: Assign Prism. (Reach Charisma 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 (Timed Hacking Sequence): Navigate Build paths to juke the Antivirus, lure it, trap it, and destroy it. Find two 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 6 for 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 top right and bottom to lure and trap the Antivirus to reach the second frequency.
  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: Attack with everything (Combat 10) or break the collar (Vigor 10).
  16. 16
    Witch Hunt: Assign Prism/Punch Up/Sonar (requires Charisma or Intellect) OR Phenomaman. Options: Phenomaman exclusive, Rally (Charisma 6), or Reason (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 to reach electricity, then use it to create paths to the exit, avoiding Antivirus and using reversed controls in one section.
  21. 21
    WEAKENING SONAR/COUPE: Respond to blinking red calls to weaken the Red Ring (HP bar in the top right). Completing this bar to 0 ends the shift. Saving the city unlocks future options.
  22. 22
    The Torrance Terrors: Assign Punch Up/Golem AND Flambae/Malevola (requires Combat and Vigor). (Reach Vigor 8 for 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 8 for XP boost).
  26. 26
    Help Pom Pom: Assign Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem (beast mode) (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 if not completed).
  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 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 9).
  34. 34
    Neighborhood Watch: Assign Golem OR Phenomaman OR Punch Up (requires Vigor, Mobility, or Charisma). Options: Aid in fight (Combat 8), Move to safety (Mobility 7), or Convince to turn back (Charisma 7).
  35. 35
    Atomic Automatons: Assign Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem (requires Mobility, Combat, and Vigor).
  36. 36
    We Meet Again: Assign Flambae/Malevola/Coupe/Invisigal (requires Combat and Mobility).
  37. 37
    Entrapment: Assign Sonar/Prism (requires Intellect) OR Waterboy OR Flambae. Options: Waterboy exclusive, Flambae exclusive, or Get smart (Intellect 8).
  38. 38
    Pursue Red Ring: Assign Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem (requires Mobility and Vigor).
  39. 39
    S-S-S-S-Sewer Bomb: Assign Phenomaman OR Golem OR Flambae OR Invisigal (requires Mobility). Options: Phenomaman exclusive, Golem exclusive, or Run to ocean (Mobility 8). Correct answer: Yellow (Intellect 1).
  40. 40
    Bridge Rescue: Assign Golem/Invisigal/Phenomaman AND Punch Up/Golem (requires Vigor and Mobility).
  41. 41
    Get to the Chopper: Assign Sonar/Prism AND Flambae/Coupe AND Punch Up/Golem/Phenomaman (requires Vigor, Mobility, and Intellect). (Meet Combat 8 for XP boost).
  42. 42
    Defeat Mindf*cker (Timed Hacking Sequence): Navigate through dead ends and invisible spots, dealing with reversed controls and reversed Build path sequences in the final sections to reach the exit.

Tips:

  • Failure on calls after the

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