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The Dammon's Deal — Synergy Walkthrough
Synergy

The Dammon's Deal — Synergy Walkthrough

Complete walkthrough for Synergy's Dispatch Episode 8, covering all missions, hero assignments, hacking sequences, and outcomes to help you save the city.

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Complete walkthrough for Synergy's Dispatch Episode 8, covering all missions, hero assignments, hacking sequences, and outcomes to help you save the city.

Walkthrough
  1. 1
    Initial Choices: After cutscenes, choose a dialogue option for Blazer. Options include 'Go', 'Just come back' (+ relationship with Blonde Blazer), or 'Stay'.
  2. 2
    Starting Heroes: Begin with Prism, Golem, and Punch Up. Invisigal may be unavailable.
  3. 3
    Mission Assignments:
    • Return to Crypto Night: Punch Up
  4. 4
    Evacuation Order: Prism (Reach Charisma 7 for XP boost)
  5. 5
    Capture Experiment 1067: Golem [Mobility]
  6. 6
    Bomb Threat: Prism AND Punch Up/Golem
  7. 7
    Locate the Tracker (Timed Hacking Sequence):
    • Navigate the Build path, juke the Antivirus.
  8. 8
    Lure Antivirus to the upper section, then loop back to cut the path.
  9. 9
    Complete the upper Build path to go west, then restore the path upwards.
  10. 10
    Destroy the Antivirus by grabbing electricity.
  11. 11
    Go to the third Build path to reach the Tracker spot.
  12. 12
    Find both calibration spots (middle right, top right).
  13. 13
    Rescue Flambae: Golem [Mobility and Vigor]
  14. 14
    Help Brainbook: Prism [Intellect]
  15. 15
    Shopping Spree: Punch Up AND Flambae OR Golem [Vigor and Mobility] (Reach Combat 6 for XP boost)
  16. 16
    Locate Sonar/Coupe OR Phenomaman/Waterboy (Timed Hacking Sequence):
    • Move to the Tracker spot, avoid the Antivirus.
  17. 17
    First frequency on the top left.
  18. 18
    Second frequency on the top right: use the left Build path to lure Antivirus, then the bottom Build path to trap it. Use the left path to reach the frequency.
  19. 19
    Rescue Sonar/Coupe: Flambae OR Golem [Mobility]
  20. 20
    S-S-S-S-Sewer Bomb: Prism OR Sonar [Intellect]
  21. 21
    Rescue Phenomaman/Waterboy: Flambae AND Punch Up/Malevola OR Golem [Mobility and Vigor]
  22. 22
    Outcome (Past Choice): If Invisigal was not cut off in 'Retrospective', she rejoins to help.
  23. 23
    Help Sweetalker: Prism/Punch Up/Malevola OR Sonar/Coupe
    • Charisma: Z-Team inspirational speech (Charisma 8)
  24. 24
    Sonar: Red Ring Roast (Sonar exclusive)
  25. 25
    Coupe: Combat training (Coupe exclusive)
  26. 26
    Cutscene: Robert talks to Waterboy or Phenomaman (whoever wasn't hired) to join the team.
  27. 27
    Return of the Kaiju: Punch Up/Malevola AND Phenomaman [Combat and Vigor]
    • Attack with everything (Combat 10)
  28. 28
    Break Red Ring collar (Vigor 10)
  29. 29
    Witch Hunt: Prism/Punch Up/Sonar [Charisma or Intellect] OR Phenomaman
    • Phenomaman: You know them? (Phenomaman exclusive)
  30. 30
    Charisma/Intellect: Rally against enemy (Charisma 6) or Reason (Intellect 6)
  31. 31
    Boom!: Flambae/Golem/Phenomaman/Invisigal AND Waterboy [Mobility]
  32. 32
    Escape Artist: Phenomaman OR Golem OR Invisigal [Mobility and Vigor]
  33. 33
    The Summoning: Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem [Mobility, Vigor, and Combat]
  34. 34
    Lockdown (Timed Hacking Sequence):
    • Use top-right Build Path: Left, Left, Right, Up to reach passcode.
  35. 35
    Use passcode at locked spot to reach electricity.
  36. 36
    Bring electricity to top-left Build Path, creating a path down on the top-right.
  37. 37
    Grab second electricity, bring it to the bottom-right to create a path to the center.
  38. 38
    Use center Build Path to create a path downwards.
  39. 39
    Grab electricity on the right, bring it to the center double-lightbulb spot.
  40. 40
    Grab top electricity, bring it to the center lightbulb spot.
  41. 41
    Place both electricity to exit.
  42. 42
    Weakening Sonar/Coupe: This call blinks red several times. Completing it weakens 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.
  43. 43
    The Torrance Terrors: Punch Up/Golem AND Flambae/Malevola [Combat and Vigor] (Reach Vigor 8 for XP boost)
  44. 44
    Attack Coupe/Sonar: Prism/Sonar AND Punch Up/Golem/Phenomaman [Intellect, Charisma, and Vigor]
  45. 45
    S-S-S-S-Sewer Bomb: Sonar OR Prism OR Waterboy [Intellect]
  46. 46
    Eastside Gang: Punch Up/Golem AND Flambae/Malevola/Phenomaman [Combat and Vigor] (Reach Vigor 8 for XP boost)
  47. 47
    Help Pom Pom: Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem [Mobility and Vigor]
  48. 48
    Roadblock: Punch Up/Golem AND Flambae/Malevola/Phenomaman [Combat and Vigor]
  49. 49
    Coffee Run: Flambae OR Golem OR Invisigal [Mobility] (No consequences if not completed)
  50. 50
    Attack Coupe/Sonar 2: Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal [Intellect, Mobility, and Combat]
  51. 51
    Defeat Mister Fister: Punch Up OR Malevola [Combat and Vigor, little Mobility] (Don't exceed Combat 6)
  52. 52
    Housing Crisis: Waterboy AND Golem/Punch Up/Phenomaman [Vigor]
  53. 53
    Help Brickhouse: Flambae/Invisigal AND Punch Up/Phenomaman/Golem [Vigor and Mobility]
  54. 54
    Defeat SmileMore: Sonar OR Prism [Intellect and Charisma] (Don't exceed Charisma 9)
  55. 55
    Neighborhood Watch: Golem OR Phenomaman OR Punch Up [Vigor, Mobility, or Charisma]
    • Aid in fight (Combat 8)
  56. 56
    Move to safety (Mobility 7)
  57. 57
    Convince to turn back (Charisma 7)
  58. 58
    Cutscene: Heroes have a higher risk of injuries. Use special items and Malevola/Waterboy for healing.
  59. 59
    Atomic Automatons: Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem [Mobility, Combat, and Vigor]
  60. 60
    We Meet Again: Flambae/Malevola/Coupe/Invisigal [Combat and Mobility]
  61. 61
    Entrapment: Sonar/Prism [Intellect] OR Waterboy OR Flambae
    • Waterboy: Get wet (Waterboy exclusive)
  62. 62
    Flambae: Get hot (Flambae exclusive)
  63. 63
    Intellect: Get smart (Intellect 8)
  64. 64
    Pursue Red Ring: Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem [Mobility and Vigor]
  65. 65
    S-S-S-S-Sewer Bomb: Phenomaman OR Golem OR Flambae OR Invisigal [Mobility]
    • Correct answer: Yellow (Intellect 1)
  66. 66
    Phenomaman: Send bomb into space (Phenomaman exclusive)
  67. 67
    Golem: Absorb blast (Golem exclusive)
  68. 68
    Mobility: Run to ocean (Mobility 8)
  69. 69
    Bridge Rescue: Golem/Invisigal/Phenomaman AND Punch Up/Golem [Vigor and Mobility]
  70. 70
    Get to the Chopper: Sonar/Prism AND Flambae/Coupe AND Punch Up/Golem/Phenomaman [Vigor, Mobility, and Intellect] (Reach Combat 8 for XP boost)
  71. 71
    Defeat Mindf*cker (Timed Hacking Sequence):
    • Navigate right, left, right to the Build path.
  72. 72
    Reach second dead end, cross invisible spot.
  73. 73
    Go over Antivirus to next dead end, cross invisible spot.
  74. 74
    Controls reverse: go top-right, use Build spot (Up, Left, Left, Right).
  75. 75
    Go bottom-right Build path, complete reversed sequence (Left, Right, Up, Up).
  76. 76
    Go to final Build spot, complete reversed sequence (Right, Left, Up, Up, Down, Right) to exit.
Tips
  • Pay attention to City HP; failing calls reduces it.
  • Dialogue choices with Blazer can affect relationships.
  • Some missions offer XP boosts for reaching specific stat goals (Charisma, Combat, Vigor).
  • Hacking sequences are timed and require careful navigation and strategy.
  • The 'Weakening Sonar/Coupe' call is crucial for reducing the Red Ring HP.
  • Be prepared for increased hero injury risk in later missions; utilize healing resources.
  • Certain hero abilities or stat requirements unlock exclusive dialogue or actions.
  • Saving the city unlocks the option to let an ex-team member rejoin.
  • Completing missions successfully earns XP and progresses the story.
  • Specific mission outcomes depend on past choices and current actions.

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