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The Whispering Door — Synergy Walkthrough
Synergy

The Whispering Door — Synergy Walkthrough

Complete walkthrough for The Whispering Door mission in Synergy. Learn hero assignments, strategy for hacking sequences, and tips to save the city and earn achievements.

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Complete walkthrough for The Whispering Door mission in Synergy. Learn hero assignments, strategy for hacking sequences, and tips to save the city and earn achievements.

Walkthrough
  1. 1
    Initial Choices: After the opening cutscenes, choose a dialogue option for Blazer. Options include 'Go', 'Just come back' (+ relationship with Blonde Blazer), or 'Stay'. You start with Prism, Golem, and Punch Up, with the possibility of Invisigal being unavailable.
  2. 2
    Hero Assignments:
  3. 3
    Return to Crypto Night: Punch Up
  4. 4
    Evacuation Order (Reach Charisma 7 for XP boost): Prism
  5. 5
    Capture Experiment 1067: Golem [Mobility]
  6. 6
    Bomb Threat: Prism AND Punch Up/Golem
  7. 7
    Locate the Tracker (Hacking Sequence - Timed):
    • Follow the Build path right towards the Antivirus. Juke it and use the Build path behind it.
  8. 8
    Lure the Antivirus to the upper section, then loop back to the bottom Build path to trap it.
  9. 9
    Complete the upper Build path quickly to create a path west. Complete the bottom Build path to restore the path upwards. Juke the Antivirus while grabbing electricity to destroy it.
  10. 10
    Go to the third Build path, head right to the Tracker spot.
  11. 11
    Find both calibration spots: one on the middle right, the second on the top right.
  12. 12
    Rescue Flambae: Golem [Mobility and Vigor]
  13. 13
    Help Brainbook: Prism [Intellect]
  14. 14
    Shopping Spree (Reach Combat 6 for XP boost): Punch Up AND Flambae OR Golem [Vigor and Mobility]
  15. 15
    Locate Sonar/Coupe OR Phenomaman/Waterboy (Hacking Sequence):
    • Move to the Tracker spot, avoiding the Antivirus.
  16. 16
    First frequency: Top left.
  17. 17
    Second frequency: Top right. Use the left Build path to lure the Antivirus, then use the bottom Build path to trap it. Use the left path to reach the frequency.
  18. 18
    Rescue Sonar/Coupe: Flambae OR Golem [Mobility]
  19. 19
    S-S-S-S-Sewer Bomb: Prism OR Sonar [Intellect]
  20. 20
    Rescue Phenomaman/Waterboy: Flambae AND Punch Up/Malevola OR Golem [Mobility and Vigor]
  21. 21
    Help Sweetalker: Prism/Punch Up/Malevola OR Sonar/Coupe
    • (Charisma: Z-Team speech [Charisma 8])
  22. 22
    (Sonar: Red Ring Roast [Sonar exclusive])
  23. 23
    (Coupe: Combat training [Coupe exclusive])
  24. 24
    Return of the Kaiju: Punch Up/Malevola AND Phenomaman [Combat and Vigor]
    • Attack with everything [Combat 10]
  25. 25
    Break Red Ring collar [Vigor 10]
  26. 26
    Witch Hunt: Prism/Punch Up/Sonar [Charisma or Intellect] OR Phenomaman
    • (Phenomaman: You know them? [Phenomaman exclusive])
  27. 27
    (Charisma/Intellect: Rally against enemy [Charisma 6], Reason with them [Intellect 6])
  28. 28
    Boom!: Flambae/Golem/Phenomaman/Invisigal AND Waterboy [Mobility]
  29. 29
    Escape Artist: Phenomaman OR Golem OR Invisigal [Mobility and Vigor]
  30. 30
    The Summoning: Flambae/Malevola/Invisigal AND Punch Up/Phenomaman/Golem [Mobility, Vigor, and Combat]
  31. 31
    Lockdown (Hacking Sequence):
    • Use the top right Build Path to reach the passcode: Left, Left, Right, Up.
  32. 32
    Return to the locked spot, use the passcode, and reach the electricity.
  33. 33
    Bring electricity to the top left, use it to reach the Build Path, creating a path down on the top right.
  34. 34
    Grab the second electricity, bring it to the bottom right, and place it to create a path to the center.
  35. 35
    Use the center Build Path spot to create a path downwards.
  36. 36
    Grab the right-side electricity and bring it to the center double-lightbulb spot.
  37. 37
    Grab the top electricity and bring it to the center lightbulb spot.
  38. 38
    Place both electricity to reach the exit.
  39. 39
    Weakening Sonar/Coupe: This call will pop up several times. Completing it weakens the Red Ring (HP bar in the top right). The shift ends when the bar reaches 0. Saving the city allows an ex-team member to rejoin later; losing removes this option.
  40. 40
    The Torrance Terrors (Reach Vigor 8 for XP boost): Punch Up/Golem AND Flambae/Malevola [Combat and Vigor]
  41. 41
    Attack Coupe/Sonar: Prism/Sonar AND Punch Up/Golem/Phenomaman [Intellect, Charisma, and Vigor]
  42. 42
    S-S-S-S-Sewer Bomb: Sonar OR Prism OR Waterboy [Intellect]
  43. 43
    Eastside Gang (Reach Vigor 8 for XP boost): Punch Up/Golem AND Flambae/Malevola/Phenomaman [Combat and Vigor]
  44. 44
    Help Pom Pom: Flambae/Golem/Invisigal AND Punch Up/Phenomaman/Sonar/Golem [Mobility and Vigor]
  45. 45
    Roadblock: Punch Up/Golem AND Flambae/Malevola/Phenomaman [Combat and Vigor]
  46. 46
    Coffee Run (No consequences): Flambae OR Golem OR Invisigal [Mobility]
  47. 47
    Attack Coupe/Sonar 2: Prism/Sonar AND Flambae/Coupe/Phenomaman/Invisigal [Intellect, Mobility, and Combat]
  48. 48
    Defeat Mister Fister (Don't exceed Combat 6): Punch Up OR Malevola [Combat, Vigor, Mobility]
  49. 49
    Housing Crisis: Waterboy AND Golem/Punch Up/Phenomaman [Vigor]
  50. 50
    Help Brickhouse: Flambae/Invisigal AND Punch Up/Phenomaman/Golem [Vigor and Mobility]
  51. 51
    Defeat SmileMore (Don't exceed Charisma 9): Sonar OR Prism [Intellect and Charisma]
  52. 52
    Neighborhood Watch: Golem OR Phenomaman OR Punch Up [Vigor or Mobility or Charisma]
    • Aid them in fight [Combat 8]
  53. 53
    Move them to safety [Mobility 7]
  54. 54
    Convince them to turn back [Charisma 7]
  55. 55
    Atomic Automatons: Phenomaman OR Punch Up AND Coupe OR Flambae AND Golem [Mobility, Combat, and Vigor]
  56. 56
    We Meet Again: Flambae/Malevola/Coupe/Invisigal [Combat and Mobility]
  57. 57
    Entrapment: Sonar/Prism [Intellect] OR Waterboy OR Flambae
    • (Waterboy: Get wet [Waterboy exclusive])
  58. 58
    (Flambae: Get hot [Flambae exclusive])
  59. 59
    (Intellect: Get smart [Intellect 8])
  60. 60
    Pursue Red Ring: Flambae/Coupe/Phenomaman/Invisigal AND Punch Up/Golem [Mobility and Vigor]
  61. 61
    S-S-S-S-Sewer Bomb: Phenomaman OR Golem OR Flambae OR Invisigal [Mobility]
    • (Phenomaman: Send bomb into space [Phenomaman exclusive])
  62. 62
    (Golem: Absorb blast [Golem exclusive])
  63. 63
    (Mobility: Run to ocean [Mobility 8])
  64. 64
    (Correct answer: Yellow [Intellect 1])
  65. 65
    Bridge Rescue: Golem/Invisigal/Phenomaman AND Punch Up/Golem [Vigor and Mobility]
  66. 66
    Get to the Chopper (Meet Combat 8 for XP boost): Sonar/Prism AND Flambae/Coupe AND Punch Up/Golem/Phenomaman [Vigor, Mobility, and Intellect]
  67. 67
    Defeat Mindf*cker (Hacking Sequence - Timed):
    • Go right, then left, then right to the Build path.
  68. 68
    Reach the second dead end, cross the invisible spot (avoid Antivirus).
  69. 69
    Go over the Antivirus, to the next dead end, and cross the invisible spot.
  70. 70
    Controls reverse (up=down, left=right). Use the top right Build spot (reversed: Up, Left, Left, Right).
  71. 71
    Use the bottom right Build path (reversed: Left, Right, Up, Up).
  72. 72
    Use the final Build spot (crossing invisible spot) with reversed sequence: Right, Left, Up, Up, Down, Right to exit.
Tips
  • Remember that failing calls can decrease City HP, potentially leading to an achievement loss.
  • Pay attention to the Charisma, Combat, Vigor, and Intellect goals for XP boosts on specific calls.
  • Special items and heroes like Malevola and Waterboy are crucial for healing during the latter half of the mission due to increased injury risk.
  • The outcome of certain past choices (e.g., defending Invisigal) can affect hero availability.
  • The 'Weakening Sonar/Coupe' call must be completed to lower the Red Ring HP bar to zero to end the shift.
  • Saving the city may allow an ex-team member to rejoin later.
  • Completing calls with specific goals can grant XP boosts.

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