Walkthrough

Dispatch Episode 7 Walkthrough

Spoiler Warning: This guide contains full spoilers for Episode 7 choices and outcomes.

With Dispatch Episode 7, Retrospective, we are getting closer to the end. As you saw in Episode 6, Chase is now in the infirmary, Invisigal suspended and it’s time for some big decisions. In this episode you only have one dispatch shift but you have to manage that without Invisigal. As the seventh part of our complete Dispatch walkthrough, this guide covers every dialogue, the full call list, and what each big choice actually changes.

If you want to see how these decisions land in the finale, check our Dispatch all endings guide before you commit to anything here.

The 2003 Flashback and the Store Choice

The episode starts in Robert’s house in 2003. A young Chase is heading to the store and asks Robert what he wants:

  • Twinkies
  • Beer
  • Cigar

None of these change the story. Picking Beer is the interesting one, because it explains the line from Episode 6 about Chase stealing something for him back in the day.

If you choose Cigar, TrackStar asks you to smoke it in the bathroom. You come out coughing, he tells you smoking sucks and finally you get your Twinkies.

There is a trophy tied to this, and it works differently than a normal choice. “There. You happy now?” unlocks if you pick the least popular option globally, not a specific item. Which one is the least popular option? You don’t know until the credits at the end of the episode. Then you’ll know whether you choose the correct one or not.

Note: Cigar has been the least picked option for most of the game’s life, so it is the safest guess. Player stats do shift over time. If the montage shows you guessed wrong, replay the episode through Episode Select and pick whichever option shows the lowest percentage. Our Dispatch achievement and trophy guide covers the other missable ones.

Infirmary and Break Room Conversations

Back in the present, you are sitting with Chase in the infirmary when Blonde Blazer arrives and asks about your history with him:

  • He was like a brother.
  • I should’ve kept in touch.
  • I was lost for a while.

No consequences on any of these. Pick whatever fits your Robert.

Then Blazer asks what you plan to do about Invisigal. Blazer will remember this one:

  • She really f**ked up.
  • Might make things worse.
  • I’ll get back to you.

This is not consequential. It does not lock you into anything at the board room later, and you can say she messed up here and still defend her twenty minutes from now. All it does is colour how Blazer reads you going into the meeting. “I’ll get back to you” is the neutral option if you have not decided yet.

Next you find Waterboy at the vending machine in the break room. He appears here whether you added him or Phenomaman back in Episode 4. He wants to know if Chase did the right thing going in after Invisigal:

  • Yeah, I think he did.
  • I honestly don’t know.
  • Absolutely not.

Nobody remembers this one.

The Dispatch Shift: Short-Handed and Sober

Episode 7 has a single dispatch shift, and the game stacks it against you in two ways. Invisigal is suspended, so she is off the board entirely. Golem is drinking and acting out, which means he refuses some calls and causes one of his own.

You’ll need a lot of mobility in this shift. If you have been dumping upgrade points into Combat and Vigor all game, this is where that catches up with you.

Exclusive Solutions Worth Saving Heroes For

These calls have hero-specific options that make them far easier. Holding the right hero back for them is usually better than throwing bodies at the problem:

  • Up-Chuck: Send Punch Up and use his exclusive “I know this guy”. Golem has an exclusive here too (“Absorb the acid”), but he often refuses to go in his current state.
  • Polarizing Interview: Send Sonar for “Talk up the reformed villains”.
  • The Floodening: Waterboy has an exclusive “Absorb the water” option. Read the warning below before you use it.

Full Call List and Requirements

Dispatch CallStat RequirementsBest Heroes
Beached WhalesVigor, MobilityPhenomaman alone, or Punch Up and Coupe.
Land Slip’n’SlideMobility, Intellect, some VigorSonar or another high-Intellect hero paired with Flambae or Phenomaman for Mobility. Has a bonus stat threshold, so check the panel.
Up-ChuckVigor or Combat (8)Punch Up solo via his exclusive. Otherwise “Endure the acid” (8 Vigor) or “Knock him out with a chair” (8 Combat).
Runaway CarHacking sequenceTimed. See the section below.
Self-SabotageVigor, Charisma, 4 MobilityThis is Golem’s mess. Phenomaman with Punch Up or Malevola works. Golem picks up an injury from it.
Farmers Market AttackCombat, Vigor, some MobilityCombat cap here. Do not exceed the listed limit or the call auto-fails. Phenomaman or Punch Up is enough.
Rescue Bone ZoneCombat, Vigor, some CharismaFlambae or Coupe with Punch Up, or Phenomaman with Malevola. Hitting Combat 6+ earns the XP bonus.
Polarizing InterviewIntellect or Charisma (8)Sonar for the exclusive. Otherwise “Focus on the facts” (8 Intellect) or “Over-hype the team” (8 Charisma).
Running LateMobility (8+ for the bonus)Flambae, Coupe, or Phenomaman.
Red RingCombat, Vigor (Go All Out) or Mobility, Intellect (Play It Safe)Choice call, see below.
The FloodeningIntellect (8) or Mobility“Examine the storm drains” with Sonar, or “Fetch the buckets” with a high-Mobility hero.
The Floodening ReturnsVigor, Mobility, some IntellectOnly appears if the first Floodening failed. Demanding call.
Fire in the RainMobility (8+ for the bonus), VigorWaterboy with Golem, Punch Up, or Sonar in beast mode.
Hero TrainingNoneAny hero who is not out on a call.
Hero Training (Flight)NoneSonar, Coupe, or Flambae only. Grants flight.

The Red Ring call gives you two options. Go All Out carries a high injury risk but hands XP to every hero involved on success, with a bonus at Combat 5+. Send Flambae or Phenomaman with Punch Up or Malevola, plus Golem or anyone else with Combat and Vigor. Play It Safe keeps injuries down but has a Combat restriction of 6 that you must stay under. Flambae with Prism or Waterboy covers it. At this point in the game your roster is strong enough that Go All Out is usually worth it, and Malevola can heal an injured teammate if she is assigned to the same call.

The Floodening trap: Waterboy’s “Absorb the water” exclusive is a guaranteed failure. It is written that way on purpose. Failing it unlocks The Floodening Returns, which is a harder call worth more XP. If you are chasing a clean shift for the Shift Was Lit trophy, avoid the Waterboy option entirely and pass the call normally.

For the timing-based hacking trophies and the general rules of these puzzles, see our Dispatch hacking guide.

Board Room: The Biggest Decision You Make

After the shift you walk into a board room when suddenly Punchup is thrown out of the glass door:

  • What’s goin’ on?
  • Who’s paying for this?
  • Who threw him out the door?

Pick any of them. Then the team holds its vote, and it comes down to you. This is the biggest decision in the episode.

  • CUT HER (-5 Good Mentor Point, +1 AntiHero)
  • DEFEND HER (+5 Good Mentor Point, +1 True Hero)

Who sides with Invisigal depends on your earlier choices. Normally Golem is her only supporter. If you revealed you were Mecha Man in Episode 5 and Flambae walked out, he lines up with her and Golem. If you brought Phenomaman onto the team in Episode 4, he sits the vote out.

Here is what each one actually does:

Cut her: Team morale goes up. Every hero is at full strength for the Episode 8 dispatch shift, which is long and genuinely brutal. Her story ends here.

Defend her: You gain trust with Invisigal, but morale drops. The heroes who voted against you go into the Episode 8 shift performing as though they are injured, and you cannot heal that penalty with pharmacy items.

Defending her is the better play despite the morale hit. If your relationship with her is solid and you did not cut her, Invisigal shows up to help during the Episode 8 dispatch phase, which more than covers the weakened heroes. More importantly, you have to protect her here if you want the good ending.

Locker Room: Invisigal’s Confession

Whatever you decided, Invisigal was standing in the room and heard it. Robert follows her to the locker room, where she is packing up and set on leaving.

The first prompt changes wording depending on your vote, and depending on your Sweet Exit Counter:

If you choose to cut her:

If your SEC <10

  • I care about you. (SEC +5, Good Mentor Point +2)
  • You gave me no choice. (SEC -3, Good Mentor Point -2)
  • They decided, not me. (SEC +0, Good Mentor Point +0)

If your SEC is 10 or more:

  • I care about you. (SEC +5, Good Mentor Point +2)
  • I don’t want this. (SEC +3, Good Mentor Point +2)
  • They decided, not me. (SEC +0, Good Mentor Point +0)

If you chose to defend her:

If your SEC <10

  • I care about you. (SEC +5, Good Mentor Point +2)
  • It’s not your fault. (SEC +2, Good Mentor Point +2)
  • They’ll come around. (SEC +0, Good Mentor Point +0)

If your SEC is 10 or more:

  • I care about you. (SEC +5, Good Mentor Point +2)
  • It’s not your fault. (SEC +3, Good Mentor Point +2)
  • I don’t want this. (SEC +2, Good Mentor Point +2)

Then she reveals her biggest secret. She was there the night the Mecha Man suit blew up, actually she was the one who planted the bomb. Before the Phoenix Program she was working for Shroud, paying off a debt for an augment that treated her asthma, and destroying the suit was the favour that cleared it. This is also why she was so obsessed with recovering the Astral Pulse in Episode 6. She knew it was her fault it was gone.

Invisigal will remember this:

  • I don’t know what to feel. (SEC +3, Good Mentor Point +0)
  • We’re done. (The Relationship is over, Good Mentor Point -5)
  • I forgive you. (SEC +5, Good Mentor Point +0)

If you choose “We’re done” then you are putting kibosh on the possibility of having any kind of romantic relationship with Invisigal.

If you have been building the Invisigal route (SEC => 10), she leaves and immediately comes back to kiss you:

  • LEAN IN
  • LEAN OUT

Lean in locks the Invisigal romance. Lean out ends it. If you have committed to the Blonde Blazer romance, lean out. This prompt has no effect on whether Invisigal stays with the Z-Team, only on the romance.

The Car: Track Star or Invisigal

In the cab afterwards, Blazer texts you asking what she should tell the press about the incident:

  • TRACK STAR
  • INVISIGAL (Good Mentor Point -2)

[Image: Dispatch Blonde Blazer texting Robert about the press statement]

Nobody will remember this, but it changes the statement you see her give on the TV at the bar in the next scene, and her wording shifts again depending on whether you cut Invisigal or defended her. Naming Invisigal publicly right after voting her out is the harsher combination if you are tracking your Antihero counter.

The Sardine and the Shroud Interrogation

Robert ends up back at The Sardine, the villain bar from Episode 5, and the bartender will not stop poking at him:

  • Mind changing the subject?
  • Could you shut the f**k up?
  • Get me another drink?

No consequences. A bearded man at the bar buys Robert a drink, the bartender keeps pushing, and you get the second prompt:

  • GLASS HIM (AntiHero -2)
  • LET IT GO (Hero +2)

Both routes end the same way. The scene plays slightly differently, but the bearded man pulls a gun and shoots the bartender either way, and you realise he is Shroud out of his suit. Then whoever you cut back in Episode 3, Sonar or Coupe, steps up behind you and knocks you out. We break the moment down further in our Glass Him or Let It Go guide.

Robert wakes up tied upside down with Red Ring members around him. Shroud wants the Astral Pulse, and the reason he is asking Robert is that Invisigal hid it from him too. Shroud will remember your answer:

  • Spit in his face.
  • I don’t have it.
  • I’m going to kill you.

It does not change much beyond his attitude. Worth knowing that spitting while hanging upside down doesn’t end well…for you.

Shroud pulls the trigger and the gun does not fire. Before he can try again, Blonde Blazer comes through the door and gets you out:

  • Thanks for saving me.
  • There’s no backup, is there?
  • Can’t believe you found me.

None of these affect your relationship with her.

The Billboard Ending

Blazer takes you up onto a billboard, the same setting the game used to close Episode 1. The Red Ring has leaked footage proving Invisigal took the Astral Pulse from the yacht and kept it, and Blazer wants to know why she would hide it from everyone:

  • She’s planning something.
  • Who cares?
  • I trust her.

Blazer will remember this. “I trust her” is the answer that lines up with the best ending path, and it pairs with defending her at the vote and forgiving her in the locker room. If you cut Invisigal, “She’s planning something” is the more consistent read for that Robert. Explosions start going off across Los Angeles as the conversation ends. The Red Ring assault has begun, and that is where Episode 7 stops. Everything you have decided since Episode 1 gets cashed in during Episode 8: Synergy, including the fate of whichever hero you cut and the final call on Shroud.

Dispatch Cover photo

Dispatch

Action-Adventure Casual Strategy Indie
Release Date
October 22, 2025
ESRB
rated M for Mature 17+ (Blood and Gore, Intense Violence, Nudity, Sexual Content, Strong Language, Use of Drugs and Alcohol)
Developer(s)
AdHoc Studio
Publisher(s)
AdHoc Studio

Aaron Goldberg

Aaron’s gaming path began at age seven with Call of Duty 1 on PC, later evolving into a passion for challenging fantasy RPGs like Dark Souls and Skyrim. Having personally struggled with the steep learning curves of these massive worlds, he understands how overwhelming they can be for players. Now, as a writer, Aaron is committed to making the gaming experience smoother for fellow enthusiasts by breaking down daunting RPG systems and tough boss fights into clear, practical guides that cut out the frustration.

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