Dispatch Episode 5: Team Building Full Guide

Spoiler Warning: This guide contains full spoilers for Episode 5 choices and outcomes.
Episode 5, Team Building, picks up right where Episode 4 left off, meaning your dinner-or-movie choice from last chapter changes who you talk to before your shift even starts. The dispatch sequences also get more difficult here: the game introduces a new mechanic that punishes you for sending an overqualified hero, plus a brand new electricity hacking puzzle. But the real reason this episode matters is the ending. After a very messy night at a supervillain bar, Punch Up asks Robert the one question the whole team has been avoiding. As the fifth part of our complete Dispatch walkthrough, this guide breaks down every choice and exactly what each one does.
The Gym: Flambae and the Flashback
The episode opens on Robert doing bench presses, and the game cuts in a flashback of a fight from his Mecha Man days. It doesn’t show you who he’s fighting yet, but pay attention, because this flashback pays off later.

Flambae catches you while you are struggling under some weights and messes with you about it. This dialogue has no consequence, so pick whatever you want:
- Thanks for babysitting me.
- I’m no Normie.
- Heroes get hurt.
The only thing that would be different depending on your choice is Flambae’s response.
Blazer or Invisigal: The Morning After
What happens next depends entirely on who you chose to spend the evening with at the end of Episode 4.
If you decided Blonde Blazer was a better date for you: she pulls you aside to talk about last night and asks you out on an actual date. You get a choice in how you address her:

- Mandy
- Blonde Blazer
- Either Works
If you didn’t kiss her in episode 4, instead of “Either works” you’ll get the option “Let’s pump the brakes”. Regardless of the dialogue and the story line any of the options you choose grants you +1 Hero Counter except “Let’s pump the breaks”. By choosing this one Blonde Blazer will lose interest and you’ll get 1 AntiHero Counter. Also your choice will be remembered.
Calling her Mandy is the better pick if you’re on her romance route. It’s a small moment, but the game remembers it, and it sets up the “everyone shares real names” beat later in the episode.
If you went to the movies with Invisigal then you go to the Dispatch Shift straight away.
Dispatch Shift 1: The Stat-Cap Trap
Starting now, some calls will auto-fail if you send a hero whose stat is too high, not just too low. If a call lists a combat cap, sending your highest combat hero on purpose is the wrong move. Read the requirement on the right side of every call carefully before you assign anyone.
Important Note: You cannot have Sonar and Coupe in one run of the game. These two are mutually exclusive. But I have mentioned them both to make this guide more useful for everyone.

| Dispatch Call | Best Hero Choice | Notes |
| Talent of Torrance | Prism and Punch Up | Mostly a Charisma check, don’t overthink it. |
| Rescue Transit Workers | Golem or Punch Up (you’ll face some problems and having one of these two helps. You can also go with Flambae and Phenomaman) | Both have exclusive dialogue here. Anyone else needs 9 Intellect or 9 Mobility. |
| Talent of Torrance Throwdown | Same as Talent of Torrance. You can go with Prism and Invisigal this time. | Follow-up call. Same stat priority as the first one. |
| Aliens Among Us | Phenomaman (auto-solves) | If you don’t have Phenomaman, go with Sonar or another Charisma/Intellect hero. (When asked the question, choose the third option) |
| Stalker Stalking Film Shoot | Hack it, or send a hero with 5 Intellect / 6 Charisma | The hacking sequence is the safer option if your Intellect heroes are already out on calls. (Delete his files and do the puzzle) |
| Anti-Bullying Seminar | Prism or Punch Up and Phenomaman | Once again you need charisma. |
| Your Big Break, Kid | Prism | Go with a character with charisma. |
| Sewage Clog | Punch Up + Golem, or Phenomaman/Waterboy | Lower risk version of the call below, less XP. |
| Sewage Spill | Golem + Phenomaman | High injury risk, but the whole Z-Team earns bonus XP if it succeeds. |
| Performance Art | Coupe | You need Intellect and Charisma for this one. |
| Refinery Explosion | Invisigal and Malevola | This is the stat-cap teaching mission. Keep the assigned Combat total under the listed cap or it auto-fails. You need Vigor and Mobility. |
Whichever hero you added in Episode 4, Waterboy or Phenomaman, will show up in your rotation here for the first time as a fully available pick, so don’t forget about that hero when you’re staffing these calls.
Between Shifts: Chase’s Warning
Once the first shift wraps Prism and Malevola ask Robert some questions about his past and which superhero he was before. It’s not a very important decision but they will remember what you say:
- No hints.
- I was blue.
- I’m double jointed.
The decision that matters is Chase pulling you aside to warn you that Shroud, the villain from Episode 1 who got away, is still out there and possibly circling the Z-Team. He will remember your answer and you can get Hero or AntiHero point depending on your answer:

- I’m not sure…
- Yes. (+1 Antihero Counter)
- Heroes don’t kill people. (+1 Hero Counter)
Dispatch Shift 2: The Electricity Hack
The second shift introduces a new hacking minigame built around electricity nodes instead of build-paths. Completing this hacking sequence in East Torrance Power Outage call is your earliest shot at the Anti-Antivirus trophy (You need to destroy three antiviruses in less than 15 seconds), so it’s worth doing manually instead of just assigning a hero and skipping it.

For the missions themselves, the Z-Team is fully staffed this shift (no one walks out like they did in Episode 4), so success rates are noticeably friendlier. Keep matching stats to requirements the way you have been, and keep an eye out for any call that still lists a stat cap, since the mechanic from the first shift is going to appear again.
| Call | Best Hero Choices | Notes |
| Lost Pet | Charisma, Mobility | Punch Up or Invisigal with Coupe work well. |
| East Torrance Power Outage | Hacking sequence | Solve the circuit puzzle yourself (No dispatch needed) |
| Ground Team Rescue (vs Air Team Rescue — pick one) | Prism and Malevola | Any high-Vigor hero (Easier pick compared to Air Team Rescue) |
| Air Team Rescue (alt. to Ground Team) | Flambae and Coupe | Vigor, Mobility and Intellect (Only flying Heroes can be sent) |
| Senior Home Check-Up | Prism fits multiple stats, Golem and Phenomaman also work | Intellect, Mobility, Charisma |
| Repairs Required | Golem (Vigor/Mobility) + Sonar (Intellect) or Coupe | Mobility, Intellect and Vigor. Split across two heroes if one doesn’t cover all. (Pay attention to combat resriction) |
| Super Tantrum | Prism and Punch Up | Charisma, Vigor with a little bit of Intellect |
| Shipment Robbery | Phenomaman and Flambae | Vigor, Combat |
| Central Torrance Power Outage | Hacking sequence | Solve the puzzle |
| Evacuation Assistance | Malevola, Coupe | Mobility, Charisma |
| Stabilize Experiment | Invisigal and Golem | Intellect, Mobility (Pay attention that your combat limit shouldn’t exceed 4) |
| VANDLABS Robbery | Sonar or Coupe or Phenomaman auto passes it. Otherwise you can go with Flambae and Punch Up | Intellect / Combat / Vigor |
| West Torrance Power Outage | Hacking sequence | Solve the puzzle |
| Power Outage Looting | Invisigal and Malevola | Vigor, Combat, Mobility |
| Multi-Car Pile-Up | Phenomaman | Vigor, Mobility |
| Missing Teens | Sonar and Invisigal or Malevola | Charisma / Intellect. Picking Malevola auto-completes the call. |
| The Wheelies | Prism and Punch Up | Mobility, Charisma |
The Sardine: Getting In
After the second shift, the team invites Robert out to The Sardine, a bar almost exclusively for villains and ex-villains. Golem gets stopped at the door and can’t come in (Robert promises to bring him a drink or two).

At the actual entrance, the bouncer isn’t sure about letting Robert in until Invisigal vouches for him. This is where the storyline will differ depending on whether you went on a date with Invisigal in episode 4 or not.
If you went on a date with Invisigal:
If you’re on the Invisigal route, this is where the second date payoff happens: she brings up the movie from Episode 4 and calls this your second date, with a possible third hinted at. You get a short dialogue exchange here, and Invisigal remembers your answer.

- We can just be friends.
- I had a good time.
- That wasn’t a date.
This is a very important romance decision for you. Choosing “We can just be friends.” permanently ends the Invisigal romance path for you. If you are keen on continuing your romance path with Invisigal go with “I had a good time”.
For each of these choices there’s a separate scene. If you choose the first one she tells you that she doesn’t sleep with her friends.
If you go with the second choice she asks you sarcastically whether you had a good time eating popcorn loudly when she was silently sitting next to you. Then you say that the silence was the best part and she responds you might want her loud sometimes 🙂
If you go with the third option, you say it was just a hangout and she says it could have been but you surprised her with her favorite snacks. So if you play your cards right you could snack on something else :))
If you’re on the Blazer route instead, she doesn’t sit with you at all here. She heads off to grab a table, and the Invisigal conversation is skipped entirely.
The Bar Brawl: Armstrong and the Red Ring
Whichever conversation you were having gets cut short fast. When you are ordering some drinks the other members of Z-Team cut in and ask you a question. You have three options to answer (It doesn’t matter which one you choose):
- I am a narc.
- Been doing this long?
- You’re buying next.
After giving drinks to some of the guys, you sit at Invisigal’s table. After a short conversation with her, in a flashback you realize the guy you were fighting in the first flashback of the episode was actually Flambae (Robert knew but you didn’t). Here you are given three choices:

- Is that all you got?
- Stand down, immediately.
- I’m not done with you yet.
You continue your conversation with Invisigal until a guy named Armstrong starts harassing you and looking for trouble. Then you are given three choices:
- Let me buy you a drink.
- Relax. I’m leaving.
- Since you twisted my arm…
Going with the first and second option means Armstrong is going to start the fight but the third one means you are throwing the first punch (and the team remembers it). Regardless of your choice a brawl follows that involves the whole Z-Team and everybody else in the bar (who are basically Red Ring members).

The Major Question About Your Identity
Afterwards you are all outside of the bar having some tacos when Punch Up asks you about your true identity. This is a major decision that affects your relationship with the whole team especially Flambae. You have two options:

- I’m Robert.
- I’m Mecha Man.
By choosing the first option you are deciding to keep your identity hidden. At first Flambae is skeptical but the others introduce themselves, telling you their real names and he gives up.
Spoiler Alert: In the next episode Chase will reveal your real identity even if you choose not to in this episode. But at that moment Flambae wouldn’t be there and learns the truth a little bit later.
Going with the second option is a different story. Flambae, learning that he lost his two fingers to you is not happy. He goes into a rage and as you expected tries to incinerate you, but Golem steps in and puts himself between you and the flames.

If you picked Waterboy in the previous episode he will extinguish Flambae. If you picked Phenomaman then Malevola throws her drink on Flambae’s flames. In both scenarios Flambae flies away but the rest of the gang handle the truth pretty well and are not angry. Remember if you go with the second choice, in the first dispatch shift of the next episode, Flambae will not be available.



