Dispatch Guide

Superheroes Inc. Dispatch guide, walkthrough are the best tips and tricks for beginners, all episodes, shifts, all important choices, all endings, missing teens, romances.

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Dispatch Guide

Dispatch Guide

Dispatch is a game that takes us to the world of superheroes. However, it is not a well-known world like that of Superman and Batman. We create our own story in a completely new universe. For many players, it makes the game so much more interesting. It is a dark world, but at the same time it is full of many happy moments. Our decisions determine if we make it better. Dispatch is full of difficult choices and picking the proper route can be tricky, especially if you want to see a true good ending or romance Invisigal. In this guide, you will find a full walkthrough of all episodes, as well as guides showing you how to solve all dispatches.

Dispatch: Walkthrough

Below we have links to all episodes. Each of the guides features choices and their consequences, as well as tips on how to succeed in all calls.

Source: Dispatch, developer: AdHoc Studio
  1. Episode 1 Pivot - let's meet our character and learn what kind of superhero he is.
  2. Episode 2 Onboard - in this chapter we meet the Z-team for the first time. Let's make the best first impression.
  3. Episode 3 Turnover - One of the most (if not the most) difficult episodes when it comes to dispatch shifts. Moreover, it ends with an important choice at the end of the chapter that has serious consequences later.
  4. Episode 4 Restructure - Important chapter for those who seek romance in Dispatch. We learn more about Invisigal or Blonde Blazer. Additionally, we must make another difficult decision about our team.
  5. Episode 5 Team Building - the great scene at the bar makes this episode my favorite. Our heroes really become a team. Will you tell them who you are?
  6. Episode 6 Moving Parts - the ending of this chapter hits hard.
  7. Episode 7 Retrospective - we face the most important decision in the game. What you do in this chapter has a real impact on the game's ending.
  8. Episode 8 Synergy - the end is near. All your choices come back to haunt you. And there are more important decisions to make.

Dispatch: Shifts

Source: Dispatch, developer: AdHoc Studio
  1. Brainteaser answers - fail to answer his questions once and there will be consequences.
  2. Which Mecha Man contains the bomb? - can't pick in Comically yours? We know the right answer.
  3. Which game is hiding the bomb - Nostalgically yours answer is here.
  4. Where should we start? - the Missing teens mission guide.
  5. Which movie theater should we search first? - you will find here Theatrically yours solution.
  6. Refinery Explosion - it is the first mission that punishes us for too high stats.
  7. Hacked by Robert - it is the hardest achievement to get, we can help you unlock it.

Dispatch: Important choices

  1. Coupe or Sonar - one needs to be cut. We will help you make this decision.
  2. Waterboy or Phenomaman? - let's choose the best hero for your team.
  3. Tell your team that you are Mecha Man or not - we will help you decide.
  4. Should you defend or cut Invisigal - this decision will influence the ending.
  5. Invisigal or Blonde Blazer - all about romance in Dispatch.
Source: Dispatch, developer: AdHoc Studio

Dispatch: Endings

  1. Should you untie Invisigal or keep her imprisoned? - that's an easy decision, but only when you know what will happen later.
  2. What to do with Atral Pulse - is this choice even important at this point?
  3. Kill or spare Shroud - this decision is yours, but we know its consequences.
  4. Good and bad endings - there are 2 main endings in the game. Moreover, some of your decisions will be visible in the "prologue" in the form of small details.

Dispatch: Tips and Tricks

  1. Be nice. If you want to see the best ending, be nice to other people. Most of the time, when you see "someone will remember that" it means that you get "relationship points." These decisions do not influence the story too much, you might see a slightly different conversation or scene (really small changes). However, your relationship level heavily determines the ending.
  2. If you are tired of hacking, you can turn on unlimited lives in the Settings menu. It helps a lot. Especially in the later episodes, when some minigames are very difficult. But it might be a bad idea if you want to get Hacked by Robert achievement.
  3. It does not matter how you do in QTE sequences. They do not influence the story at all. The game will always guide you to the point where you should be. So, all players - those with or without good reflexes - will end up in the same place. You can even turn them off, and watch these scenes as a movie.
  4. There is more than one save slot. Thanks to that you can play multiple routes at the same time. This option is hidden in the upper left corner of the episode screen.
  5. You don't have to restart the whole episode if you decide to change something and your save is already overwritten. You can pick specific scenes. However, keep in mind that all progress after that point will be reset.
Source: Dispatch, developer: AdHoc Studio
  1. Some dispatches can be solved in multiple ways. From time to time, one of the heroes will have a special option to finish the mission. In most cases, it is an automatic success. However, sometimes, it is a trap and you will fail. Keep that in mind and think twice, for example when you want to send Flamebae to extinguish the fire he started or that one time when Waterboy can solve a flood problem.
  2. Dispatch calls, unless scripted otherwise, do not influence the story. So, it is OK to fail some quests. However, if you do not gather XP, you might struggle in the last Episode. But if you happen to do poorly, you will see an additional event and a new overpowered superhero will join your team.

Dispatch: Synergies

While you can freely pair heroes during dispatch shifts, some of them work better together - they boost your success chance. The more you send them in the same team, the higher the bonus is.

  1. Punch Up and Coupe
  2. Malevola and Sonar
  3. Invisigal and Golem
  4. Punch Up and Phenomaman / Waterboy
  5. Malevola and Phenomaman / Waterboy

Dispatch: Powers

Our superheroes wouldn't be super without their powers. The starting power of each character needs to be revealed during the game, the following ones can be learned by hero training events during dispatch shifts. However, depending on your playthrough, you might not see someone's power at all. For example, if you play carefully and keep your characters healthy, Malevola's and Punch Up's starting powers will never be revealed. That's why we hope that our list will help you.

Coupe

  1. Starting power: En Pointe - on calls with 2 or more slots, Coupe gets 1 Combat if placed on the first slot or 1 Mobility if placed in the second.
  2. Pirouette - she will reattempt a failed call.
  3. A la Seconde - the same as En Pointe but the boost gets bigger: 3 Combat or 3 Mobility.
  4. Flight License: En L'air - her travel time is reduced.

Flambae

  1. Starting power: On Fire - after a success, Flambae gets 1 to Combat and Mobility. The boost stacks but resets after a failure.
  2. Comet - Flambae gets additional bonus for successful calls - reduced call completion and travel time. However, if he fails after 2 successes, he will be downed.
  3. Supernova - after 2 successes, Flambae's Combat and Mobility will be set to max. It also removes his rest time. But in the case of failure, his stats drop to 1.
  4. Flight License: Flybae - his travel time is reduced.

Golem

  1. Starting power: Diamond in the Rough - on calls with 2 or more slots, some slots may grant Golem 2 bonus to a stat while others -1 debuff.
  2. Spread Thin - Golem "spreads" to empty call slots, receiving 25% stat boost for each "copy." 200% is a limit, though.
  3. Found Himself - once per shift you can reset Golem's stats and redistribute points.

Invisigal

  1. Starting power: Lone Wolf - when sent alone, Invisigal reduces travel time and call completion time.
  2. Wolf Pack - while in the team, she doubles XP rewards.
  3. Ear to the Ground - she can reveal number of slots and crime type for some calls before they happen (it works on hover).

Malevola

  1. Starting power: Life Trade - Malevola heals one injured hero who is sent with her on a call. She gets 1 Charisma and Vigor when she does that (it stacks).
  2. Life Trade Visions - after healing a hero, she also reveals stats of the next call she is assigned to.
  3. Portal Ritual - After healing a hero, Malevola creates a portal next to the call. It lasts 45 seconds after call completion but it can be done only once per shift.

Phenomaman

  1. Starting power: Easily Depressed - he needs only 2 seconds of rest but if any call fails or misses, he will be depressed and need 45 seconds to be ready for the next mission.
  2. Heavily Medicated - he rests for 10 seconds longer and cannot fly but can't be depressed.
  3. Phenomenal Motivation - If Phenomaman completes a call with other heroes, their resting time is reduced by half.

Prism

  1. Starting power: Doppelganger Illusion - Prism duplicates a hero to her left, making their copy with half stats in the empty slot.
  2. Perfect copy - illusions have full stats instead of half.
  3. Long Range Illusion - once per shift she can prevent a call from expiration, adding a few seconds to its timer.

Punch Up

  1. Starting power: Hard Head - He can't be downed and does not receive debuffs from injuries.
  2. Squeeze in - on calls with less than 4 slots he can create a slot for himself.
  3. Harder Head - when he is injured, he gets buffs: 2 Combat and Vigor and reduced rest time.

Sonar

  1. Starting power: Instincts - Sonar changes personalities every call. His Intellect swaps with Combat and Charisma with Vigor. Remember to take into consideration his form.
  2. Bat Sh*t - in a bat form he is immune to injuries, and his resting time is reduced.
  3. Talk Sh*t - in his "human" form he can reattempt a failed call.
  4. Flight License: Strong Back - this power works when Sonar is transformed. His travel time is reduced, and he can carry other heroes.

Waterboy

  1. Starting power: Eager Sponge - If you don't send Waterboy often, he assigns himself. He gets 1 to the highest stat for the call. He can be removed only once.
  2. Eager Super Sponge - instead 1 bonus, Waterboy gets 3 boost to the highest stat.
  3. Holy Water Spit - he will not assign himself but will heal up to two injured heroes from his party.
Damian Gacek

Author: Damian Gacek

Graduate of English Philology and English in Public Communication. His portfolio includes a scientific article on video game translation. Working with Gamepressure.com since 2019, writing for various departments. Currently, deals with guides and occasionally supports the newsroom. Interested in electronic entertainment since childhood. Loves RPGs and strategies, often also immersing himself in the depths of indie games. In his free time, works on a book and learns film editing.

Dispatch

October 22, 2025

PC PlayStation Nintendo
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