Dispatch: How every major choice shapes romance, mentor and hero endings
Dispatch is a dialogue-driven game directed entirely by player choices; this guide explains all of the important decisions that affect your adventure and endings (spoilers ahead, per the original guide). There are three interlinked outcomes affected across the game: Romance (choose Blonde Blazer, Invisigal, or no one), Mentor (succeed or fail as Invisigal’s mentor), and Hero (true hero, antihero, or everyman).
Many choices change invisible in-game counters rather than producing instant results. Examples and thresholds given in the guide include: Sweet Exit Counter must be 10 or greater to romance Invisigal; the Robert Mentor Counter must reach 45 or more to succeed as a mentor; and Hero/Antihero require at least 20 points in their respective counters, with fewer than 20 in both resulting in an everyman ending.
Small actions can shift these values—dropping the villain from your balcony in Episode 1, for instance, adds one Antihero point. Romance works differently from the numeric counters: to romance Blonde Blazer, go to dinner with Blazer in Episode 4 and kiss her while not kissing Invisigal.
To romance Invisigal you need Sweet Exit ≥10, kiss her in the Episode 7 locker room, and succeed as a mentor. It’s also possible to kiss both (the guide notes this counts as technically Invisigal) or to end with no one by declining Blazer’s advances and keeping Sweet Exit under 10, or by otherwise failing as a mentor.
dispatch, blonde blazer, invisigal, sweet exit counter, robert mentor counter, true hero ending, antihero ending, everyman ending, romance ending, mentor succeed, mentor fail, episode 4 dinner kiss, episode 7 locker room kiss, drop villain balcony, dialogue-driven choices, mod showing counters, reddit threads, variables and endings, romance variables, bog_waif, zero-sumgames, amannymanman