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Dispatch Episode 2: All Choices and Outcomes in “Onboard”

See which choices matter in Dispatch Episode 2, “Onboard,” from Blonde Blazer and Royd relationship options to the fixed outcome at Granny’s Donuts.
Length4 min Posted Quest giverVGSources Team
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Spoilers for Dispatch Episode 2, “Onboard.” Most dialogue choices in the episode are reported as flavor, but a few affect relationships or are remembered. The Granny’s Donuts confrontation has the clearest fixed result: whether Robert tells Invisigal to disarm Granny or take out the thief, she does the opposite, Granny is hurt, and the thief escapes.

How Episode 2 choices work

“Onboard” mixes office conversations with a dispatch-management shift. The guides consulted distinguish among flavor dialogue, choices reported to affect relationships or mentor status, remembered choices that can be referenced later, and alternatives that converge on the same immediate outcome. A reported lack of major impact does not prove a line can never be referenced in a later episode.

Choice effects below are guide-reported. Where guides describe a result without identifying the underlying game flag, the effect is presented as reported rather than as a confirmed hidden-counter formula.

Opening: Waterboy, the office, and Blonde Blazer

Waterboy commercial and changing-room banter

Gamepressure and Tpose describe the responses to Waterboy—“Not a great actor,” “Seems like a jerk,” and “He’s phenomenal”—as having no consequence. Tpose says Flambae’s appearance reflects the water-versus-alcohol decision from Episode 1; it is a callback, not a new Episode 2 branch. The changing-room options “I don’t mind,” “Is this an HR violation?” and “No peeking” are also listed as inconsequential.

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Talking about the previous night

For the conversation with Blonde Blazer, Gamepressure and Patch Crazy report these relationship effects:

  • “I’ll take your lead”: improves the relationship.
  • “We were drunk”: worsens the relationship.
  • “Didn’t feel like a mistake”: reported as neutral, with no change.

Introducing yourself to Invisigal and asking about the heroes during the office tour are described as having no meaningful consequences in the consulted guides.

Royd and Chase

Royd in the bathroom

Gamepressure and Tpose report that choosing “Bro fist” improves Robert’s relationship with Royd. Declining is reported to worsen it and be remembered. The follow-up responses about Royd’s nickname are described as having no impact.

Chase in the records room

The two sets of dialogue with Chase are reported to have no major consequences. The Phoenix Program slideshow introduces the roster before the shift begins.

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Dispatch shift: assignments matter, too

Episode 2 is not just a dialogue tree. The dispatch section asks you to assign heroes to calls, where hero attributes and assignment choices can affect how a call resolves or trigger special responses. Gamepressure’s walkthrough covers Lost Balloon, Vand-Go Opening, Cray Cray Bidet, Fight at Crypto Night, Retrieve Stolen Boat, Blaze in the Burbs, Museum Robbery, In the Zone, Apprehend Art Thieves, and Locate Stolen Art.

Tpose gives more specific recommended assignments and outcomes. It reports, for example, that sending Flambae to Blaze in the Burbs guarantees failure but unlocks a follow-up mission. Treat that as a guide-specific strategy, not an independently verified universal guarantee.

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Granny’s Donuts: what the choices change

Pick a favorite donut

The listed options are jelly-filled, the long cream ones, and plain glazed. One guide says the preference is remembered and slightly changes a later scene cosmetically. Another mentions a “least-popular-donut” achievement tied to the community’s selection; the consulted guides do not establish a stable percentage or universal requirement, so check the achievement details in-game before choosing for that purpose.

Choose a first direction

When Robert first responds to the incident, “Duck!” and “Go invisible!” are described by Gamepressure as having no consequence.

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Disarm Granny or take out the thief?

At the confrontation, choose between “Disarm Granny” and “Take out the thief.” Patch Crazy and Tpose report the same immediate result for either order: Invisigal disobeys and does the opposite of what Robert requested, Granny is injured, and the thief escapes. Neither choice saves Granny or catches the thief according to those walkthroughs.

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After the shift: Invisigal and the debrief

Talking with Invisigal

Gamepressure says the first and last dialogue sets do not change the outcome, but warns against “I told Chase you disobeyed” in the middle set if you want to avoid angering Invisigal. Tpose also reports negative mentor or relationship effects for that response, as well as “You chose that life” and “I’m the real hero here.” These are option-level guide reports; they do not establish a complete formula for any hidden counter.

Explaining the punch to Blonde Blazer and Chase

“Invisigal punched me” is the option that reports her; “The air’s dry” and “I bumped my head” cover for her. The follow-up debrief choices are described by Gamepressure and Patch Crazy as having no consequence.

Parking lot with Blonde Blazer

Asking “Do you want to grab dinner?” is remembered. Afterward, Patch Crazy reports that “Sorry, I already ate” and “Gotta get home to my dog” improve the relationship, while “Yeah, sounds fun” decreases it. Tpose also labels these alternatives as affecting morality points. These are guide-reported consequences; the guides cited here do not establish a specific later-episode branch.

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