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Clear out junk files and repair common Windows errorsFree Scan →Scan for outdated or missing drivers - takes under a minuteDriver Scan →Spoilers for Episode 5, “Team Building,” and its immediate Episode 6 consequences. Episode 5 has many remembered dialogue choices, but most walkthroughs do not establish a major mechanical effect for them. The consequential decision comes at the end: tell the team “I’m Mecha Man” or “I’m Robert.” The reveal triggers a confrontation with Flambae; withholding it delays the disclosure until Chase tells the team in Episode 6. Either way, the team bonds.
Which Episode 5 choices have the clearest outcomes?
The walkthroughs agree on the episode’s broad shape, but differ in how confidently they assign effects to small choices. A choice being remembered does not by itself prove it changes a relationship, mission result, or ending. The most clearly described consequences are the conditional Invisigal conversation and the final identity decision.
| Choice or event | What the walkthroughs establish |
|---|---|
| Flambae gym flashback | Primarily a callback or flavor choice; the exact callback may depend on an Episode 1 injury choice. |
| Blonde Blazer date check-in | She remembers the answer. No visible effect was reported in one guide’s three playthroughs; a relationship-point effect is only speculation. |
| Prism and Malevola’s identity guesses | They remember the answer; no substantial mechanical consequence is established. |
| Chase’s question about Shroud | Chase remembers the answer. The response does not lock out an endgame option, according to Gamepressure. |
| Invisigal at the Sardine | Only appears if Robert went to the movies with her earlier. The responses are described as positive, neutral, or negative for the relationship. |
| Final identity decision | Changes the immediate confrontation and short-term team composition. Withholding the reveal does not keep the secret permanently. |
Early scenes: Flambae and Blonde Blazer
Flambae’s gym flashback
During Robert’s memory of an earlier fight, choose from “Thanks for babysitting me,” “I’m no Normie,” and “Heroes get hurt.” Gamepressure describes the choice as inconsequential, while Patch Crazy says the dialogue may callback to the Episode 1 injury choice—singed eyebrows or a knocked-out tooth. Treat this as flavor rather than a dependable route or gameplay branch.
Blonde Blazer’s date check-in
This scene appears only if Robert went on a date with Blonde Blazer. When she asks about a real date, the listed answers are “Blonde Blazer,” “Either Works,” and “Mandy.” Gamepressure says she remembers the selection, but reports no visible change across its three playthroughs. It speculates that the answer might affect relationship points; that effect is not confirmed.
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First dispatch shift: assignments and trade-offs
The first shift runs through varied calls, from public appearances to emergencies. Assignments can use hero attributes, special character options, or hacking; a suggested lineup in a walkthrough is not proof that it is the only successful solution. Your available roster and its stats determine which approaches you can use.
| Assignment | Relevant approach or consequence described |
|---|---|
| Talent of Torrance | Mostly Charisma, with some Vigor; high-Charisma heroes are suggested. |
| Rescue Transit Workers | Golem or Punch Up can use special options; otherwise, an Intellect or Mobility check is described. |
| Talent of Torrance Throwdown | Charisma and Vigor are relevant. |
| Aliens Among Us | Phenomaman resolves it automatically; otherwise, a Charisma or Intellect check is described. |
| Hero Training | Listed as a shift assignment; no specific check or outcome is detailed in the cited walkthrough summaries. |
| Stalker Stalking Film Shoot | Can involve hacking or an Intellect/Charisma check. |
| Anti-Bullying Seminar; Your Big Break, Kid; Performance Art | Listed as assignments; no specific check or consequence is detailed in the cited walkthrough summaries. |
| Sewage Spill or Sewage Clog | Sewage Spill grants team XP but carries higher injury risk; Sewage Clog is the lower-risk alternative. |
| Refinery Explosion | Excessive Combat can cause an automatic failure, according to Gamepressure. |
The important choice on the sewage call is a risk trade-off: take the spill for XP with greater injury exposure, or choose the clog to reduce risk. For the refinery call, avoid treating Combat as universally helpful; too much of it is specifically flagged as a failure condition.
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Break room and Royd’s lab: identity hints and Shroud
Prism and Malevola ask about Robert
The answers are “I was blue,” “No hints,” and “I’m double jointed.” The guides say the characters remember the response, but do not document a substantial gameplay consequence.
Chase asks whether Robert will kill Shroud
At Royd’s lab, Chase offers a chance to answer “Yes,” “I’m not sure,” or “Heroes don’t kill people.” The walkthroughs say Chase remembers the answer. Gamepressure specifically reports that it does not lock you out of an endgame option; the guides do not establish a more precise effect.
Rank #3
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Second dispatch shift: blackout and city calls
After a Lost Pet assignment, a blackout leads to hacking puzzles to restore city power. Gamepressure describes three puzzles, with each city area opening further investigations. The listed calls are Power Outage Looting, Missing Teens, Multi-Car Pile-Up, The Wheelies, Evacuation Assistance, Thwart Graffiti Vandals, Stabilize Experiment, Vandlabs Robbery, Air Team Rescue, Ground Team Rescue, Repairs Required, Senior Home Check-Up, Super Tantrum, and Shipment Robbery.
Eligibility and checks vary by call: some tasks restrict which heroes can be sent, some named heroes can satisfy a check automatically, and others depend on particular stats. Two examples show why roster and build matter:
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- Missing Teens: Into Indie Games describes multiple possible hero pairs and dialogue checks rather than a single required solution.
- Vandlabs Robbery: Possible approaches include escaping with the serum, fighting Red Ring, consuming the serum, or decomposing it. Availability is gated by character type or high stats.
- Air and ground rescue: The plane-landing sequence separates an air rescue for trained flyers from a ground rescue, with some character-exclusive solutions.
These are route examples, not guaranteed options for every save. Check the heroes actually available to you and their stats before assuming a particular special solution can be selected.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.The Sardine bar: Invisigal’s conditional scene
Invisigal appears for a conversation if Robert went to the movies with her in the previous episode. The answers are “I had a good time,” “We can just be friends,” and “That wasn’t a date.” Patch Crazy characterizes them as raising, keeping neutral, or lowering the relationship, respectively. Gamepressure recommends the positive answer for a future romance and says Invisigal remembers it.
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Other bar dialogue includes “I am a narc,” “Been doing this long?” and “You’re buying next,” followed by a flashback response set: “Is that all you got?”, “Stand down immediately,” or “I’m not done with you yet.” Gamepressure says these sets do not affect the outcome. A later choice—“Relax, I’m leaving,” “Let me buy you a drink,” or “Since you twisted my arm…”—is remembered, but Gamepressure reports the same outcome. Patch Crazy likewise calls the first two sets inconsequential and the last remembered.
Final choice: reveal Mecha Man or say “I’m Robert”?
At the courtyard after the team gathering, Robert must answer “I’m Robert” or “I’m Mecha Man.” Both reported paths end with the team bonding and sharing names. The difference is what happens immediately and when the rest of the team learns Robert’s identity.
| Answer | Reported Episode 5 outcome | Reported Episode 6 carryover |
|---|---|---|
| “I’m Mecha Man.” | Flambae attacks and Golem protects Robert. The team still bonds. Patch Crazy says other characters may help depending on earlier choices. | Gamepressure reports that Flambae is absent during the next dispatch. The team watches the armor test at the beginning of the episode. |
| “I’m Robert.” | The team still bonds, and Flambae stays through the relevant segment. | Chase tells the team Robert’s identity in Episode 6. Gamepressure says Flambae is not present for that disclosure and learns off-screen. |
Choose the reveal if you want the immediate confrontation rather than a delayed disclosure. Choosing “I’m Robert” avoids that scene at the courtyard, but it is not a permanent secret-identity route: Chase’s later disclosure means the team learns the truth in Episode 6.
Sources and scope
This spoiler guide compares the episode walkthroughs published by Gamepressure (December 8, 2025), Patch Crazy (November 6, 2025), and Into Indie Games (publication date not displayed). They agree on the broad episode flow and the final reveal’s immediate stakes, but do not consistently establish effects for minor remembered dialogue choices. No official branching script or patch-specific choice database is established by these walkthroughs.
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