In the narrative-driven world of Dispatch, your most critical decisions often have a direct pathway to the game's finale. Few choices carry as much weight as the one involving Invisigal in Episode 8. This pivotal moment forces you to decide between a risky alliance and determined self-reliance, with consequences that ripple toward one of the game's multiple endings.This guide will provide a detailed breakdown of both options—
"Untie Her" and
"Go It Alone"—so you can make an informed decision that aligns with your desired outcome.
The Context of the Choice
The dilemma occurs after a major disruption plunges the SDN building into darkness. As Robert navigates towards Royd's lab, he stumbles upon a scene where Royd has subdued Invisigal, suspecting her of trying to steal the Mecha Man suit. Royd restrains her to a counter and exits, leaving Robert alone with the captive anti-heroine.Before the tension can settle, a new threat emerges: a Red Ring enemy is approaching. It's at this crucial juncture that the game presents you with two distinct paths.
Option 1: Untie Invisigal (The Path of Alliance)
Choosing "Untie Her" represents a leap of faith. By freeing Invisigal, Robert acknowledges the immediate benefit of having an ally, despite their complicated history.
- Immediate Outcome: Robert provides Invisigal with scissors to cut herself free. He then grabs a taser and attempts a stealthy approach on the enemy. However, Invisigal acts first, decisively shooting the intruder before Robert can intervene.
Donate: buy me a coffee- Long-Term Consequences: This choice is a significant trust-building moment. It heavily boosts your relationship meter with Invisigal, steering your playthrough toward the more positive narrative conclusions.Statistically, this is the more popular choice among players, and forgood reason: it is a primary step toward unlocking the "Sorry, kid" trophy and securing the game's best possible ending.
Option 2: Go It Alone (The Path of Self-Reliance)
Selecting "Go It Alone" is a declaration of independence. Robert decides to handle the threathimself, leaving Invisigal bound and questioning her motives.
- Immediate Outcome: Robert confidently states he can manage a single enemy alone and leaves Invisigal restrained. The result upon his return depends on your priorhistory with her:
- If you have a consistently negative relationship (e.g., you romanced others, cut her from the team), she will havevanished by the time you return, clearly angered by your decision.
- If this is your only major decision against her, she will remain but will call out a warning to Thumbstick (the enemy)just as Robert attempts to tase him. The tasing is still successful, but her interference highlights the fractured trust.
- Long-Term Consequences: This choice significantly damages your relationship with Invisigal. It pushes your narrative trajectory firmly toward the game's "badending" or more tragic conclusions. It is a definitive choice forplayers aiming to sever ties with her character or explore theconsequences of a fractured team.
Verdict: Which Choice Should You Make?
The "right" choice depends entirely on your goals for the playthrough:
- For the "Good Ending" and "Sorry, kid" Trophy: You must choose to "Untie Her." This is a non-negotiable step in building the trust and camaraderie required to unlock the game's most favorable outcomes.
- For a Tragic Arc or Anti-Hero Playthrough:"Go It Alone" is the perfect choice to cement a downward spiral in your relationshipwith Invisigal, leading to a more somber and emotionally complexconclusion.
Ultimately, the power is in your hands. Will you forge an alliance for the greatergood, or stand alone and face the consequences? Choose wisely, as thefate of your Dispatch story hangs in the balance.
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