Ending Guide

All Dispatch Endings

I use this guide to track each end and keep my save plan calm. 🧭

What is Dispatch Calculator for All Dispatch Endings, All Dispatch Endings view

Quick answer: I use All Dispatch Endings as a route map for each end. It keeps my notes tied to bond, trust, and the Pulse pick. When you open the guide, you see each path in a clean block. I keep it on a side screen so I can mark each gate. The tags are short, so my eyes land on the key beat. I track the tier note so I know how hard the gate is. I skip long lore lines and stick to the action plan. I use a branching story note for a fast base. That keeps my All Dispatch Endings view clear and low stress. I also flag save slots so I can test a fork fast. This keeps the run tight when a key line pops.

I treat each end like a mini route with a firm mood goal. You can play blind, yet I like a small plan on paper. It keeps me calm when a key pick shows up fast. I mark each save slot with the end name and a date. That way I can test a fork and roll back with ease. I also log small notes on trust dips or bond boosts. These notes are short so I can read them mid play. When the tone feels soft, I tag it with **Bonetale**. That tag tells me to keep kind lines in the next talk. You can do the same and keep your route true. I add a tiny emoji mark to flag risk beats, like a storm or spark.

Key Features in All Dispatch Endings guide

Key tools hit me fast when I open the page. I get a nav row that jumps to each end. I get a check grid that lets me tick each gate. I get a video slot for long runs, plus a calm note for each clip. I also get a set of tags that note the mood, like team, solo, or gray. These tags help when I want a quick scan. I can spot the high risk ends at a glance. I can see which picks demand a save lock. The layout feels like a board on my desk, not a wall of text. That keeps my focus on play, not on search. I add a βœ… or ⚑ as I clear each gate.

The guide also links to small tools that keep my plan clean. I jump to a story log when I need a pick list. I jump to a path map when I need to see a fork chain. I jump to a sim when I want to test a team. I like that each tool link is near the end block. It saves me time when I swap tabs. I also like the clear tier tag near the title. It tells me if the end is hard or mild. I keep **Bonetale** notes near soft ends so I stay in tone. A calm tone can lift trust and keep the end clean. The style is bright, so I can read it late at night.

  • Jump chips for each end and mood line.
  • Gate checks for bond, trust, and Pulse picks.
  • Video slots for long runs and clean scans.
  • Tool links for plan, log, and test.

How to use the Dispatch Optimizer for All Dispatch Endings

Quick answer: I pick the end, read the gates, then mark each save. I start with the end block that fits my mood. I read the tags, then the gate list, then the key beats. I mark Episode 4 and Episode 7 right away. Those are the big turn beats in most paths. I also note the Pulse pick for the last act. I keep the text list open while I play, so I do not drift. You can do the same and move fast. The tool feels like a live checklist, not a wall of lore. I keep a pen near my pad and tick each gate. It feels clean and calm.

I also use the tool after a hard choice to confirm my path. If I miss a gate, I stop and load the last save. I do not push on and hope for luck. I run a quick sim when I feel a team dip. That keeps the win rate high and the trust line safe. I like the short notes on each end, since they keep me honest. I add my own note at the end of each block. That note is a short verb, like lock, keep, or skip. It keeps my plan light. I call this my *fast check* step. It takes a minute and saves a long replay.

  1. Pick one end and read its tags first.
  2. Mark Episode 4 to lock the bond gate.
  3. Mark Episode 7 to hold trust high.
  4. Plan Episode 8 with the Pulse pick in mind.
  5. Check after picks and log any drift.
β€œShort notes beat long guesses when the last act goes fast.”
🎬 VIDEO COLLECTION

All Endings Planner

I use this board to track each end, mark each gate, and keep my route clean before I lock the last pick. 🧭

9
Endings
3
Video Runs
8
Episodes
S TIER
πŸ‘‘

Perfect Unity Ending

Episode 8Branch 8a

πŸ“Ί Full Walkthrough Videos

Dispatch Episode 7-8: full choice run

GameplayWalkthroughAll Choices

βœ“ Requirements Checklist

🎯 Critical Moments

Episode 8

Perfect Unity path goals

This path asks me to keep work wins and close bonds in sync across all eps.

  • Pick steady, kind lines in key talks
  • Lock the romance in Ep 4 and stay true
  • Reveal the ID in Ep 5 to boost trust
Episode 8

Short path walk

I treat this like a map with three gates and no spare skips.

  • Eps 1-3 set tone, trust, and pace
  • Ep 4 sets the romance road
  • Ep 7 keeps trust high for the last push
Episode 8

Ending result

I get the full win: safe city, tight team, and a clear love pick.

  • Earn the top unity badge
  • Get a bonus scene with the love pick
  • Close on a full team shot
S TIER
πŸ’›

Victorious Romance with Blonde Blazer

Episode 8Branch 8b

πŸ“Ί Full Walkthrough Videos

No solo clip yet. Use the full episode runs below.

Open the full runs β†’

βœ“ Requirements Checklist

🎯 Critical Moments

Episode 8

Blazer romance path

This path rewards clear picks and calm, kind talk all run long.

  • Early kiss or clear sign helps the tone
  • Keep her trust high in Eps 2-3
  • Ep 4 date choice locks this path
Episode 4

Romance lock-in

Ep 4 is the hard fork. I pick her and stay on track.

  • Pick dinner with Blazer, not the film
  • That pick locks the route
  • Miss it and the S tier is gone
Episode 7

Key trust beat

Ep 7 tests the bond. I keep it calm and true.

  • Her rescue scene is the key beat
  • If trust is high, she stays over
  • The stay over flag must be on
Episode 8

Ending result

The bond turns real and the team backs the pair at the end.

  • Unlock the romance win badge
  • Get the Blazer end scene
  • Make the bond official
S TIER
πŸ’œ

Victorious Romance with Invisigal

Episode 8Branch 8b

πŸ“Ί Full Walkthrough Videos

No solo clip yet. Use the full episode runs below.

Open the full runs β†’

βœ“ Requirements Checklist

🎯 Critical Moments

Episode 8

Invisigal romance path

This path is a trust arc. I back her even when it feels tough.

  • Build trust in Eps 2-3 with soft lines
  • Ep 4 film pick locks the route
  • Eps 5-6 keep her on the team
Episode 4

Romance lock-in

The fork is sharp in Ep 4, so I pick the film.

  • Pick the film with Invisigal
  • That pick locks her route
  • Keep the chose flag on
Episode 7

Two hard beats

Ep 7 has two tests. I stay kind in both spots.

  • Forgive her in the bomb talk
  • Refuse to cut her from the team
  • Both beats must pass
Episode 8

Ending result

The trust arc closes strong and she finds calm by the end.

  • Unlock the trust win badge
  • Get the Invisigal end scene
  • Close with real peace
A TIER
🀝

Team Unity Ending

Episode 8Branch 8a

πŸ“Ί Full Walkthrough Videos

No solo clip yet. Use the full episode runs below.

Open the full runs β†’

βœ“ Requirements Checklist

🎯 Critical Moments

Episode 8

Team Unity path

I pick team wins and back the crew in each clash.

  • Defend team mates in key fights
  • Do not cut any core hero
  • Pick team good over self gain
Episode 6

Why Episode 6 shifts

Ep 6 lifts the mood and makes past picks count more.

  • Past talks set which lines show
  • Team ties push new beats
  • Bad ties lock some paths
Episode 8

Ending result

The crew stands as one and the win feels shared.

  • Unlock the team win badge
  • Get the full team end scene
  • Hold trust with all key mates
A TIER
πŸ’–

Personal Connection Ending

Episode 8Branch 8b

πŸ“Ί Full Walkthrough Videos

No solo clip yet. Use the full episode runs below.

Open the full runs β†’

βœ“ Requirements Checklist

🎯 Critical Moments

Episode 8

Personal link goals

I keep a warm bond but it does not hit the top tier.

  • Pick a romance in Ep 4
  • Reach a mid bond score
  • Pass the Ep 7 scene with a soft win
Episode 7

Why it is not S tier

A few soft picks or a weak beat keep it mid.

  • The Ep 7 beat is only a mid win
  • Bond score stays under 4/5
  • Some talk lines are mixed
Episode 8

Ending result

I get a warm close with a real bond and a calm team.

  • Get the bond end scene
  • Keep the romance in play
  • The crew stays steady
B TIER
πŸ†

Professional Success Ending

Episode 8Branch 8c

πŸ“Ί Full Walkthrough Videos

No solo clip yet. Use the full episode runs below.

Open the full runs β†’

βœ“ Requirements Checklist

🎯 Critical Moments

Episode 8

Work first path

I lean hard on wins and keep romance at arm range.

  • Pick pro lines in key talks
  • Skip or cool the romance picks
  • Keep the win rate high
Episode 8

Pulse choice

The Pulse pick is the core fork that sets this end.

  • Say no to a real Pulse handoff
  • Pick the fake Pulse path
  • Hold the line when the talk gets tense
Episode 8

Ending result

The job is done clean, yet the bond side stays cool.

  • Get the pro end scene
  • Earn respect for your work
  • Keep ties calm and light
C TIER
βš–οΈ

Conflicted Ending

Episode 8Branch 8c

πŸ“Ί Full Walkthrough Videos

No solo clip yet. Use the full episode runs below.

Open the full runs β†’

βœ“ Requirements Checklist

🎯 Critical Moments

Episode 8

Paths to conflict

This end comes from mixed picks and weak team trust.

  • Low unity from harsh team calls
  • A risky Pulse deal
  • A fight pick over talk
Episode 7

Team split calls

Ep 7 puts the crew at odds and I must pick a side.

  • Back a mate and earn trust
  • Cut a mate and lose trust
  • A split call sets the tone
Episode 8

Ending result

The win is mixed, with hurt ties and rough loss.

  • Get the mixed end scene
  • Solve the core case
  • Lose some key bonds
B TIER
🐺

Lone Wolf Ending

Episode 8Branch 8c

πŸ“Ί Full Walkthrough Videos

No solo clip yet. Use the full episode runs below.

Open the full runs β†’

βœ“ Requirements Checklist

🎯 Critical Moments

Episode 8

Lone Wolf path

I keep my space, do the job, and skip deep ties.

  • Avoid deep bond in Eps 1-3
  • Skip the Ep 4 romance pick
  • Hold solo lean in Eps 5-7
Episode 8

Ending result

The job is done by skill, not by close ties.

  • Get the lone end scene
  • Win with pure skill
  • Keep a cool gap with the crew
B TIER
βš–οΈ

Morally Gray Ending

Episode 8Branch 8c

πŸ“Ί Full Walkthrough Videos

No solo clip yet. Use the full episode runs below.

Open the full runs β†’

βœ“ Requirements Checklist

🎯 Critical Moments

Episode 8

Gray path needs

I lean on cold logic and take the win, even if it stings.

  • Pick the real world line in Eps 1-7
  • Hear the foe out for key tips
  • Take a gray pick to save the city
Episode 8

Ending result

The case is done, but the crew may doubt the path.

  • Get the gray end scene
  • Win with a hard deal
  • Face team doubt

Understanding Dispatch game rules for All Dispatch Endings

Dispatch runs on a few clear rules, so I keep them front and center. Bond is the link with a key hero or the team. Trust is the team mood and your care in key talks. Mission wins add calm to both lines. A hard loss can drop trust fast. I keep that in mind when I pick who goes on each job. I also watch the Pulse pick in the last act. It can flip the end even if the rest is clean. These rules sound simple, yet they bite when I rush. I slow down at each gate and read the core note. That keeps my end on track and my run smooth.

I track rules in a tiny table so my eye can scan fast. It gives me a short line I can read mid play. I also log how each rule links to a scene. That way I know when a check will pop. If a gate is strict, I plan a save right before it. I do not wait for luck. I lean on clear stats and good team mix. A wide mix can save a low stat line. I also keep a short note on risk, like low, mid, or high. This keeps the run fair and honest. A clear rule list helps you plan with less stress.

Rule What it checks How I play
Bond Romance or team link Lock Episode 4 picks
Trust Team mood and care Guard Episode 7 talk
Pulse Final act choice Plan Episode 8 save

Popular heroes for All Dispatch Endings routes

In this guide, I track hero picks that fit key end moods. I like heroes with clear roles and clean stat lines. A high combat lead keeps mission wins steady. A high charm lead keeps trust soft. I mix one steady lead with one flex hero. The flex hero covers the stat gap in each mission type. I also note which hero fits each romance path. That keeps the tone true in talk scenes. I do not stack all high combat, since that can hurt charm. I want a mix that keeps wins high and talk calm. This is the core of my end plan.

Some hero picks show up a lot in my logs. Young is a calm lead for trust paths. Giselle helps in charm heavy scenes. Ignis is a strong pick for hard fights. Blazer and Invisigal show up in romance runs. I tag the soft path with **Bonetale** when I lean on calm talk. You can do the same and keep a warm tone. If you want a quick note on hero roles, this character archetype link is a neat read. I keep that note near my save list. It helps me talk in the right tone.

  • Young: calm lead for trust and soft talk.
  • Giselle: charm boost for bond wins.
  • Ignis: strong combat for hard fights.
  • Blazer: romance path with bold tone.
  • Invisigal: late bond lift for soft runs.

All 8 episodes in All Dispatch Endings guide

I treat the eight eps like a short trail with clear turns. The first two eps set pace and team tone. Ep 3 starts to hint at bond paths. Ep 4 is the big lock for romance or team. Ep 5 and Ep 6 test trust in action beats. Ep 7 is the last trust gate. Ep 8 is the Pulse pick and the final end lock. This rhythm is why I keep a save plan for each act. It is fast to scan and easy to follow. You can write your own notes under each ep and keep them tight.

I keep a small table so I can see each ep in one scan. It helps when I return after a break. I see where I left off and what gate is next. That cuts the time I spend on old notes. It also keeps my mood plan steady. If I see a trust drop in Ep 6, I adjust my team in Ep 7. This keeps the end on track. I also use a simple emoji to mark the ep I will replay. It keeps my save list clean and easy to read.

Episode Focus My note
Episode 1 Team tone Set calm lines
Episode 2 Bond hints Watch key talks
Episode 3 Route lean Check tags
Episode 4 Bond lock Save before pick
Episode 5 Trust test Guard team mood
Episode 6 Mission pace Plan team mix
Episode 7 Trust gate Keep trust high
Episode 8 Pulse pick Lock the end

Frequently asked questions for All Dispatch Endings

I keep this FAQ in plain words, so you can scan it mid run. Most asks are about route math, save plans, and how the tool maps a path. I answer each one with short steps you can test on your next run. I also add a clear action line so you can do it right away. These answers are based on my own notes from many play runs. I keep the tone calm and direct. I do not flood the page with long lore, since that slows a run. I also keep each answer tied to the same gate logic in the tool. That way you can match a note to the right block and move on. If you want fast help, this is the spot to read.

Each answer uses the same core idea: pick a goal, lock the gates, then test the path. That is the core loop that keeps a run on track. You can read one answer at a time and still get a full plan. You can also read all five and build a small play card. I keep that card near my save list so I can act fast. If you are new to the tool, read the first item first. It gives the base idea that ties the rest. If you are deep in a run, jump to the one that fits your pain point and keep moving.

How does the dispatch optimizer work for All Dispatch Endings, All Dispatch Endings?

Quick answer: the tool sorts All Dispatch Endings gates into a clear path list. It shows the bond gate, the trust gate, and the Pulse pick in one view. It also shows tags for mood and risk, so you can pick the path that fits. I start at the end I want, then I read the gate list top to bottom. I tick each gate as I clear it. That helps me spot drift fast. If I see a gate I missed, I load the last save and fix it. I do not push on and hope. The tool feels like a live check card. It keeps me calm and keeps the run tight. I also use the tool to note when a romance gate needs a save. That keeps the last act smooth.

You can treat the tool like a light plan sheet. It is not a script, so you still choose your lines. The key is the order of gates and the tone in key talks. I keep a pen in hand and mark each gate as it flips. I also add a short note when a gate is strict. That note tells me to save right before it. I like how the tool stacks the blocks by tier. It shows which paths need more care. If you want a fast check, scan the tags, then the gates, then the note. This keeps you on pace without stress.

How many episodes are in Dispatch?

The core story run has eight eps, and each one has a role in the end path. I plan the run in three arcs: setup, lock, and close. Eps 1 and 2 set tone and team trust. Eps 3 and 4 lean into bond and lock the key choice. Eps 5 and 6 test trust in job scenes. Ep 7 is the last trust gate before the end. Ep 8 holds the Pulse pick that locks the final end. I keep this arc in mind so I do not burn time on the wrong part. If you know which arc you are in, you know which gate to watch. That keeps the run clean and clear.

I also note that each ep has a few key picks that hit stats. A strong mission win in Ep 5 can lift trust for Ep 7. A poor pick in Ep 4 can block a romance gate. This is why I keep a save at each arc end. It lets me test a path with low cost. If you want to play fast, focus on the gate in that arc and keep the rest light. That way you can get the end you want in one or two tries. The eight ep plan is short enough to manage, yet deep enough to allow real choice.

How do I get all 6 endings?

I chase all ends by using smart saves and a tight log. I mark the main fork in Ep 4, then I make two saves. I use one save for a romance lock and one for a team lock. I do the same in Ep 7 for trust gates. This lets me test a path in under an hour. If the end fails, I roll back to the last fork and try a new line. I do not need a full replay for each end. I keep a short note on each end so I can track what I have done. This method lets me clear all main ends with low waste.

Some guides say six ends, yet I track a few blend paths too. You can aim for the main six first, then test blends if you want more. The key is to keep your gate notes clean and true. A missed trust gate can block two ends at once. That is why I keep the trust line steady. I also keep a note on the Pulse pick, since it can swap the final end even if the rest is set. If you want to be fast, focus on the six main ends and use saves. If you want full depth, add the blends after you clear the main set.

Is Dispatch Calculator free to use?

I use the tool set for free, and it keeps my play smooth. There is no pay wall on the key blocks I need for a run. I can open the guide, read the gates, and move on. This is handy for fast runs, since I do not lose time on setup. I also like that the tool works on both desk and phone. That helps when I play away from my main desk. I keep my saves on a pad and use the tool to check gates. It feels light and easy. If you want a quick answer in a run, the free tool set is enough.

The free access also helps when I share a plan with a pal. We can both open the same page and compare notes. That makes co-op talk easy and clear. I also use the free view to test a new end path on the fly. If it does not fit, I swap and test a new gate. This keeps the run light and fun. I still keep my own notes, since the tool does not store them. That is fine for me. It gives me full control of my plan while still giving a clean map.

Why do my missions keep failing?

Most fails come from a low stat mix or a weak team role fit. I fix this by matching heroes to the mission type. Combat jobs want high combat and vigor. Talk jobs want charm and calm. I also watch team balance. A team of three high combat heroes can still fail a charm test. I add one charm lead to cover that gap. I also read the mission note, since some jobs have a hidden gate. If I miss that gate, the run drops even with good stats. This is why I read the note each time.

I keep a short list of fixes when a run fails. First, I check my team mix. Next, I check the mission type and swap one hero. Then I add a save right before the job. This lets me test more than one mix in a few mins. I also use the sim tool if I want a fast result. That shows if a stat gap is the real issue. If a fail keeps hit, I shift to a safer end path. That is a fair trade when I care more about the end than the job score. This keeps the run calm and keeps trust high.