SDN's Guide to Dispatching (Part 2.1)
Episode 2, First Shift (First Half)
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Robert Robertson begins his first day on the job, much to the amusement of the Z-Team. Hopefully we start the new guy on some light work, right? Here is my guide to clearing that first day with flying colors.
We begin with the greatest responsibility Flambae has ever been given, retrieve the lost balloon out of the tree and try not to make the kid cry.
Hey, Flambae is decently quick, and he's somewhat good with kids, right?
And look at that, 2 charisma and 3 mobility is just what we needed. You also get Flambae's bonus on success, giving him a stackable +1 in combat and mobility, which is pretty huge.
Invisigal's not bad here for the job either, just missing some charisma for it, but she'll get a 72% chance of success. So, if you want to rack up some points for the good ending (Invisigal succeeding on missions counts towards it), this is not a bad place to start.
Next, we have a Vang-Go event, big ol' ribbon cutting. They want a hero that'll make them look good there. Who better than Sonar, the biggest Vanderstenk fan around?
I, for one, can see no downsides to this.
And how about that, a perfect clear. Guess Sonar carrying on with an inordinate amount of Vand-Go factoids impressed.
Keep an eye on Sonar's transformations after completing jobs, because they wildly change his stats. This can be very helpful if you plan for it.
The next few missions after this seem to want to wait to pop up until after the characters have their dialogue. So, if you want to use these guys again, it's worth letting the script play out before reviewing the missions since that doesn't interrupt the dialogue.
And now, Robert Robertson is gonna get to his real job, plumbing.
For some reason, this bidet is hooked up to the internet. You're gonna hack in and fix it.
This puzzle is pretty straightforward. Go down to this intersection, do the top, middle, the bottom, then middle again, and go through to the end.
Bathroom, saved. Something, something, Robert lays pipe.
And after that little diversion, we get a call from Crypto Night asking us to break up a bar fight. The game's suggesting two things here, fighting them, or talking them down.
Prism's a good choice here for her good charisma, otherwise you'd need to stack a few heroes.
There's a bit of a lull following this mission as well. One where I tend to not use Punch Up, Malevola, or Coupé. So, it's worth sending them along to share in the experience. However, sending Prism alone will give her the xp she needs to level right now, which can be a big help if you want to send her to the later Bone Zone call.
This early in the game, Prism can solo the character interrupt making the Fight Men into Saber and Bruiser, with 4 points of charisma you can convince them to become a dynamic duo, and with 3 points of charisma you can dub them the Duelist and the Brawler.
Personally, I find Saber and Duelist to be a bit cooler anyway. But the Fight-Men dynamic duo is fun, too.
Giving them dumbass names, Fighterman and Manfighter, requires 5 points of charisma. Or otherwise leads us to another branch of decisions.
You can host a drinking contest, in which case you need 6 charisma points, a higher requirement than the fail for the dumbass names.
Or you can fight them. Doing so requires 5 points of combat.
After that, some poor rich people are being repressed. Some benevolent villain is stealing their yachts. So, you're going need to send a hero to steal them back... and maybe enjoy a little joy ride.
We're gonna need someone quick, so Invisigal's a good choice.
And she's only down 1 point in mobility for an 83% chance. Not bad.
The boat gets back to the yacht club, and with barely any scratches... caused by the villain of course.
And following the Z-Team picking on Flambae for getting his butt kicked by "Just a Guy" Mecha Man, the hothead starts a fire in the suburbs.
This gives us a skill interrupt, do not choose the character specific option. Flambae's still angry and will make it worse. You'll need a character like Golem with 4 vigor to smother the flames with their body, or 2 points in intellect like Coupé to use the fire hose.
If you fail this mission, it's one of those which will create a second one down the line. I'm not looking to cover that sort of thing atm, since it would just be a lot of work and we're really looking to complete it on the first time around for this guide.
After the fire is taken care of, the Red Ring is going to stage a museum robbery. Ronaldo, the new guy, isn't really sure how to handle this on his first day. So, we're going to do the job for him!
This also provides us a great opportunity to switch Sonar back to his hybrid form. Or otherwise train up one of our other characters, perhaps Punch Up.
Weaving through the sensors takes mobility, powering through them takes vigor. Both need at least 3 points for success.
Or you can skip that entirely and hack into the security to... disarm them, I guess. The visuals in the hack kind of conflict with the text about disarming the security.
Hacking is all pretty easy for Mecha Man, and this is no exception.
Head up, snagging the one on right. Keeping going up, skipping the activator for the branching intersection to get the one up top. Head back to the intersection and open it up, get the security activated/disarmed on the left and finish it up.
Now we're on the trail of the thieves.
You should get a few level ups through this shift. I generally specialize characters in their best traits early on. Could be worth putting a point into mobility for Punch Up. Make sure their synergy companion covers for what they lack. Invisigal+Golem, Sonar+Malevola, Flambae+Prism, Punch Up+Coupé are our pairs. Those synergy bonuses are no joke once they are leveled.
And keep an eye out for the rest of the shift, I'll be sure to post those soon.
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