Dispatcher

Dispatcher

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Dispatcher - A comprehensive guide.
By Just Harry
Dispatcher lacks an in-game guide to anything within it; and nothing akin to a "tutorial" exists. Given the very high potential for confusion or frustration from this lack of information, I have decided to compile what I have managed to glean from the game into this single guide in the hope it can actually help someone.

Most of the guide is finished, I just need to obtain maps of the levels.
   
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Character Creation
Class Bonuses
There are 6 classes to choose from. Of these, 4 (Pilot, Engineer, Signalman, and Scientist) are initially available, while 2 (Guinea-Pig, and Prototype) must be unlocked with money collected from levels.

Class
Energy
Speed
Stamina
Immunity
Quiet
Other Bonus
Perk
Gender
Unlock cost
Engineer
1
-2
2
0
0
None
No effect
Male
None
Guinea-Pig
0
1
0
-1
3
Hunter does not attack*
No effect
Male
500p
Pilot
0
2
1
0
-2
None
No effect
Female
None
Prototype
0
0
5
0
3
None
Torch is replaced with night vision, Infinite battery capacity
Female
4000p
Scientist
2
0
0
-2
4
Quickly gaining experience points†
No effect
Male
None
Signalman
2
2
-2
0
2
None
No effect
Male
None

* Oddly enough, this perk does not stop the Hunter attacking you. Instead, it stops the Infected and the Vent Alien from attacking you.

This perk is completely useless, due to the apparent lack of an experience system.

Apparently this perk actually gets you more money. Not sure how much, though.
Originally posted by Danzig998:
This perk helps you getting more money, not experience. It's incorrect translation in this game on English language.

Biography Bonuses
There are 12 biographies to choose from. All are available from the start. Stat numbers from biographies are added or subtracted from class stats as appropriate.

Biography
Energy
Speed
Stamina
Immunity
Quiet
Biography Bonus
Alcoholic
0
4
6
-1
0
-50%p
Veteran
0
1
2
-2
-1
+50p
Gamer
1
2
-2
0
0
None
Wild Child
-4
2
2
1
1
None
Bully
-2
0
2
1
0
None
Snobby
-2
0
2
1
0
+100p
Pathological coward
-1
2
-2
-1
3
None
Porn actor
-1
0
3
0
-3
+30p
Traveler
0
-2
1
2
0
None
Idiot
-4
-4
-4
-4
-4
None
Fanatic
2
-1
2
-1
0
None
Farmer
0
-2
3
0
0
None

What the different stats do

Rank: Unknown (might allow you to upgrade other stats more).

Energy: The higher your energy is, the longer your battery will last in use.

Speed: The higher your speed is, the faster you can run.

Stamina: The higher your stamina is, the longer you can run.

Immunity: This might make you more resistant to bio-hazards, or it might make you more resistant to damage from monsters. It's much more likely to be the first one.

Quiet: The higher your quiet is, the less "noise" you make (the volume of any sounds you make remains the same, but monsters become progressively more deaf the higher this stat is. Be aware that they can still see you, or feel you if you bump into one).

Optimal Character Creation
The best class to pick is the Prototype. Her night vision can never run out and provides better illumination than the torch, actually giving the illusion that the ship's lighting is turned on in dark areas.

The best biography to pick is Snobby. It adds 100 extra money to every cash pickup, which makes it much easier to farm money to unlock classes and increase stats.

When upgrading stats, upgrade Speed, Stamina, and Energy (unless you are the Prototype, because she already has infinite energy), as these will increase the speed and duration of your sprinting. That said, a few points to your quiet stat couldn't hurt if you want peace of mind.
The Objective
Although the game gives you absolutely no indication of having one, there is in fact an objective to complete beyond "don't die."

The objective is simple: in order to win, you must reach the ship's escape pods. And then, once you have launched yourself into space in what is essentially a tiny flying coffin;realize that you've just doomed yourself to slowly dying alone with no one to pick you up, and even the escape pod's computer telling you just how ♥♥♥♥♥♥ you are.

Bear in mind that the path to the escape pod is not a direct one, one must usually open 1-2 sealed doors whose keys are hidden somewhere on the map. While avoiding being brutally murdered like the rest of the crew.
Enemies
There are 3 different enemies that populate the ship. These enemies may or may not appear depending on both the difficulty and map.

It should be noted that you cannot fight back against them. To my knowledge, the action that is labelled in-game as "moral attack" (giving whatever is in front of you the middle finger) doesn't actually have any effect; besides draining a fair portion of your energy gauge.

The Hunter
The Hunter is the most aggressive of the enemies by far. They will actively search for the player, running through the corridors at great speed. They are an average-sized creature with a dark coloration that can make them hard to spot in dark areas.

Because of how loud their footsteps are when in earshot, you cannot use them to tell how close they are to you, but they can still be used as a direction-finding aid. To tell if The Hunter is close without a visual on them, listen for it's breathing, as this can only be heard when it is approximately 5 meters away, although it can be hard to hear.

Take note: Although the player can sprint faster than The Hunter under normal circumstances,
it is able to crawl through vents FASTER than the player. Try to avoid running into the vents if The Hunter is close enough that they can catch you before you can emerge from a vent exit.


The Infected
The Infected is a tall humanoid who probably spent too long rubbing bio-hazardous goo all over themselves after forgetting to take their pills. They have a large number of glowing blisters all over their body, making them very easy to spot, even in complete darkness.

While not in a chase, they will slowly shamble through the corradors passively. Once they have spotted a player, they will charge with the same speed as a hunter.
In Multi Player Mode, players who are exposed to biohazards for too long without taking pills will become an infected, making the survival of the remaining players that little bit harder.

The Vortex Of Really Exasperated Tantalizing EXtermination - VORETEX (real name unknown)
The VORETEX is a glowing red mass of swirling particles and spatial distortions. It will passively remain in an area until you get close enough, at which point it will start to slowly follow you at walking pace, regardless of weather or not you have broken stealth. To get it to stop following you, simply move far enough away.

If you are touched by the VORETEX, you will instantly be killed. It will not kill other enemies if they touch it.

It can be recognized both by it's distinctive look, and the droning sounds it makes when nearby.
Guide to Avoiding Enemies
The enemies hunting you down, while they cannot be killed, can be avoided. There are a number of behavioral quirks that can be exploited, as well as a pair of ways to actually put a literal wall between them and you (more on that in a minute).

Maintaining Stealth
If it can't see you, it can't kill you. This statement mostly holds true for the enemies in Dispatcher. With the notable exception of the VORETEX, you have to actually be spotted before they can do anything to you.

  • Kill that flashlight!
    Shining your flashlight at an enemy is a surefire way of getting their attention if there ever was one. If you're going to look at it's ugly face, at least turn off the light so it doesn't bite you.

    Take note: This advice does not apply to the Prototype class, as their night vision replaces the flashlight.


  • Take refuge in the vents.
    No enemy will ever enter the vents unless it knows you are inside them (AKA, you are being chased), and they thus make a great hiding place while stealth is still in effect

    Take note: One VERY important caveat: Do not go into the vents if you being chased by The Hunter. They can crawl faster than you can, and catch up to you before you get to the other end of most vents (unless you already had a good head start).


  • Take advantage of blocked-off hallways.
    With the exception of Block C, many of the hallways in a map have a chance to spawn a permanently sealed bulkhead. If a vent allows you to bypass it, this effectively creates an "exclusion" zone that cannot be entered by an enemy unless they are chasing you.

    Even if there is another way around, provided it is a much longer trip, it serves to at least temporarily keep you safe since you know there are no enemies currently in your area. Block A has the most instances of this, due to it's looping layout. Bear in mind that a keycard/fuse locked door might be allowing this buffer to exist, so think twice about opening such a door if you know a way around it.

Surviving a Chase
Sometimes, despite everything you tried, you'll get spotted. This is far from the end, and there is plenty to do that will allow you to survive.

Take note: If you break stealth with one enemy, this does not break stealth with the other enemies (if present), unless they also spot you independently.

  • Break the Line of Sight!
    Your first priority is to break the enemy's line of sight with you. If it is broken, they will only continue to chase you for a few more seconds before beginning normal patrol patterns (which may still take them further towards you), and stealth resumes.

    Take note: In the case of the VORETEX, you only need to move far enough away from it to stop chasing you. It will not follow you if you are outside it's detection radius even if you are fully visible to it. Conversely, it will always follow you if you are inside it, regardless of how well-hidden you are.


  • Use a Shield Gate
    The Shield Gate is one of two ways you can put a physical obstacle between yourself and an enemy. After pressing the button to activate it, the shield will remain for 10 seconds. It can be deactivated sooner by pressing the button. It may be reactivated as many times as you wish.

    Use the Shield Gate to allow yourself to put more distance between yourself and any enemies following you.

  • Use a Safe Room
    Some maps feature one or more Safe Rooms. These are toilets, supply closets, and other small rooms with a button-activated door instead of the motion-activated doors of most of the rest of the ship. If you have closed the door behind you, no enemy can get you while you are inside, allowing you to hide until stealth is re-established.

    Take note: The VORETEX will never leave if it corners you inside a Safe Room. If it does so, use the "Transaction" button in your inventory (if you haven't already) to save half of your collected money; and then accept the sweet embrace of death.
Passive Hazards
Scattered throughout the ship are a number of different stationary threats. Running into these hazards can either impede or outright kill you, but in most cases they are also very easy to avoid provided you know how.


Electric Mine
The electric mine is a small object placed on the floors of the ship. They are visible as a circular object with dark blue markings and a glowing electrical hazard symbol.

Coming into contact with an electric mine will not kill you. Instead, you will be shocked and rendered completely immobile for about 10 seconds. In this state, you are extremely vulnerable, any enemy that notices you will have free reign to attack you while you are being shocked.

Despite not killing you, coming into contact with one will reduce your health by half (however, you can never be killed by them, even if you deliberately trigger every single one on the map). This makes it easier for enemies to kill you even if you afterwards, since you will no longer be able to tank a hit.

To avoid the mine, you simply need to not step on it. Even in a confined hallway, there will always be enough room to walk past it by hugging a wall. Alternatively, you can also jump over it if you are being chased by an enemy.

Electric mines DO NOT get triggered if they are stepped on by an enemy, only yourself.

Each electric mine can only shock you once, and will de-spawn after it has done so.


Explosive Anti-Personnel Mine
The explosive anti-personnel mine is a small object placed on the floors of the ship. They are visible as a circular object with bright red markings, and a glowing explosive hazard symbol. In addition, there are visible beams of light that extend a small distance out from 4 points of the device.

Coming into contact with an explosive mine will instantly kill you, so it is very important to avoid triggering them.

Like the electric mine, you only need to avoid stepping on it, despite the mine having what appears to be proximity scanners coming from the sides. To aid in detection, the explosive mine will also start beeping with increasing volume and speed as you get closer to it.

Explosive mines DO NOT get triggered if they are stepped on by an enemy, only yourself.

Each explosive mine can only explode once, and will de-spawn after it has done so. This is a moot point in Single Player Mode, since you will be dead.


Laser Tripwire Explosive Trap
A variation of the explosive anti-personnel mine, the tripwire trap is a visible red laser beam near floor height of a hallway with a stack of explosive mines next to each end of the laser. The lights on the mines may or may not be turned off, along with the characteristic beeping of the mines.

Tripping the laser will instantly kill you.

To avoid the laser, you must either make a running jump over it, or find a way around.

Enemies WILL NOT trigger the laser trap, only yourself.

Once the trap has been triggered, it cannot be triggered again. This is a moot point in Single Player Mode, since you will be dead.

Vent Alien
The Vent Alien is an extremely obvious hazard. The biggest sign of it's prescience is a pile of green goo on the floor (not unlike the bio-hazard). In addition, looking up at the ceiling will show a bud-like creature hanging from a small ceiling vent, dripping green goo onto the floor.

Stepping into the pile of goo will start a small cutscene of the Alien sending out a tendril and striking the player, which will result in instant death.

The Alien WILL NOT attack any enemies that step into the goo pile, only yourself.

The Alien will not de-spawn if it kills someone, and will continue to be a hazard. This is a moot point in Single Player Mode, since you will be dead.

Biological Hazard
The Biological Hazard is perhaps one of the least threatening threats in the game. It manifests as a cloud of glowing green gas, along with green goo spread along the floor. When approaching it, the sound of a Geiger counter can be heard.

When inside the gas cloud, the player will become progressively more infected, but one can crouch-walk through it at a slow pace without the infection bar being filled. In addition, one can simply take easily-found pills at any time to restore themselves.

It is very important to remember that sucumming to the infection in Single Player Mode has no effect, unless you specifically enable infection in the pre-round options.

If infection is enabled, and you are fully infected, you will loose control of your character. In Single Player Mode, since there are no other players, you will simply stand on the spot until you quit or restart.
Collectables
Pills
Pills are found scattered throughout the ship, and are the most common item. Upon consuming them, the player's infection gague is emptied. Consuming pills will not heal your injuries from being hit by enemies or electrocuted.

Take note: Because pills don't do anything other than remove infection, they are useless in Single Player Mode unless infection is enabled (disabled by default), except for getting the First-Aid Achievement.

Battery
Batteries are almost as common as pills. When consumed, they fully recharge the player's energy gauge.

Energy is consumed by 2 things: the player's flashlight (default key "F"), which imposes a constant drain; and the "Moral Attack" (giving the middle finger, default key "RMB"). While the flashlight is useful for navigating the dark corridors of the ship, the "Moral Attack" doesn't seem to do anything (playtesting might be required).

Take note: If your character is a Prototype, batteries become completely useless, as they have an unlimited energy gauge. Even though a glitch in Multi-Player Mode disables the infinite energy while there, this doesn't mean much; as the Prototype's night vision does not consume energy, meaning batteries are still basically useless unless you really like flipping the bird.

Fuse
The fuse is used to open the fuse-locked door if one is present on the map. Once picked up, you have an infinite quantity of fuses.







Blue Key-Card
The Blue Key-Card is used to open doors locked with the blue card reader.








Red Key-Card
The Red Key-Card is used to open doors locked with the red card reader.








Currency Chit
Currancy Chits add to how much money you have. Money is used to buy stat upgrades for your characters, as well as unlocking the Guinea Pig and Prototype characters.

Money that you collect is only added once you reach the escape pod, otherwise it will be lost.

Once per round, you can open your inventory (default "Q"), and press the "transaction" button, which will send half of the money you have collected to your main reserve, as if you had escaped with it. Doing this if you are cornered and about to die is useful to avoid it all being wasted.

Note
Notes are the various E-mails, documents, and crew corraspondance that explains the story of Dispatcher, and what actually happened. You are not required to collect them for any in-game reason.

The original text of the notes are all in Russian, in the English language mode, parts of the translated notes may not make sense.


Access Cube
The Access Cube is used to open the cube-locked door on maps where it is present. It must be carried around, since it is an actual physics object. When placed in it's receptacle, it will open one of the escape pods.

Placing the Access Cube on any type of mine WILL NOT detonate it (as shown below).










Honorable mention: The lever
While it is not an item, per se, it sometimes replaces the Access Cube. When pulled, it will open one of the escape pods.

A lever is always present on Block C, behind a Blue Key-Card locked door about halfway through the map.
Achevements
  • Creator
    "Create A Character"


    Pretty self-explanatory, also the first achievement you can get. In the Main Menu, go to "Database", click "Crew", and proceed with making your character.

  • Creator-Experimenter
    "Create An Alcoholic Pilot"


    Again, this is pretty self-explanatory. During character creation, just pick the Pilot as your character, make her bio Alcoholic, and you're golden.

  • First Aid
    No description.


    All you need to do is find some pills and take them. Some pills almost always appear in the same room you spawn in, so finding some for the achievement is trivial.

  • Flubber
    "Jump 10 Times"


    Jump. Do this 9 more times. Congratulations, a winner is you!

  • Hard
    No description.


    This achievement is the only one in the game that actually poses any real challenge. I personally would recommend Block A, as the right level generation makes reaching one of the escape pods trivial (as in, can be done in less than a minute while only needing to avoid the VORETEX as you grab the Access Cube or pull the lever in the same room.)

  • Ironic Creator
    No description.

    Go into the character creator, pick the Scientist as your character, and choose the Idiot biography.

  • Kenny
    "Die 30 Times."


    This can easily be achieved at the same time as Master Dispatcher. No more details are really needed.

  • Master Dispatcher
    "Play 50 Rounds."


    You don't have to WIN the rounds, only play them. End the round by running into the nearest thing that'll kill you (which will also net you the Kenny achievement).

  • Naughty Creator
    No description.


    Go into the character creator, pick the Guinea Pig character, pick the Porn Actor biography.

    Take note: You need 400p to unlock the Guinea Pig. This can easily be gotten in a single game.

  • Runaway
    "Evacuated From The Spaceship"


    Reach an escape pod on any difficulty (including "No Enemies").
9 Comments
Artur 29 Jun, 2018 @ 9:47pm 
BEST GUIDE FOR THIS GAME! LIKE AND FAV
Danzig998 25 Jun, 2017 @ 5:12am 
Thanks.I hope,this guide will be the best guide of this game)
Just Harry  [author] 25 Jun, 2017 @ 4:47am 
The guide has been changed to reflect this. You even got yourself a quote. :P
Danzig998 24 Jun, 2017 @ 2:45pm 
"†This perk is completely useless, due to the apparent lack of an experience system."
No.This perk helps you getting more money,not experience.It's incorrect translation in this game on English language.
Danzig998 24 Jun, 2017 @ 2:42pm 
So I've fully upgraded my stealth stat and monsters couldn't hear my noise at all.But players could.Then stamina.It is really increasing: i can ran through all A block (Almost).Speed is increasing by stats too.You will go through vents even faster then hunter on the max stat's level.And if you've got Prototype,then you dont need to upgrade Energy at all!And you can fap of course ^^.So did i.(Not fapped but bought Prototype and upgraded other stats).:3
Just Harry  [author] 23 Jun, 2017 @ 6:00pm 
Well, I fixed up another section for character creation, as well as updating the optimal build to include those stats as things to upgrade. I still have no idea how effective they are, though.
Danzig998 22 Jun, 2017 @ 9:43pm 
I'd like to add,that upgrading stats really adds something.Speed,Stamina and Energy are really increasing.But I don't know what "Rank" actually does...
Just Harry  [author] 21 Jun, 2017 @ 6:48am 
No problem. It took a while to pull this together, but I feel it was worth it in the end.
Danzig998 6 Jun, 2017 @ 5:58am 
Thanks for your advices!It's very usefull!