In the game Dispatch , Episode 3 forces you to choose between cutting Sonar or Coupé from Z‑Team, and there is no single “correct” answer—each choice shifts both story tone and team dynamics later.

Quick context

  • The cut member later joins Shroud and the Red Ring, becoming your major opponent in Episode 8, while the one you keep becomes a key ally in the finale.
  • Your choice also changes who is mad at Robert and who backs him up in Episodes 4–5 and in the bar scene.

Cutting Sonar

Many players cut Sonar because his personality and arc feel naturally suited to “fallen teammate turned villain.”

  • Immediate reaction: Sonar gets furious, transforms, yells at Robert, and storms off, with a “Sonar will remember that” stinger.
  • Ripple in Episode 4: Malevola is the one who becomes cold toward Robert, sometimes refusing orders and even leaving mid‑shift.
  • Later story: If Sonar is the one you cut, he joins Shroud, attacks the SDN building, and drags Robert into the shadows during the final confrontation.
  • Vibe: This route leans into Sonar as a more obviously aggressive, bitter antagonist, which some players feel “fits” him.

Players who prefer to protect Coupé or feel she can grow more from a second chance tend to choose this route.

Cutting Coupé

Cutting Coupé hits harder on the “this system is harsh and unfair” angle and emphasizes how dangerous her situation is.

  • Immediate reaction: Coupé drives a dagger into the table, tears up the room a bit, then leaves trailing shadows, clearly feeling deeply betrayed.
  • Legal stakes: Her file classifies her as an extremely dangerous individual; once fired, she is supposed to be arrested and sent back to a high‑security facility, which makes cutting her feel morally heavier.
  • Episode 4: Punch Up is the one who’s clearly upset with Robert and even clocks out early to “check in on Coop,” leaving you shorthanded on shift.
  • Finale: If you cut Coupé, she becomes the augmented Red Ring enforcer who hoists Robert into the sky with her knives and rages about being chosen over “some moronic bum‑f*ck bat boy.”

Players who cut Coupé often do it because she seemed weaker in their runs (more injuries, etc.) or because they role‑play that Sonar is less dangerous to let loose.

If you keep Sonar vs keep Coupé

Here’s how the broad feel differs depending on who you spare:

Choice you make| Who is mad in Ep4| Bar scene in Ep5| Final ally| Final main opponent| General tone
---|---|---|---|---|---
Keep Sonar| Malevola resents Robert. 1| Sonar plays billiards and thanks Robert for not cutting him. 1| Sonar backs Robert and Blonde Blazer. 1| Augmented Coupé leads Red Ring assault. 1| Coupé as stylish, furious knife‑wielding nemesis; Sonar gets redemption. 1
Keep Coupé| Punch Up is frustrated and leaves early once. 1| Coupé gets drunk throwing darts and says she’s “in your debt” if you ever need someone removed. 1| Coupé comes through for Robert in the end. 1| Augmented Sonar hunts in the dark and taunts Robert. 1| Sonar as a brutal, shadowy villain; Coupé leans into loyal but dangerous ally. 1

How to decide for your run

If you are asking “who should I cut?” in Dispatch , it comes down to what kind of story you want:

  1. Choose Sonar to cut if:
    • You want Coupé’s high‑stakes backstory (prison vs second chance) to stay on the team.
 * You like the idea of Sonar as a more traditionally hostile villain whose fall feels “inevitable.”
  1. Choose Coupé to cut if:
    • You want the choice to feel morally uncomfortable because cutting her effectively throws her back into a cage.
 * You prefer Sonar’s personality and chemistry with the team and want him as the one who thanks you later at the bar.

The game is designed so that either decision is defensible and painful—the real point is that Robert owns the consequences , and the cut character “will remember that” no matter what.

Information gathered from public forums or data available on the internet and portrayed here.