911/112 Operator Wiki

"I-I need you to admit it...! You killed him!"

Drunk Calling is a Call Incident in 112 Operator. This call will not trigger on its own; it will only be triggered by the Revenge event - the main story-line of the Campaign mode. This call includes only one scene, which requires basic police response. The call dialogue is completely predictable (no randomized responses from the caller).

The incident involves a drunk man, calling to demand that the 112 operator admit to killing his son. It quickly turns out that this man is the father of Michael Miller who died in the Fire In The Building incident, and he blames the operator for the death. The call is traced, and police are sent to the caller's location, only to find a telephone booth. They can only gather evidence at the site.

For the best solution to this call, see this guide.

Opening Lines[]

Speaker Line
112 Logo Small Operator 112, what's your emergency?
112 Element UnknownFace Caller You... Is that you?

Trigger Conditions[]

The Drunk Calling incident is a scripted incident; it cannot spawn unless specifically triggered by an Event.

This incident is only triggered by the Revenge event - the main story-line of the 112 Operator Campaign. It is always triggered on Duty #8, and will usually be the second Call Incident to occur during that Duty.

Neither the Revenge event nor the Drunk Calling incident occur in any game mode other than Campaign.

Structure[]

The Drunk Calling incident is a Call Incident, which begins with a phone conversation with a citizen. The call is completely predictable: it contains no randomized responses from the caller, and the outcome depends entirely on choices made by the operator; the same choices will always lead to the same results.

This incident contains only a single scene. The location of this scene cannot be acquired from the caller himself during the conversation; you must wait exactly 100 real-time seconds (on SLOW game speed) for the location to be traced.

The conversation may adjust both the reward for resolving the scene, and the penalty for ignoring it. It does not adjust any aspect of the incident scene. Specific dialog paths allow the operator to ignore the entire incident without sending any units, while still gaining the maximum possible Reputation points (+3).

Call Summary[]

A man calls 112, apparently hoping to talk to one specific operator. He is evidently drunk, and very upset. He begins blaming the operator for something that happened in the past, but is reluctant to go into any level of detail, expecting the operator to know what he did.

The operator tries probing anyway, and eventually the caller claims that the operator has been personally responsible for someone's death. He makes some vague threats against the operator before hanging up.

The call's location is traced, and a police unit is sent to check it out. They find that the call was placed at a phone booth and investigate the scene, but there is nothing else to be done.

Negative Endings[]

The operator could be indignant about the caller's accusations, losing his temper. This results in a loss of Reputation points, though it changes little to nothing about the conversation itself.

112 IncidentIcon P112 IncidentIcon Call Drunk Calling Scene[]

The Drunk Calling incident contains only a single scene, which is hidden at first. This scene only appears on the map once the call has been traced, exactly 100 real-time seconds (on SLOW game speed) after the call begins. There is no way to get the location from the caller himself.

The scene contains only a single police element.

Description[]

This scene takes place at an intersection, with a small phone booth in one of the corners.

The phone booth is a Policework element, which takes 200 Work Seconds to resolve. Note that Policework completely ignores any skill bonuses from officer equipment, so officers can take some time to resolve this element. Experienced officers resolve it a little quicker.

Resolution[]

There is no time limit to reach this scene.

The default Reputation reward for resolving this scene is +3.

The default penalty for ignoring this scene is -3, subject to multipliers from the current difficulty setting.

Asking the caller ARE YOU IN DANGER AND CAN'T TALK?, or telling him DON'T HURT YOURSELF, both raise the Ignore Penalty to exactly +3 (a positive value). At that point, ignoring the incident actually wins you the same number of Reputation points as resolving it.

However, if the caller is then told HOW DARE YOU?!, both the penalty and reward are set to 0. If this happens, ignoring the incident is still the preferable option, but won't gain you any points.

Police[]

112 Element Search Searching for caller
General Policework Policework
Chance to appear 100%
Policework 200 seconds

After-Action Report[]

Condition Text
Opening lines spoken The operator received a call in which he was requested by an anonymous caller
PERSONAL? The caller threatened the operator
DON'T HURT YOURSELF The caller suggested he was hurt, yet the phonecall was too short to localize him to send help
HOW DARE YOU?! The operator lost his temper which was very unprofessional
ARE YOU IN DANGER AND CAN'T TALK? The caller suggested he had lost someone and due to the operator's actions
112 Element Search Searching for caller element resolved The units sent by the operator did not encounter anybody onsite