Empty Call is a Generic Call Incident featured in 911 Operator. This call has four different storylines, all starting with a call in which no one on the other end says anything. From that point on, based on random elements, the call diverges in four completely different directions.
The actual plot may be a "butt dial" or children playing with a phone (both can be safely ignored). Alternatively, it could be a person being held hostage, or a person in a medical emergency who is physically unable to speak.
As a Generic Call, Empty Call may be triggered at any time during Free Play mode.
During Career play, this call may occur multiple times.
Opening Lines[]
Speaker | Line |
---|---|
Operator | "911, what's your emergency?" |
Caller | ". . . . ." |
Randomized Plot Structure[]
The randomness of this call is determined as soon as the call begins, even though it might not be apparent until the operator has made attempts to determine the nature of the call. The operator's actions to do so may have a major impact on the plot's resolution, and should be carried out very carefully.
The plotline unfolds as following:
Intro: The operator receives a call with no one speaking on the other side. They may ask the caller verbally whether everything is ok, hang up and redial the number to see if anyone picks up, or ask the caller to press a digit as a response. The latter option is the safest, as it will avoid causing problems for a caller who is under threat.
Plot 1: Butt Dial: There's a 45% chance that the call was simply made by accident, a person "dialing with their butts". This can be determined by calling the number back, at which point the caller will apologize, and the call can be safely ignored.
Plot 2: Children: There's a 33% chance that the call was placed by a child playing with the phone. In this scenario, none of the operator's actions will elicit any response; but the sound of children laughing in the distance should tip them off that this is not a real call. It can be ignored safely.
Plot 3: Medically Mute: There is a 10% chance that the caller is afflicted by a medical condition that prevents them from talking. This will be determined by asking the caller to converse using dial tones.
Plot 4: Hostage: There is a 10% chance that the caller is being held hostage, and cannot speak for fear of alerting their captors to the 911 call. This will be determined by asking the caller to converse using dial tones. The danger posed by the hostage-takers is also randomly determined, with tougher criminals giving a much higher Reputation reward.
Ignoring the Call[]
This can can only be safely ignored if Plot 1 or Plot 2 have been triggered. Ignoring Plot 1 rewards you with 2 Reputation points for ignoring it; whereas ignoring Plot 2 rewards you with only 1 point.
Note that in the case of a butt-dial, sending any units to question the caller results in -1 Reputation points, so ignoring the call is crucial. In the case of children, there's no penalty to sending units there, but no reward either, so ignoring the call is still much preferable.
Intro[]
The call starts exactly the same way for all four plots, with silence on the other end of the line.
Only through dialogue choices can the operator figure out which plot is being played out. This must be handled carefully, as the wrong choice can make things worse for certain plots.
Summary[]
The operator answers a call, only to hear no one on the other end. There may be sounds indicating what the call might be about... or nothing at all.
Responding according to proper procedures in this case, the operator first asks the caller to press any digit on their phone in case they are unable to speak. Should that fail, the operator may hang up and redial the number, to see if anyone picks up the phone.
Optimal Conversation: Intro[]
Speaker | Dialogue | Extra Effects |
---|---|---|
Operator | 911, what's your emergency? | |
Caller | . . . . . | |
PRESS A DIGIT
| ||
Operator | If you can't talk, please press any digit on your phone. | |
Caller | . . . . . . . . . . . . . | ~80% chance |
. . . . . . . . . . . . . . [tone] | ~20% chance | |
Only if nothing was heard:HANGUP AND REDIAL
| ||
Operator | [HANGUP AND REDIAL] | |
Caller | [call answer] . . . . . . . . . . . . . Hello? | ~58% chance. Reputation -1 Skip to Optimal Conversation: Plot 1. |
[call answer] . . . . . . . . . . . . . | ~42% chance. Call ended. Skip to Optimal Conversation: Plot 2. | |
Only if a tone was heard:ONE FOR HOSTAGE
| ||
Operator | All right, please press the button once if you are in a hostage situation and can't talk. | |
Caller | . . . . . . . . . . . . . | 50% chance. Reputation = 4. Skip to Optimal Conversation: Plot 3. |
. . . . . . . . . . . . . . [tone] | 50% chance. Reputation = 4. Skip to Optimal Conversation: Plot 4. |
Continuing from here[]
If the caller was asked for a tone and did not respond, but then answered when you redialed, that is Plot 1: Butt dial.
If the caller was asked for a tone and did not respond, and there was still silence when you redialed, that is Plot 2: Children.
If the caller pressed a tone when asked, but did respond when asked if it was a hostage situation, that is Plot 3: Medically Mute.
If the caller pressed a tone when asked, and then another when asked if it was a hostage situation, that is Plot 4: Hostage.
Plot 1: Butt Dial[]
This plot can be identified if the caller did not respond when asked to press a digit, but did answer the phone when the number was redialed.
There is no way to respond to this call except ignoring it.
Summary[]
The caller turns out to have dialed 911 by mistake, due to the phone being unlocked in their back pocket.
The operator chides the caller for allowing this to happen, but does not punish the caller for their mistake. Instead the call is ignored.
Reputation[]
Dialog Choice | Resolve Call Reputation | Ignore Call Reputation |
---|---|---|
(ANSWER CALL, this plot only) | -2 | |
Maximum possible: | <can't resolve> | 2 |
Optimal Conversation[]
This conversation plays out automatically without any choices to make.
Speaker | Dialogue | Extra Effects |
---|---|---|
Continuing from Intro conversation... | ||
Operator | Hello sir, we've got a 911 call from your phone. Do you have an emergency? | |
Caller | Oh? Excuse me! It's my phone. I accidentally called 911! | |
Operator | Sir, are you having an emergency? | |
Caller | No! No I'm not! | |
Operator | Ok, please lock your phone and make sure you won't call 911 by accident, that way you won't block the line for important calls. | |
Caller | Of course! I'm sorry! | Reputation set to -2. Ignore Reputation set to +2. Call ended. |
At this point, ignore the call to receive +2 Reputation. You literally have no other option.
Plot 2: Children[]
This plot can be identified if the caller did not respond when asked to press a digit, and did not say anything even when the number was redialed. Children can be faintly heard playing in the background.
There is no way to respond to this call except ignoring it.
Summary[]
Due to the sounds of children playing in the background, and no response from the caller, the operator safely assumes that the call was placed by a child playing with their phone.
The call is immediately ignored with no conversation.
Reputation[]
Dialog Choice | Resolve Call Reputation | Ignore Call Reputation |
---|---|---|
(ANSWER CALL, this plot only) | -1 | |
Maximum possible: | <can't resolve> | 1 |
Optimal Conversation: Plot 2[]
This plotline has no additional conversation, as the caller hangs up immediately after they are redialed.
You are left with no option but to ignore the call and receive +1 Reputation.
Plot 3: Medically Mute[]
This plot can be identified by the following:
- The caller responded with a tone when asked if they can't speak.
- The caller did not respond at all when asked if it was a hostage situation.
- The caller responded with two presses when asked if it was a medical situation preventing them from speaking.
This call always requires emergency medical response.
Summary[]
After determining that the caller can't speak, the operator asks them to use digits instead. A simple question and response reveal that the caller has some sort of medical condition (in this case, a respirator) preventing them from speaking. The conversation continues using dial tones.
The operator asks some questions to determine whether the caller is in life-threatening danger, and whether they are in an easily-accessible location. By the time these answers are received, the caller's address has been traced, and the caller sends medical and (if necessary) technical units to the scene.
Reputation[]
Dialog Choice | Reputation |
---|---|
(ANSWER CALL, this plot only) | 3 |
Maximum possible: | 3 |
On Site[]
- Upon arrival, units will find the caller, injured.
- By default, the caller can be treated immediately, and does not require transportation to hospital.
- Depending on a random factor during the conversation, the caller has a 50% chance to be bleeding and heavily injured. In this case, they must be transported to hospital after treatment.
- Depending on a second, separate random factor, there is a 50% chance that the Closed Door could be enabled, barring access to the caller until it can be forced open. This must be done by firefighters, and takes 50 seconds of Tech Work to accomplish.
Optimal Conversation: Plot 3[]
Speaker | Dialogue | Extra Effects |
---|---|---|
Continuing from Intro conversation... | ||
Operator | Press twice if you are in a medical condition and are unable to speak. | |
Caller | . . . . . . . . . . . . . . [tone] . . [tone] | Reputation = 3. Disable Caller. Enable Paralyzed. |
IS YOUR LIFE IN DANGER?
| ||
Operator | Is your life in danger? Press once for yes and twice for no | |
Caller | . . . . [tone] | 50% chance. Paralyzed Bleeding at -0.1/s. |
. . . . [tone] . . [tone] | 50% chance. | |
Operator | The place where you are, are the doors open? Press once for yes and twice for no. | |
Caller | . . . . [tone] | 50% chance. |
. . . . [tone] . . [tone] | 50% chance. Enable Closed door. | |
Operator | All right, we have your location, is it <address>? | Location discovered. |
Caller | . . . . [tone] | |
Operator | Ok, please wait for the emergency services! They will be there soon! | |
Caller | . . . . | Call ended. |
Choices to Avoid[]
There are no wrong choices to make. Your only option is to ask about the doors first, which has the same exact results.
Plot 4: Hostage[]
This plot can be identified by the following:
- The caller responded with a tone when asked if they can't speak.
- The caller responded with one press when asked if it was a hostage situation preventing them from speaking.
This call always requires a police response - and potentially a massive response. There is also likely to be a fight, so ambulances should be ready, just in case.
Summary[]
After determining that the caller can't speak, the operator asks them to use digits instead. A simple question and response reveal that the caller is in some sort of hostage situation, and is keeping quiet.
The operator continues conversing with the caller through tones. The caller reveals the number of attackers (up to 3 in total), whether they are armed, and whether they are terrorists (giving them very powerful weapons). When the operator is done asking questions, they ask the caller to lock their phone to make sure no one calls and exposes them. He reassures the caller that help is on the way.
The operator judges the situation and sends an appropriate number of police units to assault the location. Additionally, ambulances are dispatched to treat and collect any possible injuries from the fight that could ensue. The attackers are arrested, and the caller is set free.
Reputation[]
Dialog Choice | Reputation |
---|---|
(ANSWER CALL, this plot only) | 4 |
Callers are armed terrorists (25% chance) | +3 |
Maximum possible: | 7 |
On Site[]
- On arrival, units will find the caller and at least one armed suspect.
- By default the caller is Resolved, and requires no interaction. However if the operator made a mistake and redialed their number, the suspect will have been discovered by the attackers and beaten up. This replaces them with a "beaten up" version, which is heavily injured and needs both treatment and transport to hospital. Additionally, this alternative version is blocked behind Terrorist (1), which means the attackers must be subdued first before the beaten up caller can be rescued.
- The number of suspects changes based on the call, with up to 3 maximum. They each need to be arrested and taken to jail. The chance of a fight is already high by default, at 50% per suspect, which makes a fight very likely if there are three of them (less so if only one). All suspects are armed with pistols by default, making them quite dangerous. The fight will likely result in heavy injuries, which means ambulances will likely be required for each of them.
- If the conversation reveals that the attackers are terrorists, then each of them is supplied with a Rifle, and they will have a 100% chance of fighting back. In this case you should always send enough ambulances to carry them all to hospital (+1 if the caller was found and beaten), and expect the possibility of police casualties as well! Respond in force!
Optimal Conversation: Plot 4[]
Speaker | Dialogue | Extra Effects |
---|---|---|
Continuing from Intro conversation...HOW MANY OF THEM?
| ||
Operator | Ok, I want you to press the button on the phone for each person there who's threatening you. | |
Caller | . . . . . . . . . . . . . . [tone] | 33% chance. Enable Terrorist (1). |
. . . . . . . . . . . . . . [tone] . . [tone] | 33% chance. Enable Terrorist (1). Enable Terrorist (2). | |
. . . . . . . . . . . . . . [tone] . . [tone] . . [tone] | 33% chance. Enable Terrorist (1). Enable Terrorist (2). Enable Terrorist (3). | |
ANY WEAPONS?
| ||
Operator | Do they have any weapons? Press once for yes and twice for no. | |
Caller | . . . . [tone] | 50% chance. |
. . . . [tone] . . [tone] | 50% chance. | |
( This line only happens if the caller replied that the attackers are armed: ) | ||
Operator | Is this a terrorist attack? Press once for yes and twice for no. | |
Caller | . . . . [tone] | 50% chance. Reputation +3. Terrorist (1) has Rifle. Terrorist (1) Fight Risk 100%. Terrorist (2) has Rifle. Terrorist (2) Fight Risk 100%. Terrorist (3) has Rifle. Terrorist (3) Fight Risk 100%. |
. . . . [tone] . . [tone] | 50% chance. | |
( Continue here regardless of previous responses: ) | ||
Operator | All right, we have your location, is it <address>? | Location discovered. |
Caller | . . . . [tone] | |
TURN OFF YOUR PHONE
| ||
Operator | For your own safety we should hang up. Please turn off your phone or put it in silent mode so they can't hear it. Remain calm and wait for the police to get there! | |
Caller | . . . . | Call ended. |
Choices to Avoid[]
There are no wrong choices to make here. You have to exhaust all opens anyway to get to the end of the conversation.
However, asking ARE THEY TERRORISTS?
before ANY WEAPONS?
increases the chance of the attackers being armed with Rifles from 25% to 50% - but also increases the Reputation reward by +3 points. If the caller reports only one attacker, and you feel like you have enough forces nearby to take him down in combat without excessive injuries, you might prefer him being a terrorist. The conversation above "plays it safe".
After Action Report[]
Condition ID | If... | After-Action Report Text |
---|---|---|
Buttcall | Plot 1 triggered. (45% chance) | "This call was made by unlocked phone." |
Medcall | Plot 3 triggered. (10% chance) | "A person that called could not speak due to his/her medical condition" |
Hostcall | Plot 4 triggered. (10% chance) | "The caller was taken hostage." |
Recalwrong | HANGUP AND REDIAL during Plot 4.
|
"The operator made a mistake by redialing a person in danger. We have learned about a hostage situation when it was too late." |
Childcall | Plot 2 triggered. (33% chance) | "Those were kids playing with a phone." |