911/112 Operator Wiki

"The gas leak... Months ago... So many people died then, including my son."

Explosion Threat 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 only police response. The call dialogue is completely predictable (no randomized responses from the caller). Failure to resolve the call in the appropriate manner always results in failing the entire Duty and having to replay it.

The incident involves firefighter Miller (whose son died in a gas explosion in Fire In The Building) finally getting his revenge by threatening to blow up the operator's home - with his daughter inside - using a gas canister. The operator must convince Miller to abort his plan and submit to the police, who can then arrest him. The daughter must also be questioned by police to make sure she's alright.

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

Opening Lines[]

Speaker Line
112 IncidentIcon Dispatcher Simple Dispatcher Sir, I think you should take this.
112 Logo Small Operator Okay...? 112, what's your emergency?
112 Element UnknownFace Caller I have her. She's here.

Trigger Conditions[]

The Explosion Threat 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. This is the event's final incident.

By default, the Explosion Threat incident occurs on Duty #28. However, if the Pandemic Outbreak DLC is installed, the incident is pushed back to Duty #32, to make room for the COVID event.

Neither the Revenge event nor the Explosion Threat incident occur in any game mode other than Campaign.

Structure[]

The Explosion Threat incident is a Call Incident, which begins with a phone conversation with a citizen. The call is forwarded directly to the operator from another dispatcher; the phone is picked up automatically. The call cannot be ignored, either.

This 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.

The phone conversation is constantly moving towards one of two outcomes:

  1. Success occurs if the caller is convinced to give up their plan and surrender. Units can then approach the incident site and resolve it.
  2. Failure occurs if the caller enacts their plan and blows up the operator's home, killing his daughter. This causes the Duty to fail instantly, requiring it to be replayed all over again.

There are multiple ways to get to each of these endings.

There is no option to ignore this incident. Either it is resolved, or the Duty fails.

This incident includes only a single scene, which becomes visible on the map if the caller is asked for his location. If the location hasn't been acquired during the conversation, the call can be traced instead, which takes approximately 450 real-time seconds (on SLOW game speed).

Call Summary[]

A dispatcher forwards a call to the operator. On the other end of the line is a man who had called 112 before to threaten the operator. He now claims to be underneath the operator's own home with a canister of flammable gas, which he intends to ignite. He says that the operator's daughter is inside the house.

As the operator scrambles to understand what's going on, it becomes clear that the man is Mr. Miller, the father of Michael Miller, who was killed in the explosion during Fire In The Building, an incident that happened very rearly on in the campaign. He blames the operator for what happened to his son, and cannot be convinced otherwise. He plans to enact his revenge by killing the operator's daughter, in an attempt to make him feel what Miller is feeling.

The operator can take multiple different approaches to try to get Miller to abort his plan: He can stress that his daughter is innocent, and that Miller can't punish the innocent for what he thinks someone else did to him; He can convince Miller that he has a mental health issue that can be resolved with therapy; or he can promise to quit his job at the Emergency Center so that no one else will be hurt by him. Whichever way the operator chooses, if he makes a convincing or passionate plea, Miller will finally admit that he can't go through with his plan, and beg for help.

Police are sent to the operator's home to arrest Miller and hopefully get him the help he needs. The operator's daughter is unharmed.

Negative Endings[]

There are also multiple wrong approaches that the operator might take, which would cause Mr. Miller to detonate the canister:

  • Accusing Miller of being a monster.
  • Begging Miller not to do what he's doing.
  • Threatening to send the police.
  • Threatening any kind of consequences for Miller's actions.
  • Refusing to take responsibility for Miller's son's death.
  • Speaking in empty platitudes.

If Miller detonates his gas canister, the Duty is instantly ended in failure, and must be replayed.

112 IncidentIcon P Arrest112 IncidentIcon Call Explosion Threat Scene[]

The Explosion Threat incident contains only a single scene, which is hidden at first. This scene only appears on the map once either of the following conditions is met:

  1. The caller was asked for his location.
  2. About 450 seconds of real-time have elapsed (on SLOW game speed) from the moment the conversation began.

Note that if the conversation was not completed successfully (getting the caller to back down from his threat), the Duty fails instantly and there is no way to get to the scene at all.

The scene contains two police elements.

Description[]

This scene takes place at the operator's home. The caller is still here, awaiting arrest. The operator's daughter is inside the house.

The caller must be arrested by police and taken to prison. He is unarmed, and will not resist arrest.

The operator's daughter is a witness, and must be questioned by police.

Resolution[]

There is no time limit to reach this scene.

The default Reputation reward for resolving this scene is 0, but is raised to +5 once the "good" ending to the phone conversation is reached by any of the possible paths. Since there is no way to resolve the scene without getting that ending, you will always get those 5 points for successful resolution.

There is no way to ignore this incident.

Police[]

112 Element UnknownFace Caller
Suspect Arrest
Chance to appear 100%
Arrest chance 100%
Chance to fight 0%
Appearance Always adult male with the last name "Miller".
112 Element UnknownFace Operator's daughter
Witness Question
Chance to appear 100%
Questioning 100 Work Seconds
Appearance Always female teenager.

Last name is always the same as the operator's.

All other details are determined at game-start, and will always be the same during that particular game (see also Parental Responsibilities).

After-Action Report[]

Condition Text
Opening Lines spoken The operator was called by someone who claimed to be outside his house to murder his daughter
I DIDN'T KILL ANYONE The caller revealed himself to be the father of one of the victims of the gas leak, who already talked to the Operator
WHAT ARE YOU TALKING ABOUT?
WHAT HAVE I DONE?
POINT OF WHAT? The caller claimed to want to make sure that his only goal was to save people from unprofessionalism of the operator
I AM ASHAMED
I DIDN'T SAY THAT
LET ME HELP YOU
Unused The caller agreed to be taken care of by medical team.
The caller blew the gas bottle up, causing large damage

Trivia[]

The incident script has a hidden element representing the dead caller. It's possible that the scene was originally meant to have the option of the caller killing himself without killing the daughter, which would've replaced him with this alternative element. However, the current version of the call has no such ending.