Homeless is a Generic Call Incident featured in 911 Operator. This call has three different storylines revolving around a man calling 911 to report an incident with a homeless person. Randomized factors determine which plot will be played out, and all three are very different from one another.
As a Generic Call, Homeless can be triggered during both Free Play and Career Play, multiple times.
Opening Lines[]
This call may begin with any of three different responses from the caller.
Speaker | Line |
---|---|
Operator | "911, what's your emergency?" |
Caller | "Hi, I want to report an incident I just had with a homeless person." |
"Hey, I'm calling to report a bum." | |
"There's this homeless guy bothering me." |
Note that the opening line also determines whether Plot 1 can trigger at all during the call.
Randomized Structure[]
This call features three completely separate plots that diverge as soon as you ask your first question, WHAT IS THE PROBLEM?
. The opening line determines which plots can or cannot play out. One plot is then selected at random among all those that haven't been disabled.
Once a plot has been selected, additional questions will again have randomized responses from the caller, which could result in completely different endings for that plot.
The plot structure is as follows:
Intro: Immediately after answering the call, the caller opens with one of three possible lines, with an equal 33% chance of each. The operator then asks the nature of the problem, and the caller's response determines which of the plots will be selected. The chance for each plot to trigger is different, depending on the opening line.
Plot 1: Lying in the Street: The caller reports that the homeless person is lying in the street, and must be convinced to check his condition. This plot is completely disabled by one of the opening lines (a 33% chance), otherwise it has a 42% chance of being selected. This plot can lead to multiple different endings depending on the homeless person's state: unconscious, dead, drunk, or just sleeping; changing the On-Site scenario as well as the Reputation reward.
Plot 2: Harassing Customers: The caller is the owner of a bar, and the homeless man is harassing his customers. This plot has a 16% chance of occurring regardless of the opening line. There are a few different ways to handle this call, though whether they will succeed depends entirely on randomized elements. It could end in violence.
Plot 3: Aggressive: The caller reports that the homeless man is aggressive, or possibly even fighting with another homeless man. This plot is the most likely to occur: It has a 42% chance if the opening line did not disable Plot 1, and an 84% chance if it did. Again, there are multiple ways to resolve this issue, but only chance will determine whether they succeed.
There are "exit points" at almost any point during the conversation, in which the operator may simply tell the caller that they are sending units to the scene, or that the call is not an emergency - usually setting the Reputation reward to +1. With some luck, it is possible to instead reach a superior ending with a higher Reputation reward, or one that allows you to IGNORE the call altogether. Again, this is heavily dependent on randomized responses from the caller.
Reputation[]
The call script sets the Reputation reward at +1 at the very start of the call. However, there is only one ending - NO EMERGENCY
- that retains this value as-is. All other endings change the reward the value in one way or another, right before the conversation ends.
Additionally, there is one point during Plot 2 in which the Reputation reward is increased by +1 without ending the conversation. This bonus is retained if you reach the NO EMERGENCY
ending.
Event | Resolve Call Reputation | Ignore Call Reputation |
---|---|---|
(ANSWER CALL) | +1 | |
THERE ARE NO UNITS AVAILABLE
|
Set to -1 | Set to -2 |
Caller threatens to file a complaint against you | Set to -3 | |
Convinced caller to give the homeless man some change | Set to 0 | Set to 2 |
Caller managed to scare the homeless man away | Set to -1 | Set to 1 |
Homeless man is passed out drunk | Set to 3 * | Set to -1 |
Homeless man is simply asleep | Set to 2 | |
FEED HIM
|
+1 | |
Convinced caller to feed the homeless man | Set to 3 | Set to 3 |
I'LL SEND A SQUAD
|
Set to 1 | Set to -1 |
I'LL SEND AN AMBULANCE
|
Set to 2 | Set to -2 |
Maximum possible: | 3 | 3 |
The best possible reward is received when the homeless man is hungry and the caller can be convinced to feed him (a 50% chance), although in this case you get the same reward for simply IGNORING the call. The same reward is set when the homeless man is found to be drunk, but it is immediately reset to a different value as soon as you reach any subsequent ending.
Of course, since most of the conversation is randomized, there is no way to ensure that you will get (or even could get) any of these rewards. The average expected reward for this call is only +1 Reputation.
Ignoring the Call[]
There are three endings in which this call can be IGNORED:
- If the homeless man is found to be hungry during Plot 2: Harassing Customers, convincing the caller to give him something to eat (50% chance) allows you to immediately IGNORE the call for +3 Reputation. This is the most profitable way to end this particular call.
- If the homeless man is found to be begging for money during Plot 3: Aggressive, convincing the caller to give him some change (50% chance) allows you to immediately IGNORE the call for +2 Reputation.
- Any route in Plot 3: Aggressive, if not manually ended by the operator first, will lead to the option
THREATEN HIM WITH POLICE
. If this works (50% chance), you can IGNORE the call immediately for +1 Reputation. Note that you can also try this if the option to give the man some change fails.
Additionally, if the homeless man is discovered to be simply sleeping, pressing IGNORE as soon as your options come up will instantly reward you with +2 Reputation. Choose any other option, however, and you will not be able to ignore this call without a penalty.
All other routes require units to respond to the scene, even if you tell the caller otherwise!
Intro[]
All three plots begin with a short intro sequence, in which the operator gets the caller's address and asks what the situation is. The answer to that question determines which plot will play out.
The caller's first line during this sequence is randomized out of three possible options, and has an important effect: It has a 33% chance to completely disable Plot 1. As a result, the chance of getting Plot 3 increases to 84%. Otherwise, Plot 1 and 3 have an equal chance of 42% to be selected. Plot 2 always has a 16% chance to trigger, no matter what.
Summary[]
A man calls 911 to report that he is having an "incident" with a homeless man. The caller may express some disdain towards the homeless man. After determining the caller's address, the operator asks the caller what exactly the problem is.
Optimal Conversation: Intro[]
Speaker | Dialogue | Extra Effects |
---|---|---|
Operator | 911, what's your emergency? | Reputation +4 |
Caller | Hi, I want to report an incident I just had with a homeless person. | |
Hey, I'm calling to report a bum. | ||
There's this homeless guy bothering me. | Disable Plot 1. | |
ADDRESS?
| ||
Operator | Could you please tell me your address? | |
Caller | I'm at <address>. | Location discovered. |
WHAT IS THE PROBLEM?
| ||
Operator | OK, so what's going on there? | |
Caller | There is a bum lying around. Get him out of here! | 21% chance if Plot 1 is enabled. Skip to Plot 1 Conversation. |
I've got this homeless person here. He's just lying down on the sidewalk. You need to come here and take care of him. | 21% chance if Plot 1 is enabled. Skip to Plot 1 Conversation. | |
This beggar has come into my bar and he's bothering my customers. | 16% chance. Skip to Plot 2 Conversation. | |
He is being really aggressive! | 84% chance if Plot 1 is disabled, otherwise 42% chance. Skip to Plot 3 Conversation. |
Plot 1: Lying in the Street[]
This plot normally has a 42% chance to trigger. However, one of the opening lines of the conversation (33% chance to be selected) disables this plot entirely.
Also note that if the call's selected opening line didn't disable Plot 1, it instead determines the opening line to this plot - though this makes very little functional difference.
This plot has 4 different "natural" endings, each with its own potential rewards. They are selected at random right before the end of the plot.
Summary[]
The caller reports that the homeless man is lying in the street. The operator asks the caller to check the man's condition - which the caller may refuse to do at first, but can easily be convinced.
Upon checking, the caller discovers that the homeless man is either unconscious, dead, drunk, or simply sleeping. The operator determines their response based on this outcome, usually sending units to deal with the homeless man's condition. The caller, meanwhile, may sometimes refuse to help, leaving the scene.
On Site[]
- On arrival, units will find the caller (in most cases) and one version of the homeless man.
- The caller, if present, must be questioned by police.
- By default, the homeless man will be injured and severely bleeding, giving you only 100 seconds to reach him from the moment this plot was selected (in the Intro). There is no way to get the caller to help him, so it's important to hurry up. This version of the homeless man must be treated and taken to a hospital.
- Attempting to get the caller to help an unconscious homeless man has a 50% chance of scaring the caller away, in which case he will not be present on site.
- If the homeless man is found to be drunk, he will need to be interrogated by police, instead. This makes things simpler, as you will only need to send police officers to handle this situation. No transport to jail required.
- If the homeless man is found dead, his body will need to be handled by police. Again, this is a simpler ending, as police can handle both the homeless man and the caller. No transport to jail required, and you get +2 Reputation for resolving this particular scenario.
Optimal Conversation: Plot 1[]
Speaker | Dialogue | Extra Effects |
---|---|---|
Continuing from Intro...CHECK HIS VITALS
| ||
Operator | Can you approach him and check his vitals? Is he conscious and breathing? | Enable Unconscious homeless. |
Caller | No way! I'm not gonna touch him. | 25% chance. |
Are you crazy? You want me to walk up to that bum? Not on your life! | 25% chance. | |
Well... I guess I can. But I'm not gonna touch him! | 25% chance. | |
OK...I'm going up to him. | 25% chance. | |
(If caller refused to help...)HIS LIFE IS AT STAKE
| ||
Operator | Your decision to approach him or not may determined whether he lives or dies. | |
Caller | Well... I guess I can. But I'm not gonna touch him! | |
(Conversation continues automatically...) | ||
Operator | Great. Please let me know what his condition is. | |
Caller | He's lying down and not moving. Hello?! . . . . . . He isn't responding. | 25% chance. |
He's lying down and not moving. Hello?! . . . Oh my God, I think he's dead. He's all purple. | 25% chance. Disable Unconscious homeless. Enable Dead homeless. | |
"He's lying down and not moving. Hello?! . . . . He's alive, but it's disgusting. He's drunk. He's puked all over himself... God... | 25% chance. Reputation set to 3. Ignore Reputation set to -1. Disable Unconscious homeless. Enable Drunk homeless. | |
He's lying down and not moving. Hello?! . . . . . . He moved and he's mumbling something. I think he's sleeping. | 25% chance. Ignore Reputation set to 2. | |
If the homeless man is sleeping, IGNORE the call as soon as your dialogue options come up. | ||
(If the homeless man is unconscious or dead...)I'LL SEND AN AMBULANCE
| ||
Operator | I understand. I'll send an ambulance. | Reputation set to 2. Ignore Reputation set to -2. |
Caller | Thanks. I appreciate that. | Call ended. |
(If the homeless man is drunk...)I'LL SEND A SQUAD
| ||
Operator | I understand. I'll send an ambulance. | Reputation set to 1. Ignore Reputation set to -1. |
Caller | Thanks. I appreciate that. | Call ended. |
Choices to Avoid[]
Do not tell the caller IT IS NOT AN EMERGENCY CALL
. This will make it so that you can only receive a penalty to your Reputation even if you send units and resolve the call on site!
Also avoid the option I'LL SEND A SQUAD
until there is no other choice.
Plot 2: Harassing Customers[]
This plot only has a 16% chance to occur. The chance is not affected by the opening lines in the Intro.
This plot is very short, but has a dangerous pitfall described below. In 50% of cases, however, it has the best possible ending for the call.
Summary[]
The caller reports that he is the owner of a bar, and the homeless man is harassing customers. The operator, wishing to avoid violence, suggests that the caller give the homeless man some food and send him away.
If the caller is convinced to try this, the homeless man will go away on its own. Otherwise, more drastic measures are required, and the operator sends a police unit to remove the homeless man.
It is also possible for the operator to tell the caller to remove the homeless man by force. If so, the caller's guards might take the man out and beat him up, resulting in a dangerous situation that could require arrests and medical attention.
On Site[]
- On arrival, units will find the caller and homeless man within the drinking establishment.
- By default, both the caller and homeless man must be interrogated by police to resolve the incident.
- If the caller was advised to kick the homeless man out, and he has security on the premises, units will find that they have beaten the homeless man up. In this case, the homeless man is bleeding, and requires treatment and transport to hospital. Both security men must be arrested, and have a small chance of starting a fight with the police - so it's important to send an ambulance just in case someone gets injured.
- If the caller was told that this is not an emergency, he may decide to beat the homeless man up himself. In this case, the caller is replaced by an alternative version that must be arrested. Again, he has only a small chance to fight the police, and is unarmed and alone, making that a remote possibility. Nevertheless, medical units should arrive to treat the beaten homeless man, and should stick around to make sure the caller doesn't get hurt too.
Optimal Conversation: Plot 2[]
Speaker | Dialogue | Extra Effects |
---|---|---|
Continuing from Intro...FEED HIM
| ||
Operator | It sounds like he might be hungry. That's a simple fix. Give him some food. | Reputation +1. Enable Homeless. |
Caller | . . . . . I guess you're right. I'll find him something to eat. Bye. | 50% chance. Reputation set to 3. Ignore Reputation set to 3. Call ended. |
I can't believe it. What else should I do? Throw him a party? I'm calling you so that you solve the problem, not give me lousy advice. | 50% chance. | |
If the homeless man was fed, IGNORE the call as soon as your dialogue options come up. | ||
(Otherwise...)I'LL SEND A SQUAD
| ||
Operator | I understand. I'll send an ambulance. | Reputation set to 1. Ignore Reputation set to -1. |
Caller | Thanks. I appreciate that. | Call ended. |
Choices to Avoid[]
Do not tell the caller to HAVE HIM REMOVED
. This has a 50% chance of severely complicating the situation for no benefit.
Similarly, it's not a good idea to tell the caller IT IS NOT AN EMERGENCY CALL
. While this does allow you to retain the +2 Reputation reward from trying to feed the hungry homeless man, it again has a 50% chance that the caller will beat up the homeless man, which makes for a complicated on-site scenario - definitely not worth the extra Reputation point.
Plot 3: Aggressive[]
This is the most likely plot to occur. If Plot 1 was not disabled in the intro, this plot has a 42% chance of occurring, otherwise it has an 84% chance of occurring.
This plot can give you up to two separate chances to IGNORE the call. However, if that still doesn't work, you are guaranteed to have to make at least one arrest.
Summary[]
The caller reports that a homeless man is behaving aggressively - whether demanding money, threatening the caller, or even picking fights with other nearby homeless people.
Depending on the situation, the operator may suggest that the call give the homeless man some money to calm him down, though this might not always work. In most cases, the operator will instead suggest that the caller threaten the homeless man by telling him that the police are on their way. If this doesn't scare the homeless man immediately, police will actually have to show up to resolve the situation themselves.
On Site[]
- On arrival, units will find the caller and homeless man still on site.
- By default, the caller is a witness and must be interrogated by police.
- By default, the homeless man must be arrested, with a 20% chance of putting up a fight and getting himself injured. This is a relatively low chance, but an ambulance should still be ready to respond as he might need hospitalization.
- One scenario adds a second homeless man fighting with the first. This man also needs to be arrested, which slightly increases the chance of a fight breaking out with the police.
- Another scenario has the caller beating up the homeless man himself. In this case, the caller is replaced with a different version that must be arrested (again, with a slight chance of fighting the police), while the homeless man will be bleeding and needs to be treated by medics and taken to hospital.
Optimal Conversation: Plot 3[]
NOTE: This "optimal" conversation path risks there being two aggressive homeless people to arrest, but greatly increases the chance to IGNORE the call altogether. See an alternative path below for the other option.
Speaker | Dialogue | Extra Effects |
---|---|---|
Continuing from Intro...WHAT EXACTLY IS HE DOING?
| ||
Operator | So, what's this homeless guy doing? | Enable Aggressive homeless (1). |
Caller | He's yelling at another bum and...oh, he shoved him! I think they're going to start fighting! | 33% chance. Enable Aggressive homeless (2). |
He's threatening me! I don't know what it's all about... he's completely drunk. He's mumbling something and not letting me go! | 33% chance. | |
He's trying to get some money from me! | 33% chance. | |
(If the homeless man is begging for money...)GIVE HIM SOME CHANGE
| ||
Operator | The easiest way to get rid of him is to give him some change. That should solve the problem quickly. | |
Caller | Uh... Ok. Hey, have this. . . . . . . . . . . . Now get lost! Ok, he's gone, so that's it. Bye. | 50% chance. Reputation set to 0. Ignore Reputation set to 2. Call ended. |
I'm not giving him anything! I do that and he'll be back for more. | 50% chance. | |
If the homeless man was given money, IGNORE the call as soon as the conversation ends. | ||
(Continue here in all other cases...)THREATEN HIM WITH POLICE
| ||
Operator | Please tell him that you are on the phone with the police and that officers are on their way. | |
Caller | Hey...! The cops are gonna be here any minute! . . . . Yeah, that's what they told me. . . They're on the way. . . . . . . . | |
Caller | OK, he's gone! . . . Thanks. Bye. | 50% chance. Reputation set to -1. Ignore Reputation set to 1. Call ended. |
No way! He said the cops can blow him. | 50% chance. | |
If the homeless man was scared off, IGNORE the call as soon as the conversation ends. (Otherwise...) I'LL SEND A SQUAD
| ||
Operator | I understand. I'll send an ambulance. | Reputation set to 1. Ignore Reputation set to -1. |
Caller | Thanks. I appreciate that. | Call ended. |
Alternative Conversation[]
This conversation eliminates the chance of there being two homeless men to arrest, but significantly reduces the chance of being able to IGNORE the conversation altogether.
Speaker | Dialogue | Extra Effects |
---|---|---|
Continuing from Intro...THREATEN HIM WITH POLICE
| ||
Operator | Please tell him that you are on the phone with the police and that officers are on their way. | |
Caller | Hey...! The cops are gonna be here any minute! . . . . Yeah, that's what they told me. . . They're on the way. . . . . . . . | |
Caller | OK, he's gone! . . . Thanks. Bye. | 50% chance. Reputation set to -1. Ignore Reputation set to 1. Call ended. |
No way! He said the cops can blow him. | 50% chance. | |
If the homeless man was scared off, IGNORE the call as soon as the conversation ends. (Otherwise...) I'LL SEND A SQUAD
| ||
Operator | I understand. I'll send an ambulance. | Reputation set to 1. Ignore Reputation set to -1. |
Caller | Thanks. I appreciate that. | Call ended. |
Choices to Avoid[]
Do not tell the caller IT IS NOT AN EMERGENCY CALL
. This has a 50% chance that the caller will beat up the homeless man, which makes for a complicated on-site scenario.
After Action Report[]
Condition ID | If... | After-Action Report Text |
---|---|---|
Story1 | Homeless man was begging for money or threatening the caller (Plot 3 only) | "The caller reported that he was being accosted by a homeless person." |
Story2 | Homeless man was fighting another homeless man (Plot 3 only) | "The caller reported a fight involving homeless." |
Story3 | Homeless man reported lying on the street (Plot 1 only) | "The caller reported a homeless person lying down in a public space." |
Story4 | Homeless man was pestering customers (Plot 2 only) | "The caller reported a homeless person accosting the clients of his restaurant." |
Ignore | IT IS NOT AN EMERGENCY CALL or... THERE ARE NO UNITS AVAILABLE
|
"The operator ignored the call." |
Patrol | I'LL SEND A SQUAD
|
"The operator took the report and sent a patrol to the site." |
Atack | Caller assaulted the homeless man (Plots 2 and 3) | "The homeless man got beaten by the caller." |
Atack1 | Caller ordered security to beat up the homeless man (Plot 2 only) | "The homeless man got beaten by the restaurant's security." |
Noneed | Caller gave homeless man something to eat (Plot 2) | "The operator managed to solve the problem without involving the police." |
Homeless man was scared off with threats of police (Plot 3) | ||
Nohelp | Caller refused to help an unconscious homeless man (Plot 1 only) | "The caller refused to give first aid to the homeless man." |
Noharm | Homeless man was sleeping (Plot 1 only) | "The report turned out to be false." |
Alk | Homeless man was drunk (Plot 1 only) | "A drunk, homeless man was found at the site." |
Med | I'LL SEND AN AMBULANCE (Plot 1 only)
|
"The operator received the call and sent out an ambulance." |
Sick | Homeless man was unconscious (Plot 1 only) | "An unwell homeless person has been found at the scene and has received help." |
Foundbody | Homeless man was dead (Plot 1 only) | "The dead body of a homeless person has been found at the scene. It was too late for help." |