911/112 Operator Wiki

Possible Bomb (1) is the first of two Scripted Call Incidents of the same name featured in 911 Operator. This is a very short call in which a domestic terrorist informs the operator that he has planted a bomb in a public building.

This is the second Scripted Call in a series of calls that will only play out in Career Mode, Washington D.C., Duty 3.

Opening Lines[]

Speaker Line
Operator "911, what's your emergency?"
Caller "Now you know I'm not joking... The next bomb will blow up at <address>. You have 5 minutes to evacuate."

Reputation[]

Dialog Choice Reputation
(ANSWER CALL) +10
Maximum possible 10

Plot[]

This call has only one storyline. It continues from another plot, Blown Up Car, which is always the call right before this one.

The next two calls will always be:

Summary[]

Following a car bomb that exploded close to the police station, the terrorist calls 911 again. This time he informs the operator that he has planted a bomb in a building at a given address in the city. He gives emergency services 5 minutes to evacuate the building before the bomb goes off.

The operator tries to reason with the bomber, to no avail. Units are dispatched to the scene, clearing out the occupants before the building explodes. Fire and technical crews then work to clear out the fire and rubble. Alternatively, the bomb could explode while the building is still being evacuated, killing some of the civilians and/or emergency workers, and trapping others behind the exploded rubble.

On Site[]

POSSIBLE BOMB (1)
Element Name Actions Notes
The bomb Tech Work 300 sec. On Resolve:
Disable Timer.
Disable Evacuation.
Timer 60 sec. On Expiry:
Bomb effect (see below).
Disable Bomb.
Disable Evacuation.
Enable Rubble.
Enable Fire.
Resident (1) Resolved by default.
Resident (2) Resolved by default.
Blocked by Rubble.
Resident (3) Resolved by default.
Blocked by Rubble.
Evacuation Tech Work 200 sec. On Resolve:
Disable Resident (1).
Disable Resident (2).
Disable Resident (3).
Initially disabled elements
(may become active depending on conversation or other events)
Rubble Tech Work 400 sec.
Fire Fire Work 200 sec.
  • This is one of the most complicated On Site scenarios in the game, with multiple moving parts that interact with one another, and a unique effect that is still not completely understood.
  • On arrival, units will find three residents still inside the building. They will also find the bomb with its ticking timer.
  • The residents are Resolved by default, and do not require any interaction - at first.
  • The "Evacuation" element is an obstacle that requires 200 seconds of Tech Work. Once it's cleared, all three Residents will be removed from the scene permanently.
  • The Bomb would take 300 seconds of Tech Work to disarm. If this is successful, the timer is removed, as will the Evacuation element - resolving the incident instantly. This is a doable solution if you've managed to respond quickly enough, and with enough units (particularly firefighters). If you cannot make it happen fast enough, concentrate on Evacuating the building instead.
  • If the timer is allowed to run out, several things will happen simultaneously:
  1. The building collapses into rubble, which takes 400 seconds of Tech Work to clear out.
  2. The building erupts into fire, which takes 200 seconds of Fire Work to put out.
  3. If the Residents have not been evacuated, each one has a chance to lose some or all of their Hit Points, becoming injured, heavily injured, or dead.
  4. Residents 2 and 3 become trapped behind the rubble; If they have been injured or killed, the rubble must be cleared before they can be treated - which can take a long time.
  5. Any emergency workers (police, medical, firefighters) who are attempting to disarm the bomb when the timer runs out will be injured or killed, requiring similar treatment to the residents. This happens even if the Evacuation has been completed, so it's important to remove all crew members from the Bomb element if it is about to go off.
  • The chance of each person to be injured, heavily injured or killed is not fully known at this time.
  • Angering the caller during the phone conversation reduces the bomb timer from 60 seconds to only 45 seconds - making it more difficult, if not impossible, to disarm the bomb before it explodes. In this situation it is generally better to evacuate the building instead, unless you've truly managed to flood the scene with units who can disarm the bomb very quickly.

Optimal Conversation[]

The conversation is fairly short, and there is no way to improve the situation, but the operator needs to avoid a specific pitfall.

Follow this conversation precisely, to do so:

Speaker Dialogue Extra Effects
Operator 911, what's your emergency? Reputation +10
Caller Now you know I'm not joking... The next bomb will blow up at <address>. You have 5 minutes to evacuate. Location discovered.
WHY?
Operator Why are you doing this?!
Caller You will learn soon enough. Call ended.

Choices to Avoid[]

Under no circumstances should you ask WHERE ARE YOU?. This will reduce the bomb timer from 60 seconds to 45, making it extremely difficult to disarm the bomb in time, resulting in the destruction of the building and a lot of unnecessary work.

After Action Report[]

Condition ID If... After-Action Report Text
Evac Evacuation -> Cleared "The residents were evacuated."
Story Unused "The caller has given a warning about an incoming explosion."
Explode Timer -> Expired "The bomb blew up."