911/112 Operator Wiki

Robbery is a Generic Call Incident featured in 911 Operator. This call has four different storylines, all involving an armed robbery in which some personal items were stolen. In one case the robbery happened the previous day and can be safely ignored. In another, the caller or their friend is injured and should be treated. In a third, there are no injuries but the robbers have fled the scene and must be chased. In the fourth, there are no injuries and the robbers have disappeared, making it impossible for emergency units to react.

As a Generic Call, Robbery may be triggered at any time during Free Play mode.

During Career play, this call may occur multiple times.

NOTE: There are four different script files for this call. Two are included with the base game; the other two are added by the Search & Rescue DLC. Though similar in story and elements of the script, there are many several important differences between them, including the sex of the caller, the dialogue, and the entire structure of the call. This article is about the base game, male caller version.

See also:

Opening Lines[]

This call may begin with either of two different responses from the caller.

Speaker Line
Operator "911, what's your emergency?"
Caller "Hey, there was a robbery!"
"Hello, I would like to report a robbery."

Randomized Plot Structure[]

This call has four possible plots, determined by random factors which are only determined as they becomes relevant. The first plot is pretty straightforward (the call will ultimately be ignored), but the others are complicated, containing multiple randomized factors which can cause the incident site to change rather radically.

The main plot divergence is structured as follows:

Intro: All plots begin with asking the caller when the robbery took place. This already triggers a randomized factor.
Plot 1: The caller has a 16% chance to report that the robbery occurred the previous evening. In this case, the call is not an emergency and units should not be sent at all. It can then be safely ignored for +1 Reputation.
Plot 2: If Plot 1 hasn't triggered, the caller has a 66% chance to report that the robbers have fled the scene, either on foot or in a car. This begins a police chase that will end with the arrest of two robbers.
Plot 3: If Plot 2 hasn't triggered, the caller has a 66% chance to report that either he or his friend have been injured in the robbery, and he has no idea where the robbers have gone. Ambulances respond to the scene, but the criminals are still there, requiring arrest by the police.
Plot 4: If Plot 3 hasn't triggered, the caller reported no injuries and has no idea where the robbers went. With nothing for emergency units to respond to, the operator instructs the caller to go to a police station (ignoring the call). A police unit can instead be send to interrogate the caller, but there is no benefit to doing so.

Reputation[]

Dialog Choice Resolve Call Reputation Ignore Call Reputation
(ANSWER CALL) +3
Incident occurred yesterday (16% chance) -4 Set to 1
I'LL SEND HELP -2
TALK TO THE POLICE -4 Set to 1
Maximum possible: 1 1

Ignoring the Call[]

The call can be safely ignored if Plot 1 has triggered, gaining you 1 Reputation point. Attempting to resolve the call in Plot 1 will instead penalize you -1 Reputation point.

Additionally, in Plot 4, you will get the dialogue choice TALK TO THE POLICE, which also allows you to ignore the call and gain 1 Reputation point. Again, attempting to resolve the call in this case will result in losing -1 Reputation point.

Note that in Plot 4, telling the caller I'LL SEND HELP allows you to send a police unit to interrogate the caller, but you will receive only 1 Reputation point when it is resolved - so it's better to ignore the call.

Intro[]

The first part of this incident call is identical regardless of whatever plot unfolds. It is described here as an entry-point into the various different plots. The plots fully begin to diverge only once the caller is asked when the incident occurred.

Summary[]

A man calls 911 to report a robbery on the street. The operator asks when the robbery occurred.

Optimal Conversation: Intro[]

Speaker Dialogue Extra Effects
Operator 911, what's your emergency? Reputation +3
Caller Hey, there was a robbery! 50% chance
Hello, there was a robbery... 50% chance
WHEN?
Operator How long ago did this happen?
Caller Yesterday evening, on my way back home! 16% chance.
Reputation -4
Ignore Call Reputation set to 1.
Skip to Plot 1 conversation.
A moment ago! 42% chance.
Skip to Plot 2 conversation.
A few minutes ago! 42% chance.
Skip to Plot 2 conversation.

Plot 1: No Emergency[]

This plot can only unfold if the Intro ended with the caller saying that the robbery occured the previous evening.

There is a 16% chance of this being the chosen line.

Summary[]

Having realized that the robbery occurred many hours ago, the operator tells the caller that he should not call 911 about non-emergencies. The caller tries to argue, but the operator insists that he should go to a police station instead.

The caller hangs up, and the call is summarily ignored.

On Site[]

Icon Incident P ROBBERY (Plot 1)
Element Name Actions Notes
Face UnknownSuspect Caller Icon Interrogate Interrogate Always white male.
  • Upon arrival, police units find the caller, alone. They must question him about the incident.
  • NOTE: It is better to ignore the call than send anyone to the incident site, as doing so will cost you -1 Reputation.

Optimal Conversation: Plot 1[]

Speaker Dialogue Extra Effects
Continuing from Intro conversation...
Operator Sir, the 911 is for immediate emergencies. Not for something that happened in the past.
Caller But they took my wallet and mobile phone!
Operator Sir, please go to the nearest police station if you would like to report a crime.
Caller But they... alright, whatever..... Call ended.

At this point, click "IGNORE" to dismiss the call at no cost to your Reputation. If you instead send units to interrogate the caller, you will lose -1 Reputation point.

Plot 2: On The Run[]

This plot should only be followed if the caller reports that the robbery happened a short time ago - either a few minutes or just a moment ago.

There is a 42% chance of either option being selected at random (total 84%), and there is no actual difference between them.

Summary[]

Realizing that the incident is currently in progress, the operator asks the caller where the robbers are currently. The caller responds that the robbers have fled the scene, either on foot or in a car. The operator asks a follow-up question to get more details about the fleeing robbers.

Fortunately, the caller and their friend were not injured in the robbery, and the robbers were unarmed. Police units are sent to chase and arrest both criminals, who are somewhat belligerent and might resist arrest.

On Site[]

Icon Incident P ROBBERY (Plot 2)
Element Name Actions Notes
Face UnknownSuspect Thief (1) Icon Arrest Arrest Chance 100%
Icon FightChance Fight Risk 30%
Face UnknownSuspect Thief (2) Icon Arrest Arrest Chance 100%
Icon FightChance Fight Risk 30%
  • This incident is moving at either 10 or 50 speed, easy enough to catch with almost any unit.
  • Upon arrival, police units find two unarmed thieves. They must be arrested and taken to jail. Each suspect has a 30% chance of resisting arrest, which means they might require an ambulance as well. Neither thief is armed in this scenario.

Optimal Conversation: Plot 2[]

Speaker Dialogue Extra Effects
Continuing from Intro conversation...
WHERE ARE ATTACKERS?
Operator Are your attackers still in the area?
Enable Face UnknownSuspect Thief (1).
Enable Face UnknownSuspect Thief (2).
Caller They ran away down the road. 33% chance.
Disable Face UnknownSuspect Caller.
Incident begins Icon Chase Moving at speed 10.
They took a car and drove away. 33% chance.
Disable Face UnknownSuspect Caller.
Incident begins Icon Chase Moving at speed 50.
I have no idea... they ran away somewhere. 33% chance.
Skip to Plot 3 conversation.
WHICH DIRECTION?
(Only available if robbers escaped on foot)
Operator Do you know which direction they went?
Caller I think north... 33% chance.
Icon Incident Call Location discovered.
I think south... 33% chance.
Icon Incident Call Location discovered.
I think east... 33% chance.
Icon Incident Call Location discovered.
WHAT CAR?
(Only available if robbers escaped in a car)
Operator What kind of a car was it?
Caller A black van, but I don't know the plates. 33% chance.
Icon Incident Call Location discovered.
A white sedan, but I don't know the plates. 33% chance.
Icon Incident Call Location discovered.
A red pickup, but I don't know the plates. 33% chance.
Icon Incident Call Location discovered.
Continue here regardless of mode of escape.
Operator Do you have any injuries?
Caller No, we are fine.
Operator Alright sir, we will take care of it, please wait for the emergency services.
Caller Yeah I will! Call ended.

Choices to Avoid[]

Asking ARE YOU OKAY? before ascertaining that the robbers have fled the scene has a higher chance of resulting in Plot 3, which is more difficult to resolve without any extra benefits. Always ask WHERE ARE ATTACKERS? first.

Plot 3: Injuries On Site[]

This plot occurs only if the caller has no idea where the robbers have gone to.

"I have no idea... they ran away somewhere."

This has only a 33% chance of occurring, making Plot 3 much rarer than Plot 2 - so long as the caller was first asked if he knew where the robbers had gone. If the caller is instead asked about their injuries first, Plot 3 is much more likely to occur. That is not a good thing, as Plot 3 is more complicated to resolve, while giving no extra benefits.

Summary[]

The caller has no idea where the robbers went, so the operator asks whether anyone was injured in the robbery. The caller may respond that either he or his friend are injured, requiring ambulances to be dispatched to the scene immediately.

The operator first ascertains the incident's location, then inquires whether the robbers were armed. The caller describes their weapons (if any), and is told to remain calm and wait for emergency services.

When units finally arrive on the scene, they find the robbers still there, possibly armed. Police attempt to arrest the robbers while the caller or their friend is treated for their injuries. Fortunately, neither victim is seriously injured; they are treated on-site.

On Site[]

Icon Incident PM ROBBERY (Plot 3)
Element Name Actions Notes
Face UnknownSuspect Caller Icon Interrogate Interrogate Always white male.
Face UnknownSuspect Thief (1) Icon Arrest Arrest Chance 100%
Icon FightChance Fight Risk 30%
Face UnknownSuspect Thief (2) Icon Arrest Arrest Chance 100%
Icon FightChance Fight Risk 30%
Initially disabled elements
(may become active depending on conversation or other events)
Face UnknownInjured Friend Icon LightInjury Larger Hit Points 80
Face UnknownInjured Robbed Icon LightInjury Larger Hit Points 80 Always white male.
  • Upon arrival, units find the caller and both robbers still in the area.
  • The caller may need interrogation by police as usual. However, if he was reported injured, he is replaced by a different element ("Robbed") who requires on-site medical treatment, instead. No transport to hospital required.
  • If the caller reported that his friend had been injured, the friend will appear on site and require treatment. No transport to hospital required.
  • Both robbers will be here, and may be armed (depending on a random roll during the conversation). They both require arrest, and each has a 30% chance of starting a fight with the police. If this occurs, they will need both treatment and transport to hospital, so it's usually a good idea to send a medical transport of some sort just in case.

Optimal Conversation: Plot 3[]

Speaker Dialogue Extra Effects
Continuing from Plot 2 conversation...
ARE YOU OKAY?
Operator Do you have any injuries?
Caller No, we are fine. 33% chance.
Skip to Plot 4 conversation.
Yes, my friend is injured. 33% chance.
Enable Face UnknownInjured Friend.
Yes, I was hit badly... 33% chance.
Enable Face UnknownInjured Robbed.
Disable Face UnknownSuspect Caller.
FRIEND'S INJURIES?
(Only available if the friend was reported injured)
Operator What happened to your friend?
Caller They knocked him down. He's hurt and having breathing problems.
Operator Ok, just make sure he won't move until an ambulance arrives.
Caller Sure...
WHERE WERE YOU HIT?
(Only available if the caller himself was reported injured)
Operator Where were you hit?
Caller My head. I'm bleeding!
Operator Ok, just sit there please until an ambulance arrives.
Caller Sure...
WHERE?
Operator Where did it happen?
Caller Around <address> Icon Incident Call Location discovered.
Operator Did they have any weapons?
Caller "No, I think not. 33% chance.
Yes, a bat and a knife! 33% chance.
Face UnknownSuspect Thief (1) has Equipment Knife Knife.
Face UnknownSuspect Thief (2) has Equipment BaseballBat Baseball Bat.
Yeah, a gun! 33% chance.
Face UnknownSuspect Thief (1) has Equipment Pistol Pistol.
Operator Alright sir, we will take care of it, please wait for the emergency services.
Caller Yeah I will! Call ended.

Choices to Avoid[]

By this stage there are no wrong options. You have to exhaust everything in order to get to the end of the conversation. Even the order of questions above is not actually important.

Plot 4: Long Gone[]

This plot occurs only if the caller has no idea where the robbers have gone off to, and has reported that no one is injured.

This plot has the smallest chance of occurring at all (around 1 in 11), and requires all of the other random factors to be "just right".

Summary[]

The operator realizes that the caller is uninjured, and that he has no idea where the robbers went. With no leads to go on, the operator decides not to send any units. Instead, he instructs the caller to go to the nearest police station and file a report.

On Site[]

Icon Incident P ROBBERY (Plot 4)
Element Name Actions Notes
Face UnknownSuspect Caller Icon Interrogate Interrogate Always white male.
  • Upon arrival, police units find the caller, alone. They must question him about the incident.
  • NOTE: You will only receive 1 Reputation point for questioning the caller. This is the same amount you'd get for following the instructions below and ignoring the call - which saves a lot of time and effort.

Optimal Conversation: Plot 4[]

Speaker Dialogue Extra Effects
Continuing from Plot 3 conversation...
Operator Ok so you're not injured and the people who robbed you have left the area? Disable Face UnknownSuspect Thief (1).
Disable Face UnknownSuspect Thief (2).
Caller Well yes, but I have been robbed!
TALK TO THE POLICE
Operator Sir, please go to the nearest police office to report a crime, right now there is nothing we can do about it. Reputation -4
Ignore Call Reputation set to 1.
Caller But they... alright, whatever..... Call ended.

At this point, click the "IGNORE" button to end the call and receive +1 Reputation.

Choices to Avoid[]

Do not tell the caller I'LL SEND HELP, otherwise you will have to send a police unit to interrogate the caller. You will only receive 1 Reputation point for your trouble, just as you would by ignoring the call as explained above, meaning that precious time and resources will have been wasted.

After Action Report[]

Condition ID If... After-Action Report Text
Story Always "Caller reports that the accident took place the previous evening."
Unnec Caller reports that the crime was committed the previous day. (16% chance) "The crime was committed yesterday. Sending emergency units wasn't necessary."
Nointer TALK TO THE POLICE "There was no need for an intervention."