911/112 Operator Wiki
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Robbery is a Generic Call Incident featured in 911 Operator. This call has only a single storyline, in which a man calls to report a robbery that happened in the middle of the street.

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 with the Search & Rescue DLC. Though the S&R version is superficially similar to the base game version, it is fundamentally different in structure, condensing multiple storylines into one, with a greatly simplified phone conversation. It also requires a search of the area to locate the perpetrators. All four versions may appear during the game. This article is about the Search & Rescue, male caller version.

See also:

Opening Lines[]

Speaker Line
Operator "911, what's your emergency?"
Caller "Hey, there was a robbery!"

Non-Randomized Plot Structure[]

Despite being similar to the Base Game versions, this version of the call removes all randomized elements. This makes the S&R version significantly simpler, as it has only one possible plot.

Reputation[]

Dialog Choice Resolve Call Reputation
(ANSWER CALL) +3
I'LL SEND HELP Set to 1
Maximum possible: 1

Unfortunately, this version does not fix the Reputation reward for this call; You will always receive only 1 Reputation point for resolving it, because the final line always resets the reward to 1.

Unlike the Base Game versions of the call, the Search & Rescue version cannot be IGNORED under any circumstances without losing Reputation.

Plot[]

This version of the call has only one storyline and one ending; There is no way to change the outcome.

Summary[]

A man calls 911 to report a robbery on the street that occurred only a moment earlier. The caller reports that no one was injured, and the robbers got away on foot. He also warns the operator that the robbers were carrying a baseball bat and a knife.

The operator sends units to begin searching the area for the robbers. They are finally found and arrested by police, though they might put up a bit of a fight.

On Site[]

This incident has two locations: The caller's location (stationary) and the robbers (hidden). Only the hidden site needs to be resolved to end this incident successfully; the stationary site will disappear automatically once the robbers are located. IGNORING one site will also automatically ignore the other.

Icon Incident Search ROBBERY (Stationary Site)
Element Name Actions Notes
Icon Search Search Icon SearchWork Search Work 500 sec. On Resolve:
Reveal second incident site.
  • This location exists only as a place to carry out an automated search. The "SEARCH" element can be worked by any unit. Resolving this element will instantly determine the location of the robbers, and the Stationary Site will disappear from the map instantly. Resolving the Hidden Site will also cause this location to disappear.
  • The SEARCH element takes 500 Work seconds to resolve, which means it's best to send several units with high Search skill or search-related equipment. Since the size of the search area is only 3x3 sectors, it's almost never a good idea to do an automated search for this call; it'll go much faster if you just use two or three units to manually clear each sector.
Icon Incident P ROBBERY (Hidden Site)
Icon Incident SearchArea Search Area 3x3
Element Name Actions Notes
Face UnknownSuspect Equipment Knife Thief (1) Icon Arrest Arrest Chance 100%
Icon FightChance Fight Risk 30%
Face UnknownSuspect Equipment BaseballBat Thief (2) Icon Arrest Arrest Chance 100%
Icon FightChance Fight Risk 30%
  • This location can only be found after completing a manual or automatic search of the area. The manual search area is 3x3, which is small enough for a couple of units to search within a reasonable amount of time. Alternatively, you could send the units to the victim's location to perform an automated search, though it will almost certainly take longer.
  • Upon arrival, police units find the two robbers. One is armed with a knife, the other with a baseball bat.
  • Both robbers must be arrested and taken to jail. Each of them has a 30% chance of resisting arrest, so it's possible that one or both of them will fight with police and require an ambulance as well. Though these robbers aren't too dangerous, it's generally a good idea to outnumber them about 2:1 with armed officers.

Optimal Conversation[]

This conversation is unique in that it requires you to select every single option in the script before it can end. Simply select any option you're presented with. Eventually the game will take over and start selecting any remaining options automatically, until the call ends.

As a result, the conversation below contains the full text of the conversation; It is simply organized in a way that acquires the location of the Stationary Site as soon as possible, so that you can start sending units to search it while the rest of the conversation proceeds.

Speaker Dialogue Extra Effects
Operator 911, what's your emergency? Reputation +3
Caller Hey, there was a robbery!
WHEN?
Operator How long ago did this happen?
Caller A moment ago! Disable Face UnknownSuspect Caller.
WHERE ARE ATTACKERS?
Operator Are your attackers still in the area?
Caller They ran away down the road.
WHERE?
Operator Where did it happen?
Caller Around <address> Icon Incident Call Stationary Location discovered.
Operator Do you have any injuries?
Caller No, we are fine.
Operator Did they have any weapons?
Caller Yes, a bat and a knife!
Operator Alright sir, we will take care of it, please wait for the emergency services. Reputation set to 1.
Caller Yeah I will! Call ended.

After Action Report[]

Condition ID If... After-Action Report Text
Story Always "The caller was robbed. The criminals ran away and a search was necessary."
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