911/112 Operator Wiki

Unconscious Man (previously "Unconscious") is a Generic Call Incident featured in 911 Operator. This call has a single storyline, revolving around a caller reporting a man lying unconscious in the street.

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

During Career play, this call may occur multiple times.

This call allows you to win the Achievement "Lifesaving Medal".

NOTE: There are two different script files for this call, and both are included with the game. The only major difference between them is the sex of the caller, with a few minor changes in phrasing for each. This article presents the text as it is in the newer (Female Caller) version, and only mentions the older (Male Caller) version in places where it is different in some relevant way. Both versions may be triggered during Free Play.

Opening Lines[]

Speaker Line
Operator "911, what's your emergency?"
Caller "Hi, there's an unconscious man here."

Randomized Plot Structure[]

The Unconscious Man call essentially has just one plotline: The caller reports a person who has passed out, and the operator talks them through various checks to determine the man's problem and - if necessary - administer proper first-aid treatment before the ambulance arrives.

However, in actuality, there are multiple randomized factors at every turn in the conversation, each sending the operator down different paths of conversation that ultimately lead to only three outcomes: Ignore the call, send an ambulance to treat the man, or send police to arrest him. The randomness mainly affects the flow of the conversation itself, with very few actions changing the outcome at all. There are also multiple "exit points" at different points, at which the call can just end without affecting anything at all.

As such, thoroughly explaining the conversation would require splitting the article into roughly a dozen discrete "sections", each tied to the others in complex ways, each with its own text and its own choices and random factors, but ultimately leading to only two possible outcomes. That would make for a needlessly long article.

Instead, this article only explains the multiple possible endings of the plot; as well as a way to circumvent them all and walk away with the maximum number of Reputation points and with the bare minimum of effort spent (essentially a loophole). The conversation itself is mostly glossed over a much as possible.

Reputation[]

Dialog Choice Resolve Call Reputation Ignore Call Reputation
(ANSWER CALL) +3
Caller saw the man faint, he is breathing. +1 Set to 0
Maximum possible: 3 0

Plot[]

(This call has only one convoluted "plotline", though it has multiple possible endings. They are all explained together below.)

Summary[]

A female caller (or male, in the older script version) dials 911 after seeing a man passed out in the street.

The operator begins a series of questions, attempting to ascertain the man's condition as units make their way to the location. He asks the caller whether she's seen the man collapse; whether the man is at all injured; whether the man is drunk; and finally, whether the man is breathing.

In some cases, the caller will report that the man is breathing and is starting to wake up. In others, the man might turn out to be drunk and/or brutally beaten. Either way, once the caller checks the man's breathing and pulse, he may turn out to have neither. In this case, the operator asks the caller to perform CPR on the man in an attempt to save his life.

The caller may know CPR and begin performing it on the man. Alternatively, she may say that she has no idea how to do it, and could try to enlist the help of someone else nearby. If no such help is found, the operator has no choice but to talk the caller through CPR procedures; though she may refuse to give the unconscious man the "kiss of life".

No matter how the CPR goes (or whether it is necessary at all), if the man hasn't already woken up the operator instructs the woman to wait for an ambulance (or the police, if the man is simply passed out drunk). Units arrive on the scene and resolve it by taking the man away, either to hospital or to jail.

On Site: Drunk[]

UNCONSCIOUS MAN (Drunk)
Element Name Actions Notes
Caller Always white.
Resolved by default.
Drunk man Arrest Chance 100% Always white male.
  • This scenario occurs if the caller reported that the man was drunk, and then determined that he was still breathing. If the man is found not to be breathing, he will instead be Clinically Dead.
  • The caller is always Resolved by default. No interaction with him/her is necessary.
  • The drunk man must be arrested by police and taken to jail. He will not put up a fight.

On Site: Beaten[]

UNCONSCIOUS MAN (Beaten)
Element Name Actions Notes
Caller Always white.
Resolved by default.
Beaten man Hit Points 90
Bleeding -0.3/sec
  • This scenario is only possible if the man was found to have injuries. However he must not be drunk, must be breathing, or the call must have ended before either of those things could be checked (see Optimal Conversation on how to achieve this very quickly). Otherwise, the man will be Drunk or Clinically Dead instead, respectively.
  • The caller is always Resolved by default. No interaction with him/her is necessary.
  • The beaten man is not too badly injured, but is bleeding, and will need to be treated and taken to hospital. Still, it would take literally minutes for him to die, so there isn't much of a rush.

On Site: Clinically Dead[]

UNCONSCIOUS MAN (Clinically Dead)
Element Name Actions Notes
Caller Always white.
Resolved by default.
Unconscious Hit Points 90
Bleeding Variable *
  • This scenario is possible in multiple cases, with the only difference being the man's bleeding rate.
  • The caller is always Resolved by default. No interaction with him/her is necessary.
  • The clinically dead man is not too badly injured, but is bleeding, and will need to be treated and taken to hospital.
  • The man's bleeding rate relies on how the conversation proceeded, both based on random rolls and the order in which the operator ascertained the man's condition:
    • If the man was found not to be breathing, the bleeding rate is set to -1/s at first, which only gives you 90 seconds to reach and treat him.
    • If the caller found something blocking the man's throat, they can be told to tilt his head back, reducing the bleeding rate to -0.5/s.
    • If the caller knows CPR, or couldn't find someone else to do it for her, the bleeding rate remains at -1/s.
    • If the caller was instructed to perform CPR on the man, and was either talked through the procedure or found someone else who can do it, the bleeding rate is reduced to -0.5/s.
    • If the man was found breathing, and the caller was instructed to wait for an ambulance without checking anything else, the man will be bleeding at a rate of -0.2/s if the caller is male, or -0.3/s if the caller is female. This situation can also occur if the man was checked for injuries/drunkness first, found not to be injured/drunk, and then found to be breathing normally.

Optimal Conversation[]

The call's structure is quite complicated, and contains multiple random rolls to determine the outcome of each question. This makes explaining the entire conversation extremely difficult.

Fortunately, the script is written in such a way that it is possible to conclude the conversation almost immediately while still ensuring the maximum possible reputation award (+3) - skipping the entire rest of the dialogue.

Follow these instructions, as well as the follow-up instructions, to conclude this call quickly and efficiently:

Speaker Dialogue Extra Effects
Operator 911, what's your emergency? Reputation +3
Caller Hi, there's an unconscious man here.
ANY INJURIES?
Operator Does he have any visible injuries?
Caller A black eye, and there's some dry blood on his face too. 50% chance.
Enable Beaten man.
No, I think he's not injured. 50% chance.
WHERE?
Operator Where are you calling from?
Caller I'm around <address> Location discovered.
I'LL SEND AN AMBULANCE
Operator I'm sending an ambulance.
Caller Okay, thanks... Call ended.

If the Beaten man was not enabled, this leaves only the Caller at the scene, who is resolved by default. As soon as any unit reaches the incident location, it will instantly be resolved, awarding you +3 Reputation.

If the Beaten man was enabled, you must send a medical team to treat him and take him to hospital for +3 Reputation.

Choices to Avoid[]

Technically speaking, there are no "wrong" choices in this conversation; Nothing you can do will hurt your reputation directly. However, as explained above, most of the conversation is redundant to begin with, only serving to waste your time. It is typically best to just get it over with as soon as you can, by selecting any option that instructs the caller to wait for emergency units, or even leave the area altogether.

Ignoring the Call[]

It is possible to ignore this call, but this has only 25% chance of succeeding, and if it fails, you will be unable to use the loophole to end the call quickly as explained below.

Follow this path, and hope for the best:

Speaker Dialogue Extra Effects
Operator 911, what's your emergency? Reputation +3.
Caller Hi, there's an unconscious man here.
DID YOU SEE HIM PASS OUT?
Operator Did you see him pass out?
Caller No, he was on the ground when I found him. 50% chance.
You are locked out of the "Ignore" path, and will have to send units to the incident site.
Yes, I saw him falling. 50% chance.
Continue...
CHECK HIS BREATH
Operator Does he have a pulse? Is he breathing?
Caller Wait a second . . . . . . . . . Oh God. He's not breathing. 50% chance.
You are locked out of the "Ignore" path, and will have to send units to the incident site.
Yeah... he's breathing... oh wait. He's waking up. 50% chance.
Reputation -2
Ignore Reputation set to 0.

Once that last line has been spoken and your options come up, press "IGNORE" immediately to end the call with no effect on your reputation.

Alternatively, continue by asking WHERE? to discover the incident location. If you have a free unit of any kind nearby, send it to the incident site to resolve it instantly, gaining you +1 Reputation for free!

Again, this path is a little risky: there is only a 25% chance of both random factors going in your favor. If either of the random factors fail, you will instead be locked into the normal conversation path, which can potentially end up dragging out much longer as you try to get the caller to perform CPR.

After Action Report[]

Condition ID If... After-Action Report Text
Prison Unused "The drunk man was taken to the police station to sober up."
Helped Caller or someone else performed proper CPR. "The unconscious man was given first aid."
Refused Caller refused to give mouth-to-mouth. "The caller refused to follow the operator's instructions."
Fail Operator decided not to talk caller through CPR procedure.
(Female caller only)
"The operator has failed to help the caller."