911/112 Operator Wiki
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Vandals is a Generic Call Incident featured in 911 Operator. This call only has a single storyline, involving a caller reporting that she'd seen a group of men vandalizing some property. The conversation has multiple randomized twists and turns, resulting in several different endings that can be quite different from one another.

As a Generic Call, Vandals can be triggered during both Free Play and Career Play, multiple times.

Opening Lines[]

This call may start with either of two opening lines.

Speaker Line
Operator "911, what's your emergency?"
Caller "Hello, could you do something about those idiots?"
"I want to report a group of men causing trouble."

Randomized Plot Structure[]

This call only has a single storyline, but nearly every question asked by the operator elicits a randomized response from the caller. Some of these responses directly alter the flow of the conversation, others do nothing at all, and some have a profound effect on the On Site scenario.

The call begins with a random roll to determine which opening line the caller will use. There is an 85% chance of one opening line being used, and only 15% for the other. The first opening line offers access to the entire conversation, while the second toggles off several possible avenues, resulting in a simpler flow of the same storyline.

Once that's done, the operator may begin to ask questions about the vandals, their location, their actions, and eventually the damage they've caused. The answers to these questions are all random. Some answers will alter the On Site scenario by adding elements, removing elements, or changing their properties. Other answers will simply disable potential answers to other questions, narrowing down later parts of the conversation.

Eventually, the operator only needs to decide whether to commit to send units or not. There is only one specific and relatively rare case in which the call can be IGNORED.

Reputation[]

Dialog Choice Resolve Call Reputation Ignore Call Reputation
(ANSWER CALL) +3
Four vandals present Set to 4
GIVE FIRST AID
(50% chance of success)
Set to 1
FIRST AID INSTRUCTION? +1
IGNORE
(General case)
Set to -2 Set to -3
IGNORE
(Vandals engaged in graffiti, no other damage)
Set to 1 Set to 1
Maximum possible: 4 1

Unfortunately, due to an obvious typo, getting the caller to give first aid to an injured passerby reduces your reward instead of increasing it. The maximum possible reward would've been 6, otherwise.

Ignoring the Call[]

There is only one single path that allows you to IGNORE the call while still receiving a +1 reward. This only occurs if the vandals are engaged in graffiti, and the caller reports no other damage.

Since this call is highly randomized, there is only a very low chance for this ending to be selected. In fact, there is a 15% chance for this potential ending to be disabled immediately as soon as the call starts.

Opening Lines and Effects[]

The first important divergence occurs right when the phone conversation starts. The game has a 15% chance to select an alternative opening line which disables most of the conversation options, leaving the conversation significantly more simplified.

The other (more common) option leaves all operator questions and call responses enabled, making for a more randomized plot with more potential hazards.

Opening Line 1[]

The following opening signifies the "common" plot:

Speaker Dialogue Extra Effects
Operator 911, what's your emergency?
Caller Hello, could you do something about those idiots? 85% chance.

This line has an 85% chance to occur. If it does, it leaves all of the plot pathways open. Most importantly, it enables the possibility of a fire at the incident side, and with it a rare ending that can be IGNORED.

Opening Line 2[]

The following opening signifies the "rare" plot:

Speaker Dialogue Extra Effects
Operator 911, what's your emergency?
Caller I want to report a group of men causing trouble. 15% chance.

This line only has a 15% chance to occur. If it does, it disables several possible caller responses, including entire lines of inquiry. As a result, the incident will always happen at a park, there will always be more than 2 vandals present if the caller asks about them (which he shouldn't), and they will never be causing damage to private property nor stealing anything from a nearby house.

Instead, the chance of the vandals attacking a passerby (leading to the Injury ending) is 66%, while the chance of a fire is exactly 0%. Unfortunately, this also completely disables the chance of an ending that can be safely IGNORED.

Questioning[]

The meat of the phone conversation consists of different questions the operator may ask. There is a total of 7 questions (or 8, depending on how they're counted), three of which will be available immediately, and the rest becoming unlocked further into the conversation. Some of these questions become completely disabled when the alternative opening line is selected.

For the most part, each question is a pit trap: The answer will either change nothing, or exacerbate the situation in some way or another. As such, your objective is to get to the end of the call with as few questions as possible, thus incurring the least amount of risk possible.

At first, the operator may only ask these three questions:

1. WHERE? determines the physical location of the incident. This question has no negative effects, and should always be asked. The alternative opening line leaves only one possible answer to this question; otherwise there are four.
2. HOW MANY ARE INVOLVED? determines how many vandals are present. The default number of vandals is 2, and asking this question can either leave it as-is or increase it. Therefore, this question should be avoided!
3. WHAT ARE THEY DOING? determines the vandals' current activity. There are three possible answers, one of which is completely disabled by the alternative opening line as well as 2 of the possible 4 answers to the question WHERE?.

Once WHAT ARE THEY DOING? is asked, either one or two of the questions may become enabled:

4. ANY INJURIES? is your first opportunity to reach an ending. Asking this question may or may not remove all the vandals from the scene, replacing them with an injured person to be treated. Alternatively, the injured person could be added without removing the vandals; or nothing at all will be changed. In all cases, you'll get the opportunity to end the call here. There is also a possibility to ask a follow-up question, trying to convince the caller to administer first-aid to the injured person (if there is one), though this hurts your Reputation reward.
5. PRECISE is only made available some of the time, and completely disabled by the alternative opening line. It determines whether the vandals are attacking a residential building. This question may unlock two additional questions, and may lead back to question #4 ("ANY INJURIES?") in some cases.

Finally, if PRECISE was asked, up to two of the following questions may be enabled:

6. ARE THEY STEALING? determines whether the vandals have become thieves. One answer to this question will cause the incident to start Icon Chase moving and removes the caller from the incident site. The others change nothing about the scenario. However, most of the answers here will disable the possibility of a fire breaking out at the vandalism site.
7. ANY OTHER DAMAGE? determines whether a fire has started at the incident site. There is an equal chance of a large fire breaking out, a small trash fire, or no fire at all. In the first case, the vandals will also run away, but the fire is indeed quite substantial; in the other case they'll stay on site. Whatever is selected, the operator may end the call immediately after asking this question, potentially even by IGNORING it.

Choosing your Questions[]

Since the call is heavily randomized, and the conversation greatly affects the incident site, the only thing you can do is minimize or maximize your chances of getting a desirable scenario by choosing certain questions and avoiding others.

First, you need to decide which units you optimally want to send, based on which units are available in the area. Then, follow the instructions below, and hope for the best:

  1. Always start with WHERE?. Determining the location of the incident site helps you figure out which units are nearby.
  2. Avoid HOW MANY ARE INVOLVED?. It can only make matters worse.
  3. Continue with WHAT ARE THEY DOING?. If the vandals are not "destroying a building", your next choice must be ANY INJURIES?, which means you will most likely (but not always) need to send an ambulance. Then choose I'LL SEND HELP or HELP IS ON THE WAY (doesn't matter which) to end the conversation.
  4. If the vandals are "destroying a building", you must continue with PRECISE. This will open up at least one of the following questions, from which you can choose depending on the units you have:
    1. Icon Incident PM: Choose ANY INJURIES?, then either I'LL SEND HELP or HELP IS ON THE WAY (doesn't matter which) to end the conversation.
    2. Icon Incident PF: Choose ANY OTHER DAMAGE?. If the option IGNORE appears, you can select this to IGNORE the call altogether. Otherwise select I'LL SEND HELP to end the conversation.
    3. Icon Incident P: Choose ARE THEY STEALING?, and then...
      1. If the caller reports any act of theft, choose ANY OTHER DAMAGE?. Then, choose I'LL SEND HELP to send only police units to catch the thieves, or IGNORE to be able to IGNORE this call immediately.
      2. Otherwise, go back one step and continue with ANY INJURIES? or ANY OTHER DAMAGE depending on which units you have available.

Ending 1: Injury[]

This ending is available in nearly all circumstances, with the exception of vandals just doing graffiti around a neighborhood. It is triggered by choosing ANY INJURIES?.

This ending has a 66% chance of adding an heavily-injured person to the scene. The injured person is in need of emergency medical aid, and will die very quickly if not treated; the only way to alleviate this situation (other than getting units to the site very quickly) is to forfeit a few Reputation points by getting the caller to administer first aid.

In 33% of cases, this ending will also remove all of the vandals from the scene, though police still need to be sent to interrogate the caller.

Summary[]

The caller reports that the vandals have attacked a random passerby on the street. She may also report that the vandals have run away after doing so. One way or another, the vandalism has just turned into a serious medical situation.

(Optional:) The operator asks the caller to administer first aid to the injured person. If she agrees, she turns out to be a nurse, and requires no instructions on how to do so - saving the man's life.

The operator sends police units to the area to look for the vandals (who may or may not have run away from the scene by this point), and to save the injured man's life.

On Site[]

Icon Incident P or Icon Incident PM VANDALS (Ending 1: Injury)
Element Name Actions Notes
Face UnknownSuspect Caller Icon Interrogate Interrogate Always female.
Face UnknownSuspect Vandal (1) Icon Arrest Arrest Chance 50% Always male.
Icon FightChance Fight Risk 50%
Face UnknownSuspect Vandal (2) Icon Arrest Arrest Chance 50% Always male.
Icon FightChance Fight Risk 50%
Initially disabled elements
(may become active depending on conversation or other events)
Face UnknownHeavyInjured Injured man Icon HeavyInjury Larger Hit Points 60 Always male.
Icon Bleeding Bleeding -1.3/sec
  • On arrival, units will find the caller still on site. Additionally, either the Injured Man, the Vandals, or both will also be here.
  • The caller is a witness, and must be interrogated by police.
  • The vandals will be here in 66% of cases. By default there are only two of them. Each has a 50% chance of requiring arrest and transportation to jail, otherwise they must only be questioned. Each vandal also has a 50% chance of starting a fight with the police, making it quite likely that at least one of them will do so. Make sure you have medical units standing by, and enough ambulance space for both vandals.
  • The injured man will appear in 66% of cases, not necessarily together with the vandals. By default, he has only 60 Hit Points and is bleeding them at a rate of -1.3/s, giving you only 45 seconds - from the moment the caller reports an injury at the scene - to reach and treat him. He requires transportation to hospital by default.
  • If you can get the caller to administer first aid to the injured man, his bleeding will stop and he will not require transportation to hospital at all. However this reduces your Reputation reward to only +2, and requires a bit of luck to succeed.

Optimal Conversation: Injury[]

There are multiple ways to get to this ending, and only random chance will determine which path will be available and whether this ending will be accessible at all - though it will be in most cases.

Speaker Dialogue Extra Effects
Select this option as soon as it appears:
ANY INJURIES?
Operator Have they injured anyone?
Caller No, I don't think so. 33% chance.
Not that I can t.....OH! They've just started fighting with someone. One of them punched him! He's fallen to the grou....Jesus CHRIST! They're kicking him! All of them, they're kicking him! 33% chance.
Enable Face UnknownHeavyInjured Injured man.
Yes! They pushed an older man and he fell. I think he hit his head. He isn't moving. 33% chance.
Enable Face UnknownHeavyInjured Injured man.
Disable Face UnknownSuspect Vandal (1).
Disable Face UnknownSuspect Vandal (2).
If the caller reported no injuries:
I'LL SEND HELP
Operator Help is on the way. They'll be there shortly.
Caller Okay, thank you for your help. Call ended.
Else, if you wish to get the full Reputation reward:
WAIT FOR HELP
Operator Ok ma'am I've got the ambulance on the way. Just wait for it, okay?
Caller Okay, thank you for your help. Call ended.
If you wish to forfeit some Reputation to increase the man's chance of survival:
GIVE FIRST AID
Operator Could check his condition and give him first aid?
Caller No WAY! These guys are really scary! That's why I called 911! So you guys can take care of them 50% chance.
They've run away. I think I can try and help him. 50% chance.
Reputation set to 1.
Face UnknownHeavyInjured Injured man Icon Bleeding Bleeding rate now 0/s.
If the caller refused to help:
I'LL SEND HELP
Operator Help is on the way. They'll be there shortly.
Caller Okay, thank you for your help. Call ended.
If the caller agreed to help:
FIRST AID INSTRUCTION?
Operator Do you need me to give you directions on first aid? It might be necessary to help him. Reputation +1.
Caller No, that won't be necessary. I've worked as a nurse a few years ago. I'll call again if his condition worsens before the ambulance gets here
Operator Help is on the way. They'll be there shortly.
Caller Okay, thank you for your help. Call ended.

Ending 2: Fire[]

This ending is only available with Opening Line 1.

Even with Opening Line 1, there is only a 50% chance that this ending will be enabled based on the location of the caller (it can only be in a residential neighborhood or a shop), and then only a 33% chance that the vandals will be engaged in actual vandalism - for a total of ~16.6%.

With all that, just because this ending is enabled doesn't mean it should be selected. This ending has a 66% chance to start a fire, which means firefighter response will be necessary. Moreover, the fire can be large or small, with the large fire being quite substantial and dangerous (though in this case the vandals will run away, removing that problem at least).

On the other hand, in 33% of cases this ending allows you to IGNORE the call entirely, for a small +1 Reputation reward. In many ways, this is the optimal solution to the call, as all other endings pose at least some danger.

Summary[]

The caller reports that the vandals are attacking a house or place of business. When asked whether they've caused any damage, the caller reports that they've set fire to either the building or a trash bin.

The operator sends firefighting units to deal with the fire, while also dispatching police to catch the vandals, if they're still in the area.

(ALTERNATIVELY:) The caller reports that the vandals are simply spraying the building with graffiti, in which case the operator has the option to tell her that this is not an emergency.

On Site[]

Icon Incident PF or Icon Incident F VANDALS (Ending 2: Fire)
Element Name Actions Notes
Face UnknownSuspect Caller Icon Interrogate Interrogate Always female.
Face UnknownSuspect Vandal (1) Icon Arrest Arrest Chance 50% Always male.
Icon FightChance Fight Risk 50%
Face UnknownSuspect Vandal (2) Icon Arrest Arrest Chance 50% Always male.
Icon FightChance Fight Risk 50%
Initially disabled elements
(may become active depending on conversation or other events)
Icon Fire Larger Trashbin on fire Icon FireWork Fire Work 50 sec.
Icon Fire Larger Fire Icon FireWork Fire Work 300 sec.
Icon FireGrowth Fire Growth 1/sec.
  • On arrival, units will find the caller still on the scene. The vandals may still be present, and there may be a fire either in a trash bin or inside the house.
  • The caller will be here in 66% of cases. She is a witness, and must be interrogated by police.
  • The vandals will be here in 66% of cases. By default there are only two of them. Each has a 50% chance of requiring arrest and transportation to jail, otherwise they must only be questioned. Each vandal also has a 50% chance of starting a fight with the police, making it quite likely that at least one of them will do so. Make sure you have medical units standing by, and enough ambulance space for both vandals.
  • The trash fire appears in 33% of cases, always together with the vandals. It is simple to put out, requiring only 50 seconds of Fire Work.
  • The larger fire has a 33% chance to occur. In this case, the vandals will be gone from the scene, as will the caller. If you've triggered Ending 1 and then returned here, the injured man will also be gone. The larger fire requires 300 seconds of Fire Work to put out, but has a Growth factor of 1/sec: 20 seconds after this fire is reported by the caller, it will begin to grow in intensity every second, and will continue to do so as long as there is no firefighter actively putting it out.

Optimal Conversation: Fire[]

There are multiple ways to get to this ending, and only random chance will determine which path will be available and whether this ending will be accessible at all.

This ending is best attempted if you have multiple fire units (or one well-equipped fire unit) nearby. It may give you the option to IGNORE the call partway through, which is preferable in most cases.

Speaker Dialogue Extra Effects
Select this option as soon as it appears:
ANY OTHER DAMAGE?
Operator Have they caused any other damage?
Caller No, I didn't see anything like that. 33% chance.
Well, they started a fire in a trash can 33% chance.
Enable Icon Fire Larger Trashbin on fire.
Yes, they set a trash bin on fire... Oh my God. . . . . . it just fell over.. . . . . . . . Now, whole ground is on fire. Jesus... Send firefighters! 33% chance.
Enable Icon Fire Larger Fire.
Disable Face UnknownSuspect Caller.
Disable Face UnknownSuspect Vandal (1).
Disable Face UnknownSuspect Vandal (2).
If this option is available (very rare case), you may take it in order to IGNORE the call:
IGNORE
Operator This is not an emergency for 911. I can't send any emergency units.
Press IGNORE as soon as the caller begins to speak.

Else, this option will always be available:
I'LL SEND HELP
Operator Help is on the way. They'll be there shortly.
Caller Okay, thank you for your help. Call ended.

Ending 3: Theft[]

This ending has the least chance of being enabled out of all endings.

Firstly, this ending is only enabled when Opening Line 1 is used. Next, the caller must report that the vandals are attacking a building (33%), and that they have broken in the door (33%). This enables the question ARE THEY STEALING?, which triggers this ending.

During the Theft ending, you have a 33% chance for the thieves to leave the crime scene; however this only occurs if the incident is first reported to be happening at a shop, otherwise this will never happen. If the thieves are leaving, the caller is disabled, and the incident starts Icon Chase moving at a slow pace (you can catch it with any vehicle).

Note, however, that this "ending" isn't actually an ending. You still have to choose either Ending 1 or Ending 2:

  • If the thieves have stolen something, whether from the building or from a passerby, you can safely choose ANY OTHER DAMAGE? next. This triggers Ending 2, but reduces the chance of an actual fire to 0%. You can simply end the call from there. You will never get the chance to IGNORE the call, however.
  • If the vandals haven't stolen anything, you may choose ANY INJURIES or ANY OTHER DAMAGE?, leading to Ending 1 or Ending 2, respectively. Those endings will play out as though you've never asked about any theft.

Summary[]

The caller reports that the vandals are attacking a house or shop, and have just broken down the door. When asked, the caller reports that they have just stolen something.

The operator sends police units to intercept the thieves and arrest them. They are likely to put up a fight.

On Site[]

Icon Incident P VANDALS (Ending 3: Theft)
Icon Chase Moving Speed 15 33% chance.
Element Name Actions Notes
Face UnknownSuspect Caller Icon Interrogate Interrogate Always female.
Face UnknownSuspect Vandal (1) Icon Arrest Arrest Chance 50% Always male.
Icon FightChance Fight Risk 50%
Face UnknownSuspect Vandal (2) Icon Arrest Arrest Chance 50% Always male.
Icon FightChance Fight Risk 50%
  • On arrival, units will either find the caller still waiting, the vandals, or both.
  • If the caller reported that the thieves are leaving the area, the incident will be Icon Chase Moving at a speed of 15, and must be intercepted first. This can be done with practically any vehicle, including even Police Bicycles. The caller will be removed if the incident is moving.
  • The caller is a witness, and must be interrogated by police.
  • By default there are only two vandals. Each has a 50% chance of requiring arrest and transportation to jail, otherwise they must only be questioned. Each vandal also has a 50% chance of starting a fight with the police, making it quite likely that at least one of them will do so. Make sure you have medical units standing by, and enough ambulance space for both vandals.

Optimal Conversation: Theft[]

There is only one way to get to this ending, though only random chance will determine which path will be available and whether this ending will be accessible at all.

Choose this ending if you want to respond with only police units - though expect a fight, which could lead to injuries and hospitalization.

Speaker Dialogue Extra Effects
Select this option as soon as it appears:
ARE THEY STEALING?
Operator Can you tell if they've stolen anything?
Caller No, I didn't see them go inside. 33-50% chance.
Well, it looks like they might have robbed this one guy. They stopped him and a moment later it looked like he gave them his wallet. 33-50% chance.
I guess they could have. They've gone inside the building....oh, now it looks like they're leaving! 0-33% chance.
Incident begins Icon Chase Moving at speed 15.
Disable Face UnknownSuspect Caller.
If the caller reported any sort of theft, skip to Optimal Conversation: Fire. The caller will always report no fire.

If the caller reported no theft, you may choose between Optimal Conversation: Fire or Optimal Conversation: Injury based on your preference.

After Action Report[]

Condition ID If... After-Action Report Text
Story Always "Caller reported men who behaving like vandals in public."
Bigfire Caller reported any kind of fire. "The action of vandals resulted in setting a fire in the area."
Inj Caller reported an injured man on the scene. "Vandals beat one of the pedestrians. His condition required medical help."
Yeshelp Caller agreed to help an injured man. "Caller gave first aid to the men."
Nohelp Caller refused to help an injured man. "Caller refused to give first aid."
Greatquestion FIRST AID INSTRUCTION? "Operator asked caller if he needs information about first aid instruction. However, that wasn't necessary."
Badignore IGNORE (most cases) "Operator decided to ignore the emergency call."
Ignorable IGNORE (Caller reported graffiti only) "Operator decided to ignore the call, because that wasn't emergency matter."
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