- "Fight them, stop them, Jeeesus, who am I, Batman?"
Warehouse Theft is a Call Incident in 112 Operator. With a Call Level of 0, it is allowed to trigger on any Duty that allows random Call Incidents, including the very first Duty. This call only spawns a single incident site, requiring police response and in some cases a medical response; the nature of the response can change radically based on dialog choices made by the operator. The call dialogue is completely predictable (no randomized responses from the caller).
The incident involves a man named Lee Heges - a security guard at a warehouse - who calls 112 to report that the warehouse is being robbed by three people. The operator has multiple ways to handle this, with different results. In some cases, the robbers will run away, leaving only the guard to be questioned by police. In other cases, the robbers attack the guard, requiring police to assault the building and arrest them by force. In the best case scenario, the guard can subdue all three robbers by himself, making the arrest a trivial matter.
For the best solution to this call, see this guide.
Opening Lines[]
| Speaker | Line | |
|---|---|---|
| Operator | 112, what's your emergency? | |
| Caller | Hello? This is Lee Heges speaking. I'm a security guard at the warehouse at <address>. Some guys are trying to rob us.
| |
Trigger Conditions[]
The Warehouse Theft incident has a Call Level of 0. This means that the call may randomly happen on any Duty - including the very first one - if the game decides to trigger a random Call Incident on that Duty.
Once this call is triggered, it will not be triggered again for the remainder of the game - except in Freeplay mode if "Repeated Calls" have been enabled.
Structure[]
The Warehouse Theft incident is a Call Incident, which begins with a phone conversation with a citizen. The call is completely predictable: it contains no randomized responses from the caller, and the outcome depends entirely on choices made by the operator; the same choices will always lead to the same results.
This incident contains only a single scene, which becomes visible on the map as soon as the caller finished speaking their opening line.
The phone conversation has a total of 5 potential outcomes, each causing substantial changes to scene elements, Reputation Reward, and Ignore Penalty.
Call Summary[]
The Warehouse Theft incident begins with a man identifying himself as Lee Heges, a warehouse guard, calling 112 to report a robbery in progress. He's hiding in the guard room and reluctant to engage the robbers.
The operator inquires about the warehouse alarm system; it turns out that the warehouse does have one, but it's been turned off. The operator then asks if the building has a Public Announcement system, which the caller confirms. The operator suggests the caller try to scare the robbers by going on the P.A. system and pretending to be the police, warning the robbers that they are surrounded. The guard tries this, and the robbers surrender immediately. Police then arrive and arrest them all without a fight.
Alternative Options[]
The entire affair can be made much simpler to resolve by telling the guard to turn on the alarm system - causing the robbers to run. This allows the entire incident to be ignored while still winning a respectable number of Reputation points; but not nearly as many as the optimal solution.
It is also possible to just tell the guard to wait for the police. The robbers remain on the scene, and will fight your police officers once they arrive.
Negative Choices[]
Convincing the guard to do his job and try to stop the robbers himself, or convincing him to leave the building and try to lock the robbers inside, both result in the guard getting attacked by the robbers and becoming injured. Not only does this cause a serious loss of Reputation points for the incident, it now requires medical response as well as police response, and the robbers will still be armed and eager to fight when police arrive - resulting in a dangerous shootout.

Warehouse Theft Scene[]
The Warehouse Theft incident contains only a single scene, which is hidden at first; but it appears on the map automatically once the caller finishes speaking his opening line.
The scene may contain different elements, depending on the outcome of the phone conversation. It always contains between one and four police elements, and may contain a medical element if the caller was injured by the robbers.
Description[]
This scene takes place in a building. Inside the building are between one and four different elements, including the caller himself (who is either a witness or bleeding to death) and three robbers. Dialog choices made by the operator during the phone conversation determine which elements appear on the scene.
If the caller has activated the alarm, subdued the robbers by himself, or just waited for the police, then he is a witness and must be questioned by police.
If the caller has confronted the robbers or tried to lock them inside the building, then he is replaced by a different version of himself that is bleeding to death. This version of the caller must be treated by medics and evacuated to hospital. His health begins at 60 Hit Points as soon as he becomes hurt, and starts deteriorating at a rate of -0.1 per real-time second (on SLOW game speed). This gives you 600 seconds to reach him, fight and arrest the robbers, and begin treatment before he dies of his injuries - not an easy task.
The robbers will only be present if they haven't been scared off by activating the alarm. If present, they must always be arrested and taken to prison. They are all armed with various weapons (one Handgun and two random melee weapons), but their willingness to fight completely depends on the outcome of the phone conversation:
- If the caller was told to wait for the police or try and take the robbers down by himself, one of the robbers has an Aggression value of 1.0 and will always attack the police when they arrive. The other two robbers have an Aggression value of 0.7, making them very likely to join in the fight. A serious police response is required. Medical units should stand by to treat the dying Caller once the battle is over, and likely transport multiple wounded people to hospital.
- If the caller was told to scare the robbers into surrendering by using the P.A. system, all three robbers' Aggression value is 0 - they will not resist arrest at all.
Resolution[]
By default, the Reputation reward for this scene is +3 points; the penalty is -3 points, subject to multipliers from the current difficulty setting; and there is no time limit to reach the scene before it fails automatically. This default outcome can be reached by telling the guard to just WAIT FOR THE POLICE.
However, each of the four different outcomes of the phone conversation radically alters one or more of these factors.
- If the caller is told to ACTIVATE THE ALARM, the penalty for ignoring this incident is raised to +3 - matching the Reputation Reward. This saves you the need to send any units, since you can simply ignore the incident for the same reward as resolving it.
- If the option THE BUILIDING IS SURROUNDED is used (scaring off the robbers), the reputation reward is increased to +8 - the highest possible for this incident. However, units must now reach the scene within 500 real-time seconds (on SLOW game speed) or the entire incident will automatically fail, for the default penalty of -3.
- If the caller is told to DO IT ANYWAY (getting him to lock the robbers inside the building), the Reward for resolving the scene drops to 0 points. Furthermore, the caller becomes critically injured and will die within 600 real-time seconds (on SLOW game speed). If he dies, the reward drops to -5, and the Ignore Penalty drops to -8.
- If the caller is told THAT'S YOUR JOB (convincing him to attack the robbers), the reward and penalty are adjusted to -2 and -8, respectively. The caller becomes critically injured as described above, and if he dies, the reward and penalty are adjusted again to -7 and -13, respectively. This is the absolute worst-case scenario.
Police[]
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Medical[]
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After-Action Report[]
| Condition | Text |
|---|---|
| Opening Lines spoken | A warehouse security officer reported an ongoing theft |
| THAT'S YOUR JOB | The security officer was attacked by thieves due to operator's bad advice |
| DO IT ANYWAY | |
| THE BUILIDING IS SURROUNDED | The thieves have surrendered |
| ACTIVATE THE ALARM | The thieves disappeared without a trace as a result of the operator's advice |
| Unused | The operator made sure that caller is in a safe place |
Trivia[]
The caller identifies himself as "Lee Heges". The script mentions that he should sound jaded and fed-up with his job; specifically "like Casey Afflect [sic] in Manchester by the Sea movie". Casey Affleck's character in Manchester by the Sea is named Lee Chandler.
