- "You're the one who's been sending the cosmic rays into my room!"
- ―Disturbed Suspect
Dispatch Call Script
Dispatch: Any Central unit, a 415, possible mental case at Seventh and Flower. Unit to handle, Code Three identify.
Cole Phelps: This is car 11K, we'll handle the 415.
Dispatch: 11 King, your 415 is at the Alaco Station at Wilshire and Flower.
Stefan Bekowsky: Possible mental case, hah, couldn't stay away from that one, could you?
Once you're at the location, you will encounter a Disturbed Suspect with a pan on his head and wearing no pants beating a dead body with a baseball bat. When you approach him, he will attempt to flee, your objective is to catch him without harming him.
The player will chase him passing next to a cafe to a parking lot. (Note: the man will be doing a kind of chicken-cowboy dance, letting you catch up if you fall too far behind.). The player will receive one opportunity to quickly catch up to and tackle the subject shortly after the latter disrupts traffic in the middle of a crossroads (if you were slow on chasing him he will dance in front of the cars too). Failing to apprehend him here will lead to the suspect's climbing a pipe (He will wait for you, doing his chicken dance.) and then will lastly climb a ladder to a roof of a warehouse and jumps to his doom.
Alternatively, instead of following the subject directly, you can run north along Flower St. and then turn right to cut him off at the intersection, triggering a fist fight.
The game will register this street crime as successfully resolved regardless of whether you apprehend the suspect alive or he commits suicide.