911/112 Operator Wiki

Not to be confused with related subjects The Arsonist (112 Objective) or The Arsonist (112 Incident).

Arsonist is an Event in 112 Operator. It triggers on Duty #12 of a Campaign Game, and can trigger during a Freeplay game on "Junior" and "Middle" difficulties only. It never occurs in any Scenario game.

In this event, a string of building fires lead police to suspect that an arsonist is involved. The operator gets the chance to assist in the capture of this arsonist, but if that fails, there will be up to three additional chances to do so.

The event is mostly just a string of specific incidents being triggered on each Duty. Some of these incidents offer a chance to end the event early (and successfully). If the first of these opportunities (a Call Incident) does not result in catching the arsonist, the event turns into a manhunt with a potential monetary reward of €25,000. However this comes with a risk due to all of the extra fires that will occur during the manhunt - putting an extra strain on your firefighters until the arsonist is finally caught.

Effects[]

This event can run for as few as 2 Duties, or as long as 7 Duties, depending on the player's actions; though in practice it is over by the 5th duty at the latest.

On each Duty, the event spawns a specific set of Reported Incidents or Call Incidents. A hidden Objective is used to control whether the incident ends early (after only 2 Duties), or proceeds further into the manhunt section. During that manhunt, if it happens, a different (visible) Objective allows ending the event early with a nice monetary reward.

Objective #1[]

The Arsonist event begins by adding a hidden Objective, which does not appear on the player's Objectives list. The only purpose of this objective is to control the transition between parts 1 and 2 of the event.

This objective can only be fulfilled by properly resolving The Arsonist Call Incident, on the second Duty of the event, by catching the arsonist. Doing so causes the entire event to end immediately.

Conversely, if The Arsonist incident was not completed properly (the arsonist was allowed to get away), then the hidden objective fails, and part 2 of the event is triggered.

Burning Buildings[]

On its very first Duty the event spawns three separate instances of the Burning Building Reported Incident.

The three incidents are spawned at equivalent intervals throughout the Duty:

  • One is spawned 3 hours after the start of the Duty (on the in-game clock).
  • One is spawned 6 hours after the start of the Duty (the exact half-way point on the clock).
  • One is spawned 9 hours after the start of the Duty (3 hours from the end).

The outcome of these incidents is not relevant to the Objective.

Call Incident[]

On the 2nd Duty of the event, it will always trigger The Arsonist Call Incident. In this incident, a passerby spots the arsonist in the act. While firefighters get to work putting out the fire, police can pursue the arsonist, and have an opportunity to catch him.

The outcome of this incident is extremely important to the event:

  • If the arsonist is caught, the event ends immediately. There is no reward, although the next few duties will be easier without all of the extra incidents that the event would otherwise spawn.
  • If the arsonist gets away, the event continues into part 2 - the manhunt. Over the next 3 Duties, you get three additional chances to catch him, but now doing so carries a monetary reward. This should be seen as the desirable option, in most cases.

Objective #2[]

If Part 2 of the incident has been triggered, a new Objective called "The Arsonist" is added to the player's Objectives list. This objective instructs the player to catch the arsonist and bring him to justice.

This objective's win condition is triggered by catching the arsonist during any instance of Burning Building (Arsonist v2) (see below). This is similar to the hidden objective from part 1 of the event; except that here, you will be rewarded €25,000 for successfully catching the arsonist.

Completing this objective also instantly ends the event.

If this objective isn't completed by the 5th Duty of the event, then the event has essentially failed; there will be no further opportunities to catch the arsonist. There is no penalty for failing this objective.

Extra Incidents[]

Part 2 of the event (if it happens at all) begins on the event's third Duty, and lasts for a maximum of 3 Duties. On each of those Duties, the event spawns extra Reported Incidents as follows:

This gives a total of 8 extra incidents over a period of 3 Duties.

Fully resolving any of the Burning Building (Arsonist v2) incidents by catching the arsonist ends the entire event immediately, with the promised cash reward. Any of the remaining Burning Building incidents scheduled to spawn on future duties are instantly canceled.

If the arsonist is not caught in any of the three Burning Building (Arsonist v2) incidents, there will be no further opportunity to catch the arsonist. No further incidents are spawned on the sixth and seventh Duties of the event, at which point it will fail automatically.

Game Types[]

This event has different trigger conditions and/or effects depending on the type of game being played.

Campaign Game[]

In a Campaign game, the Arsonist event always begins on Duty #12, and will end on Duty #18 at the very latest.

The first three Burning Building incidents are spawned on Duty #12.

The Arsonist Call Incident occurs near the halfway point of Duty #13. If the arsonist is caught during this call incident, the event ends here with no reward.

Part 2 of the event, if it happens at all, begins on Duty #14. Two Burning Building (Arsonist v1) incidents will spawn during this Duty, followed by one Burning Building (Arsonist v2) near the end of the duty.

If the event continues to Duty #15, the same pattern (v1, v1, v2) occurs again.

Finally, if the event continues to Duty #16, the game will spawn Burning Building (Arsonist v1) once during the first half of the duty, and Burning Building (Arsonist v2) during the second half. This is your last chance to arrest the arsonist and get the reward.

The Pandemic Outbreak DLC does not change the timing or behavior of this event.

Freeplay Game[]

The Arsonist event can only happen in a Freeplay game that is played on "Junior" or "Middle" difficulties. It will never occur at any other difficulty level.

  • At "Junior" difficulty, this event has a chance to trigger between Duty #4 and Duty #13.
  • At "Middle" difficulty, this event has a chance to trigger between Duty #1 and Duty #10.

There is no guarantee that this event will spawn at all during a given Freeplay game.

Other than the variable start date, the event is functionally identical to the version seen in a Campaign Game (see above).

The Arsonist event cannot be switched off when starting a new Freeplay game.

This event is flagged as "not lonely", which means that it may occur concurrently with any other event that is also "not lonely".

Once the event has concluded, it cannot happen again during the same Freeplay game.

Scenario Game[]

There are currently no official Scenarios in which this event will occur.

E-Mails[]

Alert[]

At the start of the event's second Duty, the player receives the following e-mail letter:

From: <boss's full name> <boss's address>@alarm.gov
Subject: Actions priority
Please read carefully!

This information is confidential, only for internal use.

The fire department analyzed the recent fire incidents and came to the conclusion that we are dealing with an arsonist. For this reason, all incidents related to fires should be considered a priority for you. Getting units to the scene quickly can increase your chances of catching an arsonist.

Your actions are key to safety!

<boss's full name>
Emergency Management Center Manager

Event Success[]

If the arsonist is caught during The Arsonist Call Incident on the second Duty, or during any of the Burning Building (Arsonist v2) incidents that spawn on subsequent Duties, the player receives the following letter at the start of the next Duty:

From: <boss's full name> <boss's address>@alarm.gov
Subject: Arsonist caught
I've heard that some men just want to watch the world burn... well, this one won't be watching anything now, and it is thanks to you - congratulations!

<boss's full name>
Emergency Management Center Manager

Event Failure[]

If the arsonist has not been caught by the end of the event's fifth duty, the following letter is received at the start of the eighth duty:

From: <boss's full name> <boss's address>@alarm.gov
Subject: The arson stops
Good morning,

The arsonist has ceased to appear in recent days. The topic should be considered closed.

However, we do not know what motivated him. Maybe some men just want to watch the world burn.

<boss's full name>
Emergency Management Center Manager

Trivia[]

The e-mails sent from your boss upon completion of the event (whether you failed or succeeded) both contain the phrase "some men just want to watch the world burn". This is a reference to the 2008 film The Dark Knight, in which Batman's butler Alfred makes this comment about the film's chief antagonist, The Joker.