911/112 Operator Wiki

Not to be confused with House On Fire, Fire In A Tall Building, or Burning Building.

Building On Fire is a Reported Incident in 112 Operator. This incident can only occur once stage 3 of the game unlocks (in Campaign mode, this happens on Duty #9), but is quite common at that stage. The incident requires only firefighter response by default, but almost always also requires medical units. It has only one incident site.

The incident involves a fire that has erupted inside a building. Firefighter units must rush to the scene to put out the fire before it gets worse. This is the only part of the incident that will occur 100% of the time.

Additionally, there may be up to 5 injured persons trapped inside the building. Most of these people require only treatment, but there is a chance for one of them to also require transportation to hospital.

Conditions to Spawn[]

The Building On Fire incident can only spawn once level 3 calls have been unlocked. In Campaign mode, this happens on Duty #9. Once enabled, this becomes one of the more common late-game incidents.

This incident has an equal chance to spawn in any type of district, but it must spawn on a building. Note that some maps do feature buildings inside parks and wilderness areas.

There are no nighttime, weather, or event modifiers that change the rate at which this incident spawns.

Resolution[]

The Building On Fire incident must be reached within 600 seconds of real time (on SLOW game speed) or it will automatically fail. This is average among all incidents, but there is a growing fire on the scene which will only get worse the longer it takes to reach.

The highest reputation reward possible for resolving this incident is +8, depending on which elements have been randomly added to the scene.

The maximum possible penalty for ignoring this incident is -8, depending on randomly-added elements as well as multipliers from the current difficulty setting.

112 IncidentIcon MF Scene Elements[]

This incident contains one scene with a single firefighter element, and up to 5 medical elements which may or may not appear at all.

Description[]

The scene takes place in a building. A fire is blocking the way in. Additionally, there may be up to 5 injured people trapped behind the fire.

The fire itself requires 100 Work Seconds to put out when this scene first appears on the map, but it grows at a rate of +2 Work Seconds with every real-time second that passes (on SLOW game speed). Unless firefighters take very long to reach the scene, most teams with enough water supply can put out this fire at a decent rate. However, since the fire blocks access to the persons inside (if any), it is typically better to send a large fire-fighting crew to deal with the fire as quickly as possible.

The fire element is the only element that is guaranteed to be present. Additionally, there are 5 injured persons who each have a 50% chance to appear on the scene (independently of each other). The chance of none appearing is roughly 3% (1 in 30 cases); this is equal to the chance of all 5 persons appearing in the same scene.

Any and all injured persons are trapped behind the Fire element, and can only be treated once the fire is put out.

Four of the potential injured persons are badly hurt, requiring a good deal of medical attention - but they do not require transportation to hospital.

One potential injured person is hurt just like the others, but does require transport to hospital. There is no way to tell this person apart from the others just by looking at the scene.

Since there can be no more than one injured person requiring transport to hospital, it's safe to send a Paramedic Fly Car or Air Ambulance to deal with this scene.

Ignore Penalty[]

The default penalty for ignoring this incident is -2, with an extra -1 added for the fire element and another -1 for each injured person that has been randomly added to the scene. This gives a maximum of -8, when all five injured person appear together.

Resolving the Fire element reduces the penalty by 1 point. Each injured person resolved reduced it by another 1 point.

Therefore, the best penalty you can get is -3: The default -2, and another -1 point for whatever element you've left unresolved.

Firefighters[]

112 Element Fire Fire
Growing fire work Extinguish fire Urgent
Chance to appear 100%
Fire work 100 seconds
Fire work growth +2 per second
Reputation reward +1
Ignore penalty -1

Medical[]

112 Element UnknownFace Victim (#1)
Injured Treat Initially blocked
Chance to appear 50%
Starting Hit Points 30-50
Bleeding No
Hospital required No
Blocked by... Fire
Reputation reward +1
Ignore penalty -1
Appearance Any adult
112 Element UnknownFace Victim (#2)
Injured Treat Initially blocked
Chance to appear 50%
Starting Hit Points 30-50
Bleeding No
Hospital required No
Blocked by... Fire
Reputation reward +1
Ignore penalty -1
Appearance Any adult
112 Element UnknownFace Victim (#3)
Injured Treat Initially blocked
Chance to appear 50%
Starting Hit Points 30-50
Bleeding No
Hospital required No
Blocked by... Fire
Reputation reward +1
Ignore penalty -1
Appearance Any adult
112 Element UnknownFace Victim (#4)
Injured Treat Initially blocked
Chance to appear 50%
Starting Hit Points 30-50
Bleeding No
Hospital required No
Blocked by... Fire
Reputation reward +1
Ignore penalty -1
Appearance Any adult
112 Element UnknownFace Victim (#5)
Heavily injured Treat Hospitalize Initially blocked
Chance to appear 50%
Starting Hit Points 30-50
Bleeding No
Hospital required Yes
Blocked by... Fire
Reputation reward +1
Ignore penalty -1
Appearance Any adult