911/112 Operator Wiki

Construction Site Accident is a Call Incident in 112 Operator. This call will not trigger on its own; it will only be triggered by the Construction Disaster event, which occurs in both Campaign and Freeplay modes.

This incident has 6 possible permutations, based on a randomized roll. Each permutation changes the behavior of this incident, though it always requires both medical and firefighter response. Additional effects are sometimes present as well. Furthermore, the number of injuries on site is also randomized.

The call begins with a dispatcher notifying the 112 operator of a serious accident that has occurred at a construction site, somewhere in the city. Depending on randomized elements, the accident has an equal chance to be any of the following:

  • Fire on the top floor of a construction site, with around a dozen injuries.
  • Collapse of a scaffold onto a road, with up to half a dozen injuries and a potential traffic jam forming around the site.
  • Collapse of part of the structure, with people trapped under the rubble.
  • A broken water pipeline, flooding the street and causing a traffic jam, and a few injured on site.
  • A broken gas pipeline, causing a few injuries and a risk of explosion.
  • A power outage, causing a few injuries at the site but also electrical problems throughout the area.

For the best solution to this call, see this guide.

Opening Lines[]

Speaker Line
Dispatcher Sir, we've just been informed about an accident on a construction site.

Trigger Conditions[]

The Construction Site Accident incident is a scripted incident; it cannot spawn unless specifically triggered by an Event.

In most cases, this incident is the only component of the Construction Disaster event.

In Campaign mode, the Construction Disaster event always occurs on Duty #17. With the Pandemic Outbreak DLC, it also occurs on Duty #24 - the first Duty of the COVID pandemic.

In Freeplay mode, this event can happen as part of a multitude of different Story Modules, in different combinations with other Events, on different Duties and at different times. It may occur at any Freeplay difficulty setting.

The Construction Disaster event does not occur in any Scenarios.

Structure[]

The Construction Site Accident incident is a Call Incident, which begins with one of your subordinates contacting you to inform you of a developing situation. You may ask the dispatcher different questions in order to determine the incident's location and its broad details.

The situation at the incident site depends on three random rolls made by the game as soon as the conversation begins:

  1. The type of incident involved, out of 6 possible options.
  2. A broad estimate of the number of injured persons involved, out of 3 possible options. Random element #1 determines which of these three options are actually available for the game to choose from.
  3. The exact number of injured persons involved, within limits set by random element #2.

Incident Type[]

The game first rolls to determine the incident type. There are 6 possible outcomes to this roll, and each has an equal chance of being picked. During the conversation, it is possible to determine which option has been picked by asking the dispatcher WHAT'S GOING ON?. The dispatcher replies by describing the general situation at the incident site.

Incident Type Answer
1 Fire - One of the higher floors is burning. It's hardly accessible. We could use a ladder truck or a helicopter
2 Scaffold collapse - A scaffolding fell from the building and it's blocking the street.
3 Partial collapse - The construction has partially collapsed. There might be some people under the rubble!
4 Gas Leak - The pipeline was broken. There's a high probabiility of explosion - we need to act immediately.
5 Water Leak - The pipeline was broken. Water is flooding the street.
6 Blackout - There's a temporary blackout in the district - the power line was damaged.

Each of these six outcomes has several important effects, the main one being the number and type of firefighter elements that will be found at the incident site. It also determines things like whether or not the incident causes a traffic jam to form, how many injured persons are (broadly) allowed to spawn on the scene, and whether or not the scene begins to generate other incidents in its vicinity.

Due to these differences, each outcome is explained separately in the article below, almost as though it was a completely separate incident.

Injuries[]

The second randomized element determines, broadly, how many injured persons will be found at the scene. During the conversation, asking the dispatcher's the question INJURED? reveals which category has been selected.

Each of the three possible injury estimates defines the minimum and maximum number of injured persons that could spawn on the scene:

Estimate Group Answer Minimum Maximum
Few - Luckily there were not many people at the site. There are only a few injured. 2 3
Several - Several injured... 5 7
Many - About twenty people are injured. 10 15
Note: The numbers above are based on empirical testing, and may not be completely accurate.

The selected Incident Type determines which of these answers is allowed to be selected at all, and which is the most likely to be selected. The game can only choose from among the allowed answers. If only one answer is allowed, it has to choose that one every time.

For example, if the incident involves a Water Leak, there will almost always be "Few" injuries. If it's a Fire, it's most likely to have "Many" injuries, but could have "Several" on occasion.

Once the limits have been established, the game rolls a third and final random number between the selected estimate's minimum and maximum values, to determine exactly how many injured persons appear on the scene.

Gas Explosion[]

Outcome #4, the "Gas Leak", is designed to have a timer that causes an explosion after exactly 700 real-time seconds (on SLOW game speed) from the moment the scene is spawned on the map. This is intended to create a sense of urgency, and to cause injuries among the firefighters and medics should they take too long to fix the broken pipe.

Unfortunately, an error in the script results in this timer always being present, regardless of which version of the incident is being played. After exactly 700 seconds on any incident site, the explosion goes off, causing some damage to each emergency team member present. Though the damage is minor (usually not enough to actually hurt anyone), there is a small chance that one or more team member will require medical treatment and transport to hospital.

To make matters worse, the timer is designed to be disabled when the broken gas pipe element is resolved; but that element only exists in the gas leak version of the incident. This means that, while the explosion can be disabled in that version, it cannot be disabled in any other version.

This causes a tradeoff:

  1. The more team-members are on the scene (and the faster they get there), the faster this incident can be resolved, perhaps before the explosion goes off.
  2. On the other hand, the more team-members are on the scene, the more likely it is for one or more of them to be injured by the explosion.

Call Summary[]

The Construction Site Accident incident begins with one of your dispatchers contacting you to report that there has been a serious accident at one of the city's construction sites. Prompted to provide more information, the dispatcher describes the nature of the incident, and provides a rough number of victims on site.

Resolution[]

In all cases of this incident, the maximum Reputation reward for resolving the scene depends on which elements were resolved. Injuries are worth +2 points each, whereas firefighter elements can be worth up to +6 points each.

The penalty for ignoring the scene is the negative of the exact same value, so the more elements remain to be resolved on the scene, the worse the penalty if it is ignored. This penalty is always subjected to multipliers from the current difficulty setting.

Fire Scene[]

This version of the scene portrays a fire erupting in the top floor of a construction site.

The scene includes one firefighter element, and usually at least 10 medical elements.

Description[]

In this version, there is only one firefighter element on the scene: a growing fire. Additionally, there are usually upwards of 10 injured persons.

The fire element initially requires only 300 Work Seconds to resolve, which is fairly simple for any firefighter crew, so long as it has enough water.

The fire was supposed to grow in size by +3 with every real-time second that passes (on SLOW game speed) from the moment the scene was created, but for some reason this doesn't actually happen in the game. The fire will always take exactly 300 Work Seconds to resolve.

Each of the injured persons spawned on the scene must be treated by medics. Each injured person has a 40% chance of requiring transport to hospital after treatment.

Additionally, don't forget the Gas Explosion timer, which will expire after 700 real-time seconds (on SLOW game speed).

Firefighters[]

Fire
Growing fire work Extinguish fire Urgent
Chance to appear 100%
Fire work 300 Work Seconds
Reputation reward +6
Ignore penalty -6

Medical[]

Injured person (up to x15)
Injured Treat
or Heavily injured Treat Hospitalize
Starting Hit Points Unknown
Bleeding No
Hospital required 40% chance, each
Reputation reward +2 each
Ignore penalty -2 each
Appearance Any adult

Scaffold Scene[]

This version of the scene portrays a collapsed scaffold that is blocking the road.

The scene typically (but not always) creates a traffic jam in its vicinity. The scene itself always includes one firefighter element, and usually no more than 3 medical elements.

Traffic Jam[]

In most cases, as soon as this scene is created, it begins to generate a Traffic Jam that will expand along every connecting street.

Since the details of the traffic jam are handled by the program's hard code, rather than any readable script, it's currently impossible to know the traffic jam's exact spread rate, nor why it doesn't always occur. The latter may have something to do with the fact that the program doesn't always place this incident on a road, in which case it might not be able to expand properly.

The Traffic Jam will slow down all ground-based units attempting to travel through it. Smaller vehicles move faster through Traffic Jams, and airborne vehicles ignore them completely.

As soon as the scene is resolved, the Traffic Jam will begin to clear, from the center outwards.

Description[]

In this version, the construction site is next to a road, which is covered in rubble from the collapsed scaffolding. Additionally, there are usually no more than 3 injured persons on the scene, though rarely there may be up to 7 of them.

The collapsed scaffold is a Tech element requiring exactly 650 Work Seconds to resolve. This is somewhat substantial work, best handled by a large and/or well-equipped tech crew, but any firefighter crew can handle it within a reasonable amount of time.

The injured persons can be treated immediately, even before the scaffold has been cleared away. Each of the injured persons spawned on the scene must be treated by medics. Each injured person has a 40% chance of requiring transport to hospital after treatment.

Additionally, don't forget the Gas Explosion timer, which will expire after 700 real-time seconds (on SLOW game speed).

Firefighters[]

Collapsed scaffold
Tech work Tech
Chance to appear 100%
Tech work 650 sec.
Reputation reward +4
Ignore penalty -4

Medical[]

Injured person (usu. x2 or x3)
Injured Treat
or Heavily injured Treat Hospitalize
Starting Hit Points Unknown
Bleeding No
Hospital required 40% chance, each
Reputation reward +2 each
Ignore penalty -2 each
Appearance Any adult

Collapse Scene[]

This version of the scene portrays a partial collapse of the structure itself, trapping the injured persons underneath the rubble.

The scene always includes one firefighter element, and usually around 6 medical elements; though it can sometimes include as few as 2 medical elements or as many as 15.

Description[]

In this version, the structure has collapsed, covering the area in rubble and debris. The rubble itself is a firefighter Tech element. Additionally, there are usually around 6 injured persons on the scene, though there could be as few as 2 or as many as 15, on rarer occasions.

The collapsed structure is a Tech element requiring exactly 1200 Work Seconds to resolve. This is a very substantial amount of work, which could take tech crews a while to resolve. It is best to send large, well-trained, and/or well-equipped crews (possibly several) to resolve this element quickly.

The injured persons on this scene are all blocked behind the rubble, and cannot be treated until it is all cleared away. Each of the injured persons spawned on the scene must be treated by medics, and each has a 40% chance of requiring transport to hospital after treatment.

Additionally, don't forget the Gas Explosion timer, which will expire after 700 real-time seconds (on SLOW game speed).

Firefighters[]

Collapsed structure
Tech work Tech
Chance to appear 100%
Tech work 1200 sec.
Reputation reward +4
Ignore penalty -4

Medical[]

Injured person (usually around x6)
Injured Treat Initially blocked
or Heavily injured Treat Hospitalize Initially blocked
Starting Hit Points Unknown
Bleeding No
Hospital required 40% chance, each
Blocked by... Collapsed structure
Reputation reward +2 each
Ignore penalty -2 each
Appearance Any adult

Gas Leak Scene[]

This version of the scene portrays a major leak from a gas pipeline.

The scene always includes one firefighter element, and either 2 or 3 medical elements.

Description[]

In this version, gas is leaking from one of the pipes, creating a chemical hazard and an impending explosion. Additionally, there are either 2 or 3 injured persons on the scene.

The broken gas pipeline is a Tech element requiring only 100 Work Seconds to resolve. This is a fairly trivial amount of work, which any firefighter crew can handle. However, it's still advised to get the crew to the site quickly, to prevent the gas from exploding.

The injured persons can be treated immediately, even before the gas pipe has been fixed. Each of the injured persons spawned on the scene must be treated by medics. Each injured person has a 40% chance of requiring transport to hospital after treatment.

Additionally, there is a hidden timer on the scene, which will expire after 700 real-time seconds (on SLOW game speed) from the moment the scene spawned on the map, causing an explosion that could injure the firefighters. Repairing the gas pipeline disables the timer instantly, preventing the explosion. As explained above, an error in the script causes this hidden timer to appear in all versions of the incident; but this is the only version in which it was supposed to appear, and the only version in which can be disabled by resolving a scene element.

Firefighters[]

Broken gas pipeline
Tech work Tech
Chance to appear 100%
Tech work 100 sec.
Reputation reward +4
Ignore penalty -4

Medical[]

Injured person (x2 or x3)
Injured Treat
or Heavily injured Treat Hospitalize
Starting Hit Points Unknown
Bleeding No
Hospital required 40% chance, each
Reputation reward +2 each
Ignore penalty -2 each
Appearance Any adult

Hidden Elements[]

Hidden Timer
Chance to appear 100%
Countdown 700 seconds
When expired... Broken gas pipeline explodes

Water Leak Scene[]

This version of the scene portrays a leaking water pipe that has flooded the nearby road.

The scene typically (but not always) creates a traffic jam in its vicinity. The scene itself always includes one firefighter element, and either 2 or 3 medical elements.

Traffic Jam[]

In most cases, as soon as this scene is created, it begins to generate a Traffic Jam that will expand along every connecting street.

Since the details of the traffic jam are handled by the program's hard code, rather than any readable script, it's currently impossible to know the traffic jam's exact spread rate, nor why it doesn't always occur. The latter may have something to do with the fact that the program doesn't always place this incident on a road, in which case it might not be able to expand properly.

The Traffic Jam will slow down all ground-based units attempting to travel through it. Smaller vehicles move faster through Traffic Jams, and airborne vehicles ignore them completely.

As soon as the scene is resolved, the Traffic Jam will begin to clear, from the center outwards.

Description[]

In this version, there is a broken water pipe at the site, and a large puddle of water has already formed on the ground. Additionally, there are either 2 or 3 injured persons on the scene.

Both the water pipe and the water that has already poured out (called "flood") are Tech elements for firefighters to resolve.

The "flood" element initially requires only 50 Work Seconds to resolve, but the amount of required work grows by +2 with every real-time second that passes (on SLOW game speed). This can quickly become a substantial amount of work.

The broken water pipe element takes exactly 300 Work Seconds to resolve, and once it is resolved, the "flood" element immediately stops growing (assuming it hasn't been resolved already). Unfortunately, it's impossible to tell firefighters to solve the broken pipe first, so it may be a good idea to send multiple firefighting teams to the site in order to force them to handle both elements.

The injured persons can be treated immediately, even before either of the tech elements have been resolved. Each of the injured persons spawned on the scene must be treated by medics. Each injured person has a 40% chance of requiring transport to hospital after treatment.

Additionally, don't forget the Gas Explosion timer, which will expire after 700 real-time seconds (on SLOW game speed).

Firefighters[]

Broken water pipe
Tech work Tech
Chance to appear 100%
Tech work 300 sec.
When resolved... Flood growth stopped
Reputation reward +4
Ignore penalty -4
Flood
Growing Tech work Tech Urgent
Chance to appear 100%
Tech work 50 Work Seconds
Tech work growth +2 per second
Reputation reward +4
Ignore penalty -4

Medical[]

Injured person (x2 or x3)
Injured Treat
or Heavily injured Treat Hospitalize
Starting Hit Points Unknown
Bleeding No
Hospital required 40% chance, each
Reputation reward +2 each
Ignore penalty -2 each
Appearance Any adult

Blackout Scene[]

This version of the scene portrays damage to the local electrical grid.

In addition to the scene as described below, this version of the incident also periodically spawns other, blackout-related incidents in its vicinity. For more information on this, see Construction Disaster (112 Event).

The scene always includes one firefighter element, and either 2 or 3 medical elements.

Description[]

In this version, there is a damaged power line at the construction site. Additionally, there are either 2 or 3 injured persons on the scene.

The damaged power line is a Tech element that requires a total of 2,200 Work Seconds to resolve. This is a massive amount of work, best handled by at least one large, well-equipped crew (preferably more). Remember that the longer it takes you to resolve the scene, the more incidents spawn nearby which will tie up other units. Note that the entire scene must be resolved (including injured persons) in order to prevent more incidents from spawning.

The injured persons can be treated immediately, even before the power lines have been fixed. Each of the injured persons spawned on the scene must be treated by medics. Each injured person has a 40% chance of requiring transport to hospital after treatment.

Additionally, don't forget the Gas Explosion timer, which will expire after 700 real-time seconds (on SLOW game speed).

Firefighters[]

Damaged power line
Tech work Tech
Chance to appear 100%
Tech work 2,200 sec.
Reputation reward +4
Ignore penalty -4

Medical[]

Injured person (x2 or x3)
Injured Treat
or Heavily injured Treat Hospitalize
Starting Hit Points Unknown
Bleeding No
Hospital required 40% chance, each
Reputation reward +2 each
Ignore penalty -2 each
Appearance Any adult

After-Action Report[]

Condition Text
Unused Dispatcher <caller's name> notified the operator about accident at construction site
Timer expired The leaking gas has exploded