- Not to be confused with Building On Fire or Fire In The Building.
Fire in a Tall Building is a Reported Incident in 112 Operator. This rare incident requires firefighter and medical response, and has only one incident site. It can only occur once stage 3 of the game unlocks (in Campaign mode, this happens on Duty #9).
The incident involves a fire raging at the top of a tall building, trapping people inside. Before anything can be done, firefighters must arrange a complete evacuation of the building. Once that is handled, medics can rush inside and treat between 2 and 6 injured people, some or all of whom may require transport to hospital. Meanwhile, firefighters are free to begin fighting the fire itself, which grows over time.
Conditions to Spawn[]
The Fire in a Tall Building incident can only spawn once level 3 calls have been unlocked. In Campaign mode, this happens on Duty #9. Even then, it is relatively rare.
This incident most commonly occurs in Business and Industrial districts. It is very rare in Parks districts.
The incident always spawns on a tall building. Since the incident involves a fire, vehicles like the Aerial Ladder Truck and Helitack provide a bonus to their firefighter crews when resolving the fire element in this incident.
The Specialist Vehicle event forces this incident to spawn once, exactly halfway through the event's third Duty. In Campaign mode, this happens on Duty #11.
The Earthquake event increases the chance of this incident occurring by a moderate amount.
Resolution[]
The Fire in a Tall Building incident must be reached within 900 seconds of real time (on SLOW game speed) or it will automatically fail. This is a longer time than the average, but there is a growing fire on the scene which will only get worse the longer it takes to reach.
The reputation reward for resolving this incident is +8, no matter how many randomized elements appear on the scene.
The maximum possible penalty for ignoring this incident is -8, depending on multipliers from the current difficulty setting.
Scene Elements[]
This incident contains one scene with multiple firefighter and medical elements.
Description[]
The scene takes place in a building. The fire is inside, as are anywhere between 2 and 6 injured persons.
All of these elements are blocked by a tech element called "Evacuation", which must be resolved first. It is crucial to get this out of the way as quickly as possible, since it blocks access to all the other elements - including a growing fire. If there are no other outstanding emergencies, consider sending fast units of any type to reach the scene quickly and begin resolving this element. It takes only 100 Work Seconds to resolve.
Once the Evacuation is complete, medical units can rush inside to begin treating the wounded. There will always be at least 2 injured persons on the scene, but there could be up to 6 of them. Any person beyond the first two is severely injured (requiring a lot of medical work on site), but none are in danger of dying on the scene. Each of these injured persons has a 30% chance of requiring hospitalization, so plenty of ambulance space should be provided.
While medics treat the wounded, firefighters can move on to putting out the fire itself. When this incident spawns, the fire element requires only 1 Work Second to put out, but it grows at a rate of +3 Work Seconds with every one second of real time that passes (on SLOW game mode). Therefore, it is crucial to get firefighters to the scene, and resolve the blocking "Evacuation" element, as quickly as possible.
Reputation Effects[]
The default penalty for ignoring this incident is -8 Reputation points; however, each resolved element on the scene reduces the penalty by a number of points. The first two injured persons on the scene reduce it by 1 point each, while every other element reduces it by 2 points.
In some rare cases, it is possible to acquire reputation points by ignoring this incident (though never as many as you'd get from fully resolving it). This occurs if there are 5 or 6 injured persons on the scene. In this case, resolving a certain number of elements can reduce the Ignore Penalty so much that it goes positive. For example, resolving the evacuation, the fire, and all four of the "Extra" injured persons puts the Ignore penalty at +4 (for ignoring the other two injured persons).
This could be useful if, for example, you lack the transportation space to take every injured person on the scene to a hospital, and can't afford the time to have your ambulances go back and forth to a distant hospital.
Remember, of course, that resolving the entire scene rewards +8 Reputation points, which is a substantial increase.
Firefighters[]
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Medical[]
Trivia[]
The script sets the hospitalization chance for the four randomly-generated injured persons at 100% and 30%. The latter overrides the former. Since they all have very low Hit Points, it's possible that they were originally intended to be hospitalized every single time.


