Injured By Fireworks is a Reported Incident in 112 Operator. This incident can only spawn during New Year's Eve, and is one of the more common incidents during that duty. It cannot spawn under any other conditions. The incident has only one incident site and requires only medical response, but it can be quite demanding.
The incident involves between 1 and 4 people who have been injured by a firework explosion. The one guaranteed injured person can be treated on site and does not require hospitalization. Any additional injured people added to the scene, however, each have a 50% chance of actually bleeding to death, in which case they must be treated quickly and taken to hospital afterwards.
Conditions to Spawn[]
The Injured By Fireworks incident cannot spawn under normal circumstances. The only situation in which it can spawn is during the New Year's Eve duty. During this duty, it is relatively common among other incidents.
This incident may only occur inside a park, however it doesn't matter which type of district the park is in - it has an equal chance to spawn in any park in the city.
Resolution[]
The Injured By Fireworks incident must be reached within 500 seconds of real time (on SLOW game speed) or it will automatically fail. This marks the incident as "urgent", but is not the only reason to reach it quickly: There could be up to 3 people dying on the scene, with only 800 seconds to treat all of them before they expire. Even a single one dying equals a massive reduction in score.
The maximum possible reputation reward for resolving this incident is +5, if all randomized elements have been added to the scene. However, this can drop down to -10 if all three of them happen to die before they're rescued.
The maximum penalty for ignoring this incident is -20, which happens if all three extra injured people have spawned on the scene, and the incident was ignored after they all died. If no one has died yet, the maximum possible penalty is only -5. All of this is further subject to multipliers from the current difficulty setting.
Scene Elements[]
This incident contains one scene with between 1 and 4 medical elements, at random.
Description[]
The scene takes place in the open. Between 1 and 4 injured people are lying on the ground, waiting for medical attention. The first element is guaranteed to appear on the scene, while each additional injured person has a 50% chance of spawning, independently of the others.
The first injured person is unique, in that they only ever require medical treatment on site. They are not dying, and do not need transportation to hospital.
The other three injured persons, should any of them appear, have a 50% chance of being similar to the first injured person (only requiring on-site treatment), and a 50% chance of bleeding to death at a rate of -0.05 Hit Points per real-time second (on SLOW game speed). In the worst case scenario, this gives you only 800 real-time seconds to reach the site and treat any bleeding person before they die. Any death results in a -5 reduction to both the Reputation reward and the Ignore penalty. Any patient who is bleeding must also be removed to hospital after treatment.
The incident's icon on the map reveals whether any of the patients are actually bleeding to death. If even a single patient is bleeding, the icon changes to a doctor's face; otherwise it remains a cross. If you do see the Doctor icon, it is best to send a couple of units to make sure that all bleeding injuries are treated quickly before anyone dies.
Ignore Penalty[]
Assuming no one has died, the penalty for Ignoring this incident is equal to -1, and another -1 for every injured person on the scene, for a potential total of -5 points.
Each injured person who is fully treated by medics reduces the penalty by 2 points. This allows the penalty to potentially go to 0 or even +1, depending on how many injured people have spawned on the scene:
- If 3 injured people are present, treating 2 of them raises the penalty to 0. You may now Ignore the remaining injured without losing any Reputation points.
- If 4 injured people are present, treating 3 of them raises the penalty to +1 - meaning that you actually get 1 Reputation point for ignoring the scene at this point.
Note that this is nowhere near the number of points you can get for actually resolving the scene, which shouldn't take much additional effort anyway. However, if the scene is taking too long to resolve, and you're running the risk of at least one injured person dying, it may be prudent to ignore them before they die - otherwise you instantly lose a massive number of Reputation points whether the scene is resolved or ignored!