- Not to be confused with the similarly-named incident Car Crash.
Serious Car Crash is a Reported Incident in 112 Operator. It 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 two cars that have collided on the road. All four passengers have been affected to various degrees, including one dead and one dying of their injuries. The survivors must all be treated and taken to hospital. The cars also need to be towed off the road by technical teams to allow traffic to resume.
In half of the cases, one of the passengers is trapped inside a car, requiring firefighters to break into it before medics can reach them. In the other half of cases, all three injured passengers can be reached without issue.
Conditions to Spawn[]
The Serious Car Crash 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 is almost as likely to happen in any district, but will still occur slightly more often in Industrial districts, and slightly less often in Parks. It is half as likely to occur during the night as during the day.
The incident always spawns on a road.
Snowy or rainy weather increases the frequency of this incident considerably.
The Tornado and Earthquake events each increase the frequency of this event occurring by 50%, though it still remains uncommon.
The Blackout event makes this incident exceedingly common during the first half of the Duty, due to all of the streetlights failing. During the second half of the Duty it is about half as common as that.
Resolution[]
The Serious Car Crash incident must be reached within 1200 seconds of real time (on SLOW game speed) or it will automatically fail. This is a rather long time, but it's important to remember that there is a dying person on the scene who needs to be treated quickly, so time is of the essence anyway.
The highest reputation reward possible for resolving this incident is +9.
The maximum possible penalty for ignoring this incident is -14, which happens if an injured person was allowed to die before ignoring the incident. Ignoring the incident before the person dies gives a penalty of only -9. All of this is also subject to multipliers from the current difficulty setting.
Scene Elements[]
This incident contains one scene with combined firefighter, police, and medical elements.
Traffic Jam[]
As soon as this scene is created, it begins to generate a Traffic Jam that will expand at a rate of 1.0 along every connecting street. This is the fastest possible expansion rate for traffic jams.
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[]
The scene takes place on a road, where two cars have crashed into one another, head-on. Four injured people are on the scene.
Two of the casualties are heavily injured, and require both treatment and transportation to hospital.
A third person is lying on the road, rapidly bleeding to death. It is imperative to reach them very quickly. Their starting health is 50, and they are bleeding at a maximum rate of -0.25 per real-time second (on SLOW game speed), giving you a maximum of 200 seconds to reach the scene and begin treatment - otherwise this person might die. Since it is not possible to know how badly the person is bleeding, it is best not to exceed this response time. Once the bleeding patient is treated, they also need transportation to hospital.
A fourth person was already killed in the crash and cannot be helped. Nevertheless, medics and/or police officers need to bag and process the body, which requires no special tools or skills.
There are also either one or two Technical elements on the scene for firefighters to resolve. In all cases, the cars need to be removed from the road, which takes 1,200 work seconds - a hefty job, requiring a large team or special tools to resolve quickly.
The second technical element only has a 50% chance to spawn in the scene. It represents a stuck car door, blocking access to one of the heavily-injured (but not bleeding) passengers. Firefighters would have to remove this door first, before medics can treat this particular injured person. The door takes 200 Work Seconds to resolve; a fairly simple issue.
Reputation Effects[]
Failing to save the dying passenger's life both reduces the Reputation reward by -5 and increases the Ignore penalty by -5.
Each of the injured persons on the scene reduces the penalty for ignoring this incident by 2 points, once treated and loaded into a vehicle. The dead body reduces it by 1 more point, and removing the cars from the road reduces it by a further 2 points. If you're not afraid of a small reputation penalty, you may ignore the scene prematurely to free up your units for some other task.
Firefighters[]
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Medical[]
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After Action Report[]
| Condition | Text |
|---|---|
| All scene elements resolved | The firemen had to retrieve the victim from a wrecked car. |

