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FBC: Firebreak Job Spotlight: HOT FIX

In Hot Fix, your task will be split into two roles; fix the transfer fans to lower the heat, before appeasing the furnace. To do the latter, you will need to feed it Black Rock to douse the flames and then fix the broken seals. While it might not be a permanent solution, it's the best the FBC can do under the current lockdown. 

Hot Fix was one of the levels shown to press and livestreamed during the FBC: Firebreak April Developer Update. You can watch the broadcast HERE, or read our notes about Hot Fix, HERE

"The Furnace has broken its blast seal and is flooding the sector with a growing, unnatural heat."

Higher Clearance levels increase Lost Assets
Higher Corruption levels increase Whispering Ash

Best Crisis Kit (Multiplayer): Fix Kit or Splash Kit

The two important tasks in this Job is 1) fixing the transfer fans and 2) ensuring that your fellow Firebreakers don't overheat and catch fire. The latter is particularly important if you're venturing into all three Clearance Zones, as the final section heats up quickly.

Best Crisis Kit (Single Player): Splash Kit

If your potential crew members are all Daves, and you're venturing out on your own, the best Crisis Kit to arm yourself with is the Splash Kit. (Alternately, you might also want to go in initially with the Fix Kit and then switch to the Splash Kit if you're looking to speed run the area.) With the Splash Kit armed, you can cool yourself down or extinguish flames by standing next to a wall as you shoot it. The spray will also hit you, dousing any flames and saving your life. This is particularly helpful when dealing directly with the furnace and without another Firebreaker to help you. 



Zone One

  • Repair the Transfer Fans (6)
  • Get to the Next Zone
  • [Optional] Call The Elevator
  • [Optional] Survive Until Elevator Arrives
  • [Optional] Repair Elevator Lever
  • [Optional] Exit Job Site

Zone Two

  • Repair the Transfer Fans (6)
  • Get to the Next Zone
  • [Potential] Powerful Enemy, Kill to lift sector lockdown
  • [Optional] Call The Elevator
  • [Optional] Survive Until Elevator Arrives
  • [Optional] Repair Elevator Lever
  • [Optional] Exit Job Site

Zone Three

  • Neutralize the Furnace (Corruption 1 = 5 / Corruption 3 = 15)
    • Fill empty barrels with Black Rock at filling stations
    • Send filled barrels into the furnace
  • Seal the Furnace (2)
  • [Potential] Powerful Enemy, Kill to lift sector lockdown
  • Call The Elevator
  • Survive Until Elevator Arrives
  • Repair Elevator Lever
  • Exit Job Site

Zone One

  • Hiss Waves. The Hiss waves will continue to approach, the best way to get through the level is to get those transfer fans operational as quickly as possible. 

Zone Two

  • Don't rush into Zone 2, as the transfer fans immediately overheat once the door opens

Zone Three [Boss Battle]

  • New Duty. In the third zone, the Job requirements change, instead of fixing transfer fans, your priority is calming down the enraged furnace. To do so, you need to feed it Black Rock. Fortunately, the FBC has some prefilled barrels of Black Rock. These barrels will show up in the game with a blue glow on top. Take one up the stairs and to the zip line, once you're in place you should have an onscreen notification to attach it. Once it's safely on the other side, you will need to follow the zip line across the chasm. On the other side, take the barrel up the ramp to the final zip line, sending it to the furnace. Once you've attached it, turn around and run for cover. 

  • Water & Ammo. Alongside the wall as you enter, there is a shelter to your left and an ammo station to your right. Make sure both have working generators, and take full advantage of them when the Hiss waves descend. 

  • Send All You Can. To save time, you'll likely want to send several Black Rock barrels down the first zip line so that they collect on the other side. It will reduce the amount of time spent going backwards and forwards, particularly as the Hiss will continue in waves. 

  • Refilling Barrels. There are only a few full barrels of Black Rock available. To cut down on the amount of time you're in the room, fill some empty barrels early.

  • Ensure Operational Generators. When filling up one of the empty barrels with Black Rock, make sure the generator on the side is operational or needs to be fixed. (The one on the left as you enter is frequently down.)

  • Prepare Your Escape. Once you feed a Black Rock barrel to the Furnace, a flare will soon follow. Once you've attached the barrel to that second and final line, turn around and run to cover at the bottom of the ramp. 
  • Cues for Flares. You will get an audio and visual indication that flares are on the way. As well as Hank warning you on the communications system. The screen will go a pale green, indicating that you should run to cover. Once a flare is active, the area will be filled with a violent blue. 
  • Shelters. There are two safe rooms located on the floor below as you enter. They're almost opposite each other Make good use of them as they're likely to have Lost Assets, and will help you avoid rushing through the zones if taken down. Plus, in the one below the furnace, Firebreakers don't need to take cover, allowing extra time for a little drink and reload. 

  • Cooling Down. With the Splash Kit armed, you can cool yourself down or extinguish flames by standing next to a wall as you shoot it. The spray will also hit you, dousing any flames and saving your life. This is particularly helpful when dealing directly with the furnace and without another Firebreaker to help you. 

Hiss Sharpened (Very Common) - The most common ground-base enemy that Firebreakers will encounter during the Hot Fix Job. These Hiss are identifiable by their bare chests, alarming brightly burning veins, and complete lack of personal space. It's like the London Underground in Summer. Armed with an axe-like melee weapon, these enemies get an extra bolt of speed after encountering heat. As a melee-only enemy, the Hiss Sharpened can easily be taken down with guns, but may overwhelm Firebreakers with their vast numbers. Make sure to take down the glowing enemies first, as they will hit harder. 

Strengths: Often high in numbers, creating a swarm. Most dangerous in tight spaces. Speed increases in high temperatures.
Weaknesses: Melee-only, and easy to take down at a distance.
Difficulty: 2/10

Hiss Guard (Common) - While not in numbers to the extent of the Hiss Sharpened, the Hiss Guard will make a regular appearance. While only marginally harder to take down, these former FBC agents, are armed with guns and remember how to fire them. They can often be taken down as part of the swarming horde, and rarely need to be isolated to defeat separately. Unlike other Hiss types, this enemy seems to be vulnerable to environmental fire, meaning that if they encounter a flaming pool, their health falls. 

Strengths: Armed with a gun, allowing them to attack from further away.
Weaknesses: Low health.
Difficulty: 3/10

Hiss Trooper (Common) - These super troopers are slow, weighed down by a heavy-duty weapon and Hiss-related problems, but they come in hard. Armed with grenade launchers or a machine gun, they usually follow enemy swarms, frequently appearing after the shelter doors are opened. As the Troopers are former FBC agents trained and protected to enter paranaturrally hazardous situations, they are extremely tough to take down. It's likely best to deal with the swarm and any aerial attacks first, putting distance between you and the Hiss Trooper. Once the distractions are taken out, constantly move while providing sustained fire. These creatures take a lot of bullets, but eventually they do go down. 

Strengths: Tougher than usual Hiss, and particularly dangerous when in tight spaces. So far in our playthroughs, the named Hiss characters usually take this form.
Weaknesses: The machine gun needs reloading, providing a little bit of breathing room.
Difficulty: 5/10

Hiss Elevated aka “Drifters” (Uncommon) - This enemy type is armed with paranatural telekinetic abilities, and frequently seen levitating, while still strapped into chairs. Emily Pope previously considered that those individuals were likely undergoing cognitive recording in Parapsychology when they were corrupted by The Hiss. Similar to Control, the Hiss Elevated will be found floating above the enemy hordes, and using parts of the environment against Firebreakers. Fortunately, FBC firepower have improved in the six years they've been in lockdown. If possible, back away from an approaching swarm and take out their aerial support first. 

Strengths: Harder to spot while facing down a wave.
Weaknesses: The chairs provide a clunkier form, making it slightly easier to attack.
Difficulty: 4/10

Hiss Clusters (Rare) - The Hiss Clusters don't attack Firebreakers, but they're one of the first enemies that you should take out when they spawn. These are made up of concentrated manifestations Hiss resonance and provides Hiss in the vicinity with additional health. 

Strengths: Provides health to nearby Hiss.
Weaknesses: Has no attack or defence.
Difficulty: 1/10

Hiss Charged (Rare) - The Daddy Long Legs of the Hiss world, the name for these creatures are likely censored on official FBC paperwork. While they won't attack Firebreakers on their approach, their main goal is to levitate the player's location and detonate, providing a devastating (and likely messy) attack. One hit from these floaty fellows and your resonance shield and health will both take a significant hit, making you vulnerable to attack. 

Strengths: Fast and hard to hit while in the air. Devastating explosion when detonated.
Weaknesses: Has no attack or defence while approaching. 
Difficulty: 4/10

"Hiss Tank" (Rare) - Admittedly, we aren't entirely sure what these enemy types are called, but as soon as you see them you will instantly recognise them. These Hiss are encased in a inpentarable bulletproof shell, making any direct attacks impossible. The only way to defeat them is to fire at the unprotected Hiss body protruding from its back. They move slowly (although faster than the Hiss Trooper), but often surprises Firebreakers with a quick and heavy attack while in range. 

Strengths: Bulletproof.
Weaknesses: The unprotected Hiss Sharpened body exposed on the back.
Difficulty: 8/10

In the Hot Fix Job, there are six Shelters; two in each zone. These shelters provide a great opportunity to have a drink of water to improve your health, restock your ammo, and potentially find Lost Assets and new weapons. In the sad event of your Firebreaker's passing, they will be respawned at the last opened shelter. Once you unlock a shelter, you will trigger an alarm, sending a Hiss wave to your location.

Shelter #1 Location [Zone 1]
As you step out of the left, follow the corridor left. The first shelter will be down the corridor, directly in front of you. 


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Shelter #2 Location [Zone 1]
The second Hot Fix shelter can be found opposite the lift as you enter. Just keep going forward and drop down to the floor below. You may not see it straight away, as the pipes block your direct view. 

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Shelter #3 Location [Zone 2]
You'll likely come across the third shelter while fixing some of the transfer fans. This door is located between two fans and their generators on the floor level you enter the zone on. 


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Shelter #4 Location [Zone 2]

When entering Zone 2, cross the bridge and turn right. The shelter will be on the floor below.


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Shelter #5 Location [Zone 3]
As Zone 3 takes place in just one room, the final two shelters are incredibly easy to find. The first is below the furnace, and can be discovered as soon as you step in, and drop down to the floor below. 


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Shelter #6 Location [Zone 3]
The final shelter location is not too far away from the previous one. In the furnace room, make sure you drop down to the space below. Face where you first entered the area and you should see the welcoming sight!




[After passing a previous Clearance Level] I'm sending you in deeper than before. I grew up in the heat so let me tell you, heat doesn't get softer the closer you get to its source. That means more transfer fans need repairing before we can call it contained with a straight face. 

[Upon reaching the Furnace] Your goal is gettin' that seal back in place across the Furnace. To do that, you'll need to suppress its aura with buckets of Black Rock that you can fill using our dispensers, then send down the suspension lines. Okay. You can do this.

[Filling a Barrel] Once you've got a barrel filled, hook it to the suspension line that runs to the Furnace. Gravity will do the rest. 

24/04/2025 - [Pre-Launch] Heading to the Job Selection menu, we get the outline for the next mission, Hot Fix. The mission description, "The Furnace has broken its blast seal and is flooding the sector with a growing, unnatural heat." is paired with a longer formal document issued by the FBC. Though it might change before launch, the document currently reads: 

HOT FIX

Situation:
The furnace continues to rage since the disappearance of XXXX. Firebreak has installed special blast seals capable of containing the furnace's frequent paranatural flares however, these shields often break following the periods of sustained XXXX. Filling the furnace with Black Rock powder can XXXX it temporarily, allowing the shields to be repaired. 

Operational Procedure:

1. Repair heat transfer fans across the sector. 
2. Fill barrels with Black Rock powder and deliver them into the furnace.
3. While the furnace is neutralized, approach and repair the blast seals. 

Risk Assessment: 

While the intense heat radiating from the furnace can be extremely draining, its frequent XXXX flares are extremely lethal. Any living being outside of cover during a flare will be immediately XXXX.

Volunteers acknowledge and accept liability for the following potential health and safety risks:
Immolation
Exhaustion
Partial but sustained loss of XXXX

20/06/2025 - [v1.2] Remedy changed the requirement, making players play through the first two Clearance Zones for Hot Fix. Firebreakers can jump into the game on Clearance Zone 3. The alteration was made to improve the first hour of gameplay, ensuring the game felt challenging but rewarding. Following the update, players are unable to play the first two zones without clearing the third zone first. 

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