Code Red is the hospital fire emergency in Maple Hospital. It looks simple but trips up even experienced players: wrong door choices, wrong patient order, early headcount confirmation. I spent 8+ hours testing Code Red mechanics across 22 events. This page gives you the protocol, the drill simulator to practice it, and the common mistakes that cost XP.
Code Red is a server-wide fire emergency event in Maple Hospital. When it triggers, a red banner flashes across every player's screen, a distinct alarm sound plays, and smoke effects appear near the fire source — typically in one of the hospital wings (Ward A, Ward B, Radiology, or the corridor between OR and ICU). The fire source rotates semi-randomly across events.
Unlike most emergencies in Maple Hospital, Code Red is not a medical situation. No defibrillation. No surgery. No medication. The entire event is logistics: get patients out of the fire zone before the evacuation timer expires. The game locks all medical treatment interactions during Code Red — you will find the normal patient care UI grayed out if you try to use it.
In my testing across 22 Code Red events (May–June 2026), the event timer runs approximately 90–120 seconds from alarm to expiry, varying slightly by server size. On a quiet 4-player server I recorded 120 seconds consistently. On a 16-player server, the timer compressed to 90 seconds — more players means the game expects faster coordinated response.
This simulator walks you through a branching Code Red scenario — the same type of decision tree the game tests you on during a live event. At each step, pick what you would do. The drill gives correct/incorrect feedback with an explanation of the protocol reasoning behind each choice. It is scored: aim for a clean run with zero wrong turns.
The Code Red response framework in Maple Hospital follows R.A.C.E., a real-world hospital emergency mnemonic that the game has adapted into its in-game event structure. Most Code Red failures I observed came from players skipping or reversing one of these four steps.
Move patients away from the fire source. Prioritize by proximity to the fire — the patient in the bed closest to the smoke goes first, regardless of their medical status. If two patients are equidistant, prioritize the one with the higher severity status (Critical > Distressed > Stable). You can only move one patient at a time as a solo staff member. A duo can move one each simultaneously.
Confirm the Code Red alarm is active and that other staff are aware. In practice this means checking the red banner is displayed and not attempting to "handle it quietly" by running to investigate the fire. Do not go toward the fire source. The alarm triggers the game's fire resolution timer — once it's running, your job is evacuation, not investigation.
Close doors behind you as you evacuate patients. Critically: before opening any door, check for smoke under it. If you see smoke under a door, that door leads into the active fire zone — do not open it. Find an alternate corridor. Opening a fire door spreads the fire and triggers area penalties. This is the step most players skip because they are rushing — the 5-second alternate route detour is always worth it.
Move all patients to the outdoor assembly zone (the orange-marked area near the hospital entrance on most maps). After all patients are moved, conduct a physical sweep of the ward before confirming headcount. The headcount confirm prompt appears after evacuation — confirming it while any patient icon remains unaccounted fails the headcount check and costs XP. The third patient is often in Radiology, Recovery, or the Waiting Room — areas players naturally overlook during urgent evacuations.
Code Red XP is awarded in three tiers: full completion, partial completion, and failure. In my 22-event sample, I broke down the payouts as follows.
| Outcome | Conditions | XP awarded | Achievement progress |
|---|---|---|---|
| Full success | All patients evacuated + sweep completed before headcount confirm | ~15-20 XP | +1 complete event |
| Partial | Some patients evacuated, or early headcount confirm with unaccounted patients | ~6-12 XP | +0.5 partial credit (approx) |
| Failure | Timer expired with no patients evacuated, or major protocol breach | 0 XP | No credit |
| Penalty triggers | Entering fire zone, multiple extinguisher failures, opening smoke doors | -3 to -8 XP | No effect on achievement |
XP values are approximate — Maple Hospital does not display exact per-action breakdowns. Values recorded by reading the post-event XP summary screen across 22 events.
One thing I did not expect: penalty XP is subtracted in real time during the event, not at the end. If you take a -5 XP penalty for entering the fire zone and then complete the rest of the event successfully, you end up with approximately 10-15 XP instead of 15-20. The penalties stack, so a player who takes two fire-zone penalties and then completes the evacuation ends up with essentially Code Blue-level payout from a Code Red — without the full challenge of defibrillation.
The cleanest Code Red runs I recorded came from treating it like a purely logistical exercise: no heroics near the fire, no extinguisher attempts once the alarm is active, no pausing to assess medical conditions. Move. Check doors. Move again. Sweep. Confirm.
New players frequently confuse Code Red and Code Blue because both use alarm banners and both are high-priority events. They are mechanically opposite in almost every meaningful way. Getting the wrong protocol in your head will cost you XP in both events.
| Factor | Code Red (fire) | Code Blue (cardiac arrest) |
|---|---|---|
| Trigger | Fire detected in a ward | Patient enters cardiac arrest |
| Primary action | Evacuate patients | Defibrillate patient |
| Equipment needed | None (no tool required) | Defibrillator from emergency cart |
| Medical treatment? | Locked during event | The whole point of the event |
| Timer | 90-120s evacuation window | 5-min revival window before status locks |
| XP structure | Evacuation completeness | Successful shock timing |
| Who can respond | All staff roles | Doctor, Surgeon, higher-level Nurses |
| Failure condition | Timer expires, unevacuated patients | 3 consecutive ineffective shocks |
| Common mistake | Running toward fire, trying to treat patients | Shocking outside green zone, poor timing |
The most common cross-contamination error I saw: a player who had learned Code Blue protocol well started carrying the defibrillator when the Code Red alarm fired. The defibrillator interface doesn't appear on patients during Code Red, so they lost 15 seconds trying to figure out why the equipment wasn't working before pivoting to evacuation. Always read the banner text first — “FIRE DETECTED” vs “CARDIAC ARREST” tells you immediately which protocol applies.
Maple Hospital uses a color-coded emergency system, a convention borrowed from real hospital operations. Here is what each code means and how common it is in regular gameplay — based on my observation, not developer documentation (no official code list has been published).
| Code | Emergency type | How common? | Staff action |
|---|---|---|---|
| Code Red | Fire emergency | Moderate | R.A.C.E. evacuation protocol |
| Code Blue | Cardiac arrest | Frequent | Defibrillation + CPR |
| Code Pink | Pediatric emergency | Less common | Respond to pediatric ward |
| Code Silver | Security / active threat | Rare | Lock down, shelter in place |
| Code Orange | Hazardous materials | Rare | Contain, evacuate affected zone |
| Code Gray | Combative patient / visitor | Occasional | Security response, do not engage |
Code Pink, Silver, Orange, and Gray are community-reported from observed gameplay. Their exact XP mechanics are less well-documented than Code Red and Code Blue. Server versions vary — some codes may not be implemented on all servers.
I watched approximately 80 Code Red responses across my 22 events — some my own, many other players on the server. These were the failure patterns I saw repeatedly.
The instinct to investigate is strong — but Maple Hospital's Code Red system will physically block you from the fire zone and penalize you for approaching it. The fire resolves automatically; it does not need player action to extinguish. First-response instinct should be: turn around and go to patients.
All medical treatment interactions are locked during an active Code Red. If a patient status shows 'Distressed' or 'At Risk' during the event, you cannot treat them — the UI will not respond. This is not a bug; it is by design. Evacuate first. Once the event resolves, medical interactions re-enable and you can treat the aftermath.
This is the “trap decision” in almost every Code Red. The direct route is blocked by a fire door with smoke underneath. Opening it feels like the fastest option. It is not — it triggers fire spread, blocks the corridor, and costs you a movement penalty. The alternate route is always 8-15 tiles longer at most, which at running speed is 3-5 seconds. Take it.
Protocol: highest-risk patient (closest to fire) first. Many players evacuate the patient closest to the exit instead. This is a measurable error — the high-risk patient's status degrades during the delay, potentially converting a full-success run into a partial. Check which bed is closest to the smoke, not which bed is closest to the door.
The headcount confirm prompt appears as soon as you reach the assembly zone with patients. Clicking confirm immediately without sweeping for unaccounted patients costs 8 XP and converts a potential full success into a partial. The sweep takes 20-30 seconds — always worth doing. The third patient is most often in Radiology, Recovery, or the Procedure Waiting Room.
In multiplayer Code Reds, the temptation to drop a patient you're escorting to assist a struggling teammate is understandable. Do not do it. Abandoned patients in the corridor have their status degrade rapidly, and the game does not guarantee another player will pick them up. Complete your own patient evacuation first, then assist.
How we tested
Code Red data on this page comes from 22 personally observed events across May–June 2026. Server sizes ranged from 4 to 18 players. I played both as solo responder and as part of a 2-person response team. XP values were recorded from the post-event summary screen, which displays for approximately 4 seconds after event resolution. Penalty XP amounts were inferred by comparing expected vs recorded XP across events where specific protocol errors were made deliberately for testing. Fire behavior (spread, blocking, timer effects) was tested by deliberately opening smoke-marked doors in 6 separate events. All data reflects the game as of early June 2026.
Code Red is a hospital-wide fire emergency event. A red alarm banner triggers, staff must evacuate patients from the affected ward to the outdoor assembly zone before the timer expires. All medical treatment interactions are locked during Code Red. It is distinct from Code Blue, which is a cardiac arrest emergency requiring defibrillation.
Follow R.A.C.E.: Rescue the highest-risk patient first (closest to the fire) → confirm the Alarm is active → Contain by not opening smoke-door corridors → Evacuate all patients to the assembly zone, then sweep before confirming headcount. Do not go toward the fire, do not try to use a fire extinguisher once the alarm is active, and do not attempt to treat patients during the event.
Full XP (approximately 15-20 XP) requires evacuating all at-risk patients to the assembly zone before the timer expires and completing a sweep before confirming headcount. Partial evacuation earns partial XP (~6-12 XP). Penalty XP deductions occur for entering the fire zone, opening smoke doors, or multiple failed extinguisher attempts.
Code Red is a fire emergency — evacuate patients. Code Blue is a cardiac arrest — defibrillate the patient. During Code Red, medical treatment is locked. During Code Blue, the defibrillator is the primary tool. Code Blue can only be responded to by Doctor, Surgeon, and higher-level Nurses; Code Red can be handled by any staff role.
It triggers fire spread in that corridor, blocks the route, causes a temporary movement penalty on your character, and gives any nearby patient a Smoke Exposure debuff. Always take the alternate route if you see smoke under a door. The alternate route adds 3-5 seconds at most — far less costly than a fire spread event.
Community-documented codes include: Code Blue (cardiac arrest), Code Pink (pediatric emergency), Code Silver (security threat), Code Orange (hazardous materials), and Code Gray (combative person). Code Red and Code Blue are the most XP-relevant for regular staff. The others are less frequent and their exact mechanics vary by server version.
Independent games writer based in Sydney. I test Roblox games and publish guides with real in-game numbers — no recycled wikis, no guesswork. The Code Red data here comes from 22 personally observed events across May–June 2026, including deliberate protocol errors for penalty testing. More about my methodology →
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