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by CityBuilderAK47

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FAQ/Strategy Guide by CityBuilderAK47

Version: 1.11 | Updated: 09/19/19

Table of Contents

  1. Intro
    1. Theme Hospital vs. Two Point Hospital
    2. Additional Resources
    3. Where Your Save Files Are Stored
    4. Updates / Additional Content
  2. Before You Build: What Makes An Effective Layout?
    1. 11 Tips for Hospital Success
    2. The Patient Process
    3. Patient Happiness
    4. The 9 General Rules of Hospital Layout
    5. Kudosh & Recommend Items
  3. Before You Build: Staffing
    1. Staff Happiness & Staff Threats
    2. Doctor Skills
    3. Nurse Skills
    4. Assistant Skills
    5. Janitor Skills
    6. Common Skills
    7. Staff Traits
    8. Staff Attire
  4. Countryside Region
    1. Level 1: Hogsport
    2. Level 2: Lower Bullocks
    3. Level 3: Flottering
  5. Cold Region
    1. Level 4: Mitton University
    2. Level 5: Tumble
    3. Level 6: Flemington
    4. Level 6: Flemington - Case Study - 2 Stars to 3 Stars
    5. Level 6: Flemington - 3-Star Winning Layout
  6. Industrial Region
    1. Level 7: Smogley
    2. Level 7: Smogley - Case Study - From Failing 1 Star to Succesful 3 Star
    3. Level 7: Smogley - 3 Star Winning Layout
    4. Level 8: Melt Downs
    5. Level 8: Melt Downs - 3-Star Winning Layout
    6. Level 9: Duckworth-Upon-Bilge
    7. Level 9: Duckworth-upon-Bilge - 3-Star Winning Layout
  7. Tropical Region
    1. Level 10: Sweaty Palms
    2. Level 10: Sweaty Palms - Case Study - A Failing Hospital (When to Give Up)
    3. Level 10: Sweaty Palms - 3-Star Winning Layout
    4. Level 11: Grockle Bay
    5. Level 11: Grockle Bay - 3-Star Winning Layout
    6. Level 12: Blighton
    7. Level 12: Blighton - 3-Star Winning Layout
  8. Urban Region
    1. Level 13: Rotting Hill
    2. Level 13: Rotting Hill - 3-Star Winning Layout
    3. Level 14: Pelican Wharf
    4. Level 14: Pelican Wharf - 3-Star Winning Layout
    5. Level 15: Croquembouche
    6. Level 15: Croquembouche - 3-Star Winning Layout
  9. Sandbox
  10. Interior Designer
  11. (Snowfall) Pointy Mountain Region
    1. (Snowfall) Level 16: Underlook Hotel
    2. (Snowfall) Level 17: Swelbard
    3. (Snowfall) Level 18: Roquefort Castle
    4. (Snowfall) Level 18: Roquefort Castle - 3-Star Layout
    5. (Snowfall) New Items
    6. (Snowfall) New Rooms
    7. (Snowfall) New Illnesses
    8. (Snowfall) Other New Things
  12. (Pebberley Island) Pebberley Island Region
    1. (Pebberley Island) Level 19: Pebberley Reef
    2. (Pebberley Island) Level 19: Pebberley Reef - 3-Star Winning Layout
    3. (Pebberley Island) Level 20: Overgrowth
    4. (Pebberley Island) Level 21: Topless Mountain
    5. (Pebberley Island) Level 21: Topless Mountain - Case Study - Working Successfully with Waves
    6. (Pebberley Island) New Items
    7. (Pebberley Island) New Rooms
    8. (Pebberley Island) New Illnesses
  13. (Close Encounters) Desert Region
    1. (Close Encounters) - Level 22: Goldpan
    2. (Close Encounters) - Level 23: Camouflage Falls
    3. (Close Encounters) - Level 23: Camouflage Falls - Anatomy of a 3-Star Wave-Smashing Hospital
    4. (Close Encounters) - Level 24: Chasm 24
    5. (Close Encounters) - New Items
    6. (Close Encounters) - New Rooms
    7. (Close Encounters) - New Illnesses
  14. (Superbug Initiative) - The Superbug Initiative
    1. (Superbug Initiative) - Research Projects
    2. (Superbug Initiative) - Project-Unlocked Items
  15. Building a Better Hospital
    1. GP Queues
    2. Hospital Level Snowballing
    3. Expansion Strategy
    4. Examples in Efficiency
    5. Room Prestige
    6. The Great Patient Purge
  16. Training
  17. Marketing
  18. Common 2-Star Challenges
    1. Money Troubles
  19. Common 3-Star Challenges
    1. You want HOW Much in Hospital Value?
    2. Attractiveness Rating
    3. Bump that Cure Rate Up!
    4. Staff Morale? Are You Kidding Me?
  20. Staff Challenges
  21. Illnesses
    1. List of Illnesses
    2. Chance of Cure
    3. Rogue Monobrows
  22. Epidemics
  23. Emergencies
  24. Disasters
  25. Rooms
  26. Item Listing
    1. Kudosh Item Listing
    2. (Special) Item Listing
    3. (Retro Items Pack) DLC Item Listing
  27. Research Projects
  28. VIP Visits
  29. End of Year Awards
  30. Steam Achievement Guide
  31. Two Point Humor
  32. Contact the Author
    1. Legal Bla Bla Bla


As with the old game, epidemics are a way of keeping you on your toes. You never know when they're going to outbreak, and they go from a mildly fun challenge to downright annoying as your hopsitals progress. You're just minding your own business, and then, out of nowhere, BAM!

There are currently two types of Epidemics, which start showing up the Tropical Region:

Abominable Curse - Your patients will walk like mummies with the tell-tale mummy "both hands extended out" walk. This is the first one you will run into, and much easier to cure. Obviously, your non-mummy patients will start walking like them and they're easy to spot from a mile away. However, it is possible that your Premature Mummification patients will also get infected.

Jogger's Ripple - This is the more "annoying" one found in later levels. This is basically the animations for the Emperor Complex super-imposed on other patients, with an additional telltale speedy jog. As best as I can tell you, the joggers have a very specific gait (walking style) that is a very athletic and exaggerated jog. Where you'll get into trouble is that this gait can be confused with a peppy staff member's happy jog, or a patient's "I'm cured" strut, so it's easy to spot the wrong kind and think that's it a patient with Jogger's Ripple.

It's a very specific animation. The best way to spot it is by putting the game to half-speed. For one, the jog makes its sufferers move relatively fast compared to other patients, and it's easier to spot at half speed. I think it even makes the space between their steps a little bit bigger. Second of all, it's almost like a run, with the patient's arms going pretty high up on the chest. It's especially notable in half-speed. Third of all, they will do some incredibly athletic animations (spin a basketball, do some morning stretches - the same kind of stuff you normally expect from Emperor Complex patients). If you see those anywhere, that's a sure sign they've got it. You do need to be careful as it is similar to the "stride of pride" patients walk when successfully cured. They're not the same though!

When your hospital is smaller, it's pretty straightforward to find them. However, in the unlucky event that one of them manages to find its way to a packed corridor, it will easily spread and often times renders the epidemic incurable. At this point, many elect simply to take the -10 Reputation hit. In a curious nod to Theme Hospital, a well-run hospital will easily recover the 10 Reputation lost by means of cures. They are staggered and programmed to hit the hospital at certain times, and the developers have found a good balance of not so much that it's annoying, but enough to where it will distract you from other target goals.

One of the biggest problems with curing epidemics is unlike Theme Hospital where you had a clear hint as to who was infected, in Two Point Hospital, you now have to put on your Where's Waldo eye and literally find the patients by their tell-tale symptoms. Some might refer to it as a "Pixel Hunt". An additional challenge is that very often, it's a relatively sedentary staff member (like your GP or a busy nurse) that's also infected, and just like regular patients, anyone that staff members comes in contact with has a good shot of getting infected as well. A big hint this is the case is that eventually, an infected patient will leave (with seemingly little effect), however months will drag on when it's a staff member who is infected. Consider opening and quickly closing each office to "shake" them out. And if you notice the infected count ticking up, see if you can trace a common area those patients are coming from. I guess it, uh, gives a new meaning to the term...staph infection!