FAQ/Strategy Guide by CityBuilderAK47
Version: 1.11 | Updated: 09/19/19
Table of Contents
- Theme Hospital vs. Two Point Hospital
- Additional Resources
- Where Your Save Files Are Stored
- Updates / Additional Content
- Before You Build: What Makes An Effective Layout?
- 11 Tips for Hospital Success
- The Patient Process
- Patient Happiness
- The 9 General Rules of Hospital Layout
- Kudosh & Recommend Items
- Before You Build: Staffing
- Staff Happiness & Staff Threats
- Doctor Skills
- Nurse Skills
- Assistant Skills
- Janitor Skills
- Common Skills
- Staff Traits
- Staff Attire
- Countryside Region
- Cold Region
- Level 4: Mitton University
- Level 5: Tumble
- Level 6: Flemington
- Level 6: Flemington - Case Study - 2 Stars to 3 Stars
- Level 6: Flemington - 3-Star Winning Layout
- Industrial Region
- Level 7: Smogley
- Level 7: Smogley - Case Study - From Failing 1 Star to Succesful 3 Star
- Level 7: Smogley - 3 Star Winning Layout
- Level 8: Melt Downs
- Level 8: Melt Downs - 3-Star Winning Layout
- Level 9: Duckworth-Upon-Bilge
- Level 9: Duckworth-upon-Bilge - 3-Star Winning Layout
- Tropical Region
- Level 10: Sweaty Palms
- Level 10: Sweaty Palms - Case Study - A Failing Hospital (When to Give Up)
- Level 10: Sweaty Palms - 3-Star Winning Layout
- Level 11: Grockle Bay
- Level 11: Grockle Bay - 3-Star Winning Layout
- Level 12: Blighton
- Level 12: Blighton - 3-Star Winning Layout
- Urban Region
- Level 13: Rotting Hill
- Level 13: Rotting Hill - 3-Star Winning Layout
- Level 14: Pelican Wharf
- Level 14: Pelican Wharf - 3-Star Winning Layout
- Level 15: Croquembouche
- Level 15: Croquembouche - 3-Star Winning Layout
- Interior Designer
- (Snowfall) Pointy Mountain Region
- (Snowfall) Level 16: Underlook Hotel
- (Snowfall) Level 17: Swelbard
- (Snowfall) Level 18: Roquefort Castle
- (Snowfall) Level 18: Roquefort Castle - 3-Star Layout
- (Snowfall) New Items
- (Snowfall) New Rooms
- (Snowfall) New Illnesses
- (Snowfall) Other New Things
- (Pebberley Island) Pebberley Island Region
- (Pebberley Island) Level 19: Pebberley Reef
- (Pebberley Island) Level 19: Pebberley Reef - 3-Star Winning Layout
- (Pebberley Island) Level 20: Overgrowth
- (Pebberley Island) Level 21: Topless Mountain
- (Pebberley Island) Level 21: Topless Mountain - Case Study - Working Successfully with Waves
- (Pebberley Island) New Items
- (Pebberley Island) New Rooms
- (Pebberley Island) New Illnesses
- (Close Encounters) Desert Region
- (Close Encounters) - Level 22: Goldpan
- (Close Encounters) - Level 23: Camouflage Falls
- (Close Encounters) - Level 23: Camouflage Falls - Anatomy of a 3-Star Wave-Smashing Hospital
- (Close Encounters) - Level 24: Chasm 24
- (Close Encounters) - New Items
- (Close Encounters) - New Rooms
- (Close Encounters) - New Illnesses
- (Superbug Initiative) - The Superbug Initiative
- Building a Better Hospital
- GP Queues
- Hospital Level Snowballing
- Expansion Strategy
- Examples in Efficiency
- Room Prestige
- The Great Patient Purge
- Common 2-Star Challenges
- Common 3-Star Challenges
- You want HOW Much in Hospital Value?
- Attractiveness Rating
- Bump that Cure Rate Up!
- Staff Morale? Are You Kidding Me?
- Staff Challenges
- Item Listing
- Research Projects
- VIP Visits
- End of Year Awards
- Steam Achievement Guide
- Two Point Humor
- Contact the Author
Theme Hospital vs. Two Point Hospital
Two Point Hospital was developed by former Bullfrog staff members. The game triggered a wave of nostalgia, and for many of us, it brought us back to a play-through of Theme Hospital before the release date. There are a lot of similarities between the two, and I'd say that you have a bit of a leg up if you have played Theme Hospital. However, that being said, these two games run totally different side-to-side. This section was included for former Theme Hospital players looking to get back into the madness.
Here are some pleasant ways the game has evolved:
- A full 3D interface with much better camera work.
- Gender equality means that men and women can now work in all staff roles.
- Not the same at all: while a few conditions from Theme Hospital live on in new ways, other classics like Bloaty Head are missing
However, not everything is totally the same. There are many ways that the two differ, but here are the five big sources of change:
First and foremost, Two Point Hospital is much more Dynamic than its predecessor..
There reached a point in Theme Hospital where once you got your level done and had a certain number and level of staff hired, with the exception of an epidemic or an earthquake to occasionally annoy you, you were pretty much set. You'd hear the cheers of a cure roll in back-to-back-to-back. That's the biggest difference. After getting your first star in Two Point Hospital, you can't just "coast" any more, and each new star level will requiring re-grouping and re-organizing of each and every hospital to be successful. People will still die in a well-run hospital. Epidemics are back, pop in to just about every hospital once you see them, and now demand a little more vigilance to eradicate. Disasters have returned in many forms, and hooray, in the 21st century, they'll no longer effectively "brick" your rooms (but machines do explode still, there's even a Steam achievement for it).
Second of all, staff aside from doctors got a huge upgrade in their abilities. While doctors still do the "heavy-hitting" side of Treatment rooms and are still the only staff qualified for Psychology and Research, they don't do most everything anymore.
Like modern medicine today, gone now are the days when doctors handled just about everything in the hospital, while nurses where confined to a few simple roles like working the Pharmacy and the Ward. In Two Point Hospital, nurses will handle a large amount of diagnosis and even quite a bit of treatment. You can also now train your nurses to specialize in Ward Management, which allows them to work magnificently in a ward setting.
In Theme Hospital, all you really looked for in a Receptionist was how high her skill level was - you placed her behind the desk, and you never heard from her ever again. Receptionists have now evolved into Assistants. They still serve as the first point of contact as your check-in staff for reception. But there's more! Most notably, they are treated like humans and now actually get to take breaks! They have their own set of skills, and can now be put to extra use in a Marketing office (to attract more patients, patients with a certain disease, or attract staff candidates with certain qualifications to your hiring list). They also serve as general staff members to staff new unlocked kiosks and rooms like the Newsagent, Gift Shop, and Café! A good team of assistants is now an important part of your hospital, as they'll often make a difference in patient happiness. Happy assistants = happy patients = better for you.
Janitors also got an upgrade. They're still tasked with sweeping, taking care of plants, and upgrading machines like before, but they do a little more now. When patients die in Two Point Hospital, there is now a chance they will become a ghost, and your janitors will be the ones to vacuum them up. Because of their versatility, senior janitors also make great trainers for the rest of the staff that can be easily pulled off the hospital floor, but more on that in the Training section. The Close Encounters DLC also introduces Robo-Janitors, which are unlocked by completing its final level, Chasm 24.
Third, research has been changed in many ways:
- All research is now distributed organization-wide (meaning that you don't have to keep researching the Scanner room every single hospital!) You now can research the X-Ray once, and it's available across all hospitals in the game - this applies to advanced upgrades as well, which are enhancements to certain machines. Those upgrades however, still need to be carried out by a Janitor each time the machine is built.
- Cures for pharmacy drugs are no longer handled directly by a research item, but are rather factored in by a combination of the pharmacy machine's level, the staff member's level, and a disease difficulty. More on this in the Chance of Cure section. But suffice it to say: even the illnesses have gotten smarter.
- Machines that can be upgraded have two separated upgrades, leaving a Level I, Level II, and Level III version of these machines rather than how it was implemented in Theme Hospital where it was another research item that happened in random order. Some are also unlocks for obtaining two-star or three-star hospitals.
Fourth, the game runs on an updated path-finding system, which means,with the full 3D engine, you'll have to plan things better. Corridors will need to be wider to be effective. Patients will run into each other more easily and you've got to plan the layouts differently.
Fifth, you have many more items now. Most in the game are decorative, but do feel like they belong in a proper hospital. Others have actual benefits to the room and upgrade its treatment, diagnosis, or research power. Some help your patients out. And some are just plain cool. This also leads to a new concept of Room Prestige. It's expanded to more than just making big rooms with windows and plants. Your staff will actually be happier in a higher prestige room. With the game's reward currency, Kudosh, you'll be able to unlock even more items to give your staff these buffs to happiness.
Some other minor changes include:
- Unlike Theme Hospital, where unless you saved a level, you'd never see it again after you cleared it, you can come back to all prior levels to make them better.
- The addition of three star levels (especially in the earlier levels) gives you a good reason to stay on your hospital levels a little bit longer, although you can make a bee-line for the game's final level, Croquembouche, after one star if you'd like.
- Research and equipment upgrades from later levels can be retroactively applied to earlier hospitals to make them run more smoothly
- Two surgeons no longer required in operating theater - A surgically-trained doctor and nurse will now do the job.
- You can now have multiple staff members working in certain rooms outside of the research room, such as the Ward or Marketing Office - in addition to simply having this only in the Research Lab, you can now expand this to areas like the wards where an onslaught of patients can be accommodated.