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If you have not played in a while or never played this game before, then you may have forgotten how things work or wonder what all the rooms are for and what do the other objects do etc.
Main Screen Area
Using the Control Panel
The Business Screen Buttons
Using pop up panels
Pop up Icons
We'll start with the opening screen and menu, in the bottom right is the tip of the day, you can see more by clicking on the Next Tip or the Previous Tip button. At the top of the menu in the middle of the screen is the Campaign button.
At the top there is a space for you to enter a name, this will be the name you will be known as in the game or in other words the name of your hospital. Usually this will show your login name the first time you open this menu, but if you change it, this will be remembered the next time you open this menu.
Then we have the Tutorial button, this is off by default and once turned on you will be taken to the first level of the campaign and get some guidance to get you started. You will have to select a difficulty first and click on start.
There are three difficulty settings with the campaign, easy, medium and hard. The campaign are the twelve original levels from Theme Hospital.
The next button on the first menu is "Custom Campaign", this is where you load campaigns other than the one in Theme Hospital. Two are available with the game and others will soon be available on our forum.
To the right is the briefing from the map selected.
The next button on that first menu "Single Scenario" is for custom games, these are maps you have created yourself, or ones you have downloaded from the forum. We have included some to get you started, these are single levels, use the button above for multi level campaigns of our own.
On the custom game menu there is an option to turn on Free Build. In this mode there is no money and there are no goals, so you can never win or lose. This is nice if you want to practice your building skills or test out your own map creations.
To the right is the briefing from the map selected.
Back to the first menu and the next button is "Continue Game", pressing this will load the last game that was played.
Next is load game - see Load.
Then there is the Settings button, here you can change from Full screen to Windowed mode, change the size of the resolution to match your monitors settings, change the in-game language and turn off all sounds. Note: with the language settings that unless Theme Hospital was released in your language that only the menus and Adviser will change, any announcements will not alter. You can also edit these and other settings direct in the config.txt.
There are also two further menus that can be accessed from the Settings Menu, the first one is Customise and then Folders.
Folder Locations can be changed from the default to wherever you want, although the location of TH Data must be where your Theme Hospital files are located. There should be no real need to change Font unless the language settings require a different font with none standard characters. If Theme Hospital was released in your language you should be okay, if however it is one of the new languages added by us and there are none standard characters or glyph's etc. then select a font that contains these. You can also edit these and other settings direct in the config.txt.
Custom Settings allow you to alter the game a little, hover over the button or label to find out what each one does. You can also edit these and other settings direct in the config.txt.
Just above the exit button is "Map Editor", this is where you can create you own maps.
These ladies will work in the ward, pharmacy or fracture clinic. They can get very busy, so be prepared to hire more than one.
There are three specialists and then a General Practitioner(GP) with no special skills. These are a Surgeon, Psychiatrist and a Researcher. Some Doctors can have more than one of these specialisms. Then there are the grades, which start with a Junior and end with a Consultant.
Juniors are trainees and are cheap to hire, but they are learning and will make mistakes. You had better get them trained in the training room quickly so that they can gain more skills. Consultants are at the top of their game and will diagnose patients more quickly and are less likely to make mistakes. You do have to pay them more, otherwise they will walk out.
These guys work really hard, they repair your expensive machines so that they don't blow up, they water the plants and their worst job is sweeping up the litter, vomit and I won't say what else they have to clean up - yuk.
In bigger hospitals they can be run off their feet, so make sure you employ enough of them.
She works tirelessly, never complains, does not take breaks; she just keeps going. She is vital to your hospital to staff the reception desk and direct your patients to the various rooms.
Apart from all the patients that will visit your hospital, from time to time you will get an important visitor, these are VIPs that will walk around your hospital and check to see how well things are being run. The Health Inspector is also a VIP.
You might also see the Grim Reaper wandering the corridors, this will happen if you get a treatment wrong, have wrongly guessed the cure or your drugs just weren't up to the job. You won't want to see him often, as this means you are making a mess of things and will soon be getting the push. Not all dead patients are dispatched this way, the good ones get a better send off!
Patients receive their initial consultation and results in the GP's Office
This is the fundamental diagnosis room in your hospital. New patients are sent here to find out what is wrong with them. They are then sent either to further diagnosis or to a room where they can be cured. You might want to build another GP's Office if this one gets too busy. The bigger the room, and the more extra objects you place in it, the higher the prestige for the Doctor. This is also true of all the occupied rooms.
The GP's Office requires any Doctor
A Doctor uses the General Diagnosis Room for basic diagnosis of patients. Cheap and often very effective Patients who require further diagnosis are sent to be checked here. If a GP's Office doesn't find out what is wrong with them, General Diagnosis often will. From here they will be sent back to the GP's office for analysis of the results produced here.
The General Diagnosis Room requires any Doctor
The Psychiatry Room cures mad patients and helps in the diagnosis of other patients, but needs a Doctor with Psychiatry skills.
Patients diagnosed with psychiatric illnesses must visit the Psychiatry Dept. to receive counselling. Psychiatrists can also make diagnoses, finding out what type of illnesses the patients have and, if mental in origin, treating them using the trusty couch.
The Psychiatry Dept. requires a Psychiatrically-trained Doctor
Wards are useful for both diagnosis and pre-operative assessment. Patients are kept here for observation by a Nurse during diagnosis. They remain here prior to having a operation.
The Ward requires one Nurse
This important installation is where a variety of conditions are treated. The Theatre has to be a good size, and must be filled with the correct equipment. It is a vital part of your hospital.
The Operating Theatre requires two Doctors with Surgeon qualifications. It also requires maintenance
The Nurse dispenses drugs here to cure patients Patients who have been diagnosed and whose treatment is a drug must visit the Pharmacy to take their medicine. As more and more drug cures are researched and become available, this room gets busier. You might want to build another Pharmacy later.
This room needs a nurse
A Doctor uses the Cardio Room to diagnose Patients.
Patients are diagnosed and checked in here, before going back to a GP's Office to be assigned to a cure.
The Cardio requires any Doctor. It also requires maintenance
A Doctor uses the Scanner Room to diagnose Patients.
Patients are accurately diagnosed using the sophisticated Scanner. They then go and see a Doctor in the GP's Office for further treatment.
The Scanner requires any Doctor. It also requires maintenance
A Doctor uses the Ultrascan Room to diagnose Patients The Ultrascan is virtually the ultimate in diagnostic equipment. It costs a lot but is worth it if you want superb diagnosing in your hospital.
The Ultrascan requires any Doctor. It also requires maintenance
Blood Machine Room
A Doctor uses the Blood Machine Room to diagnose Patients.
The Blood Machine is a piece of diagnosis equipment which checks the cells in a patient's blood to find out what is wrong with them.
The Blood Machine Room requires any Doctor. It also requires maintenance
A Doctor uses the X-ray Room to diagnose Patients.
The X-Ray machine photographs people's insides using special radiation to provide staff with a good idea of what is wrong with them.
The x-ray requires any Doctor. It also requires maintenance
A Doctor uses the Inflator Room to cure Patients with Bloaty Heads.
Patients with the painful-yet-humorous condition of Bloaty Head must come to the Inflation Clinic, where the overlarge cranium will be popped and instantly re-inflated to the correct pressure.
The Inflation Clinic requires any Doctor.
It also requires on-going maintenance by a Handyman
A Doctor uses the DNA-Fixer Room to cure patients with Alien DNA.
Patients who have been meddled with by aliens from another world must have their DNA replaced in this room. The DNA Fixer Machine is a very complex piece of equipment and it would be sensible to keep a fire extinguisher in the room with it, just in case.
It requires a Doctor with Research qualifications to work it
A Doctor uses the Hair-Restorer Room to cure Baldness.
Patients suffering from the extreme condition of Baldness will be directed towards the Hair Restorer Machine in this Clinic. A Doctor will operate the machine, and it will rapidly seed the patient's head with fresh hair.
The Hair Restoration Clinic requires any Doctor.
It also requires periodic maintenance
Slack Tongue Clinic
A Doctor uses the Tongue-Slicing Room to cure Slack Tongues.
Patients diagnosed in the GP's Office with Slack Tongue will be sent to this clinic for treatment. The Doctor will use a piece of high-tech machinery to extend the tongue and snip it off, thus returning the patient to normal good health.
The Slack Tongue Clinic requires any Doctor.
It also needs maintenance every so often
A Nurse uses the Fracture Clinic to repair Broken Bones.
Those patients unlucky enough to have Broken Bones will go here. The Cast Removal Machine will use powerful industrial lasers to slice off any hardened cast, causing only a little agony to the patient.
The Fracture Clinic requires a Nurse. It also needs maintenance every so often
A Training room with a Consultant can be used to train other Doctors.
Your Juniors and Doctors can gain valuable extra qualifications by studying in this room. A Consultant with Surgery, Research or Psychiatric skills will pass these on to any Doctors being trained. Doctors who already have these skills will find their ability to use them increases whilst here.
Note: You cannot build Training rooms until later in the game. How long it takes to train a Doctor depends on how many Doctors you send for training at any one time. The more Doctors attending a training session, the longer the session takes. Furnishing the Training Room with Skeletons and Bookcases helps to reduce this length of time. While a Doctor is in training, you can see how far his training has progressed, by calling up the Staff Screen and selecting the Doctor being trained. The Doctor’s skills are displayed at the bottom of the screen on a bar below the scale in which he’s being trained. This indicates how far the Doctor’s training has progressed.
The Training Room requires a Consultant
A Doctor uses the Electrolysis room to cure Hairyitis.
Patients with Hairyitis are directed to this room, where a special machine called the Electrolyser yanks out the hairs and seals the pores electrically using a compound not unlike grout.
The Electrolysis Room requires any Doctor. It also needs maintenance by a Handyman
A Doctor uses the Jelly-vat to cure Jellyitis.
Patients cursed with the risible illness Jellyitis must wobble their way to the Jelly Clinic, and be placed in the Jelly Vat. This cures them in a way still not fully understood by the medical profession.
The Jelly Vat Clinic requires any Doctor. It also needs a Handyman for maintenance
A Doctor uses the Decontamination Shower to cure Radioactivity.
Patients who have been exposed to Radiation are quickly shown to the Decontamination Clinic. This room contains a shower which cleanses them off all the horrid radioactivity and muck.
The Decontamination Shower requires any Doctor. It also needs maintaining by a Handyman
Doctors, handymen and Nurses relax in the staff room and become less tired.
Your staff get tired as they carry out their jobs. They require this room to relax and refresh themselves. Tired staff slow down, demand more money and will eventually quit. They also make more mistakes. Building a staff room with plenty for them to do is very worthwhile. Make sure there is room for several staff members at one time.
Doctors with Research skills can discover new drugs and machines in the Research Room.
New drugs and cures are invented or improved in the Research Room. It's a vital part of your hospital, and will do wonders for your cure percentages.
The Auto-Autopsy Machine is the first machine available and with this you can dispose of troublesome or unwelcome patients, and do research on their remains. (this means that they have to die first) Be warned - using this machine is extremely controversial, if you are found out it will cost you dearly in a loss of reputation.
Next, once you have researched it will be the Computer, this is a key research component and the last machine you need to research for this room is
the Atom Analyser, also known as the Chemical mixer. These machines speed up the whole research process.
The Research Room requires a Doctor with Research qualifications
Build Toilets to stop Patients making a mess in your hospital!
Patients feeling a call of nature will need to unburden themselves in the comfort of your toilet facilities. You can build extra stalls and wash-basins if you expect a lot of visitors. In some cases, you might consider building further facilities elsewhere in the hospital.
Requires a Receptionist who directs patients to Doctors. You need to place at least one of these near each entrance of your hospital to enable your Receptionist to process patients and assign them to Diagnosis Rooms. Right-clicking will rotate the desk before placement.
Provides seating for one patient, making waiting more comfortable. Place these in busy locations. They can be rotated by using the right mouse button before placement with the left button.
Stops patients from getting thirsty and provides revenue. Put drinks machines around your hospital to make your patients happier. They can be rotated with the right mouse button and placed with the left. They require no maintenance once installed.
So you can sabotage opponents' hospitals (neither are implemented.)
- the following can also be purchased to go into rooms.
VIP's like to see these and they minimise danger from malfunctioning machinery.
Place these in Rooms and Clinics to reduce the risk of a machine malfunctioning. When placed in corridors, they make the building overall safer.
keeps your hospital from getting cold.
These moderate the temperatures in your hospital. Place them at intervals along your walls. Right-clicking rotates them, and left-clicking places them. They require no maintenance once positioned.
keeps patients happy and purifies the air.
These cheer up your patients and purify the air, making it more healthy. Handymen will water the plants automatically, but you can adjust their priorities to make sure the plants stay healthy.
In theory patients put their rubbish here. You never actually see them being used though!
Staff Room Objects
Employees resting in the Staff Room will sit quietly on a sofa unless there's a better way of relaxing.
Helps your male staff relax, nurses prefer the TV or video game.
Make sure your staff don't miss their favourite programmes.
Let your staff relax with Hi-Octane playing space invaders.
Training Room Objects
The Consultant will use this when he is teaching
Your learning Doctors sit here to take notes, get bored and doodle idly. The more chairs you place, the larger your class sizes can be.
- The next two can also be purchased to go into the Psychiatric Room
Reference material for Doctors.
Used for training purposes and the Halloween party.
Your more hygiene-conscious patients may wash their soiled hands in this. If there aren't enough sinks, patients become unhappy.
Do you really need me to tell you what these are used for?! You should place more than one if you don't want it messy or queues to build up!
- These are common for a lot of the rooms
Essential for a Doctor or Nurse to put to their PC on.
Contains patient files, notes and research documents.
Patients sit here and discuss their illnesses.
and then there are:
Really sick people lie around on these.
Main Screen Area
The Control Panel
The Control Panel is the technical name we’ve given to the area beneath the Hospital View window. The Control Panel is split into four main sections: Finance, Build/Hire, Business, and Dynamic Info Bar. How the panel works is described in Using the Control Panel , below.
The Build Timer
The Build Timer is one of the first things you notice when you start playing. It indicates how much time you have before your Hospital opens to the public. You have the option of a few minutes grace in which to begin building and hiring, or you can left-click on GO to open your Hospital immediately. Computer players run three competing Hospitals. Computer players do not always wait until the end of Build Time before opening their Hospitals.(Computer players are not implemented)
The little chap who lurks in the bottom-right corner of the screen, just above the Control Panel, happens to be very well informed about all aspects of Hospital Management. He’s agreed to keep an eye on you every time you play and give you his good advice for free. Isn’t that nice?
Hidden, until you move the pointer to the top edge of the screen, is the Menu Bar. From here, you can save your game, load saved games, alter different aspects of the game, such as game speed, for example, or find out information about your game. There are three menus on the Menu bar and a clock on the right so you don't miss your tea!
|From the File Menu, you load, save, restart or quit||From the Options Menu, you can change sound settings and volume, toggle the Announcer’s Voice on or off, alter the speed of the game, choose the music from the Jukebox Panel, change the clock format, change heating colour scheme and opt to always pay wage requests.||From the Charts Menu, you can access the Business Screens and re-read the Briefing for the current level.|
You can also save a game with + . This will open up the save menu and from here you can either select an existing save (double left click) or create a new one by typing the name in the space provided and pressing . Don't worry if you select the wrong name from the list, because you will be asked to confirm the overwrite before it is saved.
You can also load an existing save with +
This opens the load game menu, just double left click on the game you want to load or click back if you have changed your mind.
There is also an Autosave function which will save your game each month to the Autosave folder.
You can also create a quick save with + +
To load your quick save press + + during a game.
There is only one quick save slot, so once you create another one the previous one is gone forever, you can only load your quick save from within an existing game.
+ if you want to restart the current game from the beginning .
+ if you want to quit back to the opening menu screen.
Using the Control Panel
From left to right, the Control Panel is split into three sections. On the left is the Finance section. In the middle is the Build/Hire section you’ll be using most. The right-hand third of the panel has two functions. If your mouse is pointing at it, the Business controls pop up from the base of the screen. If the mouse pointer is anywhere else, this section becomes the Dynamic Info Bar. The following paragraphs describe what each section does.
This displays how much money you have. Left-click the ‘$’ indicator to see your bank manager. The bank manager can arrange loans for you. Right click the ‘$’ sign to see your Bank Statement and compare what you’re spending with what you’re making. See At the Bank for more information on these screens.
This indicates how your reputation in Theme World is doing. To begin with, it is average. Whether it rises or falls depends on how good you are overall–including curing Patients, coping with emergencies, and keeping your Hospital clean. Your reputation influences the flow of Patients who visit your Hospital, so keep it clean!
A reminder of how long you have before your performance is judged. Running a Hospital keeps you very busy: sometimes it’s difficult to remember what day it is! See Yearly Appraisal for more details.
Begin building any kind of room by left-clicking this control to make the Build Rooms Panel appear. See Build Rooms in Using Pop-up Panels to learn how this panel works.
Place Corridor Items
Provide important fixtures by left-clicking this control to make the Furnish Corridors Panel appear. See Furnish Corridors in Using Pop-up Panels to learn how this panel works.
Approve the blueprint for a new room and alter the layout of objects in rooms or corridors by left-clicking this control, to bring up the Edit Rooms/Items Panel. This panel is also automatically selected when you choose a room from the Build Rooms Panel. See Edit Rooms/Items in Using Pop-up Panels to learn how this panel works.
The Business Screen Buttons
The last seven icons on the Control Panel only appear if your pointer moves directly over them. When your pointer isn’t over the area, the Dynamic Info Bar occupies this space. The Business Screen buttons, which appear when your mouse pointer moves to this area, help you manage the behind-the-scenes aspects of Theme Hospital. You can also find out the information you need to compete with other Hospitals. (other Hospitals are not implemented)
This is where you find a list of all your hired Staff. You can see information regarding their happiness, fatigue, and other concerns as well. You can also perform sackings and bonus payouts from this screen. You can use the cursor keys to move from section to section of the Staff Information area, as well as left-clicking the mouse to select the relevant section. If you have a large number of Staff, the big arrow buttons on the left will move you up and down the list, enabling you to see them all.
Morale, Tiredness, and Skill are also shown here as bars. You can spot trends by watching these bars move up or down. The magnifying glass indicates the Staff member’s Attention-to-Detail level.
Left-clicking on this button brings up a map showing both the Hospital and the local area around it. There is only one plot of land on the first level. However, from level two onwards you can buy extra plots of land to expand your Hospital. These appear in red. You can buy them by left-clicking on them. You can get information on each plot of land by simply moving your mouse pointer over them.
Note: Plots of land cost significant amounts of money and, once bought cannot be sold.
You can see the warmth zone of each radiator indicated as a red dot and a glow surrounding it. By adjusting the plus and minus buttons next to the Heating Level bar on the left, you can increase or decrease the amount of heat produced by your radiators. Note that increasing the heat level will increase your monthly heating bill. You might wish to place more radiators and increase your heat coverage that way. You can view your heating bill below the Heating Level bar on the left. This is the monthly amount you have to pay to keep your radiators functioning at their current level. Buying more radiators increases the bill, as does increasing the heat produced by each one, as described above.
You can change the warmth colours, which are shown on the Town Map. To do this you must click on "Options" and then on "Warmth colours". Now you can choose one of the colours.
In the bottom left of the screen, you are able to see your current bank balance, as well. Left-clicking on this takes you to the Bank Manager screen.
You can also see patients, plants and equipment as little dots on the Town Map. You can put one or more dots off by clicking on one of the pencil-buttons at the Town Map. Left-clicking on a part of the hospital at the Town Map will bring you to that location of the hospital and closes the Town Map.
This screen enables you to alter what you charge for each cure and diagnosis. The percentage of treatment charge tells you what your Hospital is charging based on the recommended price. This recommendation takes into account the reputation of your Hospital and the previous success rating for that particular treatment. You can alter your percentage of the recommended price by left-clicking on the +/- buttons next to it. The Casebook lists the diseases and Diagnosis Rooms you have discovered, diagnosed, or researched but this doesn’t mean that your Staff are able to cure the diseases they can now attempt to treat. At the bottom of the list is the cure indicator. When you highlight an ailment, the icon at the bottom of the list shows you whether the cure is a visit to Psychiatry, a Drug from the Pharmacy, or a Machine.
Note that on the drug cure (a glass beaker), there is a number. This is the effectiveness percentage of that drug. Researching drugs raises their effectiveness.
Keep a regular track of the percentages in the Drug Casebook, as they will change frequently over time and will require readjustment. Overcharging makes money in the short term, but dissuades new Patients from entering the Hospital. Undercharging increases the number of admissions to the Hospital and potentially raises your Reputation, but each treatment earns you less.
The concentrate research button at the bottom of the screen assigns the Research specialization percentage to the currently selected Cure.(over or under charging has no affect at the moment)
This screen is unavailable on the first level, and you must have built a Research Room before you can access it on any of the other levels.
When you first enter the Research screen, all five headings are allocated 20% of the total Research available. If no Researchers are placed in the Research Room, no Research takes place, despite these figures. Researchers, whom you place in the Research Room, split their time equally between each area. To change the priorities of the Researchers, left-click on the arrows next to each area of Research and alter the percentages.
Note: The total allocated Research cannot exceed 100%. In addition, placing more Researchers and Research equipment in the Research Room decreases the time needed for each improvement to be discovered.
The five areas of Research are as follows:
Cure and Diagnosis: This researches new rooms to cure diseases and a greater range of Diagnosis Rooms.
Drugs: This improves the effectiveness of all drugs and decreases their cost to you.
Improvements: This raises the strength of all machines and reduces the cost of replacement machines.
Specialization: This concentrates a percentage of your research on a specific cure that you are able to select in the Casebook screen.
or (the pie chart and other players are not implemented)
This screen provides you with information regarding the progress of you and the other players in the game. In the top right, a pie chart indicates how the population is split between the four Hospitals. To the left of this are graphs showing your win criteria. You must gain 100 per cent in all of these criteria by the end of each quarterly cycle to win that level.
The criteria are Reputation, Money, Cures, Happiness, and Hospital Value. Each is a fixed value that you must attain, as set out in the Briefing at the start of each level.
Lose criteria will appear as a red bar instead of a green one. If the red bar reaches 100 per cent you will achieve your lose criteria and forfeit the level.
In the top right corner are the names of the Administrators of the four competing Hospitals, including your own. Left-click on any of these names to display the statistics for that Hospital alone.
The Progress Report also displays information regarding the Overall Happiness, Thirst, and Warmth of the Patients in your Hospital.
This screen displays your statistics in chart form:
- Cash In
- Cash Out
- Total Wage Bill
- Bank Balance
- Number of Patients Visiting your Hospital
- Number of Successful Cures
- Number of Deaths
You can toggle each statistic on or off by left-clicking on the relevant pencil on the right. Right clicking on a pencil turns off all the other statistics except that one. You can also cycle through the graph’s time scale by left-clicking the green button below and to the right of the graph display. The default setting shows figures over one year. The second shows twelve years and the third displays 48 years in four-year jumps.
Firstly, you can set the Preferences as to whether a partially Diagnosed Patient will be treated anyway or sent home. If a Patient’s Partial Diagnosis percentage is lower than that of the Send Home Slider, the Patient is automatically sent home. If it is higher than the Guess at Cure slider, then the Patient is automatically sent to be cured. Any Patients with a percentage in between the two sliders will require you to make a decision.
Diagnosis Termination is a sneaky and underhand way to make more money. Although you can Diagnose a Patient to 100%, whereupon the cure is obvious, you can keep the Patient in the Hospital by performing unnecessary further diagnosis, which the Patient eventually has to pay for. The Patient is, of course, not aware of the extra tests and receives the cure needed in due course anyway. It’s just a way of extracting further cash when times are quiet.
You may set Diagnosis Termination to any level over 100%, but be aware that over-diagnosis places extra strain on your resources. If the Patient is kept in the Hospital for too long, he or she could well leave without paying. In that case, you would lose out financially and your reputation would suffer.
Send Staff To Rest governs the threshold of tiredness at which Staff will make their way to the Staff Room to relax. If this is set too low, your Staff will be more alert, but will spend much less time actually engaged upon their work; they’ll be forever in the Staff Room, or on the way to or from it.
If you set the Send Staff To Rest threshold too high, Staff become more tired at their posts and make mistakes, as well as becoming increasingly unhappy. They end up asking for more money and even resigning if they feel they have been taken advantage of.
The Staff Leave Rooms Button toggles whether you want your Staff to attend rooms requiring someone of their Skills when they aren’t actively working in their own room. If this is set to No, Staff are at their most efficient and will stay in their own rooms, unless they are using the Staff Room, or going to or from it. The downside is that you need to employ Staff for every room that requires it, if you wish to adopt this policy. This can be costly if some rooms aren’t used regularly.
This option is best for later levels, when you can afford at least one Doctor for each room. If Staff Leave Rooms is set to Yes, the Staff will leave their rooms if required elsewhere. This setting means that you may employ fewer Staff in your Hospital but it can lead to long queues and inefficiency, if Staff are forever rotating between rooms.
At The Bank
You can go to see the bank manager if you need extra money. The Current Loan option lets you borrow staggered amounts from the Bank, and will charge you interest. You can see Your Interest Payment for that loan on the left, just under the loan amount.
The Insurance Buttons on the right of the screen show you how your Patients’ Insurance companies are paying you. Some Patients pay you in cash but others let you bill their Insurance companies. Some Insurance companies take more time to pay than others do (not implemented, they all take about 3 months). Left-click on their graphs to find out how efficiently your cash is flowing in. (not implemented)
The Inflation Rate affects how much you charge for treatment (not implemented) and the Interest Rate governs how much your Interest Payments cost you.
or left click
Left-clicking on the Bank Manager takes you to the Statement screen. Here you can watch the Hospital’s cash flow. Accountants love this page. It makes them feel needed.
Left-clicking on the magazine on the table takes you to the Town Map.
Dynamic Info Bar
Whenever you’re busy in the Hospital View, the Business Controls disappear and that part of the Control Panel becomes the Dynamic Info Bar. It provides useful information on anything in your Hospital that you move the pointer over. For instance, were you to move the pointer over a door, the Dynamic Info Bar would tell you how large a queue for that room was, at that moment and how many more Patients were expected to join it.
Using Pop-up Panels
Build Rooms Panel
Use the Build Rooms panel to select the room you want to build. There are four types of room from which to choose: Diagnosis, Treatment, Clinic, and Facility. When you left-click on one of these types, the right side of the panel opens into a list of all the rooms of that type. Left-click the room you want to build. This makes your pointer change into the shape of a trowel, indicating that you are ready to make a blueprint of your room. The Build Rooms panel is replaced on the screen by the Edit Rooms/Items panel for the second stage of the building process. The basic rooms all Hospitals require are listed and explained here.
GP’s Office is where a Doctor examines Patients, to try to find out what’s wrong with them. The Doctor’s examination determines whether that Patient is sent to a Treatment Room where a cure can be attempted or whether the Patient should be referred to another Diagnosis Room for further examination.
General Diagnosis Room is where a Doctor can use specialized machinery to give Patients a more thorough examination than they could have in a GP’s Office.
The Ward can be used for diagnosing Patients, but a Ward also provides Patients with somewhere to rest before undergoing an operation in an Operating Theatre, so it is a Diagnosis Room and a Treatment Room. A Ward requires a Nurse.
Psychiatric Room can be used to provide general diagnoses but it is also where diseases of the mind are actually cured by a Doctor with Psychiatric Skill. Like the Ward, it is both a Diagnosis Room and a Treatment Room.
There are other kinds of Diagnosis Rooms that you’ll come across as you play CorsixTH, but these are the ones you begin with.
Pharmacy is where a Nurse can administer drugs to those Patients who are believed to be in need of them, following diagnosis.
The Psychiatric Room and Ward are described under Diagnosis, above. They are both Diagnosis and Treatment rooms.
The Operating Theatre is also a type of Treatment Room. You won’t come across one in level one of The Campaign, because you need two qualified Doctors with Surgeon Skill to carry out operations.
There are several different types of clinics in CorsixTH. Doctors use these specially equipped rooms to cure many of the diseases you can actually see Patients suffering from, such as the Inflation Clinic that cures Bloaty Head. Being able to build all the different kinds of clinics in CorsixTH is a major achievement and something we don’t want to spoil by telling you all about it.
These ancillary rooms aren’t as glamorous as the Clinics or Treatment Rooms but they are essential to the continual smooth running of any Hospital. There are four types of facility: Toilets, Staff Rooms, Research Rooms and Training Rooms.
Toilets are essential for the personal hygiene of Patients, who may be in your Hospital for a long time.
Staff Rooms give your Doctors and Nurses somewhere to relax when they’re exhausted. Just like in real life, Doctors and Nurses in CorsixTH become very tired when they’ve been busy for a long time.
Research Rooms enable Doctors with the Skill to investigate new cures, improvements to drugs and technology, and completely new medical equipment. Controlling Research is explained in Using Business Screens. You cannot build a Research Room on level one of campaign from Theme Hospital.
Training Rooms are where Doctors of Consultant level experience can teach Skills to other Doctors. Doctors who attend training sessions improve their ability rating. When Doctors reach a high level of ability, they become eligible for promotion. Promotion is automatic. When a Doctor is promoted, he undergoes a period of probation. For a Junior being promoted to a Doctor, this period lasts six months. For a Doctor to be promoted to a Consultant, the probation period lasts twelve months. During probation periods, Doctors function at their new level but for the old salary. Note: You cannot build Training rooms until later in the game. If the Consultant has a particular Skill-Surgeon Skill, Psychiatric Skill, or Research Skill he will train attendee Doctors in these Skills as well. A Consultant with two Skills will pass on both Skills during training. How long it takes to train a Doctor depends on how many Doctors you send for training at any one time. The more Doctors attending a training session, the longer the session takes. Furnishing the Training Room with Skeletons and Bookcases helps to reduce this length of time. While a Doctor is in training, you can see how far his training has progressed, by calling up the Staff Screen and selecting the Doctor being trained. The Doctor’s skills are displayed at the bottom of the screen on a bar below the scale in which he’s being trained. This indicates how far the Doctor’s training has progressed.
Furnish Corridor Panel
See Corridor Objects for details of the items that are available.
Edit Rooms/Items Panel
When you left-click the Edit Rooms/Items icon and pass the pointer over an object or room to edit it, the room or item beneath the pointer starts flashing. (using this tool to edit objects is not implemented, right click an object to move or remove it) Left-click again to rebuild it, erase it for extra cash or move it somewhere else. Note that at any time, you can right-click on a Corridor Furnishing to edit it. The Edit Rooms/Items Panel also appears when you have selected a specific room type from the Build Rooms Panel. When the pointer is shaped like a trowel, you can layout the blueprint of the room. The blueprint shows the size and location of a room. Select a point where you want one corner of the room to be. Then left-click and drag the mouse until you’re happy with the size of the room. Pressing the green cross button on the Edit Rooms/Items Panel cancels the blueprint and allows you to start again.
Note: Some rooms need more space than others. If the blueprint is red, then you need to increase the size of the room, or move it elsewhere. Valid blueprints appear blue. Once you’ve pressed the green tick to confirm that you are happy with the blueprint you’ve placed, the panel prompts you to place the door. You do this by left-clicking on one of the blueprint’s walls (you’ll see the blueprint’s outline of the door in the wall, as you move your mouse along it). Again, you can cancel a door placement you’re unhappy with by left-clicking on the Cancel button.
Then you are prompted to place any windows. You place windows in exactly the same way that you place a door. Unlike a door, however, a window is not a requirement of the room. You don’t have to have any windows if you don’t want them.
Once these structural elements have been added to your blueprint, the room is built. All that remains is to furnish it. Each room has its own particular furnishings. It’s up to you to place these items into the room that you have designed. For instance, if you build a Training Room, it comes with a bookcase and an anatomical skeleton. Right-click to rotate an object through ninety degrees while it’s attached to the pointer. Left-click to drop the item in the room.
You may purchase additional special furnishings for the room by left-clicking on the Till Button. This opens a menu listing the items that belong in this room. You can order additional items, such as anatomical skeletons and bookcases for your Training Room. The better equipped a room is, the better it functions and the happier and more productive the staff who work in it will be.
Hire Staff Panel
Using the Hire Staff Panel, you choose Doctors, Nurses, and other Staff for your Hospital from a selection of candidates who are available for work. If you select a new member of Staff–but change your mind before you’ve placed the individual in your Hospital–you can cancel the hiring process by right-clicking. There are four types of Staff to choose from; Doctors, Nurses, Handymen, and Receptionists.
Doctors are a Hospital’s most valuable members of staff. They are also among the most varied in ability. A Doctor is described by three crucial characteristics: Seniority, Ability, and Skills.
The stethoscope, bag, and car on a slider bar indicate the Doctor’s seniority. You can tell from the item the arrow points to whether the Doctor is a Junior (stethoscope), GP (bag), or Consultant (car)-or, to put it another way-whether a Doctor is poor, average, or excellent. The Doctor’s seniority influences the speed at which he cures Patients, the accuracy of his diagnoses and the size of his salary. Most importantly, only the most senior Doctors-the Consultants-can train other Doctors in your Hospital (see Training Rooms).
The bar with an abacus at one end and a computer at the other indicates a Doctor’s Ability level. Doctors with high innate abilities make intrinsically better diagnoses than Doctors with lower abilities.
A Doctor can have up to three different Skills. The different Skills determine what the Doctor can do in your Hospital.
A scalpel indicates the Doctor is a Surgeon. Surgeons are required in Operating Theatres. Operating Theatres cannot function without Surgeons (in fact, two Surgeons are required for each Operating Theatre). When two Doctors with Surgeon Skill enter the Theatre, they don overalls and are ready to carry out operations.
A blot test book denotes a Psychiatrist. Only Psychiatrists can work in a Psychiatric Room and cure Patients with mental complaints.
Research Skill is illustrated by a light bulb. A Doctor with Research Skill can explore ways to improve drugs and machinery or to design completely new Diagnosis and Treatment Rooms, if your Hospital has a Research Room.
Nurses are only graded by their Ability level. This is indicated on an Ability bar, just as it is for Doctors. The higher her Ability level, the more the Nurse costs to employ. Nurses work in the Ward, the Pharmacy, and the Fracture Clinic.
Handymen clean up your Hospital. Their Ability bar shows how good they are at detecting problems. They hurry around, sweeping away litter and other rubbish that falls on the floor, watering plants, looking after the radiators, and maintaining your expensive Hospital equipment.
The more Handymen you have, the cleaner and safer your Hospital will be.
Receptionists sit at their desks and direct Patients to their first GP’s Office. Without a Receptionist, Patients simply won’t come to your Hospital. The Receptionist’s Ability bar reflects how quickly she directs Patients to the Diagnosis Rooms. Busier Hospitals usually require more than one Receptionist.
Managing queues is useful when you see, for example, that someone towards the back of the queue is suffering from a disease that you can cure. The sooner the disease is diagnosed, the sooner you get your cash. When you move your mouse over a door, all the Patients who are in the queue for that room display Queue icons above their heads.
Visitor Count displays the total number of Patients that have visited a room.
The Max Queue Size is the recommended queue size for that room. It is set at 6 by default but can be increased or decreased. Patients prefer to walk as little as possible and are more likely to choose a closer room than one that is further away. By limiting the Max Queue Size of rooms, you are helping to prevent bottlenecks. Queues may grow larger than the maximum sizes, but only when all alternative queues have also reached their limit. Experimentation is the key.
Hold down your left mouse button on a Patient to drag it over the Door or green Queue icon, to move the Patient to the front or back of a queue. You can also lift a Patient out of a queue to another room of the same type. For example, if you have two GP’s Offices and a crowd is developing outside one of them, bring up the Queue Panel and click on a Patient. You can then move the Patient into the other GP’s Office queue. The Patient then leaves the current queue and joins the queue for the other office. When you click on a Patient in the Queue Panel, the Patient flashes in the Hospital View. (not implemented)
Patient Redirection Panel
This panel is accessed by holding down the right mouse button over a Patient.
- To select an icon from this panel, click the right mouse button down on the patient and move the pointer over the icon you want. Then click on the icon, it is then selected.
- Receptionist Queues should be kept as low as possible. Receptionists who are close to each other share the same queue. (not implemented) Receptionists further away deal with their own queues.
- You can move patients from one Receptionists to another, as you would handle any room queue but you can’t move Patients from a Receptionist queue straight into a room queue. (not implemented) The icon in the left sends the Patient back to the Receptionist. This is useful if you have too many Patients in a queue and you don’t have time to move them manually. This way, the Receptionist sorts them out for you. The icon in the right discharges Patients and sends them home. The three icons below represent the three other Hospitals you’re competing with. By selecting one, you can refer the Patient to one of those Hospitals. This is not a bad thing to do, if you have an epidemic on your hands and you’d like to share it with your opponent. (not implemented)
Staff Information Panels
There are three of these Information Panels: one for Doctors, one for Nurses and Receptionists, and one for Handymen.
Doctors Panel To access the Doctors Panel, left-click on a Doctor.
The Doctor’s seniority bar indicates whether he is a Junior, a GP, or a Consultant.
How happy the Doctor is can be seen on this panel. An unhappy Doctor may try to resign, in order to receive a pay rise or bonus.
You can also see how tired a Doctor is. Exhausted Doctors soon become unhappy. A spell in the Staff Room perks up tired Staff.
The panel also displays the Doctor’s Ability rating. The higher it is, the better the Doctor is at all aspects of his job.
Any Skills a Doctor possesses are also displayed, so you can quickly tell if he has Surgeon, Psychiatric, or Research Skills. Doctors acquire new Skills in the Training Room.
You can also check a Doctor’s salary, and his monthly pay cheque. The higher it is above market level, the happier he is.
If you want to be rid of a particular Doctor, left-click on the Sack icon to fire him. You will be asked to confirm this.
Left-click the Pick Up Button to close the panel, leaving you holding the Doctor. You can place him directly in a room, if he’s needed in one, in a corridor, if his services are not required immediately, or in the Staff Room, if he’s exhausted.
If you place a Doctor in a room already occupied by another one, the current Doctor leaves and the one you placed to take over.
Note: You can also pick up Doctors and other staff by right-clicking on them.
The spy window shows the Doctor as he works in the Hospital. If you left-click on the picture then the Hospital zooms there. Holding down the left mouse button and right-clicking on the spy window lets you zoom to one Doctor after another around the Hospital in the view window without leaving the current location.
Left-click on the cancel button to exit the panel.
Nurses And Receptionists Panel The Nurses and Receptionists Information Panel is almost identical to the Doctors Information Panel apart from the fact that there are no Skill or Seniority details. All the other buttons work in the same way.
Handyman Panel The Handyman Panel is the same as the Nurses’ Panel except for the three middle buttons.
These buttons show how much attention he gives to each of his three main duties (sweeping, watering plants and carrying out repairs). The bar below each picture shows you the degree of attention he is devoting to each duty. By left-clicking on a picture button, you change his priorities. You increase the amount of attention the Handyman will pay to the duty you click on, at the price of the other two duties. Experiment with different settings so you get the best out of your Handymen at all times.
You can also select the zone your handymen work in, by default this is "All Plots". Clicking on this will cycle through all available plots if you have purchased any, you can look at the Town Map to see the plot numbers for each building. Handymen will still go into other plots to go to or from a staffroom, unless there is one in their plot.
Patient Information Panel
You can see any Patient’s Information Panel by left-clicking on a Patient. From here you can obtain detailed information about the Patient’s state of health and manipulate the individual Patient if you want.
Health Chart This is a graphic representation of a Patient’s health since entering Hospital. If health continues to deteriorate, the Patient will die. (graph not implemented) Left-click the graph to bring up a Patient History which lists the rooms this Patient has visited.
If a Patient is close to death, a warning Skull icon appears above the Patient’s head.
Happiness This bar indicates how happy the Patient is. If it’s too low, the Patient will become fed up and leave.
Thirst Level This illustrates how thirsty the Patient is. If the thirst level falls too low, the Patient buys a drink.
Warmth Patients can become either uncomfortably hot or freezing cold, depending on the number of radiators and the condition they’re in. Either extreme is bad for a Patient, who will become fed up and leave, unless the temperature returns to normal.
Spy Window Watch over the Patient in your Hospital. If you right-click on the window, you can scroll through all the Patients, one after another. If you hold down the left mouse button and right-click, you can zoom the Hospital View to each Patient in turn.
Queue Button This opens the Queue Panel for whichever room the Patient is waiting for.
Go For Cure This sends the Patient straight for a cure. The stage of diagnosis that has been reached determines the Patient’s percentage chance of being cured. This button proves useful when a Patient is going to die soon and you decide to gamble your reputation on whether or not you can cure them–and earn more money.
Casebook This option is available when a Patient has been diagnosed. Left-clicking on it takes you to the Drug Casebook (see Using Business Screens).
Discharge Patient This button commands the Patient to leave the Hospital. This would be the best advice you could give to a Patient who’s come to your Hospital with a condition you cannot treat.
Machine Maintenance Panel
The Strength of a machine determines how much wear and tear it can take before it begins to malfunction. You will be able to tell a malfunctioning, worn out machine by the plumes of smoke billowing out of it. (not implemented) Machines allowed to wear out will explode eventually. The presence of nearby fire extinguishers helps decrease the risk of explosion. A machine that explodes kills everyone in the room and renders the room permanently unusable thereafter.
You can find out the Strength of a machine by passing the mouse over it and looking at what the Dynamic Info Bar says. Most machines have a Strength of 10 when they are built. This can be increased through research carried out on machine improvements (see Research in Using Business Screens).
To repair a machine, left-click the mouse button on it. The Machine Maintenance Panel appears. By right-clicking on the machine’s name in the Machine Maintenance Panel, you can cycle through all the machines in your Hospital. Machines that have had Handymen called to attend to them will have brackets around their names.
Used Count This indicates how many times the machine has been used since it was first built. The more it has been used, the more worn out it is. Earthquakes also increase the Used Count (see Earthquake! below). Once a machine’s Used Count exceeds its Strength, continued usage will lead to malfunction and you’ll need a Handyman to put things right. The bar also indicates exactly how worn out a machine is.
Continual use leads to deterioration. This bar shows you that process, falling from right to left.
As the objects begin to malfunction, they begin to smoke. (not implemented) The longer this continues, the more likely it is that the machine will explode. When a machine explodes, it kills all occupants of the room and renders the room useless. You will not be able to edit or delete the room once it has been destroyed.
Repair Machine This calls a Handyman to repair the machine. When a Handyman repairs a machine, the Used Count in the Dynamic-Info bar returns to zero, but the machine’s strength sometimes decreases by one, which means it will wear out more quickly next time. This is especially likely to happen if the Used Count is high when the machine is repaired.
Improve Machine This replaces the machine with a spanking new one, at a cost. The machine’s strength is returned to its original state. If you have researched improvements, the machine may have a higher strength than before so you won’t have to repair it as often.
Our musical score is made up of eight different tunes. You can select tunes you don’t want to hear or select new ones by going to the Jukebox Panel. The Jukebox Panel is available from the Menu Bar (see the Menu Bar) or by pressing .
Your choice of music doesn’t affect the psychiatric well being of Staff or Patients but it will probably affect yours.
Pop Up Icons
Pop Up icons are used to convey important information about emergencies and impending crises that come along during the game. If you don’t respond to them, problems can explode in your face, leading to mass walkouts, loss of reputation, and a sinking feeling in your gut. You can also end up with a screen full of icons if you don’t keep on top of them. Left-click on an icon to respond to it or press to open the Fax or Resignation Message.
Emergencies are special circumstances in which a number of Patients have a certain disease or condition. You don’t have to diagnose these Patients; you already know what’s wrong with them. Instead, you have to try to cure them all within a certain time limit, if you choose to accept the Emergency (you will need to open the Fax). If you do choose to handle the Emergency, a Nurse’s watch appears in the bottom left hand corner of the screen. This counts down the time you have in which to cure the Emergency Patients. The Patients arrive in a helicopter on the helipad outside your Hospital and go to the Receptionist. You can identify them by the flashing blue lights above their heads. The Receptionist sends them to the correct treatment room. Some cures take longer than others so make sure you haven’t overestimated your Hospital’s facilities.
Epidemics are revealed when a Patient is diagnosed with a contagious disease. All other Patients the contagious Patient has been in contact with will also be infected. You have a choice (you will have to open the Fax):
Declare An Epidemic If you declare an Epidemic then treatment of this disease proceeds as normal. Your Patients are automatically vaccinated, halting the spread of the disease. You are fined and your Reputation suffers.
Attempt A Cover-Up A Cover-Up is a race against time. All infected Patients are denoted by a flashing Bug icon above their heads. The Epidemic Watch then starts counting down the time before a suspicious Health Inspector is due to call round. When he arrives at the Reception, he begins looking for infected patients. Each one he finds costs you a fine and a loss of Reputation. To stop the disease spreading, left-click on the Epidemic Watch to mark Patients with Bug icons above their heads for vaccination. Any spare Nurses then charge through your Hospital, attempting to reach and vaccinate each marked infected Patient. The Patient who should be vaccinated next is indicated by an arrow above his or her head. Vaccination prevents Patients spreading the disease further but they still have to be cured. Beating the battle against an Epidemic before the clock count down earns you financial compensation and a Reputation boost.
Miscellaneous Several of other, less important Pop Up icons appear from time to time, but you have to open the Fax to see the details.
New Disease Your GPs have diagnosed a Patient with a disease new to this level. You will find yourself rediscovering the same disease on different levels of the game. Each Hospital you run has to discover each disease for itself.
Decision You have to make a decision about what to do with a Patient who has not been successfully diagnosed or who has been successfully diagnosed with an illness your Hospital cannot treat. Good luck.
Resignation This icon appears when members of staff are threatening to resign! Do you cave-in to their outrageous salary demands or sack them for their impudence. If you ignore them, they’ll just leave!
Note: If you look in the Options menu you can opt to always pay their demands instead (WAGE REQUESTS).
VIP When this icon appears, it means a VIP wants to pay your Hospital a visit. You can either grant his desire or make excuses. VIPs are actually quite important to your Hospital. If they like it, you receive a cash bonus and a reputation boost. If they don’t, your reputation can take a sudden turn for the worse. Refusing visits is an easy dodge-but do it too often and the VIP will make a surprise visit anyway.
Miscellaneous Messages Occasionally your fax machine will burst into life with an incoming message of some kind. These messages usually add more detail to an event you’re already aware of, such as exactly what a VIP thought of your Hospital, how many emergency Patients you cured or how big your last bonus was, and so on. If you don't open them they will disappear after a short while and you will never know what that message was about!
Wage Increase Request Panel
Yearly Appraisal (Trophy Room)
At the end of each year, you get high score charts to read and maybe even an award to gloat over. You’ll find out exactly how you’re doing, compared to the computer players.
Hall of Fame (not implemented)
Left-click the Thumbs Up icon to see the top ten performers.
Hall Of Shame (not implemented)
Left-click the Thumbs Down icon to find out just how badly you did.
Prizes and Trophies (not fully implemented)
At the end of the year you can receive awards (money or a boost to your reputation) for doing good work during that year. You can also receive a penalty for poor performance, which will either be a deduction from your reputation or your bank balance.
At the moment there are only a few available, we will add some more at various times over the next few months as time allows. It is not possible to add many at the moment though as various other elements will need to be in the game first i.e. rats, computer players etc. The amount you receive/lose and the target/pre set amount will vary per level and is dependent on the values set in the level file.
If you have killed no patients at all during the past year you will receive a monetary award.
If you have cured enough of your patients you will receive a monetary award. If you don't cure enough though, your bank balance will suffer.
Few deaths/Too many deaths
If you have killed only a few patients you will receive a small award and if you kill too many you will receive a penalty.
Cure v Deaths
There is also an award for where your ratio of cured patients is high when compared to those you have killed. There is also a penalty for when the ratio is poor.
Super VIP visits
If you please all of the VIP’s that visit your hospital during the past year you will receive a small boost to your reputation. You will have to get a “super” feedback for each visit you have had though!
High vending sales
If your vending sales (cans of coke) are high (above the pre set amount) you will receive a monetary award.
If you have had a high reputation throughout the last year you will receive a monetary award if it was always above a certain threshold.
There are also smaller awards for having a reputation above a pre set level and a penalty if you fall below another pre set level.
If your hospital value is above a pre set amount you receive an award and if it is less than another pre set value you receive a penalty.
These will need to be implemented at some point and are:
Rat shooting accuracy, Rats – number shot, Plants – well looked after, Staff happiness, Patient happiness, Cleanliness, Emergency success rate, Waiting times, Well kept machines, Research (being really fast or too slow,) Good TECH – similar to previous
Hospitals sometimes have to deal with disasters and continue to work efficiently, even under the strain these things exert on normal Hospital operation. To test your mettle, we’ve included a few likely disasters in the game.
Vomit isn’t a nice subject but your Patients are in your Hospital because they’re sick and sometimes they will actually be sick. Cleaning up this mess quickly and without fuss is part of a Handyman’s job. However, you know what it’s like. If one person sees another person being sick, the feeling of nausea spreads to both-and you have two people being sick. In a Hospital where people are sick already, if your Handymen are too busy to clean up the mess, your Hospital can suffer from wave of vomiting. Think of the way an avalanche starts with a single snowball... A vomit wave can overwhelm your Handymen and give you a genuinely serious problem to sort out. (Note: This is not fully implemented, you can get a lot of vomit, but not a "vomit wave" as such)
If you have a lot of radiators and not many Handymen, there’s a risk that all the radiators will breakdown, leading to protracted periods of hot and cold, which won’t do your Patients any good at all. Once a boiler breakdown occurs, there’s nothing you can do about it. You have to wait until it is fixed again automatically. (Note: This is not fully implemented, breakdowns are currently random)
The incidence of a small tremor will prepare you for the larger quakes which will occur shortly afterwards. These damage your machines, adding to their Used Counts. If a machine already has a large Used Count, it might even explode, so if you notice the tremor and you value life, get your Handymen onto the machines in time for the imminent Continent Shaker. After a machine in a room is exploded, you can't edit or remove the room anymore. (Note: This is not fully implemented, there is no warning tremor)
The appearance of rats in your Hospital is a by-product of litter and other filth. Rats get in through holes in the skirting boards. If you see a rat, point your cursor over it and shoot! Splat one rat! Just make sure a Handyman cleans it up.
Win or Lose
Whether you win or lose a level is determined by how well you achieved the objectives contained in the Briefing you received at the beginning of the level.
The Status Screen shows you, in terms of percentage, how close you are to meeting the criteria required to win.
At the end of each quarter (three months), you are judged on how you have performed. If you have satisfied all the objectives, you may proceed to the next Hospital or remain where you are. Remaining where you are lets you build up your score and money. However, you must proceed through all the levels to complete the game. As well as having to meet all the criteria for winning, you must avoid meeting any of the losing criteria that were also outlined in the Briefing.
If you meet the lose criteria, scandal strikes your Hospital and the game ends.
Staff and Patient Mood Icons
|Hot||Staff are overheating. You might have too many radiators, or the boiler thermostat might be malfunctioning. In this case, you can do nothing until it’s automatically fixed.|
|Cold||Either Staff require more radiators to warm them up or the boiler is on the blink and your radiators are temporarily out of order.|
|Diagnosis Complete||This is self explanatory, isn’t it?|
|Patient Needs More Diagnosis||This Patient will be sent for further diagnosis automatically.|
|Staff Resigning||This member of Staff is threatening to leave the Hospital in disgust. A Pop-Up Icon will inform you of the demands being made or it maybe they have had enough and there is nothing you can do to keep them.|
|Staff Tired||The Staff member will soon be heading for the Staff Room for a rest. If you’ve built one, that is.|
|Staff Waiting For Patient||This Staff member is ready to see the next Patient.|
|No More Diagnosis||Your Staff have exhausted all the possibilities for For diagnosing this Patient, without finding exactly what is what with him or her.|
|Hot||Patients will soon require visits to Drinks machines. You might have too many radiators, or the boiler thermostat might be malfunctioning. In this case, you can do nothing until it is fixed automatically.|
|Cold||Either Patients require more radiators to warm them up or the boiler is on the blink and your radiators are temporarily out of order.|
|Thirsty||Patients will visit Drinks machines, if any exist in your Hospital.|
|Unhappy||Patients require treatment that is more prompt, drinks, toilet facilities, more moderate temperatures, plants and fire extinguishers, or greater cleanliness from your Hospital.|
|Leaving/Fed Up||Patients achieve this state when they’ve been unhappy for a considerable length of time.|
|Patient Cured||Your treatment has been 100 per cent successful. The Patient will now leave, happy.|
|Patient Not Cured||Treatment has been unsuccessful. The Patient is about to meet his or her maker or worse!|
|Patient Not Paying||Your charges for treatment are almost certainly set too high, and the Patient, although cured successfully, is refusing to cough up the readies.|
|Patient Going To The Toilet||Even characters in computer games need to relieve themselves occasionally.|
|Contagious Disease||Patient must be treated soon and is at risk of starting an epidemic.|
|Waiting For Vaccination||During an epidemic, the Patient has contracted a contagious disease and must be vaccinated as soon as possible.|
|Next In Line For Cure||Patient is at the head of the queue for cure.|
|Vaccinated||Patient has been vaccinated in time, and no longer presents an epidemic threat to the Hospital.|
|Patient In Emergency||Patient has been admitted under Emergency conditions, and must be seen as soon as possible.|
|Patient Waiting For Decision||You must decide what course of action to take with this individual. A Pop-Up Icon will inform you of the possible selections.|
|Patient In Queue system.||Patient is waiting for diagnosis or treatment in a queue This icon indicates that the Patient is reasonably happy.|
|Patient Close To Death||There are four variations on this icon to depict how close the Patient is to death. It’s up to you to try a last minute cure or to send them home...|
|Machine Due For Repair||This icon pops up wherever you mark a machine for repair by a Handyman.|
|Staff Management Screen|
|Research Screen (Research Room must be in hospital to view screen)|
|Charts / Graphs Screen|
|+||Reloads the game|
|+||Scroll screen faster|
|/||Zoom in / out (DirectX only)|
|\||Zoom in / out 5x (DirectX and SDL2)|
|Set game speed to "slowest"|
|Set game speed to "slower"|
|Set game speed to "normal"|
|Set game speed to "max speed"|
|Set game speed to "and then some more"|
|Speeds game to "and then some more" whilst being held down, returning to previous speed on release|
|Pause / Un-pause game|
|Open Research Screen (Research Room must be in hospital to view screen)|
|Open the Drug Casebook|
|Open the Town Map|
|Open the Jukebox Panel|
|Open first fax message (if any are waiting)|
|Make walls transparent whilst being held down, returning to solid walls on release|
|+||Open the save game dialog|
|+||Open the load game dialog|
|+||Re-starts Current Game From the Beginning|
|+||Quit from the game back to the main menu|
|+ +||Quick Save Current Game|
|+ +||Load Last Quick Save|
|+||Toggle the announcements|
|+||Toggle the sound effects|
|+||Toggle the music|
|+||Takes a screenshot|
|Close the topmost window (if any are open)|
|+||Toggle full screen|
|+ Drag Window||Restricts window movement to set increments|
|or||Skip in-game movies|