


#Theme hospital research plus#
These, plus one in the initial area, are placed sufficiently close to all waiting areas. While the common tactic is to build a toilet in every building, space can be saved by building one at the bottom of each triangular building. Most turnaways are due to not having the required clinic. It's important to build a research room during intial construction, and focus research on clincs. This will keep your patients moving quickly between diagnostic rooms and channel them in to treatment rooms making them cured quicker, preventing unnecessary deaths and building that difficult 70% cured and 800 reputation, as well as limit escaping epidemic patients. Build your GP office and pharmacy close together, use another section for secondary diagnostics, and the furthest section for clinic and operating theatre. As more rooms are researched, the opposite two buildings can be purchased, and rooms moved across.Īlternatively, choose a side of the hospital to build all of your rooms in and block off the other half in the central area.

Initial contruction can be focused on only one side, minimising intial cost of building purchase. The two triangular buildings, being diagnostic areas, should each have one GP room to avoid the return of patients to the intial GP area. Diagnostic rooms can be placed in the large triangular buildings, farther away. The two buildings immediately to the side of the central room can be used primarily for clinics as these buildings are the closest to the helicopter pad. Compartmentalising waiting areas helps minimise epidemic spread. The 6 deep corners of this building are suitable for small 4x4 GP rooms, with 4 inward facing chairs in front. These will be moved further away as the requirement for initial GP rooms, increases. To begin, these should be placed here, but other spaces can be filled with a staff room and research or training. The central building should, eventually, be used solely for reception, waiting area, toilets, and initial GP rooms. Reaching the hospital value of 250,000 is enough. Unlike described in the briefing at the start of the level, the player doesn't need to buy all of the buildings to win the level. Ignoring the entrances to these outer buildings allows you to build rooms across entrances, blocking them. It is possible to comfortably beat this level without buying any of the outer 9 buildings. The helicopter pad is positioned just below and to the right of the middle area that is open at the beginning of the game. Battenberg is the final level of the game.
