The level is the largest and perhaps the most complicated to finish.
It showcases most of the strategies, and probably ignores quite a few of
them too. The first five years of development are given here: this gives
a fully operational hospital that needs only to keep the money coming in.
Some suggestions for improvement are given, and saved games can be downloaded.
First year
Click on the image to open a new window for the map only. The rooms have
been coloured for their function and are split up by the game menu you
will find them under: PURPLE for diagnosis,
BLUE
for clinics, GREEN for treatment, and PINK
for facilities. A room with two colours has dual functionality.
Understanding the design
This layout provides the core facilities of the hospital. Two GP's offices
are enough to cope with the workload at the moment, but these will be expanded
on later. A ward, psychiatrist and general diagnosis provide most of the
diagnosis and make sure that the majority of the patients are treated.
The operating theatre is always a good source of income, fortunately
it was possible to grab two surgeons early on. The doctors are all good
or excellent, helping to keep things ticking over nicely.
Notice how the staff room and research are out of the way. Most tired
staff can be picked up and dropped in the staff room. No training yet,
finances are too tight.
Research is heavily biased towards increasing the efficiency of the
drugs in the pharmacy. New cure rooms are also researched heavily, as they
will bring in most of the cash. Diagnosis rooms research proceeds more
slowly as they will play a more important part later on in the level.
Heating has been increased slightly so that fewer radiators need to
be placed.
As the hospital grows then many of these rooms are going to be moved
further out. This design balances the limited cash with the need to provide
services, so it is cramped.
Top of page
Top of Battenburg walkthrough
Second Year
Click on the image to open a new window for the map only. The rooms have
been coloured for their function and are split up by the game menu you
will find them under: PURPLE for diagnosis,
BLUE
for clinics, GREEN for treatment, and PINK
for facilities. A room with two colours has dual functionality.
Understanding the design
Two new wings have been added to the hospital, the nearly empty top right
wing has only just been opened. The research has given us some more cure
clinics and these have been added in (they quickly pay for themselves).
Space is still tight around by the inflation room and this will be corrected
by year four.
Two GP's are still enough, but the workload is starting to go up it
so this will have to be dealt with soon.
The money is starting to roll in so growth is going to be quite rapid
from now on.
Top of page
Top of Battenburg walkthrough
Third Year
Click on the image to open a new window for the map only. The rooms have
been coloured for their function and are split up by the game menu you
will find them under: PURPLE for diagnosis,
BLUE
for clinics, GREEN for treatment, and PINK
for facilities. A room with two colours has dual functionality.
Understanding the design
Further research has given us the Electrolysis and Decontamination clinics.
Most clinics have now been doubled up, either to handle an emergency that
occurred during the year, or because they are not going to move again.
Each pair of rooms has it's own waiting area and nearby toilets.
There are now three pharmacies and two of them are usually in use. The
third will provide help during peak periods or emergencies.
The Operating Theatre has also moved and doubled up, and the toilet
is placed there to handle demand. This will be gone by the end of the next
year because it takes up too much queuing space. The demand on toilet facilities
in this area will not be handled well until year five.
The third GP's office has been added, but not to the same building as
the receptionists. They still consider it close enough to send patients
to for their first diagnosis. The lack of diagnosis rooms shows just how
useful consultant doctors really are: there are few patients that require
either the X-ray or Scanner.
The design of the hospital is in the middle of an important change:
there are two wards so that one can be activated and in use before the
other is closed down. Patients spend a comparatively long time in the ward
and it is rare to find it empty for a move. The fracture clinic also blocks
a path down to electrolysis. This isn't a problem at the moment but will
be fixed by the next year.
There was also a small redesign of the seating arrangement in the receptionist
area to help patients walking through from right to left or vice versa.
Top of page
Top of Battenburg walkthrough
Fourth Year
Click on the image to open a new window for the map only. The rooms have
been coloured for their function and are split up by the game menu you
will find them under: PURPLE for diagnosis,
BLUE
for clinics, GREEN for treatment, and PINK
for facilities. A room with two colours has dual functionality.
Understanding the design
All the land that needs to be bought now has been, although there are still
several minor refinements to be added in many areas.
A fourth GP's office has been added to handle the demand from reception,
and Psychiatric has been moved into its own wing and doubled up (with it's
own toilet facilities too). Emergencies are now well handled by the these
two rooms.
Training has moved and been replaced by DNA fixers, these need to be
close to the helipad as it is only required for emergencies. As some of
these emergencies can have 10-12 patients then two are required.
The Inflation clinic has been moved and enlarge slightly, it's old and
slightly cramped position being replaced by a toilet. Up to this point
Slack Tongue and Inflation have not had an emergency they can't deal with.
Clearly this needs some attention (see improvements).
A Scanner and X-ray have now been added so that patients with special
diagnostic needs can be handled. It has its own GP's office to keep patients
away from the ones fed by the receptionist.
With all of the cure rooms now researched, emphasis shifts to the diagnosis
rooms and starts the room improvements program going.
The problem with the toilets for the Operating Theatre have become clear:
it is a long walk down to the one by the Ward or Electrolysis. Surgery
patients tend to have spent a long time in hospital already, and can get
impatient because of this. The toilet could also serve the Fracture Clinic.
Top of page
Top of Battenburg walkthrough
Fifth Year
Click on the image to open a new window for the map only. The rooms have
been coloured for their function and are split up by the game menu you
will find them under: PURPLE for diagnosis,
BLUE
for clinics, GREEN for treatment, and PINK
for facilities. A room with two colours has dual functionality.
Understanding the design
Only a few changes have been made to this level, it's just about ready
to take us to our winning profit level.
The training room has been slightly reduced in size so that a second
path to the diagnosis rooms is available to the doctors and patients.
A toilet has also been added by the Fracture clinic to handle demand
from there and the and Operating Theatre.
Research of the diagnostic rooms has also been completed. The research
is now split between improvements and the Jelly Vat in an attempt to improve
it's low damage threshold.
All the other areas of the hospital are working smoothly and only need
attention from the handymen and the occasional replacement of worn out
machines.
Top of page
Top of Battenburg walkthrough
Improvements
The one wing of the hospital that wasn't purchased could be put to good
use. By moving the training facility into it then more diagnostic rooms
may be added near the X-ray and Scanner. This might however have a detrimental
effect: more doctors would need to be employed, and some patients that
might be sent to be cured would go to an extra diagnostic room instead.
Moving the Training room could also help out the fact that there is
only one each of Slack Tongue and Electrolysis. By moving (and doubling
up) one of these rooms to the old Training wing you can then double up
the other clinic. This gives you the greatest possible resilience in case
of emergency.
Top of page
Top of Battenburg walkthrough
Download saved games
All of the above levels can be downloaded for you to examine and play with.
Installation instructions are included in the zip file, and are also given
below. You will need a zip extraction utility like Winzip.
Download saved games (carter.zip, 166K zipped file)
Installation
Unzip the downloaded file into the Theme Hospital save game directory.
By default the game is installed into the following directory:
C:\Program Files\Bullfrog\Hospital\
The save game directory can be found there in the directory called Save.
The full path for a default Theme Hospital install is:
C:\Program Files\Bullfrog\Hospital\Save\
When you run Theme Hospital enter the nickname CARTER. Load a saved
game from the menu. Each year is in the save game slot of the same number. |
Top of page
Top of Battenburg walkthrough |