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Last updated:
22:07 22-Jul-2005

Copyright 1999-2005
Ian Jefferies
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Theme Hospital Clinic: Walkthrough

"Handyman to hair restoration."

Overview

This page is heavily biased towards 800x600 and 1024x768 screen resolutions. Each map can clicked on to open a separate viewing window. You can then refer back to the map while reading the article.

Are you keeping to your diet? Still having problems visualizing how your hospital should be built? Can't quite get the strategies right?

There are levels here that work.

For those that want to see the end of a level that is stable and will run with little maintenance there is Croaking hospital. The layout shows how to keep patients moving from one area of a hospital to another, separating out the new intake from those that need treatment and further diagnosis.

If you want to see a hospital evolving right before your eyes then you need the walkthrough of Battenburg. This is the final level of the game so you might not want to be spoiled. You can download the levels, saved just before the end of year financial accounting.

Watch and learn how to balance your finances with the demanding growth of the hospital. Treat new diseases and fleece your patients of their money. Become a magnet for babe nurses. Do you believe everything I type?

Cheaters can download these save games and show them to their friends as their own. Good value from the Internet, bad value from the game you bought. Besides, you know you still can't do all the levels, so what's the satisfaction in that?

These walkthroughs are better than a course of suppositories. More fun too.
 

  • Croaking hospital
  • Battenburg hospital (final level)
  • Croaking Hospital

    Final layout of Croaking hospital (click to open)

    Click on the image to open a new window with the map in it. 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

    There is still scope for improvement in this level - but it gets the job done. If you've read the strategy section then study the map now and see if you can find them before I tell you.

    One thing that is obviously missing from the level is the layout of chairs, radiators, drinks machines, plants, etc. For most of the rooms you can see large empty areas nearby: these are the waiting areas. Some rooms also have a line of chairs along a nearby wall. Each waiting area had its own drinks machine, fire extinguishers, and most have plants too. Toilets are also scattered around within easy reach.

    Most of the clinics are doubled up, allowing for better management in emergencies (queue overflow and balancing doesn't have far to walk). If one clinic needs repair then it can be shut down and the other can take the load. With heavy loads both rooms will be open and in use.

    The Fracture Clinic and Pharmacy are both very close together. Nurses can move between these room quickly. The Operating Theatre and Ward are also close together because surgery patients need the ward.

    The staff room is in the central area of the map so that all the staff can get there quickly. Notice how Research and Training are out of the way. The latter also has it's own staff room: junior doctors walk around very slowly.

    There are very few diagnosis rooms: most of the doctors in the GP's offices are consultant grade and get it right first time and most of the time. There is space next to the Scanner for an additional diagnosis room as required (this is not a waiting area). Another GP's surgery also handles the patients from the diagnosis rooms so they won't return to the group of four GP's offices.

    Most of the cure rooms are close to the helicopter pad: emergency patients won't have far to walk.
     

    Improvements

    There are a few changes that could be made to help the hospital run better. Did you see them?

    Perhaps the most obvious is the way the Inflation and Hair Restoration clinics are split up. The could be swapped so that they were doubled up in the same way as the other rooms.

    With Psychology as a diagnosis room the patients go back to the group of 4 GP's offices. Ideally Psych should be placed further out, possibly using the same GP's office as the Scanner and X-ray. The hospital layout as it stands isn't quite large enough for this: if Psych went to where Research is, then where would Research go? The patients also have a short distance to walk, and only at the worst moments are all 4 GP's offices in heavy use. You don't have to follow the strategies all the time...

    Your solution to this level might be quite different, this is only one of many.

    Top of page

    Walkthrough of Battenburg (final level)

    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
  • Second year
  • Third year
  • Fourth year
  • Fifth year
  • Improvements
  • Download saved games
  • First year

    First year of Battenburg hospital (click to open)

    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

    Second year of Battenburg hospital (click to open)

    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

    Third year of Battenburg hospital (click to open)

    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

    Fourth year of Battenburg hospital (click to open)

    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

    Fifth year of Battenburg hospital (click to open)

    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.

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    Top of Battenburg walkthrough