Illnesses

Illnesses in Two Point Hospital can be broken down into two main categories.

Visual Illnesses
Visual means you can see what illness a patient is inflicted with just by looking at them. For example, Premature Mummification patients are wrapped, head-to-toe, in bandages like an Egyptian Mummy, making their illness very easy to identify.

Non-Visual Illnesses
Non-Visual illnesses give no indication of what illness a patient may have, they look entirely healthy. In some very rare cases, with certain illnesses, there might be some small ticks or telling actions exhibited by the patient. For example, Litter Bug patients look like every other Pontian, however, very occasionally you might see them discard litter on the hospital floor, which is a symptom of their illness.

Discovering New Illnesses
When a new Illness is discovered, a letter will be sent, listing the room required to cure it. There are two buttons at the bottom of this letter. If the required treatment room is already built, the Hospital will still inform you a new Illness was discovered, but the patient will be sent to treatment immediately.
 * Send Patient Home - If you cannot build the required room in a reasonable fashion, you can take a small reputation hit and send them home now.
 * Get Patient to Wait - If you can build the required room, you can have the patient wait. If you do not build the room, however, the patient will either die from low Health or Rage Quit.

Diagnosis Certainty
Each patient in the Hospital will have a diagnosis certainty meter that begins at 0% when they enter the hospital and can reach as high as 100%. The diagnosis certainty meter increases each time a patient visits a diagnosis room. The amount the diagnosis certainty meter increases depends on many factors including which room the patient visits, the illness the patient has, upgrades the diagnosis machine has (if the room uses a machine), the staff member's qualifications, and objects in the room.

A higher diagnosis certainty results in a higher chance for a successful treatment when the patient goes for treatment. By default in most hospitals, a patient will not be sent for treatment until their diagnosis certainty meter has risen to at least 90%. The threshold for sending a patient for treatment can be changed in the Policy tab on the Overview menu in each hospital.

Illness Difficulty
0% Being easy and 90% being extremely difficult.

Treatment
Curing patients will enable you to not only make money, but will improve your hospitals reputation which in turn attracts more patients.

When a doctor or nurse treats a patient, their ability and any applicable qualifications will influence the chance of success. Some illnesses are tougher than others.

Diagnosing and treating patients will keep money coming in and allow hospital expansion. Treatment will earn you money, even if it is unsuccessful or results in the patient's death.

To increase the chances of successfully curing a patient, reach 100% Diagnosis Certainty, assign your best staff to the treatment room and upgrade treatment machines.

Death
A patient can die if a treatment fails, or if their health depletes completely before treatment.

Ghosts
When patients die, there is a chance they will become a ghost and begin to haunt the hospital.

Emergencies

 * For a list of example emergencies, see Emergencies

Medical emergencies can arise, where a series of Patients are already diagnosed and in desperate need of Treatment. A letter is sent detailing the number and illness of the Patients and a time limit to cure them. You are not required to treat all of the Patients, only a majority of them (Rewards are doubled if you managed to cure them all). Your Hospital will take a Reputation hit if you fail, in addition to the usual Reputation loss for cure failure and death. You are not required to accept the Emergency immediately. You can delay opening the letter until you are ready to receive the Patients.

Patients part of a Medical Challenge all arrive at the same time with police lights flashing on their heads.

Epidemics

 * For a list of contagious diseases, see Epidemics

These are high contagions that can occur in your hospital in the warmer climates.

When a contagious disease has been detected, the Two Point Centre for Disease Control (TPCDC) will issue you with a limited supply of vaccines.

The challenge is to locate the infected and vaccinate any people displaying the tell-tale signs of the disease before it spreads. Staff can also be infected with epidemics. If you are successful the TPCDC will reward the hospital if they don't have to get involved. These rewards will be a combination of the following;
 * Reputation
 * Kudosh
 * Money

If you run out of vaccines, or too many infected people escape, then the TPCDC will step in and handle the epidemic. This is considered a fail condition and will incur a charge along with a decrease in reputation.
 * Bonus Pay - You will receive a sum of money for each successful vaccination and a further larger bonus for each vaccine remaining.

Below is a list of hospitals that have a chance of Epidemics:
 * Duckworth-upon-Bilge
 * Sweaty Palms
 * Rotting Hill
 * Blighton
 * Croquembouche
 * Chasm 24