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.

Illness List
Please click "Expand" for each section to see the illnesses for the respective game release.

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 emergencies, see Emergencies

Emergencies are periodically presented to the player in almost every hospital. This will involve the player being sent a letter detailing a group of between four and twelve patients outside of the normal flow. In some cases the illness presented will not appear in the hospital outside of emergencies.

It is possible, ironically, to ignore the emergency notification until such time as the player is ready to accept the patients. Once accepted, the patients will immeditately arrive, with flashing police lights over their head and "(VIP)" in their name to distinguish them. They will not require diagnosis, and will proceed straight to the appropriate treatment room(s), automatically moving to the top of the queue.

If enough of the patients are succesfully treated within the specified time limit, the player's cash, kudosh and reputation will all receive boosts, with the rewards being sinificantly increased if every patient is cured. However, if less than half of the patients are cured, the hospital will take a hit to its reputation instead. In addition to the rewards, the player will receive the normal fees for each patient treated.

Even if not enough patients are treated in time, any patients still alive at the end of the time limit will remain, still wanting treatment. The exception is the Lightheadedness/Headcrabedness emergency, in which, in the style of Theme Hospital, all untreated patients will immediately die upon the time limit being reached.

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