Two Point Hospital
61 Achievements
2,440
332-470h
PC
World 1
Complete R.E.M.I. X versions of Hogsport, Lower Bullocks & Flottering
20
0.56%
How to unlock the World 1 achievement in Two Point Hospital - Definitive Guide
To access R.E.M.I X versions click on the hospital and press . R.E.M.I X levels have you revisiting old hospitals with new challenges. I found them all quite fun and straightforward. The most difficult of world 1 is probably Hogsport which is a wave based one, but they are all do-able without too much fuss. Here is my advice for each of them:
Hogsport
Wave based, 10 waves starting with 10 patients going up by 5 each wave to a maximum of 55 in wave 10. Aim is a 70% cure rate each wave. Breakdown of cures needed per wave (courtesy of Ditto51's solution on the Windows 10 version):
- Wave 1: 7 patients of 10
- Wave 2: 11 patients of 15
- Wave 3: 14 patients of 20
- Wave 4: 18 patients of 25
- Wave 5: 21 patients of 30
- Wave 6: 25 patients of 35
- Wave 7: 28 patients of 40
- Wave 8: 32 patients of 45
- Wave 9: 35 patients of 50
- Wave 10: 39 patients of 55
For this hospital I started with a GP and then built the treatment rooms as they were required. I used a training room as it can be difficult to get the staff you need with the right skills, so a 3x3 training room helped me train staff. Plaster the training room with anatomy posters as they give a 1% training boost. Later in the waves when you have more cash add bookcases to boost the training speed even more. Be strategic with staff management and when all patients have been processed through GP get them on breaks so they will be ready for the next waves, same with the assistants. Towards the end of the waves I ended up deleting the training room to make space for other rooms. The main challenge for me in this hospital was utilising the space. You only have the initial building you start in and it can be hard to fit everything in without overcrowding things. Here is a screenshot of the layout i used:
The bottom 3 rooms are 2 Pharmacy's and a Injection. I found i needed 2 pharmacy's in the early waves as most of the patients were pharmacy patients. My training room was to the right of the 2 Phyc rooms, and i replaced this with a Phyc later in the waves but in wave 10 I ended up swapping it out for a 5th GP. I had 4 receptions at the top to keep queues low. The room in the top left is a Pans Lab, green ones are GP's. Set the ward to having 2 nurses, i used the "Power Ward" set up from Pinstar on Youtube
Use medicine cabinet in your rooms to add diagnosis and treatment boosts. I found my money did get quite low at times, but if it dipped into the red it didn't stay there long and i didn't need loans. If queues get long build more rooms, as the longer people wait the lower their health gets and the lower chance of a successful cure. I always use a trick for my money that works for me - lower diagnosis prices to -50%, food prices set to +10% and treatment prices at +60%. The reasoning behind this is charging less for diagnosis keeps patients happy, and happy patients are more likely to pay more for treatment. This can backfire if patients queue for long times as their happiness will drop, so keep an eye on the queues. If you have spare money spend it on fountains or other decorative items to get your attractiveness up as this will help patient happiness too, and make sure their are entertainment (i used arcade machines) and food/drink available. Toilets and staff rooms I think I waited a couple of waves before building them as they aren't necessary immediately.
Lower Bullocks
Straightforward level this one. Aim is to unlock all the plots via different objectives:
- Cure 30 patients in Psychiatry AND Cure 10 patients in the Pan lab
- Upgrade 3 machines
- Shoot 20 monobeasts
Basically just build your hospital as usual, nothing to fancy to recommend here. I used the prices trick I mentioned in Hogsport (I used this trick in all my hospitals) and didn't have too many issues. Build your GP and then the treatment rooms as they are required. Upgrade your machines when you have the money, just be wary of how long they take as it can stop your income for a bit while janitors upgrade. I had a training room and recommend it, just a 3x3 again with the anatomy posters for a boost to begin with. The objective that is the most tricky/time consuming is the Monobeasts one. Keep an eye out for them, and pick up/drop your bins/vending machines/receptions/any items basically to see if any are hiding there. If your really struggling to get many set up a marketing room run a campaign for Monobrow Illness or a generic Ward campaign. Monobrow patients can bring Monobeasts into your hospital and give you more of a chance to shoot them. Here is my layout for the hospital after I completed all objectives:
I found I didn't need too many GP's but added another ward to deal with the campaigns I ran to get the Monobrow patients in. You shouldn't have an issue with space here. The empty spaces in my hospital were filled with decorative items to keep staff and patient happiness up.
Flottering
Focus on this level is around training, and objectives are nothing too difficult:
- Train 20 Staff
- Train 3 Staff in Treatment III
- Cure Rate of 70%
Build up your hospital as usual, use the pricing strategy as mentioned above. You should naturally hit each of these. Make sure you train all the time - the training room should never be empty for long. Don't be afraid to send patients home if you don't have the treatment room or staff ready and can't afford it straight away. I'd recommend getting training room from the start, plastering it with anatomy posters and get training. Where possible save money by training 1 staff member in a skill with an external trainer, then have that staff member train your next member of staff. When you have more money, add bookcases to the training room to give it a boost to speed things up. As for the Treatment III objective, I ended up having 2 nurses and a doctor each with the skill. Treatment nurses work well in Pharmacy's so you'll have one early. Keep training them as soon as you can and this objective will come naturally. I ended up expanding into another building just to better manage my space. My final layout is in the below screenshot:
Note: My layouts don't always look this nice, they will get messy earlier on as you just have to build what you need and fit it in where you can. When you have a bit more money available I always find it useful to pause and rearrange my layout to make it more efficient, i.e. grouping treatment rooms together so treatment staff stay nearby, and the same with diagnosis rooms. When you have less money constraints adding entertainment (arcade machines) and decorations is always a good strategy.
Hope this info is useful, good luck!
Hogsport
Wave based, 10 waves starting with 10 patients going up by 5 each wave to a maximum of 55 in wave 10. Aim is a 70% cure rate each wave. Breakdown of cures needed per wave (courtesy of Ditto51's solution on the Windows 10 version):
- Wave 1: 7 patients of 10
- Wave 2: 11 patients of 15
- Wave 3: 14 patients of 20
- Wave 4: 18 patients of 25
- Wave 5: 21 patients of 30
- Wave 6: 25 patients of 35
- Wave 7: 28 patients of 40
- Wave 8: 32 patients of 45
- Wave 9: 35 patients of 50
- Wave 10: 39 patients of 55
For this hospital I started with a GP and then built the treatment rooms as they were required. I used a training room as it can be difficult to get the staff you need with the right skills, so a 3x3 training room helped me train staff. Plaster the training room with anatomy posters as they give a 1% training boost. Later in the waves when you have more cash add bookcases to boost the training speed even more. Be strategic with staff management and when all patients have been processed through GP get them on breaks so they will be ready for the next waves, same with the assistants. Towards the end of the waves I ended up deleting the training room to make space for other rooms. The main challenge for me in this hospital was utilising the space. You only have the initial building you start in and it can be hard to fit everything in without overcrowding things. Here is a screenshot of the layout i used:
The bottom 3 rooms are 2 Pharmacy's and a Injection. I found i needed 2 pharmacy's in the early waves as most of the patients were pharmacy patients. My training room was to the right of the 2 Phyc rooms, and i replaced this with a Phyc later in the waves but in wave 10 I ended up swapping it out for a 5th GP. I had 4 receptions at the top to keep queues low. The room in the top left is a Pans Lab, green ones are GP's. Set the ward to having 2 nurses, i used the "Power Ward" set up from Pinstar on Youtube
Use medicine cabinet in your rooms to add diagnosis and treatment boosts. I found my money did get quite low at times, but if it dipped into the red it didn't stay there long and i didn't need loans. If queues get long build more rooms, as the longer people wait the lower their health gets and the lower chance of a successful cure. I always use a trick for my money that works for me - lower diagnosis prices to -50%, food prices set to +10% and treatment prices at +60%. The reasoning behind this is charging less for diagnosis keeps patients happy, and happy patients are more likely to pay more for treatment. This can backfire if patients queue for long times as their happiness will drop, so keep an eye on the queues. If you have spare money spend it on fountains or other decorative items to get your attractiveness up as this will help patient happiness too, and make sure their are entertainment (i used arcade machines) and food/drink available. Toilets and staff rooms I think I waited a couple of waves before building them as they aren't necessary immediately.
Lower Bullocks
Straightforward level this one. Aim is to unlock all the plots via different objectives:
- Cure 30 patients in Psychiatry AND Cure 10 patients in the Pan lab
- Upgrade 3 machines
- Shoot 20 monobeasts
Basically just build your hospital as usual, nothing to fancy to recommend here. I used the prices trick I mentioned in Hogsport (I used this trick in all my hospitals) and didn't have too many issues. Build your GP and then the treatment rooms as they are required. Upgrade your machines when you have the money, just be wary of how long they take as it can stop your income for a bit while janitors upgrade. I had a training room and recommend it, just a 3x3 again with the anatomy posters for a boost to begin with. The objective that is the most tricky/time consuming is the Monobeasts one. Keep an eye out for them, and pick up/drop your bins/vending machines/receptions/any items basically to see if any are hiding there. If your really struggling to get many set up a marketing room run a campaign for Monobrow Illness or a generic Ward campaign. Monobrow patients can bring Monobeasts into your hospital and give you more of a chance to shoot them. Here is my layout for the hospital after I completed all objectives:
I found I didn't need too many GP's but added another ward to deal with the campaigns I ran to get the Monobrow patients in. You shouldn't have an issue with space here. The empty spaces in my hospital were filled with decorative items to keep staff and patient happiness up.
Flottering
Focus on this level is around training, and objectives are nothing too difficult:
- Train 20 Staff
- Train 3 Staff in Treatment III
- Cure Rate of 70%
Build up your hospital as usual, use the pricing strategy as mentioned above. You should naturally hit each of these. Make sure you train all the time - the training room should never be empty for long. Don't be afraid to send patients home if you don't have the treatment room or staff ready and can't afford it straight away. I'd recommend getting training room from the start, plastering it with anatomy posters and get training. Where possible save money by training 1 staff member in a skill with an external trainer, then have that staff member train your next member of staff. When you have more money, add bookcases to the training room to give it a boost to speed things up. As for the Treatment III objective, I ended up having 2 nurses and a doctor each with the skill. Treatment nurses work well in Pharmacy's so you'll have one early. Keep training them as soon as you can and this objective will come naturally. I ended up expanding into another building just to better manage my space. My final layout is in the below screenshot:
Note: My layouts don't always look this nice, they will get messy earlier on as you just have to build what you need and fit it in where you can. When you have a bit more money available I always find it useful to pause and rearrange my layout to make it more efficient, i.e. grouping treatment rooms together so treatment staff stay nearby, and the same with diagnosis rooms. When you have less money constraints adding entertainment (arcade machines) and decorations is always a good strategy.
Hope this info is useful, good luck!
1 Comment
Brilliant guide, thank you so much. The money trick definitely helped
By Meatware on 17 Nov 2023 13:08