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Beginner guide
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Diagnose RoomsEdit

Patients enter a series of Diagnose Rooms to obtain cure points. If the cure bar is full after getting diagnosed in the current room, the patient will head directly to the last room (Treatment room) and get cured with a 100% chance.

Treatment RoomsEdit

A patient must enter a treatment room for cure. The cure chances are (Current cure points / Maximum cure points in the cure bar)

FacilitiesEdit

Money and Experiences Gained by Treating Patients Edit

When a patient gets diagnosed or treated in a room, both the staff of the room and the hospotal get experiences, and the hospital gains money from the patient. However, if the patient is not cured in the final room (Treatment room), there will not be any experiences or money gained from that room.

Money and experiences are fixed for each patient, invariant of the hospital level, even in Challenge Mode or Tournament Mode (unlike cure points).

Money Calculation Edit

Money gained from treating a patient in each room is calculated by

CEILING(Basic money from the room x Patient Money Increment Coefficient) + Additional money from room level

  • Basic money from the room: Refer to the table below
  • Patient Money Increment Coefficient:Refer to Patients
  • Additional money from room level: Refer to the wiki page for each room above

Experience Calculation Edit

Experiences gained from treating a patient in each room is calculated by

Basic experiences from the room + Additional experiences from room level

  • Basic experiences from the room: Refer to the table below
  • Additional experiences from room level: Refer to the wiki page for each room above

Basic Money and Experiences Gained from Each Room Edit

Room Basic Money Basic Experiences
Reception 4 8
GP's Office 12 10
Basic Diagnosis 16 15
X Ray 20 20
Ward 20 20
Psychiatry 24 25
Laboratory 28 30
CT Scanner 32 35
Ultrasonic Room 36 40
Disinfection 40 50
Pharmacy 32 15
Injection 36 20
Cosmetology 40 25
Electric Shock 44 30
Operating Room 48 35
Witchcraft Room 52 40
Acupuncture 56 45
Biochemistry Room 60 55

Example Edit

Let the level of all rooms be 2. Suppose all patients are cured successfully, and no patients skip any rooms.

For a Headache patient,

The patient will go through: GP Wa La Ps BD In

Patient Money Increment Coefficient = 1.75

The money gained from the patient is as follows:

Room Basic Money Basic Money x Money Increment Coefficient (Rounded up to nearest dollar) Additional money from room level (For a Level 2 room) Total
Reception 4 4 x 1.75 = 7 1 8
GP's Office 12 12 x 1.75 = 21 1 22
Ward 20 20 x 1.75 = 35 2 37
Laboratory 28 28 x 1.75 = 49 3 51
Psychiatry 24 24 x 1.75 = 42 3 45
Basic Diagnosis 16 16 x 1.75 = 28 1 29
Injection 36 36 x 1.75 = 63 4 67

The experiences gained from the patient is as follows:

Room Basic Experiences Additional experiences from room level (For a Level 2 room) Total
Reception 8 2 10
GP's Office 10 2 12
Ward 20 2 22
Laboratory 30 3 33
Psychiatry 25 1 26
Basic Diagnosis 15 2 17
Injection 20 2 22

Shop ItemsEdit

  • 暖氣機─讓病人保持溫暖。等級1時解鎖,價值2000元,可按主線任務要求時才購買。請留意溫暖狀態及波比的報告去付錢$130@維護暖氣機(30小時一次),維護後狀態也未滿,就要購買暖氣機了。
  • 植物─提高病人的心情值。可按主線任務要求時才購買。請留意綠化狀態及波比的報告去付錢$100@澆花,澆花後狀態也未滿,就要購買植物了。
    • 迎春花─等級1時解鎖,價值1500元,澆花(24小時一次)。
    • 綠蘿─等級1時解鎖,價值2000元,澆花(30小時一次)。
    • 年桔─等級1時解鎖,價值1500元,澆花(24小時一次)。
    • 馬蹄蓮─等級1時解鎖,價值5粒鑽石,澆花(48小時一次)。
    • 聖誕樹─等級2時解鎖,價值5粒鑽石,澆花(36小時一次)。
    • 五彩花藍─等級4時解鎖,價值2粒鑽石,澆花(24小時一次)。
    • 仙人掌─等級5時解鎖,價值2粒鑽石,澆花(24小時一次)。
    • 食人花─等級10時解鎖,價值5粒鑽石,澆花(48小時一次)。
  • 凳子─可以讓等待中的病人保持良好的心情和行為,可按主線任務要求時才購買。(註:大多數玩家都不設凳子,因沒有凳子時病人會乖乖的按次序在科室門外排隊,減少病人走動的時間。但實行前請先把凳子放進倉庫,試一試若沒有凳子不會嚴重影響病人心情時,才剷除所有凳子,否則要花錢買回)
    • 紅色凳子─等級2時解鎖,價值2500元。
    • 黃色凳子─等級3時解鎖,價值3000元。
    • 藍色凳子─等級5時解鎖,價值5粒鑽石。
    • 綠色凳子─等級7時解鎖,價值3000元。
    • 紫色凳子─等級9時解鎖,價值5粒鑽石。
    • 南瓜凳子─等級10時解鎖,價值5粒鑽石。(18-10-2017更新由10粒鑽石減到5粒)
  • 飲料機─可以為口渴的病人提供飲料。等級2時解鎖,價值3000元,可按主線任務要求時才購買。(註:病人要走到飲料機購買飲料去增加醫院收入,建議每個科室外都設置一台。)
  • 畫刊架─取悅心情低落的病人,每個病人僅生效一次。等級7時解鎖,價值20,000元。(註:只要購買一個畫刊架,有需要的病人在任何地方也可提升心情值。)
  • 按摩凳─提供舒適的按摩服務,病人使用後心情值提升。等級25時解鎖,價值100,000元。(註:病人要走到按摩凳使用幾秒才會提升心情值,建議多放幾個。)

Runes Edit

Runes are props that can get extra efficacies within limit time. They're all unlocked from Level 1, and purchased through Diamond, but they can be found (Except for Super Drug and Energy Drink, which can only be found by Challenge Mode) by Lucky spin, main quests, and main stages. Also players can sell them to get money, but we highly support to save them, besides they don't occupy anywhere, players generally need to purchase them through Diamond.

Usage Price Sell Price Note
Greedy (Day) You'll gain 150% money from patients. Lasts for 24 hours. 40 Diamond $4000
Super Drug Patient gains extra 20% ability points in every room, last for 1 hour. 25 Diamond $3000 It was the rare rune before, but it's now able to be found through union's reward since Oct. 18, 2017 update.
Energy Drink Full recover all staff's energy and mood points. 5 Diamond $1,000 Can be found from No.1 challenge with 3 stars.
Motivater Staff's work efficiency increase by 15%, lasts for 20 minutes. 20 Diamond $2,000 Can be found from No.19 challenge.
Clown Keep your patients in a happier state. Lasts for 20 minutes. 10 Diamond $1,000 It's very useful while you're carrying on No.8 challenge.
Speed up Patients and staff move faster for now. Lasts for 20 minutes. 15 Diamond $1,500
Enlightenment You gain an extra 50% experience, lasts for 20 minutes. 20 Diamond $2,000 It's useful to gain both hospital and staffs' experience quickly.
Whirlwind Creates a whirlwind to clean up all the rubbish in hospital. 2 Diamond $200
Champagne (Day) Keep staff members in a happier status. Lasts for 24 hours. 10 Diamond $200
Greedy You'll gain 200% money from patients, lasts for 20 minutes. 15 Diamond $1,500 To pass No.17 challenge with 3 stars, using Greedy is indispensable

, so it'd be better to save a bunch of Greedy against unexpected needs .

Busy Hours More patients come to your hospital, lasts for 20 minutes. 15 Diamond $1,500 Not very important, just in need of passing main stages.
Champagne Keep staff members in a happier state. Lasts for 20 minutes. 2 Diamond $1,000