Recovery

**Recovery** is the degree to which the Victim has recovered from his/her diseases, and serves as the determiner of who wins the game in all versions of Bio Inc.

In Bio Inc. - Biomedical Plague, the Recovery is the main clock the player must race against. It increases automatically as time progresses once the Victim visits the doctor for the first time. Failing to kill the victim before the Recovery reaches 100% leads to a game over. Bio Inc Redemption added the ability for players to play as the doctor as opposed to only playing as death. It still increases automatically, but at a much slower speed. The main way the doctor is to increase the Recovery in Redemption is by diagnosing/treating diseases. Some game modes will not make use of the Recovery bar at all, relying on other, mode-specific mechanics to determine a win or a loss. That said, in standard game modes, Recovery will determine whether the doctor or death wins the game.

### What is it?

**Recovery** is an important part of the Game. If it is at 100% you lose the game (unless you are playing Redemption's Life Campaign), and the victim will start healing at enormous rates (15% per day) and all diseases evolved are rendered null, or in Redemption's Death Campaign, the victim just sighs of relief. This progress starts when they go to the doctor after contracting enough illnesses, or if they have an annual medical checkup. If the victim is in critical condition, they go to the emergency room to speed up the recovery, but this can be delayed. More below.

## Recovery Screen

Here, you can combat recovery. You need to click the ***Recovery*** on the body screen to access the screen. Now, things that you can do in this screen:

Nosocomephobia I: The victim is scared of hospitals and clinics. They will be less likely to seek medical help.

Nosocomephobia II: You need to evolve Nosocomephobia before this. The victim has a debilitating phobia of hospitals, clinics, and doctors. They will put off seeing a doctor as long as humanly possible.

Countryside: You need to evolve Nosocomephobia before this. The victim will be living in the countryside. Emergency room trips are much later than the average person.

Placebo: Sometimes the doctor gives them drugs to reduce the system's degradation. With Placebo in place, the effects of medication is rendered null.

Generic Treatments (Redemption): Replaces Placebo from the original. Reduces treatment effectivity by 10%.

Poison: You need Placebo before evolving this. The medications prescribed are poisonous for the victim, degrading the system it is supposed to repair.

Treatments Pause (Redemption): Replaces Poison from the original. You need Generic Treatments before evolving this. All already prescribed treatments positive effects are rendered null for a week.

Bad doctors: The doctors are busy. Recovery is slowed. In Redemption, this slows diagnostic tests.

Bad doctors (Stage II): You need Bad doctors before evolving this. The doctors are very busy. The recovery speed is much slower. In Redemption, this slows treatment time.

Bad Diagnostic: You need Bad Doctors before evolving this. The doctors gave an wrong diagnosis and the recovery is reduced 10%.

Surgeon error: You need Bad Diagnostic before evolving this. The surgeon made a critical error on the victim. Recovery is reduced 10% (only if they are in the emergency room).

Strike: The nurses in the hospital are on strike. Recovery stops for approximately 2 weeks (fourteen days).

Strike (Stage II): The doctors are on strike. Recovery stops for longer periods of time.