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Animal Hospital

Shopkeeper Nurse

The nurse who runs the hospital item shop between shifts. She sells everything from coffee to weapons. Her cheerful demeanor never wavers, even when discussing the most horrific anomalies. Some players suspect she knows more than she lets on.

By Animal Hospital Guide ยท Site Maintainer: CT

Last updated:

Overview

Role

Item Shop Vendor

Location

Item shop counter, accessible between shifts.

Consumables

Coffee

Restores 5 sanity per sip (3 sips = 15 total). Can be used on Head Banger to make it leave.

Free (Reception Office)

Chocolate Bar

Restores 20 sanity per bite (3 bites = 60 total).

$120 / 29 Robux

Mint Tea

Slowly restores sanity over a brief period.

$100

Medkit

Restores a moderate amount of health to yourself or a patient.

Vending Machine

Small Medkit

Restores a small amount of health.

Vending Machine

Run Fast Cola

Grants a significant speed boost per use (6-9 uses depending on level).

Vending Machine / Paramedic start

Maple Syrup

Feeds the Bed Monster to make it retreat.

Vending Machine

Teddy Bear

Revives one dead teammate. Cannot be used on yourself.

$1,010

Equipment

Gun

Kills Skinwalkers and anomalies. 20-30 uses per round.

Secret Agent start / $410 or 99 Robux

X-Taser

Stuns anomalies temporarily. 5-10 uses per round.

Security start / Vending Machine

Scanner

Scans patients: green = normal, red = anomaly, yellow = no target. 120s cooldown.

Secret Agent start / ~$150

Deployable Camera

Placeable CCTV camera. Can be positioned anywhere in the hospital.

Security L2+ start / ~$600

Flashlight

Illuminates dark areas. Can reveal Hiders (Wall Anomalies).

Vending Machine

Fire Extinguisher

Puts out fires in rooms. Can stun Slimebert temporarily. Rechargeable.

Free (Shift 3+)

Speed Boost

Grants a temporary speed boost for 30 seconds.

$75

Mop

Cleans Green Slime puddles from floors.

Vending Machine

Decontamination Spray

Cleans small slime patches manually. Can also neutralize Tiny Mimic hiding in containers.

50 Animal Coins

Protective Gear

Reduces slime-related Sanity drain for one full shift.

Free (Lobby)

Wheelchair

Transports fainted and incapacitated patients to hospital beds at +300% movement speed.

Free (Shift 3+ Lobby)

Upgrades

These are permanent purchases rather than per-round supplies, and they are the part of the shop most players ignore for too long. Each one unlocks from a specific shift, so a late-game shopping trip carries a far longer list than an early one. The shift shown is when the upgrade first becomes available, not when you are expected to buy it.

Extra Check-in Window

Opens a second check-in window so two patients can be processed simultaneously.

$190-200Shift 3

Faster Check-in (Quiet)

Patients skip their introduction dialogue and place forms on the counter immediately.

$250Shift 6

+10% NPC Speed

Patients walk 10% faster. Patients wear blue boots when active.

$150Shift 5

+12% NPC Speed

Patients walk 12% faster. Requires +10% upgrade first.

$250After 10% speed boost

Faster DNA Analysis

DNA processing time reduced from 9s to ~4.5s. Can stack for 2-3s.

$110Shift 4

Faster Computers

All room computers process 33% faster (~2s to ~1.3s). Does not apply to check-in computer.

$110Shift 4

Medicine from Inventory

Gives medicine directly from inventory to patient. Includes unneeded medicine โ€” use carefully.

$450Shift 4

+25% Recovery Speed

Patients recover 25% faster (~35s to ~26s).

$115Shift 6

+1 Carry Capacity

Adds one extra inventory slot (3โ†’4 slots).

$100Shift 6

Animal Coins Pack

Grants 1-3 random Animal Coins.

$100Shift 4

What to Buy First

The shop rewards a specific order, and buying in the wrong sequence is the most common way to waste cash. Two rules cover most of it.

  1. Take the free things first. Coffee in the reception office, the fire extinguisher, protective gear in the lobby, and the wheelchair all cost nothing. Skipping them is strictly worse than taking them.
  2. Prefer upgrades that shorten a repeated action. Anything that speeds up processing pays back on every patient for the rest of the run, while a single expensive consumable helps exactly once.

The one exception is a genuine emergency. A Teddy Bear that brings a teammate back can rescue a run outright, which makes it worth carrying even though it is the most expensive consumable on the counter. For the sanity side of the same decision, see the coffee and food guide.

Quotes

  • โ€œBack for more supplies? Smart.โ€
  • โ€œI sell the best coffee in the hospital. Probably the only coffee too.โ€
  • โ€œThat X-Taser? Returns policy is... let's say final.โ€