Once a patient is admitted in Animal Hospital, a shift can break into a crisis. Someone can faint, a room can catch fire, or a Tendril can erupt in surgery. Most emergencies run a short countdown, and missing it costs the patient. Knowing how fast each one moves, what starts it, and which tool ends it is how you keep the ward alive.
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Multi-Patient Event
This is the one emergency that is really many at once. A whole wave arrives together, so the skill is triage rather than a single quick fix.
Ambulance Event
A surge event where six patients flood the hospital together, some on fire or critical. It is the only emergency that stacks several crises at once, so it tests how fast you can triage.
- Time limit
- No timer
- Trigger
- Dr. Harlow announces an anomaly attack on the town, starting from about shift 4 or 5, and six patients rush in at once.
- Tools needed
- Fire extinguisher plus standard treatment supplies
- Resolution
- Treat all six incoming patients and grab whatever rooms are open; some arrive on fire or critically injured, so prioritize the most urgent cases.
- If you fail
- Any patient left untreated dies.
- Notes
- After you clear the first ambulance, the event returns roughly every five shifts with more critical patients and a cash bonus if you finish the wave.
| Image | Name | Description | Time limit | Trigger | Tools needed | Resolution | If you fail | Notes |
|---|---|---|---|---|---|---|---|---|
| Ambulance Event | A surge event where six patients flood the hospital together, some on fire or critical. It is the only emergency that stacks several crises at once, so it tests how fast you can triage. | No timer | Dr. Harlow announces an anomaly attack on the town, starting from about shift 4 or 5, and six patients rush in at once. | Fire extinguisher plus standard treatment supplies | Treat all six incoming patients and grab whatever rooms are open; some arrive on fire or critically injured, so prioritize the most urgent cases. | Any patient left untreated dies. | After you clear the first ambulance, the event returns roughly every five shifts with more critical patients and a cash bonus if you finish the wave. |
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Fire Hazards
Both fire emergencies clear with the extinguisher, but they are not equally urgent. A burning room has no death timer yet drains sanity and can knock out patients who walk in, while a patient on fire is a straight race against a one-minute clock.
Room Fire
A room bursts into flames and stays dangerous until you extinguish it. It has no death timer, but the sanity drain and fainting risk make it an urgent fix.
- Time limit
- No timer
- Trigger
- A room randomly catches fire during a shift, before or after a patient checks in.
- Tools needed
- Fire extinguisher (kept in the glass case near the check-in booth; usable after completing 2 shifts)
- Resolution
- Put out the flames with the fire extinguisher, or smother them with your hands if you have no extinguisher yet.
- If you fail
- Standing in the fire drains about 1-3 sanity per second, and patients faint if they walk into a burning room.
- Notes
- There is no countdown, but clear it fast because it blocks you from treating the patient in that room.
Patient on Fire
A patient arrives engulfed in flames and you have one minute to save them. The extinguisher clears it instantly, making it the go-to tool for this emergency.
- Time limit
- 60 seconds
- Trigger
- A patient runs into the hospital fully on fire, panicking and screaming.
- Tools needed
- Fire extinguisher (preferred) or hands plus burn ointment
- Resolution
- Spray them with the fire extinguisher for an instant heal, or put the fire out by hand and then treat the burns with ointment, all within the timer.
- If you fail
- The patient dies if the 60-second timer runs out.
- Notes
- The extinguisher is the fastest fix; the hands-and-ointment route takes longer and risks missing the timer.
| Image | Name | Description | Time limit | Trigger | Tools needed | Resolution | If you fail | Notes |
|---|---|---|---|---|---|---|---|---|
| Room Fire | A room bursts into flames and stays dangerous until you extinguish it. It has no death timer, but the sanity drain and fainting risk make it an urgent fix. | No timer | A room randomly catches fire during a shift, before or after a patient checks in. | Fire extinguisher (kept in the glass case near the check-in booth; usable after completing 2 shifts) | Put out the flames with the fire extinguisher, or smother them with your hands if you have no extinguisher yet. | Standing in the fire drains about 1-3 sanity per second, and patients faint if they walk into a burning room. | There is no countdown, but clear it fast because it blocks you from treating the patient in that room. | |
| Patient on Fire | A patient arrives engulfed in flames and you have one minute to save them. The extinguisher clears it instantly, making it the go-to tool for this emergency. | 60 seconds | A patient runs into the hospital fully on fire, panicking and screaming. | Fire extinguisher (preferred) or hands plus burn ointment | Spray them with the fire extinguisher for an instant heal, or put the fire out by hand and then treat the burns with ointment, all within the timer. | The patient dies if the 60-second timer runs out. | The extinguisher is the fastest fix; the hands-and-ointment route takes longer and risks missing the timer. |
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Patient Crises
Ordinary medical crises with no supernatural twist. Get the patient where they need to be and finish the care steps before the timer ends.
Patient Fainted
A patient collapses and must be carried to their bed before the timer ends (usually one minute, shorter if they fainted from fire). No tools are needed, just quick lifting and good room awareness.
- Time limit
- 60 seconds (40 from fire)
- Trigger
- A patient faints at check-in, after walking into a burning room, after being shot, or after being tased.
- Tools needed
- None (carry by hand)
- Resolution
- Pick the fainted patient up and carry them to their designated bed before the timer ends.
- If you fail
- The patient dies if not bedded in time.
- Notes
- Standard faint timer is 60 seconds; fainting from fire is about 40 seconds. Throwing a fainted patient in the trash removes them without counting as a death, but it also forfeits their reward. Shooting an already fainted patient kills them.
Critical Patient
A patient shows up needing complete care against the clock. The challenge is finishing every treatment step, not a single quick fix.
- Time limit
- 60-120 seconds
- Trigger
- A patient arrives in critical condition, often as part of the ambulance wave.
- Tools needed
- Varies with the treatment the patient needs
- Resolution
- Run the full treatment process for them, from check-in through every required care step, before the timer expires.
- If you fail
- The patient dies if the full treatment is not finished in time.
- Notes
- Individual critical timers often sit around one to two minutes and stop once recovery starts, not only when the patient hits the bed. Start these first during ambulance waves.
| Image | Name | Description | Time limit | Trigger | Tools needed | Resolution | If you fail | Notes |
|---|---|---|---|---|---|---|---|---|
| Patient Fainted | A patient collapses and must be carried to their bed before the timer ends (usually one minute, shorter if they fainted from fire). No tools are needed, just quick lifting and good room awareness. | 60 seconds (40 from fire) | A patient faints at check-in, after walking into a burning room, after being shot, or after being tased. | None (carry by hand) | Pick the fainted patient up and carry them to their designated bed before the timer ends. | The patient dies if not bedded in time. | Standard faint timer is 60 seconds; fainting from fire is about 40 seconds. Throwing a fainted patient in the trash removes them without counting as a death, but it also forfeits their reward. Shooting an already fainted patient kills them. | |
| Critical Patient | A patient shows up needing complete care against the clock. The challenge is finishing every treatment step, not a single quick fix. | 60-120 seconds | A patient arrives in critical condition, often as part of the ambulance wave. | Varies with the treatment the patient needs | Run the full treatment process for them, from check-in through every required care step, before the timer expires. | The patient dies if the full treatment is not finished in time. | Individual critical timers often sit around one to two minutes and stop once recovery starts, not only when the patient hits the bed. Start these first during ambulance waves. |
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Supernatural Threats
These break normal treatment rules. Death Ritual answers to candles or a taser. Bed Monster wants maple syrup. The Room 8 Tendril only clears with the surgery mini-game, and tasing or shooting it kills the patient.
Death Ritual
A floating patient is surrounded by lit ritual candles and you have 40 seconds to break the ritual. The taser ends it quickly, but clearing the candles also works.
- Time limit
- 40 seconds
- Trigger
- In an occupied room the door creaks open slowly, the lights dim, the patient floats, and ritual candles fill the room.
- Tools needed
- Taser (free at the start of shift 3, recharges in its box) or eyedrops / IV drops / coffee
- Resolution
- Snuff out every candle one by one, tase the patient to break the ritual instantly, or clear candles with eyedrops, IV drops, or coffee.
- If you fail
- The patient dies if the ritual completes before you stop it.
- Notes
- Candle count is not fixed in every guide; clear the full set before the 40-second timer ends. Hollow-eyed and twitching admits are strongly linked to rituals. Tasing is fastest; eyedrops, IV drops, or coffee can clear candles with less sanity loss than snuffing by hand.
Bed Monster
A monster pulls a patient under the bed and you have only 30 seconds to react. Feeding it maple syrup is the way to make it let go.
- Time limit
- 30 seconds
- Trigger
- A monster grabs a patient and slowly drags them underneath the bed.
- Tools needed
- Maple syrup (primary); organ or transplant as alternate feed
- Resolution
- Equip maple syrup (or organ or transplant as an alternate feed), enter the red zone carefully, and feed the monster so it releases the patient. You can also feed it before a grab to clear the under-bed threat.
- If you fail
- The monster eats the patient if you do not feed it within 30 seconds.
- Notes
- The monster can grab players too, so approach the red zone with the syrup ready.
Tendril (Room 8)
A purple Tendril erupts during Room 8 recovery and must be cleared with the surgery mini-game. Weapons kill the patient, so this is the emergency you never tase.
- Time limit
- 45 seconds
- Trigger
- Purple tendrils emerge from a recovering surgery patient in Room 8.
- Tools needed
- None (interaction-based mini-game)
- Resolution
- Complete the surgery mini-game again by following the on-screen treatment steps for the Room 8 procedure.
- If you fail
- The patient dies if the mini-game is not finished in time.
- Notes
- Officially named Tendril on the wiki and enemy list. Do not tase or shoot the purple tendrils; attacking them kills the patient instantly.
| Image | Name | Description | Time limit | Trigger | Tools needed | Resolution | If you fail | Notes |
|---|---|---|---|---|---|---|---|---|
| Death Ritual | A floating patient is surrounded by lit ritual candles and you have 40 seconds to break the ritual. The taser ends it quickly, but clearing the candles also works. | 40 seconds | In an occupied room the door creaks open slowly, the lights dim, the patient floats, and ritual candles fill the room. | Taser (free at the start of shift 3, recharges in its box) or eyedrops / IV drops / coffee | Snuff out every candle one by one, tase the patient to break the ritual instantly, or clear candles with eyedrops, IV drops, or coffee. | The patient dies if the ritual completes before you stop it. | Candle count is not fixed in every guide; clear the full set before the 40-second timer ends. Hollow-eyed and twitching admits are strongly linked to rituals. Tasing is fastest; eyedrops, IV drops, or coffee can clear candles with less sanity loss than snuffing by hand. | |
| Bed Monster | A monster pulls a patient under the bed and you have only 30 seconds to react. Feeding it maple syrup is the way to make it let go. | 30 seconds | A monster grabs a patient and slowly drags them underneath the bed. | Maple syrup (primary); organ or transplant as alternate feed | Equip maple syrup (or organ or transplant as an alternate feed), enter the red zone carefully, and feed the monster so it releases the patient. You can also feed it before a grab to clear the under-bed threat. | The monster eats the patient if you do not feed it within 30 seconds. | The monster can grab players too, so approach the red zone with the syrup ready. | |
| Tendril (Room 8) | A purple Tendril erupts during Room 8 recovery and must be cleared with the surgery mini-game. Weapons kill the patient, so this is the emergency you never tase. | 45 seconds | Purple tendrils emerge from a recovering surgery patient in Room 8. | None (interaction-based mini-game) | Complete the surgery mini-game again by following the on-screen treatment steps for the Room 8 procedure. | The patient dies if the mini-game is not finished in time. | Officially named Tendril on the wiki and enemy list. Do not tase or shoot the purple tendrils; attacking them kills the patient instantly. |
Read the timer first
Not every emergency works the same way. Room fire and the ambulance wave have no single death clock, but they still demand speed because they block beds or stack several crises at once. The rest run on a clock, from about 30 seconds for the bed monster up to about two minutes for a critical patient. When more than one hits together, start with the shortest timer and leave no-timer hazards for last.
Keep the right tools ready
Many fixes need a tool you may not have yet. The fire extinguisher (glass case near check-in, usable after early shifts) is the fastest answer to anything on fire. The taser, free at the start of shift 3, ends a death ritual in one hit. Maple syrup is the clean way to free a patient from the bed monster. Tendril in Room 8 is the exception: weapons kill the patient, so you only clear it with the surgery mini-game.
Ambulance triage
When Dr. Harlow calls the anomaly attack and six patients rush in, ignore the normal check-in loop. Put critical and on-fire cases first, then clear faints and room work. Bonus cash comes from finishing the wave, and the ambulance returns every few shifts after the first one.
FAQ
What happens if I miss an emergency timer?
On almost every timed emergency the patient dies when the clock runs out. Room fire and the ambulance wave have no single death timer, but a burning room still drains sanity and can make patients faint, and any ambulance patient you leave untreated is lost.
Which tool should I keep ready for emergencies?
The fire extinguisher clears both fire emergencies fastest. The taser, given at the start of shift 3, ends the death ritual in one hit. Keep maple syrup on hand for the bed monster.
Why should I never attack the Tendril in Room 8?
The purple Tendril that emerges from a recovering surgery patient is the one threat you do not fight. Tasing or shooting it kills the patient on the spot. Clear it by completing the surgery mini-game with the on-screen steps.
Can I lose a patient on purpose without it counting as a death?
Throwing a fainted patient in the trash removes them without recording a death, but you also lose their reward. It is a last resort when you cannot reach the bed in time and want to protect your record.








