Bloxodes

All 7 Locations in Animal Hospital

Updated on July 11, 2026 (3 days ago)

Every shift in Animal Hospital runs across the same fixed layout: support spaces up front and two treatment wings out back. Patients arrive at the lobby, get vetted at check-in, then move to a bed based on what is wrong with them. Knowing where each area sits and what you do there is the difference between a calm shift and one where someone faints in a hallway you forgot to watch.

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Support Areas

3 items

Non-treatment spaces at the front of the hospital. You spawn here, decide who to admit, watch cameras, refill sanity, and shop for gear. No patient is cured here, but the shift still breaks if you ignore them.

Lobby

The hospital's front-of-house area. Nothing is treated here, but emergencies like a fainting or burning patient can begin at the door, so it is the first place to keep an eye on.

Wing
Main Entrance
Minigame
No
Minigame type
-
Purpose
The front entrance and waiting area where patients arrive before they are checked in.
What you do
Watch arriving patients and keep the entrance clear, since patients can faint or even catch fire here before treatment begins.
Access
Open to everyone; the first space players and patients pass through.

Check-In Room

The control hub of the whole shift. You vet patients, monitor the cameras, and top up sanity from this one room, which makes it the area you return to most often.

Wing
Reception
Minigame
No
Minigame type
-
Purpose
The player's home base and reception desk, where patients are inspected and either admitted or rejected.
What you do
Inspect each patient at the shutter and admit or reject them, watch the security cameras, and use the coffee station to restore sanity (a single coffee, then a roughly 180-second cooldown). Later shifts add gear such as a taser here.
Access
Player spawn and command center; the cameras and coffee station live here.

Staff Only Room

The hospital's supplies shop in the staff area. Rotating stock and a short opening window make it the place to grab upgrades before the night gets busy.

Wing
Staff Area
Minigame
No
Minigame type
-
Purpose
The staff shop area next to restricted staff doors, where the supplies store opens each shift.
What you do
Buy gear and upgrades from the shop, whose stock is randomized and changes from shift to shift.
Access
Shop stock is randomized and the store only opens for a short window near the start of each shift, so visit it early. Nearby NO ACCESS doors are not the shop itself.
ImageNameDescriptionWingMinigameMinigame typePurposeWhat you doAccess
LobbyThe hospital's front-of-house area. Nothing is treated here, but emergencies like a fainting or burning patient can begin at the door, so it is the first place to keep an eye on.Main EntranceNo-The front entrance and waiting area where patients arrive before they are checked in.Watch arriving patients and keep the entrance clear, since patients can faint or even catch fire here before treatment begins.Open to everyone; the first space players and patients pass through.
Check-In RoomThe control hub of the whole shift. You vet patients, monitor the cameras, and top up sanity from this one room, which makes it the area you return to most often.ReceptionNo-The player's home base and reception desk, where patients are inspected and either admitted or rejected.Inspect each patient at the shutter and admit or reject them, watch the security cameras, and use the coffee station to restore sanity (a single coffee, then a roughly 180-second cooldown). Later shifts add gear such as a taser here.Player spawn and command center; the cameras and coffee station live here.
Staff Only RoomThe hospital's supplies shop in the staff area. Rotating stock and a short opening window make it the place to grab upgrades before the night gets busy.Staff AreaNo-The staff shop area next to restricted staff doors, where the supplies store opens each shift.Buy gear and upgrades from the shop, whose stock is randomized and changes from shift to shift.Shop stock is randomized and the store only opens for a short window near the start of each shift, so visit it early. Nearby NO ACCESS doors are not the shop itself.

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Medical Wing (Standard Care)

1 items

The right wing is five beds that share the same DNA diagnosis and treatment steps. Take a patient to whichever bed is free and run the standard care loop.

Medical Wing (Rooms 1-5)

The standard-care wing where most patients are treated. Rooms 1-5 share the same care steps even if the furniture layout differs slightly, so pick any free bed.

Wing
Right Wing
Minigame
No
Minigame type
-
Purpose
The right-hand wing of five standard patient rooms that all run the same DNA diagnosis and treatment flow.
What you do
Take an admitted patient to the nearest empty bed, run the DNA diagnosis to find what is wrong, and administer the matching treatment. Any of the five rooms works the same way.
Access
Rooms 1 through 5; pick whichever bed is free.
ImageNameDescriptionWingMinigameMinigame typePurposeWhat you doAccess
Medical Wing (Rooms 1-5)The standard-care wing where most patients are treated. Rooms 1-5 share the same care steps even if the furniture layout differs slightly, so pick any free bed.Right WingNo-The right-hand wing of five standard patient rooms that all run the same DNA diagnosis and treatment flow.Take an admitted patient to the nearest empty bed, run the DNA diagnosis to find what is wrong, and administer the matching treatment. Any of the five rooms works the same way.Rooms 1 through 5; pick whichever bed is free.

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Emergency Wing (Minigame Rooms)

3 items

The left wing replaces standard diagnosis with a skill challenge in each room: memory for X-Ray, reaction clicking for heart monitor, and a timed tool run for surgery. Timed crises after admit are tracked on the emergencies page.

Room 6 - X-Ray Room

A treatment room built around a copy-the-sequence memory test. Watch the flashed order, repeat it correctly, and the X-Ray is done.

Wing
Left Wing
Minigame
Yes
Minigame type
Memory / sequence
Purpose
The left-wing X-Ray room, the first of the three skill-based treatment rooms.
What you do
Play a memory minigame: about four colors flash in order, and you copy the sequence back to complete the X-Ray. A wrong sequence rolls a new one.
Access
Part of the left-wing emergency rooms; used for patients routed to X-Ray.

Room 7 - Heart Monitor Room

A fast clicking room where you race to 100 percent. The catch is the red skulls mixed into the targets, so accuracy matters as much as speed.

Wing
Left Wing
Minigame
Yes
Minigame type
Reaction / clicking
Purpose
The left-wing heart monitor room, a reaction-based treatment room.
What you do
Play a clicking minigame: hit the white icons to push progress toward 100 percent while avoiding the red skull buttons, which reduce your progress.
Access
Part of the left-wing emergency rooms; used for patients routed to the heart monitor.

Room 8 - Surgery Room

The hospital's high-pressure surgery room. Once the IV Drop starts the clock, you have about 45 seconds for the full tool sequence, making it the area new players misjudge most often.

Wing
Left Wing
Minigame
Yes
Minigame type
Timed action
Purpose
The left-wing surgery room, the most time-pressured treatment room.
What you do
Play a timed surgery minigame: after you give the IV Drop, a single roughly 45-second clock starts for the whole procedure. Deliver the requested tools across several turns (later turns can ask for multiple items at once).
Access
Part of the left-wing emergency rooms; the toughest of the three minigame rooms.
ImageNameDescriptionWingMinigameMinigame typePurposeWhat you doAccess
Room 6 - X-Ray RoomA treatment room built around a copy-the-sequence memory test. Watch the flashed order, repeat it correctly, and the X-Ray is done.Left WingYesMemory / sequenceThe left-wing X-Ray room, the first of the three skill-based treatment rooms.Play a memory minigame: about four colors flash in order, and you copy the sequence back to complete the X-Ray. A wrong sequence rolls a new one.Part of the left-wing emergency rooms; used for patients routed to X-Ray.
Room 7 - Heart Monitor RoomA fast clicking room where you race to 100 percent. The catch is the red skulls mixed into the targets, so accuracy matters as much as speed.Left WingYesReaction / clickingThe left-wing heart monitor room, a reaction-based treatment room.Play a clicking minigame: hit the white icons to push progress toward 100 percent while avoiding the red skull buttons, which reduce your progress.Part of the left-wing emergency rooms; used for patients routed to the heart monitor.
Room 8 - Surgery RoomThe hospital's high-pressure surgery room. Once the IV Drop starts the clock, you have about 45 seconds for the full tool sequence, making it the area new players misjudge most often.Left WingYesTimed actionThe left-wing surgery room, the most time-pressured treatment room.Play a timed surgery minigame: after you give the IV Drop, a single roughly 45-second clock starts for the whole procedure. Deliver the requested tools across several turns (later turns can ask for multiple items at once).Part of the left-wing emergency rooms; the toughest of the three minigame rooms.

How the hospital is laid out

The building splits into two clear halves. The right wing holds standard-care rooms 1-5, where DNA diagnosis and hallway treatments handle most patients. The left wing holds rooms 6-8, where care becomes a short skill challenge instead. Up front you get the lobby, the check-in desk (spawn, cameras, coffee), and the staff shop with its short opening window.

Where new players lose time

Most mistakes come from forgetting the front of the hospital while focusing on treatment. Patients can faint or catch fire in the lobby before they are ever admitted, and sanity only refills at the check-in coffee station on a long cooldown. The shop only opens briefly near the start of a shift, so grab upgrades early. On the left wing, Room 8 is the steepest curve: the surgery clock starts after the IV Drop and covers the whole tool sequence, not a free roam between rounds.

Map vs patient rooms

This page is the building map. Rooms 1-5 are grouped as one medical wing here because the care loop is the same. For bed-by-bed risks and minigame detail, use the rooms page.

FAQ

Q.

How is the hospital laid out?

Support spaces sit up front (lobby, check-in, staff shop). The right wing holds standard-care rooms 1-5. The left wing holds emergency rooms 6-8 with minigames.

Q.

Which rooms have minigames?

Only the three left-wing rooms. Room 6 (X-Ray) is a copy-the-sequence memory test, Room 7 (Heart Monitor) is a reaction-clicking race to 100 percent while dodging red skulls, and Room 8 (Surgery) is a timed tool-delivery challenge after the IV Drop.

Q.

Why are Rooms 1 to 5 listed as a single area?

Those five rooms share the same DNA diagnosis and treatment flow, so you take a patient to whichever bed is free. Grouping them as one standard-care wing keeps the map clear. The rooms page covers each bed number.

Q.

Where do I refill sanity and buy gear?

Sanity is restored at the coffee station in the check-in room, on a long cooldown so you cannot spam it. Gear and upgrades come from the staff shop, which has rotating stock and only opens for a short window near the start of each shift.

Q.

Are camera feeds counted as locations here?

No. Cameras are monitored from the check-in room as part of anomaly detection. This map only lists places you walk into and use during a shift.

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