Bloxodes

All 7 Locations in Animal Hospital

Updated on June 25, 2026 (2 days ago)

Every shift in Animal Hospital runs across the same fixed layout: a few support spaces at the front of the building and two treatment wings out back. Patients arrive at the lobby, get checked in at reception, and then move to a treatment room depending on what is wrong with them. Knowing where each area sits and what happens there is the difference between a calm shift and one where patients are fainting in a hallway you forgot to watch.

View

Wing / zone

Support Areas

3 items

These are the non-treatment spaces at the front of the hospital. Nothing is diagnosed here, but this is where you spawn, decide which patients to admit, monitor the cameras, refill sanity, and shop for gear. They set up every shift, so they reward attention even though no patient is treated in 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
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.
Status
No minigame
minigame type
-
access notes
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
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.
Status
No minigame
minigame type
-
access notes
Player spawn and command center; the cameras and coffee station live here.

Staff Only Room

The hospital's shop, tucked behind a staff door. Its rotating stock and short opening window make it the place to grab upgrades before the night gets busy.

Wing
Staff Area
purpose
A restricted staff zone that holds the in-game shop.
what you do
Buy gear and upgrades from the shop, whose stock is randomized and changes from shift to shift.
Status
No minigame
minigame type
-
access notes
Staff only; the shop opens briefly around the start of each shift, so visit it early.
ImageNameDescriptionWingpurposewhat you dohas minigameminigame typeaccess notes
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 EntranceThe 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.No minigame-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.ReceptionThe 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.No minigame-Player spawn and command center; the cameras and coffee station live here.
Staff Only RoomThe hospital's shop, tucked behind a staff door. Its rotating stock and short opening window make it the place to grab upgrades before the night gets busy.Staff AreaA restricted staff zone that holds the in-game shop.Buy gear and upgrades from the shop, whose stock is randomized and changes from shift to shift.No minigame-Staff only; the shop opens briefly around the start of each shift, so visit it early.

Wing / zone

Medical Wing (Standard Care)

1 items

The right wing is five interchangeable rooms that all work the same way, so they are grouped here as one area. This is where the bulk of routine patients are handled with a straightforward diagnose-then-treat flow. Whichever bed is free is the one to use.

Medical Wing (Rooms 1-5)

The standard-care wing where most patients are treated. Because all five rooms are identical, they are grouped here as one area: diagnose, treat, and move to the next free bed.

Wing
Right Wing
purpose
The right-hand wing of five interchangeable rooms that handle standard patient care.
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.
Status
No minigame
minigame type
-
access notes
Rooms 1 through 5; pick whichever bed is free.
ImageNameDescriptionWingpurposewhat you dohas minigameminigame typeaccess notes
Medical Wing (Rooms 1-5)The standard-care wing where most patients are treated. Because all five rooms are identical, they are grouped here as one area: diagnose, treat, and move to the next free bed.Right WingThe right-hand wing of five interchangeable rooms that handle standard patient care.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.No minigame-Rooms 1 through 5; pick whichever bed is free.

Wing / zone

Emergency Wing (Minigame Rooms)

3 items

The left wing replaces standard treatment with a short skill challenge in each room: a memory test, a reaction-clicking test, and a timed delivery test. These three are the only rooms with minigames, and they are where shifts get tense. Timed crisis events that strike after a patient is admitted are tracked separately in the emergencies catalog.

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
purpose
The left-wing X-Ray room, the first of the three skill-based treatment rooms.
what you do
Play a memory minigame: a sequence of colors or squares flashes, and you copy it back in the same order to complete the X-Ray.
Status
Has minigame
minigame type
Memory / sequence
access notes
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
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.
Status
Has minigame
minigame type
Reaction / clicking
access notes
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 roughly 45 seconds per round to deliver the right tools, making it the area new players misjudge most often.

Wing
Left Wing
purpose
The left-wing surgery room, the most time-pressured treatment room.
what you do
Play a timed item-delivery minigame: after you administer the IV Drop the timer starts, and you fetch and hand over the requested surgical tools across several rounds, each round on about a 45-second clock.
Status
Has minigame
minigame type
Timed action
access notes
Part of the left-wing emergency rooms; the toughest of the three minigame rooms.
ImageNameDescriptionWingpurposewhat you dohas minigameminigame typeaccess notes
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 WingThe left-wing X-Ray room, the first of the three skill-based treatment rooms.Play a memory minigame: a sequence of colors or squares flashes, and you copy it back in the same order to complete the X-Ray.Has minigameMemory / sequencePart 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 WingThe 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.Has minigameReaction / clickingPart 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 roughly 45 seconds per round to deliver the right tools, making it the area new players misjudge most often.Left WingThe left-wing surgery room, the most time-pressured treatment room.Play a timed item-delivery minigame: after you administer the IV Drop the timer starts, and you fetch and hand over the requested surgical tools across several rounds, each round on about a 45-second clock.Has minigameTimed actionPart 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 the standard-care rooms, where most patients are treated with a simple diagnose-and-administer routine. The left wing holds the three skill-based rooms, where treatment turns into a quick minigame instead. The support spaces up front, the lobby, the reception desk, and the staff shop, are where you spawn, vet patients, and buy gear. A new player usually walks this route in order: enter, check in, treat, repeat.

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 your sanity only refills at the reception coffee station on a cooldown, so you cannot lean on it constantly. The shop in the staff room only opens for a short window near the start of a shift, so grab upgrades early or wait until the next one. The three left-wing rooms are also the steepest learning curve, with the surgery room being the one players misjudge most because its timer punishes hesitation.

FAQ

Q.

How many areas are there in Animal Hospital?

There are seven player-facing areas: the lobby, the check-in room, the staff shop, the five-room standard-care wing (grouped as one because the rooms are identical), and the three left-wing minigame rooms (X-Ray, Heart Monitor, and Surgery).

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. The lobby, reception, staff shop, and standard-care wing have no minigame.

Q.

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

Those five rooms are interchangeable. They all run the same DNA diagnosis and treatment, so you simply take a patient to whichever bed is free. Grouping them as one standard-care wing keeps the layout clear instead of repeating the same room five times.

Q.

Where do I refill sanity and buy gear?

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

Q.

Are the kennels, storage, and camera zones counted as areas here?

No. The cameras are monitored from the check-in room rather than treated as their own spots in this map view, and kennels and storage are mentioned in the game but have no player action tied to them, so only the areas you actively use are listed.

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