Items
Updated:
Every item — what it does, what it counters, where to find it, how much it costs.
- ⚠️ Community-reported
Anti-Psychotics
Medication that slows sanity decay rate. Gradual effect — not an instant restore. Maintenance item for high-anomaly shifts.
- ✅ verified
Bandages
Stops bleeding on patients — the dedicated treatment for the Bleeding condition. Single-condition item with a clear primary use. Bandage cross changed from red to green on 6/23 for Geneva Convention compliance.
- ⚠️ Community-reported
Calming Meds
Strong medication that restores patient stability — primary counter for the Mad Patient anomaly. Critical: prevents the surgery-fail-state when applied before any surgical treatment.
- ✅ verified
Chocolate
The most sanity-efficient restorative — 20% per bite, 3 bites per bar, 60% total recovery. 4× more potent per use than Coffee.
- ✅ verified
Coffee
Sanity restorative — 5% per sip, 3 sips per cup, 15% total recovery. Cheapest and most accessible sanity item in the game.
- ⚠️ Community-reported
Cooling Gel
Topical gel for High Fever condition — rapid surface body temperature reduction. Single-condition treatment item.
- ✅ verified
Cough Syrup
Treats the Flu condition — single-use respiratory medication. Standard cabinet stock.
- ✅ verified
Eye Drops
Pacifies Mass of Eyes (Roof Monster) — application itself costs some sanity. Also a Death Ritual cancel option.
- ✅ verified
Fire Extinguisher
Free pressurized canister — eliminates Hiders, slime puddles, and active fires. 100% charge that depletes with use and recharges 1% per 2s at spawn.
- ⚠️ Community-reported
Flashlight
Handheld light source — investigates dark corners and reveals hidden anomalies under beds. Starter equipment.
- ✅ verified
Gun
Ranged firearm — most powerful hostile-removal weapon. 20 uses per unit. Secret Agent class starter. Friendly-fire risk is real — patients/players hit will faint or die.
- ✅ verified
Herbs
Herbal mixture for Stomach Ache — single-use digestive distress treatment. Standard cabinet stock.
- ⚠️ Community-reported
IV Bag
Fluid replacement bag for Dehydration — requires IV stand setup and takes time to administer.
- ✅ verified
Large Speed Cola (Run Fast Cola)
Movement-speed consumable. Paramedic class starts with one each shift; also available from Vending Machine and Supplies Shop.
- ✅ verified
Maple Syrup
Bed Monster bribe — step into the red hitbox holding syrup and the monster takes the bribe instead of you. Zero sanity loss.
- ✅ verified
Medicine
Generic pain reliever — treats the Headache condition. Standard cabinet stock.
- ✅ verified
Medkit
Treats Bruises — blunt-trauma kit, distinct from Bandages (Bleeding) and Ointment (Burns/Rashes).
- ⚠️ Community-reported
Mop
Cleaning implement — removes Slime puddles (the only weapon class that works on Slime). Free from Utility Closet.
- ✅ verified
Ointment
Treats Rashes — also the manual fallback for Patient on Fire event when no Fire Extinguisher is in reach. Slower than Fire Extinguisher but viable as backup.
- ✅ verified
Photo Camera
Anomaly-detection tool — captures evidence invisible to the live monitor. Costs 10 sanity per photo view. Available from Shift 1.
- ⚠️ Community-reported
Smelling Salts
Fast-acting stimulant to wake fainting patients. Counter for both the Fainting Patient anomaly and the Patient Fainted event.
- ✅ verified
Taser
Electroshock weapon — instantly incapacitates Skinwalker and other hostiles. Security class starts with a 5-use X-Taser variant. Shop variants at $150 (1-use) and $250 (5-use).
- ⚠️ Community-reported
Thermo
Thermometer diagnostic — reads patient body temperature for High Fever confirmation. Diagnostic only, doesn't treat.
Four Categories, One Inventory Bar
Items in Animal Hospital break down into four functional categories: Treatment (cures a specific condition), Survival (counters a specific enemy or hazard), Tool (utility — Photo Camera, weapons), and Utility (consumables like Coffee, Speed Cola). The categorisation isn't cosmetic — it affects where the item lives in the hospital.
Per the Sportskeeda items guide, treatment items spawn free outside their relevant rooms; tools and upgrades come from the Supplies Shop. Survival items live in dedicated wall cases (Fire Extinguisher) or have to be carried over from a class loadout.
Where Each Item Class Lives
Free items, always spawned on the floor:
- Treatment items (Bandages, Cough Syrup, Herbs, Medicine, Medkit, Ointment, Cooling Gel, IV Bag, Eye Drops, Maple Syrup) — outside the relevant treatment rooms.
- Fire Extinguisher — glass case mounted near the check-in booth.
- Photo Camera — issued at the admit window.
Shop-bought (post-Shift 3, requires Animal Coins or Robux):
- Coffee, Large Speed Cola, Taser, Gun (some via class loadout exclusively).
- The Supplies Shop unlocks after Shift 3 — see the Shopkeeper Nurse NPC entry.
Class loadout exclusives:
- X-Taser (Security, 5 uses) — see taser for the variant note.
- Gun (Secret Agent, 20 uses) — premium Robux class.
- Large Speed Cola (Paramedic starter).
Cost Data Is Patchwork
Most of the in-game cost data is undocumented across community wikis — even the major guides leave cost as "varies" or omit it. Where we have a verified number it's listed on the item detail page; where we don't, the field reads TBD. The shop-upgrade catalogue is almost entirely TBD — Discord and Reddit megathreads are the open lead for filling those gaps.
If you've personally observed a stable cost in-game, flag it via the Sources page.
Items With Dual Mechanic Uses
Three treatment items also function as off-label combat or event tools — worth knowing because each opens an inventory slot when you'd otherwise carry two separate items:
- Maple Syrup: cures Low Sugar AND bribes the Bed Monster.
- Eye Drops: cures Dried Eyes AND pacifies Mass of Eyes.
- Ointment: cures Rashes AND is the manual fallback for Patient on Fire.
The reverse is also true: Coffee restores 5 sanity per sip (up to 3 sips) AND ends a Head Banger encounter when applied to the entity.
Class Starting Inventory vs Shop Stock
Three classes ship with items that would otherwise cost shop credits:
- Paramedic — Large Speed Cola
- Security — X-Taser (5 uses)
- Secret Agent — Gun (20 uses)
If you're playing one of these, factor the starter into your loadout decisions rather than buying duplicates from the shop.
FAQ
Is the Gun better than the Fire Extinguisher for fighting Skinwalkers? Both work. Gun has range and one-shot reliability; Fire Extinguisher has more total uses per refill. The community split favours Gun for paid players and Fire Extinguisher for free-to-play (since it costs nothing).
How do I find treatment items mid-shift? They spawn outside the relevant patient rooms by default. If a room's stock is depleted, the treatment cabinet is the fallback restock point.
Why do some items show "TBD" for cost? Community wikis (including the primary peer wiki we audited) don't publish coin prices for most items. Where we have a verified number, we use it; otherwise TBD.
Does Chocolate restore more sanity than Coffee? Yes — per the shifts guide research, Chocolate restores roughly 4× the sanity of Coffee per use, making it the most efficient sanity restorative in the shop.
Where does the Photo Camera come from? It's issued at the admission window from the start of the run — no shop purchase needed. The Photo Camera entry covers its detection uses.