Animal HospitalWiki

Items

Updated:

Every item — what it does, what it counters, where to find it, how much it costs.

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.