Animal Hospital Location
Animal Hospital Location is the main hospital map for routing patients through check-in, rooms, medical wing, and emergency wing.
Best for: routing patients through the hospital
location
Animal Hospital Anomaly rooms shape every patient handoff after check-in. Rooms 1-5 use the standard Medical Wing flow, while Rooms 6-8 add X-Ray, Heart Monitor, and Surgery rules that slow the team down if nobody is ready. Before sending a runner down the hall, check the wing, diagnosis method, minigame, timer, and whether fire, fainting, Bed Monster, or Surgery Monster can interrupt that room.
Animal Hospital Location is the main hospital map for routing patients through check-in, rooms, medical wing, and emergency wing.
Best for: routing patients through the hospital
Room 6 X-Ray Room is a special patient room for finding the X-Ray room when a patient is assigned there.
Best for: routing patients through the hospital
Room 7 Heart Monitor Room is a special patient room for finding the heart monitor room during room traffic.
Best for: routing patients through the hospital
Room 8 Surgery Room is the surgery room for handling surgery patients and Surgery Monster pressure.
Best for: routing patients through the hospital
Animal Hospital Anomaly rooms decide where patients go, how diagnosis starts, and which hazards can interrupt treatment. Compare rooms by wing, room number, minigame, diagnosis method, timer, and patient risk.
Rooms here are hospital locations and patient rooms, not every object inside the map. The room group includes Lobby, Check-in, Staff Only, Medical Wing Rooms 1-5, Room 6 X-Ray Room, Room 7 Heart Monitor Room, and Room 8 Surgery Room. Posters, chairs, machines, and item stations matter only when they change how the room is used.
Rooms 1-5 are the standard Medical Wing rooms where patients get DNA extracted, analyzed, diagnosed, and treated. Room 6 uses an X-Ray copy-the-sequence minigame before diagnosis, Room 7 uses a heart monitor clicking minigame that reaches 100%, and Room 8 is the surgery room with a timed procedure instead of a normal diagnosis flow. The practical difference is how much work happens before the treatment list appears.
Rooms are not just map labels because emergencies can change how safe they are. A room can catch fire, a fainted patient must be carried to an assigned bed, a death ritual can slow door access, Bed Monster can threaten a patient, and Room 8 can trigger Monster emerging. If a room starts costing lives, check its hazard first instead of blaming the medicine route.
Rooms tell you where the patient goes and what process starts there. Treatments tell you which medicine fixes the diagnosis once the room gives results. If a patient is dying in Room 8, the first question is not which shelf has medicine; it is whether the surgery timer, randomized items, or monster event is the real problem.
For one room, check wing, room number, minigame, diagnosis method, treatment flow, exclusive items, hazards, and what a player can see on the screen. X-Ray, Heart Monitor, and Surgery all change the runner's job before medicine even matters, so learn the room rule before memorizing a route.
Room numbers are workload signals. A standard Medical Wing room usually needs the normal diagnosis loop, while Room 6 and Room 7 add minigames before the treatment result is ready. Room 8 is more dangerous because surgery starts after IV Drops, runs on a 45-second procedure, uses randomized item positions, and can connect to Surgery Monster. Knowing the room helps decide who carries medicine, who watches emergencies, and which patient needs extra attention.
Rooms 1-5 are the Medical Wing rooms with the standard DNA, diagnosis, and treatment flow.
Room 6 is the X-Ray room and uses a copy-the-sequence minigame before the patient gets results.
Room 7 is the Heart Monitor room and uses a clicking minigame to raise the monitor before diagnosis.
Room 8 is the Surgery room and uses a timed surgery procedure with exclusive items instead of the normal diagnosis flow.
No. First learn what the room changes: X-Ray sequence, Heart Monitor clicking, or Surgery timing. Step-by-step routing is easier after that.
Rooms explain where the patient goes and what process starts there. Treatments explain which medicine fixes the diagnosis once the room tells players what the patient needs.
Room 8 needs the closest check because surgery uses exclusive items, a 45-second procedure, randomized item positions, and its own monster event instead of the normal diagnosis loop.
Room rules explain why the route changes when fire, fainting, surgery, or a monster interrupts normal treatment.