Fire Extinguisher
Fire Extinguisher is a Shift 3 tool for clearing room fires, hiders, and slime without relying on slow hand extinguishing.
item
Gun is a ranged hostile-entity weapon for Skinwalkers, with enough risk that players should not fire it at patient emergencies.
Gun is a weapon item used when a hostile entity needs to be stopped from range. Community notes pair it most clearly with Skinwalkers: two shots can kill a Skinwalker, and the gun gives players a way to answer an attack without walking into biting range. It is not a treatment item and it is not a Room 8 solution. The mistake is firing before the target is identified. A fainted patient needs carrying, a burning patient needs fire clearing or ointment, and Tendril needs surgery board actions. Gunfire can cause patient trouble instead of fixing it, so the player can read the model, emergency tab, and room screen before spending bullets. Use Gun when the threat is already hostile and moving, especially when a Skinwalker is biting a teammate or patient. Save it when the screen is asking for medicine, surgery, or a carry action.
Buy Gun from reception or the Supplies Shop when it appears, then carry it for hostile-entity pressure rather than routine treatment.
Shoot hostile entities from range. Community pages state that Skinwalker can be killed with two shots, while shooting Tendril in Room 8 kills the patient.
Fire Extinguisher is a Shift 3 tool for clearing room fires, hiders, and slime without relying on slow hand extinguishing.
Taser is a renewable Shift 3 stun tool for Skinwalkers and Hiders, but it can punish players who use it on the wrong patient.
Medkit is a treatment item tied to treating Bruises.
Slime is a slime hazard for clearing slime hazards with the right tool.
Teddy Bear is a revive item tied to using the item during a shift.
Gun gets easier once the team names the visible cue: the Supplies Shop card, item in hand, and the room problem it answers. That keeps the next move tied to the room instead of old memory.
A good call with Gun connects the cue to the matching action. The team avoids extra clicks, saves the item for the right patient, and keeps the timer from becoming the main problem.
A bad call with Gun treats the scene like normal hospital traffic. That is when patients get the wrong item, enemies stay active, fires spread, or a room timer runs out.
Gun is a ranged hostile-entity weapon for Skinwalkers, with enough risk that players should not fire it at patient emergencies.
Buy Gun from reception or the Supplies Shop when it appears, then carry it for hostile-entity pressure rather than routine treatment.
Shoot hostile entities from range.
The bad click is treating Gun like a panic target; weapons and stun tools belong only when the room cue supports them.
Last updated: