Chocolate
Chocolate is a stronger sanity food tied to using the item during a shift.
other
Sanity is the player health meter for staying alive through enemy hits, stress, fire, and ritual damage.
Sanity is the player health meter in Animal Hospital. Sanity acts as the player health meter. Each player starts at 61% sanity, while Intern starts at 71% because of bonus sanity. In a real shift, it shows up through the patient model, camera feed, room warning, enemy movement, or timer. At low sanity the music slows; reaching 0% kills the player. Sanity loss comes from stress, enemies, fire, ritual candles, wrong taser use, and hostile events. The trap is ignoring small sanity losses can leave a player dead before the next emergency starts. If an update changes a timer, shop line, room state, or animation, the prompt in the run is the safer call. Catching Sanity early keeps sanity, cash, items, and the patient from slipping away.
Sanity is visible on the player UI during a shift. Gain it through coffee, chocolate, certain classes, healing/check-in perks, and some anomaly handling.
At low sanity the music slows; reaching 0% kills the player. Sanity loss comes from stress, enemies, fire, ritual candles, wrong taser use, and hostile events.
Chocolate is a stronger sanity food tied to using the item during a shift.
Coffee is a sanity recovery item from the reception coffee machine or shop, giving three 5 sanity sips before it is consumed.
Cola is a movement drink tied to using the item during a shift.
Psychologist is a 500 Animal Coins class that doubles sanity gains and sanity losses.
Nurse is a 20 Animal Coins class that starts the player with +1 inventory slot.
Sanity gets easier once the team names the visible cue: the sanity meter and the mistake that caused the drop. That keeps the next move tied to the room instead of old memory.
A good call with Sanity 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 Sanity 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.
Sanity is the player health meter for staying alive through enemy hits, stress, fire, and ritual damage.
Sanity is visible on the player UI during a shift.
At low sanity the music slows; reaching 0% kills the player.
The bad click is treating Sanity like a panic target; weapons and stun tools belong only when the room cue supports them.
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