SYSTEM_MANUAL: SANITY & RECOVERY PROTOCOLS
A static terminal manual for Sanity drain, recovery choices, revival timing, shop costs, and the controls you use while screening patients in Animal Hospital.
Sanity meter UI
The monitor below reads the warning threshold from the local Sanity dataset, then stages the bar below that line to show the danger state.
Sanity Core Ledger
Track passive drain, sudden loss events, and recovery routes before the meter reaches the failure state.
Baseline signals
- Default starting SanityNormal start
61% or 61–65%Plan around a small opening buffer unless your class adds Sanity.
- Intern Lv.1 / 2 / 3 StartEquip Intern
71/76/81, or 71–75/76–80/81–85Higher Intern levels give a larger opening buffer, which makes early mistakes less punishing.
- Psychologist StartEquip Psychologist
100%Use Psychologist as a high-buffer, high-risk pick because Sanity gains and losses both swing harder.
- Low Sanity reminderSanity drops below 35%
<35%The music slows down and the picture becomes desaturated.
- Consequences of dropping to zeroSanity drops to zero
0% = deathAt zero Sanity, your run effectively ends unless a teammate has a revive item ready.
- Psychologist ignores lossesLv.2 / Lv.3 professional characteristics
7.5% / 15%At the same time, the positive and negative Sanity effects are doubled, so it cannot be regarded as pure defense.
Loss triggers
- Shift pressurepassive consumption
-1One of the main sources of net losses in long runs.
- Weird/Curse PhotosView weird photos; or pick up cursed photo in processing
-10Treat weird or cursed photo handling as a -10 risk; pause before touching the print and finish the read first.
- Normal patient with electric shockTase normal patients
-15It is also one of the most common mistakes made by new players.
- Teammate's Taser hitHit by a teammate Taser
-2 for each sideBoth sides lose.
- Bed Monster GrabbingCaught after stepping into the red frame under the bed
-10 first, then -5 or -6 every 2 secondsPlan around the larger drain during class-specific Sanity loss, then recover before the next room.
- Stalkerlook directly at it
-10Treat this as a major once-per-run pressure spike and recover before the next room.
- Mass of EyesLook up
-3~5 every second; or -2~5 every 0.5 secondsKeep the camera down and finish room tasks without staring at the ceiling.
- Hidersjumped by it
-10May also steal items from your hands.
- Skinwalker / Shapeshifterbitten
-6/biteTreat Skinwalker and Shapeshifter references as the same bite threat for routing: back off and disable it fast.
- Head BangerJust ask it to leave
-20Coffee or waiting avoids the direct send-away penalty; forcing it out is the costly option.
- Camera FigureJumpscare is triggered if you stare at the monitor for too long
-20Only appears in broken cameras; about 50% chance of appearing.
- GhostEncounter/approach a ghost
-2; or -2 per secondTreat the ghost aura as repeat drain pressure and leave its path quickly.
- flame proximityBeing near a fire room or being burned by a fire
-1/secondFires can break out randomly in any ward.
- Death ritual blowing out candles manuallyEnter the death ritual room and blow it out manually
-1~3/rootThis is one of the easiest things for a novice game to do to save a patient but lose a lot of Sanity.
Recovery methods
- Coffeedrinking Coffee
+5/mouth, up to +15Free and reproducible, it has the most stable sustain.
- Chocolateeat chocolate
+20/mouth, up to +60The burst recovery is high, but it cannot be regenerated for free.
- Secretary PassiveEach check-in patient
+1Lv.2/3 also gives extra starting Sanity.
- Doctor Passiveheal patient each time
+1Lv.2/3 also has +15/+20 starting Sanity.
- Surgeon Passiveheal patient each time
+1; Lv.3 is presumed to be higherPlan around a small heal bonus at lower levels and a stronger Lv.3 swing when available.
- Patients with abnormal electric shock/skinwalkerTase to anomaly target
+2It is only effective for abnormal patients; it will be -15 for normal patients due to mis-electricity.
- complete surgerySuccessful completion of surgery
+1Treat surgery completion as additive with Doctor or Surgeon bonuses when planning sustain, but do not overbuild around exact stacking math.
Sanity field rules
- Keep Sanity above the warning line
Treat the low-Sanity threshold as an action trigger. Use Coffee, Chocolate, class sustain, or cleaner routing before the meter reaches zero.
- Do not Taser normal patients
Use the desk, photo, and CCTV checks before spending a Taser shot. A wrong Taser hit costs more than a cautious second look.
- Prioritize known drain sources
Head Banger, Camera Figure, Stalker, Death Ritual, bed grabs, and teammate Taser mistakes can drain Sanity quickly. Plan recovery before those events stack.
- Team revive is the reliable route
Do not plan around a self-revive prompt. Survive to the shop, secure Teddy Bear / Revive player, and assign a teammate to carry it.
The Revival Protocol
Revival is a team resource chain: survive into the shop window, find the revive item, then use it on a downed teammate.
- Primary item
- Teddy Bear / Revive player
- Shop unlock shift
- 3
- Shop window
- 3
- Random slots
- 3
- 01Teammate Sanity dropped
Try Coffee, chocolate or class sustain first to avoid going to zero.
If Sanity does not drop to zero, continue on duty. - 02Teammate Sanity drops to zero
Confirm the death status of teammates.
Enter a state where you can discuss the revive of teammates. - 03Make it to Shift 3 and unlock the Supplies Shop
Enter the Supply Store to check out random items.
Each round of the store has about a 3-minute window, with 3 items randomly listed. - 04Teddy Bear / Revive player spawned in the store
Purchase with in-game cash.
Obtain a teammate revive resource. - 05Teddy Bear / Revive player is not available in the store
Wait for the next round or choose a 6 Robux reroll.
Increases the chance of getting revive items, but not the revive fee itself. - 06The holder is close to the dead teammate
Use Teddy Bear / Revive player.
revives a dead teammate; cannot be used on yourself. - 07A Self Revive pop-up window appears after the player dies.
If a death-screen purchase prompt appears, use it only after your team confirms the run is worth saving.
Do not build the route around Self Revive. Team revive and Sanity control are the reliable plan.
Cost monitor
- Teddy Bear / Revive playerTeammate revive items
$1000 cash targetCan revive one dead teammate, but cannot be used by yourself.
- Store RerollAuxiliary acquisition of revive's forced reroll cost
6 RobuxIt is used to refresh supply store inventory; not the revive fee itself.
- Self ReviveDeath-screen last-chance prompt
Use only when shown on your death screenDo not route around this purchase. Treat it as a last-chance prompt, not a planned team revive.
- CoffeeSanity recovery
Free Coffee maker; store price $55Not revive, but often used as an alternative means of preventing death.
- ChocolateSanity recovery
29 Robux or $120It's not revive, but it can reduce the probability of teammates dying.
- Run Fast ColaMotorized items
19 Robux or store cash purchaseParamedic can be brought with you at the start of the game.
- TaserField control items
Free basic Taser; store version $150 / $250Not revive; players often confuse it with the realistic impression of shock revive.
- Fire Extinguisherincident response
FreeIt's not revive; it's a fixed scene tool.
Revive planning rules
- Taser or hospital-feeling interactive objects are collectively called defibrillators.
Plan around Teddy Bear / Revive player in the Supplies Shop, not a hospital prop.
- Paramedic comes with revive.
The characteristic of Paramedic is that it comes with Large Speed Cola at the beginning, which is more mobile than revive skill.
- There is a fixed free AED/defibrillator spawn point in the map.
Teammate revive items come from the random slots in the Supplies Shop after Shift 3.
- The price of revive items has only one absolute value.
$1000 is the planning target; keep extra cash so rerolls and pressure buys do not block the revive.
- Self Revive is as dependable as a teammate revive item.
Do not build a route around Self Revive. Save the run through teammate revive, Coffee, and Sanity control first.
Core Controls
Use the local controls dataset as a quick terminal card set for PC inputs, mobile equivalents, and screening actions.
move
Move between the front desk, hallways, and treatment rooms.
Left dynamic stick/thumb stick.jump
Adjust your stance and avoid obstacles that are too small.
Screen jump button.Interact / pick up / open door / start treatment
Open doors, start healing mini-games, and pick up key items.
Contextual touch buttons; public information confirms that the mobile terminal uses contextual touch keys, but there is no official complete key map.Break free when caught / melee with bare hands
A self-rescue action when caught by a monster.
Public information does not give fixed touch instructions, which are usually situational buttons or continuous clicks; the official has not released a clear mapping.Switch items / take out weapons
Switch between Coffee, medicine, Taser, Gun and more.
Click on the item icon/item slot at the bottom.Weapon Attack/Fire
Used to shoot/shock roaming enemies.
Click the use button or item icon of the equipped weapon; the specific layout is not disclosed.Photo inspection at the front desk
Use Polaroid to check for photo anomalies.
Just click the photo button.Denial of diagnosis through Shutter
Refusal to diagnose suspicious patients.
Just click the Shutter button.View CCTV
Check for abnormalities that can only be seen in the CCTV.
Click directly on the CCTV screen.Adjust perspective/lens
Look at patient details, look at hallways and rooms.
Press and hold the screen with your finger and drag; public information also mentions that you can pinch to zoom to see details.Open Menu/Help/Settings
View the help page, settings, backpack, exit, screenshots.
Roblox menu in the upper left corner.chat
Team division of labor is the most critical.
Click the chat icon in the upper left corner.