Gun
A purchasable weapon that neutralises hostile entities outright — no sanity bonus, but more stopping power.
What it does
The gun is a purchasable step up from the taser. It does not hand you the small sanity bonus that a taser gives on a confirmed anomaly, but it offers more stopping power for dealing with hostile entities that get loose in the hospital.
It covers the same roaming threats as the taser — ghosts, shapeshifters/mimics and hiders — and is a good pickup once you are comfortable with the basics and want a more decisive answer to the tougher encounters.
As with the taser, the gun is strictly an inside-the-hospital tool. Nothing beats simply never admitting a dangerous patient in the first place, so treat your weapons as a safety net behind solid check-in play.
Main uses
- Neutralise hostile roaming entities
- Back up the taser against tougher threats
Anomalies it counters
| Anomaly | Category | Danger |
|---|---|---|
| Ghost | 🩸 Monsters | Medium |
| Shapeshifter | 🩸 Monsters | High |
| Hiders | 🩸 Monsters | Medium |
Tips
- Buy the gun once you have the shift basics down and want more reliable takedowns.
- Weapons are a backup — clean check-in play prevents most threats before they start.
FAQ
What does Gun do in Animal Hospital?
A purchasable weapon that neutralises hostile entities outright — no sanity bonus, but more stopping power.
How do you get Gun?
Purchasable upgrade.