Critical
Respond by urgency
Critical Patient, Death Ritual, and Room 8 events should beat comfort tasks every time.
Event Guide
Event knowledge is where stable runs separate from panic runs. These pages focus on the first move, the real failure condition, and the tools or room habits that stop one emergency from turning into total collapse.
Critical
Critical Patient, Death Ritual, and Room 8 events should beat comfort tasks every time.
Tools
Some items are not just medicine. Maple Syrup, Eyedrops, and IV Drops are event answers.
Rooms
A good event response usually starts with knowing which room or route you should hit first.

Trigger: Begins on Shift 5 and sends six patients into any open rooms.
First move: Open as many ready rooms as possible and decide which patient needs recovery or treatment first before touching low-pressure tasks.
Prepare rooms, prioritize critical or burning patients, and keep treatment throughput high.

Trigger: Any patient room can randomly catch fire, even if no patient is inside.
First move: Grab the extinguisher and clear the fire before resuming shelf or diagnosis errands.
Use the fire extinguisher first; hand-extinguishing costs more sanity over time.

Trigger: Checked-in patients can faint at the window or after entering a burning room.
First move: Pick the patient up immediately and route them to the correct room before checking new arrivals.
Carry the patient to the correct room within the timer before you resume normal triage.

Trigger: An occupied room is selected and the patient starts levitating with ritual candles.
First move: Get to the room immediately and clear candles with the safest no-sanity-cost utility you have available.
Clear candles fast, or use a taser or utility items like eyedrops, IV drops, or coffee to avoid sanity loss.

Trigger: A Bed Monster can drag a patient under the bed as they leave the room.
First move: Run Maple Syrup to the room immediately and do not stop for side tasks on the way.
Bring maple syrup immediately and resolve it before the 30-second timer runs out.

Trigger: In room 8, a Surgery Monster can emerge from a recovering patient.
First move: Commit to the surgery mechanic immediately and ignore the instinct to treat it like a roaming enemy.
Finish the surgery minigame. Shooting or tasing the monster kills the patient.

Trigger: Usually appears during the ambulance wave and has a limited stabilization timer.
First move: Stabilize the critical patient first, even if an easier room looks more comfortable to finish.
Get them into recovery first and only then worry about lower-pressure tasks.