Is there a full anomaly map for Night At The Infirmary?
Not yet — this hub labels confirmed Beta rooms. Interactive maps are planned for Phase 2.

The Night At The Infirmary map is a compact horror clinic — not an open world. You move between the registration desk, operating room, adjacent hallways, and occasional utility spaces like the electrical room during events.
Google searches for "night at the infirmary anomaly map" usually mean where patients spawn, where tools live, and where jumpscares trigger. This hub labels those zones for Beta UPD 1 on Roblox.
Interactive click maps are Phase 2. For now, use this text map with the controls guide and items wiki to learn what each room contains.
Night vision reveals extra detail in dark corners — see how to detect anomalies before sprinting hallways mid-shift.
The front desk is your spawn anchor at shift start.
Registration counter — Patients queue here; name cards pop on UI.
Phone — Rings for Night 1 tutorial and Night 2 shapeshifter briefing.
Accept / Deny controls — Registration decisions before OR.
Waiting sightlines — Some hallway motion visible from desk camera — use night vision sparingly.
Rain and exterior signage ("Infirmary") set tone — not interactable, but orients you toward the patient window lane.
| Landmark | Function | Items |
|---|---|---|
| Registration counter | Accept / deny patients | Name card UI |
| Desk phone | Shift tutorials | — |
| Patient queue lane | Wheelchair arrivals | — |
| Desk surface | Future comforts | Coffee (some builds) |
The OR sits behind registration — where real treatment happens.
Patient bed — Central interact point for IV, monitor, casts.
IV pump stand — Left/right of bed depending on spawn.
Heart monitor display — Wall or stand-mounted BPM readout.
Tool tray — Stockinette, cotton, fiberglass roll.
Water bucket — Dip station for outer cast layer.
Crucifix mount — Wall hook for exorcism grab.
Sanitizer spray — Bed cleaning for Sanity recovery.
Night vision / temperature — Often on rolling cart or wall peg.
Most anomalies reveal here — vitals checked mid-cast. Keep camera on bed and monitor, not hallway, during limb work.
OR layout is tight — you can usually see crucifix, bucket, and bed without turning 180 degrees. Learn that triangle first shift so exorcism clicks are one mouse flick, not a panic search.
Hallway noise originates behind you — resist turning during fiberglass dip unless Sanity is already critical from ignoring an event.
Connecting halls link desk to OR and side rooms. Beta footage shows:
Wheelchair path — Patients auto-route OR after accept; you walk manually.
Jumpscare sightlines — Bell events and spreading shadows originate off-screen down hall.
Backward-facing entities — Some "main event" spawns (e.g., Sylvester-style names in footage) appear facing wrong direction — Sanity tax before you register.
You rarely explore freely — halls matter for audio cues and night vision peeks, not loot runs.
Hall audio is a map feature — bells precede many Sanity drops. Train your ears before training your eyes.
Do not chase hallway motion mid-cast — finish OR click chain or abort with crucifix first.
Mid-shift electrical room events trigger in some Beta runs — lights flicker, puzzles demand ordered clicks (breaker sequence in footage).
Failing the sequence drains Sanity and may spawn follow-up scares. Complete current patient treatment before leaving OR if queue allows.
Exact breaker order varies — community will document stable patterns in Phase 2 tools. Until then, treat as optional side event unless UI forces navigation.
Mental map of one patient loop:
Desk → read card → accept or deny.
Hall → escort or meet patient at OR bed.
OR → IV → monitor → vitals → cast OR crucifix.
Sanitize → spray bed if needed.
Desk → next registration.
Night 2 adds deny at desk for shapeshifters — shortcut that skips OR entirely when identity fails early.
Shift ends on roof/lobby stats screen in Beta — treated patients, banished anomalies, mistakes, SHARDS earned. Not a map zone during shift.
Before entering the infirmary, lobby / roof areas in Beta host queue UI and end-shift stats — separate from the treatment map.
Post-shift summary shows patients treated, anomalies banished, mistakes, and gem/SHARDS-style rewards. Controls here are menu clicks only — no crucifix or IV.
Redeem codes from lobby gift icon between attempts. Queue Night 1 or Night 2 from the same hub.
Do not confuse lobby camera with OR camera — shift controls above apply only after the night load-in.
All major Night At The Infirmary anomaly map zones in one table for second-screen reference:
| Zone | Tier risk | Primary interactables |
|---|---|---|
| Front desk | 🟨 B | Phone · accept · deny |
| Operating room | 🟥 S | IV · monitor · crucifix · cast |
| Hallway | 🟧 A | Audio scares · NVG peeks |
| Electrical room | 🟧 A | Breaker order events |
| Lobby (out of shift) | 🟩 C | Codes · re-queue |
This Night At The Infirmary anomaly map hub describes infirmary zones for Roblox Beta UPD 1 — front registration desk, operating room treatment space, connecting hallways, optional electrical event room, and out-of-shift lobby used for codes and re-queue. No open-world exploration exists; horror compresses into repeat desk-to-OR loops.
Front desk anchors spawn — phone tutorial, accept deny UI, patient queue lane, exterior rain signage. Operating room anchors treatment — bed center, IV stand, monitor display, cast tray, water bucket, crucifix wall mount, sanitizer spray, vitals cart with temperature gun and night vision goggles.
Hallways carry audio threats — bells, spreading shadows, backward-facing entities — without separate loot mechanics. Wheelchair paths teach flow from desk to OR. Electrical room triggers ordered breaker clicks in some footage — exact order undocumented until Phase 2 tools ship.
Night 2 uses the same map geometry as Night 1 — difficulty rises via patient logic and shapeshifter rules, not new wings. Post-shift roof or lobby screens display stats — patients treated, anomalies banished, mistakes — then route to UPD1 code redemption via gift icon.
Interactive labeled maps are Phase 2 roadmap items — this text map remains canonical for Phase 1 wiki launch. Cross-link map with controls for click locations and items for prop names per room. Verify PlaceId 101610294550592 before applying layout notes to other games.
Google searches for night at the infirmary anomaly map should land here — bookmark for second monitor during Night 2 duplicate waves when spatial memory helps deny timing.
Desk rain window is non-interactive — map boundary prevents leaving infirmary during shift — do not hunt exterior doors.
OR lighting dims on some scares — map layout unchanged; vision changes only.
Wheelchair patients may reach OR before you — walk path still required for your clicks to register on bed.
Electrical room optional — if no UI arrow, ignore hallway side doors and finish OR patient first.
Lobby roof camera after death pans wide — use only to confirm shift ended, not to plan next shift routes.
Sanitizer and crucifix proximity reduces panic pivots — note their wall relation on first OR visit each session.
Night vision from OR door is one toggle peek — hallway map knowledge does not require walking hall mid-cast.
Beta map may gain labels in UPD 2 — this hub updates zone tables when footage confirms new rooms.
Map wiki verified July 2026 — cross-check updates after Roblox title changes.
Without minimap, Night At The Infirmary players orient using audio pan — bells left, whispers right, OR always central.
Desk-to-OR distance is ~10–15 seconds walk — factor that when denying a third patient while first still on bed.
Hallway backward entity spawn faces away from desk — rotate camera minimally at registration, not in OR.
Electrical room door glows on event nights — if no glow, ignore breaker meta until Phase 2 documents order.
Roof lobby post-death is not OR — do not confuse death camera pan with new shift map.
Rain exterior is non-interactive — map boundary is building shell.
Wheelchair sound cue precedes visual — turn toward sound, not toward desk phone.
OR bucket always floor-left in Beta footage — crucifix always wall-right — memorize handedness once.
Sanitizer on same wall as crucifix reduces cross-room panic after exorcism.
Night vision from desk sees less than night vision from OR door — peek from doorway only.
Patient queue lane never overlaps OR — two patients means one in lane, one in bed max in UPD 1 footage.
Map stress rises Night 2 not because rooms move but because you move more between deny decisions.
Future interactive map pins breaker order — until then mental map is three rooms: desk, OR, hall.
Do not use other Roblox hospital maps as stand-in — PlaceId 101610294550592 only.
Map FAQ below covers crucifix location and Night 2 layout sameness — read if lost mid-shift.
The Night At The Infirmary map is small by design — you are a night doctor with one desk and one OR, not an explorer in a mansion.
Google query "night at the infirmary anomaly map" maps here because players need room names, not coordinates — Beta has no open-world GPS.
Front desk spawn orientation matters — first shift, spin camera once to locate phone, accept UI, and hallway direction to OR.
Operating room is the danger room — 90% of exorcisms and 100% of casts happen on the bed triangle between bucket, crucifix, and monitor.
Hallways exist to sell sound — bells, footsteps, backward entities — not to hide loot chests.
Wheelchair paths teach map flow — patients know the route; you learn to meet them at bed before prompts time out.
Electrical room is optional side content — map knowledge saves Sanity only if you know when NOT to leave OR.
Lobby and roof post-shift zones are map-adjacent — queue nights and redeem codes there, not mid-treatment.
Night 2 does not add map wings in UPD 1 — difficulty is patient logic, not maze logic.
Night vision from OR door is the safe hallway peek — one toggle, one glance, off again.
Crucifix wall mount location defines exorcism speed — learn it Night 1 so Night 2 shapeshifters do not wait for you to search.
Sanitizer bottle location defines recovery speed — same reasoning.
Main event hallway spawns (Sylvester-style names in footage) are map events — expect Sanity tax before registration even begins.
Phase 2 interactive map will label breaker order — until then, this hub plus controls is enough to orient.
PlaceId 101610294550592 is the real infirmary — do not apply this map to unrelated Roblox hospitals.
Night At The Infirmary map = compact infirmary — desk, OR, halls, optional electrical room, lobby out-of-shift.
Front desk: phone, accept, deny, patient queue — spawn point.
Operating room: bed, IV, monitor, cast tray, bucket, crucifix, sanitizer, vitals cart.
Hallway: wheelchair paths, bell scares, hallway entity audio — do not chase mid-cast.
Electrical room: breaker events some nights — Sanity risk if failed.
Lobby/roof: post-shift stats, code redeem, re-queue nights — not during active treatment.
Patient flow: desk → hall → OR → sanitize → desk repeat.
Night 2: same layout — harder patients not new rooms in UPD 1.
Crucifix location: OR wall near bed — arm's reach.
Interactive map tool planned Phase 2 — this text map is Phase 1 baseline.
See controls for clicks per zone · items for props per room.
Not yet — this hub labels confirmed Beta rooms. Interactive maps are planned for Phase 2.
Operating room wall mount within arm's reach of the patient bed.
They queue at the front counter lane — not behind you. Hall entities are separate events.
Same layout — new anomaly types, not new wings, in current Beta footage.
Matched by build plan, shared topics, and guide progression — not random related links.