Secret Agent Class in Animal Hospital: Gun Perks Guide

Every horror game has a power fantasy option, and in Animal Hospital it wears a black tie. The Secret Agent, the yellow-eyed feline in the vest, is one of the game’s two Robux-only classes and the consensus best class overall: a gun, a scanner, spare pockets, and eventually a paycheck for every monster you put down.

What Each Level Unlocks

LevelPerk
1Start with a gun (20 uses), a multi-use scanner, and +2 inventory capacity
2Gun has 24 uses and regenerates 1 use each round
3Killing anomalies with the gun grants +4 Sanity and +5 cash per kill

That level 1 package alone is remarkable. The gun is normally a purchase ($400 in the Supplies Shop, or Robux at check-in), the scanner is your anomaly-detection workhorse, and two bonus slots approach the Nurse’s whole identity as a side note. By level 3, the class inverts the game’s threat economy: anomalies stop being a Sanity tax and start being a revenue stream, with each kill worth 4 Sanity (when you are below max) and 5 cash.

Price and Purchase

The Secret Agent is Robux-only and its price varies by region, so treat any specific number you see quoted as approximate and check the in-game shop. Like every class, it is sold in the lobby: the Classes button on the left of the screen, or the large yellow circle next to the ambulance, left of the spawn point. Your Animal Coins stay untouched, free for skins or coin classes. Leveling uses the standard ladder of 200 EXP to level 2 and another 850 to level 3.

Playing the Agent Properly

  • Scan before you shoot. The multi-use scanner exists so you never have to guess. Shooting an innocent patient makes them faint with a death timer, and shooting a cured or fainted patient kills them outright and counts as a patient death, so misfires are catastrophic. Review the anomaly identification guide anyway; visual tells save bullets.
  • Bullets are a budget, even at 24 with regeneration. Missed shots still consume a use, so fire from close, stable positions. Anomalies shot with the gun reveal their Mimic form, get knocked down, then flee the hospital.
  • At level 3, hunt actively. Each anomaly kill paying +4 Sanity and +5 cash means clearing threats is now self-funding; combined with the 2 Sanity from tasing anomalies as backup, an aggressive Agent can stay healthy without touching the coffee machine. The wider economy is in the sanity guide.
  • Use the spare slots for team supplies. You start with your weapon in hand, so those +2 slots can carry chocolate (60 Sanity) or treatment items for whoever needs them.

Verdict

S tier, top of the tier list, sharing the summit with the coin-purchasable Psychologist. The Secret Agent solves the game’s scariest problem, anomalies in your halls, with a tool no coin class matches; the Security class is the closest analog and starts with a 5-use taser instead of a 20-use gun and scanner. The only real argument against it is the real-money price. If that is off the table, the Psychologist is your ceiling; if not, this is the best class in Animal Hospital, full stop.

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