Guide to Medical
So you want to be a doctor?
Well there's a few things you should know about working in the medical department first!
|Latex Gloves||A pair of latex gloves, lowers infection chances when performing surgery and handling patients.|
|Sterile Mask||A sterile mask, lowers infection chances when performing surgery and provides mild protection against airborne viruses. Also masks the smell of the dead, preventing vomiting.|
|Medical Belt||A medical belt, it can store almost any small medical item such as trauma kits, syringes, or beakers.|
|Medical HUD||A standard issue medical HUD. This will allow you to immediately see how injured someone is.|
|Adv. Trauma Kit||An advanced trauma kit, used for any form of physical injury. Heals 25 brute damage per use and stops bleeding. Has to target the specific damage zone, but takes no time to apply to others and heals the damage instantly, thus it has the fastest potential healing speed. Use alongside a health analyzer.|
|Adv. Burn Kit||A burn kit that can double as a trauma kit in a pinch, specialized for burns. Heals 25 burn damage per use. Works the same way as its brute counterpart.|
|Health Analyzer||The bread and butter of the Medbay, gives detailed information on injuries. It's suggested you also get the upgrade at the NanoMed to allow it to detect chemicals inside of the patient.|
|Syringe||Can take blood samples or be filled with reagents and used manually or fired by a syringe gun.|
|Medical Hypospray||The Hypospray can instantly inject some (5u at a time, 15u max) of its contents. Can only hold harmless chemicals (generally this means ones that cannot deal damage in any circumstance, including overdose) unless emagged. A savvy doctor might fill it with a mix of medicines to quickly stabilize a critical patient (for example a 1:1 mix of epinephrine and saline-glucose solution). If emagged, penetrates hardsuits and takes in any chemical.|
|Defibrillator||A defibrillator, used for reviving recently deceased patients. Patients who committed suicide cannot be revived. If emagged or subjected to an EMP, becomes an incredibly potent weapon.|
|Handheld defibrillator||A small handheld defibrillator, used to resolve cardiac arrest and heal respiratory damage. Only works on patients who are in critical condition. They will recharge on it's own after a short cooldown. WILL NOT REVIVE PEOPLE! If emagged or subjected to an EMP, becomes an incredibly potent weapon.|
|Handheld Monitor||A handheld version of the crew monitor computer, lets you see everyone's suit sensors on the fly.|
|IV Drip||Used for giving or taking blood. Can also be used to inject chemicals, efficiently produce synthmeat.|
Whilst working in the Medbay there is a wide variety of chemicals you might encounter. They can most reliably be found in medkits, NanoMed Plus vendors, and Chemistry's Smartfridges.
While this list doesn't cover nearly all the chemicals, it's a good primer on chems you'll frequently encounter and need. To see every chemical, check out the Guide to Chemistry.
Important: Corpses cannot metabolize chemicals. Use advanced healing kits, auto-menders, or medicine with effects that don't rely on being metabolized, such as Strange Reagent or Synthflesh.
|Saline-Glucose Solution||Slowly heals both brute and burn damage. Restores blood at a slow pace; replace or combine with Iron for faster passive blood recovery. Also cures shock, the first critical condition symptom.|
|Salbutamol||Fixes respiratory damage and treats loss of breath. Its stronger version is Perfluorodecalin.|
|Charcoal||Heals toxin damage, and slowly purges all other chemicals - both harmful and healing reagents - from the patient, so administer 10-15u at maximum and avoid administering other medicine while Charcoal is in the patient's bloodstream. Its stronger version is Pentetic Acid.|
|Epinephrine||Found in bottles or inside emergency autoinjectors. Cures cardiac failure, the second critical condition symptom. Wakes up the patient and lowers the duration of paralysis, stun and weakness. It caps respiratory damage at 35. If the patient's health is between -65% and -10%, it heals brute, burn and toxin damages. Paramedic is recommended to keep some around at all times.|
|Mannitol||Treats brain damage which often occurs after suffocation during a heart attack, death, or cloning. 10-20 units are usually enough.|
|Salicylic Acid||Heals brute damage and can be used as a weak painkiller during surgery. Like all painkillers, it also reduces the slowdown caused by damage.|
|Styptic Powder||Rapidly heals any brute injuries. Found inside brute menders as well as healing patches. When in an auto-mender or splashed from a bottle, can be useful for patching up corpses before attempting to revive them.|
|Silver Sulfadiazine||Rapidly heals burn damage. It's found inside burn menders as well as burn patches. When in an auto-mender or splashed from a bottle, can be useful for patching up corpses before attempting to revive them.|
|Synthflesh||Heals both brute and burn damage, but only via touch-based application - use it in auto-menders or simply splash a bottle of it on the patient. Useful for patching up corpses before attempting to revive them. In most cases, a husked crewmember's body with less than 50 burn damage can be mended by feeding and/or splashing a total of 100u of Synthflesh on it.|
|Oculine||Heals eye and ear damage and has a chance to cure blindness and deafness - one sip is often enough. If they are genetically blind or deaf, it is advised to use Mutadone - or, if the disability has been set in character creation - a clean SE instead. See the Guide to Genetics for more information on what clean SE is.|
|Calomel||Rapidly purges chemicals from the patient's bloodstream (5u per metabolism cycle), while causing significant toxin damage. This damage cannot bring the patient below 20% health, meaning that it cannot cause death by itself. As it does not discriminate between medicine and poison, and deals damage to healthy people, use it after stabilizing the patient, and before you begin to treat their remaining damage. Note that it is pretty much completely outclassed by Pentetic Acid.|
|Mutadone||Cures all genetic defects, often caused by cloning or being exposed to strong radiation. Disabilities set in character creation are unaffected.|
|Cryoxadone||Used in cryotubes. Heals brute, burn, respiratory, toxin, and cellular damage. Only works if the patient has a very low body temperature, so always turn on the cryotubes' freezers! Additionally, adding blood to Cryoxadone will create synthetic meat, which in turn can be used as biomass for cloning.|
|Ether||After about a minute, will knock out the patient for as long as it remains in their bloodstream. Can be used for anesthetizing patients who cannot be put under with anesthetic tanks such as a Vox or a Plasmaman. Most often Hydrocodone or Morphine is preferred over Ether, as it takes an extremely long time to kick in.|
|Morphine||Used for surgery for non-breathing species (or species breathing special air). It causes addiction with a high chance, so avoid using more than 15 units; cure it by putting the patient into a Sleeper until it reports success with a loud ping. Its stronger version is Hydrocodone which does not cause addiction at all.|
|Mitocholide||Very slowly heals organ damage when ingested. Its more common use is during debridement and reviving dead organs. As even a single unit is enough to revive a dead organ it is splashed on, droppers are often used to transfer 1u of Mitocholide to a beaker before splashing, to avoid wasting the whole bottle. Note that the organ has to be taken out of the body for the procedure to work properly.|
|Strange Reagent||A dangerous medicine which requires at least 1 unit to be effective, but can instantly revive a corpse with less than 150 combined brute, burn, and cellular damage. On revival, causes a small amount of brute and burn damage, severe cellular damage, and causes random limbs and organs to go necrotic based on the time of death (0% chance within the first minute, up to 40% after 20 minutes), so always have Mitocholide ready before you use it. Gibs bodies damaged beyond the 150 combined damage threshold, destroying the body in a shower of blood and organs. Administer with caution.|
Most damage will fall under four major categories: Suffocation, Toxin, Brute, and Burn. These will show up on the Health Analyzer and in low amounts are very easily treated. There are also treatment kits for each of these categories located within medical storage.
Important: Certain species have to be treated differently than others. Failure to do so can and will lead to their death. See Racial Differences for the special treatments.
This shows up as a BLUE number on the Health Analyzer and Crew Monitoring Console
Suffocation results from being in areas with low oxygen, low blood count, certain chemicals or severe damage to the heart/lungs.
- Areas with low oxygen: Drag and drop the patient on your character to open their inventory. Place a breath mask on their "Mask" slot and an (emergency) oxygen tank in their "Backpack" slot. Click on "Set internals". This only works on species that breathe air. Everyone has a "box" in their backpack which has both the breath mask and an oxygen tank.
- Low blood count: Check their blood type with your Health Analyzer, take a Blood Bag from a freezer (found west of the Sleepers or in the surgery rooms). Put the blood bag on an IV drip, then drag and drop the IV drip on the patient. Administer the corresponding type of blood: do not give O- to everyone and make sure the types are compatible or it will kill them.
- Certain chemicals: Chemicals like Cyanide, Pancuronium and overdosed Histamine can cause suffocation. Purge them with Pentetic Acid, Charcoal, Calomel or with dialysis.
- Severe heart/lung damage: Fix their organs via organ manipulation surgery. Make sure they don't die during the process.
- Healing respiratory damage: Administer Perfluorodecalin or Salbutamol to rapidly heal respiratory damage. Epinephrine and CPR will also slow progress of suffocation on critical patients. (On help intent, click on the patient with nothing in your hands to administer CPR). A handheld defibrillator removes a large chunk of respiratory damage when used on a critical patient. It is important to eliminate the cause of respiratory damage - generally it is caused by the patient's critical condition.
This shows up as a GREEN number on the Health Analyzer and Crew Monitoring Console. The presence of radiation can be detected with a health analyzer, but a body scanner or geiger counter is necessary to ascertain the value.
Toxin damage can be easily identified by the person constantly taking damage or vomiting. It is caused by a damaged liver, ingesting narcotics or toxins, overdosing on certain medicines, getting the wrong blood type, having an infection - especially septic limbs/organs - or by radiation.
- Removing radiation: First of all, remove all of the patient's items, and empty their bags - this includes emptyping any boxes inside of such bags, and even things such as taking the pen out of their PDA - under a shower to remove any radiation contamination. This is vital to prevent further damage to the patient, yourself, and others. After the immediate threat is nullified, start removing radiation from the patient with chemicals. For small amounts of radiation (under 1000) you can get away with using Potassium Iodide. Otherwise, Pentetic Acid is your best bet - it also heals the resulting toxin damage. Once the purging chemicals are out, and the patient is under 1000 radiation, use Mutadone to remove any potential mutations.
- Damaged Liver: Administer enough Pentetic Acid or Charcoal to reduce their toxin damage to (and keep at) zero and fix their liver with organ manipulation surgery in the meantime.
- Narcotics, toxins and overdose: Purge the chemicals with Pentetic Acid, Calomel Charcoal or with dialysis. Calomel causes significant toxin damage itself, but will never kill the patient, and is the fastest of the three, though Pentetic Acid is preferred due to being almost as fast as Calomel, with much less severe side effects. It is important to only use one of these chemicals, or they will purge each other.
- Wrong blood type: Use dialysis to get the wrong type of blood out of their system.
- Infection and septic limbs/organs: Administer Spaceacillin in case of infections or amputate the limb until it can be fixed.. Septic limbs/organs are extremely infected and may die before they can be treated. Be prepared to use the debridement surgery to revive them.
- Healing toxin damage: Administer Pentetic Acid or Charcoal.
This shows up as a RED number on the Health Analyzer and Crew Monitoring Console
Brute damage can range from a scratch to physical trauma. It can lead to broken bones, internal bleeding, severe blood loss and organ damage, and thus is the most dangerous type of damage.
- Broken bones: Fix their bones with bone repair surgery.
- Internal bleeding: Fix their internal bleeding with internal bleeding surgery. Look out for their blood level and if it is too low, refer to the next point.
- Severe blood loss: Check their blood type with your Health Analyzer, take a Blood Bag from a freezer (found west of the Sleepers or in the surgery rooms). Put the blood bag on an IV drip, then drag and drop the IV drip on the patient. Administer the corresponding type of blood: do not give O- to everyone and make sure the types are compatible or it will kill them. Administer Perfluorodecalin or Salbutamol if they start choking.
- Organ damage: Fix their organs with organ manipulation surgery. Brain damage can be fixed with Mannitol, eye and ear damage can be fixed with Oculine.
- Healing brute damage: Use an advanced trauma kit, shove the patient into a cryotube, into a sleeper (and administer Saline-Glucose Solution), give them Salicylic Acid, or administer Styptic Powder or Synthflesh. If they are dead, use Styptic Powder patches, Synthflesh patches or an advanced trauma kit (by targeting the injured body parts) on them. Automenders work aswell.
This shows up as a ORANGE number on the Health Analyzer and Crew Monitoring Console
Burn damage can result from fire, electrocution, energy weapons, exposure to extreme temperatures, or certain chemicals, such as acids.
- Patient is on fire: Grab a fire extinguisher from a cabinet (white box on the wall), activate the extinguisher in your hand to remove the safety and click the tile of the patient.
- Patient is a husk: Large amounts of burn damage result in an unidentifiable, grey-colored body. This can only be fixed by applying 100u of Synthflesh to the body after most of its damage is fixed. Husked patients cannot be revived aside from cloning.
- Extreme body temperature: Shove them into a cryotube to inject them with Cryoxadone which heals if the patient is supercooled. It also cools down patients if they are too hot. Teporone can also stabilize their body temperature.
- Healing burn damage: Use an advanced burn kit, shove the patient into a cryotube, into a sleeper (and administer Saline-Glucose Solution), or administer Silver Sulfadiazine. If they are dead, use an advanced burn kit (by targeting the injured body parts), Silver Sulfadiazine patches, or Synthflesh patches on them. Automenders work aswell.
Some damage does not show up in any category, but will show that the person is injured when checked with a Health Analyzer
Slimes in Xenobiology, non-upgraded cloners, and Strange Reagent cause cellular damage. Stamina damage is most often caused by non-lethal weapons, such as disablers or beanbag slugs - this type of damage is not dangerous to the patient. Hallucinations can occur from a radiation field event, ingesting narcotics, having a genetic defect, or the abilities of certain antagonists.
- Healing cellular damage: Shove patient into a cryotube. Cryoxadone heals genetic damage. If patient still has a living slime on them, disarm the slime, and use a fire extinguisher to kill it (water is lethal for them). Be careful - Greys are hurt by water.
- Healing stamina damage: It is recommended to just wait until it wears off.
- Healing hallucinations: If the station entered a radiation belt which causes hallucinations, just wait until it passes. If it is caused by narcotics, administer Pentetic Acid or Charcoal to remove them or use dialysis. If it is a genetic defect, use Mutadone.
- Infections can occur from untreated, open wounds or by embedded objects. Make sure you close every incision during surgery. They can develop into acute infections that will eventually lead to necrosis. Just 5u of Spaceacillin cures most infections. If the patient has an embedded object in them, remove it with surgery. Necrosis can be treated by debridement or by Mitocholide (see above).
- Broken bones cause organ damage over time. If a skull, chest or a groin is left untreated for a long time, it will cause organ failure (which leads to a very quick death). Broken limbs can be splinted to temporarily remove the penalties associated with the broken bone (dropping items for hands and arms, slowdown for feet and legs).
- Low blood count is 80%, though the damage from that level is still manageable without medicine. Everything below 60% will cause the patient to suffocate to death. Being well-fed increases blood production.
- Brain damage manifests in many ways, such as the inability to use machines, yelling, screaming seemingly incomprehensible things and so on. Some patients might be crazy by default, but most often they shout because they need Mannitol.
- Corpses should be treated as soon as possible. If defibrillation/cloning does not work (see below) and they are waiting for being revived with Strange Reagent, it is a good practice to ask the Coroner to inject them with Formaldehyde. It will stop their corpse from rotting.
There are three types of critical states. The first is shock; this occurs when the patient is at or below 0 health (having taken at least 100 points of damage). This causes stammering, fainting, and an inability to see correctly. This can be cured by healing enough damage to bring them back up to 25 health, or by using Saline-Glucose Solution.
The second state is cardiac failure, which has a chance of occurring when a patient's shock is left untreated too long. The patient will be unable to see well, unable to breathe, and they will fall down often. When a patient's heart is failing, their condition will progressively worsen until they begin to undergo cardiac arrest. Cardiac failure can be treated with Atropine, Epinephrine, or Heparin, and is extremely unlikely to go away by itself.
The third state, cardiac arrest, is extremely lethal. It will almost immediately cause the patient to drop to the ground and rapidly take brain and respiratory damage. If left untreated, cardiac failure results in very rapid death. Treating cardiac arrest requires a defibrillator (handheld or otherwise).
Sleepers are useful albeit slow machines. They can cure addictions and inject patients with specific chemicals. Cryotubes always heal faster than Sleepers. They are designed to be a slow but infinite source of stabilization for critically injured patients or treatment of minor injuries. For most cases, medicines provided by NanoMeds or Chemistry are a faster and more effective source of healing, and Sleepers have difficulty fixing anything outside of Brute, Burn, Toxic and Respiratory damage. To use a sleeper, drag and drop people onto it then click on it to open the control panel. If you get the error message "subject may not have anything in their hands", it means they are holding something in their hands: ask them to put it away or drop it.
By default, Sleepers have Ephedrine, Salbutamol, Charcoal and Saline-Glucose Solution. To see what these medicines do, refer to Guide to Chemistry. As a general rule of thumb, Ephedrine is not worth using, unless there is absolutely no other choice, as the addiction is crippling.
Sleepers can also heal addictions after a certain amount of time. The sleeper will alert doctors with a message audio cue once a patients addiction is cleared, this can take some time as well.
If they get upgraded, the capacity for injecting more of these chemicals increases from 20 units to a maximum of 80 units.
Dialysis is the clinical purification of blood, as a substitute for the normal function of the kidney. When someone has ingested or been shot up with a large amount of reagents, a sleeper can rapidly drain them of said reagents. Quite often, a purgative chemical is more effective - though not infinite.
To perform Dialysis, you will need:
- A sleeper.
- A beaker, put it in the sleeper by clicking on it.
- Once your patient is in the sleeper, click the Sleeper and hit "On" in the menu under Dialysis.
- You may need to empty the beaker out a few times to fully remove all reagents.
- About 1/5 of what you remove will be the patient's blood, though it is almost never enough to be dangerous, except when the patient already suffers from significant blood loss.
The defibrillator is used to revive dead patients. Time is key. If a corpse is brought in, make it a priority to revive it as defibrillating them is most often the fastest way to fix them. Sometimes it's good to defibrillate a patient that isn't fully fixed in order to extend their defib timer.
- Drag and drop them on your character to open their inventory and remove hardsuits/armors from their exosuit slot (unless it is a Plasmaman).
- Scan the patient with your Health Analyzer. If they have more than 180 brute/burn damage (not combined!), lower their damage until both are below 180. Respiratory and toxin damage do not matter.
- Control-click the defibrillator to get its paddles. Press Z (in hotkey mode) or click it the paddles to dual-wield it.
- Click on the patient to attempt revival.
Corpses can be revived for five minutes from their death. A necrotic heart cannot be defibrillated. Husked patients need to first be de-husked with the use of Synthflesh. The defibrillator can give the following messages upon usage:
- Resuscitation successful.: You succeeded!
- Cardiac arrhythmia corrected.: Person was undergoing a heart attack which was fixed. If the patient keeps getting a heart attack, check in a Body Scanner if they have a heart at all.
- Patient's chest is obscured. Operation aborted. The chest is blocked by a hardsuit, space suit, or another similar exosuit. Remove it first!
- Resuscitation failed: Severe tissue damage detected.: Their brute and/or burn damage is above 180. Keep healing them!
- Resuscitation failed: Heart tissue damage beyond point of no return for defibrillation: Patient has been dead for over 5 minutes. Proceed with cloning or preparing for using Strange Reagent.
- Resuscitation failed: Heart necrosis detected. The patient's heart is dead. It needs to be replaced with a living one, or fixed via Surgery by removing the organ and splashing it with Mitocholide before re-inserting.
- Resuscitation failed: Patient's brain is unresponsive. Further attempts may succeed: The player is not in their body though they are still ingame. They get a notification about your attempt of revival. Try again: if you get the same message, they are either AFK or don't bother with returning to their body.
- Resuscitation failed: Failed to pick up any heart electrical activity. They are missing a heart or you tried to defib an IPC.
- Resucitation failed: No electrical brain activity detected. The player used AntagHUD or DNR, and is now unrevivable.
- Resucitation failed: Subject is husked. The patient needs to be fixed first with the aid of copious amounts of Synthflesh - splash 100u on them after they are healed above 50 health. Husks caused by a Changeling's absorption are not fixable.
- Resuscitation failed. The patient commited suicide, making them unrevivable, or something weird is happening.
- Unit is unpowered: The defibrillator's cell is depowered. Use a screwdriver on the defibrillator to eject its cell and insert the cell into a cell recharger (located between the cryotubes).
With two located east of the Sleepers and one next to the cloner, it is a quick and efficient way to heal brute, burn and respiratory damage. Feel free to use it on every patient if Medbay is not busy but reserve it for more severe cases when there is a huge influx of patients.
- Make sure the Freezer connected to it is turned on and the temperature is set to the minimum.
- Drag and drop people onto it then click on it to open the control panel. If you get the error message "subject may not have abiotic items on", it means they are holding something in their hands: ask them to put it away or drop it.
- Turn it on and make sure the "auto eject" mode is turned on as well.
- At the start of each shift, the cryotubes have to be set up. Insert the beaker of cryoxadone next to them, turn on the Freezers and set it to minimum temperature. If no cryoxadone is in the cryotubes, they can still function as a way to stabilize patients and will continue to heal respiratory damage, but no other damage types.
- If the patient is not healing for some reason, they probably have prosthetics or there is no cryoxadone in the cryotube. Check for cryoxadone and replace if necessary. If there is cryoxadone, heal every organic part of them then send them off to Robotics.
- There are so-called "cryomixes". These are mixtures made by chemists to speed up the healing process. They sometimes also add Mannitol, Mitocholide and Saline-Glucose Solution to it to make cryotubes even more effective. Adding a mannitol pill to the beakers at roundstart makes for a simple, yet effective cryomix.
- Cryotubes inject 1u of chemicals from the loaded beaker every 17 cycles, then multiplies those chemicals by 10. A 100% Cryoxadone beaker will inject 10u every 17 cycles, whereas a 70/30 Cryox/Mannitol mix will inject 7u of Cryox and 3u of Mannitol instead.
If a patient is low on blood, you can do a blood transfusion. Mixing up the wrong blood types will cause toxin damage and can be fatal. There are four main blood groups along with a protein factor:
- A has A antigens
- B has B antigens
- AB has both A and B antigens
- O has no antigens
- + indicates the Rh factor (protein) is present. (Positive)
- - indicates the Rh factor (protein) is not present. (Negative)
You cannot give a patient an antigen that they do not already have.
You cannot give a patient a protein that they do not already have.
You can give a patient a [compatible] blood type that is lacking a protein.
- A Blood can only be given to A and AB blood
- B Blood can only be given to B and AB blood
- O Blood can be given to anyone of any blood type
- AB Blood can only be given to AB blood
- + (Positive) Blood can take both + and - blood
- - (Negative) Blood can only take - blood
|You can recieve type|
|If your blood type is||A+||A-||B+||B-||AB+||AB-||O+||O-|
Some races require special treatment and failing to do so can lead to their death. This section is vital, make sure you read it closely.
Depending on the race of the patient in question, specific forms of treatment may prove to be ineffective or even adverse to the health of the patient. Here's a breakdown of all the do's and dont's when it comes to the various species you may encounter during a shift. As Humans, Unathi, Tajaran, Vulpkanin and Kidan are all the exact same in medical terms (and require no special knowledge for treatment) we'll be omitting them from this section of the guide.
- Surgery: They do not require anything special for surgery.
- Blood: They have regular blood.
- Organs: Their organs have different names but they almost function the same: neural strata (heart), gas bladder (brain), receptor node (eyes), nutrient vessel (liver), polyp segment (kidneys), and anchoring ligament (appendix).
- Immunity: None.
- Cloning: Dionae are clonable.
- Etc.: They regenerate from brute, burn, and suffocation damage in light, suffocate in darkness, and take damage from atrazine/glyphosate.
- Surgery: They do not require anything special for surgery.
- Blood: They have regular blood.
- Organs: Their heart is in their head and their liver is called a "metabolic strainer".
- Immunity: They are immune to cold.
- Cloning: Drasks are clonable.
- Etc: None.
- Surgery: They do not require anything special for surgery.
- Blood: They have regular blood.
- Organs: They have regular organs (except for their brain).
- Immunity: They are immune to sulphuric acid.
- Cloning: Greys are clonable.
- Etc: They take heavy damage from water. Only use a fire extinguisher on them if they are on fire and only do so once.
- Never remove their hardsuit or their plasma tank.
- Surgery: They breathe pure plasma, never remove their plasma tank. Use Hydrocodone, Morphine, Salicylic Acid or Ether for surgery.
- Blood: They do not have blood.
- Organs: They have regular organs (except for their lungs).
- Immunity: Radiation.
- Cloning: Plasmamen are clonable, however it is extremely difficult and it is recommended to use Strange Reagent instead.
- Etc: They spontaneously combust if they come in contact with oxygen.
- Surgery: They dont have bones so you don't need to cut their bones when doing surgery
- Blood: They do not have normal blood, but have Slime jelly as their blood. Slime jelly can be found in some IV drips in Medbay, and more jelly can be obtained from xenobiology.
- Organs: Their only organs are their slime core (brain), heart and lungs
- Immunity: They are immune to blindness (as they lack eyes) and they are also immune to breaking bones (due to a lack of bones)
- Cloning: Slime People are unclonable.
- Etc: Slime People can regrow limbs if they stay still and they are not starving.
- Never remove their nitrogen tank or breath mask.
- Surgery: They breathe pure nitrogen, never remove their nitrogen tank. Use Hydrocodone, Morphine, Salicylic Acid or Ether for surgery.
- Blood: They have their own type of blood, making every other type toxic. It can be found in medical or ordered from cargo. Mixing both vox blood and regular blood together will result in it becoming toxic to all species, making it useless for transfusions.
- Organs: They have regular organs except for their cortical stack which is a mechanical organ (and thus healable only by organ surgery with nanopaste) and their lungs.
- Immunity: They are immune to decay same with their organs.
- Cloning: Vox are unclonable.
- Etc: Oxygen is toxic for them, as stated above, never remove their tank or mask. If their cortical stack is dead, they cannot be revived.
- Bring them to Robotics. IPCs are not Medbay's job. Never morgue an IPC unless debrained or DNR.
A quick rundown on your colleagues' workplace and what they do there.
- The workplace of the Chemist. They are in charge of the making and handing out of chemicals. Use the Smartfridge to see what they cooked up. To see what each medicine does, refer to Guide to Chemistry.
- Located east of the chemistry and south of the Morgue, this is where most species can be brought back to life. It requires biomass to work, which can be refilled by standing north from the console and mixing blood with Cryoxadone. Most doctors use an IV drip half-filled with Cryoxadone and set to draw, and a lesser lifeform (see below) in a body bag to fill it. Alternatively, you can use your own blood with the help of a syringe. To clone someone, check out this guide.
- The home of Geneticists. You can get humanized bodies from there (human, tajaran, unathi and vulpkanin bodies) for organ, limb or brain transplants, or for lesser lifeforms (stoks, wolpins, farwas and monkeys) to make biomass with.
- This is where cadavers are stored by the Coroner. See Guide to Cadavers for details on dealing with dead bodies, if the Coroner is missing.
- There are two ORs (Operating Theatres) with two storage rooms attached to them. This is where surgeons work. See Surgery for more details on performing surgeries.
- This is where the Virologist works. You won't interact with them much, nor will they ask you for anything.