Difference between revisions of "Guide to Medical"

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(REWORKED THE ENTIRE PAGE AAAAA this took me four hours.)
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This guide will cover everything regarding basic medical procedures, for surgery or cloning see the [[Guide to Surgery]] or [[Guide to Cadavers]]
This guide will cover everything regarding basic medical procedures, for surgery or cloning see the [[Guide to Surgery]] or [[Guide to Cadavers]]


==Tools of the Trade [[File:healthanalyzer.png|32px]]==
=Tools of the Trade [[File:healthanalyzer.png|32px]]=


There's a plethora of equipment available to any aspiring doctor, most of which can be found in the NanoMed dispenser. [[File:Nano.gif]]
There's a plethora of equipment available to any aspiring doctor, most of which can be found in the NanoMed dispenser. [[File:Nano.gif]]
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|-
|-
| [[File:Healthhud.png|32px]]
| [[File:Healthhud.png|32px]]
| A standard issue medical HUD. This will allow you to immediately infer how injured someone is.
| A standard issue medical HUD. This will allow you to immediately see how injured someone is.
|-
|-
| [[File:AdvTrauma.png|32px]]
| [[File:AdvTrauma.png|32px]]
| An advanced trauma kit, used for any form of physical injury, preventing infection and closing non-surgical wounds. Heals 12 brute damage per use, once per injury.
| An advanced trauma kit, used for any form of physical injury. Heals 25 brute damage per use and stops bleeding.
|-
|-
| [[File:burnkit.png|32px]]
| [[File:burnkit.png|32px]]
| A burn kit that can double as a trauma kit in a pinch, specialized for burns. Will prevent infection in but won't seal wounds. Heals 12 burn damage per use, once per injury.
| A burn kit that can double as a trauma kit in a pinch, specialized for burns. Heals 25 burn damage per use.
|-
|-
| [[File:Healthanalyzer.png|32px]]
| [[File:Healthanalyzer.png|32px]]
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|-
|-
| [[File:Syringes.png|32px]]
| [[File:Syringes.png|32px]]
| A syringe, or sharp. Can take blood samples, or be filled with reagents and used manually or fired by a syringe gun.
| Can take blood samples or be filled with reagents and used manually or fired by a syringe gun.
|-
| [[File:Rollerbed.png|32px]]
| A roller bed, used for moving patients with broken bones to prevent further injury to internal organs.
|-
| [[File:Medicalsplints.png|32px]]
| A set of medical splints, can be used on broken limbs to prevent further injury.
|-
| [[File:Stasisbag.png|32px]]
| A stasis bag, it will immediately stabilize any person as long as they're in the bag. Can also be ID-locked.
|-
|-
| [[File:Defrib.gif|32px]]
| [[File:Defrib.gif|32px]]
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|-
|-
| [[File:IVdrip.png|32px]]
| [[File:IVdrip.png|32px]]
| Used for giving or taking blood. Can also be used to inject chemicals, efficiently produce synthmeat, or as a portable coffee drip.
| Used for giving or taking blood. Can also be used to inject chemicals, efficiently produce synthmeat.
|}
|}


==A Breakdown of Basic Chemicals [[File:bluebottle.png]]==
=A Breakdown of Basic Chemicals [[File:bluebottle.png]]=
 
Whilst working in the medbay there is a wide variety of chemicals you might encounter. They can be found in the Smartfridge, southwest corner of [[Chemistry Lab]].


Whilst working in the medbay there is a wide variety of chemicals you might encounter.
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]].


While this doesn't cover nearly all the chemicals, it's a good primer on chems you'll frequently encounter and need.
'''Important: Corpses cannot metabolize pills/liquids. Only patches work on them''' (except for Strange Reagent).


{| class="wikitable"
{| class="wikitable"
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! style="text-align: center;" | Description
! style="text-align: center;" | Description
|-
|-
| [[File:charcpill.png]]
| [[File:bandaid.png]]
| style="text-align: center;" | [[#Charcoal|Charcoal]]
| style="text-align: center;" | [[Guide_to_Chemistry#Styptic_Powder|Styptic Powder]]
| Charcoal slowly purges all other reagents from the patient, and also heals <font color=green>toxin</font color> damage
| Styptic Powder will heal any <font color=red>brute</font color> injuries. Use it in a patch form or via the Sleepers. It's useful for patching up corpses before attempting to revive them.
|-
| [[File:salbutpill.png]]
| style="text-align: center;" | [[#Salbutamol|Salbutamol]]
| Salbutamol slowly fixes <font color=blue> oxygen</font color> damage, and will temporarily halt oxyloss
|-
|-
| [[File:salicylicpill.png]]
| [[File:salicylicpill.png]]
| style="text-align: center;" | [[#Salicylic Acid |Salicylic Acid ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Salicylic_Acid|Salicylic Acid]]
| Salicylic Acid slowly heals <font color=red>brute</font color> injuries, but only if the patient has less than 50 brute damage
| Salicylic Acid slowly heals <font color=red>brute</font color> damage and can be used as a painkiller during surgery.
|-
|-
| [[File:bandaid.png]]
| [[File:bandaid.png]]
| style="text-align: center;" | [[#Styptic Powder |Styptic Powder ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Synthflesh|Synthflesh]]
| Styptic Powder will heal any <font color=red>brute</font color> injuries. While toxic if ingested, it's not when in patch form, or from the sleeper. Depletes rapidly, but heals both on contact application and depletion
| Synthflesh heals both <font color=red>brute</font color> and <font color=orange>burn</font color> damage. It only works when in patch form. It's useful for patching up corpses before attempting to revive them.
|-
| [[File:salicylicpill.png]]
| style="text-align: center;" | [[Guide_to_Chemistry#Saline-Glucose_Solution|Saline-Glucose Solution]]
| Saline-Glucose Solution heals both <font color=red>brute</font color> and <font color=orange>burn</font color> damage and restores blood (provided the patient is a blood-having species.)
|-
|-
| [[File:bandaid.png]]
| [[File:bandaid.png]]
| style="text-align: center;" | [[#Silver Sulfidiazine|Silver Sulfidiazine]]
| style="text-align: center;" | [[Guide_to_Chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]]
| Silver Sulfidiazine will heal any <font color=orange>burn</font color> injuries. While toxic if ingested, it's not when in patch form. Functions like Styptic Powder, but for burns
| Silver Sulfidiazine heals <font color=orange>burn</font color> damage. Use it in a patch form or via the Sleepers. It's useful for patching up corpses before attempting to revive them.
|-
|-
| [[File:bandaid.png]]
| [[File:charcpill.png]]
| style="text-align: center;" | [[#Synthflesh |Synthflesh ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Charcoal|Charcoal]]
| Synthflesh can be used to treat both <font color=red>brute</font color> and <font color=orange>burn</font color> injuries. It only works when in patch form or when sprayed on
| Charcoal slowly purges all other reagents from the patient, and also heals <font color=green>toxin</font color> damage. Do NOT administer other medicine while Charcoal is in their system or it will purge them as well. Administer 10-15 at maximum. Its stronger version is [[Guide_to_Chemistry#Pentetic_Acid|Pentetic Acid]].
|-
|-
| [[File:bluebottle.png]]
| [[File:salbutpill.png]]
| style="text-align: center;" | [[#Epinephrine |Epinephrine ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Salbutamol|Salbutamol]]
| Present in all autoinjectors. It will rapidly reduce <font color=blue>oxygen</font color> damage down to a cap, make them ready to take their next breath if able, and will gradually repair other injuries in critical patients. Excellent for initial emergency care
| Salbutamol slowly fixes <font color=blue>oxygen</font color> damage. Its stronger version is [[Guide_to_Chemistry#Perfluorodecalin|Perfluorodecalin]].
|-
|-
| [[File:bluebottle.png]]
| [[File:bluebottle.png]]
| style="text-align: center;" | [[#Ephedrine |Ephedrine ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Epinephrine|Epinephrine]]
| As a stimulant, will help critical patients with getting up
|Wakes up the patient and lowers the duration of paralysis, stun and weakness. It caps <font color=blue> oxygen</font color> damage at 35. If their health is between -65% and -10%, it heals <font color=red>brute</font color>, <font color=orange>burn</font color> and <font color=green>toxin</font color> damages. Extremely recommended for the [[Paramedic]].
|-
|-
| [[File:bluebottle.png]]
| [[File:bluebottle.png]]
| style="text-align: center;" | [[#Ether |Ether ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Morphine|Morphine]]
| Ether will eventually knock a person out - typically only effective in doses above 30u
| Used for surgery for non-breathing species (or species breathing special air). It causes addiction with a high chance; cure it by putting the patient into a Sleeper for one minute (without injecting them with anything). Do not use more than 30 units. Its stronger version is [[Guide_to_Chemistry#Hydrocodone|Hydrocodone]] which does not cause addiction at all.
|-
|-
| [[File:bluebottle.png]]
| [[File:bluebottle.png]]
| style="text-align: center;" | [[#Morphine |Morphine ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Ether|Ether]]
| Morphine will allow a patient to temporarily ignore pain, but can also induce unconsciousness
| After a long delay (metabolizing 4.1 units), it will knock out the patient for 28 seconds. It's useful for anesthetizing patients who cannot be put under with anesthetic tanks such as a [[Vox]], a [[Slime People|Slime Person]] or a [[Plasmaman]]. Most often [[Guide_to_Chemistry#Hydrocodone|Hydrocodone]] or [[Guide_to_Chemistry#Morphine|Morphine]] is preferred over Ether.
|-
|-
| [[File:mannitolpill.png]]
| [[File:mannitolpill.png]]
| style="text-align: center;" | [[#Mannitol |Mannitol ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Mannitol|Mannitol]]
| Mannitol is used for brain damage, most often for the recently cloned
| Mannitol heals brain damage which often occurs after suffocation, cloning or staying dead. Ten unit is usually enough.
|-
|-
| [[File:mutadonepill.png]]
| [[File:mutadonepill.png]]
| style="text-align: center;" | [[#Mutadone |Mutadone ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Mutadone|Mutadone]]
| Mutadone will cure almost all genetic defects, as well as powers. Effective even in trace amounts
| Mutadone cures all genetic defects, often caused by cloning. Do not use more than one unit.
|-
|-
| [[File:beakercryox.png]]
| [[File:beakercryox.png]]
| style="text-align: center;" | [[#Cryoxadone |Cryoxadone ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Cryoxadone|Cryoxadone]]
| Cryoxadone is used in cryotubes, and heals <font color=green>toxin</font color>, <font color=blue>oxygen</font color>, <font color=red>brute</font color>, <font color=orange>burn</font color> and cloning damage
| Cryoxadone is used in cryotubes and heals <font color=blue>oxygen</font color>, <font color=green>toxin</font color>, <font color=red>brute</font color>, <font color=orange>burn</font color>, and cloning damage. It only works if the patient has a low body temperature, always turn on the cryotubes' freezers! Additionally, adding Blood to Cryoxadone (with a syringe or an IV drip) will create synthetic meat, the fuel of the cloner.
|-
|-
| [[File:perfluopill.png]]
| [[File:bluebottle.png]]
| style="text-align: center;" | [[#Perfluorodecalin |Perfluorodecalin ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Mitocholide|Mitocholide]]
| Perfluorodecalin will rapidly heal <font color=blue>oxygen</font color> damage and oxyloss, but will also temporarily mute the patient
| Mitocholide heals organ damage for a very small amount. It is also used for [[Guide_to_Surgery#Debridement_and_Limb_Revival|debridement]] and [[Surgery#Internal_Organ_Manipulation_.28Non-Synthetics.29|reviving dead organs]].
|-
| [[File:penteticpill.png]]
| style="text-align: center;" | [[#Pentetic Acid |Pentetic Acid ]]
| Pentetic Acid rapidly purges all chemicals, and quickly heals <font color=green>toxins</font color> damage while dealing minor brute and burn damage
|-
| [[File:mitocholidepill.png]]
| style="text-align: center;" | [[#Mitocholide|Mitocholide]]
| Mitocholide heals damage to internal organs, and can even fix ruptured lungs. Heals 1 point on all organs per 1 u ingested, over time
|-
|-
| [[File:oculinepill.png]]
| [[File:oculinepill.png]]
| style="text-align: center;" | [[#Oculine |Oculine ]]
| style="text-align: center;" | [[Guide_to_Chemistry#Oculine|Oculine]]
| Repairs eye damage, unless retinal detachment is present or it's genetic
| Heals eye and ear damage and has a chance to cure blindness and deafness. If they are genetically blind or deaf, it is advised to use [[Guide_to_Chemistry#Mutadone|Mutadone]] instead.
|-
|-
| [[File:strangepill.png]]
| [[File:strangepill.png]]
| style="text-align: center;" | [[#Strange Reagent|Strange Reagent]]
| style="text-align: center;" | [[Guide_to_Chemistry#Strange_Reagent|Strange Reagent]]
| Will immediately bring the person back to life. Gibs bodies that have more than 150 combined brute, burn, and genetic damage if ingested. Requires 1.0u to be effective. There may be some side effects.
| '''An extremely dangerous medicine''' which gibs bodies that have more than 150 combined brute, burn, and genetic damage when ingested. Gibbing some species can be round-ending for them so administer it with caution. Requires 1 unit to be effective. It revives a corpse instantly. It causes a random amount of <font color=green>toxin</font color>, <font color=red>brute</font color>, and <font color=orange>burn</font color> damage, 50 cloning damage and necrosis (dead limbs/organs) based on the time they spent dead. Always have [[Guide_to_Chemistry#Mitocholide|Mitocholide]] ready before you use it.
|}
|}


==Damage Types and Basic Treatments [[File:advkit.png]]==
=Damage Types and Basic Treatments [[File:advkit.png]]=
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.  
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 [[Guide_to_Medical#Racial_Differences|Racial Differences]] for the special treatments.'''


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
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<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
<small><i>This shows up as a <b><font color=blue>BLUE</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
<small><i>This shows up as a <b><font color=blue>BLUE</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
Suffocation results from being in areas with low oxygen, low blood count, or from the patient being in a critcal state.<br>
Suffocation results from being in areas with low oxygen, low blood count, certain chemicals or severe damage to the heart/lungs.<br>
* If damage comes from being in a low-oxygen environment, internals or being in an oxygen safe place will slowly heal the patient.
* '''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.
* Salbutamol or Perfluorodecalin will heal the damage. Perfluorodecalin is much more effective but will temporarily mute the patient.
* '''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.
* Epinephrine will slow progress of suffocation damage in critcal patients.
* '''Certain chemicals:''' Chemicals like [[Guide_to_Chemistry#Cyanide|Cyanide]], [[Guide_to_Chemistry#Pancuronium|Pancuronium]] and overdosed [[Guide_to_Chemistry#Histamine|Histamine]] can cause suffocation. Purge them with [[Guide_to_Chemistry#Pentetic_Acid|Pentetic Acid]], [[Guide_to_Chemistry#Charcoal|Charcoal]] or with dialysis.
* CPR will also slow progress of suffocation in critical patients. <i>(On help intent, click on the patient with nothing in your hands to administer CPR)</i>.
* '''Severe heart/lung damage:''' Fix their organs via [[Surgery#Internal_Organ_Manipulation_.28Non-Synthetics.29|organ manipulation surgery]]. Make sure they don't die during the process.
* '''Healing oxygen damage:''' Administer [[Guide_to_Chemistry#Perfluorodecalin|Perfluorodecalin]] or [[Guide_to_Chemistry#Salbutamol|Salbutamol]] to temporarily heal oxygen damage. [[Guide_to_Chemistry#Epinephrine|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).
</div></div>
</div></div>


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<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
<small><i>This shows up as a <b><font color=green>GREEN</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
<small><i>This shows up as a <b><font color=green>GREEN</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
Toxin damage sometimes causes vomiting. Getting a blood sample of the patient with a syringe and using a Mass Spectrometer will reveal what toxins are located in the patient's blood. [[#Radiation Sickness | Radiation]] will also cause Toxin damage.<br>
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 or septic limbs/organs or by radiation.<br>
* Administer Charcoal.
* '''Damaged Liver:''' Administer enough [[Guide_to_Chemistry#Pentetic_Acid|Pentetic Acid]] or [[Guide_to_Chemistry#Charcoal|Charcoal]] to reduce their toxin damage to (and keep at) zero and fix their liver with [[Surgery#Internal_Organ_Manipulation_.28Non-Synthetics.29|organ manipulation surgery]] in the meantime.
* Monitor the patient's vitals for any changes. Some poisons are tricky and stay in the system for a long period of time.
* '''Narcotics, toxins and overdose:''' Purge the chemicals with [[Guide_to_Chemistry#Pentetic_Acid|Pentetic Acid]], [[Guide_to_Chemistry#Charcoal|Charcoal]] or with [[Guide_to_Medical#Dialysis|[[Guide_to_Medical#Dialysis|dialysis]]]].
* In extreme cases, put patient into [[#Cryogenic Chambers|cryosleep]]. Less effective than charcoal, but only way to treat critical patients.
* '''Wrong blood type:''' Use [[Guide_to_Medical#Dialysis|dialysis]] to get the wrong type of blood out of their system.
* '''Infection and septic limbs/organs:''' Administer [[Guide_to_Chemistry#Spaceacillin|Spaceacillin]] in case of infections. Fix septic limbs/organs with [[Surgery#Debridement_and_Limb_Revival|debridement surgery]] or amputate the limb until it can be fixed.
* '''Radiation:''' Use [[Guide_to_Chemistry#Potassium_Iodide|Potassium Iodide]] or [[Guide_to_Chemistry#Pentetic_Acid|Pentetic Acid]] to reduce radiation. Keep the patient isolated from others to avoid irradiating them. If they were severely radiated, administer [[Guide_to_Chemistry#Mutadone|Mutadone]] to fix their possible genetic defects.
* '''Healing toxin damage:''' Administer [[Guide_to_Chemistry#Pentetic_Acid|Pentetic Acid]] or [[Guide_to_Chemistry#Charcoal|Charcoal]].
</div></div>
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<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
<small><i>This shows up as a <b><font color=red>RED</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
<small><i>This shows up as a <b><font color=red>RED</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
Brute damage is caused by anything that can beat up a person, cut them, or fill them full of lead. It is often paired with [[#Broken Bones | broken bones]] and [[#Internal Bleeding | internal bleeding]].<br>
Brute damage can range from a scratch to physical trauma. It can lead to broken bones, internal bleeding, severe blood loss and organ damage.
* Locate the injuries using a Health Analyzer. <br>
* '''Broken bones:''' Fix their bones with [[Surgery#Bone_Repair_Surgery|bone repair surgery]].
* Apply Gauze or a Trauma Kit. <br>
* '''Internal bleeding:''' Fix their internal bleeding with [[Surgery#Internal_Bleeding_Surgery|internal bleeding surgery]]. Look out for their blood level and if it is too low, refer to the next point.
* More extreme injuries, or brute damage located in multiple areas, will require the administration of Styptic Powder. <b>Always bandage locations that show up as bleeding to prevent blood loss.</b>
* '''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 [[Guide_to_Chemistry#Perfluorodecalin|Perfluorodecalin]] or [[Guide_to_Chemistry#Salbutamol|Salbutamol]] if they start choking.
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs.
* '''Organ damage:''' Fix their organs with [[Surgery#Internal_Organ_Manipulation_.28Non-Synthetics.29|organ manipulation surgery]]. Brain damage can be fixed with [[Guide_to_Chemistry#Mannitol|Mannitol]], eye and ear damage can be fixed with [[Guide_to_Chemistry#Oculine|Oculine]].
* Brute damage that does not heal with standard treatment methods is likely internal bleeding. Ensure they see a surgeon IMMEDIATELY to have it mended. If surgery is busy, while they wait, make sure they take saline-glucose and iron pills, and keep them inside a cryo tube to slow the worsening of the injury.
* '''Healing brute damage:''' Shove the patient into a cryotube (east of Sleepers), into a Sleeper (and use [[Guide_to_Chemistry#Styptic_Powder|Styptic Powder]], give them [[Guide_to_Chemistry#Saline-Glucose_Solution|Saline-Glucose Solution]] or [[[[Guide_to_Chemistry#Salicylic_Acid|Salicylic Acid]]. If they are dead, use [[Guide_to_Chemistry#Styptic_Powder|Styptic Powder]] patches, [[Guide_to_Chemistry#Synthflesh|Synthflesh]] patches or an Advanced Trauma Kit (by targeting the injured body parts) on them. It is advised to save the patches for corpses and treat living patients with the first two methods.
</div></div>
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<small><i>This shows up as a <b><font color=orange>ORANGE</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
<small><i>This shows up as a <b><font color=orange>ORANGE</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.<br>
Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.<br>
* Locate the injuries using a Health Analyzer.<br>
* '''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.
* Apply Ointment.<br>
* '''Extreme body temperature:''' Shove them into a cryotube to inject them with [[Guide_to_Chemistry#Cryoxadone|Cryoxadone]] which heals if the patient is supercooled. It also cools down patients if they are too hot. [[Guide_to_Chemistry#Teporone|Teporone]] can also stabilize their body temperature (though it is mostly recommended for the [[Paramedic]].)
* More extreme injuries, or burns to multiple places of the body will require either Silver Sulfadiazine or Synthflesh medication.<br>
* '''Healing burn damage:''' Shove the patient into a cryotube (east of Sleepers), into a Sleeper (and use [[Guide_to_Chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]]. If they are dead, use [[Guide_to_Chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] patches, [[Guide_to_Chemistry#Synthflesh|Synthflesh]] patches or an Advanced Burn Kit (by targeting the injured body parts) on them. It is advised to save the patches for corpses and treat living patients with the first two methods.
* Synthflesh is the stronger medication and will also heal Brute damage.
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs.  
</div></div>
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''' Unlisted Damage [[File:purplekit.png]]'''
''' Unlisted Damage [[File:purplekit.png]]'''
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
<small><i>Some damage does not show up in any category, but will show that the person is injured</i></small><br><br>
<small><i>Some damage does not show up in any category, but will show that the person is injured when checked with a Health Analyzer</i></small><br><br>
Creatures in the Research and Development location can cause genetics damage when attacking people. Being a new clone can also come with genetics damage, or heavy experimentation with genetics can cause this as well. Fighting on the holodeck will result in holo-damage. Hallucinations brought on by drug use or genetic defects will cause unlisted damage as well.
Slimes in [[Xenobiology]], non-upgraded cloners, [[Guide_to_Chemistry#Strange_Reagent|Strange Reagent]] and being dead cause genetic damage. Stamina damage is most often caused by non-lethal weapons. Hallucinations can occur from entering a radiation belt, ingesting narcotics or having a genetic defect.
* Attempt to confirm how injury was received.
* '''Healing genetic damage:''' Shove patient into a cryotube. [[Guide_to_Chemistry#Cryoxadone|Cryoxadone]] heals genetic damage. If patient still has a living slime on them, use a fire extinguisher to kill the slime (water is lethal for them).
* Genetics damage is easily healed with time spent in a cryo chamber.
* '''Healing stamina damage:''' It is recommended to just wait until it wears off. In emergency cases it can be healed by [[Guide_to_Chemistry#Ephedrine|Ephedrine]].
* Stamina damage can be healed with Ephedrine, Earthsblood or by sleeping it 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 [[Guide_to_Chemistry#Pentetic_Acid|Pentetic Acid]] or [[Guide_to_Chemistry#Charcoal|Charcoal]] to remove them or use [[Guide_to_Medicine|Dialysis|dialysis]]. If it is a genetic defect, use [[Guide_to_Chemistry#Mutadone|Mutadone]].
* For hallucination damage, treat cause of damage, (a clean SE shot from a [[geneticist]], or charcoal if it's a chemical), and then let patient sleep it off as you would with holo-damage. Sedating the patient for their own safety is highly suggested.
</div></div>
</div></div>


==Triage==
====Notes====
 
* '''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. If the patient has an embedded object in them, [[Surgery#Embedded_Object_Removal_.28Non-Synthetics.29|remove it with surgery]]. Necrosis can be treated by [[Surgery#Debridement_and_Limb_Revival|debridement]] or by [[Guide_to_Chemistry#Mitocholide|Mitocholide]] (see above).
In situations where there are multiple critical patients being reported or flooding into medbay, use the Triage System. Wearing a Medical HUD will help you spot out which individuals are in the most desperate need of treatment first.
* '''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 an immediate death).
<div class="mw-collapsible-content">
* '''Low blood count''' is 80%. Everything below that will cause the patient to suffocate to death. Being well-fed increases blood production.
{| class="wikitable" style="text-align: center;vertical-align:center;"
* '''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 [[Guide_to_Chemistry#Mannitol|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 [[Guide_to_Chemistry#Strange_Reagent|Strange Reagent]], it is a good practice to ask the [[Coroner]] for injecting them with [[Guide_to_Chemistry|Formaldehyde]]. It will stop their corpse from rotting.
|-
!  Color !! Description !! In-game definition !! Real world treatment type !! Suggested in-game treatment
|- bgcolor=#aaaaaa
| bgcolor=black width=30  |  <font color=white>Black</font>
| Patient is dead
| Patient is dead
| Remove to prevent infections
| If the death is recent, use a defibrillator. If not, ignore until all live patients dealt with, then take to cloning.


|- bgcolor=#ffaaaa
=Sleepers [[File:SleeperSmall.png]][[File:SleeperConsole.png]]=
| bgcolor=red width=30  | Red
| Patient is seriously injured and in danger of dying
|
* Critical condition (vitals below 0)
* Lethal disease in late stages
* Heavy bacterial infections
|  Immediate treatment
|  | Treat their condition as soon as possible. If unable to treat immediately (OR busy, no vaccine), put them to [[#Cryogenic Chambers|cryosleep]]. For diseases, inject Spaceacillin to stop progress. If you observe broken bones either through a scan or patient account, have the patient lie down immediately to halt further damage to internal organs.
|- bgcolor=#ffffaa
| bgcolor=yellow width=30  | Yellow
| Patient is severely injured, but not in life danger
|
* Vitals between 0 and 30
* Potentially lethal disease in it's early stages
* Broken Limbs
| Delayed treatment
| Treat as soon as as all red triage patients are stabilized or put in cryo.
|- bgcolor=#aaffaa
| bgcolor=green width=30  | <font color=white>Green</font>
| Patient has light injuries
| Vitals between 30 and 80
| Minimal treatment
| Ignore until the last of the yellow triage patients have been taken care of. You should remove people from the cryo cells before attending to these patients.
|- bgcolor=white
| width=30  | White
| Patient is uninjured
| Vitals between 80 and 100
| There is no reason to treat them when you have a million more seriously wounded people
| Ignore until all green triage patients have been taken care of.
|}
</div>


==Other Conditions, and Their Treatments==
Sleepers are useful albeit slow machines. They can cure addictions and inject patients with specific chemicals. If [[Scientist|scientists]] upgrade them, more medicine becomes available. Cryotubes almost always heal faster than Sleepers except for toxin damage.


There are other conditions that don't fall into the situations above, but nonetheless require some form of intervention lest the patient die or suffer some other malignant effect.
By default, Sleepers have [[Guide_to_Chemistry#Epinepherine|Epinepherine]], [[Guide_to_Chemistry#Salbutamol|Salbutamol]], [[Guide_to_Chemistry#Styptic_Powder|Styptic Powder]], [[Guide_to_Chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] and [[Guide_to_Chemistry#Ether|Ether]]. To see what these medicines do, refer to [[Guide_to_Medical#A_Breakdown_of_Basic_Chemicals|A Breakdown of Basic Chemicals]].


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
If they get upgraded, they get the following medicines: [[Guide_to_Chemistry#Oculine|Oculine]], [[Guide_to_Chemistry#Charcoal|Charcoal]], [[Guide_to_Chemistry#Mutadone|Mutadone]], [[Guide_to_Chemistry#Mannitol|Mannitol]], [[Guide_to_Chemistry#Pentetic_Acid|Pentetic Acid]] and [[Guide_to_Chemistry#Omnizine|Omnizine]].


===Bacterial Infections===
'''To use it, 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.


<div class="mw-collapsible-content">
== Dialysis ==
<b>Causes</b>:
* Untreated Open Wounds
* Failure to Maintain Hygiene during Surgery


<b>Symptoms</b>:
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.
* Patient's temperature is higher than normal
* Patient is receiving toxins damage without any chemicals inside them (bad sign)
* Will show specific locations in a body scanner, though low infection levels won't show up


<b>Left Untreated, Develops Into</b>:
To perform Dialysis, you will need:
* Organ Damage/Failure
* Necrosis
* <font color=red>Death</font>
 
<b>Treatment Options</b>:
* For external infections, have a surgeon open and seal the infected regions
* If the infected spots hit "Acute", follow this up with an injection of 10u of Spaceacillin, to head off any potential further infections
* If internal organs are infected, inject with large amounts of Spaceacillin. No, the supply in the medvends is not enough, and it's seldom practical to make the amount needed with the fungus scrapings found in maintenance. Your best bet in this case is either using an Oddysseus's sleeper that's scanned Spaceacillin, or having a medical cyborg on hand to inject ~100u+ Spaceacillin. Your patient will not be able to leave for a while. As a last resort, you can replace the organs as if they had suffered complete organ failure. Alternatively, if you're feeling silly, you can take out the patient's organs and wash them in the sink - this will disinfect them, and you can reinsert them to resume healthy proper function. Have a defibrillator on hand if you're doing this to vital organs!
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
===Broken Bones===
<div class="mw-collapsible-content">
<b>Causes</b>:
* Brute damage is beyond a certain threshold on a limb
 
<b>Symptoms</b>:
* Patient is unable stand and/or hold items
* Patient reports moving bones inside a body part
* Health analyzer will point out specific broken limbs (arms, legs, not torso or head)
* Will show up in a body scan
 
<b>Left Untreated, Develops Into</b>:
* Organ Damage/Failure (In the upper/lower torso, head)
* Lack of Mobility/Ability
 
<b>Treatment Options</b>:
* For initial care, you can splint the patient's limbs to allow them to use them at somewhat reduced capacity.
* If none of the limbs are broken, but your scanner reports broken bones, HAVE THE PATIENT LIE DOWN. Failing to do so will cause the organs in the broken body part to be turned to meat soup as the bones swish around. Being buckled upright will not prevent this; Beds (and roller beds), and simply resting on the floor, will.
* If any of the core body parts are damaged, transport them to surgery on a roller bed. If the organ damage is seriously affecting the patient, administer Mitocholide beforehand to make sure they remain viable.
* Before surgery, mend the damaged parts as much as you are able to, so that they don't simply reshatter once you fix them.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
===Organ Damage===
<div class="mw-collapsible-content">
<b>Causes</b>:
* Heavy Trauma
* High Toxins damage leads to liver damage and failure
* Broken Bones
 
<b>Symptoms</b>:
* Lung damage: Gasping while otherwise healthy, suffocation in a breathable environment, coughing up blood
* Heart damage: Patient suffers symptoms of blood loss while having a healthy amount of blood
* Brain damage: Presence will show on an advanced medical analyzer, will also have trouble using machines and may say ridiculous things
* Eye damage: Patient reports blurred/blinded eyesight
* Liver damage: Patient has high toxins, and shows symptoms of other organ failures
* All except brain: Patient reports pains in the containing body part
* Shows up on body scanner
 
<b>Left Untreated, Develops Into</b>:
* Lack of Ability
* <font color=red>Death</font> (If past 20 - 30 points on vital organs)
 
<b>Treatment Options</b>:
* Treat the causes of the damaged organs first.
* If available, administer amounts of Mitocholide equal to the largest damage of all of the organs, bypassing surgery and preventing potential infection. Organs will resume full function below 10 points.
* Otherwise, bring them down to surgery to have their organs fixed.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
===Internal Bleeding===
<div class="mw-collapsible-content">
<b>Causes</b>:
* High-damage brute injuries
 
<b>Symptoms</b>:
* Health Analyzer will note its presence, but not specific location
* If the patient isn't healing brute injuries in an organic limb, the bleeding is there
* Patient reports stabbing pains in a body part
* As above, body scanner will tell you the location
 
<b>Left Untreated, Develops Into</b>:
* Anemia
* <font color=red>Death IN ALL CIRCUMSTANCES</font>
 
<b>Treatment Options</b>:
* Get them to surgery NOW. As the surgeon gets the operation ready, pull up an IV drip and hook the patient to the appropriate blood type.
* If the patient has died, and you notice internal bleeding, defib them first but don't apply any stabilizers (Like Epinephrine) to buy yourself enough time to fix the IB, as it doesn't worsen while the patient is dead. Once you've fixed it, defib them again, this time with stabilizers, and remedy the remaining blood loss.
* If surgery is busy, place them in a cryo tube and leave it on, to prevent the bleeding from draining blood or progressing. If you want to get more blood into their system, you can periodically take them out to administer blood restoration chemicals, though make sure to put them back immediately afterwards. If science has upgraded your sleepers, however, you can pump 30u or more of Styptic Powder (And keep it above that mark) to gradually heal the internal bleeding. The IB will still bleed (a bit less, though), but it won't worsen while Styptic is in the patient's system.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
===Blood Loss===
<div class="mw-collapsible-content">
<b>Causes</b>:
* Untreated brute injuries, will show as bleeding under observation
* Internal Bleeding
* Excessive blood drawing
* Heart Damage(Will show symptoms of lower blood levels despite having higher amounts of blood)
 
<b>Symptoms</b>:
* Health Analyzer will report bleeding wounds and blood level.
* 90% and below: Patient pale, slight suffocation up to 20 points. Will feel "woozy", but unimpeded otherwise.
* 60% and below: Patient pale, blurred vision, rapid suffocation up to 50 points, and gradual uncapped suffocation beyond that. Patient will also frequently be unable to move, feeling "very woozy"
* 40% and below: Patient pale, rapid uncapped suffocation, blurred vision. Patient will frequently be unable to move, feeling "extremely woozy". Will die quickly without aid.
* 20% and below: Patient will die immediately at this point. Defibrillation is possible, but you must first replenish the blood supply for the patient to live for any amount of time.
 
<b>Left Untreated, Develops Into</b>:
* <font color=red>Death</font>
 
<b>Treatment Options</b>:
* Bandages and advanced trauma kits will seal wounds, preventing them from draining the patient dry.
* Simply healing the wounds past a point will also close them, with Styptic, Synthflesh or time in Cryogenics.
* Treat the causes of bleeding first! If that's taking too long, buy yourself some time with the blood restoration tip below.
* If the suffocation is getting to the point where it's seriously affecting the patient, administer Epinephrine to prevent it from overwhelming them.
* To regenerate the blood: Use a blood IV and some Saline-Glucose+Iron pills. Feeding the patient will also help.
 
</div></div>
 
== The Medical Sleeper [[File:SleeperSmall.png]][[File:SleeperConsole.png]]==
 
Sleepers are a useful addition to the medbay and perform a few important functions, though there are a few caveats.
 
=== Chemicals & Usage ===
 
* Sleepers by default can inject a person with up to 20u of:
::Epinephrine - Will rapidly reduce <font color=blue>oxygen</font color> damage down to a cap, make them ready to take their next breath if able, and will gradually repair other injuries in critical patients.
::Salbutamol - Slowly fixes <font color=blue> oxygen</font color> damage, and will temporarily halt oxyloss.
::Styptic Powder - Will heal any <font color=red>brute</font color> injuries.
::Silver Sulfadiazine - Will heal any <font color=orange>burn</font color> injuries.
::Ether - Will eventually knock a person out - typically only effective in doses above 30u.
 
* Sleepers are intended for mild to moderate injuries, and can't be used on anyone with more than 125 damage, though this can be enhanced though upgrades.
 
* However, Sleepers can still inject Epinephrine (and ONLY Epinephrine) to stabilize critical patients past this point, making them good for primary care.
 
* Sleepers, when upgraded can dispense a much wider array of healing chemicals, though be careful not to overdose on ones like Epinephrine and Omnizine.
 
=== Dialysis ===
 
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.
 
To perform Dialysis, you will need...


# [[File:SleeperSmall.png]] A sleeper.
# [[File:SleeperSmall.png]] A sleeper.
Line 413: Line 219:
# [[File:SleeperSmall.png]] Once your patient is in the sleeper, click the Sleeper and hit "On" in the menu under Dialysis.
# [[File:SleeperSmall.png]] Once your patient is in the sleeper, click the Sleeper and hit "On" in the menu under Dialysis.


The beaker will rapidly begin to fill with any reagent present in the patient's blood, along with a small amount of blood at a rate of 5u per cycle.
====Notes====
 
=== Notes on Dialysis ===


* You may need to empty the beaker out a few times to fully remove all reagents.
* You may need to empty the beaker out a few times to fully remove all reagents.
* About 1/5 of what you will remove will be the patient's blood.
* About 1/5 of what you will remove will be the patient's blood.
* This is a quick and easy way to effortlessly remove highly toxic chemicals, or even recycle them if you're a traitor!
* A neat trick: Put a large beaker in there with 30u carbon, activate dialysis, and spam styptic powder! Splashing the resulting contents on the patient will heal them in a flash!


== Defibrillation and YOU! [[File:Defrib.gif|32px]]==
=Defibrillator [[File:Defrib.gif|32px]]=


You've read the guide, you've spent time honing your skills, but your patient still died! What now!?
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.


The Defibrillator is the answer to your prayers! [[File:Defrib.gif|32px]]
* 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!), [[Guide_to_Medical#Damage_Types_and_Basic_Treatments|lower their damage]] until both are below 180. Oxygen 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.


Defibrillators are a very useful item when used appropriately and correctly, and there are a few steps you should take prior to usage.
Corpses can be revived for three minutes from their death. The defibrillator can give the following messages upon usage:


* [[File:Normalarmor.png|32px]] Ensure the patient isn't wearing anything in their exosuit slot. If something is in the exosuit slot, remove it.
* '''<font color=blue>Resuscitation successful:</font>''' You succeeded!
* [[File:Healthanalyzer.png|32px]] Scan the patient to see what damage they have, and have the appropriate treatment ready.
* '''<font color=blue>The defibrillator pings: Cardiac arrhythmia corrected:</font>''' 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.
* [[File:AdvTrauma.png|32px]] Ensure the patient doesn't have more than 200 Brute/Burn damage, if they do fix it prior to defibrillation.
* '''<font color=darkblue>Resuscitation failed - Severe tissue damage detected:</font>''' Their brute and/or burn damage is above 180. Keep healing them!
* [[File:Medicalbelt.png|32px]] Ensure that you have the means to treat the patient immediately - this generally means cryotubes.
* '''<font color=darkblue>Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation:</font>''' Patient has been dead for over 3 minutes. Proceed with cloning or preparing for using [[Guide_to_Chemistry#Strage_Reagent|Strange Reagent]].
* '''<font color=darkblue>Resuscitation failed - Patient's brain is unresponsive. Further attempts may succeed:</font>''' 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.
* '''<font color=darkblue>Resuscitation failed - Failed to pick up any heart electrical activity:</font>''' They are missing a heart, said  [[Slime People|Slime Person]] has been debrained or you tried to defib an [[IPC]].
* '''<font color=darkblue>The defibrillator beeps: Unit is unpowered:</font>''' 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).


Defibrillators are also a time sensitive device, and if the person has been dead for more than three or four minutes they won't work!
=Cryotubes [[File:Cryogenics.png]]=
Located east of the Sleepers and one next to the cloner, it is a quick and efficient way to heal brute, burn and oxygen 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.


===Usage===
* 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.


* Pick up the defibrillator and put it in your backpack slot, or keep it in your hand.
====Notes====
* Make sure you're standing next to the patient, and the patient isn't being moved.
* 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.
* Right-click the defibrillator, and hit "Toggle Paddles". If the defibrillator is in your hand, drop it on the ground.
* If the patient is not healing for some reason, they probably have prosthetics. Heal every organic part of them then send them off to [[Robotics]].
* Make sure the paddles are in your active hand, and click them once. This will put them in both hands.
* There are so-called "cryomixes". These are mixtures made by chemists to speed up the healing process. They sometimes also add [[Guide_to_Chemistry#Mannitol|Mannitol]], [[Guide_to_Chemistry#Mitocholide|Mitocholide]] and [[Guide_to_Chemistry#Saline-Glucose_Solution|Saline-Glucose Solution]] to it to make cryotubes even more effective.
* Target the chest area of the patient on help intent, and click the patient.
* Defibrillation will now begin, and takes roughly five seconds.


Upon successful use of the Defibrillator you'll receive one of four messages.
=Racial Differences=
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.'''


<b><font color=blue>Resuscitation successful.</font></b> This means the patient is now alive.
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.
 
<b><font color=blue>Resuscitation failed.</font></b> This means the patient is not presently in their body. They're either logged out, or ghosting.
 
<b><font color=darkblue>Resuscitation failed - Severe tissue damage detected.</font></b> This means the body is too damaged, but still reviveable. Use Synthflesh, Silver Sulf, and Styptic patches to bring the person under 200 total brute/burn damage and try again. Chemicals that heal over time (Such as Omnizine or Epinephrine) will not work.
 
<b><font color=darkblue>Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</font></b> This means you waited too long for defibrillation, send them away for cloning. If cloning is not an option for some reason, you can do a brain transplant, and attempt a defib again.
 
===Notes About Defibrillation===
 
* If the patient has numerous fractures (More than four), it may ultimately be faster to clone them.
* If a patient died from ruptured lungs, have another doctor apply Perfluodecalin while you're using the defibrillator.
* It's almost always a good idea to ensure the patient has Epinephrine in their system before defibbing, as this will make sure whatever they died of doesn't just kill them again, since patients will be critical once revived.
* If a patient died from heavy toxins, have another doctor apply Charcoal/Pentetic Acid while you're using the defibrillator.
* You can use a screwdriver on a defibrillator to take out the battery for recharging.
 
==Cryogenics [[File:Cryogenics.png]]==
Located directly next to the cloner, this part of medical takes in critically wounded patients and mends their injuries through the chemical mix you place inside. Keep in mind it only injects chemicals into patients with injuries, so you might need to get creative to make sure they get the full effect of the other chemicals.
 
===Usage===
Cryo usage is fairly simple, but also intensive on the patient. Reserve it for emergency patients.


# Make sure your patient is not holding anything in their hands, and that they aren't wearing temperature-resistant equipment such as a hardsuit.
==[[Diona]]==
# If your patient had to drop something like a hardsuit, store and lock it inside of the locker nearby so a random [[Civilian|assistant]] who wandered into medical can't steal it and run off, never to be seen again.
* '''Surgery:''' They do not need painkillers.
# Place the patient into the cell by either dragging their sprite onto the cryo cell, or grabbing them and clicking on the cell.
* '''Blood:''' They do not have blood.
# Turn the cell to "On", and activate auto-eject so they won't be left in there forever should you be in some way interrupted.
* '''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).
# If there are wounds that aren't healing, use your health analyzer to check if the damaged areas are prosthetic or not. If they are, forward them to robotics, or someone else with a welder. If the limb that fails to heal is organic, however, have them go to surgery IMMEDIATELY, as they have internal bleeding and will die quickly without aid. If there isn't any room in surgery, give the patient lots of saline-glucose and iron, and keep them in cryo to prevent it from worsening until care can actually be administered.
* '''Immunity:''' They are immune to toxic damage from radiation and oxygen damage from suffocation (they do not breathe.)
* '''Cloning:''' Dionas are <font color=green>'''clonable'''</font>.
* '''Etc.:''' They regenerate from brute, burn, and suffocation damage in light and suffocate in darkness.


===Setup===
==[[Drask]]==
At the start of each shift, the tubes start nearly completely set up, but needs some further work to get the whole system to go on a moment's notice. Do as follows:
* '''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 <font color=green>'''clonable'''</font>.
* '''Etc:''' None.


# [[File:beakercryox.png]]Take the beakers of cryoxadone on the table next to the tubes, and place 1 each inside.
==[[Grey]]==
# [[File:freezer.gif|32px]]Use the freezer to the southeast of the room and turn it on, setting it to the lowest temperature it will go.
* '''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 <font color=green>'''clonable'''</font>.
* '''Etc:''' They take heavy damage from water. '''Only use a fire extinguisher on them''' if they are on fire and only do so once.


===Cryo Mixes===
==[[Plasmaman]]==
While pure cryoxadone will get the job done, you probably want to add a few more things to the medicine vat. For example, clones will normally come out with high amounts of brain damage, and so will need mannitol. By adding an amount of mannitol to the beaker, you can both repair their genetic damage at the same time you fix their brain.
* <font color=red>'''Never remove their hardsuit or their plasma tank.'''</font>
* '''Surgery:''' They breathe pure plasma, '''never remove their plasma tank'''. Use [[Guide_to_Chemistry#Hydrocodone|Hydrocodone]], [[Guide_to_Chemistry#Morphine|Morphine]], [[Guide_to_Chemistry#Salicylic_Acid|Salicylic Acid]] or [[Guide_to_Chemistry#Ether|Ether]] for surgery.
* '''Blood:''' They do not have blood.
* '''Organs:''' They have regular organs (except for their lungs).
* '''Immunity:''' None.
* '''Cloning:''' Plasmamen are <font color=green>'''clonable'''</font>, however it is extremely difficult and it is recommended to use [[Guide_to_Chemistry#Strange_Reagent|Strange Reagent]] instead.
* '''Etc:''' They spontaneously combust if they come in contact with oxygen. If you have to defibrillate one, get a fire extinguisher ready (as you will have to remove their hardsuit for defibrillating which will cause them catch on fire.)


Keep in mind that the way the cryo tube works, is that every 10 seconds or so it removes 1 unit from the beaker and injects all the chemicals into the patient, at a 10 times multiplier. Thus, if you want to extend the lifetime of a drug, applying it through cryo is a good way to get the full mileage, though cumbersome.
==[[Slime People]]==
* '''Surgery:''' They do not breathe and so anesthetic tanks don't work on them. Use [[Guide_to_Chemistry#Hydrocodone|Hydrocodone]], [[Guide_to_Chemistry#Morphine|Morphine]], [[Guide_to_Chemistry#Salicylic_Acid|Salicylic Acid]] or [[Guide_to_Chemistry#Ether|Ether]] for surgery.
* '''Blood:''' They do not have blood, they bleed water instead. Water can be hooked up on an IV drip if you fill a beaker/bucket with it or inject it with a syringe.
* '''Organs:''' Their only organ is their slime core (brain).
* '''Immunity:''' They are immune to oxygen damage (as they do not breathe) and to blindness (as they lack eyes).
* '''Cloning:''' Slime People are <font color=red>'''unclonable'''</font>.
* '''Etc:''' Slime People can regrow limbs if they stay still and they are not starving. They do not breathe.


Example: Cryoxadone, decays at about .4 units per second. For a 100% cryoxadone mix, every 10 seconds, 1 unit will be depleted from the beaker, and 10 units will be injected. Over the 10 seconds, 10*.4 units will be processed by the occupant. Since the patient could only process 4 of the 10 units injected, 6 units will remain inside the patient's system. This will repeat until the patient is finished healing.
==[[Vox]]==
* <font color=red>'''Never remove their nitrogen tank or breath mask.'''</font>
* '''Surgery:''' They breathe pure nitrogen, '''never remove their nitrogen tank'''. Use [[Guide_to_Chemistry#Hydrocodone|Hydrocodone]], [[Guide_to_Chemistry#Morphine|Morphine]], [[Guide_to_Chemistry#Salicylic_Acid|Salicylic Acid]] or [[Guide_to_Chemistry#Ether|Ether]] for surgery.
* '''Blood:''' They have regular blood.
* '''Organs:''' They have regular organs except for their cortical stack which is a mechanical organ (and thus healable only by [[Surgery#Internal_Organ_Manipulation_.28Non-Synthetics.29|organ surgery with nanopaste]] and their lungs.
* '''Immunity:''' They are immune to low pressure/vacuum.
* '''Cloning:''' Vox are <font color=red>'''unclonable'''</font>.
* '''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.


* Cryoxadone, is of course the primary ingredient. Keep it to 40%, and there will be a perfect balance of cryox processed and cryox injected.
==[[IPC]]==
* Mannitol will fix the brain damage of both clones and patients with head trauma. 40% is the most efficient you can get with it, but to be realistic you probably want about 20%
* Bring them to [[Robotics]]. IPCs are not Medbay's job. '''Never morgue an IPC'''.
* Mutadone will cure all mutations, positive or negative, if any amount enters the patient's system. It can be handy to put it in the tubes so as to quickly get clones functional again, but will also frustrate geneticists and their beneficiaries. Something that will do the same trick is a pill bottle full of mutadone pills right next to the cryo tubes, so that you can selectively treat genetic disabilities. If in a mix, even as little as 1% will be more than enough.
* Mitocholide is a relatively harrowing drug to make, but will mend all internal organs by 1 per unit processed. As with cryoxadone, it decays at .4 units per second, so 40% is the highest efficiency you can get.
 
=Racial Differences=
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.
 
== Diona ==
* Require light to survive.
* Regenerate from brute, burn, and suffocation damage in light.
* Take suffocation damage in darkness.
* Have No blood or pulse.
* Do not breath.
* Do not have a skeletal structure.
* Do not require any anesthetization as they do not feel pain.
* Immune to toxic damage from radiation, but are still vulnerable to mutation.
* Extremely vulnerable to viruses, simple fevers can cause them to burn to death from the inside out.
* Cloning and Surgery both work normally on Diona.
* '''Do not leave in darkness.'''
<div class="toccolours mw-collapsible mw-collapsed" style="width:25%">
'''Diona Internal Organ Analogues.'''
<div class="mw-collapsible-content">
* Receptors in the head function as Eyes.
* Gas bladder in the head functions as a Brain.
* Neural Strata in the Upper Body act as a Heart.
* Nutrient Channel in Lower Body acts as Kidneys
* Polyp segment in Lower Body act as Kidneys.
* Anchoring Ligament in the Lower Body acts as an Appendix.
</div></div>
 
== Vox [[File:VoxMSmall.png]]==  
* Breathe nitrogen, meaning they shouldn't be anesthetized.
* Take toxin damage when breathing oxygen.
* Have a cortical stack implant in the head, keeping them in a "relatively" sane state.
* Can't be cloned.
* While they can be brain-transplanted, the lack of a cortical stack in the new body makes them insane.
* Strange Reagent can turn them into psuedo-zombies.
* Surgery works normally on Vox.
* '''Never remove their mask, or nitrogen tank.'''
* '''As they can't be cloned or successfully brain-transplanted, Vox should always be top priority for treatment when critical or dead.'''
 
== Slime People [[File:SlimeMSmall.png]] ==
* Have no blood, and bleed water.
* Have no pulse.
* Don't need to be anesthetized.
* Can't be cloned. To clone put their slime-core in a new body, and clone the new body.
* Can be brain-transplanted. Simply remove the slime-core and treat it like a brain.
* Don't take organ damage.
* Surgery works normally on Slime People.
* Slime people are capable of growing back lost limbs. Transplantation of a new one is optional.
 
== Independent Positronic Chassis (IPC) [[File:IPCSmall.png]] ==
* Have no blood.
* Have no pulse.
* Extremely susceptible to EMPs.
* Can't be cloned.
* Can't be brain-transplanted.
* Basic damage can be repaired the same as robotic limbs.
* Surgery does not work normally on IPC's.
* Can't be defribbed.
* '''Should NEVER be morgued.'''
* '''Always bring their body over to robotics if destroyed.'''
 
== Grey [[File:GreyMSmall.png]]==
* Take damage from water.
* Suffer no injury from sulphuric acid.
* Surgery works normally on Greys.
 
== Plasmamen [[File:PlasmamanMSmall.png]]==
* Have no blood.
* Have no pulse.
* Breathe plasma, meaning they shouldn't be anesthetized.
* Will suffocate when breathing oxygen.
* Will combust when exposed to non-plasma environments.
* Suit must be removed before defibrillating. Have a fire extinguisher handy.
* Can be cloned. Have their suit, a fire extinguisher, and a defibrillator handy.
* Once they start cloning they'll quickly burn to death. Eject them from the cloner, extinguish the body and then apply a defibrillator. Stick them in a cryotube afterwards.
* Surgery works normally on Plasma(wo)men.
* '''Never remove their mask, or plasma tank.'''
* '''Never remove their suits while alive.'''


=Facilities=
=Facilities=
What follows is a basic list of the facilities present in the medbay, and some links regarding their functions.
A quick rundown on your colleagues' workplace and what they do there.


==Surgery Room [[File:Surgery.png]]==
==[[Chemistry_Lab|Chemistry]] [[File:Chem.png]]==
The surgical area of Medbay is comprised of several smaller rooms. There's the two Operating Theatres for surgeries, and an observation area with some beds and chairs. See: [[Surgery]] for more details on preforming surgeries.
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]].


==Chemistry [[File:Chem.png]]==
==Cloning [[File:Cryogenic2.png]]==
The main housing station for the [[chemist]]. They are in charge of the making and passing out of chemicals to assist members of the station. See: [[Guide to Chemistry]] for more details.
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 [[Guide to Chemistry#Cryoxadone|Cryoxadone]]. Most doctors use an IV drip with [[Guide to Chemistry#Cryoxadone|Cryoxadone]] 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.


==Genetics [[File:Cloning.gif]]==
==Genetics [[File:Cloning.gif]]==
This is where the [[geneticist]] works on manipulating the human genome, torturing monkeys, and cloning a dead body or two during a shift. See: [[Guide to Genetics]] for more details.
The home of [[Geneticist|Geneticists]]. You can get humanized bodies from there (human, tajaran, unathi and vulpkanin bodies) for organs, limbs or brain transplants or lesser lifeforms (stoks, wolpins, farwas and monkeys) to make biomass.


==Virology [[File:Centrifuge.png]]==
==Morgue [[File:autopsy_scanner.png]]==
Hopefully, a [[virologist]] will spend more time in here curing diseases rather then releasing them. See: [[Guide to Virology]] for more details.
This is where cadavers are stored by the [[Coroner]]. See [[Guide to Cadavers]] for details on dealing with dead bodies in case the Coroner is missing.


==Medical Storage [[File:MedCrate.png]]==
==Surgery Room [[File:Surgery.png]]==
This area contains the majority of the [[#Tools of the Trade|tools]] you will need for curing patients, it's right by the front lobby. There's also an exam room that has a canes and other useful implements.
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.


==Patient Blood Room [[File:medbed.png]]==
==Virology [[File:Pandm.gif]]==
This area is best used for non-critical patients awaiting treatment for blood loss, or patients needing to rest after treatment.
This is where the [[Virologist]] works. You won't interact with them much nor they will ask you for anything.
 
==Morgue [[File:autopsy_scanner.png]]==
This is where cadavers are stored. There is an [[Guide_to_Cadavers#Autopsy_Procedures | autopsy table]] located here, as well as several morgue trays. See: [[Guide to Cadavers]] for details on dealing with dead bodies.


[[Category:Guides]]
[[Category:Guides]]

Revision as of 21:36, 7 April 2018

=So you want to be a doctor? =

Well there's a few things you should know about working in the medical department first!

This guide will cover everything regarding basic medical procedures, for surgery or cloning see the Guide to Surgery or Guide to Cadavers

Tools of the Trade Healthanalyzer.png

There's a plethora of equipment available to any aspiring doctor, most of which can be found in the NanoMed dispenser. Nano.gif

Icon Description
LGloves.png A pair of latex gloves, lowers infection chances when performing surgery and handling patients
Sterilemask.png A sterile mask, lowers infection chances when performing surgery and provides mild protection against airborne viruses. Also masks the smell of the dead
Medicalbelt.png A medical belt, it can store almost any small medical item such as trauma kits, syringes, or beakers.
Healthhud.png A standard issue medical HUD. This will allow you to immediately see how injured someone is.
AdvTrauma.png An advanced trauma kit, used for any form of physical injury. Heals 25 brute damage per use and stops bleeding.
Burnkit.png A burn kit that can double as a trauma kit in a pinch, specialized for burns. Heals 25 burn damage per use.
Healthanalyzer.png The bread and butter of the medbay, gives detailed information on injuries. It's suggested you also get the upgrade Healthupgrade.png at the NanoMed.
Syringes.png Can take blood samples or be filled with reagents and used manually or fired by a syringe gun.
Defrib.gif A defibrillator, used for reviving recently deceased patients. Patients who committed suicide cannot be revived.
File:Crewmonitor.png A handheld version of the crew monitor computer, lets you see everyone's suit sensors on the fly.
File:IVdrip.png Used for giving or taking blood. Can also be used to inject chemicals, efficiently produce synthmeat.

A Breakdown of Basic Chemicals Bluebottle.png

Whilst working in the medbay there is a wide variety of chemicals you might encounter. They can be found in the Smartfridge, southwest corner of Chemistry Lab.

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 pills/liquids. Only patches work on them (except for Strange Reagent).

Name Description
Bandaid.png Styptic Powder Styptic Powder will heal any brute injuries. Use it in a patch form or via the Sleepers. It's useful for patching up corpses before attempting to revive them.
Salicylicpill.png Salicylic Acid Salicylic Acid slowly heals brute damage and can be used as a painkiller during surgery.
Bandaid.png Synthflesh Synthflesh heals both brute and burn damage. It only works when in patch form. It's useful for patching up corpses before attempting to revive them.
Salicylicpill.png Saline-Glucose Solution Saline-Glucose Solution heals both brute and burn damage and restores blood (provided the patient is a blood-having species.)
Bandaid.png Silver Sulfadiazine Silver Sulfidiazine heals burn damage. Use it in a patch form or via the Sleepers. It's useful for patching up corpses before attempting to revive them.
Charcpill.png Charcoal Charcoal slowly purges all other reagents from the patient, and also heals toxin damage. Do NOT administer other medicine while Charcoal is in their system or it will purge them as well. Administer 10-15 at maximum. Its stronger version is Pentetic Acid.
Salbutpill.png Salbutamol Salbutamol slowly fixes oxygen damage. Its stronger version is Perfluorodecalin.
Bluebottle.png Epinephrine Wakes up the patient and lowers the duration of paralysis, stun and weakness. It caps oxygen damage at 35. If their health is between -65% and -10%, it heals brute, burn and toxin damages. Extremely recommended for the Paramedic.
Bluebottle.png Morphine Used for surgery for non-breathing species (or species breathing special air). It causes addiction with a high chance; cure it by putting the patient into a Sleeper for one minute (without injecting them with anything). Do not use more than 30 units. Its stronger version is Hydrocodone which does not cause addiction at all.
Bluebottle.png Ether After a long delay (metabolizing 4.1 units), it will knock out the patient for 28 seconds. It's useful for anesthetizing patients who cannot be put under with anesthetic tanks such as a Vox, a Slime Person or a Plasmaman. Most often Hydrocodone or Morphine is preferred over Ether.
Mannitolpill.png Mannitol Mannitol heals brain damage which often occurs after suffocation, cloning or staying dead. Ten unit is usually enough.
Mutadonepill.png Mutadone Mutadone cures all genetic defects, often caused by cloning. Do not use more than one unit.
File:Beakercryox.png Cryoxadone Cryoxadone is used in cryotubes and heals oxygen, toxin, brute, burn, and cloning damage. It only works if the patient has a low body temperature, always turn on the cryotubes' freezers! Additionally, adding Blood to Cryoxadone (with a syringe or an IV drip) will create synthetic meat, the fuel of the cloner.
Bluebottle.png Mitocholide Mitocholide heals organ damage for a very small amount. It is also used for debridement and reviving dead organs.
Oculinepill.png Oculine Heals eye and ear damage and has a chance to cure blindness and deafness. If they are genetically blind or deaf, it is advised to use Mutadone instead.
File:Strangepill.png Strange Reagent An extremely dangerous medicine which gibs bodies that have more than 150 combined brute, burn, and genetic damage when ingested. Gibbing some species can be round-ending for them so administer it with caution. Requires 1 unit to be effective. It revives a corpse instantly. It causes a random amount of toxin, brute, and burn damage, 50 cloning damage and necrosis (dead limbs/organs) based on the time they spent dead. Always have Mitocholide ready before you use it.

Damage Types and Basic Treatments File:Advkit.png

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.

Suffocation Damage Oxykit.png

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 or with dialysis.
  • Severe heart/lung damage: Fix their organs via organ manipulation surgery. Make sure they don't die during the process.
  • Healing oxygen damage: Administer Perfluorodecalin or Salbutamol to temporarily heal oxygen 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).

Toxin Damage Toxkit.png

This shows up as a GREEN number on the Health Analyzer and Crew Monitoring Console

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 or septic limbs/organs or by radiation.

Brute Damage File:Brutekit.png

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.

  • 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: Shove the patient into a cryotube (east of Sleepers), into a Sleeper (and use Styptic Powder, give them Saline-Glucose Solution or [[Salicylic Acid. If they are dead, use Styptic Powder patches, Synthflesh patches or an Advanced Trauma Kit (by targeting the injured body parts) on them. It is advised to save the patches for corpses and treat living patients with the first two methods.

Burn Damage File:Firekit.png

This shows up as a ORANGE number on the Health Analyzer and Crew Monitoring Console

Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.

  • 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.
  • 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 (though it is mostly recommended for the Paramedic.)
  • Healing burn damage: Shove the patient into a cryotube (east of Sleepers), into a Sleeper (and use Silver Sulfadiazine. If they are dead, use Silver Sulfadiazine patches, Synthflesh patches or an Advanced Burn Kit (by targeting the injured body parts) on them. It is advised to save the patches for corpses and treat living patients with the first two methods.

Unlisted Damage Purplekit.png

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, Strange Reagent and being dead cause genetic damage. Stamina damage is most often caused by non-lethal weapons. Hallucinations can occur from entering a radiation belt, ingesting narcotics or having a genetic defect.

  • Healing genetic damage: Shove patient into a cryotube. Cryoxadone heals genetic damage. If patient still has a living slime on them, use a fire extinguisher to kill the slime (water is lethal for them).
  • Healing stamina damage: It is recommended to just wait until it wears off. In emergency cases it can be healed by Ephedrine.
  • 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|dialysis. If it is a genetic defect, use Mutadone.

Notes

  • 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. 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 an immediate death).
  • Low blood count is 80%. Everything below that 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 for injecting them with Formaldehyde. It will stop their corpse from rotting.

Sleepers SleeperSmall.pngFile:SleeperConsole.png

Sleepers are useful albeit slow machines. They can cure addictions and inject patients with specific chemicals. If scientists upgrade them, more medicine becomes available. Cryotubes almost always heal faster than Sleepers except for toxin damage.

By default, Sleepers have Epinepherine, Salbutamol, Styptic Powder, Silver Sulfadiazine and Ether. To see what these medicines do, refer to A Breakdown of Basic Chemicals.

If they get upgraded, they get the following medicines: Oculine, Charcoal, Mutadone, Mannitol, Pentetic Acid and Omnizine.

To use it, 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.

Dialysis

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.

To perform Dialysis, you will need:

  1. SleeperSmall.png A sleeper.
  2. Beaker.png A beaker, put it in the sleeper by clicking on it.
  3. SleeperSmall.png Once your patient is in the sleeper, click the Sleeper and hit "On" in the menu under Dialysis.

Notes

  • You may need to empty the beaker out a few times to fully remove all reagents.
  • About 1/5 of what you will remove will be the patient's blood.

Defibrillator Defrib.gif

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.

  • 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. Oxygen 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 three minutes from their death. The defibrillator can give the following messages upon usage:

  • Resuscitation successful: You succeeded!
  • The defibrillator pings: 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.
  • 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 3 minutes. Proceed with cloning or preparing for using Strange Reagent.
  • 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, said Slime Person has been debrained or you tried to defib an IPC.
  • The defibrillator beeps: 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).

Cryotubes Cryogenics.png

Located east of the Sleepers and one next to the cloner, it is a quick and efficient way to heal brute, burn and oxygen 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.

Notes

  • 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 the patient is not healing for some reason, they probably have prosthetics. 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.

Racial Differences

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.

Diona

  • Surgery: They do not need painkillers.
  • Blood: They do not have 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: They are immune to toxic damage from radiation and oxygen damage from suffocation (they do not breathe.)
  • Cloning: Dionas are clonable.
  • Etc.: They regenerate from brute, burn, and suffocation damage in light and suffocate in darkness.

Drask

  • 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.

Grey

  • 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.

Plasmaman

  • 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: None.
  • 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. If you have to defibrillate one, get a fire extinguisher ready (as you will have to remove their hardsuit for defibrillating which will cause them catch on fire.)

Slime People

  • Surgery: They do not breathe and so anesthetic tanks don't work on them. Use Hydrocodone, Morphine, Salicylic Acid or Ether for surgery.
  • Blood: They do not have blood, they bleed water instead. Water can be hooked up on an IV drip if you fill a beaker/bucket with it or inject it with a syringe.
  • Organs: Their only organ is their slime core (brain).
  • Immunity: They are immune to oxygen damage (as they do not breathe) and to blindness (as they lack eyes).
  • Cloning: Slime People are unclonable.
  • Etc: Slime People can regrow limbs if they stay still and they are not starving. They do not breathe.

Vox

  • 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 regular blood.
  • 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 low pressure/vacuum.
  • 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.

IPC

  • Bring them to Robotics. IPCs are not Medbay's job. Never morgue an IPC.

Facilities

A quick rundown on your colleagues' workplace and what they do there.

Chemistry File:Chem.png

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.

Cloning Cryogenic2.png

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 with Cryoxadone 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.

Genetics Cloning.gif

The home of Geneticists. You can get humanized bodies from there (human, tajaran, unathi and vulpkanin bodies) for organs, limbs or brain transplants or lesser lifeforms (stoks, wolpins, farwas and monkeys) to make biomass.

Morgue Autopsy scanner.png

This is where cadavers are stored by the Coroner. See Guide to Cadavers for details on dealing with dead bodies in case the Coroner is missing.

Surgery Room File:Surgery.png

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.

Virology File:Pandm.gif

This is where the Virologist works. You won't interact with them much nor they will ask you for anything.