Difference between revisions of "Guide to Medical"

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{{toc_right}}=A Guide to Medical=
<div style="float: right;">
{{JobMedical}}
{{JobSynthetic}}
</div>


So you want to be a doctor? Well there's a few things you should know about working in the medical department first!
==So you want to be a doctor?==


This guide will cover everything regarding basic medical procedures, for surgery or cloning see the [[Guide to Surgery]] or [[Guide to Genetics]]
Well there's a few things you should know about working in the medical department first!


==Tools of the Trade [[File:healthanalyzer.png]]==
This guide will cover everything regarding basic medical procedures, for surgery or cloning see the [[Guide to Surgery]] or [[Guide to Cadavers]]


There's a plethora of equipment available to any aspiring doctor, most of which can be found in the NanoMed dispenser. [[File:Nano.gif]]
===Tools of the Trade [[File:Health Analyzer.gif|64px]]===


* [[File:LGloves.png]]  - A pair of latex gloves, lowers infection chances when performing surgery and handling patients.
There's a plethora of equipment available to any aspiring doctor, most of which can be found in the NanoMed vendor. [[File:Med Vendor.gif]]
* [[File:Sterilemask.png]]  - A sterile mask, lowers infection chances when performing surgery and provides mild protection against airborne viruses.
* [[File:Medicalbelt.png]]  - A medical belt, it can store almost any small medical item such as trauma kits, syringes, or beakers.
* [[File:Healthhud.png]]  - A standard issue medical HUD. This will allow you to immediately infer how injured someone is.
* [[File:AdvTrauma.png]]  - An advanced trauma kit, used for any form of physical injury, both preventing infection, and closing non-surgical wounds. Heals 12 brute damage topically per application, though only works once per damaged limb, unless more wounds form.
* [[File:burnkit.png]]  - A burn kit that can double as a trauma kit in a pinch, specialized for burns. This will prevent infection in, but not seal, wounds. Heals 12 burn damage topically per application, though like the trauma kit works only once per wounded limb.
* [[File:Healthanalyzer.png]]  - The bread and butter of the medbay, gives detailed information on injuries. It's suggested you also get the upgrade [[File:Healthupgrade.png]] at the NanoMed.
* [[File:Syringes.png]]  - A syringe, or sharp. Can take blood samples, or be filled with reagents and used manually or fired by a syringe gun.
* [[File:Rollerbed.png]]  - A roller bed, used for moving patients with broken bones to prevent further injury to internal organs.
* [[File:Medicalsplints.png]]  - A set of medical splints, can be used on broken limbs to prevent further injury.
* [[File:Stasisbag.png]]  - 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]] - A defibrillator, used for reviving recently deceased patients.
* [[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, or as a portable coffee-machine.


==A Breakdown of Basic Chemicals [[File:bluebottle.png]]==
{| class="wikitable sortable" width="80%" style="background-color: #E6F3E7;"
|- style="font-weight: bold; text-align: center; background-color: #2A9633; color: white;"
| colspan="9" | Medical Equipment     
|- style="text-align: center;"
! style="width:10%;"            | Latex Gloves <br> [[File:LGloves.png|64px]]
| style="width:20%;" colspan='2' | A pair of latex gloves, lowers infection chances when performing surgery and handling patients.
! style="width:10%;"            | Sterile Mask <br> [[File:Sterilemask.png|64px]]
| style="width:20%;" colspan='2' | 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.
! style="width:10%;"            | Medical Belt <br> [[File:Medicalbelt.png|64px]]{{anchor|Medical_belt}}
| style="width:20%;" colspan='2' | A medical belt, it can store almost any small medical item such as trauma kits, syringes, or beakers.
|- style="text-align: center;"
! Medical HUD <br> [[File:Healthhud.png|64px]]
| colspan='2' | A standard issue medical HUD. This will allow you to immediately see how injured someone is.
! Adv. Trauma Kit <br> [[File:AdvTrauma.png|64px]]
| colspan='2' | An advanced trauma kit, used for any form of physical injury. Heals 25 brute damage per use. 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 <br> [[File:burnkit.png|64px]]
| colspan='2' | 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.
|- style="text-align: center;"
! Health Analyzer <br> [[File:Health Analyzer.gif|64px]]
| colspan='2' | The bread and butter of the Medbay, gives detailed information on injuries. '''Does not work on machines.'''
! Syringe <br> [[File:Syringes.png|64px]]
| colspan='2' | Can take blood samples or be filled with reagents and used manually or fired by a syringe gun.
! Medical Hypospray <br> [[File:Medical hypospray.png|64px]]
| colspan='2' | The Hypospray can instantly inject up to 15u of its contents into patients. Can only hold harmless chemicals unless emagged. If [[Cryptographic Sequencer|emagged]], penetrates hardsuits and takes in any chemical.
|- style="text-align: center;"
! Defibrillator <br> [[File:Defrib.gif|64px]]
| colspan='2' | A defibrillator, used for reviving recently deceased patients. Patients who committed suicide cannot be revived. If [[Cryptographic Sequencer|emagged]], becomes an incredibly potent weapon.
! Handheld defibrillator <br> [[File:Handheld_defib.png|64px]]
| colspan='2' | 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 [[Cryptographic Sequencer|emagged]], becomes an incredibly potent weapon.
! Handheld Monitor <br> [[File:Crewmonitor.gif|64px]]
| colspan='2' | A handheld version of the crew monitor computer, lets you see everyone's suit sensors on the fly.
|- style="text-align: center;"
! IV Drip <br> [[File:IV_bag.png|64px]]
| colspan='2' | Used for giving or taking blood. Can also be used to inject chemicals, efficiently produce synthmeat.
! colspan='6' |
|}


Whilst working in the medbay there is a wide variety of chemicals you might encounter.
===A Breakdown of Basic Chemicals [[File:bluebottle.png|64px]]===


While this doesn't cover nearly all the chemicals, it's a good primer on chems you'll frequently encounter and need.
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.


* [[File:charcpill.png]] Charcoal - Charcoal slowly purges all other reagents from the <strike>victim</strike> patient, and also heals <font color=green>toxin</font color> damage.
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]].
* [[File:salbutpill.png]] Salbutamol - Salbutamol slowly fixes <font color=blue>oxygen</font color> damage, and will temporarily halt oxyloss.
* [[File:salicylicpill.png]] Salicylic Acid - Salicylic Acid slowly heals <font color=red>brute</font color> injuries, but only if the patient has less than 50 brute damage.
* [[File:bandaid.png]] Styptic Powder - Styptic Powder will heal any <font color=red>brute</font color> injuries, it's toxic if it's not in patch form.
* [[File:bandaid.png]] Silver Sulfidiazine - Silver Sulfidiazine will heal any <font color=orange>burn</font color> injuries, it's toxic if it's not in patch form.
* [[File:bandaid.png]] Synthflesh - 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.
* [[File:bluebottle.png]] Epinephrine - Present in all autoinjectors. Attempts to stop <font color=blue>oxygen</font color> damage increasing in critical patients and heals them slightly.
* [[File:bluebottle.png]] Ephedrine - Attempts to stabilize critical patients.
* [[File:bluebottle.png]] Ether - Ether will eventually knock a person out - typically only effective in doses above 30u.
* [[File:bluebottle.png]] Morphine - Morphine will allow a patient to temporarily ignore pain, but can also induce unconsciousness.
* [[File:mannitolpill.png]] Mannitol - Mannitol is used for brain damage, most often for the recently cloned.
* [[File:mutadonepill.png]] Mutadone - Mutadone will cure almost all genetic defects, as well as powers.
* [[File:beakercryox.png]] 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.
* [[File:perfluopill.png]] Perfluorodecalin - Perfluorodecalin will rapidly heal <font color=blue>oxygen</font color> damage and oxyloss, but will also temporarily mute the patient.
* [[File:penteticpill.png]] 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]] Mitocholide - Mitocholide heals damage to internal organs, and can even fix ruptured lungs. Works very slowly.
* [[File:oculinepill.png]] Oculine - Repairs eye damage, unless retinal detachment is present or it's genetic.
* [[File:strangepill.png]] Strange Reagent - Will immediately bring the person back to life. Gibs bodies that have more than 150 damage if ingested.


==Damage Types and Basic Treatments [[File:advkit.png]]==
'''Important: Corpses cannot metabolize chemicals.''' Use advanced healing kits, auto-menders, or medicine with effects that don't rely on being metabolized, such as Lazarus Reagent or Synthflesh.
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.  
<tabs>
 
<tab name='Brute'>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
{| class="wikitable" width="80%" style="background-color: #E6F3E7;"
 
|- style="text-align: center;"
''' Suffocation Damage [[File:oxykit.png]]'''
! style="width:15%;" | [[Guide to Chemistry#Salicylic Acid|Salicylic Acid]] <br> [[File:salicylicpill.png|64px]]
<div class="mw-collapsible-content">
| colspan='2' | Heals <font color=red>brute</font color> damage and can be used as a weak painkiller during surgery. Like all painkillers, it also reduces the slowdown caused by damage.
<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>
|- style="text-align: center;"
Suffocation results from being in areas with low oxygen, low blood count, or from the patient being in a critcal state.<br>
! style="width:15%;" | [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]] <br> [[File:bluebottle.png|64px]]
* If damage comes from being in a low-oxygen environment, internals or being in an oxygen safe place will slowly heal the patient.
| colspan='2' | Slowly heals both <font color=red>brute</font color> and <font color=orange>burn</font color> damage. Restores blood at a slow pace; replace or combine with [[Guide to Chemistry#Active_Pure_Chemicals|Iron]] for faster passive blood recovery. Also cures shock, the first critical condition symptom.
* Salbutamol or Perfluorodecalin will heal the damage. Perfluorodecalin is much more effective but will temporarily mute the patient.
|- style="text-align: center;"
* Epinephrine will slow progress of suffocation damage in critcal patients.
! style="width:15%;" | [[Guide to Chemistry#Styptic Powder|Styptic Powder]] <br> [[File:bandaid.png]]
* 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>.
| colspan='2' | Rapidly heals any <font color=red>brute</font color> 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.
</div></div>
|- style="text-align: center;"
 
! style="width:15%;" | [[Guide to Chemistry#Synthflesh|Synthflesh]] <br> [[File:bluebottle.png|64px]]
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
| colspan='2' | Heals both <font color=red>brute</font color> and <font color=orange>burn</font color> 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.<br>In most cases, a husked crewmember's body can be mended when the concentration of Synthflesh in their bloodstream reaches 100 units while it has less than 50&nbsp;<font color=orange>burn</font color> damage - strip its clothes for optimal absorbtion and splash or feed enough Synthflesh to mend the husking.
 
|}
''' Toxin Damage [[File:toxkit.png]]'''
</tab>
<div class="mw-collapsible-content">
<tab name='Burn'>
<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>
{| class="wikitable" width="80%" style="background-color: #E6F3E7;"
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>
|- style="text-align: center;"
* Administer Charcoal.
! style="width:15%;" | [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]] <br> [[File:bluebottle.png|64px]]
* Monitor the patient's vitals for any changes. Some poisons are tricky and stay in the system for a long period of time.
| colspan='2' | Slowly heals both <font color=red>brute</font color> and <font color=orange>burn</font color> damage. Restores blood at a slow pace; replace or combine with [[Guide to Chemistry#Active_Pure_Chemicals|Iron]] for faster passive blood recovery. Also cures shock, the first critical condition symptom.
* In extreme cases, put patient into [[#Cryogenic Chambers|cryosleep]]. Less effective than charcoal, but only way to treat critical patients.
|- style="text-align: center;"
</div></div>
! style="width:15%;" | [[Guide to Chemistry#Silver Sulfadiazine|Silver Sulfadiazine]] <br> [[File:bandaid.png|64px]]
 
| colspan='2' | Rapidly heals <font color=orange>burn</font color> 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.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
|- style="text-align: center;"
 
! style="width:15%;" | [[Guide to Chemistry#Synthflesh|Synthflesh]] <br> [[File:bluebottle.png|64px]]  
''' Brute Damage [[File:brutekit.png]]'''
| colspan='2' | Heals both <font color=red>brute</font color> and <font color=orange>burn</font color> 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.<br>In most cases, a husked crewmember's body can be mended when the concentration of Synthflesh in their bloodstream reaches 100 units while it has less than 50&nbsp;<font color=orange>burn</font color> damage - strip its clothes for optimal absorbtion and splash or feed enough Synthflesh to mend the husking.
<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>
</tab>
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 [[#Bone Fractures | broken bones]] and [[#Internal Bleeding | internal bleeding]].<br>
<tab name='Suffication'>
* Locate the injuries using a Health Analyzer. <br>
{| class="wikitable" width="80%" style="background-color: #E6F3E7;"
* Apply Gauze or a Trauma Kit. <br>
|- style="text-align: center;"
* 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>
! style="width:15%;" | [[Guide to Chemistry#Epinephrine|Epinephrine]] <br> [[File:bluebottle.png|64px]]
* Robotic limbs damage cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs.
| colspan='2' | 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 <font color=blue> respiratory</font color> damage at 35. If the patient's 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. [[Paramedic]] is recommended to keep some around at all times.
* Brute damage that does not heal with standard treatment methods is likely internal bleeding. Ensure they see a surgeon immediately to have it mended, and while they wait, make sure they take saline-glucose and iron pills to keep blood levels from dropping too much.
|- style="text-align: center;"
</div></div>
! style="width:15%;" | [[Guide to Chemistry#Salbutamol|Salbutamol]] <br> [[File:salbutpill.png|64px]]
 
| colspan='2' | Fixes <font color=blue>respiratory</font color> damage and treats loss of breath. Its stronger version is [[Guide to Chemistry#Perfluorodecalin|Perfluorodecalin]].
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
|}
 
</tab>
''' Burn Damage [[File:firekit.png]]'''
<tab name='Toxin'>
<div class="mw-collapsible-content">
{| class="wikitable" width="80%" style="background-color: #E6F3E7;"
<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>
|- style="text-align: center;"
Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.<br>
! style="width:15%;" | [[Guide to Chemistry#Calomel|Calomel]] <br> [[File:Syringes.png|64px]]
* Locate the injuries using a Health Analyzer.<br>
| colspan='2' | Rapidly purges chemicals from the patient's bloodstream (5u per metabolism cycle), while causing significant <font color=green>toxin</font color> 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 [[Guide to Chemistry#Pentetic Acid|Pentetic Acid]].
* Apply Ointment.<br>
|- style="text-align: center;"
* More extreme injuries, or burns to multiple places of the body will require either Silver Sulfadiazine or Synthflesh medication.<br>
! style="width:15%;" | [[Guide to Chemistry#Charcoal|Charcoal]] <br> [[File:charcpill.png|64px]]
* Synthflesh is the stronger medication and will also heal Brute damage.
| colspan='2' | Heals <font color=green>toxin</font color> 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 [[Guide to Chemistry#Pentetic Acid|Pentetic Acid]].
* 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>
</tab>
 
<tab name='Other'>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
{| class="wikitable" width="80%" style="background-color: #E6F3E7;"
 
|- style="text-align: center;"
''' Unlisted Damage [[File:purplekit.png]]'''
! style="width:15%;" | [[Guide to Chemistry#Cryoxadone|Cryoxadone]] <br> [[File:Cryoxadone Beaker.png|64px]]
<div class="mw-collapsible-content">
| colspan='2' | Used in cryo cells. Heals <font color=red>brute</font color>, <font color=orange>burn</font color>, <font color=blue>respiratory</font color>, <font color=green>toxin</font color>, and cellular damage. Only works in low ambient temperature, so always check the internal temperature on the cryo cell interface! Additionally, adding blood to Cryoxadone will create synthetic meat, which in turn can be used as biomass for cloning.
<small><i>Some damage does not show up in any category, but will show that the person is injured</i></small><br><br>
|- style="text-align: center;"
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.
! style="width:15%;" | [[Guide to Chemistry#Epinephrine|Epinephrine]] <br> [[File:bluebottle.png|64px]]
* Attempt to confirm how injury was received.
| colspan='2' | 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 <font color=blue> respiratory</font color> damage at 35. If the patient's 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. [[Paramedic]] is recommended to keep some around at all times.
* Genetics damage is easily healed with time spent in a cryo chamber.
|- style="text-align: center;"
* Holo-damage is cured by having the patient sleep it off.
! style="width:15%;" | [[Guide to Chemistry#Lazarus Reagent|Lazarus Reagent]] <br> [[File:Pills.gif|64px]]
* 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.
| colspan='2' | A '''dangerous''' medicine which requires at least 1&nbsp;unit to be effective, but can instantly revive a corpse with less than 150 combined <font color=red>brute</font color>, <font color=orange>burn</font color>, and cellular damage. On revival, causes a small amount of <font color=red>brute</font color> and <font color=orange>burn</font color> 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 [[Guide to Chemistry#Mitocholide|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.'''
</div></div>
|- style="text-align: center;"
 
! style="width:15%;" | [[Guide to Chemistry#Mannitol|Mannitol]] <br> [[File:mannitolpill.png|64px]]
==Triage==
| colspan='2' | Treats brain damage which often occurs after suffocation during a heart attack, death, or cloning. 10-20&nbsp;units are usually enough.
 
|- style="text-align: center;"
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.
! style="width:15%;" | [[Guide to Chemistry#Mitocholide|Mitocholide]] <br> [[File:bluebottle.png|64px]]
<div class="mw-collapsible-content">
| colspan='2' | Very slowly heals organ damage when ingested. Its more common use is during [[Guide to Surgery#Debridement and Limb Revival|debridement]] and [[Surgery#Internal Organ Manipulation .28Non-Synthetics.29|reviving dead organs]]. Often used with droppers for precision, as even a single unit is enough to rejuvenate a dead or damaged organ.
{| class="wikitable" style="text-align: center;vertical-align:center;"
|- style="text-align: center;"
|+
! style="width:15%;" | [[Guide to Chemistry#Morphine|Morphine]] <br> [[File:bluebottle.png|64px]]
|-
| colspan='2' | 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&nbsp;units; cure it by putting the patient into a Sleeper until it reports success with a loud ping. Its stronger version is [[Guide to Chemistry#Hydrocodone|Hydrocodone]] which does not cause addiction at all.
!  Color !! Description !! In-game definition !! Real world treatment type !! Suggested in-game treatment
|- style="text-align: center;"
|- bgcolor=#aaaaaa
! style="width:15%;" | [[Guide to Chemistry#Mutadone|Mutadone]] <br> [[File:mutadonepill.png|64px]]
| bgcolor=black width=30  |  <font color=white>Black</font>
| colspan='2' | Cures all genetic defects, often caused by cloning or being exposed to strong radiation. Disabilities set in character creation are unaffected.
| Patient is dead
|- style="text-align: center;"
| Patient is dead
! style="width:15%;" | [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]] <br> [[File:bluebottle.png|64px]]
| Remove to prevent infections
| colspan='2' | Slowly heals both <font color=red>brute</font color> and <font color=orange>burn</font color> damage. Restores blood at a slow pace; replace or combine with [[Guide to Chemistry#Active_Pure_Chemicals|Iron]] for faster passive blood recovery. Also cures shock, the first critical condition symptom.
| If the death is recent, use a defibrillator. If not, ignore until all live patients dealt with, then take to cloning.
|- style="text-align: center;"
 
! style="width:15%;" | [[Guide to Chemistry#Oculine|Oculine]] <br> [[File:bluebottle.png|64px]]
|- bgcolor=#ffaaaa
| colspan='2' | 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.
| bgcolor=red width=30  | Red
| Patient is seriously injured and in danger of dying
|
* Critical condition (vitals below 0)
* Lethal disease in late stages
* Broken bones in organ-containing body part
* 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
* Ruptured lungs
* Early Stages of bacterial infection from injury
| 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>
</tab>
</tabs>


== The Medical Sleeper [[File:SleeperSmall.png]][[File:SleeperConsole.png]]==
===Defibrillator [[File:Defrib.gif|64px]]===


Sleepers are a useful addition to the medbay and perform a few important functions, though there are a few caveats.
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 often the fastest way to fix them.


* Sleepers by default can inject a person with up to 20u of Epinephrine, Salbutamol, Styptic Powder, and Ether.
* Open the patient's strip menu and remove hardsuits/armors from their exosuit slot.
* 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.
* Scan the patient with your Health Analyzer. If they have more than 180 brute or 180 burn damage, [[Guide to Medical#Damage Types and Basic Treatments|treat their damage]] until both are below 180. Respiratory and toxin damage do not matter for defibrillation.
* However, Sleepers can still inject Epinephrine (and ONLY Epinephrine) to stabilize critical patients past this point, making them good for primary care.
* Alt-click the defibrillator to get its paddles. Use the paddles in hand to wield them.
* Sleepers, when upgraded can dispense a much wider array of healing chemicals, though be careful not to overdose on ones like Epinephrine and Omnizine.
** You require two hands to weild defibrillator paddles.
* Sleepers are meant for mildly injured patients.
* Click on the patient to attempt revival.
* Sleepers can perform dialysis.
<br>
Corpses can be revived up to five minutes after their death. A patient with a necrotic heart or missing heart cannot be defibrillated. [[Guide to Medical#Damage Types and Basic Treatments|Husked]] patients need to first be de-husked with the use of [[Guide to Chemistry#Synthflesh|Synthflesh]]. The defibrillator can give the following messages upon usage:


=== Dialysis ===
* '''<font color=blue>Resuscitation successful.</font>''' - You succeeded!
* '''<font color=blue>Cardiac arrhythmia corrected.</font>''' - Person was undergoing a heart attack which was fixed.
* '''<font color=darkblue>Patient's chest is obscured. Operation aborted.</font>''' - The chest is blocked by a hardsuit, space suit, or another similar exosuit. Remove it first!
* '''<font color=darkblue>Resuscitation failed: Severe tissue damage detected.</font>''' - Patient's brute and/or burn damage is above 180. Keep healing them!
* '''<font color=darkblue>Resuscitation failed: Heart tissue damage beyond point of no return for defibrillation.</font>''' - Patient has been dead for over 5 minutes. Proceed with cloning or preparing for using [[Guide to Chemistry#Lazarus Reagent|Lazarus Reagent]].
* '''<font color=darkblue>Resuscitation failed: Heart necrosis detected.</font>''' - The patient's heart is dead. It needs to be fixed through Organ Manipulation surgery by reviving it with [[Guide to Chemistry#Mitocholide|Mitocholide]], or removing the necrotic organ and replacing it with a new one.
* '''<font color=darkblue>Resuscitation failed: Patient's brain is unresponsive. Further attempts may succeed.</font>''' - The player is not in their body, but is still in-game. They get a notification about your attempt of revival - give it a few more tries!
* '''<font color=darkblue>Resuscitation failed: No electrical brain activity detected.</font>''' - The player has enabled AntagHUD or DNR, and is now unrevivable.
* '''<font color=darkblue>Resuscitation failed: Failed to pick up any heart electrical activity.</font>''' - They are missing their heart! Find it, get a cybernetic one from Robotics, or harvest one from a monkey or another source, and insert it into the body during Organ Manipulation surgery
* '''<font color=darkblue>Resuscitation failed: Subject is husked.</font>''' - Patient needs to unhusked with aid of [[Guide to Chemistry#Synthflesh|Synthflesh]] - treat their burn damage below 200 points and feed and/or splash a total of 100u of Synthflesh on them. Husks caused by a [[Changeling|Changeling's]] absorption are not fixable.
* '''<font color=darkblue>Resuscitation failed.</font>''' - The patient commited suicide and is unrevivable, or [[Changeling|something]] [[Guide to Chemistry#Capulettium Plus|weird]] is happening.
* '''<font color=darkblue>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.


Now what's this dialysis thing I keep yacking on about!? Well, it's simple really!
==Damage Types and Basic Treatments [[File:Advanced Firstaid Kit.png|64px]]==
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.


When someone has ingested or been shot up with a large amount of reagents, a sleeper can rapidly drain them of said reagents.
'''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.'''


To perform Dialysis, you will need...
<tabs>
<tab name='Suffocation Damage'>


* [[File:SleeperSmall.png]] A sleeper.
''' Suffocation Damage [[File:oxykit.png|32px]]'''<br>
* [[File:Beaker.png]] A beaker, put it in the sleeper by clicking on it.
<small>''This shows up as a '''<font color=blue>BLUE</font>''' number on the Health Analyzer and Crew Monitoring Console''</small>
* [[File:SleeperConsole.png]] Once your patient is in the sleeper, click the Sleeper Console and hit "Start Dialysis" in the menu.


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.
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 [[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]], [[Guide to Chemistry#Calomel|Calomel]] or with [[Guide to Medical#Dialysis|dialysis]].
* '''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 respiratory damage:''' Administer [[Guide to Chemistry#Perfluorodecalin|Perfluorodecalin]] or [[Guide to Chemistry#Salbutamol|Salbutamol]] to rapidly heal respiratory 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). 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.
</tab>


=== Notes on Dialysis ===
<tab name='Toxin and Radiation Damage'>
''' Toxin and Radiation Damage [[File:toxkit.png|32px]]'''<br>
<small>''This shows up as a '''<font color=green>GREEN</font>''' 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.''</small>


* You may need to empty the beaker out a few times to fully remove all reagents.
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.
* About 1/5 of what you will remove will be the patient's blood.
* '''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 [[Guide to Chemistry#Potassium Iodide|Potassium Iodide]]. Otherwise, [[Guide to Chemistry#Pentetic Acid|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 [[Guide to Chemistry#Mutadone|Mutadone]] to remove any potential mutations.
* This is a quick and easy way to effortlessly remove highly toxic chemicals, or even recycle them if you're a traitor!
* '''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.
* '''Narcotics, toxins and overdose:''' Purge the chemicals with [[Guide to Chemistry#Pentetic Acid|Pentetic Acid]], [[Guide to Chemistry#Calomel|Calomel]] [[Guide to Chemistry#Charcoal|Charcoal]] or with [[Guide to Medical#Dialysis|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 [[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 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 [[Surgery#Debridement and Limb Revival|debridement surgery]] to revive them.
* '''Healing toxin damage:''' Administer [[Guide to Chemistry#Pentetic Acid|Pentetic Acid]] or [[Guide to Chemistry#Charcoal|Charcoal]]. Alternatively, shove the patient into a cryotube.
</tab>


== Defibrillation and YOU! [[File:Defrib.gif]]==
<tab name='Brute Damage'>
''' Brute Damage [[File:Brutefirstaidkit.png|32px]]'''<br>
<small>''This shows up as a '''<font color=red>RED</font>''' number on the Health Analyzer and Crew Monitoring Console''</small>


You've read the guide, you've spent time honing your skills, but your patient still died! What now!?
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 [[Surgery#Bone Repair Surgery|bone repair surgery]].
* '''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.
* '''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.
* '''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]].
* '''Healing brute damage:''' Use an advanced trauma kit, shove the patient into a cryo cell, into a sleeper (and administer [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]]), give them [[Guide to Chemistry#Salicylic Acid|Salicylic Acid]], or administer [[Guide to Chemistry#Styptic Powder|Styptic Powder]] or [[Guide to Chemistry#Synthflesh|Synthflesh]]. 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. Automenders work aswell.
</tab>


The Defibrillator is the answer to your prayers! [[File:Defrib.gif]]
<tab name='Burn Damage'>
''' Burn Damage [[File:Fire First-Aid Kit.png|32px]]'''<br>
<small>''This shows up as a '''<font color=orange>ORANGE</font>''' number on the Health Analyzer and Crew Monitoring Console''</small>


Defibrillators are a very useful item when used appropriately and correctly, and there are a few steps you should take prior to usage.
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 has burn wounds:''' Use the [[Surgery#Intermediate_Surgeries|Severe Burns Surgery]] on the wounded bodypart, or if you are in an emergency and can't operate, use ointment and burn kits which, after enough uses will heal the wound after a few minutes. Salving also prevents infections from happening.
* '''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 [[Guide to Chemistry#Synthflesh|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 cryo cell 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.
* '''Healing burn damage:''' Use an advanced burn kit, shove the patient into a cryo cell, into a sleeper (and administer [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]]), or administer [[Guide to Chemistry#Silver Sulfadiazine|Silver Sulfadiazine]]. If they are dead, use an advanced burn kit (by targeting the injured body parts), [[Guide to Chemistry#Silver Sulfadiazine|Silver Sulfadiazine]] patches, or [[Guide to Chemistry#Synthflesh|Synthflesh]] patches on them. Automenders work aswell.
</tab>


* [[File:Normalarmor.png]] Ensure the patient isn't wearing anything in their exosuit slot. If something is in the exosuit slot, remove it.
<tab name='Unlisted Damage'>
* [[File:Healthanalyzer.png]] Scan the patient to see what damage they have, and have the appropriate treatment ready.
'''Unlisted Damage [[File:purplekit.png|32px]]'''<br>
* [[File:AdvTrauma.png]] Ensure the patient doesn't have more than 200 Brute/Burn damage, if they do fix it prior to defibrillation.
<small>''Some damage does not show up in any category, but will show that the person is injured when checked with a Health Analyzer''</small>
* [[File:Medicalbelt.png]] Ensure that you have the means to treat the patient immediately - this generally means 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!
Slimes in [[Xenobiology]], non-upgraded cloners, and [[Guide to Chemistry#Lazarus Reagent|Lazarus 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 cryo cell. [[Guide to Chemistry#Cryoxadone|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 - [[Grey]]s 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 [[Guide to Chemistry#Pentetic Acid|Pentetic Acid]] or [[Guide to Chemistry#Charcoal|Charcoal]] to remove them or use [[Guide to Medicine|dialysis]]. If it is a genetic defect, use [[Guide to Chemistry#Mutadone|Mutadone]].
</tab></tabs>


===Usage===
'''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. Just 5u of [[Guide to Chemistry#Spaceacillin|Spaceacillin]] cures most infections. 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).
* '''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 90%, 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 [[Guide to Chemistry#Mannitol|Mannitol]].
* '''Corpses''' should be treated as soon as possible. If defibrillation/cloning does not work and they are waiting for being revived with [[Guide to Chemistry#Lazarus Reagent|Lazarus Reagent]], it is a good practice to ask the [[Coroner]] to inject them with [[Guide to Chemistry|Formaldehyde]]. It will stop their corpse from rotting.


* Pick up the defibrillator and put it in your backpack slot, or keep it in your hand.
=== Critical States [[File:Health_cycle.gif|32px]] ===
* Make sure you're standing next to the patient, and the patient isn't being moved.
There are three types of critical states.  
* Right-click the defibrillator, and hit "Toggle Paddles". If the defibrillator is in your hand, drop it on the ground.
* Make sure the paddles are in your active hand, and click them once. This will put them in both hands.
* 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.
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 [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]].


<b><font color=blue>Resuscitation successful.</font></b> This means the patient is now alive.
The second state is cardiac failure; this 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 [[Guide to Chemistry#Atropine|Atropine]], [[Guide to Chemistry#Epinephrine|Epinephrine]], or [[Guide to Chemistry#Heparin|Heparin]], and is extremely unlikely to go away by itself.


<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.
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 near instant death. Treating cardiac arrest requires a defibrillator (handheld or otherwise).


<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 only heal over time will not function on cadavers.
===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=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.
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.


===Notes About Defibrillation===
<tabs style="width:70%">
<tab name='Human' style="width:100%">
<div style="text-align:center;">
[[File:HumanImage.png|128px|link=Human]]
</div>
<br>
'''Surgery:''' They do not require anything special for surgery.
<br><br>
'''Blood:''' They have regular blood.
<br><br>
'''Organs:''' They have regular organs.
<br><br>
'''Immunity:''' None.
<br><br>
'''Cloning:''' Humans are <font color=green>'''clonable'''</font>.
<br><br>
'''Etc:''' None.
</tab>
<tab name='Drask' style="width:100%">
<div style="text-align:center;">
[[File:DraskM.png|128px|link=Drask]]
</div>
<br>
'''Surgery:''' They do not require anything special for surgery.
<br><br>
'''Blood:''' They have regular blood.
<br><br>
'''Organs:''' Their heart is in their head and their liver is called a "metabolic strainer".
<br><br>
'''Immunity:''' They are immune to cold.
<br><br>
'''Cloning:''' Drasks are <font color=green>'''clonable'''</font>.
<br><br>
'''Etc:''' None.
</tab>
<tab name='Diona' style="width:100%">
<div style="text-align:center;">
[[File:Dionam.png|128px|link=Diona]]
</div>
<br>
'''Surgery:''' They don't have bones so you don't need to cut their bones when doing surgery.
<br><br>
'''Blood:''' They have regular blood.
<br><br>
'''Organs:''' Their organs have different names but they almost function the same.
<br><br>
'''Immunity:''' None.
<br><br>
'''Cloning:''' Dionae are <font color=green>'''clonable'''</font>.
<br><br>
'''Etc:''' They regenerate from brute, burn, and suffocation damage in light, suffocate in darkness, and take damage from atrazine/glyphosate.
</tab>
<tab name='IPC' style="width:100%">
<div style="text-align:center;">
[[File:IPC.png|128px|link=IPC]]
</div>
<br>
'''Surgery:''' They are fully mechanical requiring tools to fix. '''IPCs are not Medbay's job.'''
<br><br>
'''Blood:''' They do not have blood.
<br><br>
'''Organs:''' They have no organs (they have components).
<br><br>
'''Immunity:''' Oxygen, Toxins, Most Chemicals, Syringes and more.
<br><br>
'''Cloning:''' IPCs are <font color=red>'''unclonable'''</font>.
<br><br>
'''Etc:''' Bring them to Robotics. '''Never morgue an IPC unless debrained or DNR.'''
</tab>
<tab name='Grey' style="width:100%">
<div style="text-align:center;">
[[File:GreyM.png|128px|link=Grey]]
</div>
<br>
'''Surgery:''' They do not require anything special for surgery.
<br><br>
'''Blood:''' They have regular blood.
<br><br>
'''Organs:''' They have regular organs (except for their brain).
<br><br>
'''Immunity:''' They are immune to sulphuric acid.
<br><br>
'''Cloning:''' Greys are <font color=green>'''clonable'''</font>.
<br><br>
'''Etc:''' They take heavy damage from water. '''Dont use a fire extinguisher on them''' if they are on fire.
</tab>
<tab name='Slimeperson' style="width:100%">
<div style="text-align:center;">
[[File:SlimeM.png|128px|link=Slime]]
</div>
<br>
'''Surgery:''' They don't have bones so you don't need to cut their bones when doing surgery.
<br><br>
'''Blood:''' They don't 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.
<br><br>
'''Organs:''' Their only organs are their slime core (brain). They have heart and lung functions in the core.
<br><br>
'''Immunity:''' They are immune to blindness (as they lack eyes) and they are also immune to breaking bones (due to a lack of bones).
<br><br>
'''Cloning:''' Slime People are <font color=red>'''unclonable'''</font>.
<br><br>
'''Etc:''' Slime People can regrow limbs if they stay still and they are not starving.
</tab>
<tab name='Plasmaman' style="width:100%">
<div style="text-align:center;">
[[File:PlasmamanM.png|128px|link=Plasmaman]]
</div>
<br>
'''Surgery:''' 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 instead of N2O.
<br><br>
'''Blood:''' They do not have blood.
<br><br>
'''Organs:''' They have regular organs (except for their lungs).
<br><br>
'''Immunity:''' Radiation.
<br><br>
'''Cloning:''' Plasmamen are <font color=green>'''clonable'''</font>.
<br><br>
'''Etc:''' They spontaneously combust if they come in contact with oxygen.<br> They breathe pure plasma, '''never remove their plasma tank'''.
<br><br>
<font color=red>'''Never remove their hardsuit or their plasma tank.'''</font>
</tab>
<tab name='Vox' style="width:100%">
<div style="text-align:center;">
[[File:VoxM.png|128px|link=Vox]]
</div>
<br>
'''Surgery:''' 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 instead of N2O.
<br><br>
'''Blood:''' They have their own type of blood, making every other type toxic. It can be found in medical or ordered from cargo.
<br><br>
'''Organs:''' Their cortical stack is their equivalent for a brain. Their lungs process nitrogen instead of oxygen.
<br><br>
'''Immunity:''' They are immune to decay same with their organs.
<br><br>
'''Cloning:''' Vox are <font color=red>'''unclonable'''</font>.
<br><br>
'''Etc:''' Oxygen is toxic for them. If their cortical stack is dead, they cannot be revived.<br> They breathe pure nitrogen, '''never remove their nitrogen tank'''.
<br><br>
<font color=red>'''Never remove their nitrogen tank or breath mask.'''</font>
</tab></tabs>


* If the patient has numerous fractures (More than four), it may ultimately be faster to clone them.
=== Blood Types ===
* If a patient died from ruptured lungs, have another doctor apply Perfluodecalin while you're using the defibrillator.
If a patient is low on blood, you can do a blood transfusion. Voxs have different blood than other Species but do also follow the antigen and Rh factor when it comes to Vox to Vox transfusion. '''Mixing up the wrong blood types will cause toxin damage''' and can be fatal. Pouring differing blood types into IV bags may also prove to be deadly, '''expecially with mixing Vox and non-Vox blood.'''
* 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.


=Racial Differences=
{| class="wikitable sortable" width="40%" style="text-align: center; background-color: #E6F3E7;"
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.
|+ Blood Type Compatibility Table
|- style="font-weight: bold; text-align: center; background-color: #2A9633; color: white;"
| center;" |
| style="width: 150pt; center;" colspan="9"            | You can receive type
|-
| style="width: 50pt; font-weight: bold; text-align: center; background-color: #2A9633; color: white;" rowspan="9" |If your blood type is
|
! A+
! A-
! B+
! B-
! AB+
! AB-
! O+
! O-
|-
| '''A+'''
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
|-
| '''A-'''
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
|-
| '''B+'''
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
|-
| '''B-'''
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
|-
| '''AB+'''
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
|-
| '''AB-'''
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
|-
| '''O+'''
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
| style="background-color:#2A96335d" | Yes
|-
| '''O-'''
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#962A335d" | No
| style="background-color:#2A96335d" | Yes
|}


== Vox [[File:VoxMSmall.png]]==
There are four main blood groups along with a protein factor:
* 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]] ==
* '''A''' has A antigens
* Have no blood, and bleed water.
* '''B''' has B antigens
* Have no pulse.
* '''AB''' has '''both''' A and B antigens
* Don't need to be anesthetized.
* '''O''' has no antigens
* 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.
* '''If their limbs become too damaged, they may require amputation and replacement.'''


== Independent Positronic Chassis (IPC) [[File:IPCSmall.png]] ==
* '''+''' indicates the Rh factor (protein) '''is''' present. (Positive)
* Have no blood.
* '''-''' indicates the Rh factor (protein) is '''not''' present. (Negative)
* 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]]==
You '''cannot''' give a patient an antigen that they do not already have. <br>
* Take damage from water.
You '''cannot''' give a patient a protein that they do not already have.<br>
* Suffer no injury from sulphuric acid.
You '''can''' give a patient a [compatible] blood type that is lacking a protein.<br>
* Surgery works normally on Greys.


== Plasma(wo)men [[File:PlasmamanMSmall.png]]==
==Sleepers and Cryo Cells==
* Have no blood.
[[File:MedbaySleeper.png|right|thumb]]
* Have no pulse.
[[Sleeper]]s are useful albeit slow machines. They can cure addictions and inject patients with specific chemicals. Cryo cells 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 or cryo cell, 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.
* 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.'''


By default, Sleepers have [[Guide to Chemistry#Ephedrine|Ephedrine]], [[Guide to Chemistry#Salbutamol|Salbutamol]], [[Guide to Chemistry#Charcoal|Charcoal]] and  [[Guide to Chemistry#Saline-Glucose Solution|Saline-Glucose Solution]]. To see what these medicines do, refer to [[Guide to Chemistry]].
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.


=Facilities=
If they get upgraded, the capacity for injecting more of these chemicals increases from 20 units to a maximum of 80 units.
What follows is a basic list of the facilities present in the medbay, and some links regarding their functions.


==Surgery Room [[File:Surgery.png]]==
===Dialysis [[File:SleeperSmall.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.


==Chemistry [[File:Chem.png]]==
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 with a beaker inserted.
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.


==Genetics [[File:Cloning.gif]]==
'''Notes'''
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.


==Virology [[File:Centrifuge.png]]==
* You may need to empty the beaker out a few times to fully remove all reagents.
Hopefully, a [[virologist]] will spend more time in here curing diseases rather then releasing them. See: [[Guide to Virology]] for more details.
* 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.
* Some chemicals, when extracted, will result in a sludge that cannot be remetabolized.


==Medical Storage [[File:MedCrate.png]]==
===Cryo Cells [[File:Cryogenics.png|32px]]===
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.
With two located near the center of the Medical Department 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.


==Patient Blood Room [[File:medbed.png]]==
* Make sure the temperature control unit connected to it is turned on and the temperature is set low enough for Cryoxadone to function (indicated by the cryo cell's temperature reading turning green).
This area is best used for non-critical patients awaiting treatment for blood loss, or patients needing to rest after treatment.
* 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.


==Morgue [[File:autopsy_scanner.png]]==
'''Notes'''
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.
* At the start of each shift, the cryo cells have to be set up. Insert the beaker of cryoxadone next to them, turn on the connected temperature control unit and set it to a low temperature below 265 K. If no cryoxadone is in the cryo cells, 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, there might be no cryoxadone in the cryo cell's beaker - check and replace if necessary - or the patient might be continually gaining damage from a source like some chemical poison, low blood, or radiation.
* 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 cryo cells even more effective. Adding a mannitol pill to the beakers at roundstart makes for a simple, yet effective cryomix.
* Cryo cells inject 1u of chemicals from the loaded beaker every 17 cycles, then multiplies those chemicals by 10. A 100% [[Guide to Chemistry#Cryoxadone|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.


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

Latest revision as of 07:50, 14 April 2024


Synthetic Department
SyntheticHeader.png

Departmental Head
Current Lawset

Synthetic Roles
Synthetic Guides


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 Health Analyzer.gif

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

Medical Equipment
Latex Gloves
LGloves.png
A pair of latex gloves, lowers infection chances when performing surgery and handling patients. Sterile Mask
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, preventing vomiting. Medical Belt
Medicalbelt.png
A medical belt, it can store almost any small medical item such as trauma kits, syringes, or beakers.
Medical HUD
Healthhud.png
A standard issue medical HUD. This will allow you to immediately see how injured someone is. Adv. Trauma Kit
AdvTrauma.png
An advanced trauma kit, used for any form of physical injury. Heals 25 brute damage per use. 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
Burnkit.png
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
Health Analyzer.gif
The bread and butter of the Medbay, gives detailed information on injuries. Does not work on machines. Syringe
Syringes.png
Can take blood samples or be filled with reagents and used manually or fired by a syringe gun. Medical Hypospray
Medical hypospray.png
The Hypospray can instantly inject up to 15u of its contents into patients. Can only hold harmless chemicals unless emagged. If emagged, penetrates hardsuits and takes in any chemical.
Defibrillator
Defrib.gif
A defibrillator, used for reviving recently deceased patients. Patients who committed suicide cannot be revived. If emagged, becomes an incredibly potent weapon. Handheld defibrillator
Handheld defib.png
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, becomes an incredibly potent weapon. Handheld Monitor
Crewmonitor.gif
A handheld version of the crew monitor computer, lets you see everyone's suit sensors on the fly.
IV Drip
IV bag.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 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 Lazarus Reagent or Synthflesh.

Salicylic Acid
Salicylicpill.png
Heals brute damage and can be used as a weak painkiller during surgery. Like all painkillers, it also reduces the slowdown caused by damage.
Saline-Glucose Solution
Bluebottle.png
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.
Styptic Powder
Bandaid.png
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.
Synthflesh
Bluebottle.png
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 can be mended when the concentration of Synthflesh in their bloodstream reaches 100 units while it has less than 50 burn damage - strip its clothes for optimal absorbtion and splash or feed enough Synthflesh to mend the husking.
Saline-Glucose Solution
Bluebottle.png
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.
Silver Sulfadiazine
Bandaid.png
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
Bluebottle.png
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 can be mended when the concentration of Synthflesh in their bloodstream reaches 100 units while it has less than 50 burn damage - strip its clothes for optimal absorbtion and splash or feed enough Synthflesh to mend the husking.
Epinephrine
Bluebottle.png
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.
Salbutamol
Salbutpill.png
Fixes respiratory damage and treats loss of breath. Its stronger version is Perfluorodecalin.
Calomel
Syringes.png
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.
Charcoal
Charcpill.png
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.
Cryoxadone
Cryoxadone Beaker.png
Used in cryo cells. Heals brute, burn, respiratory, toxin, and cellular damage. Only works in low ambient temperature, so always check the internal temperature on the cryo cell interface! Additionally, adding blood to Cryoxadone will create synthetic meat, which in turn can be used as biomass for cloning.
Epinephrine
Bluebottle.png
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.
Lazarus Reagent
Pills.gif
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.
Mannitol
Mannitolpill.png
Treats brain damage which often occurs after suffocation during a heart attack, death, or cloning. 10-20 units are usually enough.
Mitocholide
Bluebottle.png
Very slowly heals organ damage when ingested. Its more common use is during debridement and reviving dead organs. Often used with droppers for precision, as even a single unit is enough to rejuvenate a dead or damaged organ.
Morphine
Bluebottle.png
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.
Mutadone
Mutadonepill.png
Cures all genetic defects, often caused by cloning or being exposed to strong radiation. Disabilities set in character creation are unaffected.
Saline-Glucose Solution
Bluebottle.png
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.
Oculine
Bluebottle.png
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.

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 often the fastest way to fix them.

  • Open the patient's strip menu and remove hardsuits/armors from their exosuit slot.
  • Scan the patient with your Health Analyzer. If they have more than 180 brute or 180 burn damage, treat their damage until both are below 180. Respiratory and toxin damage do not matter for defibrillation.
  • Alt-click the defibrillator to get its paddles. Use the paddles in hand to wield them.
    • You require two hands to weild defibrillator paddles.
  • Click on the patient to attempt revival.


Corpses can be revived up to five minutes after their death. A patient with a necrotic heart or missing 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.
  • 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. - Patient's 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 Lazarus Reagent.
  • Resuscitation failed: Heart necrosis detected. - The patient's heart is dead. It needs to be fixed through Organ Manipulation surgery by reviving it with Mitocholide, or removing the necrotic organ and replacing it with a new one.
  • Resuscitation failed: Patient's brain is unresponsive. Further attempts may succeed. - The player is not in their body, but is still in-game. They get a notification about your attempt of revival - give it a few more tries!
  • Resuscitation failed: No electrical brain activity detected. - The player has enabled AntagHUD or DNR, and is now unrevivable.
  • Resuscitation failed: Failed to pick up any heart electrical activity. - They are missing their heart! Find it, get a cybernetic one from Robotics, or harvest one from a monkey or another source, and insert it into the body during Organ Manipulation surgery
  • Resuscitation failed: Subject is husked. - Patient needs to unhusked with aid of Synthflesh - treat their burn damage below 200 points and feed and/or splash a total of 100u of Synthflesh on them. Husks caused by a Changeling's absorption are not fixable.
  • Resuscitation failed. - The patient commited suicide and is 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.

Damage Types and Basic Treatments Advanced Firstaid Kit.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, 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.

Toxin and Radiation Damage Toxkit.png
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. Alternatively, shove the patient into a cryotube.

Brute Damage Brutefirstaidkit.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, 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 cryo cell, 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.

Burn Damage Fire First-Aid Kit.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, 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 has burn wounds: Use the Severe Burns Surgery on the wounded bodypart, or if you are in an emergency and can't operate, use ointment and burn kits which, after enough uses will heal the wound after a few minutes. Salving also prevents infections from happening.
  • 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 cryo cell 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 cryo cell, 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.

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, and Lazarus 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 cryo cell. 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.

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. 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 90%, 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 and they are waiting for being revived with Lazarus Reagent, it is a good practice to ask the Coroner to inject them with Formaldehyde. It will stop their corpse from rotting.

Critical States Health cycle.gif

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; this 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 near instant death. Treating cardiac arrest requires a defibrillator (handheld or otherwise).

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.

HumanImage.png


Surgery: They do not require anything special for surgery.

Blood: They have regular blood.

Organs: They have regular organs.

Immunity: None.

Cloning: Humans are clonable.

Etc: None.

DraskM.png


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.

Dionam.png


Surgery: They don't have bones so you don't need to cut their bones when doing surgery.

Blood: They have regular blood.

Organs: Their organs have different names but they almost function the same.

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.

IPC.png


Surgery: They are fully mechanical requiring tools to fix. IPCs are not Medbay's job.

Blood: They do not have blood.

Organs: They have no organs (they have components).

Immunity: Oxygen, Toxins, Most Chemicals, Syringes and more.

Cloning: IPCs are unclonable.

Etc: Bring them to Robotics. Never morgue an IPC unless debrained or DNR.

GreyM.png


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. Dont use a fire extinguisher on them if they are on fire.

SlimeM.png


Surgery: They don't have bones so you don't need to cut their bones when doing surgery.

Blood: They don't 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). They have heart and lung functions in the core.

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.

PlasmamanM.png


Surgery: Use Hydrocodone, Morphine, Salicylic Acid or Ether for surgery instead of N2O.

Blood: They do not have blood.

Organs: They have regular organs (except for their lungs).

Immunity: Radiation.

Cloning: Plasmamen are clonable.

Etc: They spontaneously combust if they come in contact with oxygen.
They breathe pure plasma, never remove their plasma tank.

Never remove their hardsuit or their plasma tank.

VoxM.png


Surgery: Use Hydrocodone, Morphine, Salicylic Acid or Ether for surgery instead of N2O.

Blood: They have their own type of blood, making every other type toxic. It can be found in medical or ordered from cargo.

Organs: Their cortical stack is their equivalent for a brain. Their lungs process nitrogen instead of oxygen.

Immunity: They are immune to decay same with their organs.

Cloning: Vox are unclonable.

Etc: Oxygen is toxic for them. If their cortical stack is dead, they cannot be revived.
They breathe pure nitrogen, never remove their nitrogen tank.

Never remove their nitrogen tank or breath mask.

Blood Types

If a patient is low on blood, you can do a blood transfusion. Voxs have different blood than other Species but do also follow the antigen and Rh factor when it comes to Vox to Vox transfusion. Mixing up the wrong blood types will cause toxin damage and can be fatal. Pouring differing blood types into IV bags may also prove to be deadly, expecially with mixing Vox and non-Vox blood.

Blood Type Compatibility Table
You can receive type
If your blood type is A+ A- B+ B- AB+ AB- O+ O-
A+ Yes Yes No No No No Yes Yes
A- No Yes No No No No No Yes
B+ No No Yes Yes No No Yes Yes
B- No No No Yes No No No Yes
AB+ Yes Yes Yes Yes Yes Yes Yes Yes
AB- No Yes No Yes No Yes No Yes
O+ No No No No No No Yes Yes
O- No No No No No No No Yes

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.

Sleepers and Cryo Cells

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Sleepers are useful albeit slow machines. They can cure addictions and inject patients with specific chemicals. Cryo cells 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 or cryo cell, 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. 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 SleeperSmall.png

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 with a beaker inserted.

Notes

  • 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.
  • Some chemicals, when extracted, will result in a sludge that cannot be remetabolized.

Cryo Cells Cryogenics.png

With two located near the center of the Medical Department 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 temperature control unit connected to it is turned on and the temperature is set low enough for Cryoxadone to function (indicated by the cryo cell's temperature reading turning green).
  • 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 cryo cells have to be set up. Insert the beaker of cryoxadone next to them, turn on the connected temperature control unit and set it to a low temperature below 265 K. If no cryoxadone is in the cryo cells, 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, there might be no cryoxadone in the cryo cell's beaker - check and replace if necessary - or the patient might be continually gaining damage from a source like some chemical poison, low blood, or radiation.
  • 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 cryo cells even more effective. Adding a mannitol pill to the beakers at roundstart makes for a simple, yet effective cryomix.
  • Cryo cells 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.