Guide to Medicine: различия между версиями

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=General Diagnostics=
Medical care is serious business. Going half way with your medical treatments can result into someone dying, or ending up worse than dead. So pay attention and follow these steps on how to fix people. This guide is long and wordy, but following its advice should help you keep the whole station from dying.


==Diagnostic Tools==
=Triage=
* A must have tool is a [[file:Healthanalyzer.png‎]]'''health analyzer'''. It can show overall damages, with breakdown by limb, bleeding locations, fractures (not always with location), and some other conditions.
Triage is medical's word for "priority" regarding patients. The goal of triage is to '''stabilize patients, not cure to 100%.''' Generally this comes into play when there is ''more than one'' patient. Wearing a [[File:MedGlasses.png]] medical HUD will allow you to assess a patient's overall health from a glance via a health bar floating above their character.
* Most complete information can be gathered with an [[file:Bscanner.gif]][[file:Bscanner_console.gif]][[#Advanced Body Scanner | '''Advanced Body Scanner''']]. It shows pretty much all information one would need to perform a surgery. If there're several conditions to fix, remember to print out a report to take with you.
*'''No Healthbar''': 100% Health
* '''Stethoscope'''. Using it you can detect problems with [[#Collapsed Lung | lungs]] or [[#Heart Trauma | heart]] as well as suffocation damage. Tuck it on your scrubs for easy access and looking like you're a real doctor.
*[[File:Hudgreen.png]]'''<span style="color:green">Green''': 70-99% Health
* '''Penlight'''. By shining it in patient's eyes, you can tell a few things from pupils' reaction - [[#Brain Damage | brain damage]] (different response speed between eyes), sleepiness (slower response time), drugs in patient's system (pinpoint/dilated pupils) or eye damage.
*[[File:Hudyellow.png]]'''<span style="color:orange">Yellow''': 40-69% Health
* When nothing is around, you can just use your '''hands'''. Grab patient, aim at the bodypart you want to inspect and click on patient with help intent. This will start inspection process that would tell you about wounds, fractures, and some other conditions like suffocation or high toxins levels.
*[[File:Hudred.png]]'''<span style="color:red">Red''': 1-39% Health
===Robotic Limb Malfunctions===
*[[File:Hudfred.gif]]'''<span style="color:maroon">Critical!''': -99-0% Health
<!---*[[File:Hudcritical.gif]]'''<span style="color:maroon">Critical!''': -85:-50% Health--->
*[[File:Huddead.png]]'''Dead''': -100% Health


Injuries located on robotic limbs cannot be treated by the standard equipment located in Medbay. Those patients should be sent to the [[Roboticist]] for repairs. It is still important for individuals to receive treatment for these wounds as soon as possible, as limbs may explode after receiving a certain amount of damage to them.
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn't dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues. If the patient is dead, move them out of the way and put them in a body bag when you have time. Don't waste more time than you need to on them when there are other patients that can be saved.


Robotic limbs are tougher than normal limbs, and do not count towards overall damage. However, they can only be repaired by welders (for brute damage) or wires (for burn damage), and malfunction if damaged. If one of the medical personnel has training in electronics, they may want to carry a welder and some cable to repair prosthetics; otherwise, keep the roboticist on call.
===Cryogenics===
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn't healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.


Artificial eyes and hearts can be repaired during surgery with nanopaste.
==Viral Triage==
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.
#Assign tasks to doctors:
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs and AR-Ms to identify crew that are infected.
#Distribute doses of the antibodies to crew (diluting the antibodies in water will work).


Robotic limbs are the best way to treat patients who have suffered a traumatic amputation. It is recommended to maintain good relations with robotics and perhaps, if they are not too busy, acquire a set of robotic limbs just in case you need to attach one.
=Diagnostics=


==Critical Patients==
==Damage Types==


Anytime a patient has either very quickly dropping vitals, or a Health Analyzer shows that they are below 0 health, you should act quickly to prevent their death.
===<span style="color:red"><u>Brute</u></span>===
* Remove yourself and the patient from the source of the injury, whether it be a space carp, phoron-saturated clothing, or a murderous traitor. Adding yourself to the list of casualties won't help anyone.
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on its own is listed below:
* '''Stabilize''' the patient to the best of your ability before transporting, because otherwise they'll keep taking damage. '''Inaprovaline''' or '''[[#CPR|CPR]]''' will help (unless the patient is a [[Vox]], for whom inaprovaline is poisonous).
* '''Gauze''': Heals 4 brute per wound. Stops bleeding.
* '''Bandaging bleeding wounds''' before transport will help prevent [[#Low Blood Count|blood loss]] and the damage that comes with it.
* '''Advanced Trauma Kits''': Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.
* '''Treat suffocation damage''' with dexalin or dexalin plus (unless the patient is a [[Vox]] - use nitrogen if they are) and, if necessary, make sure the patient's [[internals]] are functional and not out of air.
* [[Guide to Chemistry#Standard_Treatments|'''Bicaridine''']]: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.
* Always use a [[#Roller Bed|'''roller bed''']] to transport a critical patient. '''<font color=red>Dragging them can result in further injury</font>'''. In case no roller beds are avaliable, '''GRAB''' them and move.
* [[Guide to Chemistry#Basic_Treatments|'''Tricordrazine''']]: A purple medicine that heals all <u>underlined</u> damage, healing 3 damage per unit. No overdose.
* A cryo tube can slow or stop a patient from dying, as well as healing some kinds of damage. If the cryo tube is cold and loaded with medication, putting a critical patient in cryo can help stabilize them when immediate treatment is not possible. This is most useful when you have multiple critical patients or if your character does not have the skill set to treat a patient.


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===<span style="color:orange"><u>Burn</u></span>===
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked'. Treatment for burn damage on its own is listed below:
* '''Ointment''': Heals 4 burn per wound. Disinfects wounds.
* '''Advanced Burn Kits''': Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.
* [[Guide to Chemistry#Basic_Treatments|'''Kelotane''']]: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.
* [[Guide to Chemistry#Standard_Treatments|'''Dermaline''']]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.
* '''KeloDerm''': A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u.
* [[Guide to Chemistry#Basic_Treatments|'''Tricordrazine''']]: A purple medicine that heals all <u>underlined</u> damage, healing 3 damage per unit. No overdose.


===Triage===
===<span style="color:green"><u>Toxin</u></span>===
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:
* [[Guide to Chemistry#Standard_Treatments|'''Dylovene''']]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if its damage is below 10. No overdose.
* [[Guide to Chemistry#Specialist_Treatments|'''Arithrazine''']]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.
* [[Guide to Chemistry#Basic_Treatments|'''Tricordrazine''']]: A purple medicine that heals all <u>underlined</u> damage, healing 3 damage per unit. No overdose.


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.
===<span style="color:blue"><u>Suffocation (Hypoxia)</u></span>===
<div class="mw-collapsible-content">
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on its own is listed below:
{| class="wikitable" style="text-align: center;vertical-align:center;"
* '''CPR''': Time to put those first aid courses to use! As long as you and your patient aren't wearing anything that covers the face you'll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.
|+
* [[Guide to Chemistry#Painkillers.2FStabilizers|'''Inaprovaline''']]: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.
|-
* [[Guide to Chemistry#Basic_Treatments|'''Dexalin''']]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.
!  Color !! Description !! In-game definition !! Real world treatment type !! Suggested in-game treatment
* [[Guide to Chemistry#Standard_Treatments|'''Dexalin Plus''']]: A blue colored medicine which heals '''300 oxy''' per unit. Overdoses at 15u.
|- bgcolor=#aaaaaa
* [[Guide to Chemistry#Basic_Treatments|'''Tricordrazine''']]: A purple medicine that heals all <u>underlined</u> damage, healing 6 oxy damage per unit. No overdose.
| bgcolor=black width=30  |  <font color=white>Black</font>
| Patient is dead
| Patient is dead
| Remove to prevent infections
| Ignore until all live patients dealt with, then take to morgue.


|- bgcolor=#ffaaaa
===<span style="color:grey">Genetic</span>===
| bgcolor=red width=30  | Red
Damage dealt by radiation, slime digestion, coming out of a stasis bag, or from popping out of the cloning pod, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:
| Patient is seriously injured and in danger of dying
* [[Guide to Chemistry#Standard_Treatments|'''Cryoxadone''']]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.
|
* [[Guide to Chemistry#Advanced_Treatments|'''Clonexadone''']]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.
* Critical condition (vitals below 0)
* '''Cryo-Mix''': A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.
* Patient is losing blood
* [[Guide to Chemistry#Advanced_Treatments|'''Rezadone''']]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.
* Quickly dropping vitals
* Lethal disease in late stages
|   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. Stabilize all critical patients before proceeding with indepth treatment.


|- bgcolor=#ffffaa
===<span style="color:lime">Radiation</span>===
| bgcolor=yellow width=30  | Yellow
Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:
| Patient is severely injured, but not in life-threatening danger
* [[Guide to Chemistry#Standard_Treatments|'''Hyronalin''']]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.
|
* [[Guide to Chemistry#Specialist_Treatments|'''Arithrazine''']]: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.
* Vitals between 0 and 30%
* Potentially lethal disease in its early stages
| Delayed treatment
| Treat as soon as all red triage patients are stabilized.
|- 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.
|- 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></div>


== Cloning ==
===<span style="color:purple">Organ</span>===
Cloning is one of the main aspects of your job. Bringing people back from the dead is a delicate science, so read on. The [[Chief Medical Officer]] has the final say about what happens here, rather than the [[Research Director]].
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:
* [[Guide to Chemistry#Advanced_Treatments|'''Peridaxon''']]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.
* [[Guide to Chemistry#Standard_Treatments|'''Alkysine''']]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.
* [[Guide to Chemistry#Advanced_Treatments|'''Imidazoline''']]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.
* [[Guide to Chemistry#Specialist_Treatments|'''Apidemcina''']]: A green medicine which heals heart damage based on the user's nutrient level. Overdoses at 30u.
* [[Guide to Chemistry#Standard_Treatments|'''Dylovene''']]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it's below 10 organ damage. No overdose.


You can clone people from scans made while they are alive and well (which is preferred), or from a corpse (which happens more often than not). Feel free to call people to get their backups made, especially for Heads of Staff.
==Other==


Cloning consumes biomass, 150 points per clone. The cloning pod starts with 450 points and you can get more biomass by feeding meat to the machine (any type of meat works). Each meat slab adds 50 points.
===Blood Loss===
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is <u>your top priority</u>, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Treatment to stop bleeding is listed below:
*For external bleeding cases:
<!---**'''Pressure''': Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If ''you'' are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.--->
**'''Gauze''': This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.
**'''Advanced Trauma Kit''': ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 8 brute damage per wound.
*For internal bleeding (IB) cases:
**'''Cryogenics''': Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding ''and'' stop it from getting worse. This is a temporary solution.
**'''[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]''': These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.
**'''[[Surgery#Internal_Bleeding|Surgery]]''': The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.
**'''[[Guide_to_Chemistry#Standard_Treatments|Bicaridine]]''': Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:
*'''[[Guide_to_Chemistry#Standard_Treatments|Dexalin/Dexalin Plus]]''': Will assist in oxygenating the blood, helping to prevent potential brain damage.
*'''Iron''': A simple reagent that ''must be ingested'' in order to work. Replenishes 8u of blood per unit.
*'''Nutriment''': Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.
*'''Protein''': Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.
*'''20 Iron, 20 Nutriment, 20 Protein''': The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.
*'''IV Drip with compatible blood''': Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.


After a person is cloned, you are to put the former body in the morgue after being sure to label it with your pen by clicking on it. This helps keep track of who has been cloned without having to open body bags, potentially traumatizing the new clone or passing crew! The new clone is now supposed to be informed that they were cloned by a [[Psychologist]], the [[Chaplain]], or the [[Chief Medical Officer]]. '''Don't just up and tell them right off the bat!''' The patient just died, and this is a delicate time for them. Make sure you ease them into it, as well as considering they have [[Clone Memory Disorder]].
===Infection===
Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:
*'''L1 (Mild)''': Pain messages and the start of fever.
*'''L2 (Acute)''': More pain messages, infection becomes more prevalent and visible.
*'''L3 (GANGRENE)''': Beginning of lethal toxins, organ death, and necrosis.
The following are some symptoms of infection based on where it's located:
*'''Meningitis (Brain)'''
**L1: Stiff neck
**L2: Severe headache (+1 confusion at random intervals)
*'''Conjunctivitis (Eyes)'''
**L1: Itchy eyes
**L2: Blurred vision (+10 eye_blurry at random intervals)
*'''Endocarditis (Heart)'''
**L1: Chest tightness
**L2: Chest pain (+25 halloss)
*'''Pyelonephritis (Kidneys)'''
**L1: Lower back pain
**L2: Malaise
*'''Pyogenic Abscess (Liver)'''
**L1: Right side abdomen pain
**L2: Poor blood filtration (toxins buildup)
*'''Pneumonia (Lungs)'''
**L1: Coughing
**L2: Shortness of breath (+30 oxyloss)
*'''Staph Infection (All external limbs)'''
**L1: Pain notificiation
**L2: Sharp pain temporarily disables limb
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be '''overdosed (45u)''' immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Medicine|Corophizine]] can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:
*'''Limb gangrene''':
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].
*'''Organ necrosis''':
*#Request a replacement synthetic organ from Research immediately.
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]].
**If the brain or heart is necrotic, the patient will need to be cloned.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===Fractures===
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:
*'''Splints''': A half-cast that keeps the fractured bone in place and prevents it from moving. '''This is a temporary remedy,''' and requires the following to actually treat...
*'''[[Surgery#Bone_Repair|Surgery]]''': By means of bone gel and bone setter, a fracture can be mended rather quickly.


''' Scan '''
====Dislocations====
<div class="mw-collapsible-content">
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.
The first thing that a clone needs is a record in the cloning console. Scanning requires a dead or live human body with its brain still in place (monkeys or decapitated corpses won't work), whereas making the actual clone requires the person to be dead.


# Make sure the person is not wearing anything.
===Mycosis===
#* If the person is alive, have them strip.
Unsterilized K'ois happens to be a rather tasty snack... if you're a Vaurca, anyway. If you're any other race, you're going to have a '''really bad time'''. Aside from containing phoron, K'ois (excluding K'ois bars found in vendors) can cause a myriad of problems which can all be summed up as '''Mycosis''', a term used to describe fungal infection. Early stages of K'ois infection involve pain and coughing blood. Stage 2 brings about respiratory issues. Stage 3 involves feelings of something squirming inside, as well as phoron and K'ois paste beginning to fill the patient's lungs, dealing large toxins. Fungal spore emission begins at Stage 4 which will embed and grow more K'ois, spreading to anyone who doesn't have their own internal atmosphere setup.
#* If the person is dead, click+drag their body onto yours to bring up their clothing window, then click on the links identifying each piece of clothing to remove it.
# Grab the person.
# Click on the DNA scanner to place them inside.
# Click on the cloning console to bring up its menu.
# Click '''Scan'''.
# Click '''View Records''' to make sure their record is listed in the cloning database.
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
Treatment for K'ois infection is dangerous for both you and the patient. You must wear internals - a sterile mask or gas mask on its own '''will not work''' - in order to avoid breathing in spores and infecting yourself. Once you've ensured your internals are running, begin the [[Surgery#Organ_Removal.2FTransplantation|K'ois removal procedure]] and treat the remaining toxins and blood loss. If the patient is already at Stage 4, it is '''top priority''' that they be kept isolated from everyone else, otherwise the fungus will spread to others and make everything worse.


''' Making the Clone '''
===Brain Trauma===
<div class="mw-collapsible-content">
Currently all traumas are fixed with [[Surgery#Internal_Organ_Repair|brain surgery]] until the new [https://github.com/Aurorastation/Aurora.3/pull/4377| psych rework] is merged.
Remember, a clone can only be made when the person you're making a clone for is dead and logged in. If they aren't dead or have logged out, you'll see an "Unable to initiate cloning cycle" error in the Cloning System Control.
<!---Not to be confused with [[Guide to Medicine#Organ|brain damage]] which involves gibbering and running into airlocks, trauma is persistent with the patient regardless of the organ health of the brain, and must be corrected by certain means. Some therapies, including the traumas they treat, are:
# Head to the cloning console beside the cloning pod, and click on it to open its menu.
*'''Hypnosis''' - Directional disorientation, phobias, traumatic narcolepsy, monophobia, and inordinate pacifism.
# Click '''View Records''', select the person you wish to clone, then click '''Clone'''.
*'''Crystal Therapy''' - Reduced mouth coordination, reduced brain activity, communication disorder, tourettes, weak motor signals, fits/muscle spasms/extreme discoordination, and language center trauma.
# Make sure the cloning pod has enough biomass to produce a clone. Each clone consumes 150 biomass points.
*'''Isolation''' - Imaginary friend(s), schizophrenia, and conflicting neuroimaging reports.
#* ''Note: After clicking "Clone" the dead person will get a pop-up window asking if they want to come back to life. If they choose "No", the console will say "Unable to initiate cloning cycle". If they choose "Yes", the console will say "Cloning cycle activated", and their body will be remade in a few minutes. '''You do not need to ask in OOC. Doing this is now considered IC in OOC.'''''
*'''Drug Therapy''' - This section will go over which drugs treat certain traumas.
#* ''Note #2: When a new clone is made, that person's record is deleted from the database, so they must be again if they are to be cloned a second time. You can use diskettes to save a record of their backup.''
**'''Nicotine''' - Phobias and weak motor signals.
</div></div>
**'''Methylphenidate''' - Phobias, imaginary friend, and schizophrenia.
**'''Sertraline''' - Phobias.
**'''Escitalopram''' - Phobias and monophobia.
**'''Paroxetine''' - Phobias.
**'''Duloxetine''' - Phobias and concussion.
**'''Venlafaxine''' - Phobias, monophobia, and reduced mouth coordination.
**'''Fluvoxamine''' - Weak motor signals, imaginary friend, and conflicting neuroimaging reports.
**'''Risperidone''' - Monophobia, weak motor signals, imaginary friend, schizophrenia, conflicting neuroimaging reports, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.
**'''Olanzapine''' - Monophobia, imaginary friend, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.
**'''Hextrasenil''' - Imaginary friend, conflicting neuroimaging reports, and tourettes.
**'''Trisyndicotin''' - Inordinate pacifism.
*'''Surgical Therapy''' - Concussion, occipital lobe trauma, cerebral paralysis, aphasia, and bluespace attunement.--->


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==[[File:Healthanalyzer.png|64px]]Health Analyzer==
Probably the number one go-to tool in diagnostics (up there with the HUD and body scanner) is the health analyzer, a pocket-sized device that you can use on a patient to assess their health. Health bar showed up? Analyzer. Someone says they don't feel well? Analyzer. Below is an example of what you would see on a perfectly healthy patient.


''' Finishing a New Clone '''
{| class="wikitable"
<div class="mw-collapsible-content">
|-
# Grab the new clone and take it to Cryo, the room with large cryo cells.
! <span style="text-align:left"> <span style="color:blue">
# Click on one of the cells to place the clone inside and set the '''Cryo status''' to '''On'''.
Analyzing Results for John Doe:<br>
# Take a nearby beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone heals them faster and should be used when possible. Get some from the [[Chemist]].
::Overall Status: 100% healthy<br>
# Use the nearby wrench on both O2 canisters to secure them (if they aren't already).
:Key: <span style="color:cyan">Suffocation</span>/<span style="color:green">Toxin</span>/<span style="color:orange">Burns</span>/<span style="color:red">Brute</span><br>
# Set the freezer's '''Target gas temperature''' to its lowest amount by clicking on the far-left "-" until the number in the center no longer decreases. But do not lower it to absolute zero!
:Damage Specifics: <span style="color:cyan">0</span> - <span style="color:green">0</span> - <span style="color:orange">0</span> - <span style="color:red">0</span><br>
# Set the freezer to '''On'''.
Body Temperature: 36.905°C (98.429°F)<br>
#* ''Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell's menu.
Localized Damage, Brute/Burn:<br>
# Click on the cryo cell to check on your clone. When its health reaches 100, it is considered finished and can then be ejected (right-click > Eject Occupant).
:Limbs are OK.<br>
# '''Don't forget!''' when you're done with the cryo room, turn the cryo cells to '''Off''' so you don't waste Oxygen! Also, if you still have their old body, drag it to the [[Morgue]] for proper storage.
<span style="color:black">Subject bloodstream oxygen level normal | Subject bloodstream toxin level minimal | Subject burn injury status O.K | Subject brute-force injury status O.K</span><br>
# Clones may often suffer from brain damages, once they're removed from the cryo cell, make sure to inject them with Alkysine if they suffer from this.
Blood Level Normal: 100% 560cl. Type: A+<br>
</div></div>
Subject's pulse: 84 bpm.
 
</span>
==Damage Types and Basic Treatments==
|}
In the world of Baystation Medicine, 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.  
A lot of information can be picked through with just this readout alone, so we'll be breaking it down:
 
*'''Patient Name''': At the top will be the name of the patient. If they don't have their ID on and their face is messed up, they'll appear as Unknown.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
*'''Overall Status''': This is how the patient is doing overall. The lower the number, the more you should probably feel compelled to treat them... or administer painkillers. For whatever reason, this takes the patients level of pain into account. The lower the percentage, the more they're suffering.
 
*'''Key/Damage Specifics''': This is the area you'll probably look to first, and it's color coded, too (unless you're using the PDA analyzer)!
''' Suffocation Damage '''
*'''Body Temperature''': How warm the body is. 36°C (98°F) is the normal body temperature. If the temperature is much higher than this, then the patient likely has a fever caused by either a pathogen or infection. Or they're on fire. You should probably put them out.
<div class="mw-collapsible-content">
*'''Localized Damage, Brute/Burn''': This is another important section. This will detail which body parts have brute or burn damage, allowing you to apply ATKs or ABKs accordingly. At times you may see <span style="color:red">'''[Bleeding]'''</span> on a limb, therefore you should apply an ATK to that limb immediately.
<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>
*'''Subject Status''': Kinda redundant. Will tell you what you already know from the numbers above, but they do change color if the damage is high enough.
Suffocation results from being in areas with low oxygen, low blood count, internal damage to the lungs or heart, or from the patient being in a critical state. When a patient cannot breathe properly, suffocation damage will rapidly rise until they die. When a patient CAN breathe, suffocation damage will rapidly drop to zero. The only time that suffocation will ever stop and hold steady on a value, is in cases of blood loss.<br>
*'''Important Information''': This will appear in red text and is generally pretty straight forward. Will inform the user if the patient has radiation, genetic damage, internal bleeding, an infection, a pathogen (if it's in the database), or bone fractures.
*First of all, if the patient is in an area which is depressurised or lacking oxygen, then you need to get them out of there.
*'''Blood Level''': This will inform you how much blood the patient has. Small blue text means the patient is fine. Large, bold, red text means that the patient has low blood and is not circulating sufficiently oxygenated blood. It also tells you the patient's blood type if O- runs out of stock.
*If they're in a breathable area and still gasping, check if they have internals. Remove masks and helmets, so they're breathing from the atmosphere and not from an empty tank
*'''Subject's pulse''': Pretty much used to tell if a patient is dead or not, though this can also tell you if a patient is under the influence of certain medications. Inaprovaline and Hyperzine, for example, will increase heart rate while sedatives like Soporific will slow heart rate.
*Check their damage. If they're suffering a lot of damage from other sources, administer medicine to deal with those, or administer inaprovaline to negate the suffocation caused by being heavily wounded
*Check their blood level, if it's lower than 90%, you have a problem. If it drops below 50% the patient is in danger of imminent death. Having a low blood level will cause un-healable suffocation damage that will stick at a constant value.
*If all of the above are fine, then the problem is an internal organ, the lungs in most cases. Get them to a scanner bed to check it out. Damage to the heart, lungs and brain can all cause suffocation.
*Dexalin or Dexalin Plus will heal the damage. Dexalin Plus immediately heals all suffocation; Dexalin gradually repairs suffocation damage. Note that both of these only treat the symptom, they don't fix the cause. If you HAVE fixed the cause, using these medicines is unnecessary. They should only be used to keep the patient alive while you get them back to medical, or while you perform surgery to fix the problem
* 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> CPR is only useful in cases where you're desperate and don't have any Dexalin Plus. Shame on you for being unprepared.
* IMPORTANT: If the patient is a [[Vox]], suffocation damage comes from low ''nitrogen'', not oxygen. Do '''not''' use Inaprovaline, Dexalin or Dexalin Plus to treat a Vox's suffocation damage; use nitrogen instead.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
''' Toxin Damage '''
<div class="mw-collapsible-content">
<small><i>This shows up as a <b><font color=green>GREEN</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
Toxin damage is the most difficult damage type to diagnose, because it has so many different causes. Dylovene is a powerful, widely available go-to antitoxin medicine, but remember that it only cures the symptoms, not the cause of the poisoning. Toxins are the most common damage type which doesn't heal over time, a poisoned patient will stay poisoned until you do something to fix it.
 
If a badly poisoned patient is left alone, they will deteriorate. If they have toxins above 60, their liver will start to break down. And once it reaches 30 damage, it will start hurting other internal organs too. This will lead to death if not treated.
Dylovene will prevent liver breakdown, and will actually repair it if it's under 10 damage, otherwise it will need peridaxon or surgery.
 
When a patient comes in with toxin damage, follow these steps to diagnose and treat them correctly
 
*Are they critical? If so, why.
**If they have a lot of brute damage and broken bones, in addition to toxins, or if the scanner shows an unknown substance in their blood, it's probable they were mauled by a spider. Administer dialysis to purge the toxins from the blood, until the toxin levels stop rising
**If their damage is mostly toxins, it's probable they either have sepsis, or a late stage viral infection. Administer lots of spaceacillin and dylovene immediately, and put them in a full body scanner to find out which.
*Talk to the patient, if possible. Ask them if they ate, drank, inhaled, or injected anything, this can help you act accordingly.
**If they were injected with something unknown, then you should analyse their blood. Take a blood sample with a syringe and inject it into a Mass Spectrometer, this will usually tell you what poisoned them.
**If they've inhaled phoron, that will poison their blood, and require dialysis before dylovene
*If an analyser shows a non medical reagent in their stomach, then they probably ate or drank something poisonous. There's no easy solution to this, keep gradually administering dylovene, and keep them in medical until it passes through. Or give them dylovene pills to take themselves periodically
*If they work in engineering or science, it's quite probable they have [[#Radiation Sickness | Radiation]]. The full body scanner will tell you this. Anti radiation medicines will treat it most effectively, but lots of dylovene will manage it too
**Since radiation dissipates naturally over time, it's quite probable an irradiated patient will no longer be irradiated by the time you examine them, and will just have leftover toxins.
*When possible, try not to administer dylovene until you've discovered and fixed the root cause. While the patient has dylovene in their system, you won't notice their toxins slowly rising
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
''' Brute Damage '''
<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>
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>
* Locate the injuries using a Health Analyzer. <br>
* If a location shows up as "Bleeding", prioritize it. Stop bleeding with Gauze or an Advanced Trauma Kit; then apply the same treatment to non-bleeding locations.
* Bicaridine helps repair injuries, but doesn't prevent infection.
* Tramadol or another painkiller helps a patient remain functional despite pain from injuries.
* 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>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
''' Burn Damage '''
<div class="mw-collapsible-content">
<small><i>This shows up as a <b><font color=orange>ORANGE</font></b> number on the Health Analyzer and Crew Monitoring Console</i></small><br><br>
Burn damage can result from fire, electrocution, energy weapons, or exposure to extreme cold.<br>
* Locate the injuries using a Health Analyzer.<br>
* Apply Ointment or a Burn Kit.<br>
* Kelotane or Dermaline (Dermaline is stronger) will help heal burns.
* Burns easily become infected. Watch for fever and toxin readings.
* 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>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
''' Unlisted Damage '''
<div class="mw-collapsible-content">
<small><i>Some damage does not show up in any category, but will show that the person is injured</i></small><br><br>
Creatures in the Research and Development location can cause genetic 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.
* Attempt to confirm how injury was received.
* Genetics damage is healed with time spent in a cryo chamber. Clonexadone heals faster then Cryoxadone in this case.
* Holo-damage is cured by having the patient sleep it off.
* For hallucination damage, treat cause of damage, (repair any genetic damage for radiation or inject dylovene for poisoning), and then let patient sleep it off as you would with holo-damage. Sedating the patient for their own safety is highly suggested.
</div></div>
 
=Mechanics=
This section covere important detailed information about deeper mechanics of the medical system
 
 
==Infection==
Infection is a condition whereby bacteria infest an open or untreated wound, and start eating the body from the inside. This results in a fever, then mild toxin damage, but it gets really serious in the late stages, quickly causing limb death, organ failure, and massive toxins. A stage three infection is almost unstoppable, and spells near-inevitable death for the patient.
 
Infections work by a Germ Level value. A series of them actually, there is a germ level for:
*Each patient's body, as a whole
*Each bodypart (arms, legs, head, etc)
*Each wound (cut, burn, bruise) and
*Each internal organ (heart, lungs, etc).
 
The patient's body will accumulate a general germ level up until a value of 200, as they move around and do things. This is not directly harmful, but it will affect wounds if the patient gets hurt. The patient's germ level can be easily reset to zero by either showering, or by washing their bare hands (gloves must be removed). So hygiene is important, stop being filthy.
 
If a patient has open or untreated wounds, those wounds will gradually accumulate germs at a rate of about 1 point per second, up to the germ level of the patient's body, and will become infected if their germ level rises too high. A wound can be treated physically, with ointment, bandages, or an advanced trauma/burn kit. Once treated the germ level of a wound will stop rising, and it will become Sterilized after a short amount of time (averaging a minute) which completely resets the wound's germ value to zero. Even if wounds aren't properly treated, healing medicines, or natural regeneration may close them, and that will prevent their germ level from rising farther. but treating them physically is the safest option.
 
When a patient has infected wounds, they will spread their germ level to the muscles of the bodypart that wound is on, and this is where things get bad. Muscular infections can't usually be treated instantly, and will get worse over time naturally, in addition to recieving more germ level from infected wounds. Hence they will continue to worsen even after the wounds are treated. While the patient has >5u of spaceacillin in their system, the natural worsening of muscular infections is halted, and their germ level will gradually drop back to normal. If not addressed in time, muscular infections will spread to other nearby bodyparts, and eventually to internal organs too.
 
There are several stages to the severity of a muscular or organ infection. The effects of these stages stack on top of each other, and they also stack for each seperate bodypart.
 
*Stage 0: from any germ level between 0-100, the bodypart is not considered 'infected', there are no ill effects, and injecting 5u of spaceacillin will clear the germ level from that bodypart instantly. At this stage the germ level will not rise naturally, and treating infected wounds in the area will halt it.
 
*Stage 1: Ocurring at germ level 100, the part in question is considered lightly infected. The patient will suffer a fever, which will show an increased body temperature on Health Analysers.  At this stage the germ level will start to naturally rise over time, at an accelerating rate as it rises higher. A greater than 5u dose of spaceacillin will stop the natural worsening, and will cause the infection level to drop by 6 points per second, so this is easy to treat if caught in time.
 
*Stage 2: Ocurring at germ level 500, this is where things get bad. At stage 2, the infection will start to spread to other bodyparts and internal organs. Nothing can prevent this spreading except simply bringing the infection level down. Spaceacillin will now only cause the germ level to drop by 2 points per second, making it far slower to treat, and the patient will start to suffer a point of toxin damage, roughly every 30 seconds.
 
*Stage 3: Ocurring at germ level 1000, This is where people die. When a bodypart or internal organ reaches stage 3, it immediately suffers death, and becomes nonfunctional. For muscles, this is crippling, but for most internal organs it's lethal. A patient without lungs or a heart cannot breathe, and a patient without a liver will suffer massive ongoing toxin damage. In addition, the patient starts to suffer an additional point of toxin damage every second.
If there is a high dose (>30u) in the patient's system, the organ or bodypart death will be prevented, and they will not suffer this additional toxin damage. But if the drugs aren't there before this stage, spaceacillin will not revive dead organs.
 
 
===Preventing Infections===
Prevention is better than a cure, there are a few simple ways that a patient, or the doctor treating them, can help to prevent infections ocurring.
 
*Hygiene! Washing your ungloved hands, or showering, will reset your body's germ level, and prevent any wounds from becoming too infected. Note that washing your hands with gloves on, will not do this. The simplest approach is to shower after getting injured. If you've been in a fight, you're probably covered in blood anyway.
*Treat the wounds. There are three different types of wounds that can become infected
**Cuts
**Bleeding Bruises
**Burns
Of these three, burns are the most likely to become infected. Cuts and bleeds will close up and heal into uninfectable bruises, but burns will only heal into lesser burns which are still infectable.
 
 
===Treating Infection===
So an infected patient has just walked in. Chances are they don't know they have infections, many security personnel tend to build up infection over time, unnoticed. Sometimes until it's too late to save them. Infections will show up on the full body scanner, and you've probably found an infection while treating them for other wounds.
 
The prevention steps still apply. Make the patient wash, and treat their wounds
Your next action will depend on the severity of the infection. The scanner will tell you in words how much germ level the part has accumulated, use this handy list to translate the words into a germ level:
 
*Mild Infection: 100-300
*Mild Infection+: 300-400
*Mild Infection++: 400-500
*Acute Infection: 500-700
*Acute Infection+: 700-800
*Acute Infection++: 800-999
*Septic: 1000+
 
 
In any case, you want to inject them with spaceacillin. It metabolises slowly so not a lot is needed, 10u will handle most mild infections, 15u for acute infections up to 700 germ level.
 
IF the patient is suffering from Acute Infection++, then they're very close to sepsis. You want to get a MUCH larger dose of spaceacillin into them, 45u should be good. And then monitor them closely for signs of worsening.
 
If the patient is in sepsis, then things are bad. Print out their scan, Steel yourself for the high likelihood of their death, and hope that your chemist put clonexadone in the cryotanks. 
Inject them with 45u spaceacillin, and a fair bit of dylovene. Some tricordrazine and arithrazine will help if you have any. Then throw them into the cryotubes and pray that they cool down enough before they die. Cryotubes will stop a lot of infection activity, but will also stop spaceacillin from working.
 
If you can manage to get them stable in the cryotubes, and bring their damage values down to zero, then they might survive. Bring them out of the cryotubes so that the spaceacillin can work, and gradually bring down the infection. While they're out of the tubes they're going to start accumulating damage again quickly, so dose them up with whatever you need to, to keep them alive, and don't be afraid to put them back in the tank if you can't control it.
 
Now is the time to look more closely at their scan and assess the damage.
If it's only an arm or leg that's in sepsis, then it's dead and gone. Amputate it, and give them a prosthetic. If it's an internal organ that's dead, their odds of survival are grim. Your only option is to cut the organ out and transplant in a replacement, if you have one. The odds of that are low unless you've been harvesting organs from corpses, or you have a suitable donor in the morgue.
 
=Diagnosing Other Conditions=
Even after treating the common injuries listed Basic Treatments, the patient could still have other underlining conditions you should keep an eye out for.
 
<div name="lowblood" code="yellow;red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Low Blood Count ==
<small>Danger: <font color=orange>✜</font> <font color=red>✜</font><sup>[Depending on severity]</sup></small><br>
<small><i>Shows up on Health Analyzer</i></small> <br>
 
* Patient feeling woozy, paleness of skin.
* Drops of blood, or blood puddles near patients.
* Suffocation damage that returns repeatedly when treated.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
* Untreated external brute injuries, internal bleeding, and donating too much blood. Amount of blood left over in the body is visible on the Health analyzer.<br>
Suffocation damage won't go away until blood levels are normal.<br>
'''People who lose too much blood will die at around 60% blood volume. This cannot be prevented except by replacing the lost blood.'''
<br><br>
''' Treatment '''
# Locate bleeding injuries, either by examining the person or with a Health Analyzer. If none are found it could be [[#Internal_Bleeding | internal bleeding]] or [[#Heart_Trauma | damage to the heart]].
# To stop bleeding, bandage all wounds you find with gauze or an advanced trauma kit.
# Internal bleeding and heart damage need to be treated surgically.
# Bicaridine (from the chemist) will help heal brute trauma.
# Give a [[#Blood Transfusion | Blood transfusion]] to severe cases.
# Wait for blood level to normalize. In severe cases, Dexalin or Dexalin+ should be administered to keep a patient from suffocating because they don't have enough blood to keep their bodies oxygenated.
# Recovery from blood loss goes faster if a patient is given iron (less than thirty units to avoid overdose). They will also become hungry very quickly; eating will help speed recovery. Sugar in pill or IV form improves nutrient levels in patients too sick to eat.
</div></div>
 
<div name="internal" code="red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Internal Bleeding ==
<small>Danger: <font color=red>✜</font></small><br>
<small><i>Shows up on Health Analyzer.</i></small> <br>
 
* Symptoms of [[#Blood_Loss | low blood count]] without visible wounds.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Caused by massive brute damage rupturing a vein or artery within the body. <br><br>
''' Treatment ''' <br>
<font color=red>'''THIS IS HIGHLY DANGEROUS CONDITION, AND SHOULD BE TREATED IMMEDIATELY!'''</font><br>
If immediate care is not possible, patient should be frozen into [[#Cryogenic Chambers|cryosleep]] or put into a [[File:Stasis_Bag.png]] stasis bag. Low temperatures will slow bleeding until proper treatment is set up. It's the patient's body temperature--not the temperature of the tube itself--that's the critical factor, so if your cryo tube is not very cold already, it will probably be too slow to be useful.
# Inject patient with any dose of bicaridine to stop internal wounds from growing larger.
#* Dangerous doses of bicaridine (30 units or more) will begin to heal internal bleeding. This is slow but better than nothing if no surgeon is available.
#* If you are mending internal bleeding with bicaridine only, ensure the patient receives sufficient Dylovene to combat overdose risks.
# Move patient to an [[#Advanced Body Scanner|advanced body scanner]] to find the exact location of injury.
# A [[#Blood Transfusion | blood transfusion]] will be necessary in most cases. Miniature blood transfusions can be given in pill form or via syringe (pills are better; higher dosage), which can be helpful for EMTs stabilizing IB patients in the field.
# Move patient and IV to OR and [[Surgery#Internal_Bleeding_Surgery | mend the rupture]].
</div></div>
 
<div name="badheart" code="yellow;red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Heart Trauma ==
<small>Danger: <font color=orange>✜</font> <font color=red>✜</font><sup>[Depending on severity]</sup></small><br>
 
* Symptoms of [[#Blood_Loss | low blood count]] with actual blood levels being normal.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
* Lower blood oxygen levels due to blood not being pumped properly by damaged heart. Damage can be caused by severe blunt trauma, stab wounds or fractured ribs.
<br>
''' Treatment '''
# [[#Blood Transfusion | Blood transfusion]] if patient has low blood levels too.
# Move patient and IV to OR and [[Surgery#Internal_Organs_Surgery | mend the damage]].
</div></div>
 
<div name="badblood" code="green;yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Blood Rejection ==
<small>Danger: <font color=green>✜</font> <font color=orange>✜</font><sup>[Depending on severity]</sup></small><br>
 
* Toxin damage without foreign chemicals in bloodstream.
* Unexplained suffocation damage.
* Patient recently recieved blood transfusion.
<div class="mw-collapsible-content">
''' Cause '''<br>
[[#Blood Transfusion | Transfusion]] of incompatible blood type to the patient.<br><br>
''' Treatment '''
* In case it's not obvious, '''STOP PUMPING THAT BLOOD IN THEM'''.
* Administer Dylovene until symptoms stop manifesting.
</div></div>
 
<div name="lung" code="yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Collapsed Lung ==
<small>Danger: <font color=orange>✜</font></small><br>
* Patient's cough containing blood.
* Patient gasping for air in breathable environment.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Exposure to low pressure environments without proper internals set.<br>
<br>''' Treatment '''
* [[Surgery#Internal_Organs_Surgery | Mend lung rupture surgically]].
* If no surgeon is available or you have a simple ruptured lung with no bone fractures, administer Peridaxon, keep Dexalin Plus in the patient's system, and wait for the lung to heal. If your patient still has broken bones, the lung can rupture again, and the patient must be kept still to prevent this while you wait for a surgeon.
</div></div>
 
<div name="fracture" code="yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Bone Fractures ==
<small>Danger: <font color=orange>✜</font></small><br>
<small><i>Shows up on Health Analyzer</i></small>
 
* Patient screaming in pain, dropping held items, and falling over.
* Facial Deformities (showing up as Unknown) are often coupled with skull fractures.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Severe brute damage to a specific body part. <br>
* If the damage to the area is above certain threshold, the bone will '''re-break''' immediately after being glued together. Treat the area with a trauma kit, administer bicaridine, or both.<br>
<br>''' Treatment '''
# Painkillers will numb the pain while patient is waiting for surgery.
# In case of skull or rib factures, do not let patient move around, since bone shards can damage internal organs.
# Use [[#Advanced Body Scanner|advanced body scanner]] to locate fracture locations.
# Treat brute damage on broken body part with either gauze or Bicaridine.
# [[Surgery#Bone_Surgery | Operate on the fracture]].
# Splints can be used to return some function to the damaged limbs, if treatment is unavailable. Patients with leg and foot fractures can be issued a wheelchair and painkillers. Patients with skull, rib, and pelvic fractures must stay on bed rest, as walking has risk of internal organ injury.
</div></div>
 
<div name="limb" code="yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Dismemberment ==
<small>Danger: <font color=orange>✜</font></small><br>
* <b>MISSING. LIMBS.</b>
* No, seriously, the limb is missing upon visual examination.
<div class="mw-collapsible-content">
''' Cause '''<br>
Common causes are explosions, high-power projectiles, rogue surgeons, sword fights.<br><br>
''' Treatment '''<br>
# Stop bleeding by applying trauma kits. Locations with bleeding will show up on the Health Analyzer.
# Administer painkillers; patient is in a world of pain.
# Order prosthesis, (cyborg limb), from Robotics lab.
# [[Surgery#Limb_Replacement_Surgery | Graft it to the stump]].
</div></div>
 
<div name="xeno" code="red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Embedded Objects ==
<small>Danger: <font color=red>✜</font></small><br>
<small><i>Shows up on Health Analyzer.</i></small> <br>
 
* Visible embedded objects sticking out of patient.
* Reports of pain when moving.
* Embedded object shows up when scanning the patient.
<div class="mw-collapsible-content">
''' Causes '''<br>
* High-velocity collisions with shrapnel, ballistic munitions and sharp implements.<br><br>
* Implants. These may or may not be dangerous, depending on their nature.
* Parasitic infestation (alien or cortical borer). Your doctor may or may not know of the existence of these creatures, but they can probably guess they are not supposed to be inside the patient.
* Patient ate or was fed a monkey cube.
''' Treatment '''
# Immobilize patient. User a roller bed or grab and carry the patient for transportation.
#* Do '''not''' attempt to remove embedded objects by hand as it may cause [[#Internal Bleeding|internal bleeding]].
# Move patient to an [[#Advanced Body Scanner|advanced body scanner]] and locate the embedded object.
# [[Surgery#Implant Removal|Surgically remove the embedded object]].
</div></div>
 
<div name="infection" code="yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Bacterial Infection ==
<small>Danger: <font color=orange>✜</font> <font color=red>✜</font><sup>[Progresses if left untreated]</sup></small><br>
<small><i>Shows up on Health Analyzer.</i></small> <br>
 
* Toxin damage without foreign chemicals in bloodstream.
* Visible inflamed wounds.
* Damage to internal organs without external wounds.
* High body temperature.
<div class="mw-collapsible-content">
''' Cause '''<br>
*Untreated severe open wounds and burns.
*Surgery performed without proper sterile technique.<br><br>
''' Treatment '''
# Locate infected wound by examining patient.
# Treat infected area with ointment.
# Administer 5 units of spaceacillin to stop the infection from worsening.
#* If left untreated, the infection '''will''' worsen.
#* Moving the patient to [[#Cryogenic Chambers|cryogenics]] will also stop progression of the infection.
# Administer Dylovene until symptoms stop manifesting.
# Keep spaceacillin in the patient's system and monitor their body temperature until it normalizes.
# Check for organ damage once the patient has recovered.
</div></div>
 
<div name="disease" code="white" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Viral Infection ==
<small>Danger: <font color=green>✜</font> <font color=orange>✜</font> <font color=red>✜</font><sup>[Depending on severity]</sup></small><br>
<small><i>Shows up on Health Analyzer '''(Only if virus has been analysed)'''</i></small> <br>
 
* Coughing, sneezing, vomiting, hallucinations, twitching, urges to eat, feeling pale, are all symptoms of various diseases.
* High and/or rising body temperature.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Viral infection, which can spread quickly from crew member to crew member.<br><br>
''' Treatment '''<br>
* Quarantine all infected crew members.
* Administer spaceacillin to slow disease progress. Can cure disease at early stages, but does not give immunity to relapse. Spaceacillin also works as a prophylactic.
* [[Guide_to_Virology#Curing | Cure the disease]] in virology.
</div></div>
 
<div name="appendix" code="yellow;red" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Appendicitis ==
<small>Danger: <font color=orange>✜</font><font color=red>✜</font> <sup>[Depending on stage]</sup></small><br>
<small><i>Shows up on Health Analyzer.</i></small> <br>
 
* Toxin damage without foreign chemicals in bloodstream.
* Patient experiences abdominal pains.
* Uncontrollable vomiting.
* Coughing.
<div class="mw-collapsible-content">
''' Cause '''<br>
Sepsis caused by inflamed appendix.<br><br>
''' Treatment '''
<br> <font color=red>'''LETHAL IF LEFT UNTREATED.'''</font>
# Confirm that it is indeed appendicitis with health analyzer.
# [[Surgery#Appendectomy | Remove inflamed appendix in surgery]].
# Treat toxin damage.
</div></div>
 
<div name="drugs" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Intoxication ==
<small>Danger: <font color=green>✜</font></small><br>
 
* Slurring, confused movement.
* Hallucinations. Hallucination damage.
* Uncontrollable drooling, twitching.
* Possible toxin damage.
<div class="mw-collapsible-content">
''' Cause '''<br>
Variety of substances, ranging from alcohol to illicit drugs.<br><br>
''' Treatment '''<br>
Treatment depends on substance.<br>
Alcohol:
* Let them sleep it off.
* In case of emergency administer Ethylredoxrazine or dialysis in a sleeper.
* Treat toxin damage.
* Check for liver damage.
Hallucinogens:
* Sedate patient to prevent him from hurting himself and healing hallucinatory damage.
* Administer 30 units of Dylovene and 1 unit of Synaptizine. Synaptizine is poisonous and must always be combined with Dylovene.
</div></div>
 
<div name="rads" code="green;yellow" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Radiation Sickness ==
<small>Danger: <font color=green>✜</font><font color=orange>✜</font> <sup>[Depending on severity]</sup></small><br>
 
* Patient is feeling weak, passes out.
* Steady increasing toxic damage that returns when treated.
* Possible DNA mutation (shows up as "incomplete cloning").
* Hair loss.
* Radiation level is visible on the full-body scanner.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
* Patient has been exposed to experimental equipment, radioactive substances or objects, or the engine.
* The supermatter has gone critical. In this case, patients will also have hallucinations.
 
''' Treatment '''<br>
* Administer Hyronalin or Arithrazine if possible. Arithrazine causes mild brute damage, which will heal on its own unless your patient has a cybernetic limb.
* In case they are unavailable, administer Dylovene in repeated doses until the radiation wears off.
* Patients with genetic damage should be treated in cryo tubes.
</div></div>
 
<div name="genetic" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Genetic Defects ==
<small>Danger: <font color=green>✜</font></small><br>
 
* Highly varied, and differ depending on defect. With often only one or two of the following appearing:
* Seizures, random swearing, non-drug-induced hallucinations.
<div class="mw-collapsible-content">
''' Cause '''<br>
DNA defects acquired either from radiation exposure, cloning errors, or [[geneticist]]s preforming experimentation.<br><br>
''' Treatment '''
* Ask a [[Chemist]] for Ryetalyn. One unit is enough.
* Treat other symptoms, (broken bones, toxin damage), as you would normally.
</div></div>
 
<div name="retard" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Brain Damage ==
<small>Danger: <font color=green>✜</font></small><br>
<small><i>Shows up on Health Analyzer</i></small>
 
* Concussion, in minor cases.
* Headaches, impaired vision.
* Impaired motor ability, with both arms and legs.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Head trauma, some chemicals, diseases. <br><br>
''' Treatment '''<br>
# Administer Alkysine.
# If that does not help, could be a brain hematoma, and [[Surgery#Brain_Damage_Surgery | operation]] is needed.
</div></div>
 
<div name="deface" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Facial Deformation ==
<small>Danger: <font color=green>✜</font></small><br>
 
* Patient's face damaged beyond recognition.
* Patient's vocal cords distorted.
* Patient shows up as "Unknown" despite having an ID.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Blunt head trauma, acid exposure, high temperatures exposure. <br><br>
''' Treatment '''<br>
# [[Surgery#Facial_Reconstruction_Surgery | Reconstruct face and vocal cords surgically]].
</div></div>
<div name="dislocation" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Joint Dislocation ==
<small>Danger: <font color=green>✜</font></small><br>
 
* Patient can't use a limb, but it's not necrotic.
* Patient's limb is bulging/crooked oddly.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Blunt trauma, certain high-level kung fu techniques. <br><br>
''' Treatment '''<br>
# Set the dislocated joint. Some painkillers would be nice, as it is /quite/ painful procedure. It can be done with Undislocate Joint verb when standing next to the patient.
</div></div>
<div name="deaf" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Deafness ==
<small>Danger: <font color=green>✜</font></small><br>
 
* Patient is unable to hear speech.
* Patient was recently near sites of explosions.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Concussion, DNA defects <br><br>
''' Treatment '''<br>
# In case it was caused by concussion, it will pass with time.
# If it was caused by DNA defect, treat with Ryetalyn.
</div></div>
 
<div name="eyes" code="green" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Impaired Vision ==
<small>Danger: <font color=green>✜</font></small><br>
 
* Patient is unable to see far away objects, objects appear blurred.
* In severe cases, patient's pupils do not react to penlight.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Eye trauma, bright light, DNA defects <br><br>
''' Treatment '''<br>
* Treat genetic defects with Ryetalyn.
* In case of impaired vision, administer Imidazoline.
* In case of complete blindness, [[Surgery#Eye_Surgery | repairing the retinas of the eye]] will help.
</div></div>
 
<div name="itch" code="white" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Itch ==
<small>Danger: negligible</small><br>
 
* Itching.
* Shivers in more severe cases.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Certain chemicals' side effects. No medicines used commonly have such side effect. <br><br>
''' Treatment '''<br>
* Administer Inaprovaline if feeling charitable. Lecture patient re. drug abuse if not.
</div></div>
 
<div name="badstomach" code="white" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
== Bad Stomach ==
<small>Danger: negligible</small><br>
 
* Discomfort in stomach area.
* Vomiting.
 
<div class="mw-collapsible-content">
''' Cause '''<br>
Skin regenerating chemicals - Dermaline and Kelotane. Cloning acceleration can also cause this. <br><br>
''' Treatment '''<br>
* Administer Dylovene.
</div></div>
 
<div name="headache" code="white" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Headache ==
<small>Danger: negligible</small><br>


* Headache.  
==[[File:Bscanner.gif]][[File:Bscanner_console.gif]]The Body Scanner==
Essentially a stationary and much bigger health analyzer. This section will cover what the screen will look like and what you can derive from it.


<div class="mw-collapsible-content">
''' Cause '''<br>
* Tissue-regenerating chemicals - Bicaridine (over 15 units), Tricordazine (over 15 units), Cryoxadone (any dosage).
* Minor brain damage.
* Eye damage.
* Blurry vision.
<br><br>
''' Treatment '''<br>
* Administer Alkysine or Tramadol.
* Treat the underlying brain damage or eye damage.
</div></div>
<div name="head" code="black" class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Decapitation ==
<small>Danger: ✜</small><br>
* Patient's head is detached from the body.
* There is no head attached to the patient's body.
<div class="mw-collapsible-content">
''' Cause '''<br>
Same as with [[#Missing_Limbs | missing limbs]], with maybe more explosions.<br><br>
''' Treatment '''<br>
# Acquire head.
# [[Surgery#Head Reattachment Surgery | Reattach head]]
# Clone the cadaver. <br>
If there is no torso:
#Acquire head.
#[[Surgery#Brain Surgery | Extract brain.]]
Now you have two choices.
* Pass brain to Robotics for cyborgification.
or
* Perform a [[#Brain Transplant | brain transplantation]].
</div></div>
=Tools, Machinery, and Facilities of Medbay=
Even knowing exactly what's wrong with patient and how to treat it won't do you much good if you have no equipment. Here is the list of basic medical tools and machinery.
==Tools==
====Basic tools====
{| class="wikitable"
{| class="wikitable"
! !! Tool !! Purpose !! Usage
|-
|[[file:Oint.png‎]]
|'''Ointment'''
|Speeding up healing of burns. Also can be used to treat [[#Wound Infection|infected wounds]].
|Target damaged body part and click on patient.
|-
|-
|[[file:Burnkit.png]]
! <span style="text-align:left">
|'''Advanced Burn Kit'''
Overall Health
|Speeds up the healing process of burns. Also treats [[#Wound Infection|infected wounds]]. It is more effective than Ointment.
----
|Target damaged body part and click on patient.
John Doe => <span style="color:green">Conscious</span><br>
|-
Species: Human<br>
|[[file:Bpack.png‎‎]]
Health: 100<br>
|'''Gauze/bruise pack'''
=> Brute Damage: 0<br>
|Speeding up healing of brute damage. Also stops wounds from bleeding.
=> Resp. Damage: 0<br>
|Target damaged body part and click on patient.
=> Toxin Damage: 0<br>
|-
=> Burn Severity: 0<br>
|[[file:Traumakit.png]]
----
|'''Advanced Trauma Kit'''
Radiation Lvl: <span style="color:green">0 Rads</span><br>
|Increases the speed of healing for brute damage and stops wounds from bleeding. It is more effective than a Bruise Pack
Genetic Dmg: <span style="color:green">0%</span><br>
|Target damaged body part and click on patient.
Est. Brain Dmg: <span style="color:green">0%</span><br>
|-
Est. Paralysis Lvl: 0%<br>
|[[file:Healthanalyzer.png‎]]<br>  
Body Temperature: 310.005 K (~35 C)<br>
|'''Health Analyzer'''
Viral Status: <span style="color:green">Not Detected</span>
|Must-have tool for Medical. Scan people to find out damage levels (and location for brute/burn), some conditions, blood levels and some other info like body temperature.
----
|Click on patient.
Blood Status
|-
----
|[[file:Syringes.png‎‎]]
Blood Level: 100% (560u)<br>
|'''Syringe'''
=> Inaprovaline: 0 unit(s)<br>
|Administering medicine to people (5 units per injection). Taking blood samples.
=> Soporific: 0 units(s)<br>
|
=> Bicaridine: 0 unit(s)<br>
* Click on things/people to inject or draw.
=> Dermaline: 0 unit(s)<br>
* If either of characters moves during it, injection fails.
=> Dexalin: 0 unit(s)<br>
* To switch between draw/inject modes, click on syringe in hand.
=> Other: 0 unit(s)<br>
|-
----
|[[file:Injector.png]]
Body Status
|'''AutoInjector'''
----
|A single-use 5 unit injector containing inaprovaline for use in emergencies.
lungs<br>
|Click on patient while holding the Injector.
=> Burn Dmg: 0<br>
=> Brute Dmg: 20<br>
=> Information: Is ruptured.
----
Actions<br>
[Print Report]
|}
|}


====[[file:Bottles.gif‎‎]] Chemicals====
As you can see, this provides much more information, probably the most sought after info being anything below the '''Body Status''' heading.
Using [[Guide_to_Chemistry#Medicine|proper medicinces]] can be difference between life and death for patient.<br>
*'''Overall Health'''
Some chemicals come pre-made in medikits or vendomats (i.e. inaprovaline and Dylovene), but most of them have to be made in [[Chemist|Chemistry Lab]].
**'''Name''': Just the name of the patient and their current state. Conscious, unconscious, dead.
====[[file:IVdrip.png‎‎]] IV drip====
**'''Species''': The species of the patient. See [[Guide to Medicine#Races|below]] for how each race reacts differently to treatments.
Used to transfer [[Guide_to_Chemistry#Medicine|chemicals]] (usually [[#Blood Transfusion|blood]]) from the vessel loaded in it to the patient in small dosages every second. Since some medicines are metabolized slower than new are injected (e.g. Tramadol will last in blood ~10 times longer than most meds), IV medication can still cause overdose with those chemicals, so mind dosage.
**'''Health''': The real overall health of the patient. 100 is perfect health, -100 is dead.
* '''Hooking/unhooking patient:''' Click and drag IV sprite on patient.
**'''=> Damage''': The four main types of damage that can be pulled from a health analyzer.
* '''Loading chemicals:'''Click on unloaded IV with vessel in hand.
**'''Radiation Level''': How many rads the patient has soaked. See [[Guide to Medicine#Radiation|Radiation Damage]] above.
* '''Unloading chemicals:'''Click on loaded IV with empty hand.
**'''Genetic Damage''': How much the patient's skin is falling off. This number will probably be pretty high if the patient was just cloned.
* '''Changing modes:''' To change modes between giving/taking, right click on IV and use Toggle Mode option.
**'''Estimated Brain Damage''': How much organ damage has been dealt to the brain. This number will probably be pretty high if the patient was just cloned.
**'''Estimated Paralysis Level''': How much time is left until the patient wakes up/can move.
**'''Body Temperature''': Temperature measured in Kelvin and estimated in Celsius.
**'''Viral Status''': Tells whether or not a pathogen has been detected.
*'''Blood Status'''
**'''Blood Level''': How much blood the patient has.
**'''=> Reagent''': How much of a certain reagent there is in the blood stream. '''Other''' is pretty much anything that isn't already on the list, which can represent either good or bad reagents.
*'''Body Status'''
**'''Organ''': Tells how much burn and brute damage an organ/limb has, as well as information about it if applicable.
*'''Actions'''
**'''Print Report''': Will print out a page of what you already saw on screen. Best done when the patient has fractures or organ damage. Printed reports that are no longer being used should be placed in the filing cabinet behind the reception desk.


====[[file:Rollerbed.png]] Roller Bed====
=Cloning=
Used to transport patient fast and safe.<br>
Cloning is an interesting science in the medical department that allows for deceased crew members to escape death, to a degree. While the process isn't very smooth, it's better than the alternative. It is important to note that, if handled incorrectly, the entire process can be traumatizing to the patient, therefore only qualified personnel are to take care of this. The cloning pod uses biomass to synthesize new bodies, about 150 biomass per clone, and can be refilled with meat. Another thing to note is that '''cloning should not be seen as a simple Escape-Death-Free™ card.''' Cloning is financially damaging and traumatizing. No one shouldn't fear death.
Buckle/unbuckle patient as with chairs and usual beds.<br>
Can be folded into pickupable roller bed item.
*  '''Buckling Patient:''' Drag the patient on top of the unfolded bed, click and drag from patient to bed.
'''Unbuckling:''' Click on the bed.
*  '''Folding:''' Click and drag roller bed sprite to your character.
*  '''Unfolding:''' Click on folded item in hand.


====Stasis Bag====
===Cloning Procedure===
* Stops metabolism(breathing, bleeding, chemicals in blood, etc.)<br>
The following steps will entail how to correctly clone a patient without error.
* One-use only(don't open that bag until you're ready to treat them)<br>
#'''Examine the cadaver and look up their medical records.''' If there is a Do Not Clone (commonly known as a DNC), then simply heed any postmortem instructions provided in the records.
* No IC skills required(one of the few devices that are ICly as simple to use as OOCly)
#*If no postmortem instructions are provided, place the body in a body bag and write a toe tag with a pen, with the initial of their first name, full last name, and their status (J. DOE - DNC/MIF/CLONED).
* Causes brain damage to the occupant so should only be used when the patient is in critical condition.
#Clickdrag the body to yourself and strip ''all'' of their items. If their items are bloody, spray them with space cleaner. Move their items into a locker for later.
#Place the body in the scanning pod and operate the console to scan the patient.
#*If the console reports Mental Interface Failure (MIF), try again at least three more times.
#*Seriously. It gives the patient's player very little time to re-enter their body. Doing this multiple times with brief pauses between scans may turn out well for them.
#Navigate to the scan records and begin cloning the patient.
#Eject the cadaver from the scanning pod, place it back in the body bag, and move it to the temporary morgue.
#Move the locker full of the patient's items to the ICU.
#Once the clone has been ejected from the growing tube, place them on a roller bed and move them to the ICU and into a cryo tube to repair their genetic damage. '''If a psychiatrist is on shift, inform them to prepare to take in a patient.'''
#*Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations, as well as brain damage and trauma.
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.
#Eject the patient from the cryo tube and '''place all of their items on''' (unless you didn't clean them, in which case, place a spare white jumpsuit on).
#Inject [[Guide to Chemistry#Standard_Treatments|Alkysine]] to repair their brain damage.
#Wheel them over to a quiet room.


====Other medical equipment====
===Post-Cloning Procedure===
* '''Medical Doctor Closet''' - Contains different uniforms for different sections of Medbay, as well as different colored surgical scrubs.
The following steps entail how to handle the patient once they are conscious. '''This is to be handled by a psychiatrist or CMO if the former is unavailable.''' If ''neither'' are available, then a Medical Doctor should break the news to the clone. Failure to heed these instructions may jeopardize the patient's mental well-being and the credibility of your medical license.
* '''Medical HUDs''' - When placed on like glasses, allow you to see a patient's vitals from a distance. More can be acquired from Research and Development.
#Allow the patient to wake up.
* '''Medical Belts''' - Can be loaded with medications for easy access.
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.
* '''Medical Kits''' - There are four different kits: First Aid, Oxygen Kit, Burn Kit, and Toxin Kit. More can be ordered from cargo.
#Start with telling them that you have some bad news.
* '''Nurse Outfits''' - Can be worn by female doctors. In emergency may be worn by male ones too.
#*This is considered a 'warning shot' and will prepare the patient to take in negative information.
* '''Various Beakers''' -  These have multiple uses depending on type, and can be replenished by the [[Chemist]]. Browsing over the [[Guide to Chemistry]] will let you know what chemicals do what.
#Follow with informing them ''sympathetically'' that they have been cloned.
* '''Bio-Hazard Closet''' - Are filled with biosuits to be worn when there is a viral outbreak.
#*Keeping this simple for the patient to understand is important. '''Misinformation may be detrimental to the patient.'''
* '''Straight Jacket and Muzzle''' - For restraining dangerous and possibly insane patients. Usually considered a last resort.
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain. It's your job to make sure they keep calm.
* '''Syringe Gun''' - Can be loaded with a single syringe that can be shot at a person from a distance.
#Offer the patient treatment options for their [[Guide to Medicine#Brain_Trauma|cerebral trauma]].
* '''Prescription Glasses''' - For helping those who can't see good and wanna learn do other stuff good too. Also contains prescription meson glasses and sunglasses.
#*If the patient refuses treatment, consult the CMO, or Captain if the former is unavailable.
* '''Space Cleaner''' - Can be fired ahead three tiles to help clean up the inevitable mess that Medbay becomes.
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. '''Avoid speculation.'''
* '''Syringes''' - For use in taking blood and injecting chemicals into patients.
#Advise the patient to pay a visit to the psychiatrist once they have been treated.
* '''Body Bags''' - Used for storing dead bodies in. Can be labeled with a pen.
* '''Sink''' - Use this to wash your dirty, dirty germ covered hands.
* '''Mass Spectrometer''' - Used for testing toxins in a patient's blood. One does not start off in Medbay and has to be ordered from Research and Development.


==Machinery==
=Races=
Some races react a bit differently to medicine so it's important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.


===[[file:Cryo.gif]]Cryogenic Chambers===
===[[Background summary#Humanity|Human]]===
Used for putting critical patients into stasis, finishing newly cloned patients, or treating patients with genetics damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals.
*Brute Modifier: 1
*Burn Modifier: 1
*Blood Volume: 560
*Primitive Form: Monkey


Cryo starts out warm and has to be set up, and is useless until it's cold and loaded with medicine. Since it's the patient's body temperature that determines whether cryoxadone and clonexadone work, you won't get very fast results until the cryo tube is cold enough to quickly freeze the patient--around 50 Kelvin is good. Removing space suits speeds up the process as well.
===[[Skrell]]===
*Brute Modifier: 1
*Burn Modifier: 1
*Primitive Form: Neaera
*Less resistant to alcohol.
*Less stamina but faster running.
*Immune to slipping.
*'''Protein deals toxins.'''


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[Unathi]]===
*Brute Modifier: 0.8
*Burn Modifier: 1
*Primitive Form: Stok
*Less resistant to alcohol.
*Less stamina but faster running.
*Slower walking speed.


'''Setting Up Cryo'''
===[[Tajara]]===
<div class="mw-collapsible-content">
*Brute Modifier: 1.2
# Make sure the engine is running--ask Engineering. Cryo tubes take a lot of energy, and if the engine's not up yet, there won't be enough energy to cool the tubes.
*Burn Modifier: 1
# Make sure the oxygen canisters are connected to the cryo tubes. If they aren't (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2 canister.png]] O2 canisters to secure them.
*Primitive Form: Farwa
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone is exactly the same, but heals genetic damage faster and should be used when possible. Get some from the [[Chemist]]. Faster still is a combination of clonexadone and cryoxadone. Some chemists make their own custom mixes.
*Less resistant to alcohol.
# Set the [[File:Freezer.gif]] freezer's '''Target gas temperature''' to its lowest amount by clicking on the far-left "-" until the number in the center no longer decreases.
*Faster walking speed.
# Set the freezer to '''On'''.
*Less stamina and running speed, but faster stamina recovery.
</div></div>
*Damage from falling is halved.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====Zhan-Khazan====
*Brute Modifier: 1.1
*Slower walking speed.
*Slower running speed, but more stamina.
*Resistant to cold.
*Tolerant to alcohol.


'''Using Cryo'''
====M'sai====
<div class="mw-collapsible-content">
*Brute Modifier: 1.3
# If patient is wearing any suit that protects from cold (i.e. space suit), remove it.  
*Faster walking speed.
# Grab the patient.
*Faster running speed, but less stamina.
# Click on one of the cells to place the patient inside and set the '''Cryo status''' to '''On'''.
#* ''Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell's menu. - If patient is not healing, either the patient is not cool enough inside the chamber or the beaker within the chamber has run out of chemicals.
# Click on the cyro cell to check on your patient. When their health reaches 100, they are healed and can then be ejected (right-click > Eject Occupant).
# Remember to turn '''Cryo status''' to '''Off''' to save oxygen and chemicals.
</div></div>


===[[file:Sleeper.gif]][[file:Console.gif]] Sleeper===
===[[Dionaea]]===
Sleepers are used to administer medication and perform dialysis.<br>
*Brute Modifier: 1
'''Placing patient in:''' Grab them and click on the unit. <br>
*Burn Modifier: 1
'''Getting patient out:''' Right-click on unit -> Eject Occupant.<br>
*Primitive Form: Diona Nymph
'''Dialysis:''' Once the patient is inside, click 'Start Dialysis'. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click 'eject beaker'. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long. <br>
*Regenerates health and nutriment when in light.
Use console to interact with unit.<br>
*Most reagents have little to no effect on a Diona.
The machines will not stabilize critical patients, though they can be used to administer inaprovaline.
**Plant-B-Gone severely poisons a Diona.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
*Cannot feel pain.
*Does not bleed.
*Immune to slipping.
*Immune to infections.
*Immune to decompression.
*Resistant to electrocution.
*Resistant to high temperatures.
*Breaks into nymphs when upon death.
*Very slow movement speed.
*'''Cannot be cloned.'''


'''Sleeper Chemicals'''
===[[Vaurca]] Worker===
<div class="mw-collapsible-content">
*Brute Modifier: 0.5
* '''Inaprovaline''' - Helps keep critical patients stay stable by preventing them from taking suffocation damage.
*Burn Modifier: 1.5
* '''Soporific''' - Puts a patient to sleep.
*Toxin Modifier: 2
* '''Dermaline''' - Heals <b><font color=orange>burn</font></b> damage.
*Oxy Modifier: 0.6
* '''Bicaridine''' - Heals <b><font color=red>brute</font></b> damage.
*Radiation Modifier: 0.2
* '''Dexaline''' - Heals <b><font color=blue>suffocation</font></b> damage.
*Primitive Form: V'krexi
</div></div>
*Breathes phoron.
*Possesses two hearts.
*Has an implant that stores phoron.
*Have other robotic implants.
*Has their own private Hivechat channel.
*Most surgeries require using the surgical drill instead of a scalpel.
*Can safely eat non-sterile K'ois.
*Normal food deals toxins.
*Immune to decompression.
*Immune to slipping.
*Resistant to alcohol.
*Slower walking speed.
*Slower running and less stamina recovery, but more stamina.
*''Can'' be cloned, though it is troublesome.


===[[file:Bscanner.gif]][[file:Bscanner_console.gif]] Advanced Body Scanner===
====Vaurca Warrior====
Body scanner is used to locate [[#Bone Fractures | broken bones]], organ damage, and [[#Internal Bleeding | internal bleeding]]. Also can be used to find implants and foreign objects inside people. <br>
*Brute Modifier: 0.7
'''Placing patient in:''' Grab them and click on the unit. <br>
*Burn Modifier: 1.2
'''Getting patient out:''' Right-click on unit -> Eject Occupant. <br>
*Oxy Modifier: 1
Use console to interact with unit. Printing out a report and sending it along with the patient to surgery will help the surgeon.
*Radiation Modifier: 0.5
*Normal walking speed.
*Faster running and more stamina.


==Procedures==
=Loadout=
<div class="toccolours" style="width:99%">
Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.
====CPR====
Used to heal some suffocation damage caused by being in critical condition.
Inaprovaline is usually better, but if you have a patient with severe poisoning and Dylovene in their system, Inaprovaline will just react to form Tricordrazine, which isn't particularly helpful. In this case, administer Dylovene and stabilize with CPR.
Clicking someone with an empty hand and help intent will perform CPR on them.<br>
Shaking an individual means that they are not in critical. Will not work if either you not the patient is wearing a mask.
</div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==Necessary Equipment==
====Blood Transfusion====
The equipment that most doctors have equipped:
When a patient is low on blood, they will need a blood transfusion.  
*[[File:MedGlasses.png]] A medical HUD can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.
<div class="mw-collapsible-content">
*[[File:Medicalbelt.png]] A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.
* Most efficient way to do this is [[file:IVdrip.png‎‎|20px]] [[#IV drip|IV drip]] and [[file:Bloodbag.png‎‎|20px]] blood bags.<br>
*[[File:Bottles.gif]] A bottle of Dylovene and Inaprovaline, as well as an empty bottle/beaker to mix the two into Tricordrazine in your belt. Additionally, if a [[Chemist]] is available, Bicaridine, KeloDerm/Dermaline, and Dexalin Plus are all important medicines to have.
Just load bag in IV and hook the patient up to it.<br>
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.
* If that's not available, injecting patient with blood (i.e. with syringe) would work too.
*[[File:Traumakit.png]][[File:Burnkit.png]] Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.
* Blood can be put in a pill as well.
*[[File:Healthanalyzer.png]] A health analyzer for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.
* Iron and nutriment both speed up recovery of blood.
*[[File:Labcoat.png]] A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.
*[[File:LGloves.png]] A pair of latex or nitrile gloves to prevent infection.
*[[File:Stasis_Bag_Folded.png]] A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.
*[[File:WWebbing.png]] Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.
*[[File:Stethoscope.png]] A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.
*[[File:Rollerbed.png]] A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.


</div></div>
=Machinery=
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:
''Blood Compatibility''
<div class="mw-collapsible-content">
[[File:Bloodtypes.jpg|thumb|150px|A visual guide to blood compatibility.]]
It's important to use right type, so [[#Blood Rejection|bad things]] won't happen.<br>
If there is no exact same bloodtype available, look for replacement by these rules:
* '''Negative''' can take '''only negative'''.
* '''All''' types can take '''O'''.
* '''A''' can take '''A'''.
* '''B''' can take '''B'''.
* '''AB''' can take '''all'''.
* '''O''' can take '''only O'''.
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===
====Brain Transplant====
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:
If patient is diagnosed with [[#Decapitation|lack of head]] and the patient's torso is destroyed or missing, this will be needed to clone them.
*Provide information on all of the damage types.
<div class="mw-collapsible-content">
*How much blood the patient has.
# [[Surgery#Brain_Surgery | Extract brain]] from patient's body or severed head.
*Show what reagents are in the stomach/blood stream, and how much there is.
# Acquire new body (ask Genetics for humanified monkey).
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.
#* The clone will look like the monkey. Ask genetics to try and alter the humanified monkey's UI to resemble the picture in the deceased's medical record.
*Print condensed information to hand to a physician in the event the patient requires surgery. These should probably go into the filing cabinet behind reception.
# Cut out new body's brain.
# Insert patient's brain in new body.
# Give new body to Genetics for cloning.
# Put old body in morgue and dispose of extra brain.
</div></div>


== Cloning ==
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===
Cloning is one of the main aspects of your job. Bringing people back from the dead is a delicate science, so read on. This aspect of genetics is firmly in the [[Chief Medical Officer]]'s jurisdiction, and he has the final say on what happens here, rather than the [[Research Director]].
Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:
*Gives estimated readout of patient's health by means of number values and colored bar graphs.
*Allows the injection of:
**Dylovene
**Inaprovaline
**Soporific
**Paracetamol
**Dexalin
*Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.


You can clone people from scans made while they are alive and well (which is preferred), or from a corpse (which happens more often than not). Feel free to call people to get their backups made, especially for Heads of Staff.
===[[File:Cryo.gif]]Cyrogenics===
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient! It can also halt bleeding (including internal) and halt the symptoms/damage of infection.


=== Scan ===
====[[File:Freezer.gif]]How to Setup====
The first thing that a clone needs is a record in the cloning console. Scanning requires a dead or live human body (monkeys won't work), whereas making the actual clone requires the person to be dead.
While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room a little bit west of the ICU. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.


# Make sure the person is not wearing anything. (Optional)
===[[File:Clone.gif]][[File:Scanner.gif]]Cloning Equipment===
#* If the person is alive, have them strip.
Interesting equipment capable of bringing crew back to life... sorta. See the [[Guide_to_Medicine#Cloning_Procedure|Cloning Procedure]] heading above for instructions on how to operate.
#* If the person is dead, click+drag their body onto yours to bring up their clothing window, then click on the links identifying each piece of clothing to remove it.
<!---
# [[File:Grab.png]] Grab the person.
=Facilities=
# Click on the [[File:Scanner.gif]] DNA scanner to place them inside.
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.
# Click on the [[File:Cloning_console.gif]] cloning console to bring up its menu.
# Click '''Scan'''.
# Click '''View Records''' to make sure their record is listed in the cloning database.


=== Making the Clone ===  
==Main Level==
Remember, a clone can only be made when the person you're making a clone for is dead and logged in. If they aren't dead or have logged out, you'll see an "Unable to initiate cloning cycle" error in the Cloning System Control. Also it is standard procedure to tell a clone that they are a clone and to meet the RP needs that can create.
===Reception===
# Head to the [[File:Cloning_console.gif]] cloning console beside the [[File:Clone.gif]] cloning pod, and click on it to open its menu.
===Triage Area===
# Click '''View Records''', select the person you wish to clone, then click '''Clone'''.
===Examination Room===
#* ''Note: After clicking "Clone" the dead person will get a pop-up window asking if they want to come back to life. If they choose "No", the console will say "Unable to initiate cloning cycle". If they choose "Yes", the console will say "Cloning cycle activated", and their body will be remade in a few minutes. '''You do not need to ask in OOC. Doing this is now considered IC in OOC.'''''
===Psychiatrist's Office===
#* ''Note #2: When a new clone is made, that person's record is deleted from the database, so they must be [[Geneticist#Scan|scanned]] again if they are to be cloned a second time.''
===Pharmacy===
 
===Intensive Care Unit (ICU)===
=== Finishing a New Clone ===
===General Treatment Room (GTR)===
# Grab the new clone and take it to Cryo, the room with large [[File:Cryo.gif]] cryo cells.
===Cloning===
# Click on one of the cells to place the clone inside and set the '''Cryo status''' to '''On'''.
===Main Storage===
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that Clonexadone heals them faster and should be used when possible. Get some from the [[Chemist]].
===Operating Rooms===
# Use the nearby [[File:Wrench.png]] on both [[File:O2 canister.png]] O2 canisters to secure them (if they aren't already).
===Surgery Pre-Op===
# Set the [[File:Freezer.gif]] freezer's '''Target gas temperature''' to its lowest amount by clicking on the far-left "-" until the number in the center no longer decreases.
===EMT Bay===
# Set the freezer to '''On'''.
===CMO's Office===
#* ''Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell's menu.
===Medical Office===
# Click on the cyro cell to check on your clone. When its health reaches 100, it is considered finished and can then be ejected (right-click > Eject Occupant).
==Sub Level==
# '''Don't forget!''' when you're done with the cryo room, turn the cryo cells to '''Off''' so you don't waste Oxygen! Also, if you still have their old body, drag it to the morgue to prevent [[Clone Memory Disorder]] (which is purely for role-play purposes).
===Virology===
===Morgue===
===Sub-Acute Ward===
===Isolation Rooms===
===Secondary Storage===
===Briefing Room===
===Lounge===
--->
=Goodies From Departments=
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.


=== Hypercloning ===
==Research==
A dangerous procedure, but might be useful if there is a large amount of people needing to be cloned.
Research can fabricate a number of nice tools for Medical, most of which will be described here:


If you click the cloning pod with an ID that has genetics access and use the "eject" verb (right click the pod and hit eject), you'll eject a 30-40% done clone. Finish them over in cryogenics if they have Clonexadone loaded into the machines.
===Surgical===
 
*[[File:Scalpmanager.png]]'''Incision Management System (IMS)''': Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!
As an aside, the cloning pod ejects its current unfinished clone if the room's equipment loses power. If you get a cooperative engineer to unlock the APC for you, you can switch the power off and on to eject a clone early failing the above method.
*[[File:Laserscalp.png]]'''Laser Scalpel''': Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.
 
This can speed up the process of cloning significantly, freeing up the cloning machine for another patient. Patient well-being must be taken into account however.
 
 
==Facilities==
These are the vital machines and rooms you will need to treat your patients.
 
===Surgery Room===
The surgical area of Medbay is comprised of several smaller rooms. There's the main Operating Theatre for surgeries, an Observation room for people to observe, a rest area for patients, and a cold storage room. See: [[Surgery]] for more details on preforming surgeries.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
'''Surgery Room Features'''
<div class="mw-collapsible-content">
* '''Operating Table''' - Where all your [[Surgery#Prepping_For_Surgery | surgeries]] should take place.
* '''Surgical Tools''' - Your primary [[Surgery#Surgical_Tools | tools]] needed for surgery.
* '''Surgery Holo-Light''' - These lights let others on the outside know there surgery is being preformed. They should be on during every operation.
* '''Observation Shutter Switch''' - Prevents people in the observation area from watching the surgery.
* '''Anasthetics Closet''' - Holds anasthetics and medical masks for patient's use during surgery.
* '''Patient Closet''' - Can be used to hold a patient's clothes, and also contains spare clothing for a patient.
* '''Cold Storage''' - Contains freezers to hold spare organs, and a spare anasthetics closet.
* '''Sink''' - For washing your dirty hands before and after surgery.
* '''Surgery Cleaner''' - Sterlize the operating table after every surgery by clicking on it with the cleaner in hand.
</div></div>


===Chemistry===
===Chemistry===
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.
*[[File:BluespaceBeaker.gif]]'''Bluespace Beaker''': Requires diamonds but is immensely useful for chemistry, holding 300u over its non-bluespace counterpart which can only hold 120u.
*[[File:Noreact.gif]]'''Cryostasis Beaker''': Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.


===Virology===
===Quality of Life===
Hopefully, a [[virologist]] will spend more time in here curing diseases rather then releasing them. See: [[Guide to Virology]] for more details.
*[[File:Mecha_odysseus.png]]'''Odysseus''': A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to '''scan reagents and synthesize them''', allowing you to replicate rare medicines.
*[[File:Powercell.png]]'''Super Capacity/Hyper Capacity Power Cells''': Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!
*[[File:Medibot.gif]]'''Medibots''': Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to '''not load in medicines that the patient can easily overdose on'''.


===Medical Storage===
===Upgrades===
This area contains the majority of the [[#Tools|tools]] you will need for curing patients.
*[[File:Clone.gif]]'''Growing Pod''': Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.
*[[File:Freezer.gif]]'''Gas Cooler''': Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.


===Patient Rooms===
==Cargo==
These are best used for non-critical patients awaiting treatment, patients needing to rest after treatment, or for holding mentally unstable patients waiting evaluation.
Cargo's a bit down the hall but here's some medical stuff:
*[[File:Stasis_Bag_Folded.png]]'''Stasis Bags''': Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.
*[[File:Scalpel.png]]'''Surgical Tools''': If you have to order this crate then something terrible has probably happened to the other tools.


===Morgue===
<!--- ==Security==
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.
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn't made up of bad people, and there are some instances where you'll want to call them in case something obviously terrible is happening in medbay.
The cloning pod is here.


===Alert Codes===
*<span style="color:green">'''Code Green'''</span>
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.
**Warrants usually only give access to body scans and medical records.
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.
**Requesting the locations of individuals requires a very good reason, or a warrant.
*<span style="color:blue">'''Code Blue'''</span>
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it's relevant and they ask for it, provide it.
**Security still does not, however, have access to what a patient divulged to a psychiatrist ''unless'' it's directly related to the alert level elevation.
*<span style="color:red">'''Code Red'''</span>
**You '''need''' to provide information about a patient upon request as long as it's relevant.
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.


===Charges===
*'''Trespassing''': If they aren't Medical and they don't have any Medical personnel attending to them and they just ran in just because they could, call Security. They don't need to be in medbay, they'll get in the way of everything, and they pose a rather large risk to patient confidentiality.
*'''Neglect of Duty''': If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there's patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.
*'''Disrespect to the Dead''': Doing anything to a corpse outside of what's elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body.
*'''Animal Cruelty''': Monkeys are used for experimentation and harvesting antibodies in the event there's a viral outbreak, though some experiments aren't experiments in the slightest, particularly when the experiment's data doesn't yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, 'experimenting' with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.
*'''Suicide Attempt''': While there's no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.
*'''Violating Employee Privacy/Breach of Medical Confidentiality''': Essentially releasing any information to anyone who isn't the patient or Medical staff without the patient's consent will land you with breaching the patient's privacy. You cannot divulge a patient's information to anyone, not even the Colony Director or CentCom if they ask you unless it's Code Blue or higher. --->


{{Medbay}}
{{Medbay}}

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Triage

Triage is medical's word for "priority" regarding patients. The goal of triage is to stabilize patients, not cure to 100%. Generally this comes into play when there is more than one patient. Wearing a medical HUD will allow you to assess a patient's overall health from a glance via a health bar floating above their character.

  • No Healthbar: 100% Health
  • Green: 70-99% Health
  • Yellow: 40-69% Health
  • Red: 1-39% Health
  • Critical!: -99-0% Health
  • Dead: -100% Health

Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn't dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues. If the patient is dead, move them out of the way and put them in a body bag when you have time. Don't waste more time than you need to on them when there are other patients that can be saved.

Cryogenics

Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn't healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.

Viral Triage

Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:

  1. Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.
  2. Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.
  3. Assign tasks to doctors:
    • One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.
    • One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.
    • One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs and AR-Ms to identify crew that are infected.
  4. Distribute doses of the antibodies to crew (diluting the antibodies in water will work).

Diagnostics

Damage Types

Brute

Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require Surgery, or the limb may even become dismembered! Treatment for brute damage on its own is listed below:

  • Gauze: Heals 4 brute per wound. Stops bleeding.
  • Advanced Trauma Kits: Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.
  • Bicaridine: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.
  • Tricordrazine: A purple medicine that heals all underlined damage, healing 3 damage per unit. No overdose.

Burn

Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked'. Treatment for burn damage on its own is listed below:

  • Ointment: Heals 4 burn per wound. Disinfects wounds.
  • Advanced Burn Kits: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.
  • Kelotane: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.
  • Dermaline: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.
  • KeloDerm: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u.
  • Tricordrazine: A purple medicine that heals all underlined damage, healing 3 damage per unit. No overdose.

Toxin

Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:

  • Dylovene: A green colored medicine which heals 4 toxin per unit, and can treat the liver if its damage is below 10. No overdose.
  • Arithrazine: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.
  • Tricordrazine: A purple medicine that heals all underlined damage, healing 3 damage per unit. No overdose.

Suffocation (Hypoxia)

Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on its own is listed below:

  • CPR: Time to put those first aid courses to use! As long as you and your patient aren't wearing anything that covers the face you'll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.
  • Inaprovaline: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.
  • Dexalin: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.
  • Dexalin Plus: A blue colored medicine which heals 300 oxy per unit. Overdoses at 15u.
  • Tricordrazine: A purple medicine that heals all underlined damage, healing 6 oxy damage per unit. No overdose.

Genetic

Damage dealt by radiation, slime digestion, coming out of a stasis bag, or from popping out of the cloning pod, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:

  • Cryoxadone: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.
  • Clonexadone: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.
  • Cryo-Mix: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.
  • Rezadone: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.

Radiation

Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:

  • Hyronalin: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.
  • Arithrazine: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.

Organ

Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:

  • Peridaxon: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.
  • Alkysine: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.
  • Imidazoline: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.
  • Apidemcina: A green medicine which heals heart damage based on the user's nutrient level. Overdoses at 30u.
  • Dylovene: A green medicine which heals 2 organ damage per unit, but only heals the liver if it's below 10 organ damage. No overdose.

Other

Blood Loss

Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is your top priority, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Treatment to stop bleeding is listed below:

  • For external bleeding cases:
    • Gauze: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.
    • Advanced Trauma Kit: ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 8 brute damage per wound.
  • For internal bleeding (IB) cases:
    • Cryogenics: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding and stop it from getting worse. This is a temporary solution.
    • Bicaridine and Inaprovaline: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.
    • Surgery: The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.
    • Bicaridine: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.

Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:

  • Dexalin/Dexalin Plus: Will assist in oxygenating the blood, helping to prevent potential brain damage.
  • Iron: A simple reagent that must be ingested in order to work. Replenishes 8u of blood per unit.
  • Nutriment: Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.
  • Protein: Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.
  • 20 Iron, 20 Nutriment, 20 Protein: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.
  • IV Drip with compatible blood: Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.

Infection

Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:

  • L1 (Mild): Pain messages and the start of fever.
  • L2 (Acute): More pain messages, infection becomes more prevalent and visible.
  • L3 (GANGRENE): Beginning of lethal toxins, organ death, and necrosis.

The following are some symptoms of infection based on where it's located:

  • Meningitis (Brain)
    • L1: Stiff neck
    • L2: Severe headache (+1 confusion at random intervals)
  • Conjunctivitis (Eyes)
    • L1: Itchy eyes
    • L2: Blurred vision (+10 eye_blurry at random intervals)
  • Endocarditis (Heart)
    • L1: Chest tightness
    • L2: Chest pain (+25 halloss)
  • Pyelonephritis (Kidneys)
    • L1: Lower back pain
    • L2: Malaise
  • Pyogenic Abscess (Liver)
    • L1: Right side abdomen pain
    • L2: Poor blood filtration (toxins buildup)
  • Pneumonia (Lungs)
    • L1: Coughing
    • L2: Shortness of breath (+30 oxyloss)
  • Staph Infection (All external limbs)
    • L1: Pain notificiation
    • L2: Sharp pain temporarily disables limb

L2 infections and lower require only 15u of Spaceacillin and monitoring. L3 infections require that Spaceacillin be overdosed (45u) immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. Corophizine can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:

Fractures

Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:

  • Splints: A half-cast that keeps the fractured bone in place and prevents it from moving. This is a temporary remedy, and requires the following to actually treat...
  • Surgery: By means of bone gel and bone setter, a fracture can be mended rather quickly.

Dislocations

Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.

Mycosis

Unsterilized K'ois happens to be a rather tasty snack... if you're a Vaurca, anyway. If you're any other race, you're going to have a really bad time. Aside from containing phoron, K'ois (excluding K'ois bars found in vendors) can cause a myriad of problems which can all be summed up as Mycosis, a term used to describe fungal infection. Early stages of K'ois infection involve pain and coughing blood. Stage 2 brings about respiratory issues. Stage 3 involves feelings of something squirming inside, as well as phoron and K'ois paste beginning to fill the patient's lungs, dealing large toxins. Fungal spore emission begins at Stage 4 which will embed and grow more K'ois, spreading to anyone who doesn't have their own internal atmosphere setup.

Treatment for K'ois infection is dangerous for both you and the patient. You must wear internals - a sterile mask or gas mask on its own will not work - in order to avoid breathing in spores and infecting yourself. Once you've ensured your internals are running, begin the K'ois removal procedure and treat the remaining toxins and blood loss. If the patient is already at Stage 4, it is top priority that they be kept isolated from everyone else, otherwise the fungus will spread to others and make everything worse.

Brain Trauma

Currently all traumas are fixed with brain surgery until the new psych rework is merged.

Health Analyzer

Probably the number one go-to tool in diagnostics (up there with the HUD and body scanner) is the health analyzer, a pocket-sized device that you can use on a patient to assess their health. Health bar showed up? Analyzer. Someone says they don't feel well? Analyzer. Below is an example of what you would see on a perfectly healthy patient.

Analyzing Results for John Doe:

Overall Status: 100% healthy
Key: Suffocation/Toxin/Burns/Brute
Damage Specifics: 0 - 0 - 0 - 0

Body Temperature: 36.905°C (98.429°F)
Localized Damage, Brute/Burn:

Limbs are OK.

Subject bloodstream oxygen level normal | Subject bloodstream toxin level minimal | Subject burn injury status O.K | Subject brute-force injury status O.K
Blood Level Normal: 100% 560cl. Type: A+
Subject's pulse: 84 bpm.

A lot of information can be picked through with just this readout alone, so we'll be breaking it down:

  • Patient Name: At the top will be the name of the patient. If they don't have their ID on and their face is messed up, they'll appear as Unknown.
  • Overall Status: This is how the patient is doing overall. The lower the number, the more you should probably feel compelled to treat them... or administer painkillers. For whatever reason, this takes the patients level of pain into account. The lower the percentage, the more they're suffering.
  • Key/Damage Specifics: This is the area you'll probably look to first, and it's color coded, too (unless you're using the PDA analyzer)!
  • Body Temperature: How warm the body is. 36°C (98°F) is the normal body temperature. If the temperature is much higher than this, then the patient likely has a fever caused by either a pathogen or infection. Or they're on fire. You should probably put them out.
  • Localized Damage, Brute/Burn: This is another important section. This will detail which body parts have brute or burn damage, allowing you to apply ATKs or ABKs accordingly. At times you may see [Bleeding] on a limb, therefore you should apply an ATK to that limb immediately.
  • Subject Status: Kinda redundant. Will tell you what you already know from the numbers above, but they do change color if the damage is high enough.
  • Important Information: This will appear in red text and is generally pretty straight forward. Will inform the user if the patient has radiation, genetic damage, internal bleeding, an infection, a pathogen (if it's in the database), or bone fractures.
  • Blood Level: This will inform you how much blood the patient has. Small blue text means the patient is fine. Large, bold, red text means that the patient has low blood and is not circulating sufficiently oxygenated blood. It also tells you the patient's blood type if O- runs out of stock.
  • Subject's pulse: Pretty much used to tell if a patient is dead or not, though this can also tell you if a patient is under the influence of certain medications. Inaprovaline and Hyperzine, for example, will increase heart rate while sedatives like Soporific will slow heart rate.

The Body Scanner

Essentially a stationary and much bigger health analyzer. This section will cover what the screen will look like and what you can derive from it.

Overall Health


John Doe => Conscious
Species: Human
Health: 100
=> Brute Damage: 0
=> Resp. Damage: 0
=> Toxin Damage: 0
=> Burn Severity: 0


Radiation Lvl: 0 Rads
Genetic Dmg: 0%
Est. Brain Dmg: 0%
Est. Paralysis Lvl: 0%
Body Temperature: 310.005 K (~35 C)
Viral Status: Not Detected


Blood Status


Blood Level: 100% (560u)
=> Inaprovaline: 0 unit(s)
=> Soporific: 0 units(s)
=> Bicaridine: 0 unit(s)
=> Dermaline: 0 unit(s)
=> Dexalin: 0 unit(s)
=> Other: 0 unit(s)


Body Status


lungs
=> Burn Dmg: 0
=> Brute Dmg: 20
=> Information: Is ruptured.


Actions
[Print Report]

As you can see, this provides much more information, probably the most sought after info being anything below the Body Status heading.

  • Overall Health
    • Name: Just the name of the patient and their current state. Conscious, unconscious, dead.
    • Species: The species of the patient. See below for how each race reacts differently to treatments.
    • Health: The real overall health of the patient. 100 is perfect health, -100 is dead.
    • => Damage: The four main types of damage that can be pulled from a health analyzer.
    • Radiation Level: How many rads the patient has soaked. See Radiation Damage above.
    • Genetic Damage: How much the patient's skin is falling off. This number will probably be pretty high if the patient was just cloned.
    • Estimated Brain Damage: How much organ damage has been dealt to the brain. This number will probably be pretty high if the patient was just cloned.
    • Estimated Paralysis Level: How much time is left until the patient wakes up/can move.
    • Body Temperature: Temperature measured in Kelvin and estimated in Celsius.
    • Viral Status: Tells whether or not a pathogen has been detected.
  • Blood Status
    • Blood Level: How much blood the patient has.
    • => Reagent: How much of a certain reagent there is in the blood stream. Other is pretty much anything that isn't already on the list, which can represent either good or bad reagents.
  • Body Status
    • Organ: Tells how much burn and brute damage an organ/limb has, as well as information about it if applicable.
  • Actions
    • Print Report: Will print out a page of what you already saw on screen. Best done when the patient has fractures or organ damage. Printed reports that are no longer being used should be placed in the filing cabinet behind the reception desk.

Cloning

Cloning is an interesting science in the medical department that allows for deceased crew members to escape death, to a degree. While the process isn't very smooth, it's better than the alternative. It is important to note that, if handled incorrectly, the entire process can be traumatizing to the patient, therefore only qualified personnel are to take care of this. The cloning pod uses biomass to synthesize new bodies, about 150 biomass per clone, and can be refilled with meat. Another thing to note is that cloning should not be seen as a simple Escape-Death-Free™ card. Cloning is financially damaging and traumatizing. No one shouldn't fear death.

Cloning Procedure

The following steps will entail how to correctly clone a patient without error.

  1. Examine the cadaver and look up their medical records. If there is a Do Not Clone (commonly known as a DNC), then simply heed any postmortem instructions provided in the records.
    • If no postmortem instructions are provided, place the body in a body bag and write a toe tag with a pen, with the initial of their first name, full last name, and their status (J. DOE - DNC/MIF/CLONED).
  2. Clickdrag the body to yourself and strip all of their items. If their items are bloody, spray them with space cleaner. Move their items into a locker for later.
  3. Place the body in the scanning pod and operate the console to scan the patient.
    • If the console reports Mental Interface Failure (MIF), try again at least three more times.
    • Seriously. It gives the patient's player very little time to re-enter their body. Doing this multiple times with brief pauses between scans may turn out well for them.
  4. Navigate to the scan records and begin cloning the patient.
  5. Eject the cadaver from the scanning pod, place it back in the body bag, and move it to the temporary morgue.
  6. Move the locker full of the patient's items to the ICU.
  7. Once the clone has been ejected from the growing tube, place them on a roller bed and move them to the ICU and into a cryo tube to repair their genetic damage. If a psychiatrist is on shift, inform them to prepare to take in a patient.
    • Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations, as well as brain damage and trauma.
    • It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.
  8. Eject the patient from the cryo tube and place all of their items on (unless you didn't clean them, in which case, place a spare white jumpsuit on).
  9. Inject Alkysine to repair their brain damage.
  10. Wheel them over to a quiet room.

Post-Cloning Procedure

The following steps entail how to handle the patient once they are conscious. This is to be handled by a psychiatrist or CMO if the former is unavailable. If neither are available, then a Medical Doctor should break the news to the clone. Failure to heed these instructions may jeopardize the patient's mental well-being and the credibility of your medical license.

  1. Allow the patient to wake up.
  2. Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.
  3. Start with telling them that you have some bad news.
    • This is considered a 'warning shot' and will prepare the patient to take in negative information.
  4. Follow with informing them sympathetically that they have been cloned.
    • Keeping this simple for the patient to understand is important. Misinformation may be detrimental to the patient.
  5. Allow the patient to process this information. Some may understand and be fine, others may be furious or complain. It's your job to make sure they keep calm.
  6. Offer the patient treatment options for their cerebral trauma.
    • If the patient refuses treatment, consult the CMO, or Captain if the former is unavailable.
  7. Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. Avoid speculation.
  8. Advise the patient to pay a visit to the psychiatrist once they have been treated.

Races

Some races react a bit differently to medicine so it's important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.

Human

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Blood Volume: 560
  • Primitive Form: Monkey

Skrell

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Primitive Form: Neaera
  • Less resistant to alcohol.
  • Less stamina but faster running.
  • Immune to slipping.
  • Protein deals toxins.

Unathi

  • Brute Modifier: 0.8
  • Burn Modifier: 1
  • Primitive Form: Stok
  • Less resistant to alcohol.
  • Less stamina but faster running.
  • Slower walking speed.

Tajara

  • Brute Modifier: 1.2
  • Burn Modifier: 1
  • Primitive Form: Farwa
  • Less resistant to alcohol.
  • Faster walking speed.
  • Less stamina and running speed, but faster stamina recovery.
  • Damage from falling is halved.

Zhan-Khazan

  • Brute Modifier: 1.1
  • Slower walking speed.
  • Slower running speed, but more stamina.
  • Resistant to cold.
  • Tolerant to alcohol.

M'sai

  • Brute Modifier: 1.3
  • Faster walking speed.
  • Faster running speed, but less stamina.

Dionaea

  • Brute Modifier: 1
  • Burn Modifier: 1
  • Primitive Form: Diona Nymph
  • Regenerates health and nutriment when in light.
  • Most reagents have little to no effect on a Diona.
    • Plant-B-Gone severely poisons a Diona.
  • Cannot feel pain.
  • Does not bleed.
  • Immune to slipping.
  • Immune to infections.
  • Immune to decompression.
  • Resistant to electrocution.
  • Resistant to high temperatures.
  • Breaks into nymphs when upon death.
  • Very slow movement speed.
  • Cannot be cloned.

Vaurca Worker

  • Brute Modifier: 0.5
  • Burn Modifier: 1.5
  • Toxin Modifier: 2
  • Oxy Modifier: 0.6
  • Radiation Modifier: 0.2
  • Primitive Form: V'krexi
  • Breathes phoron.
  • Possesses two hearts.
  • Has an implant that stores phoron.
  • Have other robotic implants.
  • Has their own private Hivechat channel.
  • Most surgeries require using the surgical drill instead of a scalpel.
  • Can safely eat non-sterile K'ois.
  • Normal food deals toxins.
  • Immune to decompression.
  • Immune to slipping.
  • Resistant to alcohol.
  • Slower walking speed.
  • Slower running and less stamina recovery, but more stamina.
  • Can be cloned, though it is troublesome.

Vaurca Warrior

  • Brute Modifier: 0.7
  • Burn Modifier: 1.2
  • Oxy Modifier: 1
  • Radiation Modifier: 0.5
  • Normal walking speed.
  • Faster running and more stamina.

Loadout

Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.

Necessary Equipment

The equipment that most doctors have equipped:

  • A medical HUD can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.
  • A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.
  • A bottle of Dylovene and Inaprovaline, as well as an empty bottle/beaker to mix the two into Tricordrazine in your belt. Additionally, if a Chemist is available, Bicaridine, KeloDerm/Dermaline, and Dexalin Plus are all important medicines to have.
  • A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.
  • Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.
  • A health analyzer for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.
  • A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.
  • A pair of latex or nitrile gloves to prevent infection.
  • A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.
  • Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.
  • A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.
  • A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.

Machinery

Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:

Body Scanner

Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:

  • Provide information on all of the damage types.
  • How much blood the patient has.
  • Show what reagents are in the stomach/blood stream, and how much there is.
  • Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.
  • Print condensed information to hand to a physician in the event the patient requires surgery. These should probably go into the filing cabinet behind reception.

Sleeper

Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:

  • Gives estimated readout of patient's health by means of number values and colored bar graphs.
  • Allows the injection of:
    • Dylovene
    • Inaprovaline
    • Soporific
    • Paracetamol
    • Dexalin
  • Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.

Cyrogenics

A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient! It can also halt bleeding (including internal) and halt the symptoms/damage of infection.

How to Setup

While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room a little bit west of the ICU. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.

Файл:Clone.gifФайл:Scanner.gifCloning Equipment

Interesting equipment capable of bringing crew back to life... sorta. See the Cloning Procedure heading above for instructions on how to operate.

Goodies From Departments

Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.

Research

Research can fabricate a number of nice tools for Medical, most of which will be described here:

Surgical

  • Incision Management System (IMS): Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!
  • Laser Scalpel: Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.

Chemistry

  • Bluespace Beaker: Requires diamonds but is immensely useful for chemistry, holding 300u over its non-bluespace counterpart which can only hold 120u.
  • Cryostasis Beaker: Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.

Quality of Life

  • Odysseus: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to scan reagents and synthesize them, allowing you to replicate rare medicines.
  • Super Capacity/Hyper Capacity Power Cells: Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!
  • Medibots: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to not load in medicines that the patient can easily overdose on.

Upgrades

  • Файл:Clone.gifGrowing Pod: Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.
  • Gas Cooler: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.

Cargo

Cargo's a bit down the hall but here's some medical stuff:

  • Stasis Bags: Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.
  • Surgical Tools: If you have to order this crate then something terrible has probably happened to the other tools.


Medical Department
Head of Department Chief Medical Officer
Personnel Physician - Surgeon - Psychologist - Pharmacist - Emergency Medical Technician - Medical Intern
Useful Guides Guide to Medicine - Guide to Surgery - Guide to Chemistry - Guide to Cadavers

Шаблон:Gameplay Guides