Guide to Medicine

Also see Guide to Surgery, Guide to Chemistry
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you're doing before you try to fix someone up!
If you're going to treat someone, you're going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.
== Identification ==
First of all, grab a  Health Scanner HUD from the medical storage and wear it. It shows the patient's overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:
=== Types of damage ===
* There are four primary kinds of damage: Suffocation, brute, burn, and toxin. These damage types have first aid kits associated with them and are therefore treatable without needing further medical equipment. The standard white first aid kit has materials to treat brute, burn, and bleeding
* There are additional kinds of damage that occur less often: cellular, organ damage/brain damage, and bleeding
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be treated individually (unless you use a chemical which heals multiple damage types at once).
* The overall health status (from 100% to -100%) is determined by adding these damages together, except brain damage. If there are 0 damages, the patient is perfectly healthy (100%).
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a critical condition (0%); lying on the ground, unresponsive and gasping for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until death (-100%). This kills the patient.
* Bleeding is different from other types of damage. See below for a more extensive explanation.
* You can identify these different damage types quickly by using your PDA with the Med-U Cartridge inside and Health Scanning enabled, or a Health Analyzer on the patient. You can also examine the patient (shift-click), but it only shows basic information.
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, observing the patient and their surroundings will help with diagnosis:
:* If there is a pile of vomit next to, or under the patient then they are most likely suffering from toxin damage.
:* If there is blood everywhere, blood on the person dying, or the patient has severe bruises, they are suffering from brute damage.
:* If the patient has black scars across their body and no blood, or the patient has severe burns, they have been severely burned.
:* If the patient is gasping, they are most likely suffocating.
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of "healing" they may be bleeding or be suffering from blood-loss
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a virus.
=== Your first patient ===
Your patient can arrive in two ways:
1. The patient walks in and needs treatment.
: "PLS DOC HLEP!!" You can see the patient's overall health status with your Health Scanner HUD with just a glance. However, this will only tell you how serious the situation is and how quickly you need to act.
: How to act:
:* Use your PDA or a Health Analyzer on the patient to identify the damage type.
:* Proceed with the necessary treatment found in the next chapter.
2. The patient is dragged into Medbay and is in critical condition.
: The patient is unresponsive to the environment, on the floor, and gasping for air.
: How to act:
:* The first thing you should do is administer Epinephrine. Epinephrine stops the general decline of the critical patient's health and helps treat wounds if the patient is in crit. Don't give them 30 or more units of it, as that will cause toxin damage.
:* If the patient is bleeding, apply a medical gauze . Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed.
:* If Epinephrine is not available, immediately perform CPR a few times to ensure the patient stays alive until you do the next step. Make sure they're also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.
:: NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.
:* Now you have several options to choose between:
:# Take the patient to a stasis bed. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient medicine and then click the stasis bed to unbuckle.
:# Strap the patient to a stasis bed (like above). Bring or print the surgery tools needed to perform Tend Wounds. Take off the patient's jumpsuit by click dragging their sprite onto yours, and then clicking the jumpsuit. Perform the tend wounds surgery until the body is fully repaired, and then click the stasis bed to unbuckle. This can only be used to heal brute and burn damage. Hide the patient's stuff in a locker while doing surgery, to prevent theft.
:# Strip the patient's space suit off if they have one and put the patient into a cryochamber, wait for them to heal up and eject.
:# Just use bruise packs, ointments or other appropriate medication. See next section for examples.
== Treatment ==
=== Suffocation ===
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will gasp for air. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, blue damage type.
Ways of getting damaged:
* Being in an area without enough oxygen present will suffocate you.
* Missing a significant amount of blood will deal suffocation damage over time.
* Once you are in critical condition, you slowly take suffocation damage.
* Some medicines and drugs can deal suffocation damage.
* Some poisons, like Cyanide, deal suffocation damage.
* Some virus symptoms can cause suffocation.
* Missing a pair of lungs.
* Missing a heart, or suffering a heart attack.
Treatment:
* If a person is in crit, you can CPR them. Remove your and patient's mask and helmet, switch to help intent and click on them.
* If a person is not in critical condition, and they have no bad chemicals in their bloodstream, placing them in an oxygen-filled area will suffice.
* Epinephrine stops the suffocation damage that is dealt from being in a crit state.
* Salbutamol quickly treats suffocation damage.
* Convermol very quickly heals suffocation damage, but deals a lot of toxin damage.
* Cryoxadone in a cryotube or a very cold environment heal most types of damage, including suffocation.
* Orange juice isn't the most effective cure, but it does help a bit when no other options are available
* If a person is missing a heart, replace their heart or give them Corazone.
* If a person's heart is unstable, use a defibrillator and their heart should return to normal, or give them Corazone. Other electric shocks might be able to restore their heartbeat.
=== Brute ===
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific.
Ways of getting damaged:
* Being physically hit by almost anything does brute damage.
* Some chemicals can deal brute damage.
Treatment:
* Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.
* Tend Wounds surgery will heal brute and burn damage very efficiently.
* Trophazole pills heal brute damage over time.
* Salicyclic Acid heals burn damage over time, and is more effective on severe burns.
* Saline-glucose solution heals brute slowly.
* Cryoxadone in a cryotube or a very cold environment heal most types of damage, including brute.
* Food can heal brute damage slowly.
* Milk, bilk, soy milk, soy latte, cafe latte, and cream can heal it very slowly.
* Libital patches (brute patches) should only be used for very minor wounds, due to bad side effects.
* Sanguibital should only be used if there are no other options, due to bad side effects.
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes.
=== Burns ===
This is a straight-forward damage category. This is the damage type second to the right on Health Analyzer. Burns are visible, and limb-specific.
Ways of getting damaged:
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.
* Lasers deal burn damage.
* Some chemicals deal burn damage.
* Electric shocks deal burn damage.
Treatment:
* Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.
* Tend Wounds surgery will heal brute and burn damage very efficiently.
* Rhigoxane sprays heal burn damage over time.
* Oxandrolone heals burn damage over time, and is more effective on severe burns.
* Saline-glucose solution heals burn slowly.
* Cryoxadone in a cryotube or a very cold environment heal most types of damage, including burn.
* Tomato juice can heal it very slowly.
* Aiuri patches (burn patches) should only be used for very minor burns, due to bad side effects.
* Ichiyuri will heal burn damage but should only be used if there are no other options, due to bad side effects.
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes.
=== Toxins ===
This is the second from the left on the Health Analyzer. It is not visible on the person's health doll. Thankfully it is easy to treat.
Ways of getting damaged:
* Breathing plasma deals toxic damage.
* Many chemicals deal toxic damage.
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.
* High doses of radiation deal toxic damage.
* Mind the difference between chemical named "toxin" and toxic damage.
Treatment:
* Syriniver heals toxic damage and purges toxic chemicals.
* Pentetic acid heals toxic damage and purges all other chemicals quickly. Also purges radiation.
* Fiziver will heal toxin damage.
* Calomel purges toxic chemicals more quickly than pentetic acid but doesn't heal toxic damage, and will deal toxic damage if the patient has 20 health or more.
* Cryoxadone in a cryotube or a very cold environment heal most types of damage, including toxic.
* Lime juice, tea, iced tea can slowly heal it.
* Vomiting heals some toxic damage. You usually can't control it, however.
* If patient has a failing liver, a liver transplant will stop the toxin damage caused by that liver, and will allow chemicals to work in the body.
* Multiver heals toxin damage and purges toxins but should only be used in a pinch, due to bad side effects.
=== Bleeding ===
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects.
IVs and gauze  will provide relief from bleeding. 
WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!
Blood compatibility table
Recipient	Donor	Donor	Donor	Donor	Donor	Donor	Donor	Donor	Donor
Recipient	O− 	O+ 	A− 	A+ 	B− 	B+ 	AB− 	AB+ 	L
O− 	 	 	 	 	 	 	 	 	
O+ 	 	 	 	 	 	 	 	 	
A− 	 	 	 	 	 	 	 	 	
A+ 	 	 	 	 	 	 	 	 	
B− 	 	 	 	 	 	 	 	 	
B+ 	 	 	 	 	 	 	 	 	
AB− 	 	 	 	 	 	 	 	 	
AB+ 	 	 	 	 	 	 	 	 	
L 	 	 	 	 	 	 	 	 	
Treating bloodloss:
# Bandage wound with a medical gauze to stop bleeding.
# Locate brute damage.
# Treat brute damages above ~30 to halt bleeding.
# Assess blood levels, if low or critical, proceed with blood transfusion.
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.
# Iron and most foods will improve blood regeneration.
Blood transfusion:
# Use medical scanner on patient to find blood type.
# Obtain blood pack from surgery, virology, or cargo.
# Make sure IV drip is in the blue "inject" mode. You toggle this by clicking the IV drip when nothing is attached to it.
# Attach blood pack to IV drip.
# Click-drag IV drip onto patient.
# Check up on patient's blood levels regularly, this process moves quickly.
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out.
# Detach blood pack by clicking on the IV drip.
Blood donation:
# Make sure IV drip is in the red "take" mode. You toggle this by clicking the IV drip when nothing is attached to it.
# Attach a beaker or an empty blood pack to IV drip.
# Attach to a donor by click-dragging it onto the donor.
# Blood pack will automatically fill. The alarm will sound if patient's blood levels reach critical.
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.
# Click on IV drip to eject the beaker or blood pack. Label appropriately.
=== Cellular damage ===
Rare kind of damage. It shows up on scanners and is visible on examination, but exact numbers aren't shown.
Ways of getting damaged:
* Slimes. They deal cellular damage when they feed on someone.
* Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete.
* Decloners from Abductors or R&D.
Treatment:
* Cryoxadone in a cryotube is the most common way to heal cellular damage.
* Rezadone instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it's hard to get.
Keep in mind that cellular damage is not related to genetic disabilities (which must be treated with mutadone)! They are different things.
=== Organ damage ===
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as "non-functional", that means its failing, and will not work, and will cause some life-threatening ailments depending on which organ it is. There is currently no way to see the exact damage of each organ, but for the most part they function on low-threshold, high-threshold, and failing, which will show up as "mildly damaged", "severely damaged", and "non-functional" lists when you scan someone with a medical scanner. Note that all the listed organs decay over time, which is the most common way they'll get damaged- but synthetic organs do not! The best way to avoid any of these side-effects is to replace your fleshy organs for metallic ones, though these too come with downsides in the form of EMP vulnerability.
Ways of getting damaged:
* Flashes and sharp objects in the eyes (eyes)
* Loud noises (ears)
* Appendicitis (appendix)
* Otherwise, an organ that's not in a living body (thus is on the ground or in a dead body) will decay if not held in a freezer, fridge, morgue unit, or organ smartfridge. Organs will go from perfectly healthy to broken in 15 minutes, except for hearts, which will decay completely in 3 minutes, and brains, which will decay completely in 30 minutes.
Treatment:
* A coronary bypass can be performed on a heart that's decayed past 60 damage, and restores functionality. Good for getting a heart that's too damaged to defib to work again.
* A lobectomy will do the same as above but for the lungs, which will scarce occur due to their 15 minute decay timer, but it's still an option.
* Oculine will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.
* Inacusiate will immediately fix damaged ears to a perfect state.
* Otherwise, time and health will fix most organs (not the brain!). The healthier you are, the faster this rate goes, with a base rate of around half an hour for an organ to go from max damage to perfectly healthy. Taking vitamins increases your health, and thus increases this rate, so eat smart!
Side-Effects:
* Damaged ears will occasionally flare up with tinnitus, causing very brief deafness, with increasingly frequent bouts until the ears are non-functional, at which point you become deaf.
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.
* Damaged lungs will increase the rate at which you breath by 25%, and will collapse if non-functional, causing rapid suffocation. Life-threatening!
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!
* A damaged heart will increase the rate at which you breath by 25%, and will cease when non-functional, causing immediate heart attack. Life-threatening!
* A damaged stomach will be unable to hold nutriment and food down as easily, causing vomiting depending on the amount of food consumed and the damage of the stomach. A non-functional stomach does not digest any food.
==== Organ table ====
Each organ has 100 max hp, except the brain which has 200.
	Organ 	Decay time	Damage effects 	Non-functional/broken effects 	Treatment
	Heart 	3 minutes 	Expends oxygen faster by increasing breathing rate. 	Heart attack. The patient will fall unconscious and rapidly take suffocation and brute damage until death. A broken heart stops defibrillation from working.	Coronary bypass, corazone or replacing the heart with surgery. Heart attack is treatable with defibrillation, unless the heart is broken.
	Liver 	15 minutes	Toxin damage. 	Rapid toxin damage and chemicals are no longer processed. 	Corazone or replacing the liver with surgery.
	Lungs 	15 minutes	Expends oxygen faster by increasing breathing rate. 	Prevents breathing, leading to rapid death from suffocation. 	Lobectomy or replacing the lungs with surgery.
	Appendix	15 minutes	Nothing. 	It bursts, causing toxin damage until the organ is removed. 	Removing the appendix with surgery.
	Stomach 	15 minutes	Causing vomiting depending on the amount of food consumed and the damage of the stomach.	Can't digest any food. 	Replacing the stomach with surgery.
	Eyes 	15 minutes	Worsening eyesight until fully blind. 	Blindness. 	Oculine or eye surgery.
	Ears 	15 minutes	Worsening occasional tinnitus, causing very brief deafness. 	Deafness. 	Inacusiate.
	Brain 	30 minutes	See Brain damage. 	Death. 	See Brain damage.
=== Brain damage ===
Nasty. Randomly causes brain traumas and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health, you need an advanced health analyzer, which CMO gets one of by default. Getting killed and cloned does not cure brain traumas.
Ways of getting damaged:
* Imperfect cloning.
* Certain chemicals such as mercury, impedrezene, or fentanyl
* Abusing certain narcotics.
* Chaplain's bible applied to the head.
* Unholy Water
* Brainrot
* Earthsblood from Ambrosia Gaia.
Treatment:
* Mannitol pills or injections slowly cure brain damage, but does not cure brain traumas.
* Neurine will treat the most basic brain traumas. These traumas have no prefix on health analyzer.
* Brain Surgery, will also cure severe traumas. You can identify severe brain traumas by the prefix "severe" on health analyzer. Nanites can cure these and lower level traumas.
* Lobotomy will cure deep-rooted brain traumas. You can identify deep-rooted brain traumas by the prefix "deep-rooted" on health analyzer. Some viruses can cure these and lower level traumas.
* Permanent brain traumas are either permanent or curable with magic, which is typically unavailable. Failing a lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix "permanent" on health analyzer. If you get one of these, then assume "this is life now".
=== Dismemberment ===
Patients may lose their head, legs or arms. A patient missing arms can't hold items or interact with objects. Missing legs will slow down a patient, but missing both legs also prevents them from holding any items unless they're buckled to a chair. Missing both arms and legs Patients missing a head will die in most cases as their body lacks its brain.
Examining a patient will describe any missing limbs.
Ways of getting damaged:
* Strong physical forces, such as explosions.
* Getting hit by strong, sharp objects such as swords.
** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.
* Amputation via surgery.
Treatment:
* Prosthetic replacement via surgery.
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb's damage will be transferred to the patient, so be ready to treat brute and bleeding. Any organic limb will also cause toxin damage when replaced.
** Synthetic limbs from a limb grower may be used. The limb grower can only produce arms and legs, unless emagged.
== Using Stasis Beds, Cryogenics and Sleepers ==
=== Lifeform Stasis Units ===
These "Stasis Beds" can be found in medbay. They are constructable machines. You can buckle patients to them to put them into stasis. While in stasis they no longer bleed, no longer process reagents or diseases (good or bad), and if dead it freezes their defibrillation timer. Buckle badly hurt or dead patients on them to be able to safely treat them without them dying. Give them any medicine they need and then remove the patients from the stasis bed so the medication starts healing them. The patient is awake and fully aware while in stasis. You can turn the beds off or on with alt-click.
=== Cryogenics Tube ===
Cryotube uses the fact that cryoxadone is effective at healing all types of damage, but only works in cold environments. Use it mainly to heal cellular damage, or if you're out of other options/unsure what to do. This is slow and forces the patient to sleep, so prefer using brute/fire patches for common damage types.
Cryotubes can also be upgraded by science parts. Better matter bins allow them to work slightly faster and more efficiently.
How to prepare (This needs to be done at the start of every round!):
# Wrench the oxygen canisters to connect them to the tubes and the freezer.
# Turn on the freezer. Set it to lowest temperature available.
# Load beakers with chemicals. A common and highly effective mix for general use is cryoxadone, clonexadone and mannitol.
#* All chemicals will work, so you can add anything. This is the job of chemists.
#* Be sure to only add chemicals that you can't overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.
# Set the tubes to Auto instead of Manual, so they'll open after the patient is healed. Otherwise, they'll be trapped in until someone opens the tube from outside.
How to use:
# Ensure the cryo tube is open first. If not, open it.
# Pull the person on top of the tube.
# Remove all clothes that prevent freezing, such as hardsuits. Else it won't work.
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they're all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).
# Turning it on will put the patient to sleep.
# If set to auto, the tube will turn off and pop open automatically.
# Shake the person to get them up (switch to help intent and click on them multiple times).
# Let them redress (or do it for them) then kick them out.
If you ever see this:
Then those people are trapped in powered off cryo tubes. Run to them immediately and either turn the tubes ON or let the patients out! Make sure cryo tube doors are also set to AUTO and not MANUAL. And make sure the patients are actually healing, or else you have to try other treatments instead.
=== Sleeper ===
Sleepers were removed from most places May 2019 and replaced with Stasis Beds, but may still exist in some locations. They allow you to inject various chemicals, and have unlimited stocks of them. Keep in mind that when the patient's health is very low, sleepers become unusable, with the exception of injecting epinephrine.
Sleepers also show you chemicals present in person's bloodstream.
Scientists can produce upgraded parts for sleepers.
How to use:
# Ensure the sleeper is open. If it's not, open it.
# Pull the patient near the sleeper.
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.
# Click on the sleeper to open the menu.
# Inject chemicals they need. (See the list of sleeper chemicals available).
# Open the sleeper and remove the patient.
== Rarer Cases ==
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff!
So read up, these are the things that will separate quacks from real doctors!
=== Overdose ===
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren't doing your job correctly and you may even kill the patient if you don't stop doing it! Check the overdose threshold column in the guide to chemistry before you use a medicine.
How to treat:
* Charcoal purges chemicals slowly and can help with toxin damage.
* Calomel purges chemicals quickly and is relatively easy to make in chemistry.
* Pentetic acid clears all chemicals from the body very quickly.
=== Disease ===
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving an unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.
How to Treat:
# Suit up in anti-viral equipment.
# Isolate the patient from public areas (if they have an infectious disease).
# Use your Health Analyzer or PDA to see the cure for the disease (see the list of possible cures). This won't work if the disease is stealthy.
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure.
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.
# Monitor the patient's condition and do not leave them until they are clear and have become resistant to the disease.
# Check if you are infected after dealing with the patient.
After:
* If you did not have the vaccine for the disease, see How to create a vaccine.
Cloned people lose their immunity and can be reinfected.
=== Blindness ===
The person cannot see, they usually will scream about this endlessly.
How to treat:
* If vision is just blurry, give carrots or a pair of prescription glasses.
* If they are completely blind, eye surgery.
* Omnizine has a chance of curing blindness while slowly healing eye damage.
* Oculine can be made by chemistry, and will heal all eye damage.
=== Deafness ===
The person cannot hear, they are usually unresponsive to verbal communication and can't even hear themselves talking.
What causes it:
* Genetic mutations can cause genetic deafness.
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.
* Explosions cause ear damage.
* Flashbangs cause ear damage.
How to treat:
* Most ear damage will heal on its own.
* Inacusiate heals minor ear damage instantly.
* Put earmuffs on the patient and minor ear damage will quickly heal.
* Mutadone can reset genetic mutations including deafness.
=== Genetic Disabilities ===
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.
How to treat:
* Ask a competent geneticist to remove the bad mutation.
* A one unit mutadone pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.
=== Radiation ===
Radiation causes people to lose hair, puke, black out, and take steady toxin damage. It may cause people to mutate and gain genetic disabilities as well. Radiation either comes from space radiation surges, after which crew members will "feel strange" and begin to vomit, but more likely you'll be treating engineers who got too close to the supermatter, atmos techs (or bystanders) doing badly contained fusion work, or geneticists and people undergoing genetic testing who've stuck themselves with too many SE injectors.
A medical analyzer will only say whether a patient is irradiated or not, so you need a Geiger counter or advanced medical analyzer to see the exact radiation levels of a patient.
How to treat:
* If you have potassium iodide or pentetic acid, use them. These will remove the radiation before it poisons the patient further.
* Give the patient a shower to help lower radiation levels.
* Else, treat with charcoal or toxin-healing chems until the radiation levels have subsided.
* Heavily irradiated patients will irradiate anyone around them. Try to isolate the patient, check rads on whoever dragged them in, and get yourself treated as well.
* If they were sitting by the SM for a while before someone got them out, or if atmos has been misbehaving and things have really gone to shit, the (probably dead) patient's clothes or other items could be contaminated. Keep in mind that you can scan items with a Geiger, although if things have gotten to this point you are probably too busy with people to have time to do that. Put their old body somewhere away from the cloner, at least.
=== Hallucinations ===
This nasty effect causes the victim to see (usually deadly) objects in his and others' hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by changelings, mindbreaker toxin,supermatter, and some bad 'shrooms.
How to treat:
* Synaptizine is good for removing hallucinations. But can cause light toxin damage.
* Haloperidol is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.
=== Death ===
If the patient is dead, the basic procedure for handling stiffs is the same. Your first plan of action should be trying to defibrillate the body and bring them back to life quickly. If they have this icon on your health scanner hud:  it means the body is fresh enough for defibrillation. The defibrillation maximum timer is 15 minutes, but the heart will decay in only 3 minutes and must typically be repaired for a late defibrillation to work.
# Examine the body. Does it say they committed suicide or that their soul has departed? Nothing you can do for them, fast track them to the morgue (might wanna try the second one tho, just for peace of mind).
# If examining the body just says "He/she is limp and unresponsive; there are no signs of life..." it means the corpse has a soul. Buckle the patient to a Stasis Bed to stop the decay timer, and scan them with a health analyzer. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with synthflesh or surgery until it has under 180 brute and burn. You can buy synthflesh from the NanoMed Plus or have it made in chemistry.
# If the health analyzer says the patient's heart is non-functional, the heart must be repaired or replaced.
# If the patient is wearing a suit, take it off. To take it off, drag the sprite of the patient onto yours, and click the hardsuit in the menu that pops up.
# Once the patient is prepared, equip your defib. The large one goes on your backpack slot, and the compact defib that the CMO gets goes on your belt slot. Then empty both of your hands, and click the new defib hud icon on your top left to take out the paddles. Activate/click the paddles with the hand you're holding them in to wield them in both hands. Stop dragging the patient (with H or delete) or you will be shocked. Switch to help  intent, target the chest, and then click on the patient. After a few seconds, you'll deliver an electric shock.
# If the defib pings and says the resuscitation was successful, use medicine on them and then unbuckle them from the Stasis Bed to make them start healing up. If the defib instead says they have severe tissue damage, they have more than 180 brute or burn damage, and needs more synthflesh. If it says the heart tissue has decayed beyond saving, you are too late. If the body is a husk then defib will never work.
If defibrillation can't be done, you have a few choices:
# The easiest solution is usually to drag the corpse to cloning. If cloning is upgraded enough, you will be able to clone even husks and brains.
# If you have many corpses then cloning can be a slow process. Sometimes cloning might even be sabotaged. Consider doing revival surgery instead, if available.
# Another option for revival is the chemical strange reagent, which works similarly to defibrillation, except the patient needs to be below 100 brute and burn damage (instead of 180), and it works on corpses of any age.
# You can also clone people in Hydroponics, which works even if the patient is missing a head. See Replica Pod Cloning. This option creates podperson clones.
PLEASE NOTE In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should clone it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray.
== Afternote ==
If you aren't serious about healing someone, don't give up halfway. Get proper medical staff to help them. Don't leave them in the wasteland to just die either (this wastes everyone else's time). At least try to have a doctor save them.