Guide to Medical

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This is a guide on basic Medical play and First Aid. For a guide to surgical procedures, see Surgery. For a guide to mixing medicine, see Guide to Chemistry.

This guide will primarily be useful for doctors, but may come in handy to any player and especially traitors.

First Aid

First Aid describes the actions you take when trying to keep an injured person alive until they can be treated and properly healed. Most often, this involves calling Medical to your location and trying to stabilize the patient, which will be described below.

Remember: While the goal of First Aid is to keep people alive, this should NEVER be done in a way that risks making you a victim yourself. Getting yourself hurt or killed while trying to save someone makes you a liability to both your patients and the Medical Department.

Basic Diagnostics and Stabilization

While there's a whole section on Diagnostics further down this guide, much of it assumes you'll have certain Medical tools on your person. This section assumes the opposite, and can be done with your eyes and hands alone.

Basic Diagnostics

The first step in first aid is figuring out what's wrong with the patient. If you don't have any gear, your options are a bit limited:

  • Looking at a person might help you determine what's wrong with them. If they look like they're covered in cuts, they probably are, and those body parts might be bleeding. If they're lying on the ground and not talking, they might be in trouble, though they might also just be asleep.
  • Examining a person gives a slightly more useful readout, and is as simple as Shift+Clicking them. This usually tells you where the person is injured, and if the affected part is bleeding. If you get close enough to the patient, it can even tell you if they have a pulse, which is a good indicator that they're still alive.


Once you're sure your patient actually needs your help, you need to take action! After calling Medical, and telling them your location, there are a few things you should do:

  • If your patient is awake, but bleeding, apply pressure to their most wounded part. To do this, you'll need to grab your patient, and click on the grab once. It should turn blue. The circle on your grab is full, click on your patient and you'll start applying pressure to the limb you are targeting. This helps slow bleeding on the limb, and can be the difference between life and death.
  • If your patient isn't awake, click on them with an empty hand on Help intent. This will either shake them awake, or you'll start CPR. CPR takes a few moments to start, and you need to repeat it every few seconds, but it can keep someone alive in a pinch.
  • If your patient needs CPR, and you can quickly find an Autoinjector.png auto-injector, use it on the patient. These are usually found in emergency closets and certain First Aid Kits, and they almost always contain Inaprovaline, a useful chemical that can keep your patient alive.
    • These things are as simple for your character to use as they are for you, so don't be worried about being called out for using them.
  • If you're not confident that any of those above steps will do, you can put your patient in Stasis, which is explained below.


Stasis is a very useful tool in keeping a patient alive, especially if you can't stabilize them normally. It slows the patient's bodily functions to a crawl, putting them to sleep and (usually) keeping them alive while you prepare them for treatment.

  • Stasis Bag - The most common source of stasis is the Stasis Bag, a one-use bodybag that keeps the patient inside in stasis, while keeping them relatively safe from outside forces. On top of that, you can still use your health analyzer on the patient while they're in the bag. It's important to know that Stasis Bags have a limited air supply, and when that runs out your patient will be in serious trouble.
    • Stasis Bags are one of the few items in the game that are as simple for your character to use as they are for you, the player. Opening the bag is as as using it in hand, opening it up with a click, then sealing your patient inside with another click. Reopening the bag ejects the patient and ruins the bag, so be careful of misclicks.
  • Sleeper - Medical sleepers are another source of stasis, and unlike the Stasis bag they can be configured to different levels of stasis. These levels are labeled on the Sleeper Console, and the Light level is the only stasis that keeps the patient awake, which can be helpful in getting their input. The Complete level is notable as the deepest level of Stasis in game, and on top of its regular stasis effects, it can preserve a fresh corpse, slightly increasing the amount of time it has before defibs are no longer usable.
    • Some Sleepers are labeled as Stasis Sleepers. These can't be used for diagnosis or chemical injection, but are permanently locked to Complete stasis. These are useful to keep an injured patient alive long enough for better geared Medical help to arrive.

Complete Diagnostics

Figuring out what's wrong with a patient is the first step in treating them. There are a number of methods to do this, some more effective than others.

Eyes - Sometimes it's possible to get a guess on a patient's injuries just by looking at them. If the patient looks like they have a lot of open cuts, or large bleeding areas, it's safe to assume that they've suffered brute damage.

  • Another useful trick is inspecting the patient, which is a bit more specific than just looking at them. If you grab someone, then switch to Help intent and click on the person using the grab, you will start to inspect them. This takes a few moments, but will tell you what state the targeted limb is in, if said limb has a broken bone, and even a little bit about the patient's overall health (discolored skin means toxins, pale skin means oxyloss). In the absence of actual diagnostic gear, this can give you a rough idea on how to best treat your patient.

HealthAnalyzer.pngHealth Analyzer - One of the most useful tools in a Doctor's kit, the Health Analyzer offers a more in-depth analysis of someone's health, giving precise numbers as to someone's brute, burn, toxin, and oxy damage. The Health Analyzer can even tell if someone has genetic, radiation, or brain damage, though not how much. It will also inform the user if the patient has fractures or internal bleeding, but not locations. A fairly safe guess, if you can't find a better diagnostic machine, is that broken bones and IB are found wherever serious brute damage is.

Sleeper.gifConsole.gifSleeper - Sleepers, while primarily used for treatment, also have the ability to give a readout of a patient's health. The Sleeper reports Brute, Burn, Toxin, and Oxyloss, but doesn't give any info on organs or limbs.

Bscanner.gifBscanner console.gifBody Scanner - The Body Scanner is the most in-depth diagnostic method available to Medical, and scanning a badly injured patient can help give you a better idea of what's killing them. For specifics, see the Machinery section in this guide.

MedGlasses.pngMedical HUD - 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. This is helpful in performing triage, which is a term for the relative priority of treating a group of patients. The goal of triage is to stabilize as many patients as possible, to help them survive long enough for further treatment.

  • No Healthbar: Perfectly Healthy
  • Hudgreen.pngGreen: Mostly Healthy
  • Hudyellow.pngYellow: Mildly Injured
  • Hudred.pngRed: Seriously Injured
  • Hudfred.gifCritical!: Immediate Threat of Death
  • Huddead.pngDead: Dead
  • 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; leaving a these conditions untreated will cause the patient to rapidly fall in health. From there, get all patients to at least Yellow before resolving the rest of their issues. If there are too many patients to keep stable, it might help to put a few of them in Stasis to buy time to stabilize the rest.
  • Dead Patients - If the patient dies right there or is reported to have died recently, it may be wise to defib them ASAP. If they do not resuscitate, leave them be and tend to the other patients. Do not waste more time than you need to on dead people; either assign another doctor to deal with them or come back to them later once everyone else is healed to Yellow.

Damage Types and Treatment


The red number on the health analyzer is called Brute damage, and it represents physical trauma. Cuts, lacerations, and bruising are common examples of brute damage. Sometimes high brute damage attacks can break bones, which will require Surgery, or cause Internal Bleeding, which is very dangerous! Treatment for brute damage alone is listed below:

  • Roll of Gauze: AKA Bandages. The most basic brute damage medical supply, bandaging a wound stops bleeding, disinfects the wound if applied early, and allows the body to begin natural recovery of all but the most severe physical harm. These should be your bread and butter for handling minor cuts and scratches for the station.
  • Advanced Trauma Kits: A less common medical tool, the ATK acts as a bandage, but also directly heals a small amount of brute damage. The small, immediate amount of damage that's taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage.
  • Bicaridine: A red colored medicine which heals a considerable amount of brute damage. Overdoses at 30u.
  • Tricordrazine: A purple medicine that slightly heals all underlined damage, albeit slowly. No overdose.


The yellow number on the health analyzer is called Burn damage, and it represents the effects of extreme temperature on delicate tissue. Visually, burn damage manifests as obvious burns and scars. Fire, extreme cold, and electrocution are the most common sources of burn damage, and exceptionally high burn values may vaporize a limb, cause bloodloss, and burn damage in general has an above average chance of infection. Massive amounts of burn damage may cause your character to be 'husked,' rendered impossible to defib. Treatment for burn damage on it's own is listed below:

  • Ointment: A simple anti-burn item. It heals a very small amount of burn damage, and salves wounds, allowing them to self-disinfect and begin healing.
  • Advanced Burn Kits: Essentially the burn variant of ATKs, the ABK does the same thing as Ointment, but directly heals more damage.
  • Kelotane: A yellow colored medicine which heals a considerable amount of burn damage. Overdoses at 30u.
  • Dermaline: An orange-yellow colored medicine which heals more quickly than Kelotane. Overdoses at 15u.
  • Tricordrazine: A purple medicine that heals all underlined damage, albeit slowly. No overdose.


The green number on the health analyzer is called Toxin damage, and it represents various forms of general internal badness. Toxin damage can be caused by poisons, overdosing, phoron exposure (including soaked clothing), radiation, infections, and a few other sources. Treatment for toxin damage alone is listed below:

  • Dylovene: A green colored medicine used to heal toxins, and can treat the liver if it's damage is minor. Does not Overdose.
  • Carthatoline: A grey colored medicine which is much more effective than dylovene. Carthotaline causes nausea, which can help treat ingested poisons. Can treat liver damage at any level. Does not Overdose.
  • Tricordrazine: A purple medicine that heals all underlined damage, albeit slowly.

Suffocation (Oxyloss)

The blue number on the health analyzer is called Suffocation damage, or more commonly Oxyloss, and represents the body's need for oxygen not being met. Oxyloss is mostly caused by suffocation, losing blood, and heart or lung damage. Oxyloss is also taken when the body is too badly damaged to keep itself alive, a state known as Crit. Prolonged periods of Oxyloss can cause brain damage, so even if it doesn't seem to be killing the patient, making at least some effort to treat it is a priority. Treatment for Oxyloss alone is listed below:

  • Inaprovaline: A cyan colored medicine which doesn't actually heal Oxyloss, but instead helps slow further Oxyloss from Crit or bloodloss. Overdoses at 60u.
  • Dexalin: A blue colored medicine, suitable for most cases of oxygen deprivation. Overdoses at 30u.
  • Dexalin Plus: A blue colored medicine which is far more effective than Dexalin, often entirely treating a patient's Oxyloss, but not the source. Overdoses at 15u.
  • Tricordrazine: A purple medicine that heals all underlined damage, albeit slowly. No overdose.


Genetic damage represents an issue with a patients genetic code, and can contribute to death in the same way as most other damages. It's most common cause is radiation, though slime attacks and imperfect cloning are also notable sources. The health analyzer cannot directly report genetic damage, but will give a red warning message if any is detected. Proper diagnosis of genetic damage requires a full body scan. Treatment for clone damage is listed below.

  • Cryoxadone: A pale blue medicine which heals the above damage including genetic damage, but requires the body to be very cold in order to work, usually by means of cryo cells.
  • Clonexadone: A pale blue medicine which works exactly the same as Cryoxadone, but is faster.
  • Rezadone: A grey medicine which heals genetic damage without the need for cold temperatures. It is difficult to make, however. Overdoses at 30u, though 10u may induce dizziness.


Radiation isn't a traditional damage source, having no direct influence on a patient's overall health, but it has serious side effects. Untreated radiation can cause toxin damage, burn damage, genetic damage, and even baldness. The most common sources of radiation damage are exposure to the engine, or the infrequent radiation storms, though certain chemicals can also cause it. Treatment for radiation damage is listed below:

  • Hyronalin: A green medicine which heals a large amount of radiation per unit, albeit slowly. Overdoses at 30.
  • Arithrazine: A green medicine which heals a very large amount of radiation and a considerable amount of toxins per unit, but has the side effect of dealing brute damage over time. Overdoses at 30u.


A patients internal organs can take damage from a number of sources, and organ damage can rapidly lead to death. It is only possible to diagnose organ damage in the body scanner. Treatment for organ damage is listed below:

  • Surgery: The most basic, if time consuming, method of repairing organ damage, it is possible to cut open a patient and repair their internal organs directly. The steps can be found in the Guide to Surgery.
  • Peridaxon: A purple medicine which heals a small amount of general organ damage per unit. Best used for minor damage, as anything significant will usually be healed faster via surgery. Overdoses at 10u.
  • Alkysine: A yellow medicine which only heals the brain. Overdoses at 30u.
  • Imidazoline: A pale lavender medicine medicine which only heals the eyes. Overdoses at 30u.

Other Threats

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. At low blood levels the patient will take limited amounts of oxyloss, and with this comes the risk of brain damage. Critical blood levels, however, will result in massive spikes of oxyloss and toxins, often leading to death. At this point, it may be wise to place the patient in Stasis until you are prepared to quickly repair their injuries and treat the resulting damage. Methods to slow or stop bloodloss are mentioned 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 bleeding from that limb. If you are bleeding, help intent click the limb and you will begin applying pressure. Moving will cause you to stop applying pressure, so this should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze or ATKs.
    • Gauze: Bandages can be used to stop external bleeding, and will disinfect wounds. Even if other methods are being used to treat damage, every limb injured with brute damage should be bandaged.
    • Advanced Trauma Kit: ATKs do everything a roll of gauze does, and also heals a small amount of brute damage.
  • For internal bleeding (IB) cases:
    • Stasis: Placing a patient into a Stasis Bag, or aSleeper pod with stasis activated, will slow their bodily functions (including bleeding) to a crawl, buying time to prepare a proper treatment.
    • 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.
  • More permanent fixes are as follows:
    • Surgery: The primary method of treating internal bleeding is through surgery. The steps can be found in the Guide to Surgery.
    • Myelamine: A rare medicine that will seal any internal bleeding. This is the fastest way to treat bleeding, if you can acquire it.
    • Bicaridine: Overdosing a patient with Bicaridine (more than 30u) can fix internal bleeding. This is slow, and gives constant toxin damage, but is a last resort method when no other options 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:

  • Nutriment: Also known as eating food. Nutriment helps the body replenish its blood count over time.
  • Iron: Eating or drinking Iron helps the body replenish its blood count more quickly than just eating. If Chemistry is available, this is a cheap way to heal a patient in a non-emergency situation. For Skrell Copper should be used instead.
  • IV Drip with compatible blood: Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and the fastest way to restore a patient's blood levels. They are somewhat limited in number, however, and are best saved for emergencies. It is also important to take into account the patient's blood type when using this method, or you may cause more harm than good. A compatibility table is provided below.
Blood compatibility table
Recipient (Below) Donor / Blood Source
O− O+ A− A+ B− B+ AB− AB+
O− Yes.png No.png No.png No.png No.png No.png No.png No.png
O+ Yes.png Yes.png No.png No.png No.png No.png No.png No.png
A− Yes.png No.png Yes.png No.png No.png No.png No.png No.png
A+ Yes.png Yes.png Yes.png Yes.png No.png No.png No.png No.png
B− Yes.png No.png No.png No.png Yes.png No.png No.png No.png
B+ Yes.png Yes.png No.png No.png Yes.png Yes.png No.png No.png
AB− Yes.png No.png Yes.png No.png Yes.png No.png Yes.png No.png
AB+ Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png Yes.png


Infections can occur when a wound isn't treated and disinfected, and is accompanied by a fever (check temperature). If left alone, infections can kill a patient, sometimes very rapidly. 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.

L2 infections and lower can be treated with Spaceacillin, thought the patient should still be monitored. L3 infections require that Spaceacillin be overdosed (more than 45u), and the resulting toxin damage be treated. 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. Some other important treatments are listed below:


Many chemicals and drugs have a maximum safe dosage, listed on the Guide to Chemistry. It is often the result of recreational drug use, subversive activity, or not keeping track of the chemicals administered to a patient. Overdose usually causes toxin damage, but certain chemicals have more or less dangerous effects.

How to treat:

  • Dylovene and Carthatoline treat toxin damage.
  • Sleepers can be used for dialysis to remove excess chemicals from the patient's bloodstream.
  • Carbon pills can be used to absorb and neutralize reagents in the stomach, only useful if the patient ingested the problem chemicals.

Broken bones

A major side effect of severe brute damage, broken bones are incredibly painful, debilitating whatever body part they affect, and can cause serious internal damage if jostled or hit again. Treatment for fractures is listed below:

  • Splints: A half-cast that keeps the fractured bone in place and prevents it from moving. Splints can be applied to a limb regardless of its damage, and splinting any limb with a broken bone is a good habit to get into. This is an imperfect fix, and further treatment should be done when possible.
  • Surgery: Surgery is the main method for repairing broken bones. The steps can be found in the Guide to Surgery.
  • Osteodaxon: A rare medicine that can heal fractures without surgery. Do note, however, that it will cause severe pain and paralysis while it works, and this should be dealt with appropriately.

A note: Trying to fully repair a broken bone while the limb is still severely damaged will cause the bone to rebreak immediately. Treat the damage first, then address the bone.


A painful condition that makes the affected limb act as if it was broken, dislocation is something that you may be asked to treat on occasion. 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.


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, 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. Ensure the patient cannot be defibrillated first. Cloning is a last-ditch effort.
  2. 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).
  3. 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.
  4. 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.
  5. Navigate to the scan records and begin cloning the patient.
  6. Eject the cadaver from the scanning pod, place it back in the body bag, and move it to the temporary morgue.
  7. Move the locker full of the patient's items to the ICU.
  8. 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.
  9. 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).
  10. Inject Alkysine to repair their brain damage.
  11. Wheel them over to a quiet room.

Post-Cloning Procedure

The following steps entail how to handle the patient once they are conscious. This should 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 had an accident, and were revived through cloning.
    • 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. 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.
  7. Advise the patient to pay a visit to the psychiatrist once they have been treated.
  8. Remember! There are no such things as clones- only people who have been cloned.

Useful Equipment

Below is a list of a number of useful tools for Medical work. These mostly spawn in or around the Medical Department, and most Medical crew have access to at least a few of these.

  • MedGlasses.png Wearing a Medical HUD lets you evaluate someone's health from a glance, and hides the health bar if their health is at 100%. It also lets you view and comment on patient records, and set their physical status (useful for setting patients to SSD or deceased).
  • Medicalbelt.png The Medical Belt has seven storage slots, and can hold a large selection of medical gear, including most things on this list.
  • Bottles.gif Bottles are the most common way to carry the medicines that you will find useful, though pills can also be used.
  • Syringe.png To get medicines out of the bottle the easy way, you will need a Syringe. This has two modes: Inject Medicine and Draw Blood, which can be switch between by clicking the syringe in your hand. It holds up to 15 units of medicine or blood, and is small enough to go in most pockets, or even behind your ear.
  • Roll of gauze.pngOintment.png Bandages and Ointments are the simplest way to treat open wounds. Bandages treat cuts, and ointment treats burns. These are fairly abundant, and the common white medkit contains a number of each.
  • TraumaKit.pngBurnkit.png If you can find them, Advanced Trauma and Advanced Burn Kits are a good way to treat and disinfect the appropriate type of wounds. NanoMed Plus vendors usually have a few of each.
  • HealthAnalyzer.png A Health Analyzer provides a more in-depth analysis of someone's health than just looking at them. It gives a readout of the patients various damages, and will also inform the you if the patient has fractures or internal bleeding, but not where.
  • LatexGloves.png A pair of Latex or Nitrile Gloves are useful to stop your hands from infecting patients.
  • Stasis Bag Folded.png A Stasis Bag is a handy single-use item for transporting critical patients. It greatly slows down a patient's bodily functions, which can hold off death until you can get them proper treatment. It has its own internal air supply, though this supply is fairly small, and as such you will want to move quickly when using a Stasis Bag. You can use a health analyzer to scan a patient through a bag, so it's not necessary to take them out and ruin the bag to check on them.
    • Stasis Bags are one of the few items in the game that are as simple for your character to use as they are for you, the player. Opening the bag is as as using it in hand, opening it up with a click, then sealing your patient inside with another click. Reopening the bag ejects the patient and ruins the bag, so be careful of misclicks.

Additional Useful Equipment:

  • WWebbing.png Webbing or Drop Pouches can be helpful if you need to carry more items. The only real difference between the two is the sprite; either one can be attached to your uniform, and can be found in Medical or taken by Medical jobs in the loadout.
  • Stethoscope.png A Stethoscope can be used to diagnose heart and lung injuries, in a pinch. For easy carrying, you can attach this to your uniform.
  • Rollerbed.png A Roller Bed is the best way to transport a patient who isn't hurt badly enough for a Stasis Bag. Click the bed in your hand, then click+drag a patient onto it. This can be carried on your back, or in a backpack.
  • PFreezer.png A Portable Freezer is used to store organs that end up outside of a body. Loose organs outside of this, or a large freezer box, will slowly get infected and die.
  • Defib.gif A Defibrillator is used to resuscitate patients that have recently died. It must go on your back to be useful, and you need a free hand to grab the paddles. After a few uses, the Defibrillator will need to be recharged, which can be done by using a screwdriver on the unit and placing the cell into a recharger.


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

Bscanner.gifBscanner console.gifBody 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.
  • Display how much blood the patient has.
  • Show what reagents are in the patient's stomach and blood stream, and how much of each reagent is present.
  • Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies (like bullets) in the limb.
  • Print condensed information to hand to a physician in the event the patient requires surgery.


Another very useful Medical machine is the Sleeper. A Sleeper is essentially a bed full of needles, and it can be used to treat most minor injuries and keep a patient stable for incredible periods of time. 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
    • Paracetamol
    • Dexalin
  • Can conduct dialysis on a patient to remove reagents from their bloodstream. This also removes an amount of blood, so it's important to keep track of the patient's blood levels.
  • Stasis ability, with multiple settings to decide how slow the patient's body should take damage or process reagents. Most of these settings will also make the patient fall asleep, and as such they should be used only when necessary.


A Cryo Cell is a tube that can make a patient's body very, very cold, which lets certain medicines affect them. The most notable of these medicines are Cryoxadone, and its improved cousin Clonexadone, both of which heal a lot of damage in a short time. The Cryo Cells can also be used to keep an unstable patient alive, though they will continue (slowly) bleeding while in the tube.

Cryo Setup

Unlike most Medical machinery, the Cryo Cells require some setup to be useful. Without a beaker of chemicals inside, the Cryo Cell is basically just a big freezer, and unless it's receiving a supply of cold air, it's not even that. Fortunately, everything you need to set up a good Cryo Cell should be very close nearby. You can add a beaker to an empty Cryo Cell by clicking the Cell with a beaker. Most of the time, you can find a premade beaker of Cryoxadone sitting next to the main Cryo Cells. To get cold air into the Cells, look for a Freezer.gif Gas Cooler, which should be close by. Click on the Gas Cooler, and set the temperature to somewhere between 70K and 10K. Any higher might have issues with the patient's body temperature, and any lower isn't really necessary, and drains more power. When you want to actually use the Cryo Cell, remember to turn it On, or the medicines won't be used on the patient.

Clone.gifScanner.gifCloning Equipment

A miracle of Space-Future science, the cloning machinery in the Cloning Lab can be used to bring a dead crew member back to life, in a new body. See the Cloning Procedure heading above for complete instructions.

Xenos And You

Working aboard the Southern Cross, chances are many of your patients will not be human. Sometimes, this comes with restrictions to keep in mind.

Skrell Skrell.png

  1. Cannot consume animal protein, will produce toxins instead.
  2. Do not take quite as much toxin from an overdose.
  3. 50% increased bleed rate.
  4. Copper is used in place of Iron to regenerate blood.

Tajara Tajaran.png

  1. Cannot consume caffeine, will produce toxins instead.

Unathi Unathi.png

  1. Should not consume sugar, as it will make them drowsy.
  2. Require a bone saw to get into the lower body during surgery, similar to the upper body.
  3. Do not bleed as heavily as humans.

Teshari Teshari.png

  1. Clotting issues, bleeding injuries are generally more severe.
  2. Far more sensitive to temperature fluctuations, rarely resulting in fevers actually burning them.
  3. Overall, more frail than other species.

Dionaea Dionaea.png

  1. Do not process reagents at all, and generally should not require medical intervention.
  2. Take severe toxins from Plant-B-Gone.

Full-Body Prosthetics

  1. What are they doing here? Direct them north to robotics.
  2. The only exception is an FBP with an MMI that has brain damage. A roboticist or surgeon will need an Advanced Trauma Kit to patch the damage.

Zaddat Zaddat.png

  1. Take pressure damage when in pressures of less than 400 kPa.
  2. Take burn damage from light.
  3. Take toxin damage from inhaling nitrogen.
  4. Most Zaddat injuries are best treated with injected chemicals, which do not require them to remove their suits.
  5. Injuries requiring surgical intervention will require Engineering to prepare a special surgical chamber.
  6. Breached suits should be replaced with emergency softsuits or spare Shrouds from Cargo.
  7. Cryo will work normally on Zaddat, but you will need to remove their suits first and replace them as quickly as possible.
  8. Concider redirecting to robotics if all else fails.

Prometheans Promethean.png

  1. Should not be put in Cryo, whatsoever- The cold temperatures will damage them, and the chemicals generally do more harm than good.
  2. Do not have organs or bones, save a green-coloured core, which can be put through a cloner to revive them if they lost cohesion.
  3. Can regenerate missing limbs of their own accord, including the head. Don't panic.
  4. Will glow when irradiated, but otherwise suffer no ill effects. May come see you anyways to get rid of said glowing.
  5. Cannot suffer from infections.
  6. Suffer from reduced effectiveness from most chems.
  7. Should not consume water or touch it in any manner, as it will cause toxins and burn. They are slimes.

The Big List Of Promethean Chemical Effects

Kelotane: Only half as effective. Also deals brute damage.

Dermaline: Slightly more effective than Kelotane, and does not deal brute damage as Kelotane does.

Dylovene: Reduced effectiveness, Doses over 15 cause loss of focus / 'high' overlay.

Carthatoline: Guaranteed 'high' overlay.

Dexalin: Prometheans don't breathe. However, doses over 15 units result in mild painkilling ability, and a small chance to collapse and repair core damage.

Dexalin Plus: Stronger painkiller, higher chance to collapse and repair core damage.

Cryoxadone: Severely reduced effectiveness. Causes twitching and paralysis when going into effect. Mutes the Promethean.

Clonexadone: Severely reduced effectiveness. Causes seizures when going into effect. Mutes the Promethean.

Paracetamol: Overdose causes slowdown.

Tramadol: Causes slowdown.

Oxycodone: Causes slowdown and stuttering.

Synaptizine: Half as effective. Doses over 5u will kick their physical regeneration into overdrive at higher nutrition burn.

Hyperzine: Causes twitching, doses over 5u will cause nutrition burning with no benefit.

Alkysine: Severely reduced effectiveness. Any significant core damage being repaired will result in collapsing. Doses over 10u will result in paralysis.

Peridaxon: Functions as a weak painkiller. Notable chance to confuse.

Ryetalyn: Causes a 50% chance for body, 50% chance for hair, 50% chance for facial hair, to all shift toward White.

Spaceacillin: Causes loss of focus in senses, an inversion of methylphenidate.

Corophizine: Systemic body failure in incrementally higher doses. Causes Slime Cancer. Read as: Do not administer.

Sterilizine: Causes burns and toxins.

Rezadone: Causes a 50% chance for body, 50% chance for hair, 50% chance for facial hair, to all shift toward Grey.


While it's expected that Medical staff will at least try to save patients, don't drive yourself mad trying to save everyone. Death is part of the game, and can frequently be undone. Even then, don't be discouraged if you lose a few, practice makes perfect.