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|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]|| | |{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]|| | ||
*Development of [[Larva| | *Development of [[Larva|Alien larva]] | ||
*Uncontrollable shaking near or upon [[Aliens|larva's]] full development | *Uncontrollable shaking near or upon [[Aliens|larva's]] full development | ||
*Sore throats | *Sore throats | ||
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*Mucus generation | *Mucus generation | ||
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* Infection via | * Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]] | ||
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*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] | *[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] |
Revision as of 18:01, 10 August 2020
General Diagnostics
Damage Types
Damage Type: | Symptoms: | Possible cause: | Treatment: |
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Brute |
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Burn |
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Toxins |
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Suffocation |
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Genetic |
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Organ Damage
Damage Type: | Symptoms: | Possible cause: | Treatment: |
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Brain |
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Eye |
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Heart |
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Lung |
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Liver |
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Kidney |
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Appendix |
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Other Medical Conditions
Medical Condition: | Symptoms: | Possible cause: | Treatment: |
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Fractures |
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Blood Loss |
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Bleeding |
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Internal Bleeding |
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Pain |
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Hard Crit |
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Missing Limb/Decapitation |
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Shrapnel and Foreign Objects |
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Alien Infection |
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Medicine
Autoinjectors
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.
Autoinjector Type: | What it does: | Dosage: | Overdose: |
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Emergency Auto-injector |
An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of bicaridine, 29 units of kelotane and 19 units of oxycodone. | 77 units | Additional chemicals listed in its contents. |
Bicaridine |
Heals brute damage, faster than tricordrazine. Overdose causes burn damage first, and then toxin damage. | 15 units | 30 units |
Tramadol |
Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage. | 15 units | 30 units |
Pain-Stop |
A version of the Tramadol autoinjector that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes toxin damage. | 15 units | 30 units |
Tricordrazine |
Heals toxin, burn, brute and oxy damage, albeit quite slowly. Overdose causes brain, toxin, burn, and brute damage. | 15 units | 30 units |
First-Aid |
A version of the Tricordrazine autoinjector that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes brain, toxin, burn, and brute damage. | 15 units | 30 units |
Dexalin+ |
Instantly heals all respiration damage. Overdose causes toxin damage. | 1 unit | 15 units |
Kelotane |
Heals burn damage. Overdose causes brute and toxin damage. | 15 units | 30 units |
Dylovene |
Heals toxin damage, and wakes up unconscious people. Overdose causes blindness. | 15 units | 30 units |
Quick Clot |
Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to brute, burn and toxin damage. | 10 units | 15 units |
Inaprovaline |
Stabilizes critical patients, slowing down their oxygen damage buildup. Also acts like a weak painkiller. Overdose causes heart damage. | 15 units | 60 units |
Epinephrine |
An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart. | 10 units | +10 units |
Oxycodone |
Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Overdose causes hallucinations and toxin damage. | 10 units | 20 units |
Anesthetic |
Suxamorycin in an injector, causing paralysis, rendering the subject unable to move, while still completely conscious.
Offers a 100% chance success rate in surgery excluding the surface penalties. Experimental with possible side effects. Overdose causes toxin damage. |
9 units | 10 units |
Remember that you can restock your autoinjectors, so don't just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They must be empty to be refilled
Pill Bottles
You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.
Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.
Item: | What it does: | Dosage: | Overdose: |
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Tramadol | Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage. | 15 Units | 30 Units |
Peridaxon | Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage. | 10 Units | 15 Units |
Dexalin | Removes oxygen damage at a moderate rate. Overdose causes toxin damage. | 15 Units | 30 Units |
Russian Red | Removes radiation and causes Brute damage every cycle. | 10 Units | 10 Units |
Quick Clot | Temporarily halts internal bleeding. | 10 Units | 15 Units |
Note: Dosages are for pills found in MarineMed vendors, medics' Automated Equipment Racks, Lifesaver Bags, and the Requisitions medical crate.
First Aid Kits
Item: | What it contains: |
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Basic first aid kit |
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Advanced first aid kit |
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Fire first aid kit |
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Oxygen deprivation first aid kit |
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Toxin first aid kit |
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Radiation first aid kit |
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Equipment
Item: | What it does: |
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Health Analyzer |
Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won't show you which bones are broken unless it's a limb. Don't leave your home without it. You can also scan a patient's vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand. |
HealthMate HUD |
When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses). Scan reports are stored in the patient's medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them. |
Gauze |
Basic gauze used to stop the bleeding and fix brute trauma. |
Ointment |
Basic burn treatment item. |
Advanced Trauma Kit |
Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one's medical skill. |
Advanced Burn Kit |
Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one's medical skill. |
Splints |
Used to hold that broken/fractured bone of yours in place so you don't die. The time spent of using the splints depends of one's medical skill. |
Hypospray |
An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine. |
Emergency Defibrillator |
Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)
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Stasis Bag |
Used to store critically injured patients.
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Body Bag |
Used to store your recently dead comrades.
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Syringe |
Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent. |
Syringe Case |
Used to store syringes and syringe bottles. Contains 3 slots. |
Roller Bed |
Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. You can attach a body bag or a stasis bag onto a roller bed for faster transportation.
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Med Evac Stretcher |
Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click "Activate Medevac". Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).). A Collapsed Stretcher can be folded by dragging it onto yourself. You can also attach a body bag or a stasis bag onto the stretcher. |
IV Drip |
Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.
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Blood Bag |
Holds blood inside of it. Make sure the blood type's compatible with the recipient. |
Medical Contraptions
Cryogenic Chambers
- Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.
- 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 cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing.
- For humans optimal cryo temperature is between 2K and 120K, after 170k cryo medicines won't work.
- Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.
- Additionally they prevent blood loss while the patients are inside
Setting Up Cryo
- Make sure the engine is running--ask Engineering. Cryotubes take a lot of energy, and if the engine's not up yet, there won't be enough energy to cool the tubes.
- Make sure the oxygen canisters are connected to the cryo tubes. If they aren't (they start out connected), use the nearby on both O2 canisters to secure them.
- Take a nearby beaker filled with Cryoxadone, then click on the cryo cell to load the beaker in.
- 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.
- Set the freezer to On.
Sleepers
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.
- Sleepers are used to administer medication and perform dialysis.
- The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.
- 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.
Advanced Body Scanner
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant.
- The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.
- Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you've scanned when you examine them.
AutoDoc
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it's features head here.
Medical Procedures
Autopsy
- Aim for the affected area on the deceased using the Target Zone.
- Cut the skin with your scalpel (the chest may require two cuts).
- Use the autopsy scanner to scan the area.
- Repeat scalpel and scan procedure for all affected areas.
- Right click the autopsy scanner to print out autopsy data.
CPR
CPR will keep someone in hard crit (>150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.
- First you'll want to set your intent to help.
- Make sure you aren't wearing a mask.
- Have an empty hand.
- Click on the gasping injured player.
- If you start shaking them, they don't have enough oxygen damage to permit the use of CPR.
- Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.
Pro tip you can grab them in one hand and do CPR with the other.
Defibrillator Usage
- Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.).
- Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).
- Scan the deceased with a health analyzer.
- Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.
- Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)
- Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient's condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.
- RECOMMENDED: If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)
- If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.
Defibrillator icons
There are 5 main icons when debilitating a patient.
- The green heart rate icon states they are reviveable.
- The red flatline icon states they have voluntarily opted out of being revived.
- The orange heart rate indicates their defib timer has almost expired.
- The flashing broken heart indicates that the patient's heart has suffered too much trauma for revival attempts. The message will say: "Patient's general condition does not allow reviving." To fix this, a doctor must repair their heart in time before any further revival attempts are under taken.
- The skull icon indicates they are not able to be revived.
Lost Causes
Don't try to defib any of the following corpses:
- Chestbursted personnel
- Decapitated personnel
- If you receive the message "Patient is braindead" or "Patient is DNR" from the defibrillator when you try to defib them.
Defibrillator Tips
- If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.
- Defibrillator deal 5 heart damage after successful revival, try to keep patient alive after first defibrillation, if you won't evacuate them after treatment.
- Your patients won't get their items back on by themselves the majority of the time. If you can, redress them.
- Switching hands while using a defibrillator will NOT CANCEL its use. You're able to operate the defibrillator while using another item in your off hand.
- Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.
- The only time a defibrillator loses charge is when it's used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.
- The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly.
- If "Vitals signs are weak" is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you've already applied trauma and burn kits.
- Alternatively, it means that they've left their body and won't return if the combined damage is now below 200. Examine the corpse and if it says "Soul is departed" then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn't want to be revived.
Synthetic Maintenance
- To revive a dead synthetic use a defib on them.
- To fix brute damage on a synths body use a blowtorch on help intent.
- To fix burn damage on a synths body use cable coil.
- To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)
Overdose Treatment
Dialysis
- Put your patient into a sleeper.
- Make sure it has a non-full beaker inside of it.
- Select "Start dialysis" option below the injections and wait few moments.
- Eject the patient and scan him just to notice his blood's clean.
Keep in mind that dialysis is a process that takes time, the chems won't flush out immediately.
Smoke Purge
- Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous
- Fill a chemistry container with the chemical of these three you did not add to the injector.
- Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.
- All chemicals in your patient, beneficial, detrimental or otherwise, will immediately turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active might give you 5U of each of the purged chemicals).
Potassium Purge
- Add Water to an injector (syringe, hypo, etc) 1 (you can use a sink)
- Add Potassium to an injector (syringe, hypo, etc) 1
- Inject your patient first with the Water, and then with the Potassium; inject as little of each as possible.
- With a small explosion at least, all chemicals in your patient, beneficial, detrimental or otherwise, will immediately be purged from their system.
- Very risky.
Blood Transfusions
- Load a blood pack into an IV and then hook the patient up to it.
- Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.
- Iron and nutriment pills can be made to help speed up blood recovery.
- Eating food also speeds up blood recovery.
Blood Compatibility
General Tips
- You can heal internal bleeding with bicaridine overdose but this is a very risky way to heal internal bleeding. Use with caution. If used, administer kelotane to the patient to counter the burn damage done by the bicaridine overdose, also, inform the patient. The patient will take toxin damage and will require dylovene if the overdose is over 45 units. Apply slowly.
- The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it.