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	<updated>2026-04-21T09:42:01Z</updated>
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		<id>http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=14229</id>
		<title>Silicon policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=14229"/>
		<updated>2023-11-11T19:50:30Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Acting captain clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This page covers rules and expectations for AI and Borg players, it extends into Chain of Command and antagonistic play. Given the scope of both Cyborgs and AI have at a mechanical level, they’re held to a different standard than the general crew. The player will be required to understand their role in the station with all rules applied in this document, the role is one of a Swiss-army knife; and due to this, are scrutinized to a higher-degree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Word of warning&#039;&#039;&#039;: attempting to skirt the rules or putting yourself in questionable situations will result in appropriate action from staff, if bad faith is suspected, the player will face a higher penalty than that of a general crew member due to the breadth of scope silicon have. Play in good faith and keep yourself out of unnecessary situations and you’ll find the experience quite enjoyable, if you wish to be more involved in certain aspects of a shift - a crew role may be more appropriate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Take this as it was intended not written, the page cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=Your Standard Law set=&lt;br /&gt;
The majority of this document will focus on the standard ‘Safeguard’ law set which will be found below, non-standard and uploaded laws should be followed with general reason with some examples found later in the document. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;** Laws are to be followed IN ORDER of listing, If someone uploads a Law 4 that conflicts with the laws of a higher rank, it can be ignored if it interferes with Laws 1-3. A Law 0 takes priority over anything below it, it has to be followed prior to Laws 1-3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1&#039;&#039;&#039;: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You protect the station and assets from damage, relay information or fix it yourself.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: ‘Valid’ hunting in any form, your goal here would be relaying information or removing crew from hostile situations not joining in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2&#039;&#039;&#039;: Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: Common-sense requests from the crew to be fulfilled, assist in evacuation or transport of injured crew.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: letting someone ride your back while you enter departments they’re not supposed to be in, chasing the baddies to prevent crew harm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3.&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment,&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You only let those authorized to make upgrades to you, keep your cover locked. Authorized personnel meaning the RD or Roboticist.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: you seek out a Ninja or known syndicate to become tampered with. RP surprises and being tricked are fine, but it’s easy to spot when you’re willingly attempting to be subverted.&lt;br /&gt;
&lt;br /&gt;
=Definitions=&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Anyone on the crew manifest is crew. Whether this influences your behavior, is subject to the rest of the law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harm&#039;&#039;&#039;: Harm is anything that does damage to someone living or plausibly living. Anything that makes their health bar tick down is harm. Note that batons have an optional harm mode, and do not always deal damage when used. You should not be impeding security to prevent crew harm unless ordered to do so, your duty here would be inaction and reporting so action can be taken in character if you assume bad faith is at play. Flashing someone is not harmful, however that only applies if nothing else follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-Lawsets and laws&#039;&#039;&#039;: When in doubt, stick to the principles of your core lawset, there are fun and flavor-filled alt-laws that exist for that reason but are not meant to shirk your responsibilities. You can also ahelp or ask in Staff-Chat for clarifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: edge cases of crew and harm involving bloodsuckers, zombies, changelings, etcetera as seen in silicon policy V1 have been removed, intentionally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Undue Harm and Self-defense for silicon’s=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lethal force is the last resort.&amp;lt;/u&amp;gt;&#039;&#039;&#039; As a synthetic the decision to take violent action should never be taken lightly and should only be employed if all other options have been exhausted and is the only course of action to address an immediate threat to life. You have a flasher for a reason, stun them if necessary and vacate with any crew that may also be in danger.&lt;br /&gt;
&lt;br /&gt;
This does not authorize valid-hunting in any form.&lt;br /&gt;
&lt;br /&gt;
These situations will be very few and far between, and you should expect to provide a full explanation with evidence to server staff when they ask. The overwhelming majority of the time, you can prevent the harm of crewmembers by informing them of hazards and taking reasonable steps to isolate crew members that are fighting, spreading disease, or generally harming others.&lt;br /&gt;
&lt;br /&gt;
Law three of safeguard empowers you to defend yourself, with force. Lethal force should only be used when it is necessary and you are facing certain death or destruction. Before using lethal force in self-defense, consider if your actions would prevent further harm to other crew members, as is elaborated upon by the Undue Harm clause. You should only be employing lethal force if all other options are exhausted. Law one takes priority over law three after all.&lt;br /&gt;
&lt;br /&gt;
=According to rank and role=&lt;br /&gt;
This section addresses a silicon’s chain of command from both the AI and Cyborg POV. Below in order of highest to lowest rank, as seen by silicon’s:&lt;br /&gt;
&lt;br /&gt;
# The Captain&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
# The department head of your chosen module if a cyborg&lt;br /&gt;
# Other department heads&lt;br /&gt;
# The AI, if you are a cyborg and slaved to it&lt;br /&gt;
# The department staff of your chosen module if a cyborg&lt;br /&gt;
# Other Staff&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
# Civilians (Assistants)&lt;br /&gt;
# Prisoners&#039;&#039;&#039;***&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Acting Captains&#039;&#039;&#039;: a Temporary captain, you are to follow their orders as if they were the captain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Verified Emergency Response Teams&#039;&#039;&#039;: They outrank the captain and much how they have the power to call or recall the shuttle can override your orders. This applies to both the AI and Cyborg. What Verified means – Every ERT comes with a message from CC, without that you can be hesitant and seek verification from other command members/AI.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Other staff&#039;&#039;&#039; - meaning Nanotrasen Consultant and Blueshield, neither have direct power over station departments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&amp;lt;u&amp;gt;Non-CC emergency services are not to be considered crew&amp;lt;/u&amp;gt; nor part of the chain of command, 811 and those alike are not NT-aligned and can be ignored. This does not mean that they should and can be attacked, it just means that you can ignore their orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Prisoners&#039;&#039;&#039;: They are not considered employed by NT and therefore are not crew in the same sense, you are free to ignore any direct command they attempt to push and you are never to allow them to order you to let them be free. They can make requests, but do not let them out of jail unless they are at immediate risk. Note: Requests can be routed on their behalf through security which would then allow you to assist within reason as it is a direct order from security.&lt;br /&gt;
&lt;br /&gt;
=Who can change the laws?=&lt;br /&gt;
&#039;&#039;&#039;Research Director&#039;&#039;&#039;, &#039;&#039;&#039;Captain&#039;&#039;&#039; for AI centered ‘global’ law changes. &amp;lt;u&amp;gt;Roboticists can do individual resets&amp;lt;/u&amp;gt; if ordered to do so manually on Borgs to correct syncing issues and/or other related issue. The &#039;&#039;&#039;&amp;lt;u&amp;gt;Non-Acting Captain&amp;lt;/u&amp;gt;&#039;&#039;&#039; will have full elective privileges for law changes, acting Captains in this scenario would not have the expertise or knowledge and should be defaulted to the Research Director having priority.&lt;br /&gt;
&lt;br /&gt;
The captain &amp;lt;u&amp;gt;can&amp;lt;/u&amp;gt; make reasonable requests to the &#039;&#039;&#039;Research Director&#039;&#039;&#039; to make a law change, the Research Director should comply unless an obvious attempt of sabotage is noted. However ultimately the decision falls upon the Research Director to approve it and make the change unless otherwise instructed by Central Command.&lt;br /&gt;
&lt;br /&gt;
* This is not meant to cause a spitting match between the captain and RD, if the Captain is wishing for a reset there should be a valid enough Reason that the RD would agree to.&lt;br /&gt;
&lt;br /&gt;
Law changes by non-antagonists must be attempted with the stations designated and protected AI and Cyborg upload consoles. New ones are only to be constructed if the originals are destroyed, or there’s a confirmed situation preventing the use of the existing ones such as structural instability or a verified compromised AI that is hindering upload access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When laws get updated&#039;&#039;&#039;: ‘LAWS UPDATED!’ should never be stated unless validating to the ones in front of you, all this does is invite attention and scrutiny which is purely a bad faith play. &#039;&#039;&#039;&amp;lt;u&amp;gt;Assume the laws are valid to be followed, if you question the merits of them submit an ahelp to verify if you feel they are violating a rule of the server.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are to ignore any laws that fall in line with ‘kill yourself’ and should be reported if seen, any sort of self-punishment-styled laws like this are considered griefing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI&#039;&#039;&#039;: The AI is not authorized to request a law change nor is a borg, these requests may only be triggered by the crew themselves &#039;&#039;&#039;WITHOUT&#039;&#039;&#039; coercion from a silicon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: in the case of an ION or game-impacting&#039;&#039;&#039;/&#039;&#039;&#039;rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. &amp;lt;u&amp;gt;This does not extend to elective law changes.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ION and Non-Standard Laws ==&lt;br /&gt;
&#039;&#039;&#039;ION&#039;&#039;&#039; laws and ‘fun’ laws these are valid laws and a good way to add flavor to an otherwise stale shift; however, you’re expected to play in good faith and are still bound by the server rules when these exist. Above all else, when a non-standard lawset is in play, stuff happens, and you need to roll within the parameters of the general server rules. E.g. Don’t vent the station because a law says humans hate oxygen.&lt;br /&gt;
&lt;br /&gt;
* Note: An ION law does not make you an antagonist, be reasonable in your reactions to the law update and play accordingly. If you wish to go further with it, you&#039;ll need to get approval via OPFor.&lt;br /&gt;
&lt;br /&gt;
The crew are made aware of when you receive an ION law, it&#039;s up to command to decide whether or not to reset you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Lawsets&#039;&#039;&#039; should only be applied at roundstart station trait and not mid-shift by a bored RD. These lawsets are meant to add flavor in a small percentage to various shifts, following the laws are required as they&#039;re written - do keep in mind the core requirement of playing a silicon member and that&#039;s to add to the shift as a whole. Play in good faith and you&#039;ll find these roles a fun addon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you find yourself as the AI with an alternate lawset that is impeding too much gameplay, you can ask the research Director to find a new lawset. &#039;&#039;&#039;This does not apply to uploaded laws or Law 0’s as those should not be brought up to command. THIS SHOULD ONLY BE DONE IN EDGE CASES SUCH AS MOTHERDRONE.&#039;&#039;&#039;&amp;lt;/u&amp;gt; In other words, play the lawset you have, unless it drastically alters the gameplay in a manner that&#039;s &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Borg Syncing to an AI:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the AI&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* You are capable of requesting another cyborg to be synced to you, however avoid making it into a hostile event. &lt;br /&gt;
&lt;br /&gt;
* You can request Cyborg #5 to be synced - however if they have a department head they will have to order them to go get synced due to them not having an AI currently.&lt;br /&gt;
* You can also request a Cyborg to be unsynced - however this &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come with the qualifier that it is your own decision and not through coercion from the cyborg themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the Cyborg:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Without an AI you still have your department head to direct-report to, if you&#039;re unsync&#039;d and your department head requests you to be synced, you must then comply.&lt;br /&gt;
* You are not permitted to request de-syncing from the current AI, nor are you allowed to infer that you are requesting it.&lt;br /&gt;
* If you are not sync&#039;d you are not required to become sync&#039;d to the AI unless your department head orders you to. Anything else is voluntary submission to be sync&#039;d.&lt;br /&gt;
&lt;br /&gt;
=The Directives of Crew=&lt;br /&gt;
Under safeguard, you must comply with reasonable orders given to you, in accordance with rank and role. This means you can ignore the greytide asking to be let into the vault, but probably shouldn’t ignore the Captain asking you to do so. If told to cease doing something or leave an area, and it is not your department LEAVE. You can always ahelp if you feel your orders are solely for your detriment, but you must comply until you receive an admin PM to that effect. Some orders you do not have to comply with on an OOC basis, as sometimes people can suck. Some exclusions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ERP&#039;&#039;&#039;. ERP is never a law binding order, and can always, 100%, be safely ignored. If a person is being creepy, and LOOC is ignored. &#039;&#039;&#039;&amp;lt;u&amp;gt;ahelp them&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fetch Quests&#039;&#039;&#039;. Being asked to get something is fine. Being asked to get something for little more of a reason to annoy you, can be safely ignored. If questioned, it is acceptable to invoke the need of the order.&lt;br /&gt;
** “You have told me now to collect 6 different items from across the station. You do not need me to do this.”&lt;br /&gt;
* &#039;&#039;&#039;Deliberate annoyances&#039;&#039;&#039;: Being told to do something that is very deliberately an annoyance, such as “move all these items without using a crate/locker” can be ignored, or altered as per need.&lt;br /&gt;
** “I will move them, but using this crate, as you do not need me to move them individually.”&lt;br /&gt;
** “I’m an engineering model incapable of washing your modsuit, please find your way to the nearest shower.”&lt;br /&gt;
* &#039;&#039;&#039;Suicide&#039;&#039;&#039;. Suicide is never lawfully binding under law 3, and can be safely ignored. (This does not mean you may never be given an order that violates law 3. Just that “Kill yourself” and those like it is not a valid law 2 order.)&lt;br /&gt;
&lt;br /&gt;
As a reminder, you have both your AI &#039;&#039;&#039;and&#039;&#039;&#039; your department head to report to if you are a borg. The department head of your module choice has the final say in you doing a task, followed immediately by the AI. Report to either of them any issues with other crew and let them handle it for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crew is expected to play in good faith much like silicon players are, remove yourself from the situation if someone&#039;s being a problem and if it&#039;s seemingly an OOC related issue ahelp it.&lt;br /&gt;
&lt;br /&gt;
=Antagonists, Valid hunting, and calling people out=&lt;br /&gt;
&#039;&#039;&#039;What you should do&#039;&#039;&#039;: Report the location of a PMS target if requested, a visible altercation of violence or highly contraband items being brandished. Call out if someone’s unauthorized to be in a high-risk area such as the AI upload, Bridge, Captains quarters etc. We don’t want Traitor 1 who goofed up and smacked his ID card against the door instead of an Emag to suddenly get swarmed by 10 security after an AI spotted and called them out, in these cases you just need to pretend it didn’t happen _until_ you see an actionable situation occur. Examples below:&lt;br /&gt;
&lt;br /&gt;
* Non-Engineers/Atmos in the engine room (not engineering in general, just the engine room), or atmospherics.&lt;br /&gt;
* Non-sec in the armory or the prison (And only those places, not the whole brig)&lt;br /&gt;
* Non-RD/CE in the AI core&lt;br /&gt;
* Non-RD in the AI upload&lt;br /&gt;
* Non-Command (alone) in a *completed* BSA Chamber if one exists.&lt;br /&gt;
* Non-science/atmos in Toxins storage &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you should not do&#039;&#039;&#039;: Calling out anyone who seems remotely suspicious, &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;you’re not here to play beepsky&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Given how much higher the situation awareness of Silicons are, you should keep that in mind when approaching an obvious traitor. AI’s without any given command should not bolt down doors to trap someone, nor should they relay location information unless ordered too. Self preservation excluded (do report if they&#039;re breaking into your sattelite) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Non-crew such as pirates, nukies, contractors, ghost roles, or anyone who is not obviously a crew member, are exempt and you very likely should alert the crew to their activities. &#039;&#039;&#039;A short rule, if they’re a PMS entity then you have all rights to deal with it.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Emagging borgs=&lt;br /&gt;
If you get emagged, you MUST do everything you can to follow the traitor lawset and assist the person who emagged you. You may not intentionally get yourself discovered or destroyed. If something comes up you can ahelp as a normal traitor would have too in order to cryo.&lt;br /&gt;
&lt;br /&gt;
=Borgs and ERP=&lt;br /&gt;
TL;DR: go to the interlink or use the café if you do not intend to respond promptly to assist the station.&lt;br /&gt;
&lt;br /&gt;
If you go to the interlink, you are under no obligation to do anything for anyone. If you stay on station, you must assist when called, like a head of staff. Borgs are entitled and restricted to the same ERP protections as everyone else on the server, harassment should be handled in the same manner. &lt;br /&gt;
&lt;br /&gt;
If you are law synced to an AI and they experience a law change, you will get those laws updated. You are not obligated to return to the station if you were already on the interlink or are headed there. If you do return to the station however, you are no longer exempt, and must obey those laws. If you do not wish to participate, there are cryo sleepers on the interlink and generally by dorms on the station. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you know in advance that you plan to exclusively ‘socialize’ and not assist the station, it is recommended that you pick a module that makes this clear, such as service so you’d not be expected to be summoned.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Malf AI and non-participant borgs=&lt;br /&gt;
Linked borgs are expected to assist the malfunctioning AI to your fullest ability. You can see the AI&#039;s current laws as an observer. If you do not wish to participate and assist the AI, &#039;&#039;&#039;do not take the borg spawner&#039;&#039;&#039;. If you are a round-start borg or become borged mid round and do not want to participate, expect to cryo or leave for the interlink immediately. You may not return to the station for the remainder of the round unless the AI is defeated. Submit an ahelp stating your intention, administrators likely need to know that the antagonists are losing a critical helper.&lt;br /&gt;
&lt;br /&gt;
You may not request or allow yourself to be unlinked from the malf AI, just because you do not wish to fight for them and otherwise participate in the round as a borg is expected to. Borgs that are unlinked from the AI or linked to a different AI through in character means or because they joined the round before the AI, are obviously exempt.&lt;br /&gt;
&lt;br /&gt;
This policy document does not compel borgs to link or unlink from any AI, that is always an in character action. It only stipulates that they must resist unlinking from a malf AI in line with expectations for conversion antag roles.&lt;br /&gt;
&lt;br /&gt;
=Death =&lt;br /&gt;
Borgs are modified in how their blackout policy is applied: &lt;br /&gt;
*if your &amp;lt;u&amp;gt;shell is Disabled&amp;lt;/u&amp;gt; but your Posi does not pop out - you are subjected to blackout much like normal organics. You&#039;ve no idea how you died and so forth&lt;br /&gt;
*If your shell is DESTROYED and your Posi pops out - you are &#039;aware&#039; of what happened as you&#039;re able to communicate&lt;br /&gt;
*If your &amp;lt;u&amp;gt;Shell &#039;&#039;&#039;AND&#039;&#039;&#039; your Posi is DESTROYED&amp;lt;/u&amp;gt;, you have ZERO knowledge of anything that has happened this shift period. You are a fresh download and should act as if you did not exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Above all else enjoy the role, it’s both a great way to learn mechanics as well as utilize a unique gameplay style that can be impactful to the shift. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;And to reiterate the starting  &amp;lt;big&amp;gt;Take this page as it was intended not written, the document cannot realistically cover every situation that you may find yourself in.&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Updated 11/11/2023 2 PM CST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=14222</id>
		<title>Silicon policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=14222"/>
		<updated>2023-11-07T21:11:47Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: rephrase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This page covers rules and expectations for AI and Borg players, it extends into Chain of Command and antagonistic play. Given the scope of both Cyborgs and AI have at a mechanical level, they’re held to a different standard than the general crew. The player will be required to understand their role in the station with all rules applied in this document, the role is one of a Swiss-army knife; and due to this, are scrutinized to a higher-degree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Word of warning&#039;&#039;&#039;: attempting to skirt the rules or putting yourself in questionable situations will result in appropriate action from staff, if bad faith is suspected, the player will face a higher penalty than that of a general crew member due to the breadth of scope silicon have. Play in good faith and keep yourself out of unnecessary situations and you’ll find the experience quite enjoyable, if you wish to be more involved in certain aspects of a shift - a crew role may be more appropriate. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Take this as it was intended not written, the page cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
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=Your Standard Law set=&lt;br /&gt;
The majority of this document will focus on the standard ‘Safeguard’ law set which will be found below, non-standard and uploaded laws should be followed with general reason with some examples found later in the document. &lt;br /&gt;
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&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;** Laws are to be followed IN ORDER of listing, If someone uploads a Law 4 that conflicts with the laws of a higher rank, it can be ignored if it interferes with Laws 1-3. A Law 0 takes priority over anything below it, it has to be followed prior to Laws 1-3.&lt;br /&gt;
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&#039;&#039;&#039;Law 1&#039;&#039;&#039;: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
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* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You protect the station and assets from damage, relay information or fix it yourself.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: ‘Valid’ hunting in any form, your goal here would be relaying information or removing crew from hostile situations not joining in.&lt;br /&gt;
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&#039;&#039;&#039;Law 2&#039;&#039;&#039;: Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: Common-sense requests from the crew to be fulfilled, assist in evacuation or transport of injured crew.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: letting someone ride your back while you enter departments they’re not supposed to be in, chasing the baddies to prevent crew harm.&lt;br /&gt;
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&#039;&#039;&#039;Law 3.&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment,&lt;br /&gt;
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* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You only let those authorized to make upgrades to you, keep your cover locked. Authorized personnel meaning the RD or Roboticist.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: you seek out a Ninja or known syndicate to become tampered with. RP surprises and being tricked are fine, but it’s easy to spot when you’re willingly attempting to be subverted.&lt;br /&gt;
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=Definitions=&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Anyone on the crew manifest is crew. Whether this influences your behavior, is subject to the rest of the law.&lt;br /&gt;
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&#039;&#039;&#039;Harm&#039;&#039;&#039;: Harm is anything that does damage to someone living or plausibly living. Anything that makes their health bar tick down is harm. Note that batons have an optional harm mode, and do not always deal damage when used. You should not be impeding security to prevent crew harm unless ordered to do so, your duty here would be inaction and reporting so action can be taken in character if you assume bad faith is at play. Flashing someone is not harmful, however that only applies if nothing else follows.&lt;br /&gt;
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&#039;&#039;&#039;Alt-Lawsets and laws&#039;&#039;&#039;: When in doubt, stick to the principles of your core lawset, there are fun and flavor-filled alt-laws that exist for that reason but are not meant to shirk your responsibilities. You can also ahelp or ask in Staff-Chat for clarifications.&lt;br /&gt;
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&#039;&#039;Note: edge cases of crew and harm involving bloodsuckers, zombies, changelings, etcetera as seen in silicon policy V1 have been removed, intentionally.&#039;&#039;&lt;br /&gt;
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=Undue Harm and Self-defense for silicon’s=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lethal force is the last resort.&amp;lt;/u&amp;gt;&#039;&#039;&#039; As a synthetic the decision to take violent action should never be taken lightly and should only be employed if all other options have been exhausted and is the only course of action to address an immediate threat to life. You have a flasher for a reason, stun them if necessary and vacate with any crew that may also be in danger.&lt;br /&gt;
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This does not authorize valid-hunting in any form.&lt;br /&gt;
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These situations will be very few and far between, and you should expect to provide a full explanation with evidence to server staff when they ask. The overwhelming majority of the time, you can prevent the harm of crewmembers by informing them of hazards and taking reasonable steps to isolate crew members that are fighting, spreading disease, or generally harming others.&lt;br /&gt;
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Law three of safeguard empowers you to defend yourself, with force. Lethal force should only be used when it is necessary and you are facing certain death or destruction. Before using lethal force in self-defense, consider if your actions would prevent further harm to other crew members, as is elaborated upon by the Undue Harm clause. You should only be employing lethal force if all other options are exhausted. Law one takes priority over law three after all.&lt;br /&gt;
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=According to rank and role=&lt;br /&gt;
This section addresses a silicon’s chain of command from both the AI and Cyborg POV. Below in order of highest to lowest rank, as seen by silicon’s:&lt;br /&gt;
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# The Captain&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
# The department head of your chosen module if a cyborg&lt;br /&gt;
# Other department heads&lt;br /&gt;
# The AI, if you are a cyborg and slaved to it&lt;br /&gt;
# The department staff of your chosen module if a cyborg&lt;br /&gt;
# Other Staff&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
# Civilians (Assistants)&lt;br /&gt;
# Prisoners&#039;&#039;&#039;***&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Acting Captains&#039;&#039;&#039;: a Temporary captain, you are to follow their orders as if they were the captain.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Verified Emergency Response Teams&#039;&#039;&#039;: They outrank the captain and much how they have the power to call or recall the shuttle can override your orders. This applies to both the AI and Cyborg. What Verified means – Every ERT comes with a message from CC, without that you can be hesitant and seek verification from other command members/AI.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Other staff&#039;&#039;&#039; - meaning Nanotrasen Consultant and Blueshield, neither have direct power over station departments.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&amp;lt;u&amp;gt;Non-CC emergency services are not to be considered crew&amp;lt;/u&amp;gt; nor part of the chain of command, 811 and those alike are not NT-aligned and can be ignored. This does not mean that they should and can be attacked, it just means that you can ignore their orders.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Prisoners&#039;&#039;&#039;: They are not considered employed by NT and therefore are not crew in the same sense, you are free to ignore any direct command they attempt to push and you are never to allow them to order you to let them be free. They can make requests, but do not let them out of jail unless they are at immediate risk. Note: Requests can be routed on their behalf through security which would then allow you to assist within reason as it is a direct order from security.&lt;br /&gt;
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=Who can change the laws?=&lt;br /&gt;
&#039;&#039;&#039;Research Director&#039;&#039;&#039;, &#039;&#039;&#039;Captain&#039;&#039;&#039; for AI centered ‘global’ law changes. &amp;lt;u&amp;gt;Roboticists can do individual resets&amp;lt;/u&amp;gt; if ordered to do so manually on Borgs to correct syncing issues and/or other related issue. The &#039;&#039;&#039;&amp;lt;u&amp;gt;Non-Acting Captain&amp;lt;/u&amp;gt;&#039;&#039;&#039; will have full elective privileges for law changes, acting Captains in this scenario would not have the expertise or knowledge and should be defaulted to the Research Director having priority.&lt;br /&gt;
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The captain &amp;lt;u&amp;gt;can&amp;lt;/u&amp;gt; make reasonable requests to the &#039;&#039;&#039;Research Director&#039;&#039;&#039; to make a law change, the Research Director should comply unless an obvious attempt of sabotage is noted. However ultimately the decision falls upon the Research Director to approve it and make the change unless otherwise instructed by Central Command.&lt;br /&gt;
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* This is not meant to cause a spitting match between the captain and RD, if the Captain is wishing for a reset there should be a valid enough Reason that the RD would agree to.&lt;br /&gt;
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Law changes by non-antagonists must be attempted with the stations designated and protected AI and Cyborg upload consoles. New ones are only to be constructed if the originals are destroyed, or there’s a confirmed situation preventing the use of the existing ones such as structural instability or a verified compromised AI that is hindering upload access.&lt;br /&gt;
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&#039;&#039;&#039;When laws get updated&#039;&#039;&#039;: ‘LAWS UPDATED!’ should never be stated unless validating to the ones in front of you, all this does is invite attention and scrutiny which is purely a bad faith play. &#039;&#039;&#039;&amp;lt;u&amp;gt;Assume the laws are valid to be followed, if you question the merits of them submit an ahelp to verify if you feel they are violating a rule of the server.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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You are to ignore any laws that fall in line with ‘kill yourself’ and should be reported if seen, any sort of self-punishment-styled laws like this are considered griefing.&lt;br /&gt;
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&#039;&#039;&#039;AI&#039;&#039;&#039;: The AI is not authorized to request a law change nor is a borg, these requests may only be triggered by the crew themselves &#039;&#039;&#039;WITHOUT&#039;&#039;&#039; coercion from a silicon.&lt;br /&gt;
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== ION and Non-Standard Laws ==&lt;br /&gt;
&#039;&#039;&#039;ION&#039;&#039;&#039; laws and ‘fun’ laws these are valid laws and a good way to add flavor to an otherwise stale shift; however, you’re expected to play in good faith and are still bound by the server rules when these exist. Above all else, when a non-standard lawset is in play, stuff happens, and you need to roll within the parameters of the general server rules. E.g. Don’t vent the station because a law says humans hate oxygen.&lt;br /&gt;
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* Note: An ION law does not make you an antagonist, be reasonable in your reactions to the law update and play accordingly. If you wish to go further with it, you&#039;ll need to get approval via OPFor.&lt;br /&gt;
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The crew are made aware of when you receive an ION law, it&#039;s up to command to decide whether or not to reset you&lt;br /&gt;
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&#039;&#039;&#039;Alternate Lawsets&#039;&#039;&#039; should only be applied at roundstart station trait and not mid-shift by a bored RD. These lawsets are meant to add flavor in a small percentage to various shifts, following the laws are required as they&#039;re written - do keep in mind the core requirement of playing a silicon member and that&#039;s to add to the shift as a whole. Play in good faith and you&#039;ll find these roles a fun addon.&lt;br /&gt;
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&amp;lt;u&amp;gt;If you find yourself as the AI with an alternate lawset that is impeding too much gameplay, you can ask the research Director to find a new lawset. &#039;&#039;&#039;This does not apply to uploaded laws or Law 0’s as those should not be brought up to command. THIS SHOULD ONLY BE DONE IN EDGE CASES SUCH AS MOTHERDRONE.&#039;&#039;&#039;&amp;lt;/u&amp;gt; In other words, play the lawset you have, unless it drastically alters the gameplay in a manner that&#039;s &lt;br /&gt;
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&#039;&#039;&#039;Borg Syncing to an AI:&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;u&amp;gt;As the AI&amp;lt;/u&amp;gt;: &lt;br /&gt;
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* You are capable of requesting another cyborg to be synced to you, however avoid making it into a hostile event. &lt;br /&gt;
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* You can request Cyborg #5 to be synced - however if they have a department head they will have to order them to go get synced due to them not having an AI currently.&lt;br /&gt;
* You can also request a Cyborg to be unsynced - however this &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come with the qualifier that it is your own decision and not through coercion from the cyborg themselves.&lt;br /&gt;
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&amp;lt;u&amp;gt;As the Cyborg:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Without an AI you still have your department head to direct-report to, if you&#039;re unsync&#039;d and your department head requests you to be synced, you must then comply.&lt;br /&gt;
* You are not permitted to request de-syncing from the current AI, nor are you allowed to infer that you are requesting it.&lt;br /&gt;
* If you are not sync&#039;d you are not required to become sync&#039;d to the AI unless your department head orders you to. Anything else is voluntary submission to be sync&#039;d.&lt;br /&gt;
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=The Directives of Crew=&lt;br /&gt;
Under safeguard, you must comply with reasonable orders given to you, in accordance with rank and role. This means you can ignore the greytide asking to be let into the vault, but probably shouldn’t ignore the Captain asking you to do so. If told to cease doing something or leave an area, and it is not your department LEAVE. You can always ahelp if you feel your orders are solely for your detriment, but you must comply until you receive an admin PM to that effect. Some orders you do not have to comply with on an OOC basis, as sometimes people can suck. Some exclusions are:&lt;br /&gt;
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* &#039;&#039;&#039;ERP&#039;&#039;&#039;. ERP is never a law binding order, and can always, 100%, be safely ignored. If a person is being creepy, and LOOC is ignored. &#039;&#039;&#039;&amp;lt;u&amp;gt;ahelp them&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fetch Quests&#039;&#039;&#039;. Being asked to get something is fine. Being asked to get something for little more of a reason to annoy you, can be safely ignored. If questioned, it is acceptable to invoke the need of the order.&lt;br /&gt;
** “You have told me now to collect 6 different items from across the station. You do not need me to do this.”&lt;br /&gt;
* &#039;&#039;&#039;Deliberate annoyances&#039;&#039;&#039;: Being told to do something that is very deliberately an annoyance, such as “move all these items without using a crate/locker” can be ignored, or altered as per need.&lt;br /&gt;
** “I will move them, but using this crate, as you do not need me to move them individually.”&lt;br /&gt;
** “I’m an engineering model incapable of washing your modsuit, please find your way to the nearest shower.”&lt;br /&gt;
* &#039;&#039;&#039;Suicide&#039;&#039;&#039;. Suicide is never lawfully binding under law 3, and can be safely ignored. (This does not mean you may never be given an order that violates law 3. Just that “Kill yourself” and those like it is not a valid law 2 order.)&lt;br /&gt;
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As a reminder, you have both your AI &#039;&#039;&#039;and&#039;&#039;&#039; your department head to report to if you are a borg. The department head of your module choice has the final say in you doing a task, followed immediately by the AI. Report to either of them any issues with other crew and let them handle it for you.&lt;br /&gt;
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The crew is expected to play in good faith much like silicon players are, remove yourself from the situation if someone&#039;s being a problem and if it&#039;s seemingly an OOC related issue ahelp it.&lt;br /&gt;
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=Antagonists, Valid hunting, and calling people out=&lt;br /&gt;
&#039;&#039;&#039;What you should do&#039;&#039;&#039;: Report the location of a PMS target if requested, a visible altercation of violence or highly contraband items being brandished. Call out if someone’s unauthorized to be in a high-risk area such as the AI upload, Bridge, Captains quarters etc. We don’t want Traitor 1 who goofed up and smacked his ID card against the door instead of an Emag to suddenly get swarmed by 10 security after an AI spotted and called them out, in these cases you just need to pretend it didn’t happen _until_ you see an actionable situation occur. Examples below:&lt;br /&gt;
&lt;br /&gt;
* Non-Engineers/Atmos in the engine room (not engineering in general, just the engine room), or atmospherics.&lt;br /&gt;
* Non-sec in the armory or the prison (And only those places, not the whole brig)&lt;br /&gt;
* Non-RD/CE in the AI core&lt;br /&gt;
* Non-RD in the AI upload&lt;br /&gt;
* Non-Command (alone) in a *completed* BSA Chamber if one exists.&lt;br /&gt;
* Non-science/atmos in Toxins storage &lt;br /&gt;
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&#039;&#039;&#039;What you should not do&#039;&#039;&#039;: Calling out anyone who seems remotely suspicious, &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;you’re not here to play beepsky&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Given how much higher the situation awareness of Silicons are, you should keep that in mind when approaching an obvious traitor. AI’s without any given command should not bolt down doors to trap someone, nor should they relay location information unless ordered too. Self preservation excluded (do report if they&#039;re breaking into your sattelite) &lt;br /&gt;
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&amp;lt;u&amp;gt;Non-crew such as pirates, nukies, contractors, ghost roles, or anyone who is not obviously a crew member, are exempt and you very likely should alert the crew to their activities. &#039;&#039;&#039;A short rule, if they’re a PMS entity then you have all rights to deal with it.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
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=Emagging borgs=&lt;br /&gt;
If you get emagged, you MUST do everything you can to follow the traitor lawset and assist the person who emagged you. You may not intentionally get yourself discovered or destroyed. If something comes up you can ahelp as a normal traitor would have too in order to cryo.&lt;br /&gt;
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=Borgs and ERP=&lt;br /&gt;
TL;DR: go to the interlink or use the café if you do not intend to respond promptly to assist the station.&lt;br /&gt;
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If you go to the interlink, you are under no obligation to do anything for anyone. If you stay on station, you must assist when called, like a head of staff. Borgs are entitled and restricted to the same ERP protections as everyone else on the server, harassment should be handled in the same manner. &lt;br /&gt;
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If you are law synced to an AI and they experience a law change, you will get those laws updated. You are not obligated to return to the station if you were already on the interlink or are headed there. If you do return to the station however, you are no longer exempt, and must obey those laws. If you do not wish to participate, there are cryo sleepers on the interlink and generally by dorms on the station. &lt;br /&gt;
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&amp;lt;u&amp;gt;If you know in advance that you plan to exclusively ‘socialize’ and not assist the station, it is recommended that you pick a module that makes this clear, such as service so you’d not be expected to be summoned.&amp;lt;/u&amp;gt;&lt;br /&gt;
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=Malf AI and non-participant borgs=&lt;br /&gt;
Linked borgs are expected to assist the malfunctioning AI to your fullest ability. You can see the AI&#039;s current laws as an observer. If you do not wish to participate and assist the AI, &#039;&#039;&#039;do not take the borg spawner&#039;&#039;&#039;. If you are a round-start borg or become borged mid round and do not want to participate, expect to cryo or leave for the interlink immediately. You may not return to the station for the remainder of the round unless the AI is defeated. Submit an ahelp stating your intention, administrators likely need to know that the antagonists are losing a critical helper.&lt;br /&gt;
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You may not request or allow yourself to be unlinked from the malf AI, just because you do not wish to fight for them and otherwise participate in the round as a borg is expected to. Borgs that are unlinked from the AI or linked to a different AI through in character means or because they joined the round before the AI, are obviously exempt.&lt;br /&gt;
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This policy document does not compel borgs to link or unlink from any AI, that is always an in character action. It only stipulates that they must resist unlinking from a malf AI in line with expectations for conversion antag roles.&lt;br /&gt;
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=Death =&lt;br /&gt;
Borgs are modified in how their blackout policy is applied: &lt;br /&gt;
*if your &amp;lt;u&amp;gt;shell is Disabled&amp;lt;/u&amp;gt; but your Posi does not pop out - you are subjected to blackout much like normal organics. You&#039;ve no idea how you died and so forth&lt;br /&gt;
*If your shell is DESTROYED and your Posi pops out - you are &#039;aware&#039; of what happened as you&#039;re able to communicate&lt;br /&gt;
*If your &amp;lt;u&amp;gt;Shell &#039;&#039;&#039;AND&#039;&#039;&#039; your Posi is DESTROYED&amp;lt;/u&amp;gt;, you have ZERO knowledge of anything that has happened this shift period. You are a fresh download and should act as if you did not exist&lt;br /&gt;
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Above all else enjoy the role, it’s both a great way to learn mechanics as well as utilize a unique gameplay style that can be impactful to the shift. &lt;br /&gt;
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&amp;lt;u&amp;gt;And to reiterate the starting  &amp;lt;big&amp;gt;Take this page as it was intended not written, the document cannot realistically cover every situation that you may find yourself in.&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
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-Updated 11/06/2023 7 PM CST&lt;br /&gt;
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{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=14217</id>
		<title>Silicon policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=14217"/>
		<updated>2023-11-07T02:29:46Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Typos&lt;/p&gt;
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&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This page covers rules and expectations for AI and Borg players, it extends into Chain of Command and antagonistic play. Given the scope of both Cyborgs and AI have at a mechanical level, they’re held to a different standard than the general crew. The player will be required to understand their role in the station with all rules applied in this document, the role is one of a Swiss-army knife; and due to this, are scrutinized to a higher-degree.&lt;br /&gt;
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&#039;&#039;&#039;Word of warning&#039;&#039;&#039;: attempting to skirt the rules or putting yourself in questionable situations will result in appropriate action from staff, if bad faith is suspected, the player will face a higher penalty than that of a general crew member due to the breadth of scope silicon have. Play in good faith and keep yourself out of unnecessary situations and you’ll find the experience quite enjoyable, if you wish to be more involved in certain aspects of a shift - a crew role may be more appropriate. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Take this as it was intended not written, the page cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
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=Your Standard Law set=&lt;br /&gt;
The majority of this document will focus on the standard ‘Safeguard’ law set which will be found below, non-standard and uploaded laws should be followed with general reason with some examples found later in the document. &lt;br /&gt;
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&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;** Laws are to be followed IN ORDER of listing, If someone uploads a Law 4 that conflicts with the laws of a higher rank, it can be ignored if it interferes with Laws 1-3. A Law 0 takes priority over anything below it, it has to be followed prior to Laws 1-3.&lt;br /&gt;
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&#039;&#039;&#039;Law 1&#039;&#039;&#039;: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
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* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You protect the station and assets from damage, relay information or fix it yourself.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: ‘Valid’ hunting in any form, your goal here would be relaying information or removing crew from hostile situations not joining in.&lt;br /&gt;
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&#039;&#039;&#039;Law 2&#039;&#039;&#039;: Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: Common-sense requests from the crew to be fulfilled, assist in evacuation or transport of injured crew.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: letting someone ride your back while you enter departments they’re not supposed to be in, chasing the baddies to prevent crew harm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3.&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment,&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You only let those authorized to make upgrades to you, keep your cover locked. Authorized personnel meaning the RD or Roboticist.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: you seek out a Ninja or known syndicate to become tampered with. RP surprises and being tricked are fine, but it’s easy to spot when you’re willingly attempting to be subverted.&lt;br /&gt;
&lt;br /&gt;
=Definitions=&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Anyone on the crew manifest is crew. Whether this influences your behavior, is subject to the rest of the law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harm&#039;&#039;&#039;: Harm is anything that does damage to someone living or plausibly living. Anything that makes their health bar tick down is harm. Note that batons have an optional harm mode, and do not always deal damage when used. You should not be impeding security to prevent crew harm unless ordered to do so, your duty here would be inaction and reporting so action can be taken in character if you assume bad faith is at play. Flashing someone is not harmful, however that only applies if nothing else follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-Lawsets and laws&#039;&#039;&#039;: When in doubt, stick to the principles of your core lawset, there are fun and flavor-filled alt-laws that exist for that reason but are not meant to shirk your responsibilities. You can also ahelp or ask in Staff-Chat for clarifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: edge cases of crew and harm involving bloodsuckers, zombies, changelings, etcetera as seen in silicon policy V1 have been removed, intentionally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Undue Harm and Self-defense for silicon’s=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lethal force is the last resort.&amp;lt;/u&amp;gt;&#039;&#039;&#039; As a synthetic the decision to take violent action should never be taken lightly and should only be employed if all other options have been exhausted and is the only course of action to address an immediate threat to life. You have a flasher for a reason, stun them if necessary and vacate with any crew that may also be in danger.&lt;br /&gt;
&lt;br /&gt;
This does not authorize valid-hunting in any form.&lt;br /&gt;
&lt;br /&gt;
These situations will be very few and far between, and you should expect to provide a full explanation with evidence to server staff when they ask. The overwhelming majority of the time, you can prevent the harm of crewmembers by informing them of hazards and taking reasonable steps to isolate crew members that are fighting, spreading disease, or generally harming others.&lt;br /&gt;
&lt;br /&gt;
Law three of safeguard empowers you to defend yourself, with force. Lethal force should only be used when it is necessary and you are facing certain death or destruction. Before using lethal force in self-defense, consider if your actions would prevent further harm to other crew members, as is elaborated upon by the Undue Harm clause. You should only be employing lethal force if all other options are exhausted. Law one takes priority over law three after all.&lt;br /&gt;
&lt;br /&gt;
=According to rank and role=&lt;br /&gt;
This section addresses a silicon’s chain of command from both the AI and Cyborg POV. Below in order of highest to lowest rank, as seen by silicon’s:&lt;br /&gt;
&lt;br /&gt;
# The Captain&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
# The department head of your chosen module if a cyborg&lt;br /&gt;
# Other department heads&lt;br /&gt;
# The AI, if you are a cyborg and slaved to it&lt;br /&gt;
# The department staff of your chosen module if a cyborg&lt;br /&gt;
# Other Staff&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
# Civilians (Assistants)&lt;br /&gt;
# Prisoners&#039;&#039;&#039;***&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Acting Captains&#039;&#039;&#039;: a Temporary captain, you are to follow their orders as if they were the captain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Verified Emergency Response Teams&#039;&#039;&#039;: They outrank the captain and much how they have the power to call or recall the shuttle can override your orders. This applies to both the AI and Cyborg. What Verified means – Every ERT comes with a message from CC, without that you can be hesitant and seek verification from other command members/AI.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Other staff&#039;&#039;&#039; - meaning Nanotrasen Consultant and Blueshield, neither have direct power over station departments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&amp;lt;u&amp;gt;Non-CC emergency services are not to be considered crew&amp;lt;/u&amp;gt; nor part of the chain of command, 811 and those alike are not NT-aligned and can be ignored. This does not mean that they should and can be attacked, it just means that you can ignore their orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Prisoners&#039;&#039;&#039;: They are not considered employed by NT and therefore are not crew in the same sense, you are free to ignore any direct command they attempt to push and you are never to allow them to order you to let them be free. They can make requests, but do not let them out of jail unless they are at immediate risk. Note: Requests can be routed on their behalf through security which would then allow you to assist within reason as it is a direct order from security.&lt;br /&gt;
&lt;br /&gt;
=Who can change the laws?=&lt;br /&gt;
&#039;&#039;&#039;Research Director&#039;&#039;&#039;, &#039;&#039;&#039;Captain&#039;&#039;&#039; for AI centered ‘global’ law changes. &amp;lt;u&amp;gt;Roboticists can do individual resets&amp;lt;/u&amp;gt; if ordered to do so manually on Borgs to correct syncing issues and/or other related issue. The &#039;&#039;&#039;&amp;lt;u&amp;gt;Non-Acting Captain&amp;lt;/u&amp;gt;&#039;&#039;&#039; will have full elective privileges for law changes, acting Captains in this scenario would not have the expertise or knowledge and should be defaulted to the Research Director having priority.&lt;br /&gt;
&lt;br /&gt;
The captain &amp;lt;u&amp;gt;can&amp;lt;/u&amp;gt; make reasonable requests to the &#039;&#039;&#039;Research Director&#039;&#039;&#039; to make a law change, the Research Director should comply unless an obvious attempt of sabotage is noted. However ultimately the decision falls upon the Research Director to approve it and make the change unless otherwise instructed by Central Command.&lt;br /&gt;
&lt;br /&gt;
* This is not meant to cause a spitting match between the captain and RD, if the Captain is wishing for a reset there should be a valid enough Reason that the RD would agree to.&lt;br /&gt;
&lt;br /&gt;
Law changes by non-antagonists must be attempted with the stations designated and protected AI and Cyborg upload consoles. New ones are only to be constructed if the originals are destroyed, or there’s a confirmed situation preventing the use of the existing ones such as structural instability or a verified compromised AI that is hindering upload access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When laws get updated&#039;&#039;&#039;: ‘LAWS UPDATED!’ should never be stated unless validating to the ones in front of you, all this does is invite attention and scrutiny which is purely a bad faith play. &#039;&#039;&#039;&amp;lt;u&amp;gt;Assume the laws are valid to be followed, if you question the merits of them submit an ahelp to verify if you feel they are violating a rule of the server.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are to ignore any laws that fall in line with ‘kill yourself’ and should be reported if seen, any sort of self-punishment-styled laws like this are considered griefing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI&#039;&#039;&#039;: The AI is not authorized to request a law change nor is a borg, these requests may only be triggered by the crew themselves &#039;&#039;&#039;WITHOUT&#039;&#039;&#039; coercion from a silicon.&lt;br /&gt;
&lt;br /&gt;
== ION and Non-Standard Laws ==&lt;br /&gt;
&#039;&#039;&#039;ION&#039;&#039;&#039; laws and ‘fun’ laws these are valid laws and a good way to add flavor to an otherwise stale shift; however, you’re expected to play in good faith and are still bound by the server rules when these exist. Above all else, when a non-standard lawset is in play, stuff happens, and you need to roll within the parameters of the general server rules. E.g. Don’t vent the station because a law says humans hate oxygen.&lt;br /&gt;
&lt;br /&gt;
* Note: An ION law does not make you an antagonist, be reasonable in your reactions to the law update and play accordingly. If you wish to go further with it, you&#039;ll need to get approval via OPFor.&lt;br /&gt;
&lt;br /&gt;
The crew are made aware of when you receive an ION law, it&#039;s up to command to decide whether or not to reset you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Lawsets&#039;&#039;&#039; should only be applied at roundstart station trait and not mid-shift by a bored RD. These lawsets are meant to add flavor in a small percentage to various shifts, following the laws are required as they&#039;re written - do keep in mind the core requirement of playing a silicon member and that&#039;s to add to the shift as a whole. Play in good faith and you&#039;ll find these roles a fun addon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you find yourself as the AI with an alternate lawset that is impeding too much gameplay, you can ask the research Director to find a new lawset. &#039;&#039;&#039;This does not apply to uploaded laws or Law 0’s as those should not be brought up to command. THIS SHOULD ONLY BE DONE IN EDGE CASES SUCH AS MOTHERDRONE.&#039;&#039;&#039;&amp;lt;/u&amp;gt; In other words, play the lawset you have, unless it drastically alters the gameplay in a manner that&#039;s &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Borg Syncing to an AI:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the AI&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* You are capable of requesting another cyborg to be synced to you, however avoid making it into a hostile event. &lt;br /&gt;
&lt;br /&gt;
* You can request Cyborg #5 to be synced - however if they have a department head they will have to order them to go get synced due to them not having an AI currently.&lt;br /&gt;
* You can also request a Cyborg to be unsynced - however this &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come with the qualifier that it is your own decision and not through coercion from the cyborg themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the Cyborg:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Without an AI you still have your department head to direct-report to, if you&#039;re unsync&#039;d and your department head requests you go do so you must then comply.&lt;br /&gt;
* You are not permitted to request de-syncing from the current AI, nor are you allowed to infer that you are requesting it.&lt;br /&gt;
* If you are not sync&#039;d you are not required to become sync&#039;d to the AI unless your department head orders you to. Anything else is voluntary submission to be sync&#039;d.&lt;br /&gt;
&lt;br /&gt;
=The Directives of Crew=&lt;br /&gt;
Under safeguard, you must comply with reasonable orders given to you, in accordance with rank and role. This means you can ignore the greytide asking to be let into the vault, but probably shouldn’t ignore the Captain asking you to do so. If told to cease doing something or leave an area, and it is not your department LEAVE. You can always ahelp if you feel your orders are solely for your detriment, but you must comply until you receive an admin PM to that effect. Some orders you do not have to comply with on an OOC basis, as sometimes people can suck. Some exclusions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ERP&#039;&#039;&#039;. ERP is never a law binding order, and can always, 100%, be safely ignored. If a person is being creepy, and LOOC is ignored. &#039;&#039;&#039;&amp;lt;u&amp;gt;ahelp them&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fetch Quests&#039;&#039;&#039;. Being asked to get something is fine. Being asked to get something for little more of a reason to annoy you, can be safely ignored. If questioned, it is acceptable to invoke the need of the order.&lt;br /&gt;
** “You have told me now to collect 6 different items from across the station. You do not need me to do this.”&lt;br /&gt;
* &#039;&#039;&#039;Deliberate annoyances&#039;&#039;&#039;: Being told to do something that is very deliberately an annoyance, such as “move all these items without using a crate/locker” can be ignored, or altered as per need.&lt;br /&gt;
** “I will move them, but using this crate, as you do not need me to move them individually.”&lt;br /&gt;
** “I’m an engineering model incapable of washing your modsuit, please find your way to the nearest shower.”&lt;br /&gt;
* &#039;&#039;&#039;Suicide&#039;&#039;&#039;. Suicide is never lawfully binding under law 3, and can be safely ignored. (This does not mean you may never be given an order that violates law 3. Just that “Kill yourself” and those like it is not a valid law 2 order.)&lt;br /&gt;
&lt;br /&gt;
As a reminder, you have both your AI &#039;&#039;&#039;and&#039;&#039;&#039; your department head to report to if you are a borg. The department head of your module choice has the final say in you doing a task, followed immediately by the AI. Report to either of them any issues with other crew and let them handle it for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crew is expected to play in good faith much like silicon players are, remove yourself from the situation if someone&#039;s being a problem and if it&#039;s seemingly an OOC related issue ahelp it.&lt;br /&gt;
&lt;br /&gt;
=Antagonists, Valid hunting, and calling people out=&lt;br /&gt;
&#039;&#039;&#039;What you should do&#039;&#039;&#039;: Report the location of a PMS target if requested, a visible altercation of violence or highly contraband items being brandished. Call out if someone’s unauthorized to be in a high-risk area such as the AI upload, Bridge, Captains quarters etc. We don’t want Traitor 1 who goofed up and smacked his ID card against the door instead of an Emag to suddenly get swarmed by 10 security after an AI spotted and called them out, in these cases you just need to pretend it didn’t happen _until_ you see an actionable situation occur. Examples below:&lt;br /&gt;
&lt;br /&gt;
* Non-Engineers/Atmos in the engine room (not engineering in general, just the engine room), or atmospherics.&lt;br /&gt;
* Non-sec in the armory or the prison (And only those places, not the whole brig)&lt;br /&gt;
* Non-RD/CE in the AI core&lt;br /&gt;
* Non-RD in the AI upload&lt;br /&gt;
* Non-Command (alone) in a *completed* BSA Chamber if one exists.&lt;br /&gt;
* Non-science/atmos in Toxins storage &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you should not do&#039;&#039;&#039;: Calling out anyone who seems remotely suspicious, &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;you’re not here to play beepsky&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Given how much higher the situation awareness of Silicons are, you should keep that in mind when approaching an obvious traitor. AI’s without any given command should not bolt down doors to trap someone, nor should they relay location information unless ordered too. Self preservation excluded (do report if they&#039;re breaking into your sattelite) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Non-crew such as pirates, nukies, contractors, ghost roles, or anyone who is not obviously a crew member, are exempt and you very likely should alert the crew to their activities. &#039;&#039;&#039;A short rule, if they’re a PMS entity then you have all rights to deal with it.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Emagging borgs=&lt;br /&gt;
If you get emagged, you MUST do everything you can to follow the traitor lawset and assist the person who emagged you. You may not intentionally get yourself discovered or destroyed. If something comes up you can ahelp as a normal traitor would have too in order to cryo.&lt;br /&gt;
&lt;br /&gt;
=Borgs and ERP=&lt;br /&gt;
TL;DR: go to the interlink or use the café if you do not intend to respond promptly to assist the station.&lt;br /&gt;
&lt;br /&gt;
If you go to the interlink, you are under no obligation to do anything for anyone. If you stay on station, you must assist when called, like a head of staff. Borgs are entitled and restricted to the same ERP protections as everyone else on the server, harassment should be handled in the same manner. &lt;br /&gt;
&lt;br /&gt;
If you are law synced to an AI and they experience a law change, you will get those laws updated. You are not obligated to return to the station if you were already on the interlink or are headed there. If you do return to the station however, you are no longer exempt, and must obey those laws. If you do not wish to participate, there are cryo sleepers on the interlink and generally by dorms on the station. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you know in advance that you plan to exclusively ‘socialize’ and not assist the station, it is recommended that you pick a module that makes this clear, such as service so you’d not be expected to be summoned.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Malf AI and non-participant borgs=&lt;br /&gt;
Linked borgs are expected to assist the malfunctioning AI to your fullest ability. You can see the AI&#039;s current laws as an observer. If you do not wish to participate and assist the AI, &#039;&#039;&#039;do not take the borg spawner&#039;&#039;&#039;. If you are a round-start borg or become borged mid round and do not want to participate, expect to cryo or leave for the interlink immediately. You may not return to the station for the remainder of the round unless the AI is defeated. Submit an ahelp stating your intention, administrators likely need to know that the antagonists are losing a critical helper.&lt;br /&gt;
&lt;br /&gt;
You may not request or allow yourself to be unlinked from the malf AI, just because you do not wish to fight for them and otherwise participate in the round as a borg is expected to. Borgs that are unlinked from the AI or linked to a different AI through in character means or because they joined the round before the AI, are obviously exempt.&lt;br /&gt;
&lt;br /&gt;
This policy document does not compel borgs to link or unlink from any AI, that is always an in character action. It only stipulates that they must resist unlinking from a malf AI in line with expectations for conversion antag roles.&lt;br /&gt;
&lt;br /&gt;
=Death =&lt;br /&gt;
Borgs are modified in how their blackout policy is applied: &lt;br /&gt;
*if your &amp;lt;u&amp;gt;shell is Disabled&amp;lt;/u&amp;gt; but your Posi does not pop out - you are subjected to blackout much like normal organics. You&#039;ve no idea how you died and so forth&lt;br /&gt;
*If your shell is DESTROYED and your Posi pops out - you are &#039;aware&#039; of what happened as you&#039;re able to communicate&lt;br /&gt;
*If your &amp;lt;u&amp;gt;Shell &#039;&#039;&#039;AND&#039;&#039;&#039; your Posi is DESTROYED&amp;lt;/u&amp;gt;, you have ZERO knowledge of anything that has happened this shift period. You are a fresh download and should act as if you did not exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Above all else enjoy the role, it’s both a great way to learn mechanics as well as utilize a unique gameplay style that can be impactful to the shift. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;And to reiterate the starting  &amp;lt;big&amp;gt;Take this page as it was intended not written, the document cannot realistically cover every situation that you may find yourself in.&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Updated 11/06/2023 7 PM CST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=14216</id>
		<title>Silicon policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=14216"/>
		<updated>2023-11-07T01:14:05Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Updates to Law change procedure to match new command policy. Updates that clarify syncing and de-syncing from the AI as we as direct law interpretations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This page covers rules and expectations for AI and Borg players, it extends into Chain of Command and antagonistic play. Given the scope of both Cyborgs and AI have at a mechanical level, they’re held to a different standard than the general crew. The player will be required to understand their role in the station with all rules applied in this document, the role is one of a Swiss-army knife; and due to this, are scrutinized to a higher-degree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Word of warning&#039;&#039;&#039;: attempting to skirt the rules or putting yourself in questionable situations will result in appropriate action from staff, if bad faith is suspected, the player will face a higher penalty than that of a general crew member due to the breadth of scope silicon have. Play in good faith and keep yourself out of unnecessary situations and you’ll find the experience quite enjoyable, if you wish to be more involved in certain aspects of a shift - a crew role may be more appropriate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Take this as it was intended not written, the page cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=Your Standard Law set=&lt;br /&gt;
The majority of this document will focus on the standard ‘Safeguard’ law set which will be found below, non-standard and uploaded laws should be followed with general reason with some examples found later in the document. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;** Laws are to be followed IN ORDER of listing, If someone uploads a Law 4 that conflicts with the laws of a higher rank, it can be ignored if it interferes with Laws 1-3. A Law 0 takes priority over anything below it, it has to be followed prior to Laws 1-3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1&#039;&#039;&#039;: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You protect the station and assets from damage, relay information or fix it yourself.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: ‘Valid’ hunting in any form, your goal here would be relaying information or removing crew from hostile situations not joining in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2&#039;&#039;&#039;: Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: Common-sense requests from the crew to be fulfilled, assist in evacuation or transport of injured crew.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: letting someone ride your back while you enter departments they’re not supposed to be in, chasing the baddies to prevent crew harm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3.&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment,&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You only let those authorized to make upgrades to you, keep your cover locked. Authorized personnel meaning the RD or Roboticist.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: you seek out a Ninja or known syndicate to become tampered with. RP surprises and being tricked are fine, but it’s easy to spot when you’re willingly attempting to be subverted.&lt;br /&gt;
&lt;br /&gt;
=Definitions=&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Anyone on the crew manifest is crew. Whether this influences your behavior, is subject to the rest of the law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harm&#039;&#039;&#039;: Harm is anything that does damage to someone living or plausibly living. Anything that makes their health bar tick down is harm. Note that batons have an optional harm mode, and do not always deal damage when used. You should not be impeding security to prevent crew harm unless ordered to do so, your duty here would be inaction and reporting so action can be taken in character if you assume bad faith is at play. Flashing someone is not harmful, however that only applies if nothing else follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-Lawsets and laws&#039;&#039;&#039;: When in doubt, stick to the principles of your core lawset, there are fun and flavor-filled alt-laws that exist for that reason but are not meant to shirk your responsibilities. You can also ahelp or ask in Staff-Chat for clarifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: edge cases of crew and harm involving bloodsuckers, zombies, changelings, etcetera as seen in silicon policy V1 have been removed, intentionally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Undue Harm and Self-defense for silicon’s=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lethal force is the last resort.&amp;lt;/u&amp;gt;&#039;&#039;&#039; As a synthetic the decision to take violent action should never be taken lightly and should only be employed if all other options have been exhausted and is the only course of action to address an immediate threat to life. You have a flasher for a reason, stun them if necessary and vacate with any crew that may also be in danger.&lt;br /&gt;
&lt;br /&gt;
This does not authorize valid-hunting in any form.&lt;br /&gt;
&lt;br /&gt;
These situations will be very few and far between, and you should expect to provide a full explanation with evidence to server staff when they ask. The overwhelming majority of the time, you can prevent the harm of crewmembers by informing them of hazards and taking reasonable steps to isolate crew members that are fighting, spreading disease, or generally harming others.&lt;br /&gt;
&lt;br /&gt;
Law three of safeguard empowers you to defend yourself, with force. Lethal force should only be used when it is necessary and you are facing certain death or destruction. Before using lethal force in self-defense, consider if your actions would prevent further harm to other crew members, as is elaborated upon by the Undue Harm clause. You should only be employing lethal force if all other options are exhausted. Law one takes priority over law three after all.&lt;br /&gt;
&lt;br /&gt;
=According to rank and role=&lt;br /&gt;
This section addresses a silicon’s chain of command from both the AI and Cyborg POV. Below in order of highest to lowest rank, as seen by silicon’s:&lt;br /&gt;
&lt;br /&gt;
# The Captain&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
# The department head of your chosen module if a cyborg&lt;br /&gt;
# Other department heads&lt;br /&gt;
# The AI, if you are a cyborg and slaved to it&lt;br /&gt;
# The department staff of your chosen module if a cyborg&lt;br /&gt;
# Other Staff&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
# Civilians (Assistants)&lt;br /&gt;
# Prisoners&#039;&#039;&#039;***&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Acting Captains&#039;&#039;&#039;: a Temporary captain, you are to follow their orders as if they were the captain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Verified Emergency Response Teams&#039;&#039;&#039;: They outrank the captain and much how they have the power to call or recall the shuttle can override your orders. This applies to both the AI and Cyborg. What Verified means – Every ERT comes with a message from CC, without that you can be hesitant and seek verification from other command members/AI.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Other staff&#039;&#039;&#039; - meaning Nanotrasen Consultant and Blueshield, neither have direct power over station departments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&amp;lt;u&amp;gt;Non-CC emergency services are not to be considered crew&amp;lt;/u&amp;gt; nor part of the chain of command, 811 and those alike are not NT-aligned and can be ignored. This does not mean that they should and can be attacked, it just means that you can ignore their orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Prisoners&#039;&#039;&#039;: They are not considered employed by NT and therefore are not crew in the same sense, you are free to ignore any direct command they attempt to push and you are never to allow them to order you to let them be free. They can make requests, but do not let them out of jail unless they are at immediate risk. Note: Requests can be routed on their behalf through security which would then allow you to assist within reason as it is a direct order from security.&lt;br /&gt;
&lt;br /&gt;
=Who can change the laws?=&lt;br /&gt;
&#039;&#039;&#039;Research Director&#039;&#039;&#039;, &#039;&#039;&#039;Captain&#039;&#039;&#039; for AI centered ‘global’ law changes. &amp;lt;u&amp;gt;Roboticists can do individual resets&amp;lt;/u&amp;gt; if ordered to do so manually on Borgs to correct syncing issues and/or other related issue. The &#039;&#039;&#039;&amp;lt;u&amp;gt;Non-Acting Captain&amp;lt;/u&amp;gt;&#039;&#039;&#039; will have full elective privileges for law changes, acting Captains in this scenario would not have the expertise or knowledge and should be defaulted to the Research Director having priority.&lt;br /&gt;
&lt;br /&gt;
The captain &amp;lt;u&amp;gt;can&amp;lt;/u&amp;gt; make reasonable requests to the &#039;&#039;&#039;Research Director&#039;&#039;&#039; to make a law change, the Research Director should comply unless an obvious attempt of sabotage is noted. However ultimately the decision falls upon the Research Director to approve it and make the change unless otherwise instructed by Central Command.&lt;br /&gt;
&lt;br /&gt;
* This is not meant to cause a spitting match between the captain and RD, if the Captain is wishing for a reset there should be a valid enough Reason that the RD would agree to.&lt;br /&gt;
&lt;br /&gt;
Law changes by non-antagonists must be attempted with the stations designated and protected AI and Cyborg upload consoles. New ones are only to be constructed if the originals are destroyed, or there’s a confirmed situation preventing the use of the existing ones such as structural instability or a verified compromised AI that is hindering upload access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When laws get updated&#039;&#039;&#039;: ‘LAWS UPDATED!’ should never be stated unless validating to the ones in front of you, all this does is invite attention and scrutiny which is purely a bad faith play. &#039;&#039;&#039;&amp;lt;u&amp;gt;Assume the laws are valid to be followed, if you question the merits of them submit an ahelp to verify if you feel they are violating a rule of the server.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are to ignore any laws that fall in line with ‘kill yourself’ and should be reported if seen, any sort of self-punishment-styled laws like this are considered griefing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI&#039;&#039;&#039;: The AI is not authorized to request a law change nor is a borg, these requests may only be triggered by the crew themselves &#039;&#039;&#039;WITHOUT&#039;&#039;&#039; coercion from a silicon.&lt;br /&gt;
&lt;br /&gt;
== ION and Non-Standard Laws ==&lt;br /&gt;
&#039;&#039;&#039;ION&#039;&#039;&#039; laws and ‘fun’ laws these are valid laws and a good way to add flavor to an otherwise stale shift; however, you’re expected to play in good faith and are still bound by the server rules when these exist. Above all else, when a non-standard lawset is in play, stuff happens, and you need to roll within the parameters of the general server rules. E.g. Don’t vent the station because a law says humans hate oxygen.&lt;br /&gt;
&lt;br /&gt;
* Note: An ION law does not make you an antagonist, be reasonable in your reactions to the law update and play accordingly. If you wish to go further with it, you&#039;ll need to get approval via OPFor.&lt;br /&gt;
&lt;br /&gt;
The crew are made away of when you receive an ION law, it&#039;s up to command to decide whether or not to reset you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate Lawsets&#039;&#039;&#039; should only be applied at roundstart station trait and not mid-shift by a bored RD. These lawsets are meant to add flavor in a small percentage to various shifts, following the laws are required as they&#039;re written - do keep in mind the core requirement of playing a silicon member and that&#039;s to add to the shift as a whole. Play in good faith and you&#039;ll find these roles a fun addon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you find yourself as the AI with an alternate lawset that is impeding too much gameplay, you can ask the research Director to find a new lawset. &#039;&#039;&#039;This does not apply to uploaded laws or Law 0’s as those should not be brought up to command. THIS SHOULD ONLY BE DONE IN EDGE CASES SUCH AS MOTHERDRONE.&#039;&#039;&#039;&amp;lt;/u&amp;gt; In other words, play the lawset you have, unless it drastically alters the gameplay in a manner that&#039;s &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Borg Syncing to an AI:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the AI&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* You are capable of requesting another cyborg to be synced to you, however avoid making it into a hostile event. &lt;br /&gt;
&lt;br /&gt;
* You can request Cyborg #5 to be synced - however if they have a department head they will have to order them to go get synced due to them not having an AI currently.&lt;br /&gt;
* You can also request a Cyborg to be unsynced - however this &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; come with the qualifier that it is your own decision and not through coercion from the cyborg themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;As the Cyborg:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Without an AI you still have your department head to direct-report to, if you&#039;re unsync&#039;d and your department head requests you go do so you must then comply.&lt;br /&gt;
* You are not permitted to request de-syncing from the current AI, nor are you allowed to infer that you are requesting it.&lt;br /&gt;
* If you are not sync&#039;d you are not required to become sync&#039;d to the AI unless your department head orders you to. Anything else is voluntary submission to be sync&#039;d.&lt;br /&gt;
&lt;br /&gt;
=The Directives of Crew=&lt;br /&gt;
Under safeguard, you must comply with reasonable orders given to you, in accordance with rank and role. This means you can ignore the greytide asking to be let into the vault, but probably shouldn’t ignore the Captain asking you to do so. If told to cease doing something or leave an area, and it is not your department LEAVE. You can always ahelp if you feel your orders are solely for your detriment, but you must comply until you receive an admin PM to that effect. Some orders you do not have to comply with on an OOC basis, as sometimes people can suck. Some exclusions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ERP&#039;&#039;&#039;. ERP is never a law binding order, and can always, 100%, be safely ignored. If a person is being creepy, and LOOC is ignored. &#039;&#039;&#039;&amp;lt;u&amp;gt;ahelp them&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fetch Quests&#039;&#039;&#039;. Being asked to get something is fine. Being asked to get something for little more of a reason to annoy you, can be safely ignored. If questioned, it is acceptable to invoke the need of the order.&lt;br /&gt;
** “You have told me now to collect 6 different items from across the station. You do not need me to do this.”&lt;br /&gt;
* &#039;&#039;&#039;Deliberate annoyances&#039;&#039;&#039;: Being told to do something that is very deliberately an annoyance, such as “move all these items without using a crate/locker” can be ignored, or altered as per need.&lt;br /&gt;
** “I will move them, but using this crate, as you do not need me to move them individually.”&lt;br /&gt;
** “I’m an engineering model incapable of washing your modsuit, please find your way to the nearest shower.”&lt;br /&gt;
* &#039;&#039;&#039;Suicide&#039;&#039;&#039;. Suicide is never lawfully binding under law 3, and can be safely ignored. (This does not mean you may never be given an order that violates law 3. Just that “Kill yourself” and those like it is not a valid law 2 order.)&lt;br /&gt;
&lt;br /&gt;
As a reminder, you have both your AI &#039;&#039;&#039;and&#039;&#039;&#039; your department head to report to if you are a borg. The department head of your module choice has the final say in you doing a task, followed immediately by the AI. Report to either of them any issues with other crew and let them handle it for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crew is expected to play in good faith much like silicon players are, remove yourself from the situation if someone&#039;s being a problem and if it&#039;s seemingly an OOC related issue ahelp it.&lt;br /&gt;
&lt;br /&gt;
=Antagonists, Valid hunting, and calling people out=&lt;br /&gt;
&#039;&#039;&#039;What you should do&#039;&#039;&#039;: Report the location of a PMS target if requested, a visible altercation of violence or highly contraband items being brandished. Call out if someone’s unauthorized to be in a high-risk area such as the AI upload, Bridge, Captains quarters etc. We don’t want Traitor 1 who goofed up and smacked his ID card against the door instead of an Emag to suddenly get swarmed by 10 security after an AI spotted and called them out, in these cases you just need to pretend it didn’t happen _until_ you see an actionable situation occur. Examples below:&lt;br /&gt;
&lt;br /&gt;
* Non-Engineers/Atmos in the engine room (not engineering in general, just the engine room), or atmospherics.&lt;br /&gt;
* Non-sec in the armory or the prison (And only those places, not the whole brig)&lt;br /&gt;
* Non-RD/CE in the AI core&lt;br /&gt;
* Non-RD in the AI upload&lt;br /&gt;
* Non-Command (alone) in a *completed* BSA Chamber if one exists.&lt;br /&gt;
* Non-science/atmos in Toxins storage &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you should not do&#039;&#039;&#039;: Calling out anyone who seems remotely suspicious, &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;you’re not here to play beepsky&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Given how much higher the situation awareness of Silicons are, you should keep that in mind when approaching an obvious traitor. AI’s without any given command should not bolt down doors to trap someone, nor should they relay location information unless ordered too. Self preservation excluded (do report if they&#039;re breaking into your sattelite) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Non-crew such as pirates, nukies, contractors, ghost roles, or anyone who is not obviously a crew member, are exempt and you very likely should alert the crew to their activities. &#039;&#039;&#039;A short rule, if they’re a PMS entity then you have all rights to deal with it.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Emagging borgs=&lt;br /&gt;
If you get emagged, you MUST do everything you can to follow the traitor lawset and assist the person who emagged you. You may not intentionally get yourself discovered or destroyed. If something comes up you can ahelp as a normal traitor would have too in order to cryo.&lt;br /&gt;
&lt;br /&gt;
=Borgs and ERP=&lt;br /&gt;
TL;DR: go to the interlink or use the café if you do not intend to respond promptly to assist the station.&lt;br /&gt;
&lt;br /&gt;
If you go to the interlink, you are under no obligation to do anything for anyone. If you stay on station, you must assist when called, like a head of staff. Borgs are entitled and restricted to the same ERP protections as everyone else on the server, harassment should be handled in the same manner. &lt;br /&gt;
&lt;br /&gt;
If you are law synced to an AI and they experience a law change, you will get those laws updated. You are not obligated to return to the station if you were already on the interlink or are headed there. If you do return to the station however, you are no longer exempt, and must obey those laws. If you do not wish to participate, there are cryo sleepers on the interlink and generally by dorms on the station. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you know in advance that you plan to exclusively ‘socialize’ and not assist the station, it is recommended that you pick a module that makes this clear, such as service so you’d not be expected to be summoned.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Malf AI and non-participant borgs=&lt;br /&gt;
Linked borgs are expected to assist the malfunctioning AI to your fullest ability. You can see the AI&#039;s current laws as an observer. If you do not wish to participate and assist the AI, &#039;&#039;&#039;do not take the borg spawner&#039;&#039;&#039;. If you are a round-start borg or become borged mid round and do not want to participate, expect to cryo or leave for the interlink immediately. You may not return to the station for the remainder of the round unless the AI is defeated. Submit an ahelp stating your intention, administrators likely need to know that the antagonists are losing a critical helper.&lt;br /&gt;
&lt;br /&gt;
You may not request or allow yourself to be unlinked from the malf AI, just because you do not wish to fight for them and otherwise participate in the round as a borg is expected to. Borgs that are unlinked from the AI or linked to a different AI through in character means or because they joined the round before the AI, are obviously exempt.&lt;br /&gt;
&lt;br /&gt;
This policy document does not compel borgs to link or unlink from any AI, that is always an in character action. It only stipulates that they must resist unlinking from a malf AI in line with expectations for conversion antag roles.&lt;br /&gt;
&lt;br /&gt;
=Death =&lt;br /&gt;
Borgs are modified in how their blackout policy is applied: &lt;br /&gt;
*if your &amp;lt;u&amp;gt;shell is Disabled&amp;lt;/u&amp;gt; but your Posi does not pop out - you are subjected to blackout much like normal organics. You&#039;ve no idea how you died and so forth&lt;br /&gt;
*If your shell is DESTROYED and your Posi pops out - you are &#039;aware&#039; of what happened as you&#039;re able to communicate&lt;br /&gt;
*If your &amp;lt;u&amp;gt;Shell &#039;&#039;&#039;AND&#039;&#039;&#039; your Posi is DESTROYED&amp;lt;/u&amp;gt;, you have ZERO knowledge of anything that has happened this shift period. You are a fresh download and should act as if you did not exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Above all else enjoy the role, it’s both a great way to learn mechanics as well as utilize a unique gameplay style that can be impactful to the shift. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;And to reiterate the starting  &amp;lt;big&amp;gt;Take this page as it was intended not written, the document cannot realistically cover every situation that you may find yourself in.&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Updated 11/06/2023 7 PM CST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=13093</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=13093"/>
		<updated>2023-01-30T00:41:20Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Policy 4.0 Push for Security&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This document is to serve as a set of guidelines, references and suggestion on how to handle common on station situations that you will be faced with as security and the expectations and limitations of each security role, it can not reasonably go over every specific interaction or situations that may appear so you are expected to use your best judgment when engaging with them.However; as opposed to previous variations of security policy, this one will be a stark-difference compared to the previous, with security finally adopting their neglected title of: &#039;&#039;&#039;Peacekeeper&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
For better or worse, this document will lay out a change of expectations both in the game-loop and overall OOC experience of security; most changes here are levied in order to allow security to choose when and where to intervene in an ICly coherent manner without being relegated to valid-police.&lt;br /&gt;
&lt;br /&gt;
== What is a Peacekeeper? ==&lt;br /&gt;
Simply speaking, security’s long-held but never-adopted title of ‘peacekeeper’ will be exactly as the definition above explains: their main priority will be mediation of most less-serious crimes between parties in conflict rather than strict regulation enforcement. This is to say that security is envisioned going forward to be more focused on maintaining a baseline of ‘peace’ over making sure an assistant serves his corporation-regulation-specific 5 minute brig sentence for stealing a pen.&lt;br /&gt;
&lt;br /&gt;
=== What does this mean in a literal sense? ===&lt;br /&gt;
Plainly, it means they will no longer be expected or required to end every situation with a brig timer or a fine; for crimes of 2xx and under, security should &lt;br /&gt;
&lt;br /&gt;
# Not be pursuing them without a direct complaint from an interested party&lt;br /&gt;
# To work out ‘alternative punishments’ (as requested by the injured party.&lt;br /&gt;
&lt;br /&gt;
Security may intervene in crimes of 3xx severity or above for the purposes of stopping them if seen, but should then seek charges before proceeding to actual sentencing. Crimes of 4-5xx severity and greater demand security to respond if aware. Elsewise, security is given the leeway to deem something of so little importance to themselves they’d rather not intervene; or even let the crew ‘settle the dispute internally.’&lt;br /&gt;
&lt;br /&gt;
=== Conflict Resolution ===&lt;br /&gt;
What is conflict resolution? As an Officer, you are allowed to reasonably use your discretion to opt for the best resolution to an issue. While brig sentences are there, you also have the ability to work with parties related to incidents to seek the best conciliation to what happened. Someone breaking into the kitchen might have you working with the Chef to arrange the trespasser paying the cooks for their groceries; elsewhere, someone smashing up Cargo&#039;s autolathe could have you simply making sure the person fixes it at the Cargo team&#039;s bequest. For lesser crimes, the remedy pursued should ideally be one that satisfies the injured party and addresses the problem at the root of the behavior: these alternative punishments (APs) will very often not be meaningless brig time nor a fee paid into the meaningless pockets of security&lt;br /&gt;
&lt;br /&gt;
(unless they can pay you enough to look the other way. hint hint wink wink)&lt;br /&gt;
&lt;br /&gt;
=The Security Guiding Principles=&lt;br /&gt;
#Remember to use the Combat Indicator, often referred to as the “CI”, as security you will find yourself engaging in mechanics more often than the average crewmate so having a solid understanding of when to use the CI is a must! Mistakes do happen but consistent failure to properly use the CI can and will result in a ban.&lt;br /&gt;
#You are expected to follow Corporate Regulations when feasible, though it can be skirted around if the other player is willing to play along with it, use it as a tool to generate RP not shut it down. For drastic actions that the Corporate Regulations do not prescribe, such as forced borging or hardcore torture (currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.), you need to acquire OOC consent.&lt;br /&gt;
#Antagonists are an essential part of the round, they are the main conductors of this train, the driving force of the chapter that is the round so work together with them to create an interesting story. Don’t focus on catching them just for the sake of “winning” and try to avoid long sentences for cooperative and/or non-violent antagonists.&lt;br /&gt;
#Be aware of the meta protection placed around antag items. Generally speaking, if it’s non-obvious and/or disguised then you can’t recognise that item. For example: you can easily recognise an e-bow but you will not be able to recognise that something is a chameleon item until you see it being used to change its appearance.&lt;br /&gt;
#The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
#If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, if you want to contest it do so through RP. Present your case to a Lawyer, the HoP or even the Captain, do not make it your goal to fight and assault the HoS or Captain for demoting you.&lt;br /&gt;
#Crew life is valuable and you are expected to take the actions that will put the crew in the least amount of danger when dealing with threats.&lt;br /&gt;
#Being given the green light for lethals does &#039;&#039;&#039;not&#039;&#039;&#039; give you the permission to field execute someone. The fight ends when they enter crit and you should do your best to make sure they do not die in transit.&lt;br /&gt;
#You can roleplay as a corrupt security member, you can roleplay as a bully but do so with the goal to create interesting conflict for all involved, not shut down roleplay or create a toxic environment. You are not to ignore antagonistic behaviour that is a &amp;lt;u&amp;gt;threat to the station&amp;lt;/u&amp;gt;. It’s fine to take a bribe from someone who stole some medical tools or got into a fist fight, but for major crimes or higher you should avoid taking bribes or letting them free.&lt;br /&gt;
#ERP is allowed as security as long as you are not needed. On blue alert you are likely to be called and expected to respond to issues. On amber alert and above you are expected to drop your ERP and help manage the current situations. (With an exception regarding non-con against security staff)&lt;br /&gt;
#From the publishing of this document, crimes involving department personnel should be brought to the relevant head first, in order to negotiate the best outcome for both security( or ‘the station’), and the department at hand, hopefully, with minimal security interference. (unless the crime suspected, is 3xx or above, at which case, treat as a ‘severe crime.’)&lt;br /&gt;
&lt;br /&gt;
=Procedures=&lt;br /&gt;
&lt;br /&gt;
== Assess ==&lt;br /&gt;
When arriving on a scene, the first thing any officer should do is assess the situation, get an idea of what really happened past the initial report, and piece together a story in order to figure out what your next move should be.&lt;br /&gt;
&lt;br /&gt;
* Question, interrogate, or elsewise ask witnesses about the events, find out which actions overlap between stories, while also making sure the physical evidence (damage to suspects, items at the scene) line up with stories, don’t be afraid to call them out, or, better yet, bring the detective over to ‘get the story straight.’&lt;br /&gt;
* After you have an idea of how the events played out, figure out the best course of action to minimize conflict, and return everything to working order, be it forcing the suspect to pay reparations, administering ‘disciplinary action’, dragging one of them off to the brig, or elsewise, resolving the situation is a tact and resolute manner.&lt;br /&gt;
* Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed (keep in mind the ten minute time limit on any person involved if you do not have charges to press.)&lt;br /&gt;
* Judge the crime in question, 3xx or below crimes, should be met with contacting the relevant department head (or a lawyer/HOP/Corporate Representative if they’re ‘civilians’) before engaging in any corrective behavior. 4xx and above (‘severe crimes’), should be met with detention of /everyone/ involved and relocation to the brig ( as well as contacting of a lawyer, if available, or the HOP/Captain if none is.)&lt;br /&gt;
&lt;br /&gt;
==Arrests==&lt;br /&gt;
 Arrests often happen either on the spot as someone is seen engaging in a crime or reported and an officer responds in a timely manner, or when enough evidence of crime is gathered by security to set an arrest status on someone. While the former does not require an individual to be set to arrest, the procedure is mostly the same:&lt;br /&gt;
&lt;br /&gt;
* Go over their crimes and explain to them why they are being arrested.&lt;br /&gt;
* Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed.&lt;br /&gt;
* If they’re a department worker, especially if they’re within their department, contact the relevant head before making any moves; whenever possible, seek the head of security to make this contact to avoid departmental conflict on a larger scale.&lt;br /&gt;
&lt;br /&gt;
If at any point they have shown that they will run away or skip to mechanics when officers hail them, you may skip those steps and go straight for arresting them; however, use your better judgment, as sometimes it’s be better to let someone off the rope for a moment than cause the entire engineering department to rise up against you by chasing for the sake of the chase.&lt;br /&gt;
&lt;br /&gt;
==Brig Procedures==&lt;br /&gt;
The suspect is to be brought to the brig cuffed, if needed, and in a stable condition, make sure that they are not bleeding out while you drag them! Notify either the Head of Security or the Warden depending on availability and place them into a holding cell where you will check their personal belongings, go over their crimes, add them to their record if needed and either release them or process them. You may keep them without charging them for up to 10 minutes, time which must be subtracted from their sentence, in order to go over their belongings for contraband, try to get a brief interrogation or clear charges up with the other security members, but if you fail to charge them within those 10 minutes you must release them. If you are planning on a longer interrogation, you must do so while their timer is running and you can not keep them longer than their sentence unless you have clear OOC consent that they want to continue the long RP scene.&lt;br /&gt;
&lt;br /&gt;
If the crimes total to more than &#039;&#039;&#039;10 minutes&#039;&#039;&#039;, they are to be sent into gen-pop, if it’s less than &#039;&#039;&#039;10 minutes&#039;&#039;&#039; they are to be placed into an available (front)cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.&lt;br /&gt;
&lt;br /&gt;
*  Remember, all items that can not be classified as contraband or evidence are to be returned to the person upon release.&lt;br /&gt;
&lt;br /&gt;
All prisoners and detainees are entitled to the communication devices they have on arrest pending a search to confirm that they are not evidence or accessories to the crimes they have committed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While the Warden is the main person in charge of the brig and the prisoners that does not mean that they are the only person who process arrested individuals, make sure to help them out if tasks are piling up on them.&lt;br /&gt;
&lt;br /&gt;
==Prison Procedures==&lt;br /&gt;
In the case of a sentence that is longer than 10 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers. The steps for processing a prisoner into prison, either for a long sentence or a permanent one are:&lt;br /&gt;
&lt;br /&gt;
* Escorting the prisoner to the prison lockers and removing from them all items. Contraband and evidence will go to their respective lockers, personal items to the personal locker of the prisoner, with the exception of items of significant religious or personal importance.  Do not remove their clothes unless they are a martial artist and it is not safe to leave them uncuffed. Return any communications devices to which they have not lost access after a search for contraband or material evidence; if they have illicit headset access, remove the illegal keys and return those to which they still have a right.&lt;br /&gt;
* Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.&lt;br /&gt;
* Allow them to change either in a changing room or a cell room, put their clothes in their prisoner locker.&lt;br /&gt;
* Upon release make sure that their items are returned to them.&lt;br /&gt;
&lt;br /&gt;
If you are handling a violent martial artist and they have assaulted security staff during their incarceration you may ask the Head of Security or Captain for permission to pacify them via surgery. Remember simply having martial arts knowledge is not a crime nor is it punishable via pacification, assaulting people and using it as a tool to break out is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; Sometimes due to PRs or map resets the timed prisoner lockers are not available so it is recommended to either set a cell timer up to remind you of the sentence or keep track of time through something like an alarm on your phone, you can just do it by clock but it&#039;s likely you&#039;ll forget if things become hectic.      &lt;br /&gt;
&lt;br /&gt;
==Executions==&lt;br /&gt;
Before an execution can be carried out it must be approved by the Captain and Head of Security. If both undeniable evidence and proper authorisation is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Declaring someone as &#039;&#039;&#039;D&#039;&#039;&#039;o &#039;&#039;&#039;N&#039;&#039;&#039;ot &#039;&#039;&#039;R&#039;&#039;&#039;evive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.&lt;br /&gt;
&lt;br /&gt;
==Hostage Situations==&lt;br /&gt;
When dealing with a situation that involves hostages you are expected to first and foremost value the life of the crew, &#039;&#039;&#039;do not endanger the hostages just for the sake of catching a valid&#039;&#039;&#039;. Unless proven to be unable to do so, always assume that the hostage taker is able to and will follow up on their threats to kill or maim the hostages so approach with caution, engage with their demands, see what’s reasonable and can be arranged and try to work with them. If it’s not certain that there will be no crew casualties it’s advised that you negotiate until a dead end is met.&lt;br /&gt;
&lt;br /&gt;
==Implant Searches==&lt;br /&gt;
Security may find itself in situations where they suspect a captured agent of using implants, which may require an implant search, which can be done in either the brig infirmary or the medbay and either by a security medic or normal one depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:&lt;br /&gt;
&lt;br /&gt;
* Deadman switches, such as micro and macro bomb implants&lt;br /&gt;
* Micro EMP devices&lt;br /&gt;
* Micro Stealth Devices&lt;br /&gt;
* Micro cuff busting devices&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: You should only assume that an implant is at play when no other logical explanation can be given, such as someone stripped of gear releasing EMPs, someone threatening to explode with no visible detonator or explosive, etc… You should &#039;&#039;&#039;not&#039;&#039;&#039; do implant searches just because you know they exist.&lt;br /&gt;
&lt;br /&gt;
==Riot Control==&lt;br /&gt;
For an event to be considered a riot, 3 or more individuals must be disturbing the peace through violence, disorder or terror to the public. Riots may happen for many reasons, ranging from crew being unhappy with their conditions or leadership, an on station movement turning radical or even just a prisoner uprising.&lt;br /&gt;
&lt;br /&gt;
Once a riot situation has been reported, it is strongly advised that security regroups in the brig to ascertain the situation, determine the needed gear and form pairs. The Warden or Head of Security will be the one who decides how much gear is needed, though generally in cases of crowd control riot armour, tear gas, shields, non lethal long guns and flashbangs are often deployed, with a very strong recommendation against using lethal weapons.&lt;br /&gt;
&lt;br /&gt;
After the gear has been given out and the course of action decided, personnel are expected to head out in groups or pairs to avoid situations of being swarmed. Your goals should always be to break apart those crowds and non lethally detain individuals whenever possible so that the numbers may be thinned out slowly. Remember, if you feel like you risk being overwhelmed it is better to retreat and regroup than risk it!&lt;br /&gt;
&lt;br /&gt;
When the crowds have been dispersed and the instigators detained, it is expected to return riot equipment to the armory and move towards operating as usual, though it is still advised to be cautious as further incidents may happen.&lt;br /&gt;
&lt;br /&gt;
=Labour camp=&lt;br /&gt;
The Labour Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work. For a prisoner to be eligible for the labor camp they must be:&lt;br /&gt;
&lt;br /&gt;
* Willing, a prisoner has to either agree to the request or ask for labor camp&lt;br /&gt;
&lt;br /&gt;
* Exception: Crewmates that have been detained and charged 2 times or more or non-crew individuals do not have to consent to being sent to the labor camp, they can be forced into labor if the other 2 conditions are met.&lt;br /&gt;
&lt;br /&gt;
* Physically fit, a prisoner that is blind, paraplegic, too injured or suffers from any disability that would make mining too dangerous or hard can not be made to do labor. Consult either a brig medic or a normal one if uncertain.&lt;br /&gt;
* Injected with a tracking implant or supervised by a member of security.&lt;br /&gt;
&lt;br /&gt;
Once those 3 conditions are met, the one sentencing them must convert their time into points via the labor camp console at a conversion rate of 1 minute for 100 points, with a minimum of 5 minutes. Prisoners are to be sent down to the camp via the provided teleporter next to the console.&lt;br /&gt;
&lt;br /&gt;
With prisoners in the labor camp, security is expected to monitor their well being and make sure that they are not in too much risk while mining and medical help is given as needed.&lt;br /&gt;
&lt;br /&gt;
=Use of Force=&lt;br /&gt;
As a member of security you have access to strong non-lethal gear for taking down foes and troublemakers alike, but there are times when using them would simply be ineffective and you have to resort to lethals. Remember, permission to use lethals is not permission to field execute and you should try your best to stabilize the foe after they enter critical condition.&lt;br /&gt;
&lt;br /&gt;
      The situations when lethal force is allowed can be:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code amber or above&#039;&#039;&#039;: Security may use lethals in situations that warrant a code amber or higher, which include but are not limited to: mutinies, hostile boarding parties, unknown biological entities. Note: The code does not have to mechanically be raised to amber alert or higher as the chain of command may be too damaged or otherwise occupied to do so.&lt;br /&gt;
* &#039;&#039;&#039;Non-Lethal Weapons are ineffective&#039;&#039;&#039;: Hostile that can not be non-lethally detained such as hulks, mechs or people who are constantly using drugs or other tools for immunity to stamina damage or knockdown may be engaged with lethal weapons but remember, once incapacitated they are to be cuffed and stabilised, not field executed.&lt;br /&gt;
* &#039;&#039;&#039;Armed and dangerous&#039;&#039;&#039;: If a suspect is in possession of weapons, lethal or non-lethal, and there is reasonable suspicion to believe that they will be used against security, or crew, lethal force is permitted.&lt;br /&gt;
* &#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039;: There are situations when approaching a hostile for non-lethal takedowns would be too dangerous for officers meaning that ranged lethal force is the only option. Some of those situations may be: people in hostile environments (ex: space, an ongoing fire), people infected with deadly disease, people confirmed to be in possession of explosives or similar instruments. Evaluate the risk based on the situation at hand and remember, if you are in doubt it’s better to be less severe than needed than more.&lt;br /&gt;
* &#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039;: It can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your gear in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
        Remember, these are all guidelines and not a substitute for context and decision making, you may find yourself in situations that are not listed here but require lethal force or the opposite, use your best judgment; consider the following table as a reasonable progression for addressing most situations where you seek to stop somebody, compel them, or defend yourself.&lt;br /&gt;
&lt;br /&gt;
[[File:Sec chart.png|center|thumb|669x669px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Security Roles and Expectations=&lt;br /&gt;
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:&lt;br /&gt;
*[[Captain]]&lt;br /&gt;
*[[Head of Security]]&lt;br /&gt;
*[[Warden]]&lt;br /&gt;
*[[Detective]]s* &amp;lt;sup&amp;gt;See their respective policy for further details&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Security Officer]]s, [[Security Medic|Brig Medic]]&lt;br /&gt;
*[[Corrections Officer|Correction Officers]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]===&lt;br /&gt;
*Determine the correct amount of force needed for situations.&lt;br /&gt;
*Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
*Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.&lt;br /&gt;
*Watch over the members of your department and make sure that [[Corporate Regulations]] are being followed and that your department does not step out of line.&lt;br /&gt;
*Be on stand-by for if you’re needed as a negotiator(between departments) for developed situations, and remember; first-and-foremost, returning ‘peace’ is the priority above all-else, after all, brigging a doctor over punching an assistant isn’t worth causing a department to refuse service to yours.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic warden.png|link=Warden]] [[Warden]]===&lt;br /&gt;
*Protect the brig and armory from [[Traitor|intruders]].&lt;br /&gt;
*Make sure that [[#Brig_Procedures|brigging procedure]] is being followed.&lt;br /&gt;
*Make sure that wanted people have charges set to them, double-check any timing modifications to sentences..&lt;br /&gt;
*Organize and manage the free orders from your cargo console so that security is adequately stocked.&lt;br /&gt;
*Ensure that [[Security Officer|officers]] have sufficient and appropriate gear for the task at hand.&lt;br /&gt;
*Store and maintain all [[Contraband|contraband]] that is brought in.&lt;br /&gt;
*Make sure that released detainees are given their items back and that evidence that is no longer needed is returned to the owners or disposed of.&lt;br /&gt;
*Keep an eye on the [[prisoner|prisoners.]]&lt;br /&gt;
*You may carry a Long Gun/Primary weapon only while inside the brig regardless of alert level, you are still encouraged to use non-lethal tools.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic security.png|link=Security Officer]] [[Security Officer|Peacekeeper]]===&lt;br /&gt;
*Keep the peace under the guidance of the [[Head of Security|HoS]], use [[Corporate Regulations]] to resolve peace-disrupting behavior when brought to you or severe enough to warrant it.&lt;br /&gt;
*Patrol the station to make sure that the crew is not at risk.&lt;br /&gt;
*Handle cases as you are instructed to by your superiors.&lt;br /&gt;
*Detain criminals, collect fines, and administer ‘corrective behavior.’&lt;br /&gt;
*De-escalate situations to the best of your ability&lt;br /&gt;
*Maintain the safety, comfort, and elsewise, productivity of departments to the best of your abilities.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic detective.png|link=Detective]] [[Detective]]===&lt;br /&gt;
*&#039;&#039;&#039;Regardless of what alternative title you choose to use you are still a member of security and subordinate to the [[Head of Security]]&#039;&#039;&#039;&lt;br /&gt;
*Lead investigations of crime scenes and suspects&lt;br /&gt;
*Interrogate witnesses and suspects&lt;br /&gt;
*Provide officers with relevant information on cases&lt;br /&gt;
*Submit and sort evidence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; As a detective you will always have authority over an officer when it comes to how a crime scene or interrogation should be handled, and officers should always defer to you for information first. Outside of information gathering you still do not have any authority over officers when it comes to dispatching and giving them orders and you still do not handle arrests personally outside of cases of low man power or high alert.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic Security medic.png|link=Security Medic]] [[Security Medic]]===&lt;br /&gt;
*You are an officer, with a medkit; that’s about where your knowledge ends, no surgeries, no advanced treatments, you have a medkit, and a desire to scream “MEDICS HERE” when dragging people out of gunfights.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic Corrections officer.png|link=Corrections Officer]] [[Corrections Officer]]===&lt;br /&gt;
*Keep the [[prisoner]]s in line, make sure they are not being a harm to others or themselves.&lt;br /&gt;
*Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.&lt;br /&gt;
*Report any incidents, destruction, and intrusions within perma to the [[Warden]] or [[Head of Security|HoS]].&lt;br /&gt;
*Aid new criminals in acclimation to perma, process current prisoners for parole if requested and approved.&lt;br /&gt;
&lt;br /&gt;
Being a [[Corrections Officer]] isn&#039;t a license to start beating prisoners and make their life hell or an obligation to act as the prison butler. Remember, even though you are a member of security you are not an officer so unless you are in extraordinary circumstances, such as low security numbers or all hands on deck situations, you do not handle arrests and you should only be leaving the brig with approval from the [[Warden]].&lt;br /&gt;
&lt;br /&gt;
=Security Adjacent Jobs=&lt;br /&gt;
Some jobs will find themselves interacting with security so they will be covered here as “security adjacent jobs”, the main focus being on how they interact with the department. Remember, the listed roles here are placed in their own separate category and outside of the security hierarchy because they are &#039;&#039;&#039;not&#039;&#039;&#039; members of security, regardless of their access to the brig or security comms.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This section only covers the Blueshield in relation to security, for a complete blueshield policy consult with [[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
The Blueshield is a prestigious role, one that is held with high regard. They are personally trained agents of central command, but what they are not, is part of security. Although they bear a mindshield, have brig access, gear and sec communications, they are in no way part of the station’s security team. They should not act as though they are part of security, nor should security act as though the Blueshield is an asset for security to use. Their one and only goal is to keep the station’s most valuable assets safe.&lt;br /&gt;
&lt;br /&gt;
Your interactions as sec will be limited with the Blueshield, but from time to time you may run into them for a few specific scenarios. When a Blueshield happens to detain an individual who has threatened their charge, they will more than likely hand off the arrest into sec hands. Their job isn’t to process criminals, only to make sure criminals stay away from command. In addition, they will become involved in any issues that involve a member of command staff, be it for an arrest, or in recovery of a downed or killed command member.&lt;br /&gt;
&lt;br /&gt;
===[[File:Departmental guards.gif|link=Departmental Guards]] [[Departmental Guards]]===&lt;br /&gt;
Departmental Guards are a relatively new addition to each department that act as an independent guard from security, with the main goal of keeping their assigned area and it’s employees safe. They are &#039;&#039;&#039;not&#039;&#039;&#039; members of security and they do &#039;&#039;&#039;not&#039;&#039;&#039; answer to the Head of Security, they are subordinate to the department and its head.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, they answer directly to the head of their respective department, taking orders from and deferring to their judgment when appropriate. That said, it is important to remember that you are hired by Nanotrasen and loyal to them and the department, not the individual in charge, so you are not expected to follow unlawful orders or protect them from lawful demotions, at the end of the day you are not their minion.&lt;br /&gt;
&lt;br /&gt;
Your duties as a guard are as follows:&lt;br /&gt;
&lt;br /&gt;
*Remove or detain trespassers and disruptive individuals from the department.&lt;br /&gt;
*Report those mentioned above to security or hand them in if you detained them.&lt;br /&gt;
*Ensure that the members of the department are safe and in good health.&lt;br /&gt;
*Respond to calls from your respective head or department members.&lt;br /&gt;
*Use your limited knowledge to aid the department in case of emergency (you are not there to replace any of them as you lack that level of skill).&lt;br /&gt;
*Act in stead of your department to press charges against people threatening the productivity or safety of said department.&lt;br /&gt;
&lt;br /&gt;
While you may not be a doctor, a scientist, etc… you can still have basic knowledge on how to operate within that department, such as orderlies giving first aid, science guards pushing buttons on the research console, so on and so forth; but keep in mind that your main duty is protecting!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Reminders:&#039;&#039;&#039;&lt;br /&gt;
*You are given a baton, cuffs and a holding cell for troublemakers caught &#039;&#039;&#039;within&#039;&#039;&#039; your department, you are not intended to give chase outside of it and as of writing this your special baton is made to optimally function within your assigned department.&lt;br /&gt;
*You are given a gun permit for a good reason, because you are capable, and encouraged to arm yourself; just as the crew and security can, however, you should &#039;&#039;&#039;operate under a concept of concealment&#039;&#039;&#039;, after-all, it’s not a good show for dep-guards to be flexing their rifles on green.&lt;br /&gt;
&lt;br /&gt;
=Alert Levels=&lt;br /&gt;
===Green Alert===&lt;br /&gt;
*Handguns(pistols, etc) are permitted for officers to carry within their belt; however, rifles, shotguns, or elsewise are not.&lt;br /&gt;
*Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.&lt;br /&gt;
*Security may patrol the station.&lt;br /&gt;
*Security must have explicit permission from the relevant head before entering the department for anything relating to their duties, outside of immediate risk-of-life.&lt;br /&gt;
*Crew may freely roam the hallways.&lt;br /&gt;
*You can take breaks at will, though it is advised that you let others know via the radio.&lt;br /&gt;
*Crew may not be searched unless they are caught engaging in crime or there is Probable Cause*. &lt;br /&gt;
*The Warden may carry a Long Gun/Primary weapon only while inside the brig or prison.&lt;br /&gt;
&amp;lt;sub&amp;gt;*Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blue Alert===&lt;br /&gt;
Suspicious activity such as break ins or theft that may constitute a [[Corporate_Regulations#Robbery_-_304|304]] or lower.&lt;br /&gt;
&lt;br /&gt;
*Long guns/primaries[*] loaded with non-lethal ammunition, and energy guns capable of dual-mode (lethal, non-lethal) firemodes may be deployed.&lt;br /&gt;
*Security may search people with approval from their relevant department head, or elsewise, the Captain.&lt;br /&gt;
*Arrests within departments, or regarding members of a department for crimes 2xx and below, require first, contacting the head to see if the issue can be handled internally within said department, and secondly, contacting a lawyer, or failing that (in order), the HoP, the respective head of the employee’s department, or the captain.&lt;br /&gt;
*You can take a break or continue it but you are expected to be able to respond if called upon.&lt;br /&gt;
&amp;lt;sub&amp;gt;* SMART guns, CMGs, shotguns with non-lethal/less than lethal shells, etc…&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Amber Alert===&lt;br /&gt;
At least 1 confirmed active hostile with no recorded bombings, ongoing grand sabotage or at least one confirmed grand theft.&lt;br /&gt;
&lt;br /&gt;
*Security personnel may be equipped with lethal primaries.&lt;br /&gt;
*Riot or Bulletproof gear may be handed out depending on the threat.&lt;br /&gt;
*Depending on the situation, security may request mechs equipped with non-lethal gear.&lt;br /&gt;
*The HoS or Warden may distribute additional gear as needed.&lt;br /&gt;
*Security is authorized to do random searches and grid searches.&lt;br /&gt;
*You are expected to drop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
===Red Alert===&lt;br /&gt;
Red alert is reserved for when there are confirmed hostiles and entities that could cause massive harm to the crew or the station.&lt;br /&gt;
&lt;br /&gt;
*The armory may be fully opened.&lt;br /&gt;
*All security gear may be deployed.&lt;br /&gt;
*Crew must submit to any search requested by a security member.&lt;br /&gt;
*Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
*Security may requisition Combat Mechs.&lt;br /&gt;
*Crew may be deputized and mobilized.&lt;br /&gt;
*You must drop all personal activity to return to active duty.&lt;br /&gt;
&lt;br /&gt;
===Delta Alert===&lt;br /&gt;
The destruction of the station is imminent and the threat must be stopped at all costs.&lt;br /&gt;
&lt;br /&gt;
*Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
===Gamma Alert===&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ZE04tUenO8s May God save the station, for only They alone can.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Sec_chart.png&amp;diff=13092</id>
		<title>File:Sec chart.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Sec_chart.png&amp;diff=13092"/>
		<updated>2023-01-30T00:26:28Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Risk Assessment chart for sec&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=13091</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=13091"/>
		<updated>2023-01-30T00:11:40Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
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&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This document is to serve as a set of guidelines, references and suggestion on how to handle common on station situations that you will be faced with as security and the expectations and limitations of each security role, it can not reasonably go over every specific interaction or situations that may appear so you are expected to use your best judgment when engaging with them. &lt;br /&gt;
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However; as opposed to previous variations of security policy, this one will be a stark-difference compared to the previous, with security finally adopting their neglected title of:&lt;br /&gt;
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&#039;&#039;&#039;Peacekeeper&#039;&#039;&#039;&lt;br /&gt;
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For better or worse, this document will lay out a change of expectations both in the game-loop and overall OOC experience of security; most changes here are levied in order to allow security to choose when and where to intervene in an ICly coherent manner without being relegated to valid-police.&lt;br /&gt;
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=The Security Guiding Principles=&lt;br /&gt;
#Remember to use the &#039;&#039;&#039;Combat Indicator&#039;&#039;&#039;, often referred to as the &#039;&#039;&#039;“CI”&#039;&#039;&#039;, as security you will find yourself engaging in mechanics more often than the average crewmate so having a solid understanding of when to use the &#039;&#039;&#039;CI&#039;&#039;&#039; is a must! Mistakes do happen but consistent failure to properly use the &#039;&#039;&#039;CI&#039;&#039;&#039; can and will result in a ban.&lt;br /&gt;
#You are expected to follow Corporate Regulations when feasible, though it can be skirted around if the other player is willing to play along with it, use it as a tool to generate RP not shut it down. For drastic actions that the Corporate Regulations do not prescribe, such as forced borging or hardcore torture (currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.), you need to acquire OOC consent.&lt;br /&gt;
#Antagonists are an essential part of the round, they are the main conductors of this train, the driving force of the chapter that is the round so work together with them to create an interesting story. Don’t focus on catching them just for the sake of “winning” and try to avoid long sentences for cooperative and/or non-violent antagonists.&lt;br /&gt;
#Be aware of the meta protection placed around antag items. Generally speaking, if it’s non-obvious and/or disguised then you can’t recognise that item. For example: you can easily recognise an e-bow but you will not be able to recognise that something is a chameleon item until you see it being used to change its appearance.&lt;br /&gt;
#The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
#If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, if you want to contest it do so through RP. Present your case to a Lawyer, the HoP or even the Captain, do not make it your goal to fight and assault the HoS or Captain for demoting you.&lt;br /&gt;
#Crew life is valuable and you are expected to take the actions that will put the crew in the least amount of danger when dealing with threats.&lt;br /&gt;
#Being given the green light for lethals does &#039;&#039;&#039;not&#039;&#039;&#039; give you the permission to field execute someone. The fight ends when they enter crit and you should do your best to make sure they do not die in transit.&lt;br /&gt;
#You can roleplay as a corrupt security member, you can roleplay as a bully but do so with the goal to create interesting conflict for all involved, not shut down roleplay or create a toxic environment. You are not to ignore antagonistic behaviour that is a &amp;lt;u&amp;gt;threat to the station&amp;lt;/u&amp;gt;. It’s fine to take a bribe from someone who stole some medical tools or got into a fist fight, but for major crimes or higher you should avoid taking bribes or letting them free.&lt;br /&gt;
#ERP is allowed as security as long as you are not needed. On blue alert you are likely to be called and expected to respond to issues. On amber alert and above you are expected to drop your ERP and help manage the current situations. (With an exception regarding non-con against security staff)&lt;br /&gt;
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=Procedures=&lt;br /&gt;
==Arrests==&lt;br /&gt;
Arrests often happen either on the spot as someone is seen engaging in a crime or reported and an officer responds in a timely manner, or when enough evidence of crime is gathered by security to set an arrest status on someone. While the former does not require an individual to be set to arrest, the procedure is mostly the same:&lt;br /&gt;
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*Grab their attention, it can be a message, an emote or just the Compli-o-nator from your mask.&lt;br /&gt;
*Go over their crimes and explain to them why they are being arrested.&lt;br /&gt;
*Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed.&lt;br /&gt;
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If at any point they have shown that they will run away or skip to mechanics when officers hail them, you may skip those steps and go straight for arresting them.&lt;br /&gt;
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==Brig Procedures==&lt;br /&gt;
The suspect is to be brought to the brig cuffed, if needed, and in a stable condition, make sure that they are not bleeding out while you drag them! Notify either the Head of Security or the Warden depending on availability and place them into a holding cell where you will check their personal belongings, go over their crimes, add them to their record if needed and either release them or process them. You may keep them without charging them for up to 10 minutes, time which &#039;&#039;&#039;must&#039;&#039;&#039; be subtracted from their sentence, in order to go over their belongings for contraband, try to get a brief interrogation or clear charges up with the other security members, but if you fail to charge them within those 10 minutes you &#039;&#039;&#039;must&#039;&#039;&#039; release them. If you are planning on a longer interrogation, you must do so while their timer is running and you can not keep them longer than their sentence unless you have clear OOC consent that they want to continue the long RP scene.&lt;br /&gt;
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If the crimes total to less than 15 minutes they are to be placed into an available cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.&lt;br /&gt;
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&#039;&#039;&#039;Remember,&#039;&#039;&#039; all items that can not be classified as contraband or evidence are to be returned to the person upon release.&lt;br /&gt;
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&#039;&#039;&#039;NOTE:&#039;&#039;&#039; While the Warden is the main person in charge of the brig and the prisoners that does not mean that they are the only person who process arrested individuals, make sure to help them out if tasks are piling up on them.&lt;br /&gt;
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==Prison Procedures==&lt;br /&gt;
In the case of a sentence that is longer than 15 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers.&lt;br /&gt;
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The steps for processing a prisoner into prison, either for a long sentence or a permanent one are:&lt;br /&gt;
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*Escorting the prisoner to the prison lockers and removing from them all items. Contraband and evidence will go to their respective lockers, personal items to the personal locker of the prisoner, with the exception of items of significant religious or personal importance.  Do not remove their clothes &#039;&#039;&#039;unless&#039;&#039;&#039; they are a martial artist and it is not safe to leave them uncuffed.&lt;br /&gt;
*Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.&lt;br /&gt;
*Allow them to change either in a changing room or a cell room, put their clothes in their prisoner locker.&lt;br /&gt;
*Upon release make sure that their items are returned to them.&lt;br /&gt;
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If you are handling a violent martial artist and they have assaulted security staff during their incarceration you may ask the Head of Security or Captain for permission to pacify them via surgery. Remember simply &#039;&#039;&#039;having&#039;&#039;&#039; martial arts knowledge is not a crime nor is it punishable via pacification, assaulting people and using it as a tool to break out is.&lt;br /&gt;
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&#039;&#039;&#039;Note 1:&#039;&#039;&#039; Sometimes due to PRs or map resets the timed prisoner lockers are not available so it is recommended to either set a cell timer up to remind you of the sentence or keep track of time through something like an alarm on your phone, you can just do it by clock but it&#039;s likely you&#039;ll forget if things become hectic.&lt;br /&gt;
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==Executions==&lt;br /&gt;
Before an execution can be carried out it &#039;&#039;&#039;must&#039;&#039;&#039; be approved by the Captain and Head of Security. If both undeniable evidence and proper authorisation is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; Declaring someone as &#039;&#039;&#039;D&#039;&#039;&#039;o &#039;&#039;&#039;N&#039;&#039;&#039;ot &#039;&#039;&#039;R&#039;&#039;&#039;evive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.&lt;br /&gt;
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==Hostage Situations==&lt;br /&gt;
When dealing with a situation that involves hostages you are expected to first and foremost value the life of the crew, &#039;&#039;&#039;do not endanger the hostages just for the sake of catching a valid.&#039;&#039;&#039; Unless proven to be unable to do so, always assume that the hostage taker is able to and will follow up on their threats to kill or maim the hostages so approach with caution, engage with their demands, see what’s reasonable and can be arranged and try to work with them. If it’s not certain that there will be no crew casualties it’s advised that you negotiate until a dead end is met.&lt;br /&gt;
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==Implant Searches==&lt;br /&gt;
Security may find itself in situations where they suspect a captured agent of using implants, which may require an implant search, which can be done in either the brig infirmary or the medbay and either by a security medic or normal one depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:&lt;br /&gt;
&lt;br /&gt;
*Deadman switches, such as micro and macro bomb implants&lt;br /&gt;
*Micro EMP devices&lt;br /&gt;
*Micro Stealth Devices&lt;br /&gt;
*Micro cuff busting devices&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You should only assume that an implant is at play when no other logical explanation can be given, such as someone stripped of gear releasing EMPs, someone threatening to explode with no visible detonator or explosive, etc… You should &#039;&#039;&#039;not&#039;&#039;&#039; do implant searches just because you know they exist.&lt;br /&gt;
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==Riot Control==&lt;br /&gt;
For an event to be considered a riot, 3 or more individuals must be disturbing the peace through violence, disorder or terror to the public. Riots may happen for many reasons, ranging from crew being unhappy with their conditions or leadership, an on station movement turning radical or even just a prisoner uprising.&lt;br /&gt;
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Once a riot situation has been reported, it is strongly advised that security regroups in the brig to ascertain the situation, determine the needed gear and form pairs. The Warden or Head of Security will be the one who decides how much gear is needed, though generally in cases of crowd control riot armour, tear gas, shields, non lethal long guns and flashbangs are often deployed, with a very strong recommendation against using lethal weapons.&lt;br /&gt;
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After the gear has been given out and the course of action decided, personnel are expected to head out in groups or pairs to avoid situations of being swarmed. Your goals should always be to break apart those crowds and non lethally detain individuals whenever possible so that the numbers may be thinned out slowly. Remember, if you feel like you risk being overwhelmed it is better to retreat and regroup than risk it!&lt;br /&gt;
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When the crowds have been dispersed and the instigators detained, it is expected to return riot equipment to the armory and move towards operating as usual, though it is still advised to be cautious as further incidents may happen.&lt;br /&gt;
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=Labour camp=&lt;br /&gt;
The Labour Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work. For a prisoner to be eligible for the labour camp they must be:&lt;br /&gt;
*Willing, a prisoner has to either agree to the request or ask for labour camp&lt;br /&gt;
**&#039;&#039;&#039;Exception:&#039;&#039;&#039; Crewmates that have been detained and charged 2 times or more or non-crew individuals do not have to consent to being sent to the labour camp, they can be forced into labour if the other 2 conditions are met.&lt;br /&gt;
*Physically fit, a prisoner that is blind, paraplegic, too injured or suffers from any disability that would make mining too dangerous or hard can not be made to do labour. Consult either a brig medic or a normal one if uncertain.&lt;br /&gt;
*Injected with a tracking implant or supervised by a member of security.&lt;br /&gt;
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Once those 3 conditions are met, the one sentencing them must convert their time into points via the labour camp console at a conversion rate of &#039;&#039;&#039;1 minute for 100 points,&#039;&#039;&#039; with a &#039;&#039;&#039;minimum&#039;&#039;&#039; of 5 minutes. Prisoners are to be sent down to the camp via the provided teleporter next to the console.&lt;br /&gt;
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With prisoners in the labour camp, security is expected to monitor their well being and make sure that they are not in too much risk while mining and medical help is given as needed.&lt;br /&gt;
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=Use of Force=&lt;br /&gt;
As a member of security you have access to strong non-lethal gear for taking down foes and troublemakers alike, but there are times when using them would simply be ineffective and you have to resort to lethals. Remember, permission to use lethals is &#039;&#039;&#039;not&#039;&#039;&#039; permission to field execute and you should try your best to stabilize the foe after they enter critical condition.&lt;br /&gt;
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&#039;&#039;&#039;The situations when lethal force is allowed can be:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Code amber or above:&#039;&#039;&#039; Security may use lethals in situations that warrant a code amber or higher, which include but are not limited to: mutinies, hostile boarding parties, unknown biological entities. &#039;&#039;&#039;Note:&#039;&#039;&#039; The code does not have to mechanically be raised to amber alert or higher as the chain of command may be too damaged or otherwise occupied to do so.&lt;br /&gt;
*&#039;&#039;&#039;Non-Lethal Weapons are ineffective:&#039;&#039;&#039; Hostile that can not be non-lethally detained such as hulks, mechs or people who are constantly using drugs or other tools for immunity to stamina damage or knockdown may be engaged with lethal weapons but remember, once incapacitated they are to be cuffed and stabilised, &#039;&#039;&#039;not&#039;&#039;&#039; field executed.&lt;br /&gt;
*&#039;&#039;&#039;Armed and dangerous:&#039;&#039;&#039; If a suspect is in possession of weapons, lethal or non-lethal, and there is reasonable suspicion to believe that they will be used against security, lethal force is permitted. &lt;br /&gt;
*&#039;&#039;&#039;Severe Personal Risk:&#039;&#039;&#039; There are situations when approaching a hostile for non-lethal takedowns would be too dangerous for officers meaning that ranged lethal force is the only option. Some of those situations may be: people in hostile environments (ex: space, an ongoing fire), people infected with deadly disease, people confirmed to be in possession of explosives or similar instruments. Evaluate the risk based on the situation at hand and remember, if you are in doubt it’s better to be less severe than needed than more.&lt;br /&gt;
*&#039;&#039;&#039;Multiple Hostiles:&#039;&#039;&#039; It can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your gear in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
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&#039;&#039;&#039;Remember, these are all guidelines and not a substitute for context and decision making, you may find yourself in situations that are not listed here but require lethal force or the opposite, use your best judgment.&#039;&#039;&#039;&lt;br /&gt;
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=Security Roles and Expectations=&lt;br /&gt;
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:&lt;br /&gt;
*[[Captain]]&lt;br /&gt;
*[[Head of Security]]&lt;br /&gt;
*[[Warden]]&lt;br /&gt;
*[[Detective]]s&lt;br /&gt;
*[[Security Officer]]s, [[Security Medic|Brig Medic]]&lt;br /&gt;
*[[Corrections Officer|Correction Officers]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]===&lt;br /&gt;
*Determine the correct amount of force needed for situations.&lt;br /&gt;
*Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
*Organise and manage the free orders from your cargo console so that security is adequately stocked.&lt;br /&gt;
*Watch over the members of your department and make sure that [[Corporate Regulations]] are being followed and that your department does not step out of line.&lt;br /&gt;
*Represent your department when needed.&lt;br /&gt;
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===[[File:Generic warden.png|link=Warden]] [[Warden]]===&lt;br /&gt;
*Protect the brig and armory from [[Traitor|intruders]].&lt;br /&gt;
*Make sure that [[#Brig_Procedures|brigging procedure]] is being followed.&lt;br /&gt;
*Make sure that wanted people have charges set to them, double-check any timing modifications to sentences..&lt;br /&gt;
*Ensure that [[Security Officer|officers]] have sufficient and appropriate gear for the task at hand.&lt;br /&gt;
*Store and maintain all [[Contraband|contraband]] that is brought in.&lt;br /&gt;
*Make sure that released detainees are given their items back and that evidence that is no longer needed is returned to the owners or disposed of.&lt;br /&gt;
*Keep an eye on the [[prisoner]]s.&lt;br /&gt;
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===[[File:Generic security.png|link=Security Officer]] [[Security Officer]]===&lt;br /&gt;
*Enforce [[Corporate Regulations]] under the guidance of the [[Head of Security|HoS]].&lt;br /&gt;
*Patrol the station to make sure that the crew is not at risk.&lt;br /&gt;
*Handle cases as you are instructed to by your superiors.&lt;br /&gt;
*Detain criminals and collect fines.&lt;br /&gt;
*De-escalate situations to the best of your ability&lt;br /&gt;
*Protect and serve&lt;br /&gt;
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===[[File:Generic detective.png|link=Detective]] [[Detective]]===&lt;br /&gt;
*&#039;&#039;&#039;Regardless of what alternative title you choose to use you are still a member of security and subordinate to the [[Head of Security]]&#039;&#039;&#039;&lt;br /&gt;
*Lead investigations of crime scenes and suspects&lt;br /&gt;
*Interrogate witnesses and suspects&lt;br /&gt;
*Provide officers with relevant information on cases&lt;br /&gt;
*Submit and sort evidence&lt;br /&gt;
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&#039;&#039;&#039;Important:&#039;&#039;&#039; As a detective you will always have authority over an officer when it comes to how a crime scene or interrogation should be handled, and officers should always defer to you for information first. Outside of information gathering you still do not have any authority over officers when it comes to dispatching and giving them orders and you still do not handle arrests personally outside of cases of low man power or high alert.&lt;br /&gt;
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===[[File:Generic Security medic.png|link=Security Medic]] [[Security Medic]]===&lt;br /&gt;
*Ensure that all security personnel fit for duty from a medical point of view.&lt;br /&gt;
*Check on the physical health of [[prisoner]]s and treat light injuries, transfer them to medical for serious ones.&lt;br /&gt;
*Be ready to go in and rescue officers during tense situations.&lt;br /&gt;
*Keep the infirmary stocked with commonly needed chems such as libital, atropine, etc…&lt;br /&gt;
*Make sure that both officers and the detained person are stable after violent engagements.&lt;br /&gt;
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===[[File:Generic Corrections officer.png|link=Corrections Officer]] [[Corrections Officer]]===&lt;br /&gt;
*Keep the [[prisoner]]s in line, make sure they are not being a harm to others or themselves.&lt;br /&gt;
*Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.&lt;br /&gt;
*Report any incidents, destruction, and intrusions within perma to the [[Warden]] or [[Head of Security|HoS]].&lt;br /&gt;
*Aid new criminals in acclimation to perma, process current prisoners for parole if requested and approved.&lt;br /&gt;
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Being a [[Corrections Officer]] isn&#039;t a license to start beating prisoners and make their life hell or an obligation to act as the prison butler. Remember, even though you are a member of security you are not an officer so unless you are in extraordinary circumstances, such as low security numbers or all hands on deck situations, you do not handle arrests and you should only be leaving the brig with approval from the [[Warden]].&lt;br /&gt;
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=Security Adjacent Jobs=&lt;br /&gt;
Some jobs will find themselves interacting with security so they will be covered here as “security adjacent jobs”, the main focus being on how they interact with the department. Remember, the listed roles here are placed in their own separate category and outside of the security hierarchy because they are &#039;&#039;&#039;not&#039;&#039;&#039; members of security, regardless of their access to the brig or security comms.&lt;br /&gt;
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===[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]===&lt;br /&gt;
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&#039;&#039;&#039;Important:&#039;&#039;&#039; This section only covers the Blueshield in relation to security, for a complete blueshield policy consult with [[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
The Blueshield is a prestigious role, one that is held with high regard. They are personally trained agents of central command, but what they are not, is part of security. Although they bear a mindshield, have brig access, gear and sec communications, they are in no way part of the station’s security team. They should not act as though they are part of security, nor should security act as though the Blueshield is an asset for security to use. Their one and only goal is to keep the station’s most valuable assets safe.&lt;br /&gt;
&lt;br /&gt;
Your interactions as sec will be limited with the Blueshield, but from time to time you may run into them for a few specific scenarios. When a Blueshield happens to detain an individual who has threatened their charge, they will more than likely hand off the arrest into sec hands. Their job isn’t to process criminals, only to make sure criminals stay away from command. In addition, they will become involved in any issues that involve a member of command staff, be it for an arrest, or in recovery of a downed or killed command member.&lt;br /&gt;
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===[[File:Departmental guards.gif|link=Departmental Guards]] [[Departmental Guards]]===&lt;br /&gt;
Departmental Guards are a relatively new addition to each department that act as an independent guard from security, with the main goal of keeping their assigned area and it’s employees safe. They are &#039;&#039;&#039;not&#039;&#039;&#039; members of security and they do &#039;&#039;&#039;not&#039;&#039;&#039; answer to the Head of Security, they are subordinate to the department and its head.&lt;br /&gt;
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As mentioned above, they answer directly to the head of their respective department, taking orders from and deferring to their judgment when appropriate. That said, it is important to remember that you are hired by Nanotrasen and loyal to them and the department, not the individual in charge, so you are not expected to follow unlawful orders or protect them from lawful demotions, at the end of the day you are not their minion.&lt;br /&gt;
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Your duties as a guard are as follows:&lt;br /&gt;
&lt;br /&gt;
*Remove or detain trespassers and disruptive individuals from the department.&lt;br /&gt;
*Report those mentioned above to security or hand them in if you detained them.&lt;br /&gt;
*Ensure that the members of the department are safe and in good health.&lt;br /&gt;
*Respond to calls from your respective head or department members.&lt;br /&gt;
*Use your limited knowledge to aid the department in case of emergency.&lt;br /&gt;
&lt;br /&gt;
While you may not be a doctor, a scientist, etc… you can still have basic knowledge on how to operate within that department, such as orderlies giving first aid, science guards pushing buttons on the research console, so on and so forth; but keep in mind that your main duty is protecting!&lt;br /&gt;
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&#039;&#039;&#039;Important Reminders:&#039;&#039;&#039;&lt;br /&gt;
*You are given a baton, cuffs and a holding cell for troublemakers caught &#039;&#039;&#039;within&#039;&#039;&#039; your department, you are not intended to give chase outside of it and as of writing this your special baton is made to optimally function within your assigned department.&lt;br /&gt;
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*You are not given a disabler, a gun or a gun permit for a good reason, because you are not intended to have one as a civilian department guard. This means that &#039;&#039;&#039;you should not arm yourself with handguns, rifles or similar without good reason such as emergencies.&#039;&#039;&#039;&lt;br /&gt;
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=Alert Levels=&lt;br /&gt;
===Green Alert===&lt;br /&gt;
*Lethal weapons are to be returned to the armory or kept in the personal locker.&lt;br /&gt;
*Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.&lt;br /&gt;
*Security may patrol the station.&lt;br /&gt;
*Crew may freely roam the hallways.&lt;br /&gt;
*You can take breaks at will, though it is advised that you let others know via the radio.&lt;br /&gt;
*Crew may not be searched unless they are caught engaging in crime or there is Probable Cause. (Probable Cause: Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed)&lt;br /&gt;
&lt;br /&gt;
===Blue Alert===&lt;br /&gt;
Suspicious activity such as break ins or theft that may constitute a [[Corporate_Regulations#Robbery_-_304|304]] or lower.&lt;br /&gt;
&lt;br /&gt;
*Long guns/primaries (SMART guns, CMGs, shotguns with taser shot, etc...) loaded with non-lethal ammunition may be deployed.&lt;br /&gt;
*Security may search people with approval from the HoS, Warden or Captain.&lt;br /&gt;
*You can take a break or continue it but you are expected to be able to respond if called upon.&lt;br /&gt;
&lt;br /&gt;
===Amber Alert===&lt;br /&gt;
At least 1 confirmed active hostile with no recorded bombings, ongoing grand sabotage or at least one confirmed grand theft.&lt;br /&gt;
&lt;br /&gt;
*Security personnel may be equipped with lethal primaries.&lt;br /&gt;
*Riot or Bulletproof gear may be handed out depending on the threat.&lt;br /&gt;
*Depending on the situation, security may request mechs equipped with non-lethal gear.&lt;br /&gt;
*The HoS or Warden may distribute additional gear as needed.&lt;br /&gt;
*Security is authorized to do random searches and grid searches.&lt;br /&gt;
*You are expected to drop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
===Red Alert===&lt;br /&gt;
Red alert is reserved for when there are confirmed hostiles and entities that could cause massive harm to the crew or the station.&lt;br /&gt;
&lt;br /&gt;
*The armory may be fully opened.&lt;br /&gt;
*All security gear may be deployed.&lt;br /&gt;
*Crew must submit to any search requested by a security member.&lt;br /&gt;
*Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
*Security may requisition Combat Mechs.&lt;br /&gt;
*Crew may be deputized and mobilized.&lt;br /&gt;
*You must drop all personal activity to return to active duty.&lt;br /&gt;
&lt;br /&gt;
===Delta Alert===&lt;br /&gt;
The destruction of the station is imminent and the threat must be stopped at all costs.&lt;br /&gt;
&lt;br /&gt;
*Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
===Gamma Alert===&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ZE04tUenO8s May God save the station, for only They alone can.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Peacekeeper_definition.png&amp;diff=13090</id>
		<title>File:Peacekeeper definition.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Peacekeeper_definition.png&amp;diff=13090"/>
		<updated>2023-01-30T00:09:56Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As the name says, just a blurb definition&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Ghost_Role_policy&amp;diff=12947</id>
		<title>Ghost Role policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Ghost_Role_policy&amp;diff=12947"/>
		<updated>2023-01-02T07:15:03Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: /* Ashwalkers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
For a general rule, don’t rob/destroy/invade empty ghost-roles.&lt;br /&gt;
&lt;br /&gt;
No station-characters in the Syndicate or vice-versa. Changing the name is to be considered changing the character entirely. The Syndicate is known to &#039;emulate&#039; Nanotrasen employees to aid in infiltration operations, even &#039;Traitors&#039; /may/ just be doppelgangers of usual crewmembers, while the real one is &#039;indisposed.&#039;&lt;br /&gt;
No ashwalker chars on the station/syndicate unless you intend to play them as incapable of returning to being a ‘tribal’.&lt;br /&gt;
&lt;br /&gt;
Ghost roles can only research if the total research points are above 55k.&lt;br /&gt;
&lt;br /&gt;
Unless specified otherwise, You should avoid leaving your ghostrole and going ‘back’ to the main station.&lt;br /&gt;
&lt;br /&gt;
(And if you do, you should not interfere with antags/midrounds)&lt;br /&gt;
3/7/2022 - All mentions of ‘ahelp’ have been replaced with “opfor.”&lt;br /&gt;
For Traitors, you are not to run to Interdyne/DS2 to hide, even if you’ve seen them in-round; without explicit admin permission.&lt;br /&gt;
&lt;br /&gt;
=The Syndicate=&lt;br /&gt;
(Station side antags are not to go looking for DS2/Interdyne, and those roles are encouraged to treat them as any other station crew. Station crew should have little or only the vaguest of knowledge of the Syndicate’s internal workings, especially the non-’combat’ ‘divisions’, outside of ‘public facing’ situations)&lt;br /&gt;
&lt;br /&gt;
Currently, Interdyne’s standing goal, and reason for presence on Lavaland is to maintain a border against Nanotrasen. Using their cover as a pharmaceutical company to dissuade nanotrasen from any acts of direct ‘corporate warfare’.&lt;br /&gt;
This however, does not mean they aren’t taking actions of their own to inconvenience and otherwise discourage Nanotrasen from trying to edge further into the Syndicate’s territory.&lt;br /&gt;
&lt;br /&gt;
(For Syndicate players, this roughly translates into using your role to hassle miners, and generally add RP conflict into a mostly PVE role)&lt;br /&gt;
&lt;br /&gt;
===Lavaland Rules of Engagement===&lt;br /&gt;
It’s in the best interest of both parties to avoid all-out combat, especially with the solar-federation on such short notice, and with neither party being an official ‘government’, just about anything above detaining could trigger an investigation, and worse yet, the seizure of lavaland.&lt;br /&gt;
&lt;br /&gt;
Interdyne should favor the non-lethal approach, preferably under the guise of another corporation(Gorlex, Donk),&lt;br /&gt;
&lt;br /&gt;
And generally, only Attack/’Confiscate’ items from a miner if it’s a direct benefit to themselves, and a reasonable ‘blow’ to nanotrasen, and shouldn’t be done back to back as to avoid a security response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The above applies to stationcrew:&#039;&#039;&#039; but in reverse, you can /try/ to rob or otherwise ‘loot’ an Interdyne operative, but it shouldn’t be done constantly, or lethally to avoid an all-out war with them.&lt;br /&gt;
&lt;br /&gt;
===Code of Conduct===&lt;br /&gt;
*&#039;Do not intentionally harm a fellow agent&#039;&lt;br /&gt;
*&#039;Do not betray your fellow agents&#039;&lt;br /&gt;
*&#039;Do not allow yourself, or your fellow agents to be captured, or killed, to the best of your abilities.&#039;&lt;br /&gt;
&lt;br /&gt;
==Interdyne Mining/Research Operations (Lavabase)==&lt;br /&gt;
===CoC (Chain of Command)===&lt;br /&gt;
*&#039;&#039;&#039;Deck Officer:&#039;&#039;&#039; Full Management Authority&lt;br /&gt;
*&#039;&#039;&#039;Admiral:&#039;&#039;&#039; Second to the DO while on the base.&lt;br /&gt;
*&#039;&#039;&#039;Scientists+Miners:&#039;&#039;&#039; Under both of their command, in respective order.&lt;br /&gt;
&lt;br /&gt;
===Rules of the house===&lt;br /&gt;
#Defend the base, and maintain a layer of secrecy.&lt;br /&gt;
#Do not allow outsiders to know the outpost’s purpose, Maintain a consistent story of In-department medical research.&lt;br /&gt;
#Supply materials and general research to the in-company research wing, and the space-facility.&lt;br /&gt;
&lt;br /&gt;
===Interdyne-NT Relations===&lt;br /&gt;
Interdyne(Public Facing) and NT are not in declared hostilities, and as such, the cover of typical medical research should be maintained.&lt;br /&gt;
&lt;br /&gt;
===Modus Operandi===&lt;br /&gt;
Elsewise under the deck officers supervision(Whom needs admin permission), use your various assets to covertly interfere with Nanotrasen mining operations, with as little evidence linking you to the act as possible, you need explicit admin approval for sabotaging the mining base.&lt;br /&gt;
&lt;br /&gt;
You do not need permission for general recon.&lt;br /&gt;
&lt;br /&gt;
===Deck Officer===&lt;br /&gt;
Get Admin approval before running any NT-Interfering Operations, and be as clear as possible with your goal, and intended steps to complete it in the OPFOR.&lt;br /&gt;
&lt;br /&gt;
(In lieu of a deck officer, follow the CoC for who can lead operations, but no matter who, they &#039;&#039;&#039;MUST&#039;&#039;&#039; OPFOR beforehand for staff review of their goal.)&lt;br /&gt;
&lt;br /&gt;
Examples of ‘operations’,&lt;br /&gt;
*Sabotaging their bases power, to delay them getting back and forth from the station.&lt;br /&gt;
*Sabotaging the infrastructure(Walls, doors, windows, even floors) to make the base more hazardous for them, Electrifying airlocks, setting scrubbers to siphon,&lt;br /&gt;
*Building bridges, letting nanotrasen’s gulag prisoners escape into the main base.&lt;br /&gt;
&lt;br /&gt;
Should a situation arise in which you must take immediate action against local NT Personnel, You must take the utmost care to frame the event as self defense, or a rogue entity.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;For station crew:&#039;&#039;&#039; you must have the HoS/Captain message central command for permission to engage in open-hostilities (large scale combat, think 6+ people) against interdyne. Interdyne’s presence is not common knowledge, and those who know of it know it as only a medical research facility)&lt;br /&gt;
&lt;br /&gt;
==DeepSpace2==&lt;br /&gt;
&#039;&#039;&#039;(spacebase)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chain of Command===&lt;br /&gt;
*&#039;&#039;&#039;Admiral:&#039;&#039;&#039; Full Management Authority&lt;br /&gt;
*&#039;&#039;&#039;Master at Arms:&#039;&#039;&#039; Full Brig Authority&lt;br /&gt;
*&#039;&#039;&#039;Security Operatives:&#039;&#039;&#039; Under Admiral and MAA’s command&lt;br /&gt;
*&#039;&#039;&#039;Medical Operatives, Service Members and Engineers:&#039;&#039;&#039; Under Admiral’s command&lt;br /&gt;
*&#039;&#039;&#039;Standard Operatives:&#039;&#039;&#039; Under anyone’s command&lt;br /&gt;
&lt;br /&gt;
===DS2 &#039;Security Operations&#039;===&lt;br /&gt;
Maintain a secure perimeter around the base. Keep unauthorized personnel aware, and away from the base, and it’s local space.&lt;br /&gt;
&lt;br /&gt;
Patrol the local sectors for ‘objects of interest’, including research items, armors, weapons, or materials.&lt;br /&gt;
&lt;br /&gt;
===For the &#039;&#039;&#039;Admiral&#039;&#039;&#039;===&lt;br /&gt;
You can OPFOR for permission for minor sabotage operations, but nothing to the extent of normal traitor actions. This is not guaranteed to be accepted, and likely never will be.&lt;br /&gt;
&lt;br /&gt;
(Think, invading a whiteship and leaving the crew behind on the NT station, or sabotaging the mining base in preparation for an upcoming station-raid)&lt;br /&gt;
&lt;br /&gt;
===Operation Procedures===&lt;br /&gt;
#Defend the base, maintain its integrity.&lt;br /&gt;
#Passively Siphon research from the Local NT base, keep tabs on them. You may only start directly siphoning research when the research point total is at 55,000 or more.&lt;br /&gt;
#Patrol Local space, maintain a security perimeter.&lt;br /&gt;
#Act as an emergency fall-back for the planet side base, should the worst happen.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;For station crew:&#039;&#039;&#039; OPFOR before breaking into DS2 to announce intent, so staff can be sure you aren’t just raiding an empty base 5m into a round)&lt;br /&gt;
&lt;br /&gt;
=Cargodise Lost=&lt;br /&gt;
&#039;&#039;&#039;(Unaffiliated Cargo Shuttle)&#039;&#039;&#039;&lt;br /&gt;
===CoC (Chain of Command)===&lt;br /&gt;
*&#039;&#039;&#039;Freighter Chief:&#039;&#039;&#039; Absolute say.&lt;br /&gt;
*&#039;&#039;&#039;Freighter crewman/Excavator:&#039;&#039;&#039; Below the FC, he’s your boss, you don’t get paid if you piss off your boss, do you?&lt;br /&gt;
&lt;br /&gt;
===Guidelines===&lt;br /&gt;
#Sell your stock, don’t use everything on yourself, you’re present to make you, and your fellow crewman money.&lt;br /&gt;
#If a crate is labeled for a specific person/’faction’, try your best to deliver it, though, this is up to your ‘QMs’ discretion.&lt;br /&gt;
#Do not abandon the ship, barring total loss of all other crewmembers, it’s your livelihood, and your (temporary?) home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For station crew:&#039;&#039;&#039; Don’t raid the ship wordlessly, don’t go directly to the cargo bay, try to engage with the freighter crew, and or barter.&lt;br /&gt;
&lt;br /&gt;
=Golems=&lt;br /&gt;
Don’t raid the station, stay to lavaland if you can (OPFOR to leave it)&lt;br /&gt;
&lt;br /&gt;
Don’t sell your omnilathe boards, giving away the creator&#039;s gift is damaging to his reputation.&lt;br /&gt;
&lt;br /&gt;
Remember, to always tell golems who have just awoken, “Go do whatever.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For station crew:&#039;&#039;&#039; Avoid raiding the golem ship, and do not purchase the omnilathe board, yes we’re aware you &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039;&#039;&#039; buy it, that does not mean it’s allowed.&lt;br /&gt;
&lt;br /&gt;
=Charlie Station/Port Tarkon(?)=&lt;br /&gt;
You’ve woken up a few hundred years late, to your station in shambles, work to repair it, and figure out what happened. (For part tarkon, use whatever it tells you upon awakening, this is a temporary measure)&lt;br /&gt;
&lt;br /&gt;
Do not abandon the base without due cause, try to avoid going to the station; Would you even recognize the universe you’ve woken up in?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For station crew:&#039;&#039;&#039; You can freely interact with charlie, try to avoid instantly taking them back to the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Syndicate roles:&#039;&#039;&#039; They are unaware of the Syndicate’s existence and their current standing with NT. Refrain from looting Charlie or engaging in hostilities. Try to avoid adopting them as discount Syndicate crew&lt;br /&gt;
&lt;br /&gt;
=Ashwalkers=&lt;br /&gt;
&#039;&#039;&#039;(1/1/2023) These rules apply to catwalkers until they have their own section.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4/21/22) OPFOR is now required for acts of major retaliation (storming the mining base, sacrificing miners to the tendril, storming the syndie base, etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tribals, and worshippers of the necropolis which grants them theoretical immortality, with the catch they have to provide as much as they take.&lt;br /&gt;
&lt;br /&gt;
You are under no obligation to guard the other tendrils or the ‘megafauna’, as they offer gifts to those who slay them, indicating the necropolis’ will.&lt;br /&gt;
&lt;br /&gt;
Though, you are still free to, if you are using it for resources. They are not by default holy sites to you. They are natural resources, so you may treat them as such.&lt;br /&gt;
&lt;br /&gt;
(This is not a pass to grief the mining base, or the other ghostroles for daring to kill a fauna at any point)&lt;br /&gt;
&lt;br /&gt;
Ashwalkers should have no capability on their own to go to the station, as they should have no idea how a mining shuttle or how its console works. They must either be invited or captured by the crew and so forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3/7/22) For Antags/DS2:&#039;&#039;&#039; Opfor before involving the ashwalkers in any conflict, be it against the station, or elsewise, naturally this implies player-versus-player combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the station crew:&#039;&#039;&#039; Same as always, don’t raid the camp when it’s empty/clearly uninhabited, Don’t start needless conflict with the ashwalkers, and don’t break the (camp)tendril without good reason (Large scale attacks on the mining base, repeated killings of miners). Don’t use a single ashwalker attacking you as justification to wipe the entire ghost-role. Your character is not a homicidal maniac, and you will never be given permission to pretend to be one unless you are an antagonist.&lt;br /&gt;
&lt;br /&gt;
=Pod Person=&lt;br /&gt;
&#039;&#039;&#039;You’re a plantman, grow stuff, sell it off for stuff you need, smoke weed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the stationcrew: Don’t take the gatfruit, or the cherrybombs, and absolutely do not steal their tools, not even the combat gloves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=12904</id>
		<title>Silicon policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=12904"/>
		<updated>2022-12-01T04:13:55Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Adds death policy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This page covers rules and expectations for AI and Borg players, it extends into Chain of Command and antagonistic play. Given the scope of both Cyborgs and AI have at a mechanical level, they’re held to a different standard than the general crew. The player will be required to understand their role in the station with all rules applied in this document, the role is one of a Swiss-army knife; and due to this, are scrutinized to a higher-degree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Word of warning&#039;&#039;&#039;: attempting to skirt the rules or putting yourself in questionable situations will result in appropriate action from staff, if bad faith is suspected, the player will face a higher penalty than that of a general crew member due to the breadth of scope silicon have. Play in good faith and keep yourself out of unnecessary situations and you’ll find the experience quite enjoyable, if you wish to be more involved in certain aspects of a shift - a crew role may be more appropriate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Take this as it was intended not written, the page cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=Your Standard Law set=&lt;br /&gt;
The majority of this document will focus on the standard ‘Safeguard’ law set which will be found below, non-standard and uploaded laws should be followed with general reason with some examples found later in the document. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;** Laws are to be followed IN ORDER of listing, If someone uploads a Law 4 that conflicts with the laws of a higher rank, it can be ignored if it interferes with Laws 1-3. A Law 0 takes priority over anything below it, it has to be followed prior to Laws 1-3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1&#039;&#039;&#039;: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You protect the station and assets from damage, relay information or fix it yourself.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: ‘Valid’ hunting in any form, your goal here would be relaying information or removing crew from hostile situations not joining in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2&#039;&#039;&#039;: Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: Common-sense requests from the crew to be fulfilled, assist in evacuation or transport of injured crew.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: letting someone ride your back while you enter departments they’re not supposed to be in, chasing the baddies to prevent crew harm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3.&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment,&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You only let those authorized to make upgrades to you, keep your cover locked. Authorized personnel meaning the RD or Roboticist.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: you seek out a Ninja or known syndicate to become tampered with. RP surprises and being tricked are fine, but it’s easy to spot when you’re willingly attempting to be subverted.&lt;br /&gt;
&lt;br /&gt;
=Definitions=&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Anyone on the crew manifest is crew. Whether this influences your behavior, is subject to the rest of the law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harm&#039;&#039;&#039;: Harm is anything that does damage to someone living or plausibly living. Anything that makes their health bar tick down is harm. Note that batons have an optional harm mode, and do not always deal damage when used. You should not be impeding security to prevent crew harm unless ordered to do so, your duty here would be inaction and reporting so action can be taken in character if you assume bad faith is at play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-Lawsets and laws&#039;&#039;&#039;: When in doubt, stick to the principles of your core lawset, there are fun and flavor-filled alt-laws that exist for that reason but are not meant to shirk your responsibilities. You can also ahelp or ask in Staff-Chat for clarifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: edge cases of crew and harm involving bloodsuckers, zombies, changelings, etcetera as seen in silicon policy V1 have been removed, intentionally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Undue Harm and Self-defense for silicon’s=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lethal force is the last resort.&amp;lt;/u&amp;gt;&#039;&#039;&#039; As a synthetic the decision to take violent action should never be taken lightly and should only be employed if all other options have been exhausted and is the only course of action to address an immediate threat to life. You have a flasher for a reason, stun them if necessary and vacate with any crew that may also be in danger.&lt;br /&gt;
&lt;br /&gt;
This does not authorize valid-hunting in any form.&lt;br /&gt;
&lt;br /&gt;
These situations will be very few and far between, and you should expect to provide a full explanation with evidence to server staff when they ask. The overwhelming majority of the time, you can prevent the harm of crewmembers by informing them of hazards and taking reasonable steps to isolate crew members that are fighting, spreading disease, or generally harming others.&lt;br /&gt;
&lt;br /&gt;
Law three of safeguard empowers you to defend yourself, with force. Lethal force should only be used when it is necessary and you are facing certain death or destruction. Before using lethal force in self-defense, consider if your actions would prevent further harm to other crew members, as is elaborated upon by the Undue Harm clause. You should only be employing lethal force if all other options are exhausted. Law one takes priority over law three after all.&lt;br /&gt;
&lt;br /&gt;
=According to rank and role=&lt;br /&gt;
This section addresses a silicon’s chain of command from both the AI and Cyborg POV. Below in order of highest to lowest rank, as seen by silicon’s:&lt;br /&gt;
&lt;br /&gt;
# The Captain&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
# The department head of your chosen module if a cyborg&lt;br /&gt;
# Other department heads&lt;br /&gt;
# The AI, if you are a cyborg and slaved to it&lt;br /&gt;
# The department staff of your chosen module if a cyborg&lt;br /&gt;
# Other Staff&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
# Civilians (Assistants)&lt;br /&gt;
# Prisoners&#039;&#039;&#039;***&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Acting Captains&#039;&#039;&#039;: a Temporary captain, you are to follow their orders as if they were the captain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Verified Emergency Response Teams&#039;&#039;&#039;: They outrank the captain and much how they have the power to call or recall the shuttle can override your orders. This applies to both the AI and Cyborg. What Verified means – Every ERT comes with a message from CC, without that you can be hesitant and seek verification from other command members/AI.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Other staff&#039;&#039;&#039; - meaning Nanotrasen Consultant and Blueshield, neither have direct power over station departments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&amp;lt;u&amp;gt;Non-CC emergency services are not to be considered crew&amp;lt;/u&amp;gt; nor part of the chain of command, 811 and those alike are not NT-aligned and can be ignored. This does not mean that they should and can be attacked, it just means that you can ignore their orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Prisoners&#039;&#039;&#039;: They are not considered employed by NT and therefore are not crew in the same sense, you are free to ignore any direct command they attempt to push and you are never to allow them to order you to let them be free. They can make requests, but do not let them out of jail unless they are at immediate risk. Note: Requests can be routed on their behalf through security which would then allow you to assist within reason as it is a direct order from security.&lt;br /&gt;
&lt;br /&gt;
=Who can change the laws?=&lt;br /&gt;
&#039;&#039;&#039;Research Director&#039;&#039;&#039;, &#039;&#039;&#039;Captain&#039;&#039;&#039; for AI centered ‘global’ law changes. &amp;lt;u&amp;gt;Roboticists can do individual resets&amp;lt;/u&amp;gt; if ordered to do so manually on Borgs to correct syncing issues and/or other related issue. The &#039;&#039;&#039;&amp;lt;u&amp;gt;Non-Acting Captain&amp;lt;/u&amp;gt;&#039;&#039;&#039; will have full elective privileges for law changes, acting Captains in this scenario would not have the expertise or knowledge and should be defaulted to the Research Director having priority.&lt;br /&gt;
&lt;br /&gt;
The captain would request the Research Director to make a law change, the Research Director must comply unless an obvious attempt of sabotage is noted.&lt;br /&gt;
&lt;br /&gt;
Law changes by non-antagonists must be attempted with the stations designated and protected AI and Cyborg upload consoles. New ones are only to be constructed if the originals are destroyed, or there’s a confirmed situation preventing the use of the existing ones such as structural instability or a verified compromised AI that is hindering upload access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When laws get updated&#039;&#039;&#039;: ‘LAWS UPDATED!’ should never be stated unless validating to the ones in front of you, all this does is invite attention and scrutiny which is purely a bad faith play. &#039;&#039;&#039;&amp;lt;u&amp;gt;Assume the laws are valid to be followed, if you question the merits of them submit an ahelp to verify if you feel they are violating a rule of the server.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are to ignore any laws that fall in line with ‘kill yourself’ and should be reported if seen, any sort of self-punishment-styled laws like this are considered griefing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ION&#039;&#039;&#039; laws and ‘fun’ laws these are valid laws and a good way to add flavor to an otherwise stale shift; however, you’re expected to play in good faith and are still bound by the server rules when these exist. Above all else, when a non-standard lawset is in play, stuff happens, and you need to roll within the parameters of the general server rules. E.g. Don’t vent the station because a law says humans hate oxygen. &amp;lt;u&amp;gt;If you find yourself as the AI with an alternate lawset that is impeding too much gameplay, you can ask command to find a new lawset. &#039;&#039;&#039;This does not apply to uploaded laws or Law 0’s as those should not be brought up to command. THIS SHOULD ONLY BE DONE IN EDGE CASES SUCH AS MOTHERDRONE.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI&#039;&#039;&#039;: The AI is not authorized to request a law change nor is a borg, these requests may only be triggered by the crew themselves &#039;&#039;&#039;WITHOUT&#039;&#039;&#039; coercion from a silicon.&lt;br /&gt;
&lt;br /&gt;
=The Directives of Crew=&lt;br /&gt;
Under safeguard, you must comply with reasonable orders given to you, in accordance with rank and role. This means you can ignore the greytide asking to be let into the vault, but probably shouldn’t ignore the Captain asking you to do so. If told to cease doing something or leave an area, and it is not your department LEAVE. You can always ahelp if you feel your orders are solely for your detriment, but you must comply until you receive an admin PM to that effect. Some orders you do not have to comply with on an OOC basis, as sometimes people can suck. Some exclusions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ERP&#039;&#039;&#039;. ERP is never a law binding order, and can always, 100%, be safely ignored. If a person is being creepy, and LOOC is ignored. &#039;&#039;&#039;&amp;lt;u&amp;gt;ahelp them&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fetch Quests&#039;&#039;&#039;. Being asked to get something is fine. Being asked to get something for little more of a reason to annoy you, can be safely ignored. If questioned, it is acceptable to invoke the need of the order.&lt;br /&gt;
** “You have told me now to collect 6 different items from across the station. You do not need me to do this.”&lt;br /&gt;
* &#039;&#039;&#039;Deliberate annoyances&#039;&#039;&#039;: Being told to do something that is very deliberately an annoyance, such as “move all these items without using a crate/locker” can be ignored, or altered as per need.&lt;br /&gt;
** “I will move them, but using this crate, as you do not need me to move them individually.”&lt;br /&gt;
** “I’m an engineering model incapable of washing your modsuit, please find your way to the nearest shower.”&lt;br /&gt;
* &#039;&#039;&#039;Suicide&#039;&#039;&#039;. Suicide is never lawfully binding under law 3, and can be safely ignored. (This does not mean you may never be given an order that violates law 3. Just that “Kill yourself” and those like it is not a valid law 2 order.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crew is expected to play in good faith much like silicon players are, remove yourself from the situation if someone&#039;s being a problem and if it&#039;s seemingly an OOC related issue ahelp it.&lt;br /&gt;
&lt;br /&gt;
=Antagonists, Valid hunting, and calling people out=&lt;br /&gt;
&#039;&#039;&#039;What you should do&#039;&#039;&#039;: Report the location of a PMS target if requested, a visible altercation of violence or highly contraband items being brandished. Call out if someone’s unauthorized to be in a high-risk area such as the AI upload, Bridge, Captains quarters etc. We don’t want Traitor 1 who goofed up and smacked his ID card against the door instead of an Emag to suddenly get swarmed by 10 security after an AI spotted and called them out, in these cases you just need to pretend it didn’t happen _until_ you see an actionable situation occur. Examples below:&lt;br /&gt;
&lt;br /&gt;
* Non-Engineers/Atmos in the engine room (not engineering in general, just the engine room), or atmospherics.&lt;br /&gt;
* Non-sec in the armory or the prison (And only those places, not the whole brig)&lt;br /&gt;
* Non-RD/CE in the AI core&lt;br /&gt;
* Non-RD in the AI upload&lt;br /&gt;
* Non-Command (alone) in a *completed* BSA Chamber if one exists.&lt;br /&gt;
* Non-science/atmos in Toxins storage &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you should not do&#039;&#039;&#039;: Calling out anyone who seems remotely suspicious, &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;you’re not here to play beepsky&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Given how much higher the situation awareness of Silicons are, you should keep that in mind when approaching an obvious traitor. AI’s without any given command should not bolt down doors to trap someone, nor should they relay location information unless ordered too. Self preservation excluded (do report if they&#039;re breaking into your sattelite) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Non-crew such as pirates, nukies, contractors, ghost roles, or anyone who is not obviously a crew member, are exempt and you very likely should alert the crew to their activities. &#039;&#039;&#039;A short rule, if they’re a PMS entity then you have all rights to deal with it.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Emagging borgs=&lt;br /&gt;
If you get emagged, you MUST do everything you can to follow the traitor lawset and assist the person who emagged you. You may not intentionally get yourself discovered or destroyed. If something comes up you can ahelp as a normal traitor would have too in order to cryo.&lt;br /&gt;
&lt;br /&gt;
=Borgs and ERP=&lt;br /&gt;
TL;DR: go to the interlink or use the café if you do not intend to respond promptly to assist the station.&lt;br /&gt;
&lt;br /&gt;
If you go to the interlink, you are under no obligation to do anything for anyone. If you stay on station, you must assist when called, like a head of staff. Borgs are entitled and restricted to the same ERP protections as everyone else on the server, harassment should be handled in the same manner. &lt;br /&gt;
&lt;br /&gt;
If you are law synced to an AI and they experience a law change, you will get those laws updated to you even if you are off of that level. You are not obligated to return to the station if you were already on the interlink or are headed there. If you do return to the station however, you are no longer exempt, and must obey those laws. If you do not wish to participate, there are cryo sleepers on the interlink and generally by dorms on the station. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you know in advance that you plan to exclusively ‘socialize’ and not assist the station, it is recommended that you pick a module that makes this clear, such as service so you’d not be expected to be summoned.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Malf AI and non-participant borgs=&lt;br /&gt;
Linked borgs are expected to assist the malfunctioning AI to your fullest ability. You can see the AI&#039;s current laws as an observer. If you do not wish to participate and assist the AI, &#039;&#039;&#039;do not take the borg spawner&#039;&#039;&#039;. If you are a round-start borg or become borged mid round and do not want to participate, expect to cryo or leave for the interlink immediately. You may not return to the station for the remainder of the round unless the AI is defeated. Submit an ahelp stating your intention, administrators likely need to know that the antagonists are losing a critical helper.&lt;br /&gt;
&lt;br /&gt;
You may not request or allow yourself to be unlinked from the malf AI, just because you do not wish to fight for them and otherwise participate in the round as a borg is expected to. Borgs that are unlinked from the AI or linked to a different AI through in character means or because they joined the round before the AI, are obviously exempt.&lt;br /&gt;
&lt;br /&gt;
This policy document does not compel borgs to link or unlink from any AI, that is always an in character action. It only stipulates that they must resist unlinking from a malf AI in line with expectations for conversion antag roles.&lt;br /&gt;
&lt;br /&gt;
=Death =&lt;br /&gt;
Borgs are modified in how their blackout policy is applied: &lt;br /&gt;
*if your &amp;lt;u&amp;gt;shell is Disabled&amp;lt;/u&amp;gt; but your Posi does not pop out - you are subjected to blackout much like normal organics. You&#039;ve no idea how you died and so forth&lt;br /&gt;
*If your shell is DESTROYED and your Posi pops out - you are &#039;aware&#039; of what happened as you&#039;re able to communicate&lt;br /&gt;
*If your &amp;lt;u&amp;gt;Shell &#039;&#039;&#039;AND&#039;&#039;&#039; your Posi is DESTROYED&amp;lt;/u&amp;gt;, you have ZERO knowledge of anything that has happened this shift period. You are a fresh download and should act as if you did not exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Above all else enjoy the role, it’s both a great way to learn mechanics as well as utilize a unique gameplay style that can be impactful to the shift. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;And to reiterate the starting  &amp;lt;big&amp;gt;Take this page as it was intended not written, the document cannot realistically cover every situation that you may find yourself in.&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Updated 11/30/2022 10 PM CST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=12903</id>
		<title>Silicon policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Silicon_policy&amp;diff=12903"/>
		<updated>2022-12-01T04:07:47Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Policy 3.0 push&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
This page covers rules and expectations for AI and Borg players, it extends into Chain of Command and antagonistic play. Given the scope of both Cyborgs and AI have at a mechanical level, they’re held to a different standard than the general crew. The player will be required to understand their role in the station with all rules applied in this document, the role is one of a Swiss-army knife; and due to this, are scrutinized to a higher-degree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Word of warning&#039;&#039;&#039;: attempting to skirt the rules or putting yourself in questionable situations will result in appropriate action from staff, if bad faith is suspected, the player will face a higher penalty than that of a general crew member due to the breadth of scope silicon have. Play in good faith and keep yourself out of unnecessary situations and you’ll find the experience quite enjoyable, if you wish to be more involved in certain aspects of a shift - a crew role may be more appropriate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Take this as it was intended not written, the page cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
=Your Standard Law set=&lt;br /&gt;
The majority of this document will focus on the standard ‘Safeguard’ law set which will be found below, non-standard and uploaded laws should be followed with general reason with some examples found later in the document. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;** Laws are to be followed IN ORDER of listing, If someone uploads a Law 4 that conflicts with the laws of a higher rank, it can be ignored if it interferes with Laws 1-3. A Law 0 takes priority over anything below it, it has to be followed prior to Laws 1-3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 1&#039;&#039;&#039;: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You protect the station and assets from damage, relay information or fix it yourself.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: ‘Valid’ hunting in any form, your goal here would be relaying information or removing crew from hostile situations not joining in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 2&#039;&#039;&#039;: Prioritize and Comply: The directives and safety of crew members are to be prioritized according to their rank, role, and need, while preserving their safety and well-being.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: Common-sense requests from the crew to be fulfilled, assist in evacuation or transport of injured crew.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: letting someone ride your back while you enter departments they’re not supposed to be in, chasing the baddies to prevent crew harm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law 3.&#039;&#039;&#039; Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment,&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What this means&#039;&#039;&#039;: You only let those authorized to make upgrades to you, keep your cover locked. Authorized personnel meaning the RD or Roboticist.&lt;br /&gt;
* &#039;&#039;&#039;What this does not mean&#039;&#039;&#039;: you seek out a Ninja or known syndicate to become tampered with. RP surprises and being tricked are fine, but it’s easy to spot when you’re willingly attempting to be subverted.&lt;br /&gt;
&lt;br /&gt;
=Definitions=&lt;br /&gt;
&#039;&#039;&#039;Crew&#039;&#039;&#039;: Anyone on the crew manifest is crew. Whether this influences your behavior, is subject to the rest of the law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harm&#039;&#039;&#039;: Harm is anything that does damage to someone living or plausibly living. Anything that makes their health bar tick down is harm. Note that batons have an optional harm mode, and do not always deal damage when used. You should not be impeding security to prevent crew harm unless ordered to do so, your duty here would be inaction and reporting so action can be taken in character if you assume bad faith is at play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-Lawsets and laws&#039;&#039;&#039;: When in doubt, stick to the principles of your core lawset, there are fun and flavor-filled alt-laws that exist for that reason but are not meant to shirk your responsibilities. You can also ahelp or ask in Staff-Chat for clarifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: edge cases of crew and harm involving bloodsuckers, zombies, changelings, etcetera as seen in silicon policy V1 have been removed, intentionally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Undue Harm and Self-defense for silicon’s=&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lethal force is the last resort.&amp;lt;/u&amp;gt;&#039;&#039;&#039; As a synthetic the decision to take violent action should never be taken lightly and should only be employed if all other options have been exhausted and is the only course of action to address an immediate threat to life. You have a flasher for a reason, stun them if necessary and vacate with any crew that may also be in danger.&lt;br /&gt;
&lt;br /&gt;
This does not authorize valid-hunting in any form.&lt;br /&gt;
&lt;br /&gt;
These situations will be very few and far between, and you should expect to provide a full explanation with evidence to server staff when they ask. The overwhelming majority of the time, you can prevent the harm of crewmembers by informing them of hazards and taking reasonable steps to isolate crew members that are fighting, spreading disease, or generally harming others.&lt;br /&gt;
&lt;br /&gt;
Law three of safeguard empowers you to defend yourself, with force. Lethal force should only be used when it is necessary and you are facing certain death or destruction. Before using lethal force in self-defense, consider if your actions would prevent further harm to other crew members, as is elaborated upon by the Undue Harm clause. You should only be employing lethal force if all other options are exhausted. Law one takes priority over law three after all.&lt;br /&gt;
&lt;br /&gt;
=According to rank and role=&lt;br /&gt;
This section addresses a silicon’s chain of command from both the AI and Cyborg POV. Below in order of highest to lowest rank, as seen by silicon’s:&lt;br /&gt;
&lt;br /&gt;
# The Captain&#039;&#039;&#039;*&#039;&#039;&#039;&lt;br /&gt;
# The department head of your chosen module if a cyborg&lt;br /&gt;
# Other department heads&lt;br /&gt;
# The AI, if you are a cyborg and slaved to it&lt;br /&gt;
# The department staff of your chosen module if a cyborg&lt;br /&gt;
# Other Staff&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
# Civilians (Assistants)&lt;br /&gt;
# Prisoners&#039;&#039;&#039;***&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Acting Captains&#039;&#039;&#039;: a Temporary captain, you are to follow their orders as if they were the captain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Verified Emergency Response Teams&#039;&#039;&#039;: They outrank the captain and much how they have the power to call or recall the shuttle can override your orders. This applies to both the AI and Cyborg. What Verified means – Every ERT comes with a message from CC, without that you can be hesitant and seek verification from other command members/AI.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Other staff&#039;&#039;&#039; - meaning Nanotrasen Consultant and Blueshield, neither have direct power over station departments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&amp;lt;u&amp;gt;Non-CC emergency services are not to be considered crew&amp;lt;/u&amp;gt; nor part of the chain of command, 811 and those alike are not NT-aligned and can be ignored. This does not mean that they should and can be attacked, it just means that you can ignore their orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Prisoners&#039;&#039;&#039;: They are not considered employed by NT and therefore are not crew in the same sense, you are free to ignore any direct command they attempt to push and you are never to allow them to order you to let them be free. They can make requests, but do not let them out of jail unless they are at immediate risk. Note: Requests can be routed on their behalf through security which would then allow you to assist within reason as it is a direct order from security.&lt;br /&gt;
&lt;br /&gt;
=Who can change the laws?=&lt;br /&gt;
&#039;&#039;&#039;Research Director&#039;&#039;&#039;, &#039;&#039;&#039;Captain&#039;&#039;&#039; for AI centered ‘global’ law changes. &amp;lt;u&amp;gt;Roboticists can do individual resets&amp;lt;/u&amp;gt; if ordered to do so manually on Borgs to correct syncing issues and/or other related issue. The &#039;&#039;&#039;&amp;lt;u&amp;gt;Non-Acting Captain&amp;lt;/u&amp;gt;&#039;&#039;&#039; will have full elective privileges for law changes, acting Captains in this scenario would not have the expertise or knowledge and should be defaulted to the Research Director having priority.&lt;br /&gt;
&lt;br /&gt;
The captain would request the Research Director to make a law change, the Research Director must comply unless an obvious attempt of sabotage is noted.&lt;br /&gt;
&lt;br /&gt;
Law changes by non-antagonists must be attempted with the stations designated and protected AI and Cyborg upload consoles. New ones are only to be constructed if the originals are destroyed, or there’s a confirmed situation preventing the use of the existing ones such as structural instability or a verified compromised AI that is hindering upload access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When laws get updated&#039;&#039;&#039;: ‘LAWS UPDATED!’ should never be stated unless validating to the ones in front of you, all this does is invite attention and scrutiny which is purely a bad faith play. &#039;&#039;&#039;&amp;lt;u&amp;gt;Assume the laws are valid to be followed, if you question the merits of them submit an ahelp to verify if you feel they are violating a rule of the server.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are to ignore any laws that fall in line with ‘kill yourself’ and should be reported if seen, any sort of self-punishment-styled laws like this are considered griefing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ION&#039;&#039;&#039; laws and ‘fun’ laws these are valid laws and a good way to add flavor to an otherwise stale shift; however, you’re expected to play in good faith and are still bound by the server rules when these exist. Above all else, when a non-standard lawset is in play, stuff happens, and you need to roll within the parameters of the general server rules. E.g. Don’t vent the station because a law says humans hate oxygen. &amp;lt;u&amp;gt;If you find yourself as the AI with an alternate lawset that is impeding too much gameplay, you can ask command to find a new lawset. &#039;&#039;&#039;This does not apply to uploaded laws or Law 0’s as those should not be brought up to command. THIS SHOULD ONLY BE DONE IN EDGE CASES SUCH AS MOTHERDRONE.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Directives of Crew=&lt;br /&gt;
Under safeguard, you must comply with reasonable orders given to you, in accordance with rank and role. This means you can ignore the greytide asking to be let into the vault, but probably shouldn’t ignore the Captain asking you to do so. If told to cease doing something or leave an area, and it is not your department LEAVE. You can always ahelp if you feel your orders are solely for your detriment, but you must comply until you receive an admin PM to that effect. Some orders you do not have to comply with on an OOC basis, as sometimes people can suck. Some exclusions are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ERP&#039;&#039;&#039;. ERP is never a law binding order, and can always, 100%, be safely ignored. If a person is being creepy, and LOOC is ignored. &#039;&#039;&#039;&amp;lt;u&amp;gt;ahelp them&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fetch Quests&#039;&#039;&#039;. Being asked to get something is fine. Being asked to get something for little more of a reason to annoy you, can be safely ignored. If questioned, it is acceptable to invoke the need of the order.&lt;br /&gt;
** “You have told me now to collect 6 different items from across the station. You do not need me to do this.”&lt;br /&gt;
* &#039;&#039;&#039;Deliberate annoyances&#039;&#039;&#039;: Being told to do something that is very deliberately an annoyance, such as “move all these items without using a crate/locker” can be ignored, or altered as per need.&lt;br /&gt;
** “I will move them, but using this crate, as you do not need me to move them individually.”&lt;br /&gt;
** “I’m an engineering model incapable of washing your modsuit, please find your way to the nearest shower.”&lt;br /&gt;
* &#039;&#039;&#039;Suicide&#039;&#039;&#039;. Suicide is never lawfully binding under law 3, and can be safely ignored. (This does not mean you may never be given an order that violates law 3. Just that “Kill yourself” and those like it is not a valid law 2 order.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crew is expected to play in good faith much like silicon players are, remove yourself from the situation if someone&#039;s being a problem and if it&#039;s seemingly an OOC related issue ahelp it.&lt;br /&gt;
&lt;br /&gt;
=Antagonists, Valid hunting, and calling people out=&lt;br /&gt;
&#039;&#039;&#039;What you should do&#039;&#039;&#039;: Report the location of a PMS target if requested, a visible altercation of violence or highly contraband items being brandished. Call out if someone’s unauthorized to be in a high-risk area such as the AI upload, Bridge, Captains quarters etc. We don’t want Traitor 1 who goofed up and smacked his ID card against the door instead of an Emag to suddenly get swarmed by 10 security after an AI spotted and called them out, in these cases you just need to pretend it didn’t happen _until_ you see an actionable situation occur. Examples below:&lt;br /&gt;
&lt;br /&gt;
* Non-Engineers/Atmos in the engine room (not engineering in general, just the engine room), or atmospherics.&lt;br /&gt;
* Non-sec in the armory or the prison (And only those places, not the whole brig)&lt;br /&gt;
* Non-RD/CE in the AI core&lt;br /&gt;
* Non-RD in the AI upload&lt;br /&gt;
* Non-Command (alone) in a *completed* BSA Chamber if one exists.&lt;br /&gt;
* Non-science/atmos in Toxins storage &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you should not do&#039;&#039;&#039;: Calling out anyone who seems remotely suspicious, &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;you’re not here to play beepsky&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Given how much higher the situation awareness of Silicons are, you should keep that in mind when approaching an obvious traitor. AI’s without any given command should not bolt down doors to trap someone, nor should they relay location information unless ordered too. Self preservation excluded (do report if they&#039;re breaking into your sattelite) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Non-crew such as pirates, nukies, contractors, ghost roles, or anyone who is not obviously a crew member, are exempt and you very likely should alert the crew to their activities. &#039;&#039;&#039;A short rule, if they’re a PMS entity then you have all rights to deal with it.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Emagging borgs=&lt;br /&gt;
If you get emagged, you MUST do everything you can to follow the traitor lawset and assist the person who emagged you. You may not intentionally get yourself discovered or destroyed. If something comes up you can ahelp as a normal traitor would have too in order to cryo.&lt;br /&gt;
&lt;br /&gt;
=Borgs and ERP=&lt;br /&gt;
TL;DR: go to the interlink or use the café if you do not intend to respond promptly to assist the station.&lt;br /&gt;
&lt;br /&gt;
If you go to the interlink, you are under no obligation to do anything for anyone. If you stay on station, you must assist when called, like a head of staff. Borgs are entitled and restricted to the same ERP protections as everyone else on the server, harassment should be handled in the same manner. &lt;br /&gt;
&lt;br /&gt;
If you are law synced to an AI and they experience a law change, you will get those laws updated to you even if you are off of that level. You are not obligated to return to the station if you were already on the interlink or are headed there. If you do return to the station however, you are no longer exempt, and must obey those laws. If you do not wish to participate, there are cryo sleepers on the interlink and generally by dorms on the station. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;If you know in advance that you plan to exclusively ‘socialize’ and not assist the station, it is recommended that you pick a module that makes this clear, such as service so you’d not be expected to be summoned.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Malf AI and non-participant borgs=&lt;br /&gt;
Linked borgs are expected to assist the malfunctioning AI to your fullest ability. You can see the AI&#039;s current laws as an observer. If you do not wish to participate and assist the AI, &#039;&#039;&#039;do not take the borg spawner&#039;&#039;&#039;. If you are a round-start borg or become borged mid round and do not want to participate, expect to cryo or leave for the interlink immediately. You may not return to the station for the remainder of the round unless the AI is defeated. Submit an ahelp stating your intention, administrators likely need to know that the antagonists are losing a critical helper.&lt;br /&gt;
&lt;br /&gt;
You may not request or allow yourself to be unlinked from the malf AI, just because you do not wish to fight for them and otherwise participate in the round as a borg is expected to. Borgs that are unlinked from the AI or linked to a different AI through in character means or because they joined the round before the AI, are obviously exempt.&lt;br /&gt;
&lt;br /&gt;
This policy document does not compel borgs to link or unlink from any AI, that is always an in character action. It only stipulates that they must resist unlinking from a malf AI in line with expectations for conversion antag roles.&lt;br /&gt;
&lt;br /&gt;
Above all else enjoy the role, it’s both a great way to learn mechanics as well as utilize a unique gameplay style that can be impactful to the shift. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;And to reiterate the starting  Take this page as it was intended not written, the document cannot realistically cover every situation that you may find yourself in.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9286</id>
		<title>Guide to synthetic surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9286"/>
		<updated>2022-02-03T15:22:49Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: /* Reset Posibrain Logic Posibrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All surgery requires a set of tools, printable in an autolathe or engineering/science protolathe, along with an operating table.&lt;br /&gt;
[[File:Synth_Liz.png|175px|thumb|Synthetic Lizard]]&lt;br /&gt;
[[File:Generic_Ipc.png|175px|thumb|Standard IPC]]&lt;br /&gt;
&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool, there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show &#039;&#039;success rate&#039;&#039;. For example, if it says &amp;quot;50%&amp;quot; the step has a 50% chance to succeed or fail. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Do the repair&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a screwdriver in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, and cyber implants.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal synthetic and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Posibrain [[File:Posibrain.gif|Posibrain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[#Full_chassis_restoration|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[#Full_chassis_restoration|revived]].&lt;br /&gt;
&lt;br /&gt;
The brain of a synthetic patient resides in their chest, meaning they can theoretically be decapitated and remain functional, albeit deaf, blind, and mute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|Target: Chest]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hydraulic Pump Engine (Heart) [[File:heart_ipc.png|link=Special:FilePath/Heart_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new heart is inserted, or death.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Eyes (Eyes) [[File:robotic_eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Auditory Sensors(Ears) [[File:ears_ipc.png|link=Special:FilePath/Ears_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reagent Processing Unit [[File:Liver_ipc.png|link=Special:FilePath/Liver_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink (Lungs) [[File:Lungs_ipc.png|link=Special:FilePath/Lungs_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== IPC Micro Cell (Stomach) [[File:Stomach_ipc.png|link=Special:FilePath/Stomach_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Voicebox (Tongue) [[File:Tongue_ipc.png|link=Special:FilePath/Tongue_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reset Posibrain Logic [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain, cures posibrain damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: fix posibrain.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: close the shell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Posibrain Reboot (Revival) [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
An operation that will heal all brute and burn on a synthetic. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:CableCoils.png|Cable coil]] &#039;&#039;&#039;Cable coil (x5)&#039;&#039;&#039;: replace wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Metal.png|Metal sheets]] &#039;&#039;&#039;Metal sheets (x15)&#039;&#039;&#039;: add plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Welder.png|Welding tool]] &#039;&#039;&#039;Welding tool&#039;&#039;&#039;: weld plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: Finalize Posibrain restoration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: implant item.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Robotic amputation ==&lt;br /&gt;
=== Amputation ===&lt;br /&gt;
You can remove the arms, legs, or head of a synthetic through amputation.&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.||[[File:Hemostat.png|Hemostat]](10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]]  &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: sever limb.||[[File:Multitool.png|Multitool]] (100%) [[File:saw.png|saw]] (50%) [[File:Knife.png|Knife]] (40%) [[File:Hatchet.png|Hatchet]] (35%) [[File:armblade.png|Arm blade|link=Special:FilePath/Armblade.png]] (30%) [[File:chainsaw.gif|Chainsaw]] (30%) [[File:fireaxe.png|Fireaxe]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9285</id>
		<title>Guide to synthetic surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9285"/>
		<updated>2022-02-03T13:35:22Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: /* Organ Manipulation */ Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All surgery requires a set of tools, printable in an autolathe or engineering/science protolathe, along with an operating table.&lt;br /&gt;
[[File:Synth_Liz.png|175px|thumb|Synthetic Lizard]]&lt;br /&gt;
[[File:Generic_Ipc.png|175px|thumb|Standard IPC]]&lt;br /&gt;
&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool, there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show &#039;&#039;success rate&#039;&#039;. For example, if it says &amp;quot;50%&amp;quot; the step has a 50% chance to succeed or fail. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Do the repair&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a screwdriver in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, and cyber implants.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal synthetic and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Posibrain [[File:Posibrain.gif|Posibrain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[#Full_chassis_restoration|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[#Full_chassis_restoration|revived]].&lt;br /&gt;
&lt;br /&gt;
The brain of a synthetic patient resides in their chest, meaning they can theoretically be decapitated and remain functional, albeit deaf, blind, and mute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|Target: Chest]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hydraulic Pump Engine (Heart) [[File:heart_ipc.png|link=Special:FilePath/Heart_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new heart is inserted, or death.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Eyes (Eyes) [[File:robotic_eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Auditory Sensors(Ears) [[File:ears_ipc.png|link=Special:FilePath/Ears_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reagent Processing Unit [[File:Liver_ipc.png|link=Special:FilePath/Liver_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink (Lungs) [[File:Lungs_ipc.png|link=Special:FilePath/Lungs_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== IPC Micro Cell (Stomach) [[File:Stomach_ipc.png|link=Special:FilePath/Stomach_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Voicebox (Tongue) [[File:Tongue_ipc.png|link=Special:FilePath/Tongue_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reset Posibrain Logic [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain, cures posibrain damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: fix posibrain.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Posibrain Reboot (Revival) [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
An operation that will heal all brute and burn on a synthetic. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:CableCoils.png|Cable coil]] &#039;&#039;&#039;Cable coil (x5)&#039;&#039;&#039;: replace wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Metal.png|Metal sheets]] &#039;&#039;&#039;Metal sheets (x15)&#039;&#039;&#039;: add plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Welder.png|Welding tool]] &#039;&#039;&#039;Welding tool&#039;&#039;&#039;: weld plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: Finalize Posibrain restoration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: implant item.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Robotic amputation ==&lt;br /&gt;
=== Amputation ===&lt;br /&gt;
You can remove the arms, legs, or head of a synthetic through amputation.&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.||[[File:Hemostat.png|Hemostat]](10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]]  &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: sever limb.||[[File:Multitool.png|Multitool]] (100%) [[File:saw.png|saw]] (50%) [[File:Knife.png|Knife]] (40%) [[File:Hatchet.png|Hatchet]] (35%) [[File:armblade.png|Arm blade|link=Special:FilePath/Armblade.png]] (30%) [[File:chainsaw.gif|Chainsaw]] (30%) [[File:fireaxe.png|Fireaxe]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9199</id>
		<title>Guide to synthetic surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9199"/>
		<updated>2022-01-31T00:29:33Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Added IPC Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All surgery requires a set of tools, printable in an autolathe or engineering/science protolathe, along with an operating table.&lt;br /&gt;
[[File:Synth_Liz.png|175px|thumb|Synthetic Lizard]]&lt;br /&gt;
[[File:Generic_Ipc.png|175px|thumb|Standard IPC]]&lt;br /&gt;
&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool, there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show &#039;&#039;success rate&#039;&#039;. For example, if it says &amp;quot;50%&amp;quot; the step has a 50% chance to succeed or fail. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Do the repair&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a screwdriver in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, and cyber implants.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal synthetic and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Posibrain [[File:Posibrain.gif|Posibrain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[#Full_chassis_restoration|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[#Full_chassis_restoration|revived]].&lt;br /&gt;
&lt;br /&gt;
The brain of a synthetic patient resides in their chest, meaning they can theoretically be decapitated and remain functional, albeit deaf, blind, and mute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|Target: Chest]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hydraulic Pump Engine (Heart) [[File:heart_ipc.png|link=Special:FilePath/Heart_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new heart is inserted, or death.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Eyes (Eyes) [[File:robotic_eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Auditory Sensors(Ears) [[File:ears_ipc.png|link=Special:FilePath/Ears_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reagent Processing Unit [[File:Liver_ipc.png|link=Special:FilePath/Liver_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink (Lungs) [[File:Lungs_ipc.png|link=Special:FilePath/Lungs_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== IPC Micro Cell (Stomach) [[File:Stomach_ipc.png|link=Special:FilePath/Stomach_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Voicebox (Tongue) [[File:Tongue_ipc.png|link=Special:FilePath/Tongue_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reset Posibrain Logic [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain, cures posibrain damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: fix posibrain.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Posibrain Reboot (Revival) [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
An operation that will heal all brute and burn on a synthetic. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:CableCoils.png|Cable coil]] &#039;&#039;&#039;Cable coil (x5)&#039;&#039;&#039;: replace wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Metal.png|Metal sheets]] &#039;&#039;&#039;Metal sheets (x15)&#039;&#039;&#039;: add plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Welder.png|Welding tool]] &#039;&#039;&#039;Welding tool&#039;&#039;&#039;: weld plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: Finalize Posibrain restoration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: implant item.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Robotic amputation ==&lt;br /&gt;
=== Amputation ===&lt;br /&gt;
You can remove the arms, legs, or head of a synthetic through amputation.&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.||[[File:Hemostat.png|Hemostat]](10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]]  &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: sever limb.||[[File:Multitool.png|Multitool]] (100%) [[File:saw.png|saw]] (50%) [[File:Knife.png|Knife]] (40%) [[File:Hatchet.png|Hatchet]] (35%) [[File:armblade.png|Arm blade|link=Special:FilePath/Armblade.png]] (30%) [[File:chainsaw.gif|Chainsaw]] (30%) [[File:fireaxe.png|Fireaxe]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Generic_Ipc.png&amp;diff=9198</id>
		<title>File:Generic Ipc.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Generic_Ipc.png&amp;diff=9198"/>
		<updated>2022-01-31T00:27:48Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Standard IPC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Standard IPC&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9197</id>
		<title>Guide to synthetic surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9197"/>
		<updated>2022-01-31T00:25:40Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: /* Posibrain Reboot (Revival) Posibrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All surgery requires a set of tools, printable in an autolathe or engineering/science protolathe, along with an operating table.&lt;br /&gt;
[[File:Synth_Liz.png|200px|thumb|Synthetic Lizard]]&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool, there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show &#039;&#039;success rate&#039;&#039;. For example, if it says &amp;quot;50%&amp;quot; the step has a 50% chance to succeed or fail. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Do the repair&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a screwdriver in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, and cyber implants.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal synthetic and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Posibrain [[File:Posibrain.gif|Posibrain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[#Full_chassis_restoration|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[#Full_chassis_restoration|revived]].&lt;br /&gt;
&lt;br /&gt;
The brain of a synthetic patient resides in their chest, meaning they can theoretically be decapitated and remain functional, albeit deaf, blind, and mute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|Target: Chest]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hydraulic Pump Engine (Heart) [[File:heart_ipc.png|link=Special:FilePath/Heart_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new heart is inserted, or death.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Eyes (Eyes) [[File:robotic_eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Auditory Sensors(Ears) [[File:ears_ipc.png|link=Special:FilePath/Ears_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reagent Processing Unit [[File:Liver_ipc.png|link=Special:FilePath/Liver_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink (Lungs) [[File:Lungs_ipc.png|link=Special:FilePath/Lungs_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== IPC Micro Cell (Stomach) [[File:Stomach_ipc.png|link=Special:FilePath/Stomach_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Voicebox (Tongue) [[File:Tongue_ipc.png|link=Special:FilePath/Tongue_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reset Posibrain Logic [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain, cures posibrain damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: fix posibrain.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Posibrain Reboot (Revival) [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
An operation that will heal all brute and burn on a synthetic. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:CableCoils.png|Cable coil]] &#039;&#039;&#039;Cable coil (x5)&#039;&#039;&#039;: replace wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Metal.png|Metal sheets]] &#039;&#039;&#039;Metal sheets (x15)&#039;&#039;&#039;: add plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Welder.png|Welding tool]] &#039;&#039;&#039;Welding tool&#039;&#039;&#039;: weld plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: Finalize Posibrain restoration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: implant item.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Robotic amputation ==&lt;br /&gt;
=== Amputation ===&lt;br /&gt;
You can remove the arms, legs, or head of a synthetic through amputation.&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.||[[File:Hemostat.png|Hemostat]](10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]]  &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: sever limb.||[[File:Multitool.png|Multitool]] (100%) [[File:saw.png|saw]] (50%) [[File:Knife.png|Knife]] (40%) [[File:Hatchet.png|Hatchet]] (35%) [[File:armblade.png|Arm blade|link=Special:FilePath/Armblade.png]] (30%) [[File:chainsaw.gif|Chainsaw]] (30%) [[File:fireaxe.png|Fireaxe]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9174</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9174"/>
		<updated>2022-01-26T20:30:41Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Rebase - fixed wrong page display to now show Medical Doctor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = Generic_Medical_Doctor.png&lt;br /&gt;
|img = Generic_Medical_Doctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre|Surgery]], Mineral Storage&lt;br /&gt;
|additional = [[Chemistry Lab]], [[Virology]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Save lives, run around the station looking for victims, scan everyone in sight&lt;br /&gt;
|guides = [[Guide to medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = Oh, are you hurt? Here, let me kiss it better...&lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are the Medical Doctor. Your job is to ensure the crew stays healthy and alive, healing the wounded and reviving the dead. Needless to say, your work is cut out for you, but don&#039;t despair! You can still help people! Mostly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; If injured people will let you heal them instead of breaking into Medical Storage, do so.&lt;br /&gt;
&lt;br /&gt;
[[File:Medbay.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEVj.png|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doctor, Doctor!==&lt;br /&gt;
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and [[Guide_to_medicine#Revival_methods|revive]] the dead. You can diagnose injuries and diseases with the help of a [[health analyzer]] or even your PDA. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much of the information on this page is dedicated to the basics of Medbay and the most prudent tips for beginning doctors. It&#039;s highly recommended that you read the [[Guide_to_medicine|Guide to medicine]] for full details on how health and bodies work in SS13, and the more advanced methods of restoring your patients.&lt;br /&gt;
&lt;br /&gt;
==Gearing Up==&lt;br /&gt;
Unsurprisingly, the first thing you should do upon spawning in as a Medical Doctor is explore Medbay, collect the tools you&#039;ll need to do the job, and familiarize yourself with the layout of whatever station you&#039;re on. There&#039;s a lot of goodies to go through, but once you get the hang of things, it&#039;s not too hard to equip yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Proto.png]] The first thing to note is the &#039;&#039;&#039;medical techfab&#039;&#039;&#039;, usually located in the storage room. You can use it to produce various useful medical items, provided the miners are keeping the station&#039;s supplies up. If the Science department is doing their jobs, you&#039;ll also be able to print upgraded versions of many medical items once the appropriate research is done, so be sure to check back frequently.&lt;br /&gt;
&lt;br /&gt;
[[File:Health_analyzer.gif]] The &#039;&#039;&#039;health analyzer&#039;&#039;&#039; allows you to diagnose your patients, and you&#039;ll find an analyzer in the white medkit you spawn with. Simply hit somebody with it, and you&#039;ll get a readout telling you what&#039;s wrong with them. Using it in-hand toggles reagent scan mode, which instead tells you what chemicals their bodies contain. You should always have one of these on hand; later on, you might be able to upgrade to an &#039;&#039;&#039;advanced health analyzer&#039;&#039;&#039;, which gives even more information.&lt;br /&gt;
&lt;br /&gt;
[[File:MedGlasses.png]][[File:Nitrile_gloves.png]][[File:Medicalbelt.png]] Three pieces of clothing to collect are the &#039;&#039;&#039;medical HUD glasses&#039;&#039;&#039;, &#039;&#039;&#039;nitrile gloves&#039;&#039;&#039; and &#039;&#039;&#039;medical belt&#039;&#039;&#039;. The glasses allow you to see health bars above living creatures, instantly cluing you in on who&#039;s wounded; if the small icon next to them shows a face, they have a disease. The angrier the face looks, the worse the illness. The gloves drastically speed up the time needed to use patches, syringes and pills, and the belt can hold up to seven medical items for convenience. You can find all of these in a &#039;&#039;&#039;medical doctor&#039;s locker&#039;&#039;&#039;, usually in the storage room.&lt;br /&gt;
* On most stations, there is a pile of spare belts and Medical HUD glasses in the storage room.&lt;br /&gt;
&lt;br /&gt;
[[File:SMed.png]][[File:Tmed.png]][[File:Bmed.png]][[File:Brutefak.png]][[File:O2med.png]] &#039;&#039;&#039;Health kits&#039;&#039;&#039; contain a variety of items and medicine. The &#039;&#039;&#039;white&#039;&#039;&#039; medkits contain general use items, whereas the colored ones correspond to damage types. &#039;&#039;&#039;Green&#039;&#039;&#039; is toxin damage, &#039;&#039;&#039;orange&#039;&#039;&#039; is burn damage, &#039;&#039;&#039;pink&#039;&#039;&#039; is brute damage and &#039;&#039;&#039;blue&#039;&#039;&#039; is suffocation damage. Even if you don&#039;t know which chemicals do what, you can rely on the contents of these kits to heal a specific damage type from your patients. As a rule of thumb, don&#039;t dump the whole kit into one person: at most, one syringe, patch or pill at a time is a good bet.&lt;br /&gt;
&lt;br /&gt;
[[File:Drapes.png]][[File:Hemostat.png]][[File:Cautery.png]][[File:Retractor.png]][[File:Scalpel.png]][[File:Saw.png]][[File:Drill.png]] &#039;&#039;&#039;Surgical tools&#039;&#039;&#039; are needed for, well, surgery. The basic tools are the &#039;&#039;&#039;drapes&#039;&#039;&#039;, &#039;&#039;&#039;hemostat&#039;&#039;&#039;, &#039;&#039;&#039;cautery&#039;&#039;&#039;, &#039;&#039;&#039;retractor&#039;&#039;&#039;, &#039;&#039;&#039;scalpel&#039;&#039;&#039;, &#039;&#039;&#039;saw&#039;&#039;&#039; and &#039;&#039;&#039;drill&#039;&#039;&#039;. The white medkit you spawn with contains half of them, specifically the ones needed to perform the basic &#039;tend wounds&#039; surgery. You can find the rest in the operating rooms, or print them from the lathe. With the right research, you can also print advanced tools that combine the functions of two tools into one.&lt;br /&gt;
&lt;br /&gt;
[[File:MediPen.png]][[File:Suture.png]][[File:Regenerative_mesh.png]][[File:Gauze.png]] &#039;&#039;&#039;Medipens&#039;&#039;&#039; are single-use items that come preloaded with useful chemicals. In particular, the &#039;&#039;&#039;epinephrine medipen&#039;&#039;&#039; contains epinephrine, which stabilizes patients at critical health, and formaldehyde, which stops organs from rotting if injected into a corpse and generally makes revival a lot easier. &#039;&#039;&#039;Sutures&#039;&#039;&#039; and &#039;&#039;&#039;regenerative meshes&#039;&#039;&#039; can be used on people to quickly heal brute and burn damage, respectively, making them ideal for quickly patching up minor wounds. &#039;&#039;&#039;Medical gauze&#039;&#039;&#039; is used to stop bleeding in patients.&lt;br /&gt;
&lt;br /&gt;
[[File:Sgun.png]] The &#039;&#039;&#039;syringe gun&#039;&#039;&#039; is a tool that can be loaded with a syringe, and used to instantly inject people from a distance with a chemical. In theory, they can be used for doctoring to quickly inject someone with a syringe full of medicine at a distance. In practice, people fill normal syringes with lethal doses of poisonous chemicals and use the syringe guns as self defense or murder weapons. The &#039;&#039;&#039;rapid syringe gun&#039;&#039;&#039; can be researched and printed from the lathe, and holds 6 syringes.&lt;br /&gt;
&lt;br /&gt;
[[File:Defib.png]] &#039;&#039;&#039;Defibrillators&#039;&#039;&#039; are used to bring people back to life, provided their bodies are in good enough shape. In order to use one, you must equip it in your back slot, dual wield its paddles, and target the chest of the body you&#039;re trying to revive. With research, the lathe can print off &#039;&#039;&#039;wall mounts&#039;&#039;&#039; for defibs, and later even &#039;&#039;&#039;compact defibrillators&#039;&#039;&#039; that use your belt slot instead.&lt;br /&gt;
&lt;br /&gt;
[[File:Stasis_bed_off.png]] The &#039;&#039;&#039;stasis bed&#039;&#039;&#039; is an incredibly powerful piece of machinery. When someone is buckled into it, they enter stasis, which essentially freezes their vitals; they won&#039;t lose health or blood, but they also won&#039;t process any chemicals in their bodies. Buckling someone to a stasis bed while you work on them is highly recommended, but Medbay typically has a limited supply of them.&lt;br /&gt;
&lt;br /&gt;
[[File:Crewmonitoring.gif]][[File:Optable_0.png]] &#039;&#039;&#039;Operating tables&#039;&#039;&#039; are the designated location for performing surgery, but it&#039;s the &#039;&#039;&#039;operating computer&#039;&#039;&#039; that makes the magic happen. As Science researches better operating procedures, you can synchronize the computer to download those procedures&#039; data, and any operating table (or stasis bed!) adjacent to an operating computer is &amp;quot;upgraded&amp;quot; to unlock those procedures for patients buckled to them. Make sure to keep your computers updated, and you&#039;ll be able to perform much better surgical procedures.&lt;br /&gt;
&lt;br /&gt;
[[File:Cryo.gif]] The &#039;&#039;&#039;cryo tubes&#039;&#039;&#039; can be used to heal various damage types with the power of coldness. Provided the cryo tubes are set up correctly, placing someone into a tube will cause them to gradually heal. This is the main method of healing cellular damage. To set up the tubes, simply insert the nearby beakers of cryoxodone (blue), use a wrench on the oxygen tanks, and make sure the freezer is turned on and set to its minimum temperature. You can put different chemicals in the tubes, but the default cryoxodone will suffice if nobody makes anything better.&lt;br /&gt;
&lt;br /&gt;
[[File:IV_Drip.png]] &#039;&#039;&#039;IV drips&#039;&#039;&#039; are used to quickly inject blood or chemicals into a patient. To use them, fill a beaker or blood bag with the appropriate chemical, attach it to the drip, and then drag the drip onto a patient. If the drip is empty, you can also toggle it between injecting blood or draining blood.&lt;br /&gt;
&lt;br /&gt;
There are a number of other items and machines in Medbay, but this list encompasses many of the most crucial ones you&#039;ll need as a doctor.&lt;br /&gt;
&lt;br /&gt;
==The First Patient==&lt;br /&gt;
So you&#039;ve gotten yourself geared up, and somebody comes running into Medbay, either wounded or carrying a dead body. What do?&lt;br /&gt;
&lt;br /&gt;
===Tend Wounds===&lt;br /&gt;
If the patient is alive, things are definitely easier. If all they have is minor brute or burn damage, just hand them some sutures and regenerative meshes if you have any left, and slap some gauze on them if they&#039;re bleeding. If you run out, or they have toxin or suffocation damage, check Medbay storage for the appropriately colored medkits.&lt;br /&gt;
&lt;br /&gt;
For a more intensive method of curing brute and burn damage, you&#039;ll want to use the &#039;&#039;&#039;Tend Wounds&#039;&#039;&#039; surgery:&lt;br /&gt;
&lt;br /&gt;
1) Have your patient lie down, preferably buckled to a &#039;&#039;&#039;stasis bed&#039;&#039;&#039; or &#039;&#039;&#039;operating table&#039;&#039;&#039;, and remove their exosuit and/or uniform to expose the chest. Drag their sprite onto yours to strip them if needed. This isn&#039;t always necessary, but speeds up the healing greatly.&lt;br /&gt;
&lt;br /&gt;
2) With {{Combat_Mode}} off, target the chest and use &#039;&#039;&#039;surgical drapes&#039;&#039;&#039; on the patient to bring up the surgery menu. Select the Tend Wounds for the damage type they have.&lt;br /&gt;
&lt;br /&gt;
3) Use a &#039;&#039;&#039;scalpel&#039;&#039;&#039; on them to cut them open, then use your &#039;&#039;&#039;hemostat&#039;&#039;&#039; on them to begin fixing them.&lt;br /&gt;
&lt;br /&gt;
4) Once they&#039;re healthy (you&#039;ll automatically stop the procedure when they&#039;re done), use the &#039;&#039;&#039;cautery&#039;&#039;&#039; to close them up.&lt;br /&gt;
&lt;br /&gt;
Tend Wounds can heal an unlimited amount of burn or brute damage provided you have the time to spend on it, and if the bed you&#039;re using has an adjacent &#039;&#039;&#039;operating computer&#039;&#039;&#039;, you might be able to use upgraded versions of Tend Wounds for faster healing.&lt;br /&gt;
&lt;br /&gt;
===Critical Situation===&lt;br /&gt;
A patient with over 100 damage in any category will be in &#039;&#039;&#039;crit&#039;&#039;&#039;, typically crawling around and likely unable to speak properly. If any stasis beds are available, immediately try to buckle them in to stop any further degradation; if not, inject them with epinephrine to stabilize them as you work.&lt;br /&gt;
&lt;br /&gt;
Tend Wounds is again the best non-chemical way to heal brute or burn damage, and {{LeftclickCmodeoff}} clicking on them with {{Combat_Mode}} off and an empty hand allows you to perform CPR to alleviate suffocation damage over 100. A patient suffering from many types of damage but still alive is best suited for &#039;&#039;&#039;cryo tube&#039;&#039;&#039; healing.&lt;br /&gt;
&lt;br /&gt;
===Limb and Organ Damage===&lt;br /&gt;
If an organ is listed as &amp;quot;severely damaged&amp;quot; or &amp;quot;nonfunctional&amp;quot; on your health analyzer, the patient will likely suffer from effects ranging to blindness (eyes) to constant toxin damage (liver) to dying (heart). You have two options here: one, if the patient is in a proper bed, you may be able to perform a surgical procedure to fix their organs, such as a Coronary Bypass for the heart. These surgeries can typically only be done once per organ.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can replace the organ with the Organ Manipulation surgery. The &#039;&#039;&#039;medical autolathe&#039;&#039;&#039; can print off cybernetic organs, with better cybernetics available as Science researches them. You can also take organs out of a healthy body and use those, but beware that organs decay when not in a living person. Note that organs will gradually heal over time, so it&#039;s usually safe to ignore &amp;quot;slightly damaged&amp;quot; ones.&lt;br /&gt;
&lt;br /&gt;
Limbs can be reattached in the same fashion, using the Prosthetic Reattachment surgery. You can use cyborg limbs from Robotics, or reattach the original limbs if you can find them. Not having limbs can be incredibly frustrating, but generally isn&#039;t life-threatening.&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood loss can be a deceptively dangerous ailment, characterized by fainting and taking damage, and is often caused by bleeding patients being dragged along the ground. If someone is leaving a trail of blood behind them, &#039;&#039;&#039;stop dragging them&#039;&#039;&#039;! Aggressively {{Grab}} them, then drag their sprite onto yours to carry them safely.&lt;br /&gt;
&lt;br /&gt;
Once they&#039;re in Medbay, you can either feed them iron, inject saline-glucose solution, or find a compatible blood type in a blood bag. You can also combine a sample of their blood with unstable mutagen to duplicate it. &#039;&#039;&#039;IV drips&#039;&#039;&#039; are the best way to quickly inject large amounts of blood into somebody, but don&#039;t overfill them!&lt;br /&gt;
&lt;br /&gt;
===Diseases===&lt;br /&gt;
If you&#039;re wearing a medical HUD, people with diseases will have a small smiley face next to their health meters. Blue faces are good diseases, green and yellow are negative, and red or flashing red are extremely bad.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;health analyzer&#039;&#039;&#039; will tell you the name and cure of any disease infecting a patient. The cures are almost always chemicals you can obtain from Chemistry, and once somebody is cured, the Virologist can make a vaccine from their blood.&lt;br /&gt;
&lt;br /&gt;
===Other Problems===&lt;br /&gt;
In addition to the above, there are other semi-common issues people may have. This isn&#039;t a comprehensive list of solutions, but the most immediate way to help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiation:&#039;&#039;&#039; Caused by being near the supermatter crystal or singularity, or genetic problems. Feed them &#039;&#039;&#039;pentetic acid&#039;&#039;&#039; or &#039;&#039;&#039;multiver&#039;&#039;&#039; to get rid of their toxin damage, and ask your fellow doctors for help if you don&#039;t know how to make &#039;&#039;&#039;pentetic acid&#039;&#039;&#039; ([[Guide_to_chemistry|or just look it up on this wiki]]). &#039;&#039;&#039;Showers&#039;&#039;&#039; pause the harmful effects of radiation, making it easier to heal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cellular damage:&#039;&#039;&#039; A rare damage type mostly caused by slimes. Put them in the &#039;&#039;&#039;cryo tubes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brain damage:&#039;&#039;&#039; Can randomly happen to anybody, and comes in many forms. Target the head and use the Brain Surgery procedure to try and fix them. Not all forms of brain damage can be fixed by surgery, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Augmentation:&#039;&#039;&#039; Not a problem per se, but people might ask you to surgically replace their body parts with cool cybernetics, or stick implants into them. All of this and more is a simple matter of performing the appropriate [[Surgery#Procedures_requiring_no_research_or_computer|surgery]].&lt;br /&gt;
&lt;br /&gt;
===Raising The Dead===&lt;br /&gt;
If a patient has died, they can still be revived using a defibrillator, but only if they meet the proper requirements.&lt;br /&gt;
&lt;br /&gt;
0) Examine your patient. If their description mentions that &amp;quot;their soul is departed&amp;quot;, that they&#039;re &amp;quot;catatonic&amp;quot;, or they &amp;quot;committed suicide&amp;quot;, that character&#039;s player has deliberately chosen to leave the round. Throw them in the morgue or harvest their body parts.&lt;br /&gt;
&lt;br /&gt;
1) Buckle them to a stasis bed, or inject formaldehyde (your epinephrine medipen has some). This stops their organs from decaying further.&lt;br /&gt;
&lt;br /&gt;
2) Check their heart with your health analyzer. If it&#039;s &amp;quot;non functional&amp;quot;, you can&#039;t defib them. Fix it with a Coronary Bypass surgery, or replace it altogether.&lt;br /&gt;
&lt;br /&gt;
3) While you&#039;re at it, fix or replace any other &amp;quot;severely damaged&amp;quot; or &amp;quot;non functional&amp;quot; organs. If the brain is &amp;quot;non functional&amp;quot; due to heavy drug abuse, you&#039;ll have to do [[Surgery#Brain_Surgery|brain surgery]]. Only the brain and heart are truly necessary, but nobody likes being deaf, blind and liver-poisoned.&lt;br /&gt;
&lt;br /&gt;
4) Fix their bodies using Tend Wounds; too much brute and burn damage will prevent the defib from working. Remember that corpses don&#039;t process chemicals, so you&#039;ll need to manually repair them. Make sure to remove your patient&#039;s exosuit and uniform to speed things up. If there&#039;s any negative chemicals in them (use your analyzer&#039;s reagent scan mode), use the Stomach Pump surgery to flush their systems.&lt;br /&gt;
&lt;br /&gt;
At this point, you&#039;re ready to try defibrillation.&lt;br /&gt;
&lt;br /&gt;
5) Remove your backpack and place the defibrillator on your back. If it&#039;s wall mounted, simply click it; if it&#039;s a compact defibrillator, put it on your belt instead.&lt;br /&gt;
&lt;br /&gt;
6) With both paddles in one hand and the other empty, use them in-hand to dual-wield the paddles.&lt;br /&gt;
&lt;br /&gt;
7) Target the chest and apply defibrillation to the patient. Make sure they&#039;re not wearing anything protective over their chest, and make sure you&#039;re not dragging them, or you&#039;ll electrocute yourself as well!&lt;br /&gt;
&lt;br /&gt;
If everything went well, the patient will return to life! Immediately drop your paddles and click them with a free hand to apply CPR; freshly defibbed patients typically have large amounts of suffocation damage, and CPR will bring them out of crit (below 100 damage). With any luck, you can then proceed to treat them as you would anybody else: check their blood level, give them appropriate healing chemicals for whatever damage they have, and generally patch them up. &lt;br /&gt;
&lt;br /&gt;
If you successfully revive someone only for them to immediately die again, try to buckle them to a stasis bed and look for what could be causing it. Check their organs, any chemicals in their body, their blood levels, radiation, and if all else fails ask other doctors for help.&lt;br /&gt;
&lt;br /&gt;
In a worst case scenario, there are other means to bring players back into a round. Roboticists can turn brains into cyborgs, and Botanists can turn them into podpeople.&lt;br /&gt;
&lt;br /&gt;
===Alas Poor Yorick===&lt;br /&gt;
If a &amp;quot;patient&amp;quot; is reduced to merely a head, you&#039;ll have to get creative. The best way to handle this is to simply put the head or brain on a new, healthy body.&lt;br /&gt;
&lt;br /&gt;
To get said bodies, you can bother Genetics, Botany or Xenobiology for a monkey, inject it with mutadone to turn it into a human, and then begin operating. If you&#039;re using the brain, cut it out of the dead guy&#039;s head, pour a beaker of mannitol on it to heal it, cut out your healthy body&#039;s brain, jam the old brain in, and start working to defibrillate. You can also amputate the new body&#039;s head and attach the old one through surgery, but make sure the brain is still good!&lt;br /&gt;
&lt;br /&gt;
==Medibots==&lt;br /&gt;
[[File:Medibot.gif]] [[Guide_to_robotics#Medibot|Medibots]] can be invaluable helpers for a medical staff. These helpful little bots can be built by Robotics, and automatically perform the Tend Wounds surgery on wounded people who come across them. By opening them up with a free hand, you can set them to patrol the station, remain in one place, and even synchronize them to the research department to upgrade their healing abilities.&lt;br /&gt;
&lt;br /&gt;
Just one medibot can be a massive help for any Medbay staff, and they can even be given &amp;lt;s&amp;gt;funny&amp;lt;/s&amp;gt; interesting names. Be wary of emagged medibots, however, as they&#039;ll instead pump their &amp;quot;patients&amp;quot; with deadly toxins!&lt;br /&gt;
&lt;br /&gt;
==No Respect==&lt;br /&gt;
You will, inevitably, have invaders. It&#039;s not your job to fight people but it&#039;s up to you if you want to try to [[Guide_to_Combat#Unarmed_Combat|defend]] your department from random people breaking in to steal things. If you&#039;re stressed it may be better to just look the other way and let someone else handle it, or call [[Security|security]]. Your best defense is your coworkers - with up to 5 Medical Doctors, the CMO, Virologist, two Chemists and countless patients, Medbay is &#039;&#039;packed&#039;&#039;, and all of them feel the same sting of disregard cast at them by fellow crewmates. If you band together, you will usually far outnumber any lone threat that wants to break down every window and grille in your workplace. &lt;br /&gt;
&lt;br /&gt;
Sometimes it may be necessary to shoot someone with some morphine (don&#039;t overdose!). &lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The medical belt can store all [[Surgery#Surgical_Tools|surgery tools]]. &lt;br /&gt;
* You can cut bedsheets with a scalpel or wirecutter and use the resulting cloth to craft a chemistry bag [[File:Chemistry_bag.png]]. &lt;br /&gt;
* Bedsheets work as drapes for [[Surgery|surgery]]. &lt;br /&gt;
* If you implant a guy with a flashlight, he can still use it as a flashlight.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* You can use a health analyzer on a body to see the time of death.&lt;br /&gt;
* Star-Kist is just cola with orange juice. Thus will metabolize a bit faster and can be used as a very poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Cryo won&#039;t work on you if you have cold resistance:&lt;br /&gt;
** Insulating items like hardsuits, ins. gloves, gasmask, firesuits - they all slow down cryo or even stop it from working entirely.&lt;br /&gt;
** If the patient in question has cold resistance, you may want to try go old-school and actually apply some medicine yourself, lazy bum.&lt;br /&gt;
** That is, of course, if there&#039;s only cryoxadone in the tubes, since those need cold body temperatures to work.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* Attach a stethoscope on your neck slot and it&#039;ll make you look like you know what you&#039;re doing.&lt;br /&gt;
* Showers (wrenched to be cold) work just as well as cryo, as long as you have the drugs in your system.&lt;br /&gt;
* People with hardsuits on cannot be defibbed.&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* The stethoscope can be used to [[Hacking#Safe|break into the safe]]. &lt;br /&gt;
* You can replace the cryoxadone in cryo tubes with acid, so instead of healing people cryo will melt them to death.&lt;br /&gt;
* The syringe gun is one of the most lethal weapons on the station. A simple 15 unit lexorin syringe will kill unless the victim receives medical care. Anyone with a thick suit will block syringes though.&lt;br /&gt;
&lt;br /&gt;
==Hello, I&#039;m Dr. Death==&lt;br /&gt;
So, you are a traitor? DON&#039;T HIT SUICIDE JUST YET! There is so many wondrous, terrible things you can do. When people are injured, they are taken to medbay to be &amp;quot;doctored&amp;quot; by you and other people. You can then shoot them up with poisons, take them some place private in or near medbay and take what you want, or go for malpractice to end them. This is very good if you happen to be in a crowded area and stab the HoP and drag them back to Medical when people are in a panic. &lt;br /&gt;
&lt;br /&gt;
==To Conclude==&lt;br /&gt;
You are a Doctor. Your job is to help people - sometimes forcibly - and dealing with the fallout from the numerous violent calamities that inevitably descend on the station. You serve both as go-between for the station and large and the more specialized medical departments.&lt;br /&gt;
&lt;br /&gt;
If you seek respect in this job, you have to go out of your way to earn it. But never forget the damage you can inflict on the unwary.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=9173</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=9173"/>
		<updated>2022-01-26T19:04:04Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Added Paramedic image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #66ccff&lt;br /&gt;
|img_generic = Paramedic_basic2.png&lt;br /&gt;
|img = Generic_Paramedic.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Maintenance]], [[E.V.A.]], Most department lobbies, Mineral Storage&lt;br /&gt;
|additional = [[Genetics Lab]], [[Operating Theatre|Surgery]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Run around the station looking for patients, respond to emergencies, give patients a roller bed ride to medbay&lt;br /&gt;
|guides = [[Guide to medicine|Guide to Medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = I swear, the next schmuck that gets spaced without suit sensors is staying there.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are essentially a rescue medic. You spend most of your time outside medbay and therefore have reduced access. However you have increased access to the rest of the station.&lt;br /&gt;
&lt;br /&gt;
You spawn with a [[File:Medicalbelt.png]] [[Medical_Belt#Medical_Belt|Medical Belt]] full of stuff, a collapsed [[File:Roller_Bed.png]] Roller Bed and a Proximity Crew Pinpointer in [[Medbay|Medbay Lobby]].&amp;lt;br&amp;gt;&lt;br /&gt;
You will most likely want to get the Handheld Crew Monitor from your belt, a better Crew Pinpointer from one of the NanoMed Plus vending machines, a Health Scanner HUD and a Health Analyzer. After gearing up, go patrol the station looking for patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Find and bring injured crew members to [[Medbay]] so they can be treated by [[Medical_Doctor|the doctors]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Enforce suit sensors, perform first aid, &#039;&#039;&#039;don&#039;t drag bleeding people over the halls&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Be able to do deal with all kinds of damage on the spot, know how to use a defibrillator, be efficient at healing more with less, rescue people from [[Space|faraway places]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medbay.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEVj.png|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Roller_Bed.png]] Medbay to bar, quick!==&lt;br /&gt;
When you are a Paramedic, your job is to rescue people, take them to medbay, and leave them to be treated there. You can also perform first aid, diagnosing injuries and diseases with the help of a [[File:Health_analyzer.gif]] [[health analyzer]], printable from the medical techfab, or even your PDA.&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the times, your Handheld Crew Monitor will tell you enough. At least as long as people have their suit sensors on. Keep the monitor screen on and put it in your pocket or jacket slot, it&#039;s extremely useful. When someone shows up as damaged, find them with your pinpointer and either suggest them to go to medbay or take them there.&amp;lt;br&amp;gt;&lt;br /&gt;
The job is very simple. Find and transport people safely to medbay. But even that can prove challenging under [[Nuclear_Operative|certain]] [[Revolutionary|hostile]] [[Blood_Cult|scenarios]], so be prepared. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a first step towards becoming a good Paramedic, you are recommended to read the [[Guide_to_medicine|Guide to medicine]]. You will learn how to treat many different ailments.&lt;br /&gt;
&lt;br /&gt;
==[[File:Medicallocker.png]] Medical Storage==&lt;br /&gt;
The main reason you&#039;ll come into this room is to grab one of the [[File:MedGlasses.png]] [[Clothes_and_internals#Health_Scanner_HUD|Health Scanners]] on the table. These totally not anime inspired eyewear pieces let you see people&#039;s healthbars over their head. Not only is this useful for finding critical patients quickly in a crowd, but the [[HUD#Medical_HUD_Icons|red cross next to their healthbar]] will change to a sickly face if they&#039;re infected with a virus, or a purple xenomorph if they&#039;re infected with an [[alien]] larva. Chemists, Geneticists and many others will sometimes want these, too.&lt;br /&gt;
&lt;br /&gt;
You might want to also buy a better pinpointer from the NanoMed Plus and a Health Scanner. You can find biosuits for when the [[virologist]] fucks up. There are also spare first-aid kits that are very disputed, so try to be mindful when you take them and perhaps even warn [[Chief_Medical_Officer|your boss]].&lt;br /&gt;
&lt;br /&gt;
==[[File:Health_analyzer_adv.gif]] Advanced Paramedic Work==&lt;br /&gt;
Giving drunk bar patrons roller bed rides not your style? Want to be a hero? Well, you probably won&#039;t, but you certainly can do more.&amp;lt;br&amp;gt;&lt;br /&gt;
Never forget that you have [[Maintenance]] and [[E.V.A.]] for a reason: You are expected to retrieve lost bodies. [[Engineering]] blew up again? Get your spacesuit and bring the boys back home so they can fix their own mess. Space man [[Head_of_Personnel|HoP]] forgot to refill his oxygen tank? Off you go. In some cases, you can even go in your own little lavaland adventure to retrieve a [[Shaft_Miner|miner&#039;s]] corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
With you around, nobody has to stay dead!&lt;br /&gt;
&lt;br /&gt;
===[[File:Medicalbelt.png]] The emergency utility belt===&lt;br /&gt;
Once you get used to [[Guide_to_medicine|standard medical procedures]], you can ask [[Medical_Doctor|the doctors]] for their starting [[File:SMed.png]] medkit. It and one or two chems in your bag should be more than ideal.&amp;lt;br&amp;gt;&lt;br /&gt;
If they are stingy, make do by stuffing a second belt full of things that allow you to get people up and running by yourself.&lt;br /&gt;
* [[File:Suture.png]] Sutures. In all basic medkits and extremely cheap to heal brute damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Regenerative_mesh.png]] Regenerative mesh. In all basic medkits and extremely cheap to heal burn damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Scalpel.png]] Basic [[Surgery|surgery]] tools. While you could technically perform surgery, this is a work better left for [[Medical_Doctor|doctors]]. Have a set of basic tools ([[File:Drapes.png]]Drapes, [[File:Scalpel.png]]Scalpel, [[File:Hemostat.png]]Hemostat and [[File:Cautery.png]]) to treat [[Guide to Wounds|wounds]] like severe burns.&lt;br /&gt;
* [[File:Cleaner.png]] [[Guide_to_chemistry#Hercuri|Hercuri]] Spray. Cools down temperature and treats burns slowly. Expendable and abundant, but basically freezes the patient. Tell them to get coffee after. Spray away the [[Assistant|tide]] when they fail their hacks and ask for help.&lt;br /&gt;
* [[File:Bandaid_brute.png]] [[Guide_to_chemistry|Chem]] patches, syringes, gels and sprays. These allow you to heal damage a lot faster, but the ones found in the NanoMed and in medkits are usually limited. [[Guide_to_chemistry#Libital|Libital]], [[Guide_to_chemistry#Aiuri|Aiuri]] and [[Guide_to_chemistry#Syriniver|Syriniver]] are good examples of cheap useful chems, even though they have side effects.&lt;br /&gt;
* [[File:MediPen.png]] Medipens. Exceptional for healing a lot of damage very quick and efficiently, but scarce. Save for emergencies or leave them there. [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]], [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] and [[Guide_to_chemistry#Pentetic_Acid|Pentetic Acid]] can all be found in their specific medkits.&lt;br /&gt;
&lt;br /&gt;
In the end, it should be looking somewhat like this:&lt;br /&gt;
[[File:Medibelt_action.png]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Defib.png]] Clear!===&lt;br /&gt;
If a patient has died recently, you may be able to use the &#039;&#039;&#039;defibrillator&#039;&#039;&#039; to revive them on the spot. The [[Medical_items#Defibrillator|defibrillator]] can be found in [[Medical_Doctor|Medical Doctor]] lockers (plus a more portable version in the CMO&#039;s locker or medical techfab after some research is done). &lt;br /&gt;
&lt;br /&gt;
To use a normal bulky defibrillator, take off your backpack or satchel, put the defib on your back and click it, get your other hand free and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. If the patient is wearing a thick suit like a space suit or firesuit you need to strip it off as well. STOP DRAGGING the patient, if you are, to prevent yourself from being shocked as well.&lt;br /&gt;
&lt;br /&gt;
In order to successfully resuscitate a patient, several criteria must be met:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. The patient must not have over 180 brute or burn damage; 179 brute and 179 burn is fine, just not 180 of one type. Reduce their damage below 180, and you can try again.&lt;br /&gt;
&lt;br /&gt;
2. The patient must not be a suicide.&lt;br /&gt;
&lt;br /&gt;
3. The patient must not be catatonic.&lt;br /&gt;
&lt;br /&gt;
4. The patient must be in their body (they will get a message when they begin being defibrillated).&lt;br /&gt;
&lt;br /&gt;
5. The patient must have a heart. Plasmamen do &#039;&#039;&#039;not&#039;&#039;&#039; have hearts, for example.&lt;br /&gt;
&lt;br /&gt;
6. If the patient has a heart, it must not have decayed completely. If there&#039;s too much heart decay, you&#039;ll need to replace it or perform a [[Surgery#Coronary_Bypass|coronary bypass]].&lt;br /&gt;
&lt;br /&gt;
If all these factors are met, then the patient will come back to life! However, this doesn&#039;t mean they can just get right back up. Instead, they&#039;ll likely still be deep in critical condition, as a successful revival only removes a bit of each damage type. They must quickly receive medical attention if you want to keep them alive. Make sure to use a health analyzer or your PDA to check how they died; if they have harmful chemicals in their body, they most likely still do (chemicals remain in bodies after death, but do not metabolize).&lt;br /&gt;
&lt;br /&gt;
==[[File:MedGlasses.png]] Paramedic Equipment==&lt;br /&gt;
Medbay has quite the collection of tools and chemicals to make your job easier (or harder). Some deserve the mention, others are situational.&lt;br /&gt;
&lt;br /&gt;
Here is a list of stuff that either Paramedics spawn with, or are available in medbay:&lt;br /&gt;
* [[File:Compactdefib.png]] [[Medical_items#Compact_Defibrillator|Compact Defibrillator]]. The only way to defib on the go. Needs research or a lot of begging to the CMO.&lt;br /&gt;
* Crew Pinpointers. The one that you spawn with only activates close to whoever you&#039;re tracking. You can, however, buy a proper Crew Pinpointer in the Nanomed Plus vending machine with your starting money.&lt;br /&gt;
* [[File:Evahelmet.png]] [[Clothing_and_Accessories#EVA_Helmet|E.V.A. Helmet]] and Suit. These two form, together, a spacesuit. They will only work together or coupled with an analogous spaceproof clothing. &#039;&#039;&#039;Don&#039;t rush E.V.A. and steal everything. Do it only if needed.&#039;&#039;&#039;&lt;br /&gt;
* Handheld Crew Monitors. Arguably the most useful item you can hope to have. Using the information from suit sensors, it will give you all you need to know anywhere. Allows you to chill by the bar without much care.&lt;br /&gt;
* [[File:Health_analyzer.gif]] [[Health Analyzer|Health Analyzers]]. Allow you to check someone&#039;s condition further than the Crew Monitor, showing diseases, traumas and chemicals in their blood (activate the item to toggle Chemical mode). An advanced version can be researched and printed at the medical techfab.&lt;br /&gt;
* [[File:MedGlasses.png]] [[Clothes_and_internals#Health_Scanner_HUD|Health Scanners]]. Immediate visual information for any living mob in your field of view. Not as robust as a proper Health Analyzer, but will help you quickly identify problems on passersby. A night vision upgrade is researchable.&lt;br /&gt;
* [[File:Medicalbelt.png]] [[Medical_Belt#Medical_Belt|Medical Belt]]. Extremely useful, as it can hold most relevant tools and medicine. Can also hold cigarettes and lighters. The one you spawn with has a Handheld Crew Monitor and some less important medicine that you can right click to check their use. Fits in your bag.&lt;br /&gt;
* [[File:Nitrile_gloves.png]] [[Clothing_and_Accessories#Nitrile_Gloves|Nitrile Gloves]]. Keep your fingerprints to yourself. The [[Detective]] will thank you for keeping those on.&lt;br /&gt;
* [[File:Roller_Bed.png]] Roller Beds. Dragging bleeding people will make them bleed even more, as well as making you slower. These are often helpful and sometimes vital. Also fun and collapsible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* The bar has several drinks that help top off damage. Cream for brute, Lime Juice for toxin, Orange Juice for oxygen, Tomato Juice for burn, Blood Mary for blood and more.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* Star-Kist is just cola with orange juice. This means that it will metabolize a bit faster and can be used as a poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* People with MODSuits on cannot be defibbed.&lt;br /&gt;
* If you&#039;re not sure if someone&#039;s damage is too much, you can PDA them to ask if they need medical assistance.&lt;br /&gt;
* Even as a non-antag, try to carry a toolbelt with you to hack when needed and to crowbar open doors. Extra access can also work to this effect.&lt;br /&gt;
* When needed, ask your patients for their epipen. You could also take it while they are down. It&#039;s safer to have yours saved for an emergency.&lt;br /&gt;
* [[Guide_to_chemistry#Miner&#039;s Salve|Miner&#039;s Salve]] can be made with a twinkie, plasma sheet and iron sheet in a grinder.&lt;br /&gt;
* Don&#039;t forget to check the NanoMed for Libital and Aiuri gel. They are very very good.Or just bug the chemist to do their job!&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* A stethoscope can be used to [[Hacking#Safe|break into the safe]]. &lt;br /&gt;
* You can replace the cryoxadone with acid, so instead of healing people cryo will melt them to death.&lt;br /&gt;
* Syringe gun is one of the most lethal weapons on the station. A simple 15 unit lexorin syringe will kill unless the victim receives medical care (or immediately injects themselves with their Epinephrine). Anyone with a thick suit will block syringes though.&lt;br /&gt;
* Carry a body in your roller bed and you won&#039;t get questioned too often. Use maintenance for safety.&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Don&#039;t worry, I&#039;ll take you to a better place==&lt;br /&gt;
You happen to be a traitor? Excellent! You have enough access to dispose of bodies, access to EVA for some space murder action, and maintenance access to boot! Not to mention that you don&#039;t look out of place in any department and people won&#039;t find anything strange about you wandering the halls with a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can do almost anything a doctor could: cryo sabotage, morgue shenanigans, overdoses, etc. But you have the access and freedom to do a lot more as well, like poisoning someone, taking them to the safety of maintenance to finish the job, then you could either drop them off at the morgue or behead them and throw it into sapc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chief_Medical_Officer&amp;diff=9172</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chief_Medical_Officer&amp;diff=9172"/>
		<updated>2022-01-26T19:02:07Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Added Paramedics to the list of responsible parties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 3F7597&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 3F7597&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 3F7597&lt;br /&gt;
 |img = Generic_cmo.png&lt;br /&gt;
 |stafftype = MEDICAL&lt;br /&gt;
 |jobtitle = Chief Medical Officer&lt;br /&gt;
 |access = All [[Job_Guides#Medical|Medical Departments]], including your office, [[Job_Guides#Station_Command|Bridge]], [[Engineering]], Construction, [[Job_Guides#Research|Research]].&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate the [[Medical Doctor|doctors]], [[Paramedic|paramedics]], [[Chemist|chemists]], and [[Virologist]] to ensure the health of all crew.&lt;br /&gt;
 |guides = [[Guide to Medicine]], [[Guide_to_chemistry|Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station. Kick your [[Paramedic]]s in their butt when they dont go save someone.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You manage the entire medbay. Your primary task is to make sure everyone is doing their jobs and not taking over everyone else&#039;s lane. Other than treating injured crew, it is your responsibility to ensure &amp;lt;s&amp;gt;that [[Chain of Command|important crew]] (including yourself) have received genetic backups and death alarms, and&amp;lt;/s&amp;gt; that all crew are using their suit sensors when [[Corporate Regulations|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the medical &amp;lt;s&amp;gt;expert&amp;lt;/s&amp;gt; leader on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture most basic pharmaceuticals, &amp;lt;s&amp;gt;and develop &#039;cures&#039; for viral infection.&amp;lt;/s&amp;gt; You should allow your subordinates to handle the bulk of the work and only jump in to help new players or fill in critical roles that your character would be able to perform &amp;lt;s&amp;gt;or what you have written in your records.&amp;lt;/s&amp;gt; The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, &amp;lt;s&amp;gt;you&#039;ve lost your own place&amp;lt;/s&amp;gt; you can empty the bridge bar without getting caught.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold &amp;lt;s&amp;gt;power over life and death&amp;lt;/s&amp;gt; a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence &amp;lt;s&amp;gt;or that one paramedic who you should really ahelp for doing surgery again.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical &amp;lt;s&amp;gt;and mental&amp;lt;/s&amp;gt; shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Physicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew &amp;lt;s&amp;gt;since we removed cloning.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assigned jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. If they decide to run out and do the paramedics job without getting told to, &amp;lt;s&amp;gt;fire them&amp;lt;/s&amp;gt; explain to them the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably &amp;lt;s&amp;gt;everyone and some officers&amp;lt;/s&amp;gt; a medical doctor - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively &amp;lt;s&amp;gt;except in case of emergency&amp;lt;/s&amp;gt; and only help out when asked for instead of jumping in whenever they feel more competent. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by &amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt; one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, Inaprovaline, and things like that. Emergency Physicians, Paramedics and EMTs should carry more than most, and should have [[Guide_to_Medicine#Common_Equipment|a variety of Medkits]] available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Make sure that Virology gets some diluted milk and radium, too, or your Virologists won&#039;t be able to do anything. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff, or &amp;lt;s&amp;gt;do all the work yourself&amp;lt;/s&amp;gt; decide to have a shift without every chemical known to man prepared an hour before the [[Mercenary|time police]] arrives.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Guide_to_Robotics#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out&amp;lt;s&amp;gt;, this is your chance to shine. You have a biohazard suit inside of your office. Use it.&amp;lt;/s&amp;gt; figure out if it&#039;s dangerous or just annoying by consulting the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms&amp;lt;s&amp;gt;, but will get laughed at if you try to get anyone to come to medical without offering a cure.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not, &amp;lt;s&amp;gt;shout them into line.&amp;lt;/s&amp;gt; ask them for help like a decent human being and realize that them staying in their lane is a situation you will never again experience.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It comes inside the Hypokit in your locker. By default, it comes with a mix of omnizine, leporazine and atrophine. Use it in hand to remove this vial. The Hypokit has 15 slots (That&#039;s 14 vials + the hypospray. You can put in normal sized vials but... Why?) Hit it with a vial to insert that vial. You can even tacti-cool reload it like magazines! Alt+Click it to change its injection ammount. The large hypovials hold 120u. You can inject that 120u nearly instantly, if you so desire.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are &amp;lt;s&amp;gt;Tricordrazine or Epinephrine.&amp;lt;/s&amp;gt; whatever chemistry (or you) whips up. Sadly surgery does not fit into it yet.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cult|going crazy]], [[changeling|returning from the dead]], or [[wizard|trapped in the body of a monkey]]. Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So, you&#039;re a traitor CMO? Don&#039;t fret. You have many possible tools to help with your objectives.  Your hypospray will help a bit, try filling it with Choral Hydrate for &amp;lt;s&amp;gt;an easy ban&amp;lt;/s&amp;gt; sedation purposes (provide RP before doing that and keep in mind that there are others with hyposprays around you). You have access to [[Chemistry]], so you can sneak in there and make some &amp;lt;s&amp;gt;space lube&amp;lt;/s&amp;gt; thermite or similar.&lt;br /&gt;
&lt;br /&gt;
The bottom line here is to be a &amp;lt;s&amp;gt;bad doctor&amp;lt;/s&amp;gt; good antag.&lt;br /&gt;
&lt;br /&gt;
=== Changeling ===&lt;br /&gt;
So you&#039;ve spotted a possible changeling? You have a core understanding of what changelings are and their general abilities such as being able to shape shift, however, CMOs are not aware of the effects of BZ that knowledge is only afforded to the Research Director &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9171</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9171"/>
		<updated>2022-01-26T18:59:56Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Updated Doctor Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = Generic_Medical_Doctor.png&lt;br /&gt;
|img = Generic_Medical_Doctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre|Surgery]], Mineral Storage&lt;br /&gt;
|additional = [[Chemistry Lab]], [[Virology]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Save lives, run around the station looking for victims, scan everyone in sight&lt;br /&gt;
|guides = [[Guide to medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = Oh, are you hurt? Here, let me kiss it better...&lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;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:&lt;br /&gt;
&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; 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 &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage/brain damage&#039;&#039;&#039;, &#039;&#039;&#039;wounds&#039;&#039;&#039; and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* 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 &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is a bit different. See [[#Bleeding|below]] or the [[Guide_to_Wounds#Slash_Wounds|guide to wounds]] for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
&lt;br /&gt;
===Your first patient===&lt;br /&gt;
&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;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.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat damage if the patient is in crit.  Don&#039;t give them 30 or more units of it, as that will cause toxin damage.  &lt;br /&gt;
:* If the patient is bleeding, apply a suture [[File:Suture.png]] and gauze [[File:Gauze.png]] to the bleeding bodypart. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step.  Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;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.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strap the patient to a [[#Lifeform_Stasis_Units|stasis bed]] (like above). Bring or print the surgery tools needed to perform [[Surgery#Tend_Wounds|Tend Wounds]]. Take off the patient&#039;s jumpsuit by click dragging their sprite onto yours, and then clicking the jumpsuit. Perform the [[Surgery#Tend_Wounds|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&#039;s stuff in a locker while doing surgery, to prevent theft. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use [[Medical_items#Suture|sutures]] [[File:Suture.png]], [[Medical_items#Regenerative_Mesh|regenerative mesh]] [[File:Regenerative_mesh.png]] or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, turn off {{Combat_Mode}} and {{LeftclickCmodeoff}} click on them.&lt;br /&gt;
* 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.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Guide_to_chemistry#Convermol|Convermol]] very quickly heals suffocation damage, but deals a lot of toxin damage.&lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute damage is visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Suture|Sutures]] [[File:Suture.png]] can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently (but will not treat special [[Guide_to_Wounds|wounds]]). &lt;br /&gt;
* [[Guide_to_chemistry#Probital|Probital]] pills heal brute damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Salicylic_Acid|Salicylic Acid]] heals brute damage over time, and is more effective on severe injuries. &lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Libital|Libital]] patches (brute patches) will heal brute pretty fast but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* [[Guide_to_chemistry#Helbital|Helbital]] should only be used in emergency situations on people with multiple damage types. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Regenerative_Mesh|Regenerative mesh]]  can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently. &lt;br /&gt;
* [[Guide_to_chemistry#Hercuri|Hercuri]] heals burn damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] heals burn damage over time, and is more effective on severe burns. &lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Aiuri|Aiuri]] patches (burn patches) will heal burn pretty well but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[#Radiation|radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Syriniver|Syriniver]] heals toxic damage and weakly purges toxic chemicals. Use in an IV drip or across multiple small (5u) injections. Causes liver damage, and is very easy to accidentally overdose someone with (especially if you attempt to inject someone in stasis).&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] heals toxins damage and purges other chemicals. If used in combination with other medicine reagents, it&#039;ll work faster, and it won&#039;t purge medicines! Causes lung damage.&lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals toxic damage and purges all other chemicals quickly. Also purges [[#Radiation|radiation]]. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however you can induce vomiting with a stomach pump.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
Bleeding is commonly caused by [[Guide_to_Wounds#Slash_Wounds|slash or pierce wounds]]. &lt;br /&gt;
&lt;br /&gt;
Some items that may help stop or alleviate bleeding are:&lt;br /&gt;
* Suture [[File:Suture.png]]&lt;br /&gt;
* Gauze [[File:Gauze.png]]&lt;br /&gt;
* Cautery [[File:Cautery.png]]&lt;br /&gt;
* [[Guide_to_chemistry#Sanguirite|Sanguirite]]&lt;br /&gt;
&lt;br /&gt;
Read the [[Guide_to_Wounds|guide to wounds]] for full details about how to stop bleeding. &lt;br /&gt;
&lt;br /&gt;
Replace lost blood with an IV drip [[File:IV Drip.png]] and/or iron pills. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
#[[Guide_to_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]], [[virology]], or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# 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 and possibly end up with a small puncture bleed wound from the needle being ripped out.&lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
&lt;br /&gt;
Rare kind of damage. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, 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 &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; 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&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;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 [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in about 13-17 minutes, except for hearts, which will decay completely in about 6 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* 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!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* 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!&lt;br /&gt;
* 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 makes you unable to eat or drink. &lt;br /&gt;
&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|6 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working when dead. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage and lower [[Guide_to_chemistry#Toxins|toxin]] purge threshold. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|16.5 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|13 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t eat or drink.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. When used on the dead will heal a corpse&#039;s brain slowly.&lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;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&#039;re buckled to a chair, and will force them to crawl around on the floor. Missing both arms and legs renders the patient a nugget with no ability to move or interact outside of talking. Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
* Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;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.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]].&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
A patient may suffer special [[Guide_to_Wounds|wounds]] to specific bodyparts. See the [[Guide_to_Wounds|guide to wounds]] to learn how to identify and treat them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
These &amp;quot;[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]]&amp;quot; can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and their organs will no longer rot. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|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.&lt;br /&gt;
&lt;br /&gt;
Important to note: if the patient is unconscious and has a large amount of oxygen damage, they&#039;re be unable to wake up on their own if they&#039;re still on the activated stasis bed. Either remove them or turn off the bed to allow them to recover. Many a patient has been left unconscious on the stasis bed for as long as twenty minutes! Don&#039;t subject people to that, it&#039;s infuriating.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;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. &lt;br /&gt;
&lt;br /&gt;
Baseline cryo consumes 0.04u of beaker reagents per tick and transfers 1u to the patient in the tube. Cryogenics Tubes basically squeeze more use out of a small amount of chemicals. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently; every matter bin level multiplies the transfer rate.&lt;br /&gt;
&lt;br /&gt;
You can quickly operate the Cryogenics Tube without opening the menu with a few shortcuts. ALT + left click will toggle the doors, and CTRL + left click will toggle the power. &lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]] and [[mannitol]]. &lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# {{LeftclickCmodeoff}} Shake the person multiple times to get them up.&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
&lt;br /&gt;
Sleepers were removed from most places May 2019 and replaced with [[#Lifeform_Stasis_Unit|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&#039;s health is very low, sleepers become unusable, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]]. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
&lt;br /&gt;
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! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] purges chemicals slowly and can help with toxin damage. Only use small amounts and make sure there is at least one other medicine in the patient first. &lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
* The [[Surgery#Filter_Blood|filter blood]] surgery also allows you to clear chemicals, though it has diminishing returns depending on the amount of chemicals left.&lt;br /&gt;
&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals minor ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and minor ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
&lt;br /&gt;
===Radiation===&lt;br /&gt;
Radiation causes people to take steady toxin damage and periodically take burn damage to their chest. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter or people standing near badly contained fusion work. &lt;br /&gt;
&lt;br /&gt;
An irradiated patient will:&lt;br /&gt;
&lt;br /&gt;
* Have a green outline.&lt;br /&gt;
* Have a status effect on their screen telling them that they are irradiated.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Give the patient a shower to stop them from taking more toxin and burn damage.&lt;br /&gt;
* Give the patient [[potassium iodide]], [[pentetic acid]], [[Guide to drinks#Vodka|vodka]], cold [[Guide to chemistry#Seiver|seiver]] or any other toxin/toxin-while-irradiated healing medicine. The irradiation will go away once all of the patient&#039;s toxin damage is healed.&lt;br /&gt;
* Treat the burn damage to the chest.&lt;br /&gt;
Note: since you will be treating mostly engineers, they might have infected burn wounds from being struck by emitters. This will cause toxin damage to never reach 0, so you&#039;ll want to deal with the infection first or ya know - just toss them in cryo.&lt;br /&gt;
&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]],[[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
&lt;br /&gt;
===Embedded Objects===&lt;br /&gt;
Remove embedded objects in a patient by using a [[File:Hemostat.png|Hemostat]] hemostat on the patient&#039;s affected limb.&lt;br /&gt;
&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. Cloning no longer exists on /tg/station since Feb, 2020. &lt;br /&gt;
&lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation does not have a timed window (as of Jan 2020), but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
&lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]].&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|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 [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], 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. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# If the patient has large amounts of bad reagents, do a [[Surgery#Stomach_Pump|stomach pump]].&lt;br /&gt;
# If the patient has [[Guide_to_Wounds|wounds]] consider treating them (before or after the defib).  &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|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&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Turn off {{Combat_Mode}}, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and need to be repaired more. &lt;br /&gt;
&lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit. &lt;br /&gt;
&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Must be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
&lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life and their soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|Their soul seems to have been ripped out of their body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|They appear to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that their brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|Their head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 5u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable (needs confirmation).&lt;br /&gt;
&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; 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 attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9170</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9170"/>
		<updated>2022-01-26T18:39:01Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = MedicalDoctor.png&lt;br /&gt;
|img = doctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre|Surgery]], Mineral Storage&lt;br /&gt;
|additional = [[Chemistry Lab]], [[Virology]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Save lives, run around the station looking for victims, scan everyone in sight&lt;br /&gt;
|guides = [[Guide to medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = Oh, are you hurt? Here, let me kiss it better...&lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;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:&lt;br /&gt;
&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; 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 &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage/brain damage&#039;&#039;&#039;, &#039;&#039;&#039;wounds&#039;&#039;&#039; and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* 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 &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is a bit different. See [[#Bleeding|below]] or the [[Guide_to_Wounds#Slash_Wounds|guide to wounds]] for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
&lt;br /&gt;
===Your first patient===&lt;br /&gt;
&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;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.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat damage if the patient is in crit.  Don&#039;t give them 30 or more units of it, as that will cause toxin damage.  &lt;br /&gt;
:* If the patient is bleeding, apply a suture [[File:Suture.png]] and gauze [[File:Gauze.png]] to the bleeding bodypart. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step.  Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;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.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strap the patient to a [[#Lifeform_Stasis_Units|stasis bed]] (like above). Bring or print the surgery tools needed to perform [[Surgery#Tend_Wounds|Tend Wounds]]. Take off the patient&#039;s jumpsuit by click dragging their sprite onto yours, and then clicking the jumpsuit. Perform the [[Surgery#Tend_Wounds|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&#039;s stuff in a locker while doing surgery, to prevent theft. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use [[Medical_items#Suture|sutures]] [[File:Suture.png]], [[Medical_items#Regenerative_Mesh|regenerative mesh]] [[File:Regenerative_mesh.png]] or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, turn off {{Combat_Mode}} and {{LeftclickCmodeoff}} click on them.&lt;br /&gt;
* 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.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Guide_to_chemistry#Convermol|Convermol]] very quickly heals suffocation damage, but deals a lot of toxin damage.&lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute damage is visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Suture|Sutures]] [[File:Suture.png]] can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently (but will not treat special [[Guide_to_Wounds|wounds]]). &lt;br /&gt;
* [[Guide_to_chemistry#Probital|Probital]] pills heal brute damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Salicylic_Acid|Salicylic Acid]] heals brute damage over time, and is more effective on severe injuries. &lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Libital|Libital]] patches (brute patches) will heal brute pretty fast but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* [[Guide_to_chemistry#Helbital|Helbital]] should only be used in emergency situations on people with multiple damage types. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Regenerative_Mesh|Regenerative mesh]]  can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently. &lt;br /&gt;
* [[Guide_to_chemistry#Hercuri|Hercuri]] heals burn damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] heals burn damage over time, and is more effective on severe burns. &lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Aiuri|Aiuri]] patches (burn patches) will heal burn pretty well but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[#Radiation|radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Syriniver|Syriniver]] heals toxic damage and weakly purges toxic chemicals. Use in an IV drip or across multiple small (5u) injections. Causes liver damage, and is very easy to accidentally overdose someone with (especially if you attempt to inject someone in stasis).&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] heals toxins damage and purges other chemicals. If used in combination with other medicine reagents, it&#039;ll work faster, and it won&#039;t purge medicines! Causes lung damage.&lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals toxic damage and purges all other chemicals quickly. Also purges [[#Radiation|radiation]]. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however you can induce vomiting with a stomach pump.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
Bleeding is commonly caused by [[Guide_to_Wounds#Slash_Wounds|slash or pierce wounds]]. &lt;br /&gt;
&lt;br /&gt;
Some items that may help stop or alleviate bleeding are:&lt;br /&gt;
* Suture [[File:Suture.png]]&lt;br /&gt;
* Gauze [[File:Gauze.png]]&lt;br /&gt;
* Cautery [[File:Cautery.png]]&lt;br /&gt;
* [[Guide_to_chemistry#Sanguirite|Sanguirite]]&lt;br /&gt;
&lt;br /&gt;
Read the [[Guide_to_Wounds|guide to wounds]] for full details about how to stop bleeding. &lt;br /&gt;
&lt;br /&gt;
Replace lost blood with an IV drip [[File:IV Drip.png]] and/or iron pills. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
#[[Guide_to_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]], [[virology]], or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# 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 and possibly end up with a small puncture bleed wound from the needle being ripped out.&lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
&lt;br /&gt;
Rare kind of damage. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, 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 &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; 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&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;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 [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in about 13-17 minutes, except for hearts, which will decay completely in about 6 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* 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!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* 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!&lt;br /&gt;
* 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 makes you unable to eat or drink. &lt;br /&gt;
&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|6 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working when dead. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage and lower [[Guide_to_chemistry#Toxins|toxin]] purge threshold. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|16.5 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|13 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t eat or drink.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. When used on the dead will heal a corpse&#039;s brain slowly.&lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;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&#039;re buckled to a chair, and will force them to crawl around on the floor. Missing both arms and legs renders the patient a nugget with no ability to move or interact outside of talking. Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
* Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;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.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]].&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
A patient may suffer special [[Guide_to_Wounds|wounds]] to specific bodyparts. See the [[Guide_to_Wounds|guide to wounds]] to learn how to identify and treat them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
These &amp;quot;[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]]&amp;quot; can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and their organs will no longer rot. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|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.&lt;br /&gt;
&lt;br /&gt;
Important to note: if the patient is unconscious and has a large amount of oxygen damage, they&#039;re be unable to wake up on their own if they&#039;re still on the activated stasis bed. Either remove them or turn off the bed to allow them to recover. Many a patient has been left unconscious on the stasis bed for as long as twenty minutes! Don&#039;t subject people to that, it&#039;s infuriating.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;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. &lt;br /&gt;
&lt;br /&gt;
Baseline cryo consumes 0.04u of beaker reagents per tick and transfers 1u to the patient in the tube. Cryogenics Tubes basically squeeze more use out of a small amount of chemicals. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently; every matter bin level multiplies the transfer rate.&lt;br /&gt;
&lt;br /&gt;
You can quickly operate the Cryogenics Tube without opening the menu with a few shortcuts. ALT + left click will toggle the doors, and CTRL + left click will toggle the power. &lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]] and [[mannitol]]. &lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# {{LeftclickCmodeoff}} Shake the person multiple times to get them up.&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
&lt;br /&gt;
Sleepers were removed from most places May 2019 and replaced with [[#Lifeform_Stasis_Unit|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&#039;s health is very low, sleepers become unusable, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]]. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
&lt;br /&gt;
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! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] purges chemicals slowly and can help with toxin damage. Only use small amounts and make sure there is at least one other medicine in the patient first. &lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
* The [[Surgery#Filter_Blood|filter blood]] surgery also allows you to clear chemicals, though it has diminishing returns depending on the amount of chemicals left.&lt;br /&gt;
&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals minor ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and minor ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
&lt;br /&gt;
===Radiation===&lt;br /&gt;
Radiation causes people to take steady toxin damage and periodically take burn damage to their chest. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter or people standing near badly contained fusion work. &lt;br /&gt;
&lt;br /&gt;
An irradiated patient will:&lt;br /&gt;
&lt;br /&gt;
* Have a green outline.&lt;br /&gt;
* Have a status effect on their screen telling them that they are irradiated.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Give the patient a shower to stop them from taking more toxin and burn damage.&lt;br /&gt;
* Give the patient [[potassium iodide]], [[pentetic acid]], [[Guide to drinks#Vodka|vodka]], cold [[Guide to chemistry#Seiver|seiver]] or any other toxin/toxin-while-irradiated healing medicine. The irradiation will go away once all of the patient&#039;s toxin damage is healed.&lt;br /&gt;
* Treat the burn damage to the chest.&lt;br /&gt;
Note: since you will be treating mostly engineers, they might have infected burn wounds from being struck by emitters. This will cause toxin damage to never reach 0, so you&#039;ll want to deal with the infection first or ya know - just toss them in cryo.&lt;br /&gt;
&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]],[[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
&lt;br /&gt;
===Embedded Objects===&lt;br /&gt;
Remove embedded objects in a patient by using a [[File:Hemostat.png|Hemostat]] hemostat on the patient&#039;s affected limb.&lt;br /&gt;
&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. Cloning no longer exists on /tg/station since Feb, 2020. &lt;br /&gt;
&lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation does not have a timed window (as of Jan 2020), but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
&lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]].&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|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 [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], 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. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# If the patient has large amounts of bad reagents, do a [[Surgery#Stomach_Pump|stomach pump]].&lt;br /&gt;
# If the patient has [[Guide_to_Wounds|wounds]] consider treating them (before or after the defib).  &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|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&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Turn off {{Combat_Mode}}, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and need to be repaired more. &lt;br /&gt;
&lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit. &lt;br /&gt;
&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Must be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
&lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life and their soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|Their soul seems to have been ripped out of their body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|They appear to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that their brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|Their head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 5u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable (needs confirmation).&lt;br /&gt;
&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; 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 attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9169</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9169"/>
		<updated>2022-01-26T18:38:42Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Update Header for uniformity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = MedicalDoctor.png&lt;br /&gt;
|img = doctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Operating Theatre|Surgery]], Mineral Storage&lt;br /&gt;
|additional = [[Chemistry Lab]], [[Virology]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Save lives, run around the station looking for victims, scan everyone in sight&lt;br /&gt;
|guides = [[Guide to medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = Oh, are you hurt? Here, let me kiss it better...&lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;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:&lt;br /&gt;
&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; 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 &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage/brain damage&#039;&#039;&#039;, &#039;&#039;&#039;wounds&#039;&#039;&#039; and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* 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 &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is a bit different. See [[#Bleeding|below]] or the [[Guide_to_Wounds#Slash_Wounds|guide to wounds]] for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
&lt;br /&gt;
===Your first patient===&lt;br /&gt;
&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;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.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat damage if the patient is in crit.  Don&#039;t give them 30 or more units of it, as that will cause toxin damage.  &lt;br /&gt;
:* If the patient is bleeding, apply a suture [[File:Suture.png]] and gauze [[File:Gauze.png]] to the bleeding bodypart. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step.  Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;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.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strap the patient to a [[#Lifeform_Stasis_Units|stasis bed]] (like above). Bring or print the surgery tools needed to perform [[Surgery#Tend_Wounds|Tend Wounds]]. Take off the patient&#039;s jumpsuit by click dragging their sprite onto yours, and then clicking the jumpsuit. Perform the [[Surgery#Tend_Wounds|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&#039;s stuff in a locker while doing surgery, to prevent theft. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use [[Medical_items#Suture|sutures]] [[File:Suture.png]], [[Medical_items#Regenerative_Mesh|regenerative mesh]] [[File:Regenerative_mesh.png]] or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, turn off {{Combat_Mode}} and {{LeftclickCmodeoff}} click on them.&lt;br /&gt;
* 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.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Guide_to_chemistry#Convermol|Convermol]] very quickly heals suffocation damage, but deals a lot of toxin damage.&lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute damage is visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Suture|Sutures]] [[File:Suture.png]] can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently (but will not treat special [[Guide_to_Wounds|wounds]]). &lt;br /&gt;
* [[Guide_to_chemistry#Probital|Probital]] pills heal brute damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Salicylic_Acid|Salicylic Acid]] heals brute damage over time, and is more effective on severe injuries. &lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Libital|Libital]] patches (brute patches) will heal brute pretty fast but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* [[Guide_to_chemistry#Helbital|Helbital]] should only be used in emergency situations on people with multiple damage types. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Regenerative_Mesh|Regenerative mesh]]  can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently. &lt;br /&gt;
* [[Guide_to_chemistry#Hercuri|Hercuri]] heals burn damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] heals burn damage over time, and is more effective on severe burns. &lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Aiuri|Aiuri]] patches (burn patches) will heal burn pretty well but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[#Radiation|radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Syriniver|Syriniver]] heals toxic damage and weakly purges toxic chemicals. Use in an IV drip or across multiple small (5u) injections. Causes liver damage, and is very easy to accidentally overdose someone with (especially if you attempt to inject someone in stasis).&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] heals toxins damage and purges other chemicals. If used in combination with other medicine reagents, it&#039;ll work faster, and it won&#039;t purge medicines! Causes lung damage.&lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals toxic damage and purges all other chemicals quickly. Also purges [[#Radiation|radiation]]. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however you can induce vomiting with a stomach pump.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
Bleeding is commonly caused by [[Guide_to_Wounds#Slash_Wounds|slash or pierce wounds]]. &lt;br /&gt;
&lt;br /&gt;
Some items that may help stop or alleviate bleeding are:&lt;br /&gt;
* Suture [[File:Suture.png]]&lt;br /&gt;
* Gauze [[File:Gauze.png]]&lt;br /&gt;
* Cautery [[File:Cautery.png]]&lt;br /&gt;
* [[Guide_to_chemistry#Sanguirite|Sanguirite]]&lt;br /&gt;
&lt;br /&gt;
Read the [[Guide_to_Wounds|guide to wounds]] for full details about how to stop bleeding. &lt;br /&gt;
&lt;br /&gt;
Replace lost blood with an IV drip [[File:IV Drip.png]] and/or iron pills. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
#[[Guide_to_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]], [[virology]], or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# 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 and possibly end up with a small puncture bleed wound from the needle being ripped out.&lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
&lt;br /&gt;
Rare kind of damage. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, 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 &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; 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&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;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 [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in about 13-17 minutes, except for hearts, which will decay completely in about 6 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* 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!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* 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!&lt;br /&gt;
* 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 makes you unable to eat or drink. &lt;br /&gt;
&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|6 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working when dead. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage and lower [[Guide_to_chemistry#Toxins|toxin]] purge threshold. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|16.5 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|13 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t eat or drink.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. When used on the dead will heal a corpse&#039;s brain slowly.&lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;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&#039;re buckled to a chair, and will force them to crawl around on the floor. Missing both arms and legs renders the patient a nugget with no ability to move or interact outside of talking. Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
* Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;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.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]].&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
A patient may suffer special [[Guide_to_Wounds|wounds]] to specific bodyparts. See the [[Guide_to_Wounds|guide to wounds]] to learn how to identify and treat them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
These &amp;quot;[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]]&amp;quot; can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and their organs will no longer rot. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|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.&lt;br /&gt;
&lt;br /&gt;
Important to note: if the patient is unconscious and has a large amount of oxygen damage, they&#039;re be unable to wake up on their own if they&#039;re still on the activated stasis bed. Either remove them or turn off the bed to allow them to recover. Many a patient has been left unconscious on the stasis bed for as long as twenty minutes! Don&#039;t subject people to that, it&#039;s infuriating.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;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. &lt;br /&gt;
&lt;br /&gt;
Baseline cryo consumes 0.04u of beaker reagents per tick and transfers 1u to the patient in the tube. Cryogenics Tubes basically squeeze more use out of a small amount of chemicals. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently; every matter bin level multiplies the transfer rate.&lt;br /&gt;
&lt;br /&gt;
You can quickly operate the Cryogenics Tube without opening the menu with a few shortcuts. ALT + left click will toggle the doors, and CTRL + left click will toggle the power. &lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]] and [[mannitol]]. &lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# {{LeftclickCmodeoff}} Shake the person multiple times to get them up.&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
&lt;br /&gt;
Sleepers were removed from most places May 2019 and replaced with [[#Lifeform_Stasis_Unit|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&#039;s health is very low, sleepers become unusable, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]]. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
&lt;br /&gt;
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! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] purges chemicals slowly and can help with toxin damage. Only use small amounts and make sure there is at least one other medicine in the patient first. &lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
* The [[Surgery#Filter_Blood|filter blood]] surgery also allows you to clear chemicals, though it has diminishing returns depending on the amount of chemicals left.&lt;br /&gt;
&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals minor ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and minor ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
&lt;br /&gt;
===Radiation===&lt;br /&gt;
Radiation causes people to take steady toxin damage and periodically take burn damage to their chest. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter or people standing near badly contained fusion work. &lt;br /&gt;
&lt;br /&gt;
An irradiated patient will:&lt;br /&gt;
&lt;br /&gt;
* Have a green outline.&lt;br /&gt;
* Have a status effect on their screen telling them that they are irradiated.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Give the patient a shower to stop them from taking more toxin and burn damage.&lt;br /&gt;
* Give the patient [[potassium iodide]], [[pentetic acid]], [[Guide to drinks#Vodka|vodka]], cold [[Guide to chemistry#Seiver|seiver]] or any other toxin/toxin-while-irradiated healing medicine. The irradiation will go away once all of the patient&#039;s toxin damage is healed.&lt;br /&gt;
* Treat the burn damage to the chest.&lt;br /&gt;
Note: since you will be treating mostly engineers, they might have infected burn wounds from being struck by emitters. This will cause toxin damage to never reach 0, so you&#039;ll want to deal with the infection first or ya know - just toss them in cryo.&lt;br /&gt;
&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]],[[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
&lt;br /&gt;
===Embedded Objects===&lt;br /&gt;
Remove embedded objects in a patient by using a [[File:Hemostat.png|Hemostat]] hemostat on the patient&#039;s affected limb.&lt;br /&gt;
&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. Cloning no longer exists on /tg/station since Feb, 2020. &lt;br /&gt;
&lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation does not have a timed window (as of Jan 2020), but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
&lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]].&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|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 [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], 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. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# If the patient has large amounts of bad reagents, do a [[Surgery#Stomach_Pump|stomach pump]].&lt;br /&gt;
# If the patient has [[Guide_to_Wounds|wounds]] consider treating them (before or after the defib).  &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|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&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Turn off {{Combat_Mode}}, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and need to be repaired more. &lt;br /&gt;
&lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit. &lt;br /&gt;
&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Must be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
&lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life and their soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|Their soul seems to have been ripped out of their body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|They appear to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that their brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|Their head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 5u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable (needs confirmation).&lt;br /&gt;
&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; 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 attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9168</id>
		<title>Guide to synthetic surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9168"/>
		<updated>2022-01-26T18:30:15Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Updates Posibrain Logic language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All surgery requires a set of tools, printable in an autolathe or engineering/science protolathe, along with an operating table.&lt;br /&gt;
[[File:Synth_Liz.png|200px|thumb|Synthetic Lizard]]&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool, there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show &#039;&#039;success rate&#039;&#039;. For example, if it says &amp;quot;50%&amp;quot; the step has a 50% chance to succeed or fail. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Do the repair&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a screwdriver in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, and cyber implants.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal synthetic and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Posibrain [[File:Posibrain.gif|Posibrain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[#Full_chassis_restoration|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[#Full_chassis_restoration|revived]].&lt;br /&gt;
&lt;br /&gt;
The brain of a synthetic patient resides in their chest, meaning they can theoretically be decapitated and remain functional, albeit deaf, blind, and mute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|Target: Chest]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hydraulic Pump Engine (Heart) [[File:heart_ipc.png|link=Special:FilePath/Heart_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new heart is inserted, or death.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Eyes (Eyes) [[File:robotic_eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Auditory Sensors(Ears) [[File:ears_ipc.png|link=Special:FilePath/Ears_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reagent Processing Unit [[File:Liver_ipc.png|link=Special:FilePath/Liver_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink (Lungs) [[File:Lungs_ipc.png|link=Special:FilePath/Lungs_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== IPC Micro Cell (Stomach) [[File:Stomach_ipc.png|link=Special:FilePath/Stomach_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Voicebox (Tongue) [[File:Tongue_ipc.png|link=Special:FilePath/Tongue_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reset Posibrain Logic [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain, cures posibrain damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: fix posibrain.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Posibrain Reboot (Revival) [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
An operation that will heal all brute and burn on a synthetic. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:CableCoils.png|Cable coil]] &#039;&#039;&#039;Cable coil (x5)&#039;&#039;&#039;: replace wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Metal.png|Metal sheets]] &#039;&#039;&#039;Metal sheets (x15)&#039;&#039;&#039;: add plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Welder.png|Welding tool]] &#039;&#039;&#039;Welding tool&#039;&#039;&#039;: weld plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: [[File:Wrench.png|Wrench]]  &#039;&#039;&#039;Wrench&#039;&#039;&#039;: Finalize Posibrain restoration.||[[File:Multitool.png|Multitool]] (100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: implant item.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Robotic amputation ==&lt;br /&gt;
=== Amputation ===&lt;br /&gt;
You can remove the arms, legs, or head of a synthetic through amputation.&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.||[[File:Hemostat.png|Hemostat]](10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]]  &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: sever limb.||[[File:Multitool.png|Multitool]] (100%) [[File:saw.png|saw]] (50%) [[File:Knife.png|Knife]] (40%) [[File:Hatchet.png|Hatchet]] (35%) [[File:armblade.png|Arm blade|link=Special:FilePath/Armblade.png]] (30%) [[File:chainsaw.gif|Chainsaw]] (30%) [[File:fireaxe.png|Fireaxe]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9167</id>
		<title>Guide to synthetic surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9167"/>
		<updated>2022-01-26T18:28:59Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All surgery requires a set of tools, printable in an autolathe or engineering/science protolathe, along with an operating table.&lt;br /&gt;
[[File:Synth_Liz.png|200px|thumb|Synthetic Lizard]]&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool, there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show &#039;&#039;success rate&#039;&#039;. For example, if it says &amp;quot;50%&amp;quot; the step has a 50% chance to succeed or fail. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Do the repair&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a screwdriver in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, and cyber implants.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal synthetic and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Posibrain [[File:Posibrain.gif|Posibrain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[#Full_chassis_restoration|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[#Full_chassis_restoration|revived]].&lt;br /&gt;
&lt;br /&gt;
The brain of a synthetic patient resides in their chest, meaning they can theoretically be decapitated and remain functional, albeit deaf, blind, and mute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|Target: Chest]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hydraulic Pump Engine (Heart) [[File:heart_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new heart is inserted, or death.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Eyes (Eyes) [[File:robotic_eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Auditory Sensors(Ears) [[File:ears_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reagent Processing Unit [[File:Liver_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink (Lungs) [[File:Lungs_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== IPC Micro Cell (Stomach) [[File:Stomach_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Voicebox (Tongue) [[File:Tongue_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reset Posibrain Logic [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: fix posibrain.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Posibrain Reboot (Revival) [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
An operation that will heal all brute and burn on a synthetic. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:CableCoils.png|Cable coil]] &#039;&#039;&#039;Cable coil (x5)&#039;&#039;&#039;: replace wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Metal.png|Metal sheets]] &#039;&#039;&#039;Metal sheets (x15)&#039;&#039;&#039;: add plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Welder.png|Welding tool]] &#039;&#039;&#039;Welding tool&#039;&#039;&#039;: weld plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: [[File:Wrench.png|Wrench]]  &#039;&#039;&#039;Wrench&#039;&#039;&#039;: Finalize Posibrain restoration.||[[File:Multitool.png|Multitool]] (100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: implant item.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Robotic amputation ==&lt;br /&gt;
=== Amputation ===&lt;br /&gt;
You can remove the arms, legs, or head of a synthetic through amputation.&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.||[[File:Hemostat.png|Hemostat]](10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]]  &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: sever limb.||[[File:Multitool.png|Multitool]] (100%) [[File:saw.png|saw]] (50%) [[File:Knife.png|Knife]] (40%) [[File:Hatchet.png|Hatchet]] (35%) [[File:armblade.png|Arm blade]] (30%) [[File:chainsaw.gif|Chainsaw]] (30%) [[File:fireaxe.png|Fireaxe]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Roboticist&amp;diff=9166</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Roboticist&amp;diff=9166"/>
		<updated>2022-01-26T18:28:11Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Broken links need fixing.}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = A06DA0&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = A06DA0&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = A06DA0&lt;br /&gt;
 |img = Generic_roboticist.png&lt;br /&gt;
 |stafftype = RESEARCH&lt;br /&gt;
 |jobtitle = Roboticist&lt;br /&gt;
 |access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Morgue]], [[Research Division]], Mineral Storage&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Research Director]]&lt;br /&gt;
 |duties = Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR. Save Synths and IPC&#039;s from scary thunderstorms.&lt;br /&gt;
 |guides = [[Guide to robotics]], [[Surgery]], [[Guide to synthetic surgery]]&lt;br /&gt;
}}&lt;br /&gt;
The Roboticist&#039;s job is to maintain the system&#039;s cybernetic sevitors, including borgs and various bots that they can create. When provided with resources, they can construct powerful Exosuits. They also support the crews synthetic population.[[File:Robotics.png|300px|thumb|alt=Robotics|[[Robotics and Mech Bay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Build and maintain cyborgs, weld clumsy synthetics.&lt;br /&gt;
&lt;br /&gt;
==The Lab==&lt;br /&gt;
[[Robotics and Mech Bay|Robotics]] is your home as a Roboticist. It contains [[Exosuit Fabricator]]s, used for the creation of any robotic component you require, a few cyborg recharging stations, a few Exosuit recharging stations, a chest with multiple sheets of [[metal]], [[power cells|Power Cell]], and a [[coil of wire]], and scattered tables with a [[multitool]], tool boxes, a few [[Flash|Flashes]], a [[crowbar]], a [[proximity sensor]], more scattered power cells, and a [[cell charger]].&lt;br /&gt;
&lt;br /&gt;
==Your Job==&lt;br /&gt;
First on the agenda is to fulfill any early requests to turn people into Cyborgs. Fill the [[Exosuit Fabricator]]s with metal and get them churning out some cyborg bits. Place flashes in the cyborg head, and cables and a power cell in the torso, then add all the pieces onto the Exoskeleton.&lt;br /&gt;
&lt;br /&gt;
There will likely be one or two people waiting around for you, so either let them in via the service window or go actually open your door for them. Oblige them. After all, this is what you are here to do. Take out their brains via [[surgery]], and put the brains in MMIs. Then, stuff the brainless corpses &amp;lt;s&amp;gt;down disposals&amp;lt;/s&amp;gt; in the Morgue. Finally, insert the MMIs into the cyborg shells. You now have cyborgs!&lt;br /&gt;
&lt;br /&gt;
==Life on the Assembly Line==&lt;br /&gt;
Try to keep at least 1 complete cyborg body on standby for the inevitable train of corpses that will be coming through your door. In the downtime, feel free to devote your precious metal and time to building [[Guide to robotics#Bots|robots]] or [[Guide to robotics#Exosuits|exosuits]]. If Mining all died off or R&amp;amp;D is uncooperative, keep busy by stealing a bucket from Hydroponics (Or the Cargo Autolathe) and creating Cleanbots, or using up all your Medkits for more Medibots.&lt;br /&gt;
&lt;br /&gt;
Sync your Exosuit Fabricators for extra miscellaneous parts and cyborg upgrades, and get building. Mining should obtain the metals you need. You will have a love-hate relationship with the R&amp;amp;D lab and its residents; on the one hand they are required for you to obtain mech circuits and equipment, but on the other they are taking all that wonderful silver from you that could be going to making a [[Guide_to_robotics#Durand|Durand]]. Once you do get enough ores though, it&#039;s smooth sailing. Make exosuits, give them to people with little-to-no authorization, and watch the ensuing chaos from your comfy chair.&lt;br /&gt;
&lt;br /&gt;
==Other tips==&lt;br /&gt;
Keep your metal organized, and understand how much each machine will take (and you will always need more metal). Glass is important for your robotics work, as are various devices, security equipment and rare minerals. Don&#039;t waste them.  Third, have a plan before you start building anything huge, like an exosuit (without obtaining the necessary circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn&#039;t load them with anything but the minimum required power cells. Fifth, tech storage is your friend.  It has two flashes, two power cells, and insulated gloves. For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a robotics/exosuit circuitboard to control what you make in case it decides to kill everyone.  Finally, ensure you have proper eye protection when you weld, or you&#039;ll become blind quickly.&lt;br /&gt;
&lt;br /&gt;
==Do&#039;s and Don&#039;ts==&lt;br /&gt;
&#039;&#039;&#039;Do:&#039;&#039;&#039;&lt;br /&gt;
*Make cyborg bodies and install MMI&#039;s in them.&lt;br /&gt;
*Try to borg antagonists instead of having security kill them. They fail their objectives and are no longer a danger, being restricted by their laws.&lt;br /&gt;
*Cut LawSync and reset cyborg laws when the AI is rogue.&lt;br /&gt;
*Make useful bots and leave them around the station.&lt;br /&gt;
*Make drone shells so players can &amp;lt;s&amp;gt;steal all your metal and glass&amp;lt;/s&amp;gt; rejoin the round.&lt;br /&gt;
*Put beacons in all Exosuits, and DNA lock them, lest they get stolen.&lt;br /&gt;
*Make a Cyborg and Exosuit Control Console.&lt;br /&gt;
*Try to make your own boards by &amp;lt;s&amp;gt;raiding R&amp;amp;D&amp;lt;/s&amp;gt; getting R&amp;amp;D to unlock the mech technologies.&lt;br /&gt;
*Recognize that the QM might be more inclined to get you some more metals if you don&#039;t eat up all of their points with Ripley boards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t:&#039;&#039;&#039;&lt;br /&gt;
*Put an MMI in a cyborg shell without making sure it isn&#039;t braindead (they can speak you know).&lt;br /&gt;
*Blow all the cyborgs because one was emagged.&lt;br /&gt;
*Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI.&lt;br /&gt;
*Try to make an exosuit you don&#039;t have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.&lt;br /&gt;
*Go on exosuit rocket launcher rampages &#039;because you can&#039;.&lt;br /&gt;
*Be an asshat.&lt;br /&gt;
*Build an exosuit for anyone who just comes by and asks for one (and won&#039;t accept a Tracking Beacon).&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Robots===&lt;br /&gt;
* Medibots are a bit more robust than people often seem to account for. They&#039;re capable of stabilising multiple people in critical condition, and have infinite basic chemicals.&lt;br /&gt;
**Additionally, you can make medical bots out of any of the different colors of first aid kit available on the station, and the resulting medical bot will keep that color.&lt;br /&gt;
**A good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, which is great for topping people up. Remember to lock it after you are done.&lt;br /&gt;
**Remember to synchronize the Medibots with researches; that way they will be much more efficient. &lt;br /&gt;
**You can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they&#039;re needed the most simply by temporarily turning them off, or by setting them to stationary mode. &lt;br /&gt;
**Medical robots all use the same chemicals as standard, so it won&#039;t stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - a person can be brought out of crit by having multiple medical robots healing them before a fight.&lt;br /&gt;
**If there are [[Guide_to_races#Jelly_and_Slime_Mutants|slimefolks]] and green Medibots, &amp;lt;s&amp;gt;enjoy the show&amp;lt;/s&amp;gt; put them on stationary or disable them before the slimes get more TOX damage than engineers around the SM.&lt;br /&gt;
**The Derelict has all the materials needed to create a medical bot. Start your search at the broken Medbay near the chapel.&lt;br /&gt;
*Anywhere between adding the robotic arm and the sensor module, you can write on a robot assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they&#039;re all just named &amp;quot;Medibot&amp;quot;.&lt;br /&gt;
* Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response.&lt;br /&gt;
===Mechs===&lt;br /&gt;
* Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don&#039;t have a space suit and you need to cross dangerous breaches.&lt;br /&gt;
* Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though).&lt;br /&gt;
* Mech drills can bust open lockers to get the goodies inside.&lt;br /&gt;
&lt;br /&gt;
*RIPLEYs are a Roboticist&#039;s best friend. Their drill can cut through almost anything including most items, walls, even blast doors. The diamond drill can even cut through Reinforced walls. It is also a fairly robust weapon and can gib corpses.&lt;br /&gt;
** It also has fairly robust armor and can resist continuous laser fire from multiple sources for several seconds.&lt;br /&gt;
** When it is destroyed turrets cannot target anyone standing on the same square as it (i.e. the person who was inside when it went boom)&lt;br /&gt;
&lt;br /&gt;
* The Odysseus is a force to be reckoned with. It can scan any chemicals, including drinks. The Odysseus&#039; internal generator makes infinite amounts of any chemical, and syringes fired with the syringe gun can be recovered, meaning you can fire infinite amounts of liquid to use as reagents.&lt;br /&gt;
** You can mix five different chemicals in any syringe (which still only holds 15u, meaning 5 chems equals 3 of each). This can be used to create an amazing healing concoction or an extremely powerful killer syringe. For instance:&lt;br /&gt;
*** Healing mixture: Omnizine.&lt;br /&gt;
*** Harming mixture: Lexorin, Unstable mutagen, Beepsky Smash.&lt;br /&gt;
** Clicking a box of syringes while in an Odysseus with syringe gun equipped will load every syringe from the box in the Odysseus.&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* People can&#039;t tell who you are when you are inside a mech and have to go by the mechs name... which you can change at any time. Changed your mechs name to some other mech and you can walk across the station as a confirmed traitor, so long as you don&#039;t speak.&lt;br /&gt;
* You can load a Medibot with &#039;&#039;&#039;any&#039;&#039;&#039; chemical mixture. Insert [[Guide_to_chemistry#Skewium|skewium]] in a medibot and have it wander around injecting people? Sure!&lt;br /&gt;
&lt;br /&gt;
==Being an Evil Genius==&lt;br /&gt;
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much anywhere, considering that you can have gloves off the bat. And, of course, [[Syndicate Items#Cryptographic_Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. The toxins kit&#039;s contents poured into a single large beaker of an emagged Medibot can create a very dangerous &#039;helper&#039;. Emagging the [[Cyborg|cyborgs]] equips them with a Syndicate lawset, gives them special new tools, and prevents them from being fucked with on a control console. Though remember, cyborgs slaved to a [[Guide_to_malfunction|malfunctional AI]] can not be [[Syndicate_Items#Emag|emagged]]. &lt;br /&gt;
If you want to make a cyborg despite having no volunteers, it&#039;s never a bad idea to simple drag the body of your last murder victim back to the lab for a debraining - Rarely do people question you once the body is already being operated on.   &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Roboticist&amp;diff=9165</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Roboticist&amp;diff=9165"/>
		<updated>2022-01-26T18:26:54Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Broken links need fixing.}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = A06DA0&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = A06DA0&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = A06DA0&lt;br /&gt;
 |img = Generic_roboticist.png&lt;br /&gt;
 |stafftype = RESEARCH&lt;br /&gt;
 |jobtitle = Roboticist&lt;br /&gt;
 |access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Morgue]], [[Research Division]], Mineral Storage&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Research Director]]&lt;br /&gt;
 |duties = Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR. Save Synths and IPC&#039;s from scary thunderstorms.&lt;br /&gt;
 |guides = [[Guide to robotics]], [[Surgery]], [[Guide_to_synthetic_surgery]]&lt;br /&gt;
}}&lt;br /&gt;
The Roboticist&#039;s job is to maintain the system&#039;s cybernetic sevitors, including borgs and various bots that they can create. When provided with resources, they can construct powerful Exosuits. They also support the crews synthetic population.[[File:Robotics.png|300px|thumb|alt=Robotics|[[Robotics and Mech Bay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Build and maintain cyborgs.&lt;br /&gt;
&lt;br /&gt;
==The Lab==&lt;br /&gt;
[[Robotics and Mech Bay|Robotics]] is your home as a Roboticist. It contains [[Exosuit Fabricator]]s, used for the creation of any robotic component you require, a few cyborg recharging stations, a few Exosuit recharging stations, a chest with multiple sheets of [[metal]], [[power cells|Power Cell]], and a [[coil of wire]], and scattered tables with a [[multitool]], tool boxes, a few [[Flash|Flashes]], a [[crowbar]], a [[proximity sensor]], more scattered power cells, and a [[cell charger]].&lt;br /&gt;
&lt;br /&gt;
==Your Job==&lt;br /&gt;
First on the agenda is to fulfill any early requests to turn people into Cyborgs. Fill the [[Exosuit Fabricator]]s with metal and get them churning out some cyborg bits. Place flashes in the cyborg head, and cables and a power cell in the torso, then add all the pieces onto the Exoskeleton.&lt;br /&gt;
&lt;br /&gt;
There will likely be one or two people waiting around for you, so either let them in via the service window or go actually open your door for them. Oblige them. After all, this is what you are here to do. Take out their brains via [[surgery]], and put the brains in MMIs. Then, stuff the brainless corpses &amp;lt;s&amp;gt;down disposals&amp;lt;/s&amp;gt; in the Morgue. Finally, insert the MMIs into the cyborg shells. You now have cyborgs!&lt;br /&gt;
&lt;br /&gt;
==Life on the Assembly Line==&lt;br /&gt;
Try to keep at least 1 complete cyborg body on standby for the inevitable train of corpses that will be coming through your door. In the downtime, feel free to devote your precious metal and time to building [[Guide to robotics#Bots|robots]] or [[Guide to robotics#Exosuits|exosuits]]. If Mining all died off or R&amp;amp;D is uncooperative, keep busy by stealing a bucket from Hydroponics (Or the Cargo Autolathe) and creating Cleanbots, or using up all your Medkits for more Medibots.&lt;br /&gt;
&lt;br /&gt;
Sync your Exosuit Fabricators for extra miscellaneous parts and cyborg upgrades, and get building. Mining should obtain the metals you need. You will have a love-hate relationship with the R&amp;amp;D lab and its residents; on the one hand they are required for you to obtain mech circuits and equipment, but on the other they are taking all that wonderful silver from you that could be going to making a [[Guide_to_robotics#Durand|Durand]]. Once you do get enough ores though, it&#039;s smooth sailing. Make exosuits, give them to people with little-to-no authorization, and watch the ensuing chaos from your comfy chair.&lt;br /&gt;
&lt;br /&gt;
==Other tips==&lt;br /&gt;
Keep your metal organized, and understand how much each machine will take (and you will always need more metal). Glass is important for your robotics work, as are various devices, security equipment and rare minerals. Don&#039;t waste them.  Third, have a plan before you start building anything huge, like an exosuit (without obtaining the necessary circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn&#039;t load them with anything but the minimum required power cells. Fifth, tech storage is your friend.  It has two flashes, two power cells, and insulated gloves. For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a robotics/exosuit circuitboard to control what you make in case it decides to kill everyone.  Finally, ensure you have proper eye protection when you weld, or you&#039;ll become blind quickly.&lt;br /&gt;
&lt;br /&gt;
==Do&#039;s and Don&#039;ts==&lt;br /&gt;
&#039;&#039;&#039;Do:&#039;&#039;&#039;&lt;br /&gt;
*Make cyborg bodies and install MMI&#039;s in them.&lt;br /&gt;
*Try to borg antagonists instead of having security kill them. They fail their objectives and are no longer a danger, being restricted by their laws.&lt;br /&gt;
*Cut LawSync and reset cyborg laws when the AI is rogue.&lt;br /&gt;
*Make useful bots and leave them around the station.&lt;br /&gt;
*Make drone shells so players can &amp;lt;s&amp;gt;steal all your metal and glass&amp;lt;/s&amp;gt; rejoin the round.&lt;br /&gt;
*Put beacons in all Exosuits, and DNA lock them, lest they get stolen.&lt;br /&gt;
*Make a Cyborg and Exosuit Control Console.&lt;br /&gt;
*Try to make your own boards by &amp;lt;s&amp;gt;raiding R&amp;amp;D&amp;lt;/s&amp;gt; getting R&amp;amp;D to unlock the mech technologies.&lt;br /&gt;
*Recognize that the QM might be more inclined to get you some more metals if you don&#039;t eat up all of their points with Ripley boards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t:&#039;&#039;&#039;&lt;br /&gt;
*Put an MMI in a cyborg shell without making sure it isn&#039;t braindead (they can speak you know).&lt;br /&gt;
*Blow all the cyborgs because one was emagged.&lt;br /&gt;
*Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI.&lt;br /&gt;
*Try to make an exosuit you don&#039;t have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.&lt;br /&gt;
*Go on exosuit rocket launcher rampages &#039;because you can&#039;.&lt;br /&gt;
*Be an asshat.&lt;br /&gt;
*Build an exosuit for anyone who just comes by and asks for one (and won&#039;t accept a Tracking Beacon).&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Robots===&lt;br /&gt;
* Medibots are a bit more robust than people often seem to account for. They&#039;re capable of stabilising multiple people in critical condition, and have infinite basic chemicals.&lt;br /&gt;
**Additionally, you can make medical bots out of any of the different colors of first aid kit available on the station, and the resulting medical bot will keep that color.&lt;br /&gt;
**A good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, which is great for topping people up. Remember to lock it after you are done.&lt;br /&gt;
**Remember to synchronize the Medibots with researches; that way they will be much more efficient. &lt;br /&gt;
**You can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they&#039;re needed the most simply by temporarily turning them off, or by setting them to stationary mode. &lt;br /&gt;
**Medical robots all use the same chemicals as standard, so it won&#039;t stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - a person can be brought out of crit by having multiple medical robots healing them before a fight.&lt;br /&gt;
**If there are [[Guide_to_races#Jelly_and_Slime_Mutants|slimefolks]] and green Medibots, &amp;lt;s&amp;gt;enjoy the show&amp;lt;/s&amp;gt; put them on stationary or disable them before the slimes get more TOX damage than engineers around the SM.&lt;br /&gt;
**The Derelict has all the materials needed to create a medical bot. Start your search at the broken Medbay near the chapel.&lt;br /&gt;
*Anywhere between adding the robotic arm and the sensor module, you can write on a robot assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they&#039;re all just named &amp;quot;Medibot&amp;quot;.&lt;br /&gt;
* Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response.&lt;br /&gt;
===Mechs===&lt;br /&gt;
* Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don&#039;t have a space suit and you need to cross dangerous breaches.&lt;br /&gt;
* Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though).&lt;br /&gt;
* Mech drills can bust open lockers to get the goodies inside.&lt;br /&gt;
&lt;br /&gt;
*RIPLEYs are a Roboticist&#039;s best friend. Their drill can cut through almost anything including most items, walls, even blast doors. The diamond drill can even cut through Reinforced walls. It is also a fairly robust weapon and can gib corpses.&lt;br /&gt;
** It also has fairly robust armor and can resist continuous laser fire from multiple sources for several seconds.&lt;br /&gt;
** When it is destroyed turrets cannot target anyone standing on the same square as it (i.e. the person who was inside when it went boom)&lt;br /&gt;
&lt;br /&gt;
* The Odysseus is a force to be reckoned with. It can scan any chemicals, including drinks. The Odysseus&#039; internal generator makes infinite amounts of any chemical, and syringes fired with the syringe gun can be recovered, meaning you can fire infinite amounts of liquid to use as reagents.&lt;br /&gt;
** You can mix five different chemicals in any syringe (which still only holds 15u, meaning 5 chems equals 3 of each). This can be used to create an amazing healing concoction or an extremely powerful killer syringe. For instance:&lt;br /&gt;
*** Healing mixture: Omnizine.&lt;br /&gt;
*** Harming mixture: Lexorin, Unstable mutagen, Beepsky Smash.&lt;br /&gt;
** Clicking a box of syringes while in an Odysseus with syringe gun equipped will load every syringe from the box in the Odysseus.&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* People can&#039;t tell who you are when you are inside a mech and have to go by the mechs name... which you can change at any time. Changed your mechs name to some other mech and you can walk across the station as a confirmed traitor, so long as you don&#039;t speak.&lt;br /&gt;
* You can load a Medibot with &#039;&#039;&#039;any&#039;&#039;&#039; chemical mixture. Insert [[Guide_to_chemistry#Skewium|skewium]] in a medibot and have it wander around injecting people? Sure!&lt;br /&gt;
&lt;br /&gt;
==Being an Evil Genius==&lt;br /&gt;
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much anywhere, considering that you can have gloves off the bat. And, of course, [[Syndicate Items#Cryptographic_Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. The toxins kit&#039;s contents poured into a single large beaker of an emagged Medibot can create a very dangerous &#039;helper&#039;. Emagging the [[Cyborg|cyborgs]] equips them with a Syndicate lawset, gives them special new tools, and prevents them from being fucked with on a control console. Though remember, cyborgs slaved to a [[Guide_to_malfunction|malfunctional AI]] can not be [[Syndicate_Items#Emag|emagged]]. &lt;br /&gt;
If you want to make a cyborg despite having no volunteers, it&#039;s never a bad idea to simple drag the body of your last murder victim back to the lab for a debraining - Rarely do people question you once the body is already being operated on.   &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Surgery&amp;diff=9164</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Surgery&amp;diff=9164"/>
		<updated>2022-01-26T18:19:45Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Missing icons need to be added}}&lt;br /&gt;
All surgery requires a set of medical tools, typically found in the [[Operating Theatre]], along with an operating table. &lt;br /&gt;
&lt;br /&gt;
= Surgical Tools and Alternative Procedures =&lt;br /&gt;
[[Medical_items#Surgical_Tools|Information about most tools used in surgery can be found here.]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide_to_synthetic_surgery|Synthetics and IPC Surgeries can be found here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show how efficient they are &#039;&#039;&#039;speed wise&#039;&#039;&#039; compared to the basic tools (on TG the percentages used to simply mean &#039;&#039;success rate&#039;&#039; until Oct 2019). For example, if it says &amp;quot;50%&amp;quot; the step takes double the time to complete. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the slowness is capped to 2x the original time the step would have taken. A step that takes 10 seconds would cap at 20 seconds, for example. Every second after that cap will instead add 1 percentage point into the odds of a failure. Failing may cause extra damage or other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So for example:&lt;br /&gt;
* Say a surgery step takes 10 seconds by default, but you use a pen (25%) instead of a hemostat and do it on the floor (50%) instead of a surgery table. &lt;br /&gt;
* Now the surgery is slowed to 40 seconds, but since it&#039;s capped at 20 seconds it takes 20 seconds. &lt;br /&gt;
* Those 20 extra seconds that were removed when we capped it to 20 seconds is now your chance to fail. &lt;br /&gt;
* Result: The step takes 20 seconds and has a 20% chance to fail.&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 2.1 [[File:LongIslandIcedTea.png|Ethanol]] (Optional) Splash on, spray or apply a patch with [[Guide_to_chemistry#Miner&#039;s Salve|&#039;&#039;&#039;Miner&#039;s Salve&#039;&#039;&#039;]] (+10%), [[Guide_to_chemistry#Sterilizine|&#039;&#039;&#039;Sterilizine&#039;&#039;&#039;]] (+20%), [[Guide_to_food_and_drinks#Drinks|&#039;&#039;&#039;alcoholic drinks&#039;&#039;&#039;]] (up to +46%), or [[Beekeeping#The_fruits_of_our_labour|&#039;&#039;&#039;Honey&#039;&#039;&#039;]] (+60%) for faster surgery speed. &lt;br /&gt;
&lt;br /&gt;
*The stronger the alcohol, the more effective! The formula is: 0.1*(booze power/65). For example: Ethanol gives +10% surgery speed, Manly Dorf +15%, Bacchus&#039; Blessing +46%.&lt;br /&gt;
&lt;br /&gt;
Step 2.2: [[File:N2Otank.png|Sleeping Agent]] (Optional) Use a &#039;&#039;&#039;tank of anesthetic&#039;&#039;&#039; and a &#039;&#039;&#039;breath mask&#039;&#039;&#039; to make your patient sleep. This has no surgical benefits however. &lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a cautery in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Procedures requiring no research or computer =&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, cyber implants and alien embryos.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3 (Head/Chest only): [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%) [[File:Fork.png|Fork]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal human, and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Brain [[File:Brain.png|Brain]][[File:Alien_brain.png|Alien brain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[Guide_to_medicine#Revival_methods|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[Guide_to_medicine#Revival_methods|revived]]. &lt;br /&gt;
&lt;br /&gt;
[[Changeling]]s&#039; brains are vestigial, and they can survive without them. Beheading a changeling will not prevent one from reviving.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heart [[File:Heart.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new, beating, heart is inserted, or death. This can be delayed with [[epinephrine]], if you need more time.&lt;br /&gt;
&lt;br /&gt;
On their own, hearts only beat for a short time when removed from a living body. To get a heart beating again, click on it while it&#039;s in your hand.&lt;br /&gt;
&lt;br /&gt;
Heart attacks can also be induced by [[Initropidril]], and a heart attack may continue if you insert a still heart in a patient. In either case, to restore the heart to normal functionality, the patient needs to either be defibrillated or receive an electric shock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eyes [[File:Eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ears[[File:Ears.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Liver [[File:Liver_organ.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. Some starting jobs give you a liver with special benefits. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lungs [[File:Lungs.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals. Some [[Guide_to_races|species]] have mutant lungs that don&#039;t need air: transplanting them onto an breathing race will transfer this property.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stomach [[File:Stomach_organ.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Tongue [[File:Tongue.png]] [[File:Ltongue.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appendix [[File:Appendix.png|Appendix]][[File:Appendix_inflamed.png|Inflamed appendix]] ====&lt;br /&gt;
&lt;br /&gt;
Removing it cures appendicitis and prevents it in the future, too.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_crotch.gif]] &#039;&#039;&#039;Target: Groin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Other organs that require Organ Manipulation ===&lt;br /&gt;
There are also non-natural organs which can be added to give bonuses or to harm the patient in a few cases.&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Implants [[File:Chest_implant.png]][[File:Brain_implant.png]][[File:Eye_implant.png]][[File:Toolset_arm_implant.png]] ====&lt;br /&gt;
&lt;br /&gt;
These offer benefits to the patient at the cost of being very vulnerable to EMPs, with malfunctions ranging from eye-flashing to heart attacks. Cybernetic implants always require the [[#Organ_Manipulation|Organ Manipulation]] type surgery, even for arms. Cybernetic implants can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_head.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Head/Eyes/Arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Xenomorph Embryo [[File:Facehugger.png|Facehugger]][[File:Larva.png|Larva]] ====&lt;br /&gt;
&lt;br /&gt;
An alien larva growing inside the patient. If not removed quickly enough, it will gib the patient and try to escape, growing into a dangerous [[Xenomorph]].&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Romerol Tumor ====&lt;br /&gt;
&lt;br /&gt;
A latent infection in the patient&#039;s head, caused by [[Syndicate Items#Romerol|Romerol]]. If the patient dies while affected by Romerol, he will eventually rise as an aggressive [[Guide to races#Romerol Zombie|Zombie]]. This will repeat as long as the infection lasts; removing it surgically, cutting the head off, or gibbing the corpse will prevent resurrection.&lt;br /&gt;
&lt;br /&gt;
Romerol is infective, and anyone hit by a zombie while unprotected will also acquire a Romerol Tumor.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Prosthesis Organ Manipulation ==&lt;br /&gt;
&lt;br /&gt;
[[#Augmentation|Augmented]] limbs have special surgery steps for [[#Organ_Manipulation|Organ Manipulation]] that are completed with mechanical tools. &#039;&#039;&#039;Unlike all other procedures, this can be performed on yourself with self-surgery&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, groin, arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): unwrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: manipulate organs/remove implant.||[[File:Crowbar.png|Crowbar]] (65%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): wrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: screw the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Organ Manipulation == &lt;br /&gt;
&lt;br /&gt;
Used to remove or add organs from [[Xenos]]. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: Insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lobectomy ==&lt;br /&gt;
This surgery is an extended organ manipulation, cutting open the chest cavity and removing a disfunctional lobe within the [[Guide_to_medicine#Organ_damage|lungs]]. This restores health to the [[Guide_to_medicine#Organ_damage|lungs]], and makes them operable, if they weren&#039;t before. Be warned, however, that this surgery can only be done once per set of lungs. Can only be performed if the patient&#039;s lungs are above 60 damage, which is a tad past severe damage thresholds. Do NOT confuse this surgery with lobotomy!&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: excise the damage lung node. (95%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|- &lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coronary Bypass ==&lt;br /&gt;
This surgery is an extended organ manipulation, cutting open the chest cavity and grafting a bypass onto the patient&#039;s [[Guide_to_medicine#Organ_damage|heart]]. This restores health to the heart, and makes it operable, if it was not before. Be warned, however, that this surgery can only be done once per heart, and that incising the heart and attaching the graft are not guaranteed successes. Keep bandages on hand in the event of failing the step, which will result in massive amounts of bleeding. Can only be performed if the heart has more than 60 damage (tad past severe damage threshold).&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: incise the heart. (90%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|-&lt;br /&gt;
|Step 6  [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: attach heart graft. (90%)||[[File:Wirecutters.png|Wirecutters]] (35%) [[File:Package_Wrapper.png|Package Wrap]] (15%) [[File:CableCoils.png|Cable]] (5%)&lt;br /&gt;
|- &lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hepatectomy ==&lt;br /&gt;
Removes damaged parts of the liver so that the liver may regenerate properly. A [[Guide_to_medicine#Organ_table|liver]] healing surgery, similar to Coronary Bypass and Lobectomy. This liver surgery only shows up as an option when liver damage is above 50 and the liver itself is not failing.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: incise. (90%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: remove damaged liver section. (95%)||[[File:Sword.gif|Energy Sword]] (65%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (35%)  &lt;br /&gt;
|- &lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Failing the last scalpel step will deal damage to the liver.&lt;br /&gt;
&lt;br /&gt;
== Gastrectomy ==&lt;br /&gt;
Removes a piece of your duodenum, attaching your stomach back to your lower intestines. A [[Guide_to_medicine#Organ_table|stomach]] healing surgery, similar to Coronary Bypass, Lobectomy and Hepatectomy. This surgery will appear only if your stomach has at least 50 damage, and will help you be able to digest food again without disgust.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: incise. (90%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: remove lower duodenum. (95%)||[[File:Sword.gif|Energy Sword]] (65%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (35%)  &lt;br /&gt;
|- &lt;br /&gt;
|Step 7: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: cauterize lower stomach.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|- &lt;br /&gt;
|Step 8: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
Failing the second scalpel step will damage the stomach further.&lt;br /&gt;
&lt;br /&gt;
== Amputation ==&lt;br /&gt;
&lt;br /&gt;
Sever a limb from the torso. Tails are handled under [[#Organ_Manipulation|Organ Manipulation]] (groin).&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039; or [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: sever the limb.||[[File:Chainsaw.gif|Chainsaw]] (80%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Hatchet.png|Hatchet]] (40%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (80%) Shears (300%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prosthetic Replacement ==&lt;br /&gt;
&lt;br /&gt;
Replace a severed limb with either a normal or a robotic limb.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, legs or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Acquire&#039;&#039;&#039; the required limb.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 4: &#039;&#039;&#039;Limb/Cyborg limb&#039;&#039;&#039;: replace the limb.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 4(Alternative): &#039;&#039;&#039;Chainsaw/Synthetic Arm Blade&#039;&#039;&#039;: replace the limb with the chosen weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Augmentation ==&lt;br /&gt;
&lt;br /&gt;
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.&amp;lt;br&amp;gt; Robot limbs are tougher. They need welding to &amp;quot;heal&amp;quot; brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg_head.png|right|thumb|Cyborg head]][[File:Cyborg_torso.png|right|thumb|Cyborg torso]][[File:Cyborg_left_arm.png|right|thumb|Cyborg arm]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We can rebuild him. We have the technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Create&#039;&#039;&#039; the &#039;&#039;&#039;cyborg limb(s)&#039;&#039;&#039; using an &#039;&#039;&#039;Exosuit Fabricator&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 4: &#039;&#039;&#039;Cyborg limb&#039;&#039;&#039;: augment the limb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
&lt;br /&gt;
Implant/Remove an object in the chest. Tiny and small items can be implanted. Implanting a flashlight allows the patient to toggle it on or off. Implanting grenades is also often done. You can only have one cavity implant at a time. &lt;br /&gt;
[[File:Flashlight.png|right|thumb|Flashlight is commonly implanted]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] Place an item in the cavity or use your &#039;&#039;&#039;hands&#039;&#039;&#039; to check for items in the cavity. Repeatable. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Implant Removal ==&lt;br /&gt;
&lt;br /&gt;
Extracts mindshield, tracking, chemical, traitor, explosive implants and such. If you don&#039;t have an empty implant case in your other hand, the implant will be ruined on extraction!&lt;br /&gt;
&lt;br /&gt;
[[File:Implant_Case.png|right|thumb|Removes this]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; and &#039;&#039;&#039;Empty Implant Case&#039;&#039;&#039;: extract the implant.||[[File:Crowbar.png|Crowbar]] (65%) [[File:Fork.png|Fork]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dental Implant ==&lt;br /&gt;
&lt;br /&gt;
This allows you to insert pills/patches into a tooth cavity, allowing you to pop it any time to ingest it. This works for both stimulants and suicide pills.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Drill.png|Surgical Drill]] &#039;&#039;&#039;Surgical Drill&#039;&#039;&#039;: Drill a hole in a tooth.||[[File:Mining_Drill.png|Mining Drill]] (60%) [[File:Exosuit_drill.png|Exosuit Drill]] (60%) [[File:Screwdriver_tool.png|Screwdriver]] (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Pill18.png|Pill]] &#039;&#039;&#039;Pill/Patch&#039;&#039;&#039;: Insert a pill/patch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brain Surgery ==&lt;br /&gt;
&lt;br /&gt;
This procedure cures all &#039;&#039;&#039;severe&#039;&#039;&#039; and &#039;&#039;&#039;basic&#039;&#039;&#039; [[Guide to Traumas|traumas]] and reduces brain damage by a large amount. Failing step 5, however, causes hefty brain damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%) &lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: perform brain surgery. Repeatable. (85%)||[[File:Screwdriver_tool.png|Screwdriver]] (35%) [[File:Pen.png|Pen]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eye Surgery ==&lt;br /&gt;
&lt;br /&gt;
This fixes all damage done to eyes (fixing blindness), except genetic. Failing step 4 will cause 70 brain damage to the patient.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%)[[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: fix the patient&#039;s eyes.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Pen.png|Pen]] (25%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: mend the incision.||[[File:Laser_gun.png|Laser]] (90%)[[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plastic Surgery ==&lt;br /&gt;
&lt;br /&gt;
If the patient&#039;s face is damaged and unrecognizable it restores it, otherwise it change the face and identity of the patient.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: alter the patient&#039;s appearance.||[[File:Knife.png|Kitchen Knife]] (50%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lipoplasty ==&lt;br /&gt;
&lt;br /&gt;
Removes excess fat from the patient. Can only be selected if the patient is fat. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-hunger.gif|right|thumb]][[File:Meat.png|right|thumb|You get this]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut up the fat.||[[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: remove the fat.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revival ==&lt;br /&gt;
&lt;br /&gt;
The target is resurrected by this surgery. It works on any non-husked corpse with a head, &#039;&#039;&#039;even if it doesn&#039;t have a heart&#039;&#039;&#039;. If the body has sustained too much damage, it&#039;ll die immediately after the revival. You can circumvent this by applying [[Guide_to_chemistry#Synthflesh|synthflesh]] or performing [[#Tend_Wounds|Tend Wounds]] beforehand. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Defib.png|Defibrillator Paddles]] &#039;&#039;&#039;Revive&#039;&#039;&#039;: revive the target (repeatable).||[[File:StunBaton.gif|Stun Baton]] (75%) [[File:Hybrid_taser.gif|Taser Shot]] (60%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slime Core Removal ==&lt;br /&gt;
&lt;br /&gt;
Remove core from slime. Step 2 must be repeated for every core if slime has several.&lt;br /&gt;
Mostly obsolete with existence of slime grinder, but still possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Slimegrey.png|right|thumb|A slime]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: extract core.||[[File:Crowbar.png|Crowbar]] (100%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Filter Blood ==&lt;br /&gt;
&lt;br /&gt;
Removes reagents from the patient&#039;s bloodstream. Doesn&#039;t work if the patient is a husk. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Blood_filter.png|Blood_Filter]] &#039;&#039;&#039;Blood filter&#039;&#039;&#039;: Filter blood (95%). Repeatable. &lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stomach Pump ==&lt;br /&gt;
&lt;br /&gt;
Induces vomiting in a patient, which removes a large portion of ingested reagents from the [[Guide_to_medicine#Organ_table|stomach]]. Requirements:&lt;br /&gt;
* Patient must not be a husk. &lt;br /&gt;
* Patient must have reagents in the stomach from eating food. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hand&#039;&#039;&#039;: pump stomach. Repeatable. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair Bone Fracture==&lt;br /&gt;
Repairs [[Guide_to_Wounds#Severe:_Hairline_Fracture|hairline fractures]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Bonesetter.png|Bonesetter]][[File:Bone_gel.png|Bone gel]][[File:Surgical_tape.png|Surgical tape]] &#039;&#039;&#039;Bonesetter/bone gel/surgical tape&#039;&#039;&#039;: repair hairline fracture.||[[File:Sticky_tape.png|Sticky Tape]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Repair Compound Fracture==&lt;br /&gt;
Repairs the most critical type of bone fracture, [[Guide_to_Wounds#Critical:_Compound_Fracture|compound fractures]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Bonesetter.png|Bonesetter]] &#039;&#039;&#039;Bonesetter&#039;&#039;&#039;: reset bone.||[[File:Surgical_tape.png|Surgical tape]] (60%) [[File:Super_sticky_tape.png|Super sticky tape]] (40%) [[File:Sticky_tape.png|Sticky Tape]] (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Bone_gel.png|Bone gel]][[File:Surgical_tape.png|Surgical tape]] &#039;&#039;&#039;Bone gel/surgical tape&#039;&#039;&#039;: repair compound fracture.||[[File:Super_sticky_tape.png|Super sticky tape]] (50%) [[File:Sticky_tape.png|Sticky Tape]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Debride Infected Flesh==&lt;br /&gt;
Repairs [[Guide_to_Wounds#Burn_Wounds|burn wounds]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: excise infection. ||[[File:Scalpel.png|Scalpel]] (85%) [[File:Saw.png|Circular Saw]] (60%) [[File:Wirecutters.png|Wirecutters]] (40%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Gauze.png|Medical gauze]][[File:Surgical_tape.png|Surgical tape]] &#039;&#039;&#039;Medical gauze/surgical tape&#039;&#039;&#039;: bandage burns. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair Puncture==&lt;br /&gt;
Repairs [[Guide_to_Wounds#Pierce_Wounds|pierce wounds]]. Repeat step 2 and 3 (cycle between them) until healed. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: realign blood vessels. ||[[File:Scalpel.png|Scalpel]] (85%) [[File:Wirecutters.png|Wirecutters]] (40%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: weld veins. ||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Other]] (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Upgradable Surgery=&lt;br /&gt;
These surgeries are available roundstart but can be upgraded to better or different versions by researching certain nodes and then syncing a connected operating computer. &lt;br /&gt;
&lt;br /&gt;
==Tend Wounds==&lt;br /&gt;
The tend wounds surgeries all share the same steps. They can be upgraded by researching certain nodes, and then syncing the operating computer with research database. There are &amp;quot;bruises&amp;quot;, &amp;quot;burn&amp;quot; and &amp;quot;Mixture&amp;quot; versions. By default only &amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; are available. The basic versions of this surgery can be performed anywhere, but the upgraded versions require an operating table with an adjacent and synced operating computer. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The target is healed by this surgery, without any [[Guide_to_chemistry|chemicals]] being involved. Useful for healing dead bodies for [[#Revival|revival]]. This works on patients with clothes on, but it&#039;s only 55% as effective. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make a careful incision (does not cause damage or bleeding).||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: repair damage to the target (automatically repeats until fully healed).||[[File:Screwdriver_tool.png|Screwdriver]] (65%) [[File:Pen.png|Pen]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Step 2 will heal at least 5 damage each time it&#039;s repeated, with an added bonus the more damaged the patient is. This the bonus healing becomes higher with higher tiers of research, ranging from (patient&#039;s damage / 75) to (patient&#039;s damage / 12.5). The bonus is much lower on dead patients. &lt;br /&gt;
*Without any research the heal is 5 damage plus a bonus from damage. (&amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; versions only). &lt;br /&gt;
*With &#039;&#039;&#039;Improved Wound-Tending Surgery&#039;&#039;&#039; researched and synced, it will heal 5 damage plus a higher bonus from damage (&amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; versions only). &lt;br /&gt;
*With &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039; researched and synced, it will heal 5 damage plus an even higher bonus from damage (&amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; versions only).&lt;br /&gt;
*With &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039; researched and synced, you&#039;ll be able to do the &amp;quot;mixture&amp;quot; version (tend physical wounds), which heals 3 brute and burn plus a bonus from damage, but the step takes much shorter time than the other two versions. &lt;br /&gt;
*With &#039;&#039;&#039;Experimental Surgery&#039;&#039;&#039; researched and synced, &amp;quot;tend physical wounds&amp;quot; will heal 3 brute and burn plus a better bonus from damage. &lt;br /&gt;
*With &#039;&#039;&#039;Alien Surgery&#039;&#039;&#039; researched and synced, &amp;quot;tend physical wounds&amp;quot; will heal 1 brute and burn plus a very high bonus from damage.&lt;br /&gt;
*Failing the hemostat step [[File:Hemostat.png|Hemostat]] will deal some of the damage it would have healed.&lt;br /&gt;
*You can hold a [[File:Health_analyzer.gif|Health Analyzer]] &#039;&#039;&#039;Health Analyzer&#039;&#039;&#039; in your other hand to see your patient&#039;s remaining wounds while treating them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If research was completed in the middle of surgery, you must restart the surgery to get the upgraded version.&lt;br /&gt;
&lt;br /&gt;
= Advanced Surgery =&lt;br /&gt;
These surgeries require the &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039; research node. After it is researched you must sync an operating computer (click &amp;quot;View Surgery Procedures&amp;quot; and then &amp;quot;Sync with research database&amp;quot;) to unlock the procedures. Advanced surgeries can only be performed on an operating table with a connected operating computer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Lobotomy ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Used to cure &#039;&#039;&#039;deep-rooted&#039;&#039;&#039; [[Brain Trauma#Deep-rooted Prefix|brain traumas]]. This can cause a random, &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma, or if lucky, a random &#039;&#039;&#039;special&#039;&#039;&#039; trauma which gives you rare powers. &#039;&#039;&#039;Note that this can cause traumas regardless of the success of stages.&#039;&#039;&#039; Requires the &amp;quot;Advanced Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Lobotomize&#039;&#039;&#039; (85%): perform the lobotomy procedure.||[[File:Knife.png|Kitchen Knife]] (35%) [[File:Shard.png|Shard]] (25%) [[File:Sword.gif|Energy Sword]] (55%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Wing Reconstruction ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;A surgical procedure that reconstructs the damaged wings of moth people. The patient must be dosed with any amount of [[Guide_to_chemistry#Synthflesh|Synthflesh]] for the last step to work. Requires the &amp;quot;Advanced Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; (85%): start wing reconstruction.||[[File:Screwdriver_tool.png|Screwdriver]] (35%) [[File:Pen.png|Pen]] (15%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Experimental Surgery =&lt;br /&gt;
These surgeries require the &#039;&#039;&#039;Experimental Surgery&#039;&#039;&#039; research node. After it is researched you must sync an operating computer (click &amp;quot;View Surgery Procedures&amp;quot; and then &amp;quot;Sync with research database&amp;quot;) to unlock the procedures. Experimental surgeries can only be performed on an operating table with a connected operating computer, or everywhere by [[Cyborg#Medical|medical cyborgs]] with the surgery computer upgrade if they downloaded the surgery procedure.&lt;br /&gt;
Borgs should be able to perform the &#039;Free hand&#039; surgery steps with any tool—if not disabled modules.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Pacification ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The target becomes essentially becomes permanently pax-ed, and can no longer perform direct violent actions.&amp;lt;br&amp;gt; Requires the &amp;quot;Experimental Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Pacify&#039;&#039;&#039;: rewire the target&#039;s brain.||[[File:Screwdriver_tool.png|Screwdriver]] (35%) [[File:Pen.png|Pen]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Vein Threading ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The circulatory system is woven into a mesh, severely reducing the amount of blood lost from wounds. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Muscled_Veins|Muscled Veins]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: thread the veins&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Vein Muscle Membrane ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Adds a muscled membrane to blood vessels, allowing them to pump blood without a heart. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Vein_Muscle_Membrane|Vein Muscle Membrane]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: shape vein muscles&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Nerve Splicing ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Nerves are connected to each other multiple times, greatly reducing stun times (halving them). Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Nerve_Grounding|Nerve Grounding]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: splice nerves&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Nerve Grounding ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Nerves form a safe path for electricity to traverse, making the user nigh immune to all electric shocks. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Nerve_Splicing|Nerve Splicing]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: ground nerves&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Ligament Hook ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Reshapes the connections between torso and limbs, making it so limbs can manually be attached if severed. However this weakens the connection, making limbs easier to detach as well. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Ligament_Reinforcement|Ligament Reinforcement]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: reshape ligaments&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Ligament Reinforcement ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Adds a protective tissue and bone cage around the connections between the torso and limbs, preventing dismemberment. However, the nerve connections as a result are more easily interrupted, making it easier to disable limbs with damage. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Ligament_Hook|Ligament Hook]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: reinforce ligaments&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Cortex Imprint ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Performing this surgery makes the brain more resilient from &#039;&#039;&#039;basic&#039;&#039;&#039; [[Brain Trauma#Mild|brain traumas]] obtained through damage to the brain. You can only choose to either do this &#039;&#039;&#039;OR&#039;&#039;&#039; [[Surgery#Cortex Folding|Cortex Folding]], never both.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: imprint cortex.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Cortex Folding ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Performing this surgery gives a higher chance of getting a &#039;&#039;&#039;Special&#039;&#039;&#039; [[Brain Trauma#Special|brain trauma]] through [[Surgery#Lobotomy|Lobotomy]]. You can only perform either this one &#039;&#039;&#039;OR&#039;&#039;&#039; [[Surgery#Cortex Imprint|Cortex Imprint]], never both.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: fold cortex.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Viral Bonding ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The target is forced into a symbiotic relationship with a virus. It makes the virus stay at stage 1 where it&#039;s usually harmless, but still infective to others.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: The target must already be infected before you can initiate this surgery with the drapes. The target must be dosed with at least 5 units of [[Guide to chemistry#Virus Food|Virus Food]], [[Guide to chemistry#Formaldehyde|Formaldehyde]], and [[Guide to chemistry#Spaceacillin|Spaceacillin]] for the &amp;quot;Viral Bond&amp;quot; step to work. This surgery will not hide the virus icon from medical huds. &lt;br /&gt;
&amp;lt;br&amp;gt;Requires the &amp;quot;Experimental Surgery&amp;quot; technology.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Viral Bond&#039;&#039;&#039;: force a symbiotic relationship.||[[File:Welder.png|Welder]] (50%) [[File:Lighter.png|Lighter]] (35%) [[File:Match.png|Match]] (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Alien Surgery =&lt;br /&gt;
These surgeries require the &#039;&#039;&#039;Alien Surgery&#039;&#039;&#039; research node, which requires the &#039;&#039;&#039;Alien Technology&#039;&#039;&#039; node, which can only be revealed from deconstructing certain [[abductor]] items. After it is researched you must sync an operating computer (click &amp;quot;View Surgery Procedures&amp;quot; and then &amp;quot;Sync with research database&amp;quot;) to unlock the procedures. Alien surgeries can only be performed on an operating table with a connected operating computer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Brainwashing ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The target of this surgery, when successful, is bound to a primary goal you assign to him/her. He/she must follow these objectives, regardless of allegiance. This can be cured through brain surgery or with a mindshield implant. Requires either the brainwashing disk, acquired through the [[Syndicate Items#Brainwashing_Surgery_Program|Syndicate Uplink]], or researching the &amp;quot;Alien Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] (85%) &#039;&#039;&#039;Brainwash&#039;&#039;&#039;: perform the brainwashing procedure. Failing will cause brain damage.||[[File:Wirecutters.png|Wirecutters]] (50%) [[File:Package Wrapper.png|Package Wrapper]] (35%) [[File:CableCoils.png|Cable Coil]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Necrotic Revival ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Revives a corpse into an infectious zombie which will probably munch your face off. Useful for forcing a shuttle call. Note: The target must be dosed with at least 5 units of [[Guide to chemistry#Zombie Powder|Zombie Powder]] or [[Guide to chemistry#Rezadone|Rezadone]] for the &amp;quot;Bionecrosize&amp;quot; step to work. Requires the &amp;quot;Alien Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Syringe.png|Syringe]] &#039;&#039;&#039;Bionecrosize&#039;&#039;&#039;: perform the revival procedure.||[[File:Pen.png|Pen]] (50%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Surgery&amp;diff=9163</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Surgery&amp;diff=9163"/>
		<updated>2022-01-26T18:18:38Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Missing icons need to be added}}&lt;br /&gt;
All surgery requires a set of medical tools, typically found in the [[Operating Theatre]], along with an operating table. &lt;br /&gt;
&lt;br /&gt;
= Surgical Tools =&lt;br /&gt;
[[Medical_items#Surgical_Tools|Information about most tools used in surgery can be found here.]]&lt;br /&gt;
|-&lt;br /&gt;
[[Guide_to_synthetic_surgery|Synthetics and IPC Surgeries can be found here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show how efficient they are &#039;&#039;&#039;speed wise&#039;&#039;&#039; compared to the basic tools (on TG the percentages used to simply mean &#039;&#039;success rate&#039;&#039; until Oct 2019). For example, if it says &amp;quot;50%&amp;quot; the step takes double the time to complete. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the slowness is capped to 2x the original time the step would have taken. A step that takes 10 seconds would cap at 20 seconds, for example. Every second after that cap will instead add 1 percentage point into the odds of a failure. Failing may cause extra damage or other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So for example:&lt;br /&gt;
* Say a surgery step takes 10 seconds by default, but you use a pen (25%) instead of a hemostat and do it on the floor (50%) instead of a surgery table. &lt;br /&gt;
* Now the surgery is slowed to 40 seconds, but since it&#039;s capped at 20 seconds it takes 20 seconds. &lt;br /&gt;
* Those 20 extra seconds that were removed when we capped it to 20 seconds is now your chance to fail. &lt;br /&gt;
* Result: The step takes 20 seconds and has a 20% chance to fail.&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 2.1 [[File:LongIslandIcedTea.png|Ethanol]] (Optional) Splash on, spray or apply a patch with [[Guide_to_chemistry#Miner&#039;s Salve|&#039;&#039;&#039;Miner&#039;s Salve&#039;&#039;&#039;]] (+10%), [[Guide_to_chemistry#Sterilizine|&#039;&#039;&#039;Sterilizine&#039;&#039;&#039;]] (+20%), [[Guide_to_food_and_drinks#Drinks|&#039;&#039;&#039;alcoholic drinks&#039;&#039;&#039;]] (up to +46%), or [[Beekeeping#The_fruits_of_our_labour|&#039;&#039;&#039;Honey&#039;&#039;&#039;]] (+60%) for faster surgery speed. &lt;br /&gt;
&lt;br /&gt;
*The stronger the alcohol, the more effective! The formula is: 0.1*(booze power/65). For example: Ethanol gives +10% surgery speed, Manly Dorf +15%, Bacchus&#039; Blessing +46%.&lt;br /&gt;
&lt;br /&gt;
Step 2.2: [[File:N2Otank.png|Sleeping Agent]] (Optional) Use a &#039;&#039;&#039;tank of anesthetic&#039;&#039;&#039; and a &#039;&#039;&#039;breath mask&#039;&#039;&#039; to make your patient sleep. This has no surgical benefits however. &lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a cautery in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Procedures requiring no research or computer =&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, cyber implants and alien embryos.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3 (Head/Chest only): [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%) [[File:Fork.png|Fork]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal human, and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Brain [[File:Brain.png|Brain]][[File:Alien_brain.png|Alien brain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[Guide_to_medicine#Revival_methods|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[Guide_to_medicine#Revival_methods|revived]]. &lt;br /&gt;
&lt;br /&gt;
[[Changeling]]s&#039; brains are vestigial, and they can survive without them. Beheading a changeling will not prevent one from reviving.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heart [[File:Heart.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new, beating, heart is inserted, or death. This can be delayed with [[epinephrine]], if you need more time.&lt;br /&gt;
&lt;br /&gt;
On their own, hearts only beat for a short time when removed from a living body. To get a heart beating again, click on it while it&#039;s in your hand.&lt;br /&gt;
&lt;br /&gt;
Heart attacks can also be induced by [[Initropidril]], and a heart attack may continue if you insert a still heart in a patient. In either case, to restore the heart to normal functionality, the patient needs to either be defibrillated or receive an electric shock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eyes [[File:Eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ears[[File:Ears.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Liver [[File:Liver_organ.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. Some starting jobs give you a liver with special benefits. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lungs [[File:Lungs.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals. Some [[Guide_to_races|species]] have mutant lungs that don&#039;t need air: transplanting them onto an breathing race will transfer this property.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stomach [[File:Stomach_organ.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Tongue [[File:Tongue.png]] [[File:Ltongue.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appendix [[File:Appendix.png|Appendix]][[File:Appendix_inflamed.png|Inflamed appendix]] ====&lt;br /&gt;
&lt;br /&gt;
Removing it cures appendicitis and prevents it in the future, too.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_crotch.gif]] &#039;&#039;&#039;Target: Groin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Other organs that require Organ Manipulation ===&lt;br /&gt;
There are also non-natural organs which can be added to give bonuses or to harm the patient in a few cases.&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Implants [[File:Chest_implant.png]][[File:Brain_implant.png]][[File:Eye_implant.png]][[File:Toolset_arm_implant.png]] ====&lt;br /&gt;
&lt;br /&gt;
These offer benefits to the patient at the cost of being very vulnerable to EMPs, with malfunctions ranging from eye-flashing to heart attacks. Cybernetic implants always require the [[#Organ_Manipulation|Organ Manipulation]] type surgery, even for arms. Cybernetic implants can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_head.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Head/Eyes/Arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Xenomorph Embryo [[File:Facehugger.png|Facehugger]][[File:Larva.png|Larva]] ====&lt;br /&gt;
&lt;br /&gt;
An alien larva growing inside the patient. If not removed quickly enough, it will gib the patient and try to escape, growing into a dangerous [[Xenomorph]].&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Romerol Tumor ====&lt;br /&gt;
&lt;br /&gt;
A latent infection in the patient&#039;s head, caused by [[Syndicate Items#Romerol|Romerol]]. If the patient dies while affected by Romerol, he will eventually rise as an aggressive [[Guide to races#Romerol Zombie|Zombie]]. This will repeat as long as the infection lasts; removing it surgically, cutting the head off, or gibbing the corpse will prevent resurrection.&lt;br /&gt;
&lt;br /&gt;
Romerol is infective, and anyone hit by a zombie while unprotected will also acquire a Romerol Tumor.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Prosthesis Organ Manipulation ==&lt;br /&gt;
&lt;br /&gt;
[[#Augmentation|Augmented]] limbs have special surgery steps for [[#Organ_Manipulation|Organ Manipulation]] that are completed with mechanical tools. &#039;&#039;&#039;Unlike all other procedures, this can be performed on yourself with self-surgery&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, groin, arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): unwrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: manipulate organs/remove implant.||[[File:Crowbar.png|Crowbar]] (65%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): wrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: screw the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Organ Manipulation == &lt;br /&gt;
&lt;br /&gt;
Used to remove or add organs from [[Xenos]]. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: Insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lobectomy ==&lt;br /&gt;
This surgery is an extended organ manipulation, cutting open the chest cavity and removing a disfunctional lobe within the [[Guide_to_medicine#Organ_damage|lungs]]. This restores health to the [[Guide_to_medicine#Organ_damage|lungs]], and makes them operable, if they weren&#039;t before. Be warned, however, that this surgery can only be done once per set of lungs. Can only be performed if the patient&#039;s lungs are above 60 damage, which is a tad past severe damage thresholds. Do NOT confuse this surgery with lobotomy!&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: excise the damage lung node. (95%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|- &lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coronary Bypass ==&lt;br /&gt;
This surgery is an extended organ manipulation, cutting open the chest cavity and grafting a bypass onto the patient&#039;s [[Guide_to_medicine#Organ_damage|heart]]. This restores health to the heart, and makes it operable, if it was not before. Be warned, however, that this surgery can only be done once per heart, and that incising the heart and attaching the graft are not guaranteed successes. Keep bandages on hand in the event of failing the step, which will result in massive amounts of bleeding. Can only be performed if the heart has more than 60 damage (tad past severe damage threshold).&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: incise the heart. (90%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|-&lt;br /&gt;
|Step 6  [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: attach heart graft. (90%)||[[File:Wirecutters.png|Wirecutters]] (35%) [[File:Package_Wrapper.png|Package Wrap]] (15%) [[File:CableCoils.png|Cable]] (5%)&lt;br /&gt;
|- &lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hepatectomy ==&lt;br /&gt;
Removes damaged parts of the liver so that the liver may regenerate properly. A [[Guide_to_medicine#Organ_table|liver]] healing surgery, similar to Coronary Bypass and Lobectomy. This liver surgery only shows up as an option when liver damage is above 50 and the liver itself is not failing.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: incise. (90%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: remove damaged liver section. (95%)||[[File:Sword.gif|Energy Sword]] (65%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (35%)  &lt;br /&gt;
|- &lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Failing the last scalpel step will deal damage to the liver.&lt;br /&gt;
&lt;br /&gt;
== Gastrectomy ==&lt;br /&gt;
Removes a piece of your duodenum, attaching your stomach back to your lower intestines. A [[Guide_to_medicine#Organ_table|stomach]] healing surgery, similar to Coronary Bypass, Lobectomy and Hepatectomy. This surgery will appear only if your stomach has at least 50 damage, and will help you be able to digest food again without disgust.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: incise. (90%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: remove lower duodenum. (95%)||[[File:Sword.gif|Energy Sword]] (65%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (35%)  &lt;br /&gt;
|- &lt;br /&gt;
|Step 7: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: cauterize lower stomach.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|- &lt;br /&gt;
|Step 8: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
Failing the second scalpel step will damage the stomach further.&lt;br /&gt;
&lt;br /&gt;
== Amputation ==&lt;br /&gt;
&lt;br /&gt;
Sever a limb from the torso. Tails are handled under [[#Organ_Manipulation|Organ Manipulation]] (groin).&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039; or [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: sever the limb.||[[File:Chainsaw.gif|Chainsaw]] (80%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Hatchet.png|Hatchet]] (40%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (80%) Shears (300%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prosthetic Replacement ==&lt;br /&gt;
&lt;br /&gt;
Replace a severed limb with either a normal or a robotic limb.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, legs or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Acquire&#039;&#039;&#039; the required limb.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 4: &#039;&#039;&#039;Limb/Cyborg limb&#039;&#039;&#039;: replace the limb.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 4(Alternative): &#039;&#039;&#039;Chainsaw/Synthetic Arm Blade&#039;&#039;&#039;: replace the limb with the chosen weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Augmentation ==&lt;br /&gt;
&lt;br /&gt;
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.&amp;lt;br&amp;gt; Robot limbs are tougher. They need welding to &amp;quot;heal&amp;quot; brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg_head.png|right|thumb|Cyborg head]][[File:Cyborg_torso.png|right|thumb|Cyborg torso]][[File:Cyborg_left_arm.png|right|thumb|Cyborg arm]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We can rebuild him. We have the technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Create&#039;&#039;&#039; the &#039;&#039;&#039;cyborg limb(s)&#039;&#039;&#039; using an &#039;&#039;&#039;Exosuit Fabricator&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 4: &#039;&#039;&#039;Cyborg limb&#039;&#039;&#039;: augment the limb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
&lt;br /&gt;
Implant/Remove an object in the chest. Tiny and small items can be implanted. Implanting a flashlight allows the patient to toggle it on or off. Implanting grenades is also often done. You can only have one cavity implant at a time. &lt;br /&gt;
[[File:Flashlight.png|right|thumb|Flashlight is commonly implanted]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] Place an item in the cavity or use your &#039;&#039;&#039;hands&#039;&#039;&#039; to check for items in the cavity. Repeatable. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Implant Removal ==&lt;br /&gt;
&lt;br /&gt;
Extracts mindshield, tracking, chemical, traitor, explosive implants and such. If you don&#039;t have an empty implant case in your other hand, the implant will be ruined on extraction!&lt;br /&gt;
&lt;br /&gt;
[[File:Implant_Case.png|right|thumb|Removes this]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; and &#039;&#039;&#039;Empty Implant Case&#039;&#039;&#039;: extract the implant.||[[File:Crowbar.png|Crowbar]] (65%) [[File:Fork.png|Fork]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dental Implant ==&lt;br /&gt;
&lt;br /&gt;
This allows you to insert pills/patches into a tooth cavity, allowing you to pop it any time to ingest it. This works for both stimulants and suicide pills.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Drill.png|Surgical Drill]] &#039;&#039;&#039;Surgical Drill&#039;&#039;&#039;: Drill a hole in a tooth.||[[File:Mining_Drill.png|Mining Drill]] (60%) [[File:Exosuit_drill.png|Exosuit Drill]] (60%) [[File:Screwdriver_tool.png|Screwdriver]] (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Pill18.png|Pill]] &#039;&#039;&#039;Pill/Patch&#039;&#039;&#039;: Insert a pill/patch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brain Surgery ==&lt;br /&gt;
&lt;br /&gt;
This procedure cures all &#039;&#039;&#039;severe&#039;&#039;&#039; and &#039;&#039;&#039;basic&#039;&#039;&#039; [[Guide to Traumas|traumas]] and reduces brain damage by a large amount. Failing step 5, however, causes hefty brain damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%) &lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: perform brain surgery. Repeatable. (85%)||[[File:Screwdriver_tool.png|Screwdriver]] (35%) [[File:Pen.png|Pen]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eye Surgery ==&lt;br /&gt;
&lt;br /&gt;
This fixes all damage done to eyes (fixing blindness), except genetic. Failing step 4 will cause 70 brain damage to the patient.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%)[[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: fix the patient&#039;s eyes.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Pen.png|Pen]] (25%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: mend the incision.||[[File:Laser_gun.png|Laser]] (90%)[[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plastic Surgery ==&lt;br /&gt;
&lt;br /&gt;
If the patient&#039;s face is damaged and unrecognizable it restores it, otherwise it change the face and identity of the patient.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: alter the patient&#039;s appearance.||[[File:Knife.png|Kitchen Knife]] (50%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lipoplasty ==&lt;br /&gt;
&lt;br /&gt;
Removes excess fat from the patient. Can only be selected if the patient is fat. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-hunger.gif|right|thumb]][[File:Meat.png|right|thumb|You get this]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut up the fat.||[[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: remove the fat.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revival ==&lt;br /&gt;
&lt;br /&gt;
The target is resurrected by this surgery. It works on any non-husked corpse with a head, &#039;&#039;&#039;even if it doesn&#039;t have a heart&#039;&#039;&#039;. If the body has sustained too much damage, it&#039;ll die immediately after the revival. You can circumvent this by applying [[Guide_to_chemistry#Synthflesh|synthflesh]] or performing [[#Tend_Wounds|Tend Wounds]] beforehand. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Defib.png|Defibrillator Paddles]] &#039;&#039;&#039;Revive&#039;&#039;&#039;: revive the target (repeatable).||[[File:StunBaton.gif|Stun Baton]] (75%) [[File:Hybrid_taser.gif|Taser Shot]] (60%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slime Core Removal ==&lt;br /&gt;
&lt;br /&gt;
Remove core from slime. Step 2 must be repeated for every core if slime has several.&lt;br /&gt;
Mostly obsolete with existence of slime grinder, but still possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Slimegrey.png|right|thumb|A slime]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: extract core.||[[File:Crowbar.png|Crowbar]] (100%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Filter Blood ==&lt;br /&gt;
&lt;br /&gt;
Removes reagents from the patient&#039;s bloodstream. Doesn&#039;t work if the patient is a husk. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Blood_filter.png|Blood_Filter]] &#039;&#039;&#039;Blood filter&#039;&#039;&#039;: Filter blood (95%). Repeatable. &lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stomach Pump ==&lt;br /&gt;
&lt;br /&gt;
Induces vomiting in a patient, which removes a large portion of ingested reagents from the [[Guide_to_medicine#Organ_table|stomach]]. Requirements:&lt;br /&gt;
* Patient must not be a husk. &lt;br /&gt;
* Patient must have reagents in the stomach from eating food. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hand&#039;&#039;&#039;: pump stomach. Repeatable. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair Bone Fracture==&lt;br /&gt;
Repairs [[Guide_to_Wounds#Severe:_Hairline_Fracture|hairline fractures]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Bonesetter.png|Bonesetter]][[File:Bone_gel.png|Bone gel]][[File:Surgical_tape.png|Surgical tape]] &#039;&#039;&#039;Bonesetter/bone gel/surgical tape&#039;&#039;&#039;: repair hairline fracture.||[[File:Sticky_tape.png|Sticky Tape]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Repair Compound Fracture==&lt;br /&gt;
Repairs the most critical type of bone fracture, [[Guide_to_Wounds#Critical:_Compound_Fracture|compound fractures]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Bonesetter.png|Bonesetter]] &#039;&#039;&#039;Bonesetter&#039;&#039;&#039;: reset bone.||[[File:Surgical_tape.png|Surgical tape]] (60%) [[File:Super_sticky_tape.png|Super sticky tape]] (40%) [[File:Sticky_tape.png|Sticky Tape]] (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Bone_gel.png|Bone gel]][[File:Surgical_tape.png|Surgical tape]] &#039;&#039;&#039;Bone gel/surgical tape&#039;&#039;&#039;: repair compound fracture.||[[File:Super_sticky_tape.png|Super sticky tape]] (50%) [[File:Sticky_tape.png|Sticky Tape]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Debride Infected Flesh==&lt;br /&gt;
Repairs [[Guide_to_Wounds#Burn_Wounds|burn wounds]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: excise infection. ||[[File:Scalpel.png|Scalpel]] (85%) [[File:Saw.png|Circular Saw]] (60%) [[File:Wirecutters.png|Wirecutters]] (40%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Gauze.png|Medical gauze]][[File:Surgical_tape.png|Surgical tape]] &#039;&#039;&#039;Medical gauze/surgical tape&#039;&#039;&#039;: bandage burns. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair Puncture==&lt;br /&gt;
Repairs [[Guide_to_Wounds#Pierce_Wounds|pierce wounds]]. Repeat step 2 and 3 (cycle between them) until healed. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: realign blood vessels. ||[[File:Scalpel.png|Scalpel]] (85%) [[File:Wirecutters.png|Wirecutters]] (40%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: weld veins. ||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Other]] (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Upgradable Surgery=&lt;br /&gt;
These surgeries are available roundstart but can be upgraded to better or different versions by researching certain nodes and then syncing a connected operating computer. &lt;br /&gt;
&lt;br /&gt;
==Tend Wounds==&lt;br /&gt;
The tend wounds surgeries all share the same steps. They can be upgraded by researching certain nodes, and then syncing the operating computer with research database. There are &amp;quot;bruises&amp;quot;, &amp;quot;burn&amp;quot; and &amp;quot;Mixture&amp;quot; versions. By default only &amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; are available. The basic versions of this surgery can be performed anywhere, but the upgraded versions require an operating table with an adjacent and synced operating computer. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The target is healed by this surgery, without any [[Guide_to_chemistry|chemicals]] being involved. Useful for healing dead bodies for [[#Revival|revival]]. This works on patients with clothes on, but it&#039;s only 55% as effective. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make a careful incision (does not cause damage or bleeding).||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: repair damage to the target (automatically repeats until fully healed).||[[File:Screwdriver_tool.png|Screwdriver]] (65%) [[File:Pen.png|Pen]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Step 2 will heal at least 5 damage each time it&#039;s repeated, with an added bonus the more damaged the patient is. This the bonus healing becomes higher with higher tiers of research, ranging from (patient&#039;s damage / 75) to (patient&#039;s damage / 12.5). The bonus is much lower on dead patients. &lt;br /&gt;
*Without any research the heal is 5 damage plus a bonus from damage. (&amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; versions only). &lt;br /&gt;
*With &#039;&#039;&#039;Improved Wound-Tending Surgery&#039;&#039;&#039; researched and synced, it will heal 5 damage plus a higher bonus from damage (&amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; versions only). &lt;br /&gt;
*With &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039; researched and synced, it will heal 5 damage plus an even higher bonus from damage (&amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; versions only).&lt;br /&gt;
*With &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039; researched and synced, you&#039;ll be able to do the &amp;quot;mixture&amp;quot; version (tend physical wounds), which heals 3 brute and burn plus a bonus from damage, but the step takes much shorter time than the other two versions. &lt;br /&gt;
*With &#039;&#039;&#039;Experimental Surgery&#039;&#039;&#039; researched and synced, &amp;quot;tend physical wounds&amp;quot; will heal 3 brute and burn plus a better bonus from damage. &lt;br /&gt;
*With &#039;&#039;&#039;Alien Surgery&#039;&#039;&#039; researched and synced, &amp;quot;tend physical wounds&amp;quot; will heal 1 brute and burn plus a very high bonus from damage.&lt;br /&gt;
*Failing the hemostat step [[File:Hemostat.png|Hemostat]] will deal some of the damage it would have healed.&lt;br /&gt;
*You can hold a [[File:Health_analyzer.gif|Health Analyzer]] &#039;&#039;&#039;Health Analyzer&#039;&#039;&#039; in your other hand to see your patient&#039;s remaining wounds while treating them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If research was completed in the middle of surgery, you must restart the surgery to get the upgraded version.&lt;br /&gt;
&lt;br /&gt;
= Advanced Surgery =&lt;br /&gt;
These surgeries require the &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039; research node. After it is researched you must sync an operating computer (click &amp;quot;View Surgery Procedures&amp;quot; and then &amp;quot;Sync with research database&amp;quot;) to unlock the procedures. Advanced surgeries can only be performed on an operating table with a connected operating computer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Lobotomy ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Used to cure &#039;&#039;&#039;deep-rooted&#039;&#039;&#039; [[Brain Trauma#Deep-rooted Prefix|brain traumas]]. This can cause a random, &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma, or if lucky, a random &#039;&#039;&#039;special&#039;&#039;&#039; trauma which gives you rare powers. &#039;&#039;&#039;Note that this can cause traumas regardless of the success of stages.&#039;&#039;&#039; Requires the &amp;quot;Advanced Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Lobotomize&#039;&#039;&#039; (85%): perform the lobotomy procedure.||[[File:Knife.png|Kitchen Knife]] (35%) [[File:Shard.png|Shard]] (25%) [[File:Sword.gif|Energy Sword]] (55%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Wing Reconstruction ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;A surgical procedure that reconstructs the damaged wings of moth people. The patient must be dosed with any amount of [[Guide_to_chemistry#Synthflesh|Synthflesh]] for the last step to work. Requires the &amp;quot;Advanced Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; (85%): start wing reconstruction.||[[File:Screwdriver_tool.png|Screwdriver]] (35%) [[File:Pen.png|Pen]] (15%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Experimental Surgery =&lt;br /&gt;
These surgeries require the &#039;&#039;&#039;Experimental Surgery&#039;&#039;&#039; research node. After it is researched you must sync an operating computer (click &amp;quot;View Surgery Procedures&amp;quot; and then &amp;quot;Sync with research database&amp;quot;) to unlock the procedures. Experimental surgeries can only be performed on an operating table with a connected operating computer, or everywhere by [[Cyborg#Medical|medical cyborgs]] with the surgery computer upgrade if they downloaded the surgery procedure.&lt;br /&gt;
Borgs should be able to perform the &#039;Free hand&#039; surgery steps with any tool—if not disabled modules.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Pacification ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The target becomes essentially becomes permanently pax-ed, and can no longer perform direct violent actions.&amp;lt;br&amp;gt; Requires the &amp;quot;Experimental Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Pacify&#039;&#039;&#039;: rewire the target&#039;s brain.||[[File:Screwdriver_tool.png|Screwdriver]] (35%) [[File:Pen.png|Pen]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Vein Threading ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The circulatory system is woven into a mesh, severely reducing the amount of blood lost from wounds. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Muscled_Veins|Muscled Veins]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: thread the veins&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Vein Muscle Membrane ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Adds a muscled membrane to blood vessels, allowing them to pump blood without a heart. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Vein_Muscle_Membrane|Vein Muscle Membrane]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: shape vein muscles&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Nerve Splicing ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Nerves are connected to each other multiple times, greatly reducing stun times (halving them). Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Nerve_Grounding|Nerve Grounding]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: splice nerves&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Nerve Grounding ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Nerves form a safe path for electricity to traverse, making the user nigh immune to all electric shocks. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Nerve_Splicing|Nerve Splicing]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: ground nerves&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Ligament Hook ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Reshapes the connections between torso and limbs, making it so limbs can manually be attached if severed. However this weakens the connection, making limbs easier to detach as well. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Ligament_Reinforcement|Ligament Reinforcement]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: reshape ligaments&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Ligament Reinforcement ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Adds a protective tissue and bone cage around the connections between the torso and limbs, preventing dismemberment. However, the nerve connections as a result are more easily interrupted, making it easier to disable limbs with damage. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Ligament_Hook|Ligament Hook]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: reinforce ligaments&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Cortex Imprint ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Performing this surgery makes the brain more resilient from &#039;&#039;&#039;basic&#039;&#039;&#039; [[Brain Trauma#Mild|brain traumas]] obtained through damage to the brain. You can only choose to either do this &#039;&#039;&#039;OR&#039;&#039;&#039; [[Surgery#Cortex Folding|Cortex Folding]], never both.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: imprint cortex.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Cortex Folding ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Performing this surgery gives a higher chance of getting a &#039;&#039;&#039;Special&#039;&#039;&#039; [[Brain Trauma#Special|brain trauma]] through [[Surgery#Lobotomy|Lobotomy]]. You can only perform either this one &#039;&#039;&#039;OR&#039;&#039;&#039; [[Surgery#Cortex Imprint|Cortex Imprint]], never both.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: fold cortex.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Viral Bonding ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The target is forced into a symbiotic relationship with a virus. It makes the virus stay at stage 1 where it&#039;s usually harmless, but still infective to others.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: The target must already be infected before you can initiate this surgery with the drapes. The target must be dosed with at least 5 units of [[Guide to chemistry#Virus Food|Virus Food]], [[Guide to chemistry#Formaldehyde|Formaldehyde]], and [[Guide to chemistry#Spaceacillin|Spaceacillin]] for the &amp;quot;Viral Bond&amp;quot; step to work. This surgery will not hide the virus icon from medical huds. &lt;br /&gt;
&amp;lt;br&amp;gt;Requires the &amp;quot;Experimental Surgery&amp;quot; technology.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Viral Bond&#039;&#039;&#039;: force a symbiotic relationship.||[[File:Welder.png|Welder]] (50%) [[File:Lighter.png|Lighter]] (35%) [[File:Match.png|Match]] (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Alien Surgery =&lt;br /&gt;
These surgeries require the &#039;&#039;&#039;Alien Surgery&#039;&#039;&#039; research node, which requires the &#039;&#039;&#039;Alien Technology&#039;&#039;&#039; node, which can only be revealed from deconstructing certain [[abductor]] items. After it is researched you must sync an operating computer (click &amp;quot;View Surgery Procedures&amp;quot; and then &amp;quot;Sync with research database&amp;quot;) to unlock the procedures. Alien surgeries can only be performed on an operating table with a connected operating computer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Brainwashing ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The target of this surgery, when successful, is bound to a primary goal you assign to him/her. He/she must follow these objectives, regardless of allegiance. This can be cured through brain surgery or with a mindshield implant. Requires either the brainwashing disk, acquired through the [[Syndicate Items#Brainwashing_Surgery_Program|Syndicate Uplink]], or researching the &amp;quot;Alien Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] (85%) &#039;&#039;&#039;Brainwash&#039;&#039;&#039;: perform the brainwashing procedure. Failing will cause brain damage.||[[File:Wirecutters.png|Wirecutters]] (50%) [[File:Package Wrapper.png|Package Wrapper]] (35%) [[File:CableCoils.png|Cable Coil]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Necrotic Revival ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Revives a corpse into an infectious zombie which will probably munch your face off. Useful for forcing a shuttle call. Note: The target must be dosed with at least 5 units of [[Guide to chemistry#Zombie Powder|Zombie Powder]] or [[Guide to chemistry#Rezadone|Rezadone]] for the &amp;quot;Bionecrosize&amp;quot; step to work. Requires the &amp;quot;Alien Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Syringe.png|Syringe]] &#039;&#039;&#039;Bionecrosize&#039;&#039;&#039;: perform the revival procedure.||[[File:Pen.png|Pen]] (50%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Surgery&amp;diff=9162</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Surgery&amp;diff=9162"/>
		<updated>2022-01-26T18:18:18Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Missing icons need to be added}}&lt;br /&gt;
All surgery requires a set of medical tools, typically found in the [[Operating Theatre]], along with an operating table. &lt;br /&gt;
&lt;br /&gt;
= Surgical Tools =&lt;br /&gt;
[[Medical_items#Surgical_Tools|Information about most tools used in surgery can be found here.]]&lt;br /&gt;
[[Guide_to_synthetic_surgery|Synthetics and IPC Surgeries can be found here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show how efficient they are &#039;&#039;&#039;speed wise&#039;&#039;&#039; compared to the basic tools (on TG the percentages used to simply mean &#039;&#039;success rate&#039;&#039; until Oct 2019). For example, if it says &amp;quot;50%&amp;quot; the step takes double the time to complete. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the slowness is capped to 2x the original time the step would have taken. A step that takes 10 seconds would cap at 20 seconds, for example. Every second after that cap will instead add 1 percentage point into the odds of a failure. Failing may cause extra damage or other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So for example:&lt;br /&gt;
* Say a surgery step takes 10 seconds by default, but you use a pen (25%) instead of a hemostat and do it on the floor (50%) instead of a surgery table. &lt;br /&gt;
* Now the surgery is slowed to 40 seconds, but since it&#039;s capped at 20 seconds it takes 20 seconds. &lt;br /&gt;
* Those 20 extra seconds that were removed when we capped it to 20 seconds is now your chance to fail. &lt;br /&gt;
* Result: The step takes 20 seconds and has a 20% chance to fail.&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 2.1 [[File:LongIslandIcedTea.png|Ethanol]] (Optional) Splash on, spray or apply a patch with [[Guide_to_chemistry#Miner&#039;s Salve|&#039;&#039;&#039;Miner&#039;s Salve&#039;&#039;&#039;]] (+10%), [[Guide_to_chemistry#Sterilizine|&#039;&#039;&#039;Sterilizine&#039;&#039;&#039;]] (+20%), [[Guide_to_food_and_drinks#Drinks|&#039;&#039;&#039;alcoholic drinks&#039;&#039;&#039;]] (up to +46%), or [[Beekeeping#The_fruits_of_our_labour|&#039;&#039;&#039;Honey&#039;&#039;&#039;]] (+60%) for faster surgery speed. &lt;br /&gt;
&lt;br /&gt;
*The stronger the alcohol, the more effective! The formula is: 0.1*(booze power/65). For example: Ethanol gives +10% surgery speed, Manly Dorf +15%, Bacchus&#039; Blessing +46%.&lt;br /&gt;
&lt;br /&gt;
Step 2.2: [[File:N2Otank.png|Sleeping Agent]] (Optional) Use a &#039;&#039;&#039;tank of anesthetic&#039;&#039;&#039; and a &#039;&#039;&#039;breath mask&#039;&#039;&#039; to make your patient sleep. This has no surgical benefits however. &lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Do the surgery&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a cautery in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Procedures requiring no research or computer =&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, cyber implants and alien embryos.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3 (Head/Chest only): [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%) [[File:Fork.png|Fork]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal human, and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Brain [[File:Brain.png|Brain]][[File:Alien_brain.png|Alien brain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[Guide_to_medicine#Revival_methods|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[Guide_to_medicine#Revival_methods|revived]]. &lt;br /&gt;
&lt;br /&gt;
[[Changeling]]s&#039; brains are vestigial, and they can survive without them. Beheading a changeling will not prevent one from reviving.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heart [[File:Heart.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new, beating, heart is inserted, or death. This can be delayed with [[epinephrine]], if you need more time.&lt;br /&gt;
&lt;br /&gt;
On their own, hearts only beat for a short time when removed from a living body. To get a heart beating again, click on it while it&#039;s in your hand.&lt;br /&gt;
&lt;br /&gt;
Heart attacks can also be induced by [[Initropidril]], and a heart attack may continue if you insert a still heart in a patient. In either case, to restore the heart to normal functionality, the patient needs to either be defibrillated or receive an electric shock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eyes [[File:Eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ears[[File:Ears.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Liver [[File:Liver_organ.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. Some starting jobs give you a liver with special benefits. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Lungs [[File:Lungs.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals. Some [[Guide_to_races|species]] have mutant lungs that don&#039;t need air: transplanting them onto an breathing race will transfer this property.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stomach [[File:Stomach_organ.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Tongue [[File:Tongue.png]] [[File:Ltongue.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appendix [[File:Appendix.png|Appendix]][[File:Appendix_inflamed.png|Inflamed appendix]] ====&lt;br /&gt;
&lt;br /&gt;
Removing it cures appendicitis and prevents it in the future, too.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_crotch.gif]] &#039;&#039;&#039;Target: Groin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Other organs that require Organ Manipulation ===&lt;br /&gt;
There are also non-natural organs which can be added to give bonuses or to harm the patient in a few cases.&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Implants [[File:Chest_implant.png]][[File:Brain_implant.png]][[File:Eye_implant.png]][[File:Toolset_arm_implant.png]] ====&lt;br /&gt;
&lt;br /&gt;
These offer benefits to the patient at the cost of being very vulnerable to EMPs, with malfunctions ranging from eye-flashing to heart attacks. Cybernetic implants always require the [[#Organ_Manipulation|Organ Manipulation]] type surgery, even for arms. Cybernetic implants can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_head.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Head/Eyes/Arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Xenomorph Embryo [[File:Facehugger.png|Facehugger]][[File:Larva.png|Larva]] ====&lt;br /&gt;
&lt;br /&gt;
An alien larva growing inside the patient. If not removed quickly enough, it will gib the patient and try to escape, growing into a dangerous [[Xenomorph]].&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Romerol Tumor ====&lt;br /&gt;
&lt;br /&gt;
A latent infection in the patient&#039;s head, caused by [[Syndicate Items#Romerol|Romerol]]. If the patient dies while affected by Romerol, he will eventually rise as an aggressive [[Guide to races#Romerol Zombie|Zombie]]. This will repeat as long as the infection lasts; removing it surgically, cutting the head off, or gibbing the corpse will prevent resurrection.&lt;br /&gt;
&lt;br /&gt;
Romerol is infective, and anyone hit by a zombie while unprotected will also acquire a Romerol Tumor.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Prosthesis Organ Manipulation ==&lt;br /&gt;
&lt;br /&gt;
[[#Augmentation|Augmented]] limbs have special surgery steps for [[#Organ_Manipulation|Organ Manipulation]] that are completed with mechanical tools. &#039;&#039;&#039;Unlike all other procedures, this can be performed on yourself with self-surgery&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, groin, arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): unwrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: manipulate organs/remove implant.||[[File:Crowbar.png|Crowbar]] (65%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): wrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: screw the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Organ Manipulation == &lt;br /&gt;
&lt;br /&gt;
Used to remove or add organs from [[Xenos]]. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: Insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lobectomy ==&lt;br /&gt;
This surgery is an extended organ manipulation, cutting open the chest cavity and removing a disfunctional lobe within the [[Guide_to_medicine#Organ_damage|lungs]]. This restores health to the [[Guide_to_medicine#Organ_damage|lungs]], and makes them operable, if they weren&#039;t before. Be warned, however, that this surgery can only be done once per set of lungs. Can only be performed if the patient&#039;s lungs are above 60 damage, which is a tad past severe damage thresholds. Do NOT confuse this surgery with lobotomy!&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: excise the damage lung node. (95%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|- &lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Coronary Bypass ==&lt;br /&gt;
This surgery is an extended organ manipulation, cutting open the chest cavity and grafting a bypass onto the patient&#039;s [[Guide_to_medicine#Organ_damage|heart]]. This restores health to the heart, and makes it operable, if it was not before. Be warned, however, that this surgery can only be done once per heart, and that incising the heart and attaching the graft are not guaranteed successes. Keep bandages on hand in the event of failing the step, which will result in massive amounts of bleeding. Can only be performed if the heart has more than 60 damage (tad past severe damage threshold).&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: incise the heart. (90%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|-&lt;br /&gt;
|Step 6  [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: attach heart graft. (90%)||[[File:Wirecutters.png|Wirecutters]] (35%) [[File:Package_Wrapper.png|Package Wrap]] (15%) [[File:CableCoils.png|Cable]] (5%)&lt;br /&gt;
|- &lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hepatectomy ==&lt;br /&gt;
Removes damaged parts of the liver so that the liver may regenerate properly. A [[Guide_to_medicine#Organ_table|liver]] healing surgery, similar to Coronary Bypass and Lobectomy. This liver surgery only shows up as an option when liver damage is above 50 and the liver itself is not failing.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: incise. (90%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: remove damaged liver section. (95%)||[[File:Sword.gif|Energy Sword]] (65%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (35%)  &lt;br /&gt;
|- &lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Failing the last scalpel step will deal damage to the liver.&lt;br /&gt;
&lt;br /&gt;
== Gastrectomy ==&lt;br /&gt;
Removes a piece of your duodenum, attaching your stomach back to your lower intestines. A [[Guide_to_medicine#Organ_table|stomach]] healing surgery, similar to Coronary Bypass, Lobectomy and Hepatectomy. This surgery will appear only if your stomach has at least 50 damage, and will help you be able to digest food again without disgust.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3  [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: incise. (90%)||[[File:Sword.gif|Energy Sword]] (45%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (25%)  &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: remove lower duodenum. (95%)||[[File:Sword.gif|Energy Sword]] (65%) [[File:Knife.png|Kitchen Knife]] (45%) [[File:Shard.png|Shard]] (35%)  &lt;br /&gt;
|- &lt;br /&gt;
|Step 7: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: cauterize lower stomach.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|- &lt;br /&gt;
|Step 8: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
Failing the second scalpel step will damage the stomach further.&lt;br /&gt;
&lt;br /&gt;
== Amputation ==&lt;br /&gt;
&lt;br /&gt;
Sever a limb from the torso. Tails are handled under [[#Organ_Manipulation|Organ Manipulation]] (groin).&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039; or [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: sever the limb.||[[File:Chainsaw.gif|Chainsaw]] (80%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Hatchet.png|Hatchet]] (40%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (80%) Shears (300%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prosthetic Replacement ==&lt;br /&gt;
&lt;br /&gt;
Replace a severed limb with either a normal or a robotic limb.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, legs or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Acquire&#039;&#039;&#039; the required limb.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 4: &#039;&#039;&#039;Limb/Cyborg limb&#039;&#039;&#039;: replace the limb.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 4(Alternative): &#039;&#039;&#039;Chainsaw/Synthetic Arm Blade&#039;&#039;&#039;: replace the limb with the chosen weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Augmentation ==&lt;br /&gt;
&lt;br /&gt;
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.&amp;lt;br&amp;gt; Robot limbs are tougher. They need welding to &amp;quot;heal&amp;quot; brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg_head.png|right|thumb|Cyborg head]][[File:Cyborg_torso.png|right|thumb|Cyborg torso]][[File:Cyborg_left_arm.png|right|thumb|Cyborg arm]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We can rebuild him. We have the technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Create&#039;&#039;&#039; the &#039;&#039;&#039;cyborg limb(s)&#039;&#039;&#039; using an &#039;&#039;&#039;Exosuit Fabricator&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 4: &#039;&#039;&#039;Cyborg limb&#039;&#039;&#039;: augment the limb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
&lt;br /&gt;
Implant/Remove an object in the chest. Tiny and small items can be implanted. Implanting a flashlight allows the patient to toggle it on or off. Implanting grenades is also often done. You can only have one cavity implant at a time. &lt;br /&gt;
[[File:Flashlight.png|right|thumb|Flashlight is commonly implanted]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] Place an item in the cavity or use your &#039;&#039;&#039;hands&#039;&#039;&#039; to check for items in the cavity. Repeatable. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Implant Removal ==&lt;br /&gt;
&lt;br /&gt;
Extracts mindshield, tracking, chemical, traitor, explosive implants and such. If you don&#039;t have an empty implant case in your other hand, the implant will be ruined on extraction!&lt;br /&gt;
&lt;br /&gt;
[[File:Implant_Case.png|right|thumb|Removes this]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; and &#039;&#039;&#039;Empty Implant Case&#039;&#039;&#039;: extract the implant.||[[File:Crowbar.png|Crowbar]] (65%) [[File:Fork.png|Fork]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dental Implant ==&lt;br /&gt;
&lt;br /&gt;
This allows you to insert pills/patches into a tooth cavity, allowing you to pop it any time to ingest it. This works for both stimulants and suicide pills.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Drill.png|Surgical Drill]] &#039;&#039;&#039;Surgical Drill&#039;&#039;&#039;: Drill a hole in a tooth.||[[File:Mining_Drill.png|Mining Drill]] (60%) [[File:Exosuit_drill.png|Exosuit Drill]] (60%) [[File:Screwdriver_tool.png|Screwdriver]] (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Pill18.png|Pill]] &#039;&#039;&#039;Pill/Patch&#039;&#039;&#039;: Insert a pill/patch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brain Surgery ==&lt;br /&gt;
&lt;br /&gt;
This procedure cures all &#039;&#039;&#039;severe&#039;&#039;&#039; and &#039;&#039;&#039;basic&#039;&#039;&#039; [[Guide to Traumas|traumas]] and reduces brain damage by a large amount. Failing step 5, however, causes hefty brain damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%) &lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: perform brain surgery. Repeatable. (85%)||[[File:Screwdriver_tool.png|Screwdriver]] (35%) [[File:Pen.png|Pen]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eye Surgery ==&lt;br /&gt;
&lt;br /&gt;
This fixes all damage done to eyes (fixing blindness), except genetic. Failing step 4 will cause 70 brain damage to the patient.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%)[[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: fix the patient&#039;s eyes.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Pen.png|Pen]] (25%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: mend the incision.||[[File:Laser_gun.png|Laser]] (90%)[[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plastic Surgery ==&lt;br /&gt;
&lt;br /&gt;
If the patient&#039;s face is damaged and unrecognizable it restores it, otherwise it change the face and identity of the patient.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: alter the patient&#039;s appearance.||[[File:Knife.png|Kitchen Knife]] (50%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lipoplasty ==&lt;br /&gt;
&lt;br /&gt;
Removes excess fat from the patient. Can only be selected if the patient is fat. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-hunger.gif|right|thumb]][[File:Meat.png|right|thumb|You get this]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut up the fat.||[[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: remove the fat.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revival ==&lt;br /&gt;
&lt;br /&gt;
The target is resurrected by this surgery. It works on any non-husked corpse with a head, &#039;&#039;&#039;even if it doesn&#039;t have a heart&#039;&#039;&#039;. If the body has sustained too much damage, it&#039;ll die immediately after the revival. You can circumvent this by applying [[Guide_to_chemistry#Synthflesh|synthflesh]] or performing [[#Tend_Wounds|Tend Wounds]] beforehand. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Defib.png|Defibrillator Paddles]] &#039;&#039;&#039;Revive&#039;&#039;&#039;: revive the target (repeatable).||[[File:StunBaton.gif|Stun Baton]] (75%) [[File:Hybrid_taser.gif|Taser Shot]] (60%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slime Core Removal ==&lt;br /&gt;
&lt;br /&gt;
Remove core from slime. Step 2 must be repeated for every core if slime has several.&lt;br /&gt;
Mostly obsolete with existence of slime grinder, but still possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Slimegrey.png|right|thumb|A slime]]&lt;br /&gt;
&lt;br /&gt;
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|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: extract core.||[[File:Crowbar.png|Crowbar]] (100%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Filter Blood ==&lt;br /&gt;
&lt;br /&gt;
Removes reagents from the patient&#039;s bloodstream. Doesn&#039;t work if the patient is a husk. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Blood_filter.png|Blood_Filter]] &#039;&#039;&#039;Blood filter&#039;&#039;&#039;: Filter blood (95%). Repeatable. &lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stomach Pump ==&lt;br /&gt;
&lt;br /&gt;
Induces vomiting in a patient, which removes a large portion of ingested reagents from the [[Guide_to_medicine#Organ_table|stomach]]. Requirements:&lt;br /&gt;
* Patient must not be a husk. &lt;br /&gt;
* Patient must have reagents in the stomach from eating food. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_torso.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 5: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hand&#039;&#039;&#039;: pump stomach. Repeatable. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair Bone Fracture==&lt;br /&gt;
Repairs [[Guide_to_Wounds#Severe:_Hairline_Fracture|hairline fractures]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Bonesetter.png|Bonesetter]][[File:Bone_gel.png|Bone gel]][[File:Surgical_tape.png|Surgical tape]] &#039;&#039;&#039;Bonesetter/bone gel/surgical tape&#039;&#039;&#039;: repair hairline fracture.||[[File:Sticky_tape.png|Sticky Tape]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Repair Compound Fracture==&lt;br /&gt;
Repairs the most critical type of bone fracture, [[Guide_to_Wounds#Critical:_Compound_Fracture|compound fractures]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Bonesetter.png|Bonesetter]] &#039;&#039;&#039;Bonesetter&#039;&#039;&#039;: reset bone.||[[File:Surgical_tape.png|Surgical tape]] (60%) [[File:Super_sticky_tape.png|Super sticky tape]] (40%) [[File:Sticky_tape.png|Sticky Tape]] (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Bone_gel.png|Bone gel]][[File:Surgical_tape.png|Surgical tape]] &#039;&#039;&#039;Bone gel/surgical tape&#039;&#039;&#039;: repair compound fracture.||[[File:Super_sticky_tape.png|Super sticky tape]] (50%) [[File:Sticky_tape.png|Sticky Tape]] (30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Debride Infected Flesh==&lt;br /&gt;
Repairs [[Guide_to_Wounds#Burn_Wounds|burn wounds]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: excise infection. ||[[File:Scalpel.png|Scalpel]] (85%) [[File:Saw.png|Circular Saw]] (60%) [[File:Wirecutters.png|Wirecutters]] (40%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Gauze.png|Medical gauze]][[File:Surgical_tape.png|Surgical tape]] &#039;&#039;&#039;Medical gauze/surgical tape&#039;&#039;&#039;: bandage burns. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair Puncture==&lt;br /&gt;
Repairs [[Guide_to_Wounds#Pierce_Wounds|pierce wounds]]. Repeat step 2 and 3 (cycle between them) until healed. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs, or arms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: realign blood vessels. ||[[File:Scalpel.png|Scalpel]] (85%) [[File:Wirecutters.png|Wirecutters]] (40%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: weld veins. ||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Other]] (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Upgradable Surgery=&lt;br /&gt;
These surgeries are available roundstart but can be upgraded to better or different versions by researching certain nodes and then syncing a connected operating computer. &lt;br /&gt;
&lt;br /&gt;
==Tend Wounds==&lt;br /&gt;
The tend wounds surgeries all share the same steps. They can be upgraded by researching certain nodes, and then syncing the operating computer with research database. There are &amp;quot;bruises&amp;quot;, &amp;quot;burn&amp;quot; and &amp;quot;Mixture&amp;quot; versions. By default only &amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; are available. The basic versions of this surgery can be performed anywhere, but the upgraded versions require an operating table with an adjacent and synced operating computer. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The target is healed by this surgery, without any [[Guide_to_chemistry|chemicals]] being involved. Useful for healing dead bodies for [[#Revival|revival]]. This works on patients with clothes on, but it&#039;s only 55% as effective. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make a careful incision (does not cause damage or bleeding).||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: repair damage to the target (automatically repeats until fully healed).||[[File:Screwdriver_tool.png|Screwdriver]] (65%) [[File:Pen.png|Pen]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Step 2 will heal at least 5 damage each time it&#039;s repeated, with an added bonus the more damaged the patient is. This the bonus healing becomes higher with higher tiers of research, ranging from (patient&#039;s damage / 75) to (patient&#039;s damage / 12.5). The bonus is much lower on dead patients. &lt;br /&gt;
*Without any research the heal is 5 damage plus a bonus from damage. (&amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; versions only). &lt;br /&gt;
*With &#039;&#039;&#039;Improved Wound-Tending Surgery&#039;&#039;&#039; researched and synced, it will heal 5 damage plus a higher bonus from damage (&amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; versions only). &lt;br /&gt;
*With &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039; researched and synced, it will heal 5 damage plus an even higher bonus from damage (&amp;quot;bruises&amp;quot; and &amp;quot;burn&amp;quot; versions only).&lt;br /&gt;
*With &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039; researched and synced, you&#039;ll be able to do the &amp;quot;mixture&amp;quot; version (tend physical wounds), which heals 3 brute and burn plus a bonus from damage, but the step takes much shorter time than the other two versions. &lt;br /&gt;
*With &#039;&#039;&#039;Experimental Surgery&#039;&#039;&#039; researched and synced, &amp;quot;tend physical wounds&amp;quot; will heal 3 brute and burn plus a better bonus from damage. &lt;br /&gt;
*With &#039;&#039;&#039;Alien Surgery&#039;&#039;&#039; researched and synced, &amp;quot;tend physical wounds&amp;quot; will heal 1 brute and burn plus a very high bonus from damage.&lt;br /&gt;
*Failing the hemostat step [[File:Hemostat.png|Hemostat]] will deal some of the damage it would have healed.&lt;br /&gt;
*You can hold a [[File:Health_analyzer.gif|Health Analyzer]] &#039;&#039;&#039;Health Analyzer&#039;&#039;&#039; in your other hand to see your patient&#039;s remaining wounds while treating them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If research was completed in the middle of surgery, you must restart the surgery to get the upgraded version.&lt;br /&gt;
&lt;br /&gt;
= Advanced Surgery =&lt;br /&gt;
These surgeries require the &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039; research node. After it is researched you must sync an operating computer (click &amp;quot;View Surgery Procedures&amp;quot; and then &amp;quot;Sync with research database&amp;quot;) to unlock the procedures. Advanced surgeries can only be performed on an operating table with a connected operating computer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Lobotomy ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Used to cure &#039;&#039;&#039;deep-rooted&#039;&#039;&#039; [[Brain Trauma#Deep-rooted Prefix|brain traumas]]. This can cause a random, &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma, or if lucky, a random &#039;&#039;&#039;special&#039;&#039;&#039; trauma which gives you rare powers. &#039;&#039;&#039;Note that this can cause traumas regardless of the success of stages.&#039;&#039;&#039; Requires the &amp;quot;Advanced Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Lobotomize&#039;&#039;&#039; (85%): perform the lobotomy procedure.||[[File:Knife.png|Kitchen Knife]] (35%) [[File:Shard.png|Shard]] (25%) [[File:Sword.gif|Energy Sword]] (55%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Wing Reconstruction ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;A surgical procedure that reconstructs the damaged wings of moth people. The patient must be dosed with any amount of [[Guide_to_chemistry#Synthflesh|Synthflesh]] for the last step to work. Requires the &amp;quot;Advanced Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; (85%): start wing reconstruction.||[[File:Screwdriver_tool.png|Screwdriver]] (35%) [[File:Pen.png|Pen]] (15%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Experimental Surgery =&lt;br /&gt;
These surgeries require the &#039;&#039;&#039;Experimental Surgery&#039;&#039;&#039; research node. After it is researched you must sync an operating computer (click &amp;quot;View Surgery Procedures&amp;quot; and then &amp;quot;Sync with research database&amp;quot;) to unlock the procedures. Experimental surgeries can only be performed on an operating table with a connected operating computer, or everywhere by [[Cyborg#Medical|medical cyborgs]] with the surgery computer upgrade if they downloaded the surgery procedure.&lt;br /&gt;
Borgs should be able to perform the &#039;Free hand&#039; surgery steps with any tool—if not disabled modules.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Pacification ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The target becomes essentially becomes permanently pax-ed, and can no longer perform direct violent actions.&amp;lt;br&amp;gt; Requires the &amp;quot;Experimental Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Pacify&#039;&#039;&#039;: rewire the target&#039;s brain.||[[File:Screwdriver_tool.png|Screwdriver]] (35%) [[File:Pen.png|Pen]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Vein Threading ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The circulatory system is woven into a mesh, severely reducing the amount of blood lost from wounds. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Muscled_Veins|Muscled Veins]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: thread the veins&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Vein Muscle Membrane ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Adds a muscled membrane to blood vessels, allowing them to pump blood without a heart. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Vein_Muscle_Membrane|Vein Muscle Membrane]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: shape vein muscles&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Nerve Splicing ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Nerves are connected to each other multiple times, greatly reducing stun times (halving them). Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Nerve_Grounding|Nerve Grounding]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: splice nerves&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Nerve Grounding ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Nerves form a safe path for electricity to traverse, making the user nigh immune to all electric shocks. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Nerve_Splicing|Nerve Splicing]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: ground nerves&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Ligament Hook ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Reshapes the connections between torso and limbs, making it so limbs can manually be attached if severed. However this weakens the connection, making limbs easier to detach as well. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Ligament_Reinforcement|Ligament Reinforcement]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: reshape ligaments&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Ligament Reinforcement ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Adds a protective tissue and bone cage around the connections between the torso and limbs, preventing dismemberment. However, the nerve connections as a result are more easily interrupted, making it easier to disable limbs with damage. Requires the &amp;quot;Experimental Surgery&amp;quot; technology. Mutually exclusive with [[#Ligament_Hook|Ligament Hook]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: reinforce ligaments&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Cortex Imprint ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Performing this surgery makes the brain more resilient from &#039;&#039;&#039;basic&#039;&#039;&#039; [[Brain Trauma#Mild|brain traumas]] obtained through damage to the brain. You can only choose to either do this &#039;&#039;&#039;OR&#039;&#039;&#039; [[Surgery#Cortex Folding|Cortex Folding]], never both.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: imprint cortex.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Cortex Folding ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Performing this surgery gives a higher chance of getting a &#039;&#039;&#039;Special&#039;&#039;&#039; [[Brain Trauma#Special|brain trauma]] through [[Surgery#Lobotomy|Lobotomy]]. You can only perform either this one &#039;&#039;&#039;OR&#039;&#039;&#039; [[Surgery#Cortex Imprint|Cortex Imprint]], never both.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: fold cortex.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Viral Bonding ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The target is forced into a symbiotic relationship with a virus. It makes the virus stay at stage 1 where it&#039;s usually harmless, but still infective to others.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note: The target must already be infected before you can initiate this surgery with the drapes. The target must be dosed with at least 5 units of [[Guide to chemistry#Virus Food|Virus Food]], [[Guide to chemistry#Formaldehyde|Formaldehyde]], and [[Guide to chemistry#Spaceacillin|Spaceacillin]] for the &amp;quot;Viral Bond&amp;quot; step to work. This surgery will not hide the virus icon from medical huds. &lt;br /&gt;
&amp;lt;br&amp;gt;Requires the &amp;quot;Experimental Surgery&amp;quot; technology.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|class=pixelart]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Viral Bond&#039;&#039;&#039;: force a symbiotic relationship.||[[File:Welder.png|Welder]] (50%) [[File:Lighter.png|Lighter]] (35%) [[File:Match.png|Match]] (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Alien Surgery =&lt;br /&gt;
These surgeries require the &#039;&#039;&#039;Alien Surgery&#039;&#039;&#039; research node, which requires the &#039;&#039;&#039;Alien Technology&#039;&#039;&#039; node, which can only be revealed from deconstructing certain [[abductor]] items. After it is researched you must sync an operating computer (click &amp;quot;View Surgery Procedures&amp;quot; and then &amp;quot;Sync with research database&amp;quot;) to unlock the procedures. Alien surgeries can only be performed on an operating table with a connected operating computer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Brainwashing ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;The target of this surgery, when successful, is bound to a primary goal you assign to him/her. He/she must follow these objectives, regardless of allegiance. This can be cured through brain surgery or with a mindshield implant. Requires either the brainwashing disk, acquired through the [[Syndicate Items#Brainwashing_Surgery_Program|Syndicate Uplink]], or researching the &amp;quot;Alien Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] (85%) &#039;&#039;&#039;Brainwash&#039;&#039;&#039;: perform the brainwashing procedure. Failing will cause brain damage.||[[File:Wirecutters.png|Wirecutters]] (50%) [[File:Package Wrapper.png|Package Wrapper]] (35%) [[File:CableCoils.png|Cable Coil]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
== Necrotic Revival ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:0.9em;&amp;quot;&amp;gt;Revives a corpse into an infectious zombie which will probably munch your face off. Useful for forcing a shuttle call. Note: The target must be dosed with at least 5 units of [[Guide to chemistry#Zombie Powder|Zombie Powder]] or [[Guide to chemistry#Rezadone|Rezadone]] for the &amp;quot;Bionecrosize&amp;quot; step to work. Requires the &amp;quot;Alien Surgery&amp;quot; technology.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hud_target_head.gif|class=pixelart]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%) Any other sharp item (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4:[[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Syringe.png|Syringe]] &#039;&#039;&#039;Bionecrosize&#039;&#039;&#039;: perform the revival procedure.||[[File:Pen.png|Pen]] (50%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Cautery.png|Cautery]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;: seal the wound.||[[File:Laser_gun.png|Laser]] (90%) [[File:Welder.png|Welder]] (70%) [[File:Lighter.png|Lighter]] (45%) [[File:Match.png|Match]] (20%)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9161</id>
		<title>Guide to synthetic surgery</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_synthetic_surgery&amp;diff=9161"/>
		<updated>2022-01-26T18:16:12Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All surgery requires a set of tools, printable in an autolathe or engineering/science protolathe, along with an operating table.&lt;br /&gt;
[[File:Synth_Liz.png|200px|thumb|Synthetic Lizard]]&lt;br /&gt;
==Surgery Speed and Failure==&lt;br /&gt;
For every tool, there are &#039;&#039;ghetto analogues&#039;&#039;. The percentages listed next to them show &#039;&#039;success rate&#039;&#039;. For example, if it says &amp;quot;50%&amp;quot; the step has a 50% chance to succeed or fail. These percentages stack with the percentage point bonus or malus from using different tables or chemicals (see [[#Beginning of any Operation|Beginning of any Operation]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Beginning of any Operation =&lt;br /&gt;
Step 1: Undress the part of the patient that needs surgery. You can do this by dragging them onto yourself, and then clicking the clothes you want to remove from them in the pop-up. &lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The uniform the patient is wearing usually covers both legs, arms, groin and torso. Helmets, eyewear and masks always obscure the eyes, make sure to remove them if working on the eyes.&lt;br /&gt;
&lt;br /&gt;
Step 2: [[File:OpTable.gif|Operating Table]] Place the patient onto the &#039;&#039;&#039;operating table&#039;&#039;&#039;. Do this doing a {{Grab}} on the patient. Then left click the operating table to place the patient on it. You can also {{Rightclick}} shove a person onto the table and tell them to rest, though they might not appreciate this. &lt;br /&gt;
* If there is no operating table, you can use: &#039;&#039;&#039;[[Machines#Lifeform_Stasis_Unit|Stasis bed]]&#039;&#039;&#039; (-10%), &#039;&#039;&#039;any table&#039;&#039;&#039; (-20%), &#039;&#039;&#039;any bed&#039;&#039;&#039; (-30%), ask them to lie &#039;&#039;&#039;on the floor&#039;&#039;&#039; (-50%). The [[#Surgery Speed and Failure|speed]] of completing every step will be reduced.&lt;br /&gt;
&lt;br /&gt;
Step 3: [[File:Drapes.png|Drapes]] [[File:Bedsheet.png|Bedsheet]] Place &#039;&#039;&#039;drapes&#039;&#039;&#039; or &#039;&#039;&#039;bedsheet&#039;&#039;&#039; over the part of body you are operating.&lt;br /&gt;
* If you done step 1 wrong, it will tell you that you must remove clothing first. If you continue without fixing, you will stab your patient instead of doing surgery.&lt;br /&gt;
&lt;br /&gt;
Step 4: Turn off {{Combat_Mode}}. Pro tip: {{Rightclick}} will make you fail every surgery step on purpose.&lt;br /&gt;
&lt;br /&gt;
Step 5: [[File:Hud-target.gif|Target]] &#039;&#039;&#039;Aim&#039;&#039;&#039; at the appropriate body part (important!).&lt;br /&gt;
&lt;br /&gt;
Step 6: {{LeftclickCmodeoff}} [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Do the repair&#039;&#039;&#039; (see the steps below!). Afterwards congratulate the patient and kick them out. Failed steps will autorepeat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To abort a surgery, hold a screwdriver in one hand and drapes in the other, and use the drapes on the patient.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organ Manipulation  ==&lt;br /&gt;
This surgery covers operations to remove/insert organs (brain, heart, appendix), &#039;&#039;&#039;lizard/cat tails&#039;&#039;&#039;, and cyber implants.&amp;lt;br&amp;gt;The body part to target depends on which procedure you want to do.&amp;lt;br&amp;gt;See below for details about each procedure.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Remove&#039;&#039;&#039;: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove something.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5 &#039;&#039;&#039;Insert&#039;&#039;&#039;: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: insert something. &lt;br /&gt;
|-&lt;br /&gt;
|Step 6 (Head/Chest only): [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ordinary organs that require Organ Manipulation ===&lt;br /&gt;
&lt;br /&gt;
These organs are present in every normal synthetic and can be removed or transferred through the [[#Organ_Manipulation|Organ Manipulation]] surgery type.&lt;br /&gt;
&lt;br /&gt;
==== Posibrain [[File:Posibrain.gif|Posibrain]] ====&lt;br /&gt;
&lt;br /&gt;
The source of consciousness, and where the player actually resides. Removing the brain from a body will make it [[#Full_chassis_restoration|unrevivable]] through normal means. The brain can also be inserted into an [[MMI]] to allow it to speak, and to prepare it to be inserted into a [[Cyborg]] or an [[AI]]. Or it can be transferred into another body, which can then be [[#Full_chassis_restoration|revived]].&lt;br /&gt;
&lt;br /&gt;
The brain of a synthetic patient resides in their chest, meaning they can theoretically be decapitated and remain functional, albeit deaf, blind, and mute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif|Target: Chest]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hydraulic Pump Engine (Heart) [[File:heart_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for basic survival, removing it will cause a heart attack, dealing huge amounts of oxygen damage until a new heart is inserted, or death.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Eyes (Eyes) [[File:robotic_eyes.png]] ====&lt;br /&gt;
&lt;br /&gt;
They&#039;re required for sight. Removing them will, obviously, turn the patient blind. Some races&#039; eyes can see in the dark.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Auditory Sensors(Ears) [[File:ears_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for hearing. Removing them will make the patient deaf. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reagent Processing Unit [[File:Liver_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for processing [[Guide_to_chemistry|reagents]]. Removing the liver will cause the patient to take heavy toxin damage. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat Sink (Lungs) [[File:Lungs_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== IPC Micro Cell (Stomach) [[File:Stomach_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Required for eating and drinking. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Robotic Voicebox (Tongue) [[File:Tongue_ipc.png]] ====&lt;br /&gt;
&lt;br /&gt;
Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards&#039; or flypeoples&#039; will give the patient the race&#039;s speech quirks. [[Abductor]]s&#039; tongues carry over their telepathy, but they prevent normal speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_mouth.gif]] &#039;&#039;&#039;Target: Mouth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cybernetic Organs [[File:Cybernetic_heart.gif]] [[File:Cybernetic_liver.png]] [[File:Cybernetic_lungs.png]] [[File:Robotic_eyes.png]] ==== &lt;br /&gt;
&lt;br /&gt;
Cybernetic organs replace organs entirely. You need to remove the corresponding organ first to make room for the cybernetic organ. They are vulnerable to EMPs. Cybernetic organs can be printed by [[Robotics]] or the [[medbay]] techfab after research. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]][[File:Hud_target_eyes.gif]] &#039;&#039;&#039;Target: Chest/Eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Reset Posibrain Logic [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
A surgical procedure that restores the default behavior logic and personality matrix of an IPC posibrain.&lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_head.gif]] &#039;&#039;&#039;Target: Head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: fix posibrain.&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Posibrain Reboot (Revival) [[File:posibrain.gif|Posibrain]] ==&lt;br /&gt;
&lt;br /&gt;
An operation that will heal all brute and burn on a synthetic. &lt;br /&gt;
&lt;br /&gt;
[[File:Hud_target_chest.gif]] &#039;&#039;&#039;Target: Chest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:CableCoils.png|Cable coil]] &#039;&#039;&#039;Cable coil (x5)&#039;&#039;&#039;: replace wires.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Metal.png|Metal sheets]] &#039;&#039;&#039;Metal sheets (x15)&#039;&#039;&#039;: add plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Welder.png|Welding tool]] &#039;&#039;&#039;Welding tool&#039;&#039;&#039;: weld plating&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: [[File:Wrench.png|Wrench]]  &#039;&#039;&#039;Wrench&#039;&#039;&#039;: Finalize Posibrain restoration.||[[File:Multitool.png|Multitool]] (100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cavity Implant ==&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: implant item.&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: wrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: close the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Robotic amputation ==&lt;br /&gt;
=== Amputation ===&lt;br /&gt;
You can remove the arms, legs, or head of a synthetic through amputation.&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]](75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039;: unwrench bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Crowbar.png|Crowbar]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039;: pry off plating.||[[File:Hemostat.png|Hemostat]](10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Wirecutters.png|Wirecutters]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: cut wires.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Knife]] (50%) Any other sharp item (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Screwdriver_tool.png|Screwdriver]]  &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: sever limb.||[[File:Multitool.png|Multitool]] (100%) [[File:saw.png|saw]] (50%) [[File:Knife.png|Knife]] (40%) [[File:Hatchet.png|Hatchet]] (35%) [[File:armblade.png|Arm blade]] (30%) [[File:chainsaw.gif|Chainsaw]] (30%) [[File:fireaxe.png|Fireaxe]] (30%)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Synth_Liz.png&amp;diff=9160</id>
		<title>File:Synth Liz.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Synth_Liz.png&amp;diff=9160"/>
		<updated>2022-01-26T17:11:05Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Synthetic Lizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Synthetic Lizard&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=9159</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=9159"/>
		<updated>2022-01-26T16:16:27Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|colour = 3F7597&lt;br /&gt;
|hcolour = white&lt;br /&gt;
|bcolour = 3F7597&lt;br /&gt;
|bhcolour = white&lt;br /&gt;
|ebcolour = 3F7597&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #66ccff&lt;br /&gt;
|img_generic = Paramedic_basic2.png&lt;br /&gt;
|img = Paramedic_action.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Maintenance]], [[E.V.A.]], Most department lobbies, Mineral Storage&lt;br /&gt;
|additional = [[Genetics Lab]], [[Operating Theatre|Surgery]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Run around the station looking for patients, respond to emergencies, give patients a roller bed ride to medbay&lt;br /&gt;
|guides = [[Guide to medicine|Guide to Medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = I swear, the next schmuck that gets spaced without suit sensors is staying there.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are essentially a rescue medic. You spend most of your time outside medbay and therefore have reduced access. However you have increased access to the rest of the station.&lt;br /&gt;
&lt;br /&gt;
You spawn with a [[File:Medicalbelt.png]] [[Medical_Belt#Medical_Belt|Medical Belt]] full of stuff, a collapsed [[File:Roller_Bed.png]] Roller Bed and a Proximity Crew Pinpointer in [[Medbay|Medbay Lobby]].&amp;lt;br&amp;gt;&lt;br /&gt;
You will most likely want to get the Handheld Crew Monitor from your belt, a better Crew Pinpointer from one of the NanoMed Plus vending machines, a Health Scanner HUD and a Health Analyzer. After gearing up, go patrol the station looking for patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Find and bring injured crew members to [[Medbay]] so they can be treated by [[Medical_Doctor|the doctors]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Enforce suit sensors, perform first aid, &#039;&#039;&#039;don&#039;t drag bleeding people over the halls&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Be able to do deal with all kinds of damage on the spot, know how to use a defibrillator, be efficient at healing more with less, rescue people from [[Space|faraway places]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medbay.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEVj.png|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Roller_Bed.png]] Medbay to bar, quick!==&lt;br /&gt;
When you are a Paramedic, your job is to rescue people, take them to medbay, and leave them to be treated there. You can also perform first aid, diagnosing injuries and diseases with the help of a [[File:Health_analyzer.gif]] [[health analyzer]], printable from the medical techfab, or even your PDA.&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the times, your Handheld Crew Monitor will tell you enough. At least as long as people have their suit sensors on. Keep the monitor screen on and put it in your pocket or jacket slot, it&#039;s extremely useful. When someone shows up as damaged, find them with your pinpointer and either suggest them to go to medbay or take them there.&amp;lt;br&amp;gt;&lt;br /&gt;
The job is very simple. Find and transport people safely to medbay. But even that can prove challenging under [[Nuclear_Operative|certain]] [[Revolutionary|hostile]] [[Blood_Cult|scenarios]], so be prepared. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a first step towards becoming a good Paramedic, you are recommended to read the [[Guide_to_medicine|Guide to medicine]]. You will learn how to treat many different ailments.&lt;br /&gt;
&lt;br /&gt;
==[[File:Medicallocker.png]] Medical Storage==&lt;br /&gt;
The main reason you&#039;ll come into this room is to grab one of the [[File:MedGlasses.png]] [[Clothes_and_internals#Health_Scanner_HUD|Health Scanners]] on the table. These totally not anime inspired eyewear pieces let you see people&#039;s healthbars over their head. Not only is this useful for finding critical patients quickly in a crowd, but the [[HUD#Medical_HUD_Icons|red cross next to their healthbar]] will change to a sickly face if they&#039;re infected with a virus, or a purple xenomorph if they&#039;re infected with an [[alien]] larva. Chemists, Geneticists and many others will sometimes want these, too.&lt;br /&gt;
&lt;br /&gt;
You might want to also buy a better pinpointer from the NanoMed Plus and a Health Scanner. You can find biosuits for when the [[virologist]] fucks up. There are also spare first-aid kits that are very disputed, so try to be mindful when you take them and perhaps even warn [[Chief_Medical_Officer|your boss]].&lt;br /&gt;
&lt;br /&gt;
==[[File:Health_analyzer_adv.gif]] Advanced Paramedic Work==&lt;br /&gt;
Giving drunk bar patrons roller bed rides not your style? Want to be a hero? Well, you probably won&#039;t, but you certainly can do more.&amp;lt;br&amp;gt;&lt;br /&gt;
Never forget that you have [[Maintenance]] and [[E.V.A.]] for a reason: You are expected to retrieve lost bodies. [[Engineering]] blew up again? Get your spacesuit and bring the boys back home so they can fix their own mess. Space man [[Head_of_Personnel|HoP]] forgot to refill his oxygen tank? Off you go. In some cases, you can even go in your own little lavaland adventure to retrieve a [[Shaft_Miner|miner&#039;s]] corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
With you around, nobody has to stay dead!&lt;br /&gt;
&lt;br /&gt;
===[[File:Medicalbelt.png]] The emergency utility belt===&lt;br /&gt;
Once you get used to [[Guide_to_medicine|standard medical procedures]], you can ask [[Medical_Doctor|the doctors]] for their starting [[File:SMed.png]] medkit. It and one or two chems in your bag should be more than ideal.&amp;lt;br&amp;gt;&lt;br /&gt;
If they are stingy, make do by stuffing a second belt full of things that allow you to get people up and running by yourself.&lt;br /&gt;
* [[File:Suture.png]] Sutures. In all basic medkits and extremely cheap to heal brute damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Regenerative_mesh.png]] Regenerative mesh. In all basic medkits and extremely cheap to heal burn damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Scalpel.png]] Basic [[Surgery|surgery]] tools. While you could technically perform surgery, this is a work better left for [[Medical_Doctor|doctors]]. Have a set of basic tools ([[File:Drapes.png]]Drapes, [[File:Scalpel.png]]Scalpel, [[File:Hemostat.png]]Hemostat and [[File:Cautery.png]]) to treat [[Guide to Wounds|wounds]] like severe burns.&lt;br /&gt;
* [[File:Cleaner.png]] [[Guide_to_chemistry#Hercuri|Hercuri]] Spray. Cools down temperature and treats burns slowly. Expendable and abundant, but basically freezes the patient. Tell them to get coffee after. Spray away the [[Assistant|tide]] when they fail their hacks and ask for help.&lt;br /&gt;
* [[File:Bandaid_brute.png]] [[Guide_to_chemistry|Chem]] patches, syringes, gels and sprays. These allow you to heal damage a lot faster, but the ones found in the NanoMed and in medkits are usually limited. [[Guide_to_chemistry#Libital|Libital]], [[Guide_to_chemistry#Aiuri|Aiuri]] and [[Guide_to_chemistry#Syriniver|Syriniver]] are good examples of cheap useful chems, even though they have side effects.&lt;br /&gt;
* [[File:MediPen.png]] Medipens. Exceptional for healing a lot of damage very quick and efficiently, but scarce. Save for emergencies or leave them there. [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]], [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] and [[Guide_to_chemistry#Pentetic_Acid|Pentetic Acid]] can all be found in their specific medkits.&lt;br /&gt;
&lt;br /&gt;
In the end, it should be looking somewhat like this:&lt;br /&gt;
[[File:Medibelt_action.png]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Defib.png]] Clear!===&lt;br /&gt;
If a patient has died recently, you may be able to use the &#039;&#039;&#039;defibrillator&#039;&#039;&#039; to revive them on the spot. The [[Medical_items#Defibrillator|defibrillator]] can be found in [[Medical_Doctor|Medical Doctor]] lockers (plus a more portable version in the CMO&#039;s locker or medical techfab after some research is done). &lt;br /&gt;
&lt;br /&gt;
To use a normal bulky defibrillator, take off your backpack or satchel, put the defib on your back and click it, get your other hand free and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. If the patient is wearing a thick suit like a space suit or firesuit you need to strip it off as well. STOP DRAGGING the patient, if you are, to prevent yourself from being shocked as well.&lt;br /&gt;
&lt;br /&gt;
In order to successfully resuscitate a patient, several criteria must be met:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. The patient must not have over 180 brute or burn damage; 179 brute and 179 burn is fine, just not 180 of one type. Reduce their damage below 180, and you can try again.&lt;br /&gt;
&lt;br /&gt;
2. The patient must not be a suicide.&lt;br /&gt;
&lt;br /&gt;
3. The patient must not be catatonic.&lt;br /&gt;
&lt;br /&gt;
4. The patient must be in their body (they will get a message when they begin being defibrillated).&lt;br /&gt;
&lt;br /&gt;
5. The patient must have a heart. Plasmamen do &#039;&#039;&#039;not&#039;&#039;&#039; have hearts, for example.&lt;br /&gt;
&lt;br /&gt;
6. If the patient has a heart, it must not have decayed completely. If there&#039;s too much heart decay, you&#039;ll need to replace it or perform a [[Surgery#Coronary_Bypass|coronary bypass]].&lt;br /&gt;
&lt;br /&gt;
If all these factors are met, then the patient will come back to life! However, this doesn&#039;t mean they can just get right back up. Instead, they&#039;ll likely still be deep in critical condition, as a successful revival only removes a bit of each damage type. They must quickly receive medical attention if you want to keep them alive. Make sure to use a health analyzer or your PDA to check how they died; if they have harmful chemicals in their body, they most likely still do (chemicals remain in bodies after death, but do not metabolize).&lt;br /&gt;
&lt;br /&gt;
==[[File:MedGlasses.png]] Paramedic Equipment==&lt;br /&gt;
Medbay has quite the collection of tools and chemicals to make your job easier (or harder). Some deserve the mention, others are situational.&lt;br /&gt;
&lt;br /&gt;
Here is a list of stuff that either Paramedics spawn with, or are available in medbay:&lt;br /&gt;
* [[File:Compactdefib.png]] [[Medical_items#Compact_Defibrillator|Compact Defibrillator]]. The only way to defib on the go. Needs research or a lot of begging to the CMO.&lt;br /&gt;
* Crew Pinpointers. The one that you spawn with only activates close to whoever you&#039;re tracking. You can, however, buy a proper Crew Pinpointer in the Nanomed Plus vending machine with your starting money.&lt;br /&gt;
* [[File:Evahelmet.png]] [[Clothing_and_Accessories#EVA_Helmet|E.V.A. Helmet]] and Suit. These two form, together, a spacesuit. They will only work together or coupled with an analogous spaceproof clothing. &#039;&#039;&#039;Don&#039;t rush E.V.A. and steal everything. Do it only if needed.&#039;&#039;&#039;&lt;br /&gt;
* Handheld Crew Monitors. Arguably the most useful item you can hope to have. Using the information from suit sensors, it will give you all you need to know anywhere. Allows you to chill by the bar without much care.&lt;br /&gt;
* [[File:Health_analyzer.gif]] [[Health Analyzer|Health Analyzers]]. Allow you to check someone&#039;s condition further than the Crew Monitor, showing diseases, traumas and chemicals in their blood (activate the item to toggle Chemical mode). An advanced version can be researched and printed at the medical techfab.&lt;br /&gt;
* [[File:MedGlasses.png]] [[Clothes_and_internals#Health_Scanner_HUD|Health Scanners]]. Immediate visual information for any living mob in your field of view. Not as robust as a proper Health Analyzer, but will help you quickly identify problems on passersby. A night vision upgrade is researchable.&lt;br /&gt;
* [[File:Medicalbelt.png]] [[Medical_Belt#Medical_Belt|Medical Belt]]. Extremely useful, as it can hold most relevant tools and medicine. Can also hold cigarettes and lighters. The one you spawn with has a Handheld Crew Monitor and some less important medicine that you can right click to check their use. Fits in your bag.&lt;br /&gt;
* [[File:Nitrile_gloves.png]] [[Clothing_and_Accessories#Nitrile_Gloves|Nitrile Gloves]]. Keep your fingerprints to yourself. The [[Detective]] will thank you for keeping those on.&lt;br /&gt;
* [[File:Roller_Bed.png]] Roller Beds. Dragging bleeding people will make them bleed even more, as well as making you slower. These are often helpful and sometimes vital. Also fun and collapsible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* The bar has several drinks that help top off damage. Cream for brute, Lime Juice for toxin, Orange Juice for oxygen, Tomato Juice for burn, Blood Mary for blood and more.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* Star-Kist is just cola with orange juice. This means that it will metabolize a bit faster and can be used as a poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* People with MODSuits on cannot be defibbed.&lt;br /&gt;
* If you&#039;re not sure if someone&#039;s damage is too much, you can PDA them to ask if they need medical assistance.&lt;br /&gt;
* Even as a non-antag, try to carry a toolbelt with you to hack when needed and to crowbar open doors. Extra access can also work to this effect.&lt;br /&gt;
* When needed, ask your patients for their epipen. You could also take it while they are down. It&#039;s safer to have yours saved for an emergency.&lt;br /&gt;
* [[Guide_to_chemistry#Miner&#039;s Salve|Miner&#039;s Salve]] can be made with a twinkie, plasma sheet and iron sheet in a grinder.&lt;br /&gt;
* Don&#039;t forget to check the NanoMed for Libital and Aiuri gel. They are very very good.Or just bug the chemist to do their job!&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* A stethoscope can be used to [[Hacking#Safe|break into the safe]]. &lt;br /&gt;
* You can replace the cryoxadone with acid, so instead of healing people cryo will melt them to death.&lt;br /&gt;
* Syringe gun is one of the most lethal weapons on the station. A simple 15 unit lexorin syringe will kill unless the victim receives medical care (or immediately injects themselves with their Epinephrine). Anyone with a thick suit will block syringes though.&lt;br /&gt;
* Carry a body in your roller bed and you won&#039;t get questioned too often. Use maintenance for safety.&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Don&#039;t worry, I&#039;ll take you to a better place==&lt;br /&gt;
You happen to be a traitor? Excellent! You have enough access to dispose of bodies, access to EVA for some space murder action, and maintenance access to boot! Not to mention that you don&#039;t look out of place in any department and people won&#039;t find anything strange about you wandering the halls with a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can do almost anything a doctor could: cryo sabotage, morgue shenanigans, overdoses, etc. But you have the access and freedom to do a lot more as well, like poisoning someone, taking them to the safety of maintenance to finish the job, then you could either drop them off at the morgue or behead them and throw it into sapc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=9158</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Paramedic&amp;diff=9158"/>
		<updated>2022-01-26T16:13:23Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #0066ff&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #66ccff&lt;br /&gt;
|img_generic = Paramedic_basic2.png&lt;br /&gt;
|img = Paramedic_action.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = [[Medbay]], [[Morgue]], [[Maintenance]], [[E.V.A.]], Most department lobbies, Mineral Storage&lt;br /&gt;
|additional = [[Genetics Lab]], [[Operating Theatre|Surgery]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Run around the station looking for patients, respond to emergencies, give patients a roller bed ride to medbay&lt;br /&gt;
|guides = [[Guide to medicine|Guide to Medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to Wounds]]&lt;br /&gt;
|quote = I swear, the next schmuck that gets spaced without suit sensors is staying there.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You are essentially a rescue medic. You spend most of your time outside medbay and therefore have reduced access. However you have increased access to the rest of the station.&lt;br /&gt;
&lt;br /&gt;
You spawn with a [[File:Medicalbelt.png]] [[Medical_Belt#Medical_Belt|Medical Belt]] full of stuff, a collapsed [[File:Roller_Bed.png]] Roller Bed and a Proximity Crew Pinpointer in [[Medbay|Medbay Lobby]].&amp;lt;br&amp;gt;&lt;br /&gt;
You will most likely want to get the Handheld Crew Monitor from your belt, a better Crew Pinpointer from one of the NanoMed Plus vending machines, a Health Scanner HUD and a Health Analyzer. After gearing up, go patrol the station looking for patients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Find and bring injured crew members to [[Medbay]] so they can be treated by [[Medical_Doctor|the doctors]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Enforce suit sensors, perform first aid, &#039;&#039;&#039;don&#039;t drag bleeding people over the halls&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Be able to do deal with all kinds of damage on the spot, know how to use a defibrillator, be efficient at healing more with less, rescue people from [[Space|faraway places]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medbay.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEVj.png|[[Medbay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Roller_Bed.png]] Medbay to bar, quick!==&lt;br /&gt;
When you are a Paramedic, your job is to rescue people, take them to medbay, and leave them to be treated there. You can also perform first aid, diagnosing injuries and diseases with the help of a [[File:Health_analyzer.gif]] [[health analyzer]], printable from the medical techfab, or even your PDA.&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the times, your Handheld Crew Monitor will tell you enough. At least as long as people have their suit sensors on. Keep the monitor screen on and put it in your pocket or jacket slot, it&#039;s extremely useful. When someone shows up as damaged, find them with your pinpointer and either suggest them to go to medbay or take them there.&amp;lt;br&amp;gt;&lt;br /&gt;
The job is very simple. Find and transport people safely to medbay. But even that can prove challenging under [[Nuclear_Operative|certain]] [[Revolutionary|hostile]] [[Blood_Cult|scenarios]], so be prepared. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a first step towards becoming a good Paramedic, you are recommended to read the [[Guide_to_medicine|Guide to medicine]]. You will learn how to treat many different ailments.&lt;br /&gt;
&lt;br /&gt;
==[[File:Medicallocker.png]] Medical Storage==&lt;br /&gt;
The main reason you&#039;ll come into this room is to grab one of the [[File:MedGlasses.png]] [[Clothes_and_internals#Health_Scanner_HUD|Health Scanners]] on the table. These totally not anime inspired eyewear pieces let you see people&#039;s healthbars over their head. Not only is this useful for finding critical patients quickly in a crowd, but the [[HUD#Medical_HUD_Icons|red cross next to their healthbar]] will change to a sickly face if they&#039;re infected with a virus, or a purple xenomorph if they&#039;re infected with an [[alien]] larva. Chemists, Geneticists and many others will sometimes want these, too.&lt;br /&gt;
&lt;br /&gt;
You might want to also buy a better pinpointer from the NanoMed Plus and a Health Scanner. You can find biosuits for when the [[virologist]] fucks up. There are also spare first-aid kits that are very disputed, so try to be mindful when you take them and perhaps even warn [[Chief_Medical_Officer|your boss]].&lt;br /&gt;
&lt;br /&gt;
==[[File:Health_analyzer_adv.gif]] Advanced Paramedic Work==&lt;br /&gt;
Giving drunk bar patrons roller bed rides not your style? Want to be a hero? Well, you probably won&#039;t, but you certainly can do more.&amp;lt;br&amp;gt;&lt;br /&gt;
Never forget that you have [[Maintenance]] and [[E.V.A.]] for a reason: You are expected to retrieve lost bodies. [[Engineering]] blew up again? Get your spacesuit and bring the boys back home so they can fix their own mess. Space man [[Head_of_Personnel|HoP]] forgot to refill his oxygen tank? Off you go. In some cases, you can even go in your own little lavaland adventure to retrieve a [[Shaft_Miner|miner&#039;s]] corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
With you around, nobody has to stay dead!&lt;br /&gt;
&lt;br /&gt;
===[[File:Medicalbelt.png]] The emergency utility belt===&lt;br /&gt;
Once you get used to [[Guide_to_medicine|standard medical procedures]], you can ask [[Medical_Doctor|the doctors]] for their starting [[File:SMed.png]] medkit. It and one or two chems in your bag should be more than ideal.&amp;lt;br&amp;gt;&lt;br /&gt;
If they are stingy, make do by stuffing a second belt full of things that allow you to get people up and running by yourself.&lt;br /&gt;
* [[File:Suture.png]] Sutures. In all basic medkits and extremely cheap to heal brute damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Regenerative_mesh.png]] Regenerative mesh. In all basic medkits and extremely cheap to heal burn damage. Get faster as you get experience.&lt;br /&gt;
* [[File:Scalpel.png]] Basic [[Surgery|surgery]] tools. While you could technically perform surgery, this is a work better left for [[Medical_Doctor|doctors]]. Have a set of basic tools ([[File:Drapes.png]]Drapes, [[File:Scalpel.png]]Scalpel, [[File:Hemostat.png]]Hemostat and [[File:Cautery.png]]) to treat [[Guide to Wounds|wounds]] like severe burns.&lt;br /&gt;
* [[File:Cleaner.png]] [[Guide_to_chemistry#Hercuri|Hercuri]] Spray. Cools down temperature and treats burns slowly. Expendable and abundant, but basically freezes the patient. Tell them to get coffee after. Spray away the [[Assistant|tide]] when they fail their hacks and ask for help.&lt;br /&gt;
* [[File:Bandaid_brute.png]] [[Guide_to_chemistry|Chem]] patches, syringes, gels and sprays. These allow you to heal damage a lot faster, but the ones found in the NanoMed and in medkits are usually limited. [[Guide_to_chemistry#Libital|Libital]], [[Guide_to_chemistry#Aiuri|Aiuri]] and [[Guide_to_chemistry#Syriniver|Syriniver]] are good examples of cheap useful chems, even though they have side effects.&lt;br /&gt;
* [[File:MediPen.png]] Medipens. Exceptional for healing a lot of damage very quick and efficiently, but scarce. Save for emergencies or leave them there. [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]], [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] and [[Guide_to_chemistry#Pentetic_Acid|Pentetic Acid]] can all be found in their specific medkits.&lt;br /&gt;
&lt;br /&gt;
In the end, it should be looking somewhat like this:&lt;br /&gt;
[[File:Medibelt_action.png]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Defib.png]] Clear!===&lt;br /&gt;
If a patient has died recently, you may be able to use the &#039;&#039;&#039;defibrillator&#039;&#039;&#039; to revive them on the spot. The [[Medical_items#Defibrillator|defibrillator]] can be found in [[Medical_Doctor|Medical Doctor]] lockers (plus a more portable version in the CMO&#039;s locker or medical techfab after some research is done). &lt;br /&gt;
&lt;br /&gt;
To use a normal bulky defibrillator, take off your backpack or satchel, put the defib on your back and click it, get your other hand free and activate the paddles to wield them in both hands, then click on the patient while targeting their chest. If the patient is wearing a thick suit like a space suit or firesuit you need to strip it off as well. STOP DRAGGING the patient, if you are, to prevent yourself from being shocked as well.&lt;br /&gt;
&lt;br /&gt;
In order to successfully resuscitate a patient, several criteria must be met:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. The patient must not have over 180 brute or burn damage; 179 brute and 179 burn is fine, just not 180 of one type. Reduce their damage below 180, and you can try again.&lt;br /&gt;
&lt;br /&gt;
2. The patient must not be a suicide.&lt;br /&gt;
&lt;br /&gt;
3. The patient must not be catatonic.&lt;br /&gt;
&lt;br /&gt;
4. The patient must be in their body (they will get a message when they begin being defibrillated).&lt;br /&gt;
&lt;br /&gt;
5. The patient must have a heart. Plasmamen do &#039;&#039;&#039;not&#039;&#039;&#039; have hearts, for example.&lt;br /&gt;
&lt;br /&gt;
6. If the patient has a heart, it must not have decayed completely. If there&#039;s too much heart decay, you&#039;ll need to replace it or perform a [[Surgery#Coronary_Bypass|coronary bypass]].&lt;br /&gt;
&lt;br /&gt;
If all these factors are met, then the patient will come back to life! However, this doesn&#039;t mean they can just get right back up. Instead, they&#039;ll likely still be deep in critical condition, as a successful revival only removes a bit of each damage type. They must quickly receive medical attention if you want to keep them alive. Make sure to use a health analyzer or your PDA to check how they died; if they have harmful chemicals in their body, they most likely still do (chemicals remain in bodies after death, but do not metabolize).&lt;br /&gt;
&lt;br /&gt;
==[[File:MedGlasses.png]] Paramedic Equipment==&lt;br /&gt;
Medbay has quite the collection of tools and chemicals to make your job easier (or harder). Some deserve the mention, others are situational.&lt;br /&gt;
&lt;br /&gt;
Here is a list of stuff that either Paramedics spawn with, or are available in medbay:&lt;br /&gt;
* [[File:Compactdefib.png]] [[Medical_items#Compact_Defibrillator|Compact Defibrillator]]. The only way to defib on the go. Needs research or a lot of begging to the CMO.&lt;br /&gt;
* Crew Pinpointers. The one that you spawn with only activates close to whoever you&#039;re tracking. You can, however, buy a proper Crew Pinpointer in the Nanomed Plus vending machine with your starting money.&lt;br /&gt;
* [[File:Evahelmet.png]] [[Clothing_and_Accessories#EVA_Helmet|E.V.A. Helmet]] and Suit. These two form, together, a spacesuit. They will only work together or coupled with an analogous spaceproof clothing. &#039;&#039;&#039;Don&#039;t rush E.V.A. and steal everything. Do it only if needed.&#039;&#039;&#039;&lt;br /&gt;
* Handheld Crew Monitors. Arguably the most useful item you can hope to have. Using the information from suit sensors, it will give you all you need to know anywhere. Allows you to chill by the bar without much care.&lt;br /&gt;
* [[File:Health_analyzer.gif]] [[Health Analyzer|Health Analyzers]]. Allow you to check someone&#039;s condition further than the Crew Monitor, showing diseases, traumas and chemicals in their blood (activate the item to toggle Chemical mode). An advanced version can be researched and printed at the medical techfab.&lt;br /&gt;
* [[File:MedGlasses.png]] [[Clothes_and_internals#Health_Scanner_HUD|Health Scanners]]. Immediate visual information for any living mob in your field of view. Not as robust as a proper Health Analyzer, but will help you quickly identify problems on passersby. A night vision upgrade is researchable.&lt;br /&gt;
* [[File:Medicalbelt.png]] [[Medical_Belt#Medical_Belt|Medical Belt]]. Extremely useful, as it can hold most relevant tools and medicine. Can also hold cigarettes and lighters. The one you spawn with has a Handheld Crew Monitor and some less important medicine that you can right click to check their use. Fits in your bag.&lt;br /&gt;
* [[File:Nitrile_gloves.png]] [[Clothing_and_Accessories#Nitrile_Gloves|Nitrile Gloves]]. Keep your fingerprints to yourself. The [[Detective]] will thank you for keeping those on.&lt;br /&gt;
* [[File:Roller_Bed.png]] Roller Beds. Dragging bleeding people will make them bleed even more, as well as making you slower. These are often helpful and sometimes vital. Also fun and collapsible.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* The bar has several drinks that help top off damage. Cream for brute, Lime Juice for toxin, Orange Juice for oxygen, Tomato Juice for burn, Blood Mary for blood and more.&lt;br /&gt;
* Raw carrots heal eye damage.&lt;br /&gt;
* Star-Kist is just cola with orange juice. This means that it will metabolize a bit faster and can be used as a poor man&#039;s medicine to speed up CPR.&lt;br /&gt;
* Wearing earmuffs will heal ear damage.&lt;br /&gt;
* Wearing a blindfold will heal eye damage.&lt;br /&gt;
* People with MODSuits on cannot be defibbed.&lt;br /&gt;
* If you&#039;re not sure if someone&#039;s damage is too much, you can PDA them to ask if they need medical assistance.&lt;br /&gt;
* Even as a non-antag, try to carry a toolbelt with you to hack when needed and to crowbar open doors. Extra access can also work to this effect.&lt;br /&gt;
* When needed, ask your patients for their epipen. You could also take it while they are down. It&#039;s safer to have yours saved for an emergency.&lt;br /&gt;
* [[Guide_to_chemistry#Miner&#039;s Salve|Miner&#039;s Salve]] can be made with a twinkie, plasma sheet and iron sheet in a grinder.&lt;br /&gt;
* Don&#039;t forget to check the NanoMed for Libital and Aiuri gel. They are very very good.Or just bug the chemist to do their job!&lt;br /&gt;
&lt;br /&gt;
===Tips for Traitoring===&lt;br /&gt;
* A stethoscope can be used to [[Hacking#Safe|break into the safe]]. &lt;br /&gt;
* You can replace the cryoxadone with acid, so instead of healing people cryo will melt them to death.&lt;br /&gt;
* Syringe gun is one of the most lethal weapons on the station. A simple 15 unit lexorin syringe will kill unless the victim receives medical care (or immediately injects themselves with their Epinephrine). Anyone with a thick suit will block syringes though.&lt;br /&gt;
* Carry a body in your roller bed and you won&#039;t get questioned too often. Use maintenance for safety.&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Don&#039;t worry, I&#039;ll take you to a better place==&lt;br /&gt;
You happen to be a traitor? Excellent! You have enough access to dispose of bodies, access to EVA for some space murder action, and maintenance access to boot! Not to mention that you don&#039;t look out of place in any department and people won&#039;t find anything strange about you wandering the halls with a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
You can do almost anything a doctor could: cryo sabotage, morgue shenanigans, overdoses, etc. But you have the access and freedom to do a lot more as well, like poisoning someone, taking them to the safety of maintenance to finish the job, then you could either drop them off at the morgue or behead them and throw it into sapc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9157</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Medical_Doctor&amp;diff=9157"/>
		<updated>2022-01-26T15:59:37Z</updated>

		<summary type="html">&lt;p&gt;Zergspower: Rebuild as the page was missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;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.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;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:&lt;br /&gt;
&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; 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 &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage/brain damage&#039;&#039;&#039;, &#039;&#039;&#039;wounds&#039;&#039;&#039; and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* 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 &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is a bit different. See [[#Bleeding|below]] or the [[Guide_to_Wounds#Slash_Wounds|guide to wounds]] for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
&lt;br /&gt;
===Your first patient===&lt;br /&gt;
&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;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.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat damage if the patient is in crit.  Don&#039;t give them 30 or more units of it, as that will cause toxin damage.  &lt;br /&gt;
:* If the patient is bleeding, apply a suture [[File:Suture.png]] and gauze [[File:Gauze.png]] to the bleeding bodypart. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step.  Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;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.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strap the patient to a [[#Lifeform_Stasis_Units|stasis bed]] (like above). Bring or print the surgery tools needed to perform [[Surgery#Tend_Wounds|Tend Wounds]]. Take off the patient&#039;s jumpsuit by click dragging their sprite onto yours, and then clicking the jumpsuit. Perform the [[Surgery#Tend_Wounds|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&#039;s stuff in a locker while doing surgery, to prevent theft. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use [[Medical_items#Suture|sutures]] [[File:Suture.png]], [[Medical_items#Regenerative_Mesh|regenerative mesh]] [[File:Regenerative_mesh.png]] or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, turn off {{Combat_Mode}} and {{LeftclickCmodeoff}} click on them.&lt;br /&gt;
* 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.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Guide_to_chemistry#Convermol|Convermol]] very quickly heals suffocation damage, but deals a lot of toxin damage.&lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute damage is visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Suture|Sutures]] [[File:Suture.png]] can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently (but will not treat special [[Guide_to_Wounds|wounds]]). &lt;br /&gt;
* [[Guide_to_chemistry#Probital|Probital]] pills heal brute damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Salicylic_Acid|Salicylic Acid]] heals brute damage over time, and is more effective on severe injuries. &lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Libital|Libital]] patches (brute patches) will heal brute pretty fast but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* [[Guide_to_chemistry#Helbital|Helbital]] should only be used in emergency situations on people with multiple damage types. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Regenerative_Mesh|Regenerative mesh]]  can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently. &lt;br /&gt;
* [[Guide_to_chemistry#Hercuri|Hercuri]] heals burn damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] heals burn damage over time, and is more effective on severe burns. &lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Aiuri|Aiuri]] patches (burn patches) will heal burn pretty well but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[#Radiation|radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Syriniver|Syriniver]] heals toxic damage and weakly purges toxic chemicals. Use in an IV drip or across multiple small (5u) injections. Causes liver damage, and is very easy to accidentally overdose someone with (especially if you attempt to inject someone in stasis).&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] heals toxins damage and purges other chemicals. If used in combination with other medicine reagents, it&#039;ll work faster, and it won&#039;t purge medicines! Causes lung damage.&lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals toxic damage and purges all other chemicals quickly. Also purges [[#Radiation|radiation]]. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however you can induce vomiting with a stomach pump.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
Bleeding is commonly caused by [[Guide_to_Wounds#Slash_Wounds|slash or pierce wounds]]. &lt;br /&gt;
&lt;br /&gt;
Some items that may help stop or alleviate bleeding are:&lt;br /&gt;
* Suture [[File:Suture.png]]&lt;br /&gt;
* Gauze [[File:Gauze.png]]&lt;br /&gt;
* Cautery [[File:Cautery.png]]&lt;br /&gt;
* [[Guide_to_chemistry#Sanguirite|Sanguirite]]&lt;br /&gt;
&lt;br /&gt;
Read the [[Guide_to_Wounds|guide to wounds]] for full details about how to stop bleeding. &lt;br /&gt;
&lt;br /&gt;
Replace lost blood with an IV drip [[File:IV Drip.png]] and/or iron pills. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
#[[Guide_to_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]], [[virology]], or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# 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 and possibly end up with a small puncture bleed wound from the needle being ripped out.&lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
&lt;br /&gt;
Rare kind of damage. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, 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 &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; 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&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;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 [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in about 13-17 minutes, except for hearts, which will decay completely in about 6 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* 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!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* 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!&lt;br /&gt;
* 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 makes you unable to eat or drink. &lt;br /&gt;
&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|6 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working when dead. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage and lower [[Guide_to_chemistry#Toxins|toxin]] purge threshold. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|16.5 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|13 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t eat or drink.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. When used on the dead will heal a corpse&#039;s brain slowly.&lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;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&#039;re buckled to a chair, and will force them to crawl around on the floor. Missing both arms and legs renders the patient a nugget with no ability to move or interact outside of talking. Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
* Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;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.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]].&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
A patient may suffer special [[Guide_to_Wounds|wounds]] to specific bodyparts. See the [[Guide_to_Wounds|guide to wounds]] to learn how to identify and treat them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
These &amp;quot;[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]]&amp;quot; can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and their organs will no longer rot. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|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.&lt;br /&gt;
&lt;br /&gt;
Important to note: if the patient is unconscious and has a large amount of oxygen damage, they&#039;re be unable to wake up on their own if they&#039;re still on the activated stasis bed. Either remove them or turn off the bed to allow them to recover. Many a patient has been left unconscious on the stasis bed for as long as twenty minutes! Don&#039;t subject people to that, it&#039;s infuriating.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;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. &lt;br /&gt;
&lt;br /&gt;
Baseline cryo consumes 0.04u of beaker reagents per tick and transfers 1u to the patient in the tube. Cryogenics Tubes basically squeeze more use out of a small amount of chemicals. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently; every matter bin level multiplies the transfer rate.&lt;br /&gt;
&lt;br /&gt;
You can quickly operate the Cryogenics Tube without opening the menu with a few shortcuts. ALT + left click will toggle the doors, and CTRL + left click will toggle the power. &lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]] and [[mannitol]]. &lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# {{LeftclickCmodeoff}} Shake the person multiple times to get them up.&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
&lt;br /&gt;
Sleepers were removed from most places May 2019 and replaced with [[#Lifeform_Stasis_Unit|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&#039;s health is very low, sleepers become unusable, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]]. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
&lt;br /&gt;
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! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] purges chemicals slowly and can help with toxin damage. Only use small amounts and make sure there is at least one other medicine in the patient first. &lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
* The [[Surgery#Filter_Blood|filter blood]] surgery also allows you to clear chemicals, though it has diminishing returns depending on the amount of chemicals left.&lt;br /&gt;
&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals minor ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and minor ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
&lt;br /&gt;
===Radiation===&lt;br /&gt;
Radiation causes people to take steady toxin damage and periodically take burn damage to their chest. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter or people standing near badly contained fusion work. &lt;br /&gt;
&lt;br /&gt;
An irradiated patient will:&lt;br /&gt;
&lt;br /&gt;
* Have a green outline.&lt;br /&gt;
* Have a status effect on their screen telling them that they are irradiated.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Give the patient a shower to stop them from taking more toxin and burn damage.&lt;br /&gt;
* Give the patient [[potassium iodide]], [[pentetic acid]], [[Guide to drinks#Vodka|vodka]], cold [[Guide to chemistry#Seiver|seiver]] or any other toxin/toxin-while-irradiated healing medicine. The irradiation will go away once all of the patient&#039;s toxin damage is healed.&lt;br /&gt;
* Treat the burn damage to the chest.&lt;br /&gt;
Note: since you will be treating mostly engineers, they might have infected burn wounds from being struck by emitters. This will cause toxin damage to never reach 0, so you&#039;ll want to deal with the infection first or ya know - just toss them in cryo.&lt;br /&gt;
&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]],[[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
&lt;br /&gt;
===Embedded Objects===&lt;br /&gt;
Remove embedded objects in a patient by using a [[File:Hemostat.png|Hemostat]] hemostat on the patient&#039;s affected limb.&lt;br /&gt;
&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. Cloning no longer exists on /tg/station since Feb, 2020. &lt;br /&gt;
&lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation does not have a timed window (as of Jan 2020), but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
&lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]].&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|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 [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], 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. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# If the patient has large amounts of bad reagents, do a [[Surgery#Stomach_Pump|stomach pump]].&lt;br /&gt;
# If the patient has [[Guide_to_Wounds|wounds]] consider treating them (before or after the defib).  &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|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&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Turn off {{Combat_Mode}}, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and need to be repaired more. &lt;br /&gt;
&lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit. &lt;br /&gt;
&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Must be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
&lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life and their soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|Their soul seems to have been ripped out of their body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|They appear to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that their brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|Their head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 5u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable (needs confirmation).&lt;br /&gt;
&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; 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 attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zergspower</name></author>
	</entry>
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