In complete inverse of the example shown by toolboxes, medical kits are entirely harmless as blunt instruments. Don't even bother.
||2x styptic powder patches (40u), 2x silver sulfadiazine patches (40u), 1x emergency auto-injector (ephinephrine), 1x analgesic pill, 1x health analyzer||Basic all-purpose cure pack. Something for the burns, something for the cuts, shock relief and some aspirin. Medical Doctors spawn with a medkit that contains a health analyzer with the accompanying reagent scanner upgrade and organ scan upgrade already installed, an auto-mender with silver sulfadiazine in place of one of the burn patches, and an auto-mender with styptic powder instead of its respective patch.|
||1x burn auto-mender, 1x burn mini-patch (15u), 1x emergency auto-injector (ephinephrine) , 1x analgesic pill, 1x menthol pill (20u), 1x health analyzer||Often found in Engineering and sometimes in firefighting closets, these medkits include lots of silver sulfadiazine for treating burn damage from fires and high heat.|
||1x brute auto-mender, 1x healing mini-patch (15u), 1x emergency auto-injector (ephinephrine) , 1x bandage, 1x health analyzer||Like the fire medkit, but with styptic powder & bandage for brute damage.|
||2x charcoal pills (50u), 2x potassium iodide pills (20u), 1x calomel syringe, 1x emergency auto-injector (ephinephrine), 1x health analyzer||Contains active charcoal to cure TOX damage from poisons, exposure to plasma and other biohazards. There's also potassium iodide for radiation and calomel to purge out toxins (this does not itself cure TOX and in fact actually causes it).|
||3x salbutamol pills (20u), 2x emergency auto-injectors (salbutamol), 1x emergency auto-injector (ephinephrine), 1x health analyzer||Found mainly in O2 emergency cabinets. The salbutamol dilates the air ways to heal OXY damage of people knocked out by a depressurization event, victims of strangulation or certain poisons. It is also useful to counter the suffocation that ramps up when somebody is in critical condition.|
||3x mannitol pill (20u), 2x emergency auto-injectors (mannitol) , 1x emergency auto-injector (ephinephrine), 1x health analyzer||The mannitol is meant to relieve brain damage in clones, but will help against any kind of brain damage.|
||2x Bruise Pack, 2x Ointment, 1x Lexorin Injector, 1x Synaptizine Injector, Health Analyzer||Contains a bunch of obsolete medical supplies. Not readily available, but it's out there.|
|Emergency Critical-Condition First Aid||
||1x burn auto-mender, 1x brute auto-mender, 1x emergency auto-injector (atropine), 1x emergency auto-injector (ephinephrine), 1x emergency auto-injector (synaptizine), 1x emergency auto-injector (saline-glucose solution), 1x health analyzer (upgraded)||High end kit for saving those deep into critical condition and close to dying. Can be bought from D.O.C. an NPC robot doctor merchant that appears in the Debris Field on space maps and around the station z-level on ocean maps for a steep price and occasionally seen in locked crates.|
The type of medicine you wish to administer is an important factor here. For instance, certain tools are more suitable for topical drugs (e.g. styptic powder or synthflesh). Please refer to Chemistry to learn more about the difference between TOUCH and INGEST reactions.
|| Medical patches stick onto patients, transferring half of their contents to the bloodstream and gradually applying the other half's TOUCH reaction over time, typically over half a minute and longer, and fall off when they run out. The more chems in a patch, the longer it lasts and the more chems administered per second, and the more patches applied, the faster the healing-over-time. Patches (regardless of type) can also reduce bleeding. Since this isn't guaranteed to work, bandages and sutures are still the preferred remedy. They also have a tamper-proof seal, which allows them to be applied to patients without delay. Found in many medkits, Port-a-NanoMed, and the NanoMed Plus.|
Empty patches, available in medbay or from the medical manufacturer, can be injected by syringe with any mix of medicine or dangerous toxins, though are primarily intended for topical drugs and transfer only half the contents to the patient's bloodstream. Custom as well as modified medical patches don't have a tamper-proof seal, so there's a delay in applying them (can be removed with an emag).
||Mini patches hold less reagents, but are otherwise identical to regular patches. They typically come in mini-patch boxes. You can click on the box while it's in your hand to open it, and you can click on someone with the box open to apply a patch onto someone, without having to actually get it out. The MiniMed vendor sells a few of these, and mini-patches and their boxes can often be found in non-Medical areas like Engineering where on-site injuries are expected.|
|| Administers chems over time via TOUCH, faster than a medical patch. The auto-mender has a whopping 200 unit capacity and the amount of the dispensed reagent increases over time as the automender is applied, up to a point. However, it restricted to certain chems, the ones as the hypospray specifically, and both the person applying the mender and person receiving its chems have to stay still, though they can still use their hands and interact with things.
Both the NanoMed Plus and Port-a-NanoMed have "burn auto-menders" and "brute auto-menders" fully loaded with silver sulfadiazine and styptic powder, respectively, and the medical fab can make empty ones. Cargo's Medical: Medical Reservior Crate also has empty menders. Syndicate Field Medics get high-capacity ones that contain 500 units of their respective chems and have a 500 unit capacity.
|| Injects chemicals instantly. Holds up to 30 units and can be adjusted to dispense varying amounts of its contents. More can be made with a medical fabricator if required, but hyposprays will always reject harmful chemicals unless emagged.
||Disposable hypospray found in medkits and the Port-a-NanoMed. Typically contains 10 units of epinephrine or another medical chem.|
||A special version of the emergency auto-injector with higher capacity and multiple uses, exclusively found in the nuclear operatives' Class Crate - Field Medic. These have 50 units of their respective chemical and administer 5 units of it with each use, for a total of 10 uses.|
||The syringe can be set to inject or draw and moves 5 units of chemicals at a time. Drawing from a person will take a blood sample. Neither are instant, unless the recipient is yourself. Total capacity is 15 units.|
||Holds up to 5 units of chemicals, and drops all of it at once onto its target. Dropping takes about half as much time as injecting with a syringe.|
||A precision laboratory tool available in chemistry. Allows you to transfer reagents (up to 10 units) in increments of 0.1 units.|
||Holds up to 50 units of chemicals, though larger beakers (100 units) also exist. Standard equipment for chemistry, but medbay has some as well. Click on another beaker or similar while the beaker is in your hand to transfer up to 10 units of chems into it. Click-drag its sprite into another beaker or similar to transfer as many reagents as possible into the receiving beaker. You generally can't examine the exact contents without using a spectroscopic goggles, a reagent scanner, a Reagent Extractor, or a CheMaster 3000.|
||A 100 unit beaker with a fancy name, useful for refilling hyposprays and auto-menders and conducting chemistry. Typically comes in four packs that contain styptic powder, silver sulfadiazine, epinephrine, and charcoal/anti-tox. These four packs are available from Cargo through Medical: Medical Reservoir Crates, appear in crates and on tables in Medbay on some maps, and sometimes spawn inside abandoned locked crates.|
||Essentially a smaller version of the beaker. It typically has a reduced capacity of around 30 units, but that can vary. They usually come pre-loaded with medicine and are stored in the medbay lockers and vending machine.|
||Essentially a fancy beaker, complete with 50 unit capacity. Chemistry has a few with useful base compounds in a chemical storage locker, Morgue often has a bottle with formaldehyde, and more bottles (with different reagents, obviously) can be made with a CheMaster.|
|| When swallowed, causes INGEST effects and instantly deposits all of the pill's contents into the patient. Similar to syringes, swallowing a pill yourself (Hotkey: C for Goon WASD, Z for /tg/style WASD, or just click on yourself while holding the pill) is instant, while attempting to force others to swallow a pill (click on another person while holding a pill) has a delay.
Pills can also be dissolved in a beaker or similar container, converting their entire contents back into liquid form. To do this, either click on the pill with the container or click on the container with the pill. This can be useful for smaller doses, as some pills hold large amounts of chemicals - 50 units in most cases and up to 100 if a scientist has gotten their hands on a large beaker. Doses this high are not usually necessary - It's often not desirable or practical to administer a whole pill of calomel, for example.
Pills come in many shapes and colors. Pills made via a CheMaster have color based on color of the constituent reagents and their proportions. Pills in medkits and like, as well as pills from NPC merchants, usually have a pre-set appearance, while ???? (aka "designer drug") pills have randomly-generated forms.
||Tiny, disposable vials containing up to 5u of a chemical. When they are used, the glass breaks, and the chemical inside is inhaled, depositing it into the bloodstream and applying its INGEST effect. The NanoMed and Port-A-NanoMed contain a few of these containing smelling salts.|
||Outdated, but forgotten stashes still float around in deep space. Heals brute damage and can slow the rate of blood loss. You must target the damaged part of the player's body.|
||As above, but for burns.|
||Reduces the amount of bleeding, hence repeated application might be necessary to bandage a wound completely. You can also craft these if you don't have access to medical supplies. Either way, bandages alone aren't sufficient for mending surgical incisions. Bandages can be removed with wirecutters or scissors if the patient doesn't like the cosmetic overlay on their mob.|
|Blood pack / IV drip||
|| Transfusions may be necessary in case of severe blood loss. Drips hold 250 units by default and come in two flavours: synthetic blood, available from medbay's blood supply freezer, and saline, a blood regenerator and patient stabilizer commonly found in the operating theater and near medkit lockers. Use a pack in-hand to set it to INJECT and use it on a patient to start transferring its contents into them; once emptied, a pack can be replenished by setting it to DRAW and collecting blood directly from a donor or by clicking on it with beakers or syringes filled with many different chemicals. A scalpel can be used on an IV bag to slice it open, enabling its reagents to be poured into other containers.|
Packs (regardless of type) can be suspended from an IV stand, which in turn can be fastened to chairs, beds and operating tables via drag & drop. Click-drag the IV stand onto a patient to attach the needle.
|NT Syringe Gun||
|| Shoots a syringe that contains 15 units of chems from the gun's internal reservoir and instantly injects all 15 units into the |
The majority of these items can be found in various places across medbay itself or the medicine closets. Essential tools (such as scalpels, saws and staplers for surgery) are also available from the medical or robotics fabricator.
||Scan humans or monkeys to get a report of their health, damage taken, any viruses and other ailments. Regular analyzers can be upgraded with a health analyzer upgrade, allowing it to function as a reagent scanner that can be toggled on/off and only works on mobs. The medical PDA provides the same functionality with two separate programs, though its reagent scanner is more flexible and doesn't have the same restrictions. It can also be upgraded with a organ scan upgrade, allow it to assess organ damage qualitatively.|
|Health Analyzer Upgrade||
||Grants ProDoc goggles a more detailed health readout at close range and allows health analyzers, cryo cells, and floor scanners to scan for reagents in mobs. A few spawn in the NanoMed Plus and in a "health analyzer upgrade" box somewhere in Medbay.|
|Health Analyzer Organ Scan Upgrade||
||Allows health analyzers to give vague damage descriptions. Available from the NanoMed Plus.|
|ProDoc Health Goggles||
||These goggles allow you to assess the health of everyone in sight, as well as whether or not they have a health implant, using color-coded symbols. When equipped with a health analyzer upgrade, you can also examine anybody within a 4 tile radius to obtain a detailed health scan (feature can be toggled on/off), and their sprite changes to the one on the right. Useful to identify and prioritize severely injured patients at a glance.|
||Basically a medkit that you wear around your waist, this belt can hold all kinds of medical drugs and a variety of medical tools, such as defibrillators, syringes, and hyposprays. In addition, many tiny and small items (tools, ammo etc) are compatible. Every Medical Doctor spawns with one; the Medical Director doesn't, but they have on in their equipment locker. Every medical uniform locker has one, and there's often extras in Medbay near paramedic suits. The Medbay kit from Cargo also has one.|
||Stay in touch and coordinate with your colleagues. Type say :m to access the medical channel.|
|| Can be made at a medical fabricator. Ascertain if the patient is on certain drugs, has brain damage, or has a blood clot in their brain. Simply turn it on (click on it) and hold it up to a person's head (make sure you're targeting the head) to use it. There are various messages associated with certain ailments:
|| Assess if a patient has certain chemicals, particular levels of OXY damage, and other respiratory ailments. To use, click on person while on Help intent and targeting the chest; having medical training makes the process go faster and with less chance of accidentally listening to something else or comically stabbing yourself, while clumsiness and brain damage make it more likely. Comes in the doctor bag owned by the Medical Director and can be created by a medical fabricator. Not wearable, has no effect on safes.
A number of messages may appear when using the stethoscope, each associated with a particular condition:
|| The defibrillator (or just "defib") is one option to treat cardiac arrest. Clicking on a patient with the defib has a 75% chance to bring them out of arrest and always gives them a few seconds of "Defibrillated". The "Defibrillated" status makes further applications of the defibrillator (and substitutes for it) more likely to cure the cardiac arrest (for the defib specifically the chance goes from 75% to 90%) and prevents the patient from developing cardiac arrest, giving some space to treat the underlying condition.
The defib can also cure suffocation damage. When the patient is below 0 health (i.e. critical condition), it has a flat 66% chance to cure 50 OXY. If they have the "Defibrillated" status effect from being defibbed beforehand, it is guaranteed to cure 10 OXY, in addition to the chance for the additional 50.
Using the defib will also give you messages to show how successful the defibrillation was (or not). Clicking on it while it's in your hand enables/disables a "verbal alert" system, which will give you feedback in an computer voice from the 80s.
When used on those not in critical condition, it weakens them for a short 0.1 second, rather like a disarm than a stun. These can be found in the Operating Theatre/Surgery Room as well as in the medical supply carts. Every Medical Doctor spawns with one. More can be bought via Cargo's Medbay kit and/or replicated with the help of the Mechanics.
||Like you regular defib, but it's stuck to one place, since if you move away from its mount, the defib springs back to it, similar to a phone. Found in Medbay and, if your map has one, usually the Medical Booth too.|
||Part of the surgery procedure. Depending on the body part you are aiming at, it will remove implants, bullets, limbs, butts or brains. Can be poisoned by dipping the blade in a beaker or medicine bottle.|
||Another essential tool for surgery. Can be poisoned too.|
||Required for eye surgery. Can be poisoned too.|
||Another essential tool for surgery.|
||Used to reattach limbs. For more information, please refer to Doctoring.|
||Passively reduces the amount of bleeding damage taken during chest and head surgery when hold in your inactive/off hand. Can also be used to clamp the patient's bleeders manually if they have open incisions and are laying on an operating table.|
||Suture (or stitches) holds body tissue together more efficiently and is capable of closing surgical incisions. Outside of surgery, sutures generally only require one use to stop bleeding caused by other types of damage. Available from robotics and medical fabricators.|
||Use it once to summon the Port-A-NanoMed. Grab the supplies you need, then use it again to send it back to medbay. The NanoMed Remote app that comes with most medical PDAs provides a similar functionality, albeit with separate buttons for summoning and sending the NanoMed.|
||Use it once to summon the Port-A-Medbay. Grab the patient and click on the Port-A-Medbay to shove them in, then use it again to send them back to medbay. As with the Port-a-NanoMed, the Med-U Cart's P-Medbay Remote app offers a similar functionality.|
||Found in the anesthetic locker in medbay, these tanks contain N2O. They are intended to be strapped to patients before an operation to ease the pain and reduce the probability of complications. In practice, however, they are rarely used because surgery is a relatively speedy affair and there are other ways (e.g. sedatives) to achieve the same effect.|
||Geneticists will occasionally use these as part of their research to inject people with superpowers or (more likely) horrible disabilities.|
||Another tool for Geneticists, similar to the DNA Injector, but only works if the target already has the power in question latent in their DNA.|
||Comes in a variety of different flavors. While they often come in a glass case, you do not need to remove it to insert the implant into an implanter or implant gun.|
||Instantly adds the implant to your target. To insert an implant into it, click on it with the implant of choice in your active hand.|
||A gun that, unsurprisingly, shoots Implants, so you don't have to get all up into people's personal spaces to give them out. Try to tell them this first before their basic run-from-a-gunman instinct kicks in and you miss, causing the implant to drop onto the floor instead of their body. As with the implanter, injection is instant, and inserting another implant works exactly the same way.|
Various upgrades from NPC merchants and QM traders that improve the cloner in some way or grant it some sort of new ability. Each cloner can support multiple different upgrades, though it can only accommodate one of each module. To add a module to the cloner, simply insert it into the console, while the clonepod is inactive. To remove a Gene Power, NecroScan II, or Rehabilitation module, use a screwdriver on the console.
|NecroScan II Cloner Upgrade Module||
||Allows the scanner to scan and potentially clone decomposing/decomposed bodies, including those that have completely skeletonized, depending on the origin. But not Changeling husks. Don't let anybody ever tell you otherwise.|
|Biomatter Recycling Unit||
||Halves the amount of biomatter used for each clone. That means normal, otherwise unmodified lower biomatter level by only 8 or 9 with a normal full cycle, while speedy cloners consume "only" about 24.|
||Halves the time it takes for a clone to be produced, but triples the amount of biomatter consumed. The latter effect multiplicatively "stacks" with the biomatter recycling unit's biomatter reduction.|
|Gene Power Module||
||Gives each clone the mutation of the DNA Injector inserted into the module. Grief rules still apply, so don't think this will let you give everyone Gyrus X as a non-antag.|
|Prototype Rehabilitation Module #17||
||Has a 75% chance of removing the Antagonist status of the person being cloned, which can be toggled on or off through the console. Dyes the cloning pod fluid a vivid electric blue. Unlike other modules, this one can only be found in deep space, and for good reason: it's against the Space Geneva Convention, which is odd, considering the articles cover the laws of war.|
|Mind Remapper Module||
||Reconfigures brains of those cloned to obey the person who...hey, wait a minute.|
||Simple pair of glasses to correct nearsightedness. Rarely requested by patients, but may come in handy after a radiation storm or cloning accident.|
||If someone has been permanently or temporarily blinded or has had their eyes removed, the VISOR is an option to restore their eyesight in a somewhat grainy fashion. Obviously inspired by the namesake on Star Trek TNG.|
||A sophisticated hearing aid that also functions like a regular headset. It can be a good idea to manufacture a copy in advance, since deafness is a surprisingly common condition.|
||Helps people without legs (and sometimes with) move around at mostly normal movement speed. Simply click-drag your sprite onto the chair to climb in, similar to a regular chair. Click on it again to climb out. Be careful when climbing and descending stairs, unless you enjoy flipping over and getting thrown out of your seat. Good thing you can just click on the chair to raise it back up.|
||Premier protective equipment against disease and also sometimes called a surgical mask. Prevents you from getting infected by airborne viruses and provides 50% disease resistance, reducing chance of contacting a disease in general, especially when combined with other protective clothing. Does not link to internals. Scattered throughout Medbay, typically concentrating in the Operating Theatre, can be created at medical fabricators, and sold by MiniMeds.|
|| In theory, this basic surgical attire is intended to be worn by medical personnel in the operating room. Comes in several colors, the vast majority of which are made through the medical fabricator.
||Patients undergoing surgeries and the doctors that perform them are apparently supposed to wear these. In reality, these usually sit in gowns boxes in cabinets until some weirdo decides to wear them like a regular dress. Medical fabricators can make more of these in case said weirdo loses all of them.|
|Surgical Face Shield||
||Attire for the professional surgeon. Comes in random colors, with an rare bee-themed variant that has a 1% chance of appearing in place of a normal surgical face shield. Surprisingly, offers less disease resistance than sterile masks, but it does slightly reduce effect of lights bright enough to cause stuns and decreases damage from melee attacks to the head by one. Can be made at a medical fabricator and is often found in the Operating Theatre and elsewhere in Medbay.|
||An insulated suit which offers moderate thermal and biological protection. It may be helpful to reach patients trapped in bombed-out parts of the station.|
||Provides even better protection against diseases and viral hazards.|
||Handcuffs on steroids. Aside from the usual restrictions, e.g. the inability to use the hands or open doors, there are two key differences. Not only will the wearer be slowed down to walking speed, they also cannot escape (remove) the straight jacket on their own. For these reasons, it should generally be reserved for emergencies, if the alternative to confinement would be physical harm. Or devious purposes of course. Jackets are available in Medbay, usually in a Treatment Room or near some beds for patients, and, on Clarion, the Armory.|
||When applied to someone, they cannot properly speak, as anything said by them will come out as muffled grunts. Useful for people who won't shut up. Stored in medbay and the armory.|
||If you hold it in your hand, aim for the head and click on the target, you'll attempt to blindfold them. The action has a delay, which will be interrupted if you move or the target you're attempting to blind moves so they're no longer adjacent to you. Found in Medbay, usually in "Animal Control" lockers, and sometimes the Armory.|
||Intended for the storage and transportation of corpses. Use the bag to deploy it, drag & drop empty bags onto yourself to fold them back up. Corpses in closed body bags do not produce miasma.|
||A fashionable carrying case for professional doctors, naturally found in the Medical Director's locker. Contains a scalpel, circular saw, suture, syringe, blood pack, and stethoscope.|
||A floppy with someone's cloning scan information. To make one, you simply insert a standard data disk (like the ones in Tech Storage and elsewhere), and then, when you access someone's Cloning Record, you press Save it put a copy of the record of on the disk. You can then insert the record back into the console and load the record at any time. Security Officers and the HoS start with one of these.|
|In-floor Health Scanner||
||Consists of a floor scanner linked to a status screen. Examine the screen to view the medical status of the person standing on said scanner; the person on the scanner also gets their medical status. The readout is identical to a health analyzer with organ scan and reagent scan upgrades. It will also send an alert to all medical PDAs if the scanner detects the person is in critical condition.|
||These are essentially safe storage units for living people - anyone inside will be shielded from most outside dangers and provided with a stable oxygen supply. The console (if any) will show you a summary of the occupant's health and optionally allow the injection of certain rejuvenators to speed up paralysis recovery. Depending on the type of injury, the sleeper synthesizes saline (baseline stabilizer), ephedrine (crit), salbutamol (suffocation) or charcoal (toxins) either automatically if the occupant is in hibernation, or manually when prompted by the user. The primary purpose of sleepers is to keep the patient alive while damage-specific medicine is being prepared by a medical doctor. Addictions, which are otherwise untreatable with medicine, can also be cured when the patient is hibernating, however.|
||The cryo chamber heals critically injured patients fairly reliably, provided the temperature of the gas circulating in the system is well below 150 K and the unit is loaded with a beaker of cryoxadone, two of which medbay starts with. Can be outfitted with a health analyzer upgrade to view the reagents in an occupant or a defibrillator to, well, defibrillate the occupant; you can take the defib out of the cell with a wrench. Remember to remove the patient's exosuit (space suit, lab coats, armour, etc.) and headgear (hat, mask) beforehand, as they will likely interfere with the cooling process! For more info, refer to Using the Cryo Chambers.|
||Cools incoming gas from a connected O2 canister. The temperature can be adjusted and doctors want to set it as low as possible.|
||The dispenser works like a normal vending machine and is accessible by anyone with medbay clearance. Offers a wide selection of basic medicine and other supplies.|
||A special vending machine with a built-in teleporter. Compared to the stationary model, the Port-A-NanoMed is geared towards emergency, on-the-spot medicine. Can be controlled with a medical PDA or separate remote found on the table next to it. If necessary, the Port-a-NanoMed's home turf can be changed by click-dragging the machine onto an adjacent floor tile.|
||A special sleeper with a built-in teleporter, used to safely transfer critically-wounded patients to medbay for further treatment. It even sends a PDA alert to all Medical PDAs when it's sent to its home turf with someone inside it to facilitate this. Can be controlled with either the medical PDA app or the standalone remote.|
||This public vending machine dispenses basic medical supplies for cash. A few of these can be found across the station.|
||The cloning scanner cannot scan husks, people who have logged out or bodies that have decayed. An upgrade module to remove that third restriction can be acquired somewhere in space. For more information, please refer to Medical Doctor.|
||This small, computer-controlled pod is used to grow living clones of dead people. A steady supply of biomass is required for this process. Click on it to check the current cloning cycle and biomass fill level.|
||This is where the biomass comes from. Accepts corpses (human/monkey), slabs of meat or viscerite, but not living humans unless emagged. Monkeys can always be reclaimed, though. When a corpse is put into the machine, it automatically spits out any clothes and implants on them, unless it has been emagged.|
||Used to store corpses for autopsies. Extend the tray, wrestle a stiff on it and slide it back in. The body won't rot so long as it's inside.|
||A table used to perform surgery on dead or living subjects. See Roboticist or Doctoring for more information.|
||Provides medical information on whoever is laying on the adjacent operating table.|
||Located in Robotics. Used to convert Cyborg modules into other modules and modify the module's included toolset. Requires a human to insert a module into the rewriter, but the process can otherwise be wholly done by the cyborgs themselves. More details on modifying modules here.|
||This ThinkDOS-based workstation runs MedTrak and provides access to all medical records as well as the virus database|
||Found in genetics. Used to conduct genetics research on test subjects - see Guide to Genetics for further information.|
||Sells mutations/genes, if the Geneticists have the required upgrade. Click on the booth to choose a mutation, then simply walk into the booth and wait. The required amount is automatically subtracted from your account and added to genetics's Research budget; a portion also goes to one of the Geneticists' account, if they've swiped their card on the GeneTek. You can gain genes not in your genetic potential, and if you lack sufficient funds or don't have an account or ID, the booth will boot you out.|
|Player access to Pathology Research has been suspended pending rework and redevelopement.|
Most pathogen sources have been disabled or reworked. These following objects remain in the game for studying and treating pathogens from any overlooked sources, though they are of rather dubious use otherwise.
||Draw blood from a person, then inject it into the slide. The first step in researching diseases. Blood slides are disposable and can't be cleaned.|
||Used to cultivate pathogens. Maximum capacity is 40 units of nutrients.|
|Totally Safe(tm) Pathogen Sample||
||Really is safe, though not quite a pathogen sample, since it contains just 5 units of plain water.|
||Vials, growth media and other supplies needed for pathology research are available here.|
|Centrifuge and Autoclave||
||Isolates pathogen samples from an blood slide. The autoclave can be used to clean Petri dishes, which are required for the centrifuge as a receptacle.|
|Advanced Pathology Machinery||
||See Pathology Research.|
|Objects and Items|
|General · Janitor · Engineering · Mining · Medical · Science · Security|
|Machinery||Pods · Vehicles · Computers · Fabricators & Manufacturers · PDAs · Implants|
|Catering||Plants & Hydro Equipment · Foods & Drinks|
|Weapons||Syndicate Items · Guns · Grenades · Bombs|