Medbay

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Medical Area
Medbay.png
Medical Bay
General
Obvious exits: North to the Starboard primary, east to maintenance in Genetics, east to maintenance above Virology, north to Starboard Primary Hallway in Morgue, west to maintenance in Operating Theatre
Purpose: Maintaining the health and well-being of the crew.
Access level: Medical, Chemistry, Morgue, Genetics, Virology, CMO office
Noteworthy contents: Chemistry, Genetics, Operating Theatre, Virology, Chief Medical Officer's Office
Clearance: The Medbay's hallways are open will be opened to everyone in need of treatment. Clearance varies across the different Medbay departments.
Description
"Where to go when you stub your toe (after having the AI call the shuttle)."
Mapping notes
Security level: Low
Style: Hospital
Balance Requirements:
Other: --

Contents

Facilities

The Medical Department consists of the next facilities:


The Medbay is a collaboration of several departments located across the hall from the Civil Sector with Research Division neighbouring next door. The general security of medbay is poor, with only a few doors to keep people out from their medicine. However, certain departments inside are generally well defended (with reinforced walls, or active employees who will use bad medicine to ward you off). Medbay is lorded over by the Chief Medical Officer, whose hypospray is usually filled with enough Chloral Hydrate to give you an sudden extended vacation to dreamland.

Medbay is often where major identity theft, item theft, fights, revolutionary bases, and cult bases are made. All enemy forces often choose to attack medbay to disable cloning and medical care for the crew. Medbay is very valuable and well visited by everyone!

Medbay can be pretty confusing, but everything was placed in a way to maximize efficiency. To help you out, various areas are colour-coded according to what department you are looking for.

Waiting Area

This is the entrance to medbay where you wait to be helped. Or break in if all the medical doctors are busy ERPing in the bar and the CMO hasn't been seen since round start.

Treatment Center

Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. Science can upgrade the sleeper to dispense more chemicals, but if a patient is in crit, the sleepers won't work.

Cryogenics

There is only little Cryogenics can't fix. Use cryoxadone for everything that is not genetic deformities, and use clonexadone for genetic deformities. Unlike sleepers, cryo will work on patients in crit. Cryogenics requires some setting up, and it is recommended Medical does this at round start. Only connect the oxygen tanks and set up the freezer; don't activate the tubes until they're actually needed. Further information here.

Storage Room

Requires Surgery access.

Stay out of these. Yes. This means you.

You know who you are.

Don't you dare hoard them to yourself.

Recovery Room

A small, cozy room where you can lay your patients on to a bed to recover from their surgery or whatever trauma they suffered. Comes with privacy shutters to keep people from seeing inside, for whatever reason.



Jobstemp.png Locations on /tg/station
General:

Recreational:

Medical:

Supply:

Science:

Engineering:

Security:

Command:

Upkeep:

Outside: