Medbay

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The Maze of Medbay
Medbay in all it's maze-like glory


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, who's 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.

  • Green: Treatment and Virology
  • Orange: Chemistry
  • Blue: Genetics

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.

Genetics

Genetics (Marked with blue floor stripes) is split into two sections. The CMO controls the Cloning room, while the RD has control over the Research room. The RD is also given a back door that he can use to get in from Research Division.

This is where most of the action is. It's also one of the easiest to find - just follow the trail of blood. Containing the station's only Cloning Machine and two DNA Modifiers, it's the last resort in medical care. Geneticists work here. There's also a batch of monkeys for genetic experimentation. It also has a locker for 'patient' storage, a few spare pieces of clothing and a copy of Cloning techniques of the 26th Century for the clueless sods who paid their way through their medical degree. (There are also boxes of prescription glasses but it's trivial to fix poor vision properly anyway and avoid using up the eye slot.)

It's one of the most active areas in the medbay. And, due to their need for their victim to stay dead, it's often a focus of traitors and harmful AIs. Even on a good day the machines suck power like nobody's business and won't last long without external power.

Chemistry Lab

Chemistry (Marked with orange floor stripes) is, and will probably always be, the only place on the station with a chem dispenser. This makes it a big target for traitors, whether to take over or destroy.

More info on the Chemist and Guide to chemistry pages.

Chief Medical Officer's Office

The tiny home of the least important head on the station and his pet cat, Runtime. It holds the only Crew Monitoring Computer outside of the bridge, not that the CMO will ever check it. Don't forget to pick up the hypospray when you visit and grab the CMO's rubber stamp for that non-existent official medical business. If the other Heads ever deign to acknowledge his existence there's a Keycard Authentication Device on the wall.

Operating Theatre

Actual surgeries are rare and so the OR is most useful as an impromptu armory - a skilfully-aimed scalpel or circular saw can hold back the grey tide for a while. In the unusual case that somebody does need an operation, there's an Operating Table and associated Operating Computer. Use of the contents of the Anesthetic locker is recommended but not entirely mandatory. There are also assorted other surgical tools that have no real use outside the room. Remember - if you're going to try surgery, make sure you know how!! Requires Surgery access to enter.

Next to the theatre is a small observation room, with shutters between them to hide those horrible mistakes. There's also an outpatient's room at the exit filled with beds and roller beds and (for hopeless cases) a straightjacket and muzzle.

Morgue

Meant for long-term storage of dead bodies, it's usually pretty empty. It has the only other medbay entrance onto a main corridor and with the chef and chaplain also having access those corpses practically walk out the door themselves. All those tasty genomes make it a popular attraction for any changelings as well. The dozen morgue trays and a small number of expandable body bags are the only items in here.

Since the cloning machine (and hypothetically Hydroponics) mean that death doesn't have to be permanent, it's almost solely used to hold the original bodies of clones.

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. Don't touch the soporific button, you don't need it.

Cryogenics

There is only little Cryogenics can't fix. Use cryoxadone for everything that is not genetic deformities, and use clonexadone for genetic deformities. 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. More information in the Guide to medicine, under Cryogenics.

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.

Virology

Virology (Marked with green floor stripes) is and isolated and self-contained lab, existing as a closed system. This is the place to stay out of unless you are a virologist and/or want to give Security a good reason to robust you. If either (or both) of these happen to be true, make your way to the end of the hall, go through the airlock, put on a bio suit and read this guide.