All surgery requires a set of medical tools, typically found in the Operating Theatre, along with an operating table. Should the surgery tools be missing, more can be printed from the techfab in Medbay Storage.

Surgical Tools

Information about every tool used in surgery can be found here.

For every tools there are ghetto analogues. Using them lowers chances of performing a surgical step correctly, wounding your patient. Hover your cursor over the item's picture to see its name. Next to the items are the success rates.

Surgery Success Chances

Surgery success chances follow the following formula: (Surface + Chem) * Tool Success Chance

Surface refers to the surface the surgery is taking place on, whether it be an operating table, a bed or even the floor. The highest value will be used when multiple are taken into account (ex: Surgery done to someone on a tile with both a table and a bed will take the table's 80% over the bed's 70%. This applies even if they aren't buckled to the surface).

Chem refers to any applied chemicals applied via touch, vapor, or patches to the patient during the surgery (IV injecting a chemical or injecting it with a syringe will not count towards this value). This will not stack, and will only choose the highest applied chemical value.

Tool Success Chance is the chance of success intrinsically tied to a given tool. Surgical grade equipment is generally the best, and ghetto analogues are generally discouraged unless very desperate.

Beginning of any Operation

Step 1:   Place the patient onto the operating table (or have them just climb onto the table). Do this by selecting grab   intent. Then click the patient twice in a row until you have an aggressive grab. Then left click the operating table to place the patient on it. Switch back to help   intent or your surgery will fail.

  • If there is no operating table, you can use: stasis bed (100%), any table (80%), any bed (70%), ask them to lie on the floor (50%). Operating tables give a 100% surface value.

Step 2: Exposed the patient's appropriate body part. This could vary from simply having the patient take off their headwear, to having them fully strip (This can be performed at any point in the surgery prior to Step 7, but it's faster that they strip rather than have you slowly strip them).

Step 2:   Sedate the patient using a tank of anesthetic and a breath mask or inject them with Morphine. Keeping your patient awake for most surgeries will result in a 50% (100% if the step is failed) chance to cause a minor screw-up, causing damage and a chance for bleeding depending on how intensive the surgery step is. Pain killers such as (and currently only) Miner's Salve and the alcoholic drink Painkiller reduce the chance by half, and being unconscious for any reason reduces it by a fifth. Getting your patient drunk will also offset the slip-up chance depending on how drunk they are. If the patient has a disease containing the symptom Analgesia or the brain trauma Tenacity, they will count as being fully anesthetized.

Step 3:     Place drapes or bedsheet over the part of body you are operating.

Step 4 (optional):   (Optional) Splash on, spray or apply a patch with Miner's Salve (+10%), Sterilizine (+20%), alcoholic drinks (up to +46%), or Honey (+60%) to improve your success chance. This must be done after the surgery has been chosen or during the surgery itself in order for the bonus to be considered.

  • The stronger the alcohol, the more effective! The formula is: 0.1*(booze power/65). For example: Ethanol gives +10% success chance, Manly Dorf +15%, Bacchus' Blessing +46%.

Step 5:   Switch to help intent. Pro tip: Disarm intent will fail every surgery step.

Step 6:   Aim at the appropriate body part (important!).

Step 7:   Do the surgery (see the steps below!). Afterwards congratulate the patient and kick them out.

  • Note that increases from the surface used and chemicals applied are multiplicatively applied to a tool's success chance, so adding sterilizer for a 20% success bonus while operating on an operating table or stasis bed will increase a tool's success chance from for example 80% to 96% rather than 80% to 100%.
  • Success boosts from chemicals additionally will not stack with other chemicals, only the highest increase is applied.

To abort a surgery, hold a cautery in one hand and drapes in the other, and use the drapes on the patient.

Procedures requiring no research or computer

Organ Manipulation

This surgery covers operations to remove/insert organs (brain, heart, appendix), lizard/cat tails, cyber implants and alien embryos.
The body part to target depends on which procedure you want to do.
See below for details about each procedure.

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3 (Head/Chest only):   Circular Saw: Saw through bones   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 5:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 6 Remove:   Hemostat: Remove something   (55%)
Step 6 Insert:   Hands: insert something
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Ordinary organs that require Organ Manipulation

These organs are present in every normal human, and can be removed or transferred through the Organ Manipulation surgery type.

Brain   

The source of consciousness, and where the player actually resides. Removing the brain from a body will make it unclonable 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 cloned or defibrillated with the new host.

Changelings' brains are vestigial, and they can survive without them. Beheading a changeling will not prevent one from reviving.

  Target: Head

Note: Brains can also be removed by beheading the target and using a sharp object on the head to extract the brain.

Note: There's also a non-surgery method to put a brain back in:

Step 1:   Place the patient onto the operating table.

Step 2:   Cram their brain back into their skull.

Step 3:   Usually, you take the body to be cloned (this can be done without step 2).

Heart  

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.

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's in your hand.

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.   Target: Chest

Heart Variants
Name Icon Description
Cursed Heart   Provides a powerful regeneration effect to the host, but comes at the price of needing to be pumped manually, or else they begin to suffocate.
Heart of Freedom   When the user falls to critically low health, will heal a small amount of brute and burn injuries across the body, and also add ephedrine to the user. This effect has a random cooldown between 4.5 and 10 minutes. Often found after a Meat-eor storm event.
Maintenance Heart   Half as durable as a regular heart, and half as effective in generating blood. A terrible replacement option, but will keep someone alive in an emergency.
Cybernetic Heart   Functionally identical to a standard organic heart. Suseptible to EMP
Upgraded Cybernetic Heart   When the owner falls unconscious, will inject 10u of epinephrine. This effect has a 5 minute cooldown. Suseptible to EMP, but capable of restarting itself after.
Nanite Heart   Functionally identical to a standard heart, but with the added benefit of increasing nanite generation in the host. However, if the host's nanites are depleted, the heart will collapse entirely, resulting in a rapid death. Suseptible to EMP by way of harming nanites in the host.

Eyes  

They're required for sight; removing them will, obviously, turn the patient blind. Some races' eyes can see in the dark.

  Target: Eyes

Eye Variants
Name Icon Description
Mothman Eyes   More susceptible to flashes than other races.
Polysmorph Eyes   Slightly better at vision in dark environments than other races.
Flashlight Eyes   Basically just flashlights for eyes, provides toggleable light, but good luck seeing anything. Susceptible to EMP.
Robotic Eyes   Functionally identical to standard human eyes. Susceptible to EMP.
Preternis Eyes   Possess a night vision mode toggleable while in good condition, deteriorate when in a non preternis and heal themselves when in a preternis. Susceptible to EMP.
Thermal Eyes   Able to see living creatures through walls, but not the layout of the area they're in. Susceptible to EMP and more vulnerable to flashes.
X-ray Eyes   Effectively gives the wielder true sight, being able to see people, objects, and turf through walls. Susceptible to EMP.
Meson Eyes   Gives meson vision, letting the user see the layout of walls and floors around them through obstacles and in the dark, also protects the user from the hallucinations of the Supermatter Crystal. Susceptible to EMP.
Welding Shielded Eyes   Standard eyes with the added benefit of being flash proof. Susceptible to EMP.
Luminescent Eyes   Identical to robot eyes but glow extra bright. Purely for cosmetic showing off. Susceptible to EMP.

Ears

They're required for hearing

  Target: Head

Ear Variants
Name Icon Description
Cat Ears   Take twice as much damage from loud noises.
Penguin Ears   Forces the host to waddle, rather than walk normally
Cybernetic Ears   Offers 20% more protection from loud noises.

Lungs  

Required for breathing. Removing the lungs will cause the patient to suffocate, regardless of air or internals. Some species have mutant lungs that don't need air: transplanting them onto an breathing race will transfer this property.

  Target: Chest

Lung Variants
Name Icon Description
Plasmaman Lungs   Unable to breathe regular air, needs plasma.
Polysmorph Lungs   Able to breathe oxygen and plasma, but take damage from hot gasses at lower temperatures than other lungs.
Preternis Lungs   Can safelty breathe air that's thinner and handle small toxin content in the air before taking damage. More sensitive to cold and hot gasses. Not sensitive to EMP.
Ghetto Lungs   Half as durable as regular lungs, but will allow someone to breathe.
Extended Lungs   Half as durable, twice as efficient, but require twice as much air pressure to breath properly. These lungs are the result of performing the illegal and dangerous operation of using a crowbar on lungs to extend them.
Cybernetic Lungs   More durable than standard lungs and can breathe air that's thinner safely. Susceptible to EMP
Upgraded Cybernetic Lungs   Twice as durable as standard lungs, able to safely function with an air content as low as 10 psi, able to handle both colder gasses as well as hotter before taking damage, and able to handle a substantial toxin content in the air before taking damage.

Liver

Processes reagents in the body. Without this, you can't process any reagents, and even worse, you can't get drunk. Taking toxin damage or binge drinking will damage this organ.

  Target: Chest

Liver Variants
Name Icon Description
Flyperson Liver   Slightly worse at handling alcohol than a human liver.
Polysmorph Liver   Takes 2.5x damage from toxins, but filters them much more efficiently.
Cybernetic Liver   Marginally more health than a human liver, handles toxins more effectively and filters them quicker, and takes less damage from alcohol.
Upgraded Cybernetic Liver   1.5x health compared to an organic liver, better toxin tolerance and filtering, better alcohol handling, and provides passive toxin damage healing.

Stomach

In charge of telling you when you're starving or stuffed. Handles the processing of nutriment to make a spessman full and happy.

  Target: Chest

Stomach Variants
Name Icon Description
Ethereal Stomach   Rather than standard food, Ethereals need electricity to sustain themselves. Be it from borg chargers, capacitive cell plants, or literally being electrocuted (although this will still hurt).
Plasmaman Stomach   Functionally identical to a regular stomach, although Plasma People do not need to eat.
Cursed Stomach   Gives the owner the ability to vomit on command and vomitcrawl. Sink into a pool of vomit and freely move around, but you must resurface at another pool of vomit. Disgusting, but powerful.
Cybernetic Stomach   Slightly more durable than a standard stomach.
Upgraded Cybernetic Stomach   Twice as durable as a standard stomach and able to stash nutriment inside itself while processing food to feed the host later when they become hungry.

Tongue    

Affects speech. Lacking a tongue will make speech very hard to comprehend, while mutant tongues such as lizards' or flypeoples' will give the patient the race's speech quirks. Abductors' tongues carry over their telepathy, but they prevent normal speech.

  Target: Mouth

Tongue Variants
Name Icon Description
Lizard Tongue   Makes the host hisssy.
Polysmorph Tongue   Also hissy, but capable of the real Xenomorph language.
Abductor Tongue   Lose the ability of spoken language, but speak silently through a network of other people with Abductor Tongues. Does not allow you to hear active Abductors however, as they are on a different network!
Snail Tongue   Your words are going to take a while to say.
Zombie Tongue   Makes speech slow... slurred... and occasionally forces the user to moan about Braaaiinnnsss.
Bone Tongue   Clatter and rattle your words in a special papyrus font.
Xenomorph Tongue   Growl out all your words like a real Xenomorph!
Robotic Voicebox   Effectively a cybernetic tongue. Capable of all languages (provided you know them), but your speaking verbs become monotone like that of a robot. Also, you can't taste as well.

Appendix   

Removing it cures appendicitis and prevents it in the future, too.

  Target: Groin

Other organs that require Organ Manipulation

There are also non-natural organs which can be added to give bonuses or to harm the patient in a few cases.

Cybernetic Implants     

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 type surgery, even for arms. Cybernetic implants can be printed by Robotics or the medbay techfab after research.     Target: Chest/Head/Eyes/Arms

Table of Often Available Cybernetic Implants
Implant Icon Implant Region Description
Anti Drop Implant     Target: Head Gives the user a toggleable button capable of determining whether they can drop and item or not.
Anti Stun Implant     Target: Head Greatly reduces the severity of all stuns on the user.
Med/Sci/Diagnostic HUD Implant     Target: Eyes Eye implants that overlay their corresponding HUD elements without the need for eyewear.
Chemical Analyzer Implant     Target: Eyes Allows user to identify reagents in a container by examining it without the need for science googles.
Breathing Tube Implant   Target: Mouth Adds an internals connecting port to your back, protecting you from being strangled and allowing you to use breathing tanks without a mask.
Nutriment Pump Implant     Target: Chest Automatically feeds the user when they reach the hunger state of starving, but they will still get hungry.
Nutriment Pump Implant PLUS     Target: Chest Automatically feeds the user when they become starving, removing the need for eating.
Reviver Implant     Target: Chest When the user falls into an unconscious or soft critical state (between 0 and -30 health), the implant will attempt to revive them by patching their wounds. Additionally, this implant will also stop heart attacks in the user.
Implantable Thrusters Set   Target: Chest Effectively an implanted jetpack that works in zero-gravity environments. If there is at least 30 kpa in the surrounding atmosphere, the jetpack can function without any input. However in a vaccum it will still require internals to run off of. Susceptible to EMP
Surgical/Integrated Tools Implant   Target: Arms When implanted will give the user access to either the entire suite of surgical tools, or mechanical tools needed by engineer. Only one toolset implant per arm, and a screwdriver can be used to toggle the implant to switch the desired arm.

Cybernetic Organs        

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.

   Target: Chest/Eyes

Xenomorph Embryo   

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.

  Target: Chest

Plasma Vessel        

Implanting this allows for your plasma count to be raised. It allows you to plant alien weeds and heal from standing on them, and transfer plasma to others.

  Target: Chest

Neurotoxin Gland  

Implanting this allows for you to spit neurotoxin.

  Target: Mouth

Acid Gland  

Implanting this allows for you to spit corrosive acid at an object, which will remove it slowly over-time.

  Target: Mouth

Hive Node  

Implanting this allows for you to speak with others who also have this (using .a). It will also stop NPC xenos from attacking you.

  Target: Head

Resin Spinner  

Implanting this allows for you to secrete resin to create walls and nests.

  Target: Mouth

Egg Sac  

Implanting this allows for you to lay xeno eggs.

  Target: Groin

Legion Soul  

Implanting this will give you a one-time full-heal; if you do not use it manually it will auto-use when you enter crit.

  Target: Chest

Romerol Tumor

A latent infection in the patient's head, caused by Romerol. If the patient dies while affected by Romerol, he will eventually rise as an aggressive Zombie. This will repeat as long as the infection lasts; removing it surgically, cutting the head off, or gibbing the corpse will prevent resurrection.

Romerol is infectious, and anyone hit by a zombie while unprotected will also acquire a Romerol Tumor.

  Target: Head

Prosthesis Organ Manipulation

Augmented limbs have special surgery steps for Organ Manipulation that are completed with mechanical tools. Unlike all other procedures, this can be performed on yourself with self-surgery.

  Target: Head, chest, groin, arms

Procedure Ghetto Analogues
Step 1:   Screwdriver: Unscrew the shell   (75%)   (50%) Any other sharp item (30%)
Step 2:   Hands: Open the hatch
Step 3:   Wrench: Unwrench the bolts   (10%)
Step 4:   Multitool: Prepare electronics   (10%)
Step 5:   Hemostat: Manipulate organs/remove implant   (65%)
Step 6:   Wrench: Wrench the bolts   (10%)
Step 7:   Screwdriver: Screw the shell   (75%)   (50%) Any other sharp item (30%)

Alien Organ Manipulation

Used to remove or add organs from Xenos.

Procedure Ghetto Analogues
Step 1:   Circular Saw: Saw through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 2:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 3:   Retractor: Retract the skin   (45%)   (35%)
Step 4:   Circular Saw: Saw through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 5 Remove:   Hemostat: Remove something   (55%)
Step 5 Insert:   Hands: Insert something
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Amputation

Sever a limb from the torso. Tails are handled under Organ Manipulation (groin).

  Target: Head, legs, or arms

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 3:   Retractor: Retract the skin   (45%)   (35%)
Step 4:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 5:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 6:   Scalpel or   Circular Saw: sever the limb.   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)

Prosthetic Replacement

Replace a severed limb with either a normal or a robotic limb.

  Target: Head, legs or arms

Procedure Ghetto Analogues
Step 0: Acquire the required limb.
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 3:   Retractor: Retract the skin   (45%)   (35%)
Step 4: Limb/Cyborg limb: Replace the limb
Step 4(Alternative): Chainsaw/Synthetic Arm Blade: Replace the limb with the chosen weapon

Augmentation

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.
Robot limbs are tougher. They need welding to "heal" brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.

 
Cyborg head
 
Cyborg torso
 
Cyborg arm

We can rebuild him. We have the technology.

  Target: Head, chest, legs or arms

Procedure Ghetto Analogues
Step 0: Create the cyborg limb(s) using an Exosuit Fabricator.
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 3:   Retractor: Retract the skin   (45%)   (35%)
Step 4:   Scalpel: Sever the muscles   (55%)
Step 5:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 6: Cyborg limb: Augment the limb

Cavity Implant

Implant/Remove an object in the chest. Items up to normal size can be implanted, but tiny and small items won't show what they are in the implanting messages. Implanting a flashlight allows the patient to toggle it on or off. Implanting grenades is also often done.

 
Flashlight is commonly implanted

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 3:   Retractor: Retract the skin   (45%)   (35%)
Step 4:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 5:   Place an item in the cavity / Use your hands to check for items in the cavity
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Prosthesis Cavity Implant

A self-surgery version of the Cavity Implant.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Screwdriver: Unscrew shell   (75%)   (50%) Any other sharp item (10%)
Step 2:   Hands: Open the hatch
Step 3:   Multitool: Prepare electronics   (10%)
Step 4:   Place an item in the cavity / Use your hands to check for items in the cavity
Step 5:   Screwdriver: Screw shell   (75%)   (50%) Any other sharp item (10%)

Implant Removal

Extracts mindshield, tracking, chemical, traitor, explosive implants and such. If you don't have an empty implant case in your other hand, the implant will be ruined on extraction!

 
Removes this

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 3:   Retractor: Retract the skin   (45%)   (35%)
Step 4:   Hemostat and Empty Implant Case: Extract the implant   (65%)
Step 5:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Prosthesis Implant Removal

A self-surgery version of the implant removal.

 
Removes this

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Screwdriver: Unscrew shell   (75%)   (50%) Any other sharp item (10%)
Step 2:   Hands: Open the hatch
Step 3:   Multitool: Prepare electronics   (10%)
Step 4:   Hemostat and Empty Implant Case: Extract the implant   (65%)
Step 5:   Screwdriver: Screw shell   (75%)   (50%) Any other sharp item (10%)

Dental Implant

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.

  Target: Mouth

Procedure Ghetto Analogues
Step 1:   Surgical Drill: Drill a hole in a tooth   (60%)   (60%)   (20%)
Step 2:   Pill/Patch: Insert a pill/patch

Brain Surgery

This procedure cures all severe and basic traumas and reduces brain damage by a large amount. Failing step 5, however, causes hefty brain damage.

  Target: Head

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 5:   Hemostat: Perform brain surgery (85%)   (35%)   (15%)
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Eye Surgery

This fixes all damage done to eyes (fixing blindness), except genetic. Failing step 4 will cause 70 brain damage to the patient.

  Target: Eyes

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)  (35%)
Step 3:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 4:   Hemostat: Fix the patient's eyes   (45%)   (25%)
Step 5:   Cautery: Seal the wound   (90%)  (70%) Any other hot item (30%)

Removal of Embedded Objects

Extracts objects stuck in the body such as throwing stars or spears.

  Target: Head, chest, legs, or arms

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2: Remove:   Hands: Remove object.

Plastic Surgery

If the patient's face is damaged and unrecognizable it restores it, otherwise it change the face and identity of the patient.

  Target: Head

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Scalpel: Alter the patient's appearance   (50%)   (35%)
Step 4:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Lipoplasty

Removes excess fat from the patient. Can only be selected if the patient is fat.

 
You get this

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 3:   Circular Saw: Cut up the fat   (35%)   (25%)
Step 4:   Retractor: Remove the fat   (45%)   (35%)
Step 5:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Slime Core Removal

Remove core from slime. Step 2 must be repeated for every core if slime has several. Mostly obsolete with existence of slime grinder, but still possible.

 
A slime
Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Hemostat: extract core.   (100%)

Tend Wounds (Bruises/Burn/Mixture)

Tend Wounds is a repeatable surgery that will heal the entire body of damage with Bruises healing brute, Burn healing burn, and Mixture healing both. Advanced and Expert versions can be researched to heal more damage. Can be performed while the target is clothed, but doing so will lessen the effect. Step 2 must be repeated until a desired amount of damage is healed.

  Target: Any

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Hemostat: Tend wounds (can be repeated).   (65%)   (55%)
Step 5:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Patch Wounds/Treat Burns

Patch Wounds will heal a body part of brute damage. Treat Burns will heal a body part of burn damage. Useful for allowing a body to be defibrillated.

  Target: Any

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Hemostat: Patch Wounds/Treat Burns   (60%)   (35%)   (15%)
Step 3:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 4:   Gauze: Apply some dressing File:Bandage.png (65%) File:Improv bandage.png (35%)
Step 5:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Coronary Bypass

This surgery is required when the heart has suffered over 60 damage. It will restore it to a functional state (able to be defibrillated and sustain life), and it can only be performed once on an individual heart.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Circular Saw: Saw through bones   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:   Hemostat: Clamp the bleeders   (60%)  (35%)   (15%)
Step 5:   Scalpel (90%): Incise the heart   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 6:   Hemostat (90%) : Graft coronary bypass   (60%)  (15%)   (5%)
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Lobectomy

This surgery is required when the lungs have suffered over 60 damage. It will restore them to a function state, and it can only be performed once per individual set of lungs.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Circular Saw: Saw through bones   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:   Hemostat: Clamp the bleeders   (60%)  (35%)   (15%)
Step 5:   Scalpel (95%): Incise the worst lung lobe   (65%)  (45%)   (35%)
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Gender Reassignment

This surgery reassigns a person's gender that of the opposite sex (Female to Male, Male to Female). Failure may result in gender ambiguity.

  Target: Groin

Procedure Ghetto Analogues
Step 1:   Scalpel: Reshape genitals   (75%)  (65%)   (45%) Any other sharp item (30%)

At this point, the patient's gender can be changed from male to female.

Autopsy Surgery

This surgery tells you what last damaged the patient. Can only be performed on dead patients.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Scalpel (75%): Inspect the damage closely.   (30%)   (15%)

Not holding a forensic scanner in your off-hand during the second step reduces your chances of success of that step by 75% multiplicatively. (Overall 18.75% chance of success if using a scalpel and no surgical modifiers)

Upon completion the body is severely mutilated.

Advanced Surgery

These surgeries require the Advanced Surgery research node. After it is researched you must sync an operating computer (click "View Surgery Procedures" and then "Sync with research database") to unlock the procedures. Advanced surgeries can only be performed on an operating table with a connected operating computer.

Lobotomy

Used to cure deep-rooted brain traumas. This can cause a random, permanent trauma, or if lucky, a random special trauma which gives you rare powers. Requires the "Advanced Surgery" technology.
  Target: Head

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:  Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 5:   Lobotomize (85%): Perform the lobotomy procedure.   (55%)   (35%)   (25%) Any other sharp item (20%)
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Experimental Dissection

A surgical procedure which deeply analyzes the biology of a corpse, and automatically adds new findings to the research database. This generates research points for science. Surgery on human corpses give 2000 research points if successful, or 400 points if failed. Other races such as golems, podpeople, abductors, and xenos give more points. Does not work on living patients, and cannot be performed by cyborgs. Requires the "Advanced Surgery" technology.


  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 4:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 5:   (60%)Scalpel: Perform dissection   (30%)   (15%)
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Experimental Surgery

These surgeries require the Experimental Surgery research node. After it is researched you must sync an operating computer (click "View Surgery Procedures" and then "Sync with research database") to unlock the procedures. Experimental surgeries can only be performed on an operating table with a connected operating computer.

DNA recovery

A surgical procedure which involves using rezadone, amanitin, or entropic polypnium to salvage a single strand of DNA from the patient, allowing them to be cloned.

  Target: Head

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 5:   Syringe: Recover DNA (requires rezadone, amanitin, or entropic polypnium)   (30%)
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Alien DNA recovery

An experimental surgical procedure which involves the use of rezadone to fix severe burning on certain alien lifeforms.

  Target: Head

Procedure Ghetto Analogues
Step 1:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 2:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 3:   Retractor: Retract the skin   (45%)   (35%)
Step 4:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 5:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 6:   Syringe: Recover DNA (requires rezadone)   (30%)
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Revival

The target is resurrected by this surgery. Unlike normal defibrillation, it works on any non-husked corpse, regardless of how much damage the body has sustained or how long the target has been dead.
If the body has sustained too much damage, it'll die immediately after the revival. You can circumvent this by applying synthflesh or performing Reconstruction beforehand. Requires the "Experimental Surgery" technology.

  Target: Head

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:  Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 5:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 6:   Revive: Revive the target   (75%)   (60%)
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Pacification

The target becomes essentially becomes permanently pax-ed, and can no longer perform direct violent actions.
Requires the "Experimental Surgery" technology.

  Target: Head

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:  Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 5:   Pacify: Rewire the target's brain   (35%)   (15%)
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Vein Threading

The circulatory system is woven into a mesh, severely reducing the amount of blood lost from wounds. Requires the "Experimental Surgery" technology.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 4:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 5:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 6:   Hands: Thread the veins
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Vein Muscle Membrane

A surgical procedure which adds a muscled membrane to blood vessels, allowing them to pump blood without a heart. Requires the "Experimental Surgery" technology.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 4:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 5:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 6:   Hands: Shape the vein muscles
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Nerve Splicing

Nerves are connected to each other multiple times, halving most stun times. Requires the "Experimental Surgery" technology.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 4:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 5:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 6:   Hands: Splice nerves
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Nerve Grounding

Nerves form a safe path for electricity to traverse, making the user nigh immune to all electric shocks. Requires the "Experimental Surgery" technology.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 4:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 5:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 6:   Hands: Ground nerves
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Ligament Hook

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 "Experimental Surgery" technology.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 4:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 5:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 6:   Hands: Reshape ligaments
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Ligament Reinforcement

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 "Experimental Surgery" technology.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 4:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 5:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 6:   Hands: Reinforce ligaments
Step 7:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Viral Bonding

The target is forced into a symbiotic relationship with a virus. It makes the virus stay at stage 1 where it's usually harmless, but still infective to others .
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 Virus Food, Formaldehyde, and Spaceacillin for the "Viral Bond" step to work. This surgery will not hide the virus icon from medical huds.
Requires the "Experimental Surgery" technology.

  Target: Chest

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:  Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 4:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 5:   Viral Bond: Force a symbiotic relationship   (50%)   (35%)   (30%)
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)


Alien Surgery

These surgeries require the Alien Surgery research node, which requires the Alien Technology node, which can only be revealed from deconstructing certain abductor items. After it is researched you must sync an operating computer (click "View Surgery Procedures" and then "Sync with research database") to unlock the procedures. Alien surgeries can only be performed on an operating table with a connected operating computer.

Necrotic Revival

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 Zombie Powder or Rezadone for the "Bionecrosize" step to work. Requires the "Alien Surgery" technology.

  Target: Head

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:  Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 5:   Bionecrosize: Perform the revival procedure   (35%)   (15%)
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)

Syndicate Surgery

These surgeries require the Syndicate Surgery research node. After it is researched you must sync an operating computer (click "View Surgery Procedures" and then "Sync with research database") to unlock the procedures. Syndicate surgeries can only be performed on an operating table with a connected operating computer.

Brainwashing

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 Uplink, or researching the "Syndicate Surgery" technology.

  Target: Head

Procedure Ghetto Analogues
Step 1:   Scalpel: Make an incision   (75%)  (65%)   (45%) Any other sharp item (30%)
Step 2:   Retractor: Retract the skin   (45%)   (35%)
Step 3:   Circular Saw: Cut through the bone   (75%)   (65%)   (50%)   (50%)   (35%)   (25%)
Step 4:  Hemostat: Clamp the bleeders   (60%)   (35%)   (15%)
Step 5:   (85%) Brainwash: Perform the brainwashing procedure. Failing will grant brain damage   (50%)   (35%)   (15%)
Step 6:   Cautery: Seal the wound   (90%)   (70%) Any other hot item (30%)