diff --git a/Resources/Locale/en-US/guidebook/guides.ftl b/Resources/Locale/en-US/guidebook/guides.ftl
index 805eac357d..9c525db3c7 100644
--- a/Resources/Locale/en-US/guidebook/guides.ftl
+++ b/Resources/Locale/en-US/guidebook/guides.ftl
@@ -17,6 +17,10 @@ guide-entry-survival = Survival
guide-entry-chemicals = Chemicals
guide-entry-ss14 = Space Station 14
guide-entry-janitorial = Janitorial
+guide-entry-medical = Medical
+guide-entry-medicaldoctor = Medical Doctor
+guide-entry-cloning = Cloning
+guide-entry-cryogenics = Cryogenics
guide-entry-science = Science
guide-entry-anomalous-research = Anomalous Research
diff --git a/Resources/Prototypes/Entities/Objects/Materials/materials.yml b/Resources/Prototypes/Entities/Objects/Materials/materials.yml
index e6c1febdf3..fffc9e5b51 100644
--- a/Resources/Prototypes/Entities/Objects/Materials/materials.yml
+++ b/Resources/Prototypes/Entities/Objects/Materials/materials.yml
@@ -203,6 +203,9 @@
sprite: /Textures/Objects/Misc/monkeycube.rsi
state: cube
color: "#8A9A5B"
+ - type: GuideHelp
+ guides:
+ - Cloning
- type: entity
parent: MaterialBiomass
diff --git a/Resources/Prototypes/Entities/Structures/Machines/Computers/computers.yml b/Resources/Prototypes/Entities/Structures/Machines/Computers/computers.yml
index a06fc8f401..3720cf8706 100644
--- a/Resources/Prototypes/Entities/Structures/Machines/Computers/computers.yml
+++ b/Resources/Prototypes/Entities/Structures/Machines/Computers/computers.yml
@@ -757,6 +757,9 @@
- type: Damageable
damageContainer: Inorganic
damageModifierSet: StrongMetallic
+ - type: GuideHelp
+ guides:
+ - Cloning
- type: entity
id: ComputerSalvageExpedition
diff --git a/Resources/Prototypes/Entities/Structures/Machines/Medical/biomass_reclaimer.yml b/Resources/Prototypes/Entities/Structures/Machines/Medical/biomass_reclaimer.yml
index 9e31abd1ba..312fc0bcad 100644
--- a/Resources/Prototypes/Entities/Structures/Machines/Medical/biomass_reclaimer.yml
+++ b/Resources/Prototypes/Entities/Structures/Machines/Medical/biomass_reclaimer.yml
@@ -22,3 +22,6 @@
path: /Audio/Ambience/Objects/reclaimer_ambience.ogg
- type: Machine
board: BiomassReclaimerMachineCircuitboard
+ - type: GuideHelp
+ guides:
+ - Cloning
diff --git a/Resources/Prototypes/Entities/Structures/Machines/Medical/cryo_pod.yml b/Resources/Prototypes/Entities/Structures/Machines/Medical/cryo_pod.yml
index 7587373948..d72534c561 100644
--- a/Resources/Prototypes/Entities/Structures/Machines/Medical/cryo_pod.yml
+++ b/Resources/Prototypes/Entities/Structures/Machines/Medical/cryo_pod.yml
@@ -105,3 +105,6 @@
- type: CryoPodAir
- type: ContainerTemperatureDamageThresholds
coldDamageThreshold: 10
+ - type: GuideHelp
+ guides:
+ - Cryogenics
diff --git a/Resources/Prototypes/Entities/Structures/Machines/cloning_machine.yml b/Resources/Prototypes/Entities/Structures/Machines/cloning_machine.yml
index 15ce16a6f5..cb27dfc1af 100644
--- a/Resources/Prototypes/Entities/Structures/Machines/cloning_machine.yml
+++ b/Resources/Prototypes/Entities/Structures/Machines/cloning_machine.yml
@@ -83,3 +83,6 @@
machine_board: !type:Container
machine_parts: !type:Container
clonepod-bodyContainer: !type:ContainerSlot
+ - type: GuideHelp
+ guides:
+ - Cloning
diff --git a/Resources/Prototypes/Entities/Structures/Machines/medical_scanner.yml b/Resources/Prototypes/Entities/Structures/Machines/medical_scanner.yml
index 80a0cb0d95..4d3ea4adb1 100644
--- a/Resources/Prototypes/Entities/Structures/Machines/medical_scanner.yml
+++ b/Resources/Prototypes/Entities/Structures/Machines/medical_scanner.yml
@@ -88,3 +88,6 @@
- type: EmptyOnMachineDeconstruct
containers:
- scanner-bodyContainer
+ - type: GuideHelp
+ guides:
+ - Cloning
diff --git a/Resources/Prototypes/Guidebook/medical.yml b/Resources/Prototypes/Guidebook/medical.yml
new file mode 100644
index 0000000000..5155facce5
--- /dev/null
+++ b/Resources/Prototypes/Guidebook/medical.yml
@@ -0,0 +1,23 @@
+- type: guideEntry
+ id: Medical
+ name: guide-entry-medical
+ text: "/ServerInfo/Guidebook/Medical/Medical.xml"
+ children:
+ - Medical Doctor
+ - Cloning
+ - Cryogenics
+
+- type: guideEntry
+ id: Medical Doctor
+ name: guide-entry-medicaldoctor
+ text: "/ServerInfo/Guidebook/Medical/Medical Doctor.xml"
+
+- type: guideEntry
+ id: Cloning
+ name: guide-entry-cloning
+ text: "/ServerInfo/Guidebook/Medical/Cloning.xml"
+
+- type: guideEntry
+ id: Cryogenics
+ name: guide-entry-cryogenics
+ text: "/ServerInfo/Guidebook/Medical/Cryogenics.xml"
diff --git a/Resources/Prototypes/Guidebook/shiftandcrew.yml b/Resources/Prototypes/Guidebook/shiftandcrew.yml
index fc37b330bf..01ca99a956 100644
--- a/Resources/Prototypes/Guidebook/shiftandcrew.yml
+++ b/Resources/Prototypes/Guidebook/shiftandcrew.yml
@@ -9,6 +9,7 @@
- Security
- Janitorial
- Salvage
+ - Medical
- type: guideEntry
id: Survival
diff --git a/Resources/ServerInfo/Guidebook/Medical/Cloning.xml b/Resources/ServerInfo/Guidebook/Medical/Cloning.xml
new file mode 100644
index 0000000000..866327ba03
--- /dev/null
+++ b/Resources/ServerInfo/Guidebook/Medical/Cloning.xml
@@ -0,0 +1,23 @@
+
+# Cloning
+If all else fails, patients will need to be cloned. This should only be used as a last resort, if recovery is impossible. This is most often the case when the body has started to rot, or if they have excessive amounts of damage.
+
+Cloning itself is relatively simple. (Assuming the network is set.) Just drag a body into the scanner, check the cloning console, and clone! If they've taken cellular damage, or have rotted for too long, the results can be... less than pleasant.
+
+As a note: Cloning isn't always available, and it would be best not to rely on it. Science might be able to set up cloning, if it's unavailable.
+
+
+
+
+
+
+## Biomass
+Creating a clone requires biomass, which, gruesomely, involves recycling organic material. Be it crew members without a soul, station pets, or hostile creatures that have been 'taken care of', things can often be recycled.
+
+Dragging a body onto the biomass reclaimer (with your cursor) will mulch it for re-use. If it's a crew member, it's common practice to strip the body and return departmental gear before doing such.
+
+
+
+
+
+
diff --git a/Resources/ServerInfo/Guidebook/Medical/Cryogenics.xml b/Resources/ServerInfo/Guidebook/Medical/Cryogenics.xml
new file mode 100644
index 0000000000..36cf5d181d
--- /dev/null
+++ b/Resources/ServerInfo/Guidebook/Medical/Cryogenics.xml
@@ -0,0 +1,41 @@
+
+# Cryogenics
+Cryogenics can be a bit daunting to understand, but hopefully, quick run through of this diagram, you'll learn how to work it! So, let's go over what each part does:
+
+- Air in: Air comes in here through the distro or an air tank, giving those inside something to breathe, and the freezer something to chill.
+- Gas pump: Limits the network pressure, so those in the tube aren't crushed.
+- Freezer: Chills the air, and by extension, patients in the tube, so Cryoxadone can activate.
+- Gas filters: Removes waste gas (Carbon Dioxide and Nitrous Oxide) from the loop.
+- Air out: Waste gasses go here, either into a storage tank, or into the waste network.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Not every network will look like this, but hopefully, it's enough to give you the basic gist of how it's functioning.
+
+An important thing to note, winter clothing (and hardsuits) will make cryogenic treatment less, or completely ineffective. Be sure to remove cold preventative clothing before placing people in the pod.
+
+## Using the Pod
+Once things have been set up, you're going to require a specific medication, Cryoxadone. Cryoxadone heals all damage types when a patient is chilled, and can either be pre-adminsitered (with a pill), or loaded into the cell directly with a beaker. Do note, patients won't begin to heal until they've chilled to the appropriate temperature, it may be worthwhile to wait a bit before placing a beaker inside.
+
diff --git a/Resources/ServerInfo/Guidebook/Medical/Medical Doctor.xml b/Resources/ServerInfo/Guidebook/Medical/Medical Doctor.xml
new file mode 100644
index 0000000000..72bdfcad6b
--- /dev/null
+++ b/Resources/ServerInfo/Guidebook/Medical/Medical Doctor.xml
@@ -0,0 +1,74 @@
+
+# Medical Doctor
+It's time to heal. Or at least, try to heal, anyway. Medical Doctors are the primary caretakers of every boo boo and ouchie crewmembers get on the station, be it a small scratch, or boiled skin.
+
+This guide will give you a basic outline of the treatment options you have available, triage, and other avenues of care.
+
+## The Basics
+There are two ways to tell what's ailing someone: Taking a scan (with a health analyzer or a medical PDA), or examining them, with a shift-click, and clicking the heart symbol.
+
+It's best to do both, if possible, as some things (such as poison, or radiation) don't show up on examination, while others (such as blood levels) don't show up on an analyzer.
+
+
+
+
+
+
+
+## Medication and Treatment Options
+Before we go any further, it's probably a good idea to go over damage types, and what will heal them The wiki has more extensive info available, but these are commonly used.
+
+An important note: Most medication has an overdose level, which will cause harm to your patient. Chemicals also take time to metabolise in pill form, if you want things to act quickly, use a syringe.
+
+- Brute Damage: Bicaridine or Bruise Packs
+- Burn Damage: Dermaline or Ointment
+- Toxin (Poison): Dylovene
+- Toxin (Radiation) Hyronalin or Arithrazine
+- Airloss: Dexaline or Inaprovaline
+- Bloodloss: Dexaline (Examine the patient, if pale, they still need blood or iron.)
+- Bleeding: Tranexamic acid and Gauze (Bleeding can also be cauterized with burn damage.)
+
+Many stations are stocked with kits in storage, and all medics have some equipment in their starting belt.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+## Basic Treatment and Triage
+Examine your patient, and note down the important details: Are they alive? Bleeding? What type of damage?
+
+If alive, treat them as best as you can. Patients are in critical condition at 100 damage, and dead at 200. Keep this in mind when choosing how to treat them. Emergency Pens and Epinephrine are often used to keep patients stable.
+
+If possible, buckle them to a medical bed, if you need time to treat them, strap them to a stasis bed instead. Just keep in mind that metabolism (and by extension, healing chemicals) are slowed to a crawl when on stasis, they'll need to be taken off of it for the medicine to be effective. (But Blood Packs, Ointment, and Brute packs all work as normal.)
+
+
+
+
+## Death and Revival
+You can't save them all, sometimes, death happens. Depending on the status of the body, if there's a soul present, and if the body has started rotting, there are a few things that can be done.
+
+1. Do they have a soul attached? You can tell if, when examining, the following phrase is displayed: "Their soul has departed." If this isn't displayed, consider storing the body in a morgue tray, or using them for biomass.
+
+2. Is the body rotting? If it is, sadly, they'll have to be cloned. A rotting body can't be brought back with a defibrillator. (See Cloning)
+
+3. If they have a soul, and aren't rotten, it's possible to revive them. Not counting airloss, Defibrillator's can be used to revive patients under 200 total damage. Chemicals don't metabolise in the dead, but brute packs and ointment can still patch them up. Use them to bring their numbers down enough for revival.
+
+
+
+
+
+
+
+
diff --git a/Resources/ServerInfo/Guidebook/Medical/Medical.xml b/Resources/ServerInfo/Guidebook/Medical/Medical.xml
new file mode 100644
index 0000000000..22a4149833
--- /dev/null
+++ b/Resources/ServerInfo/Guidebook/Medical/Medical.xml
@@ -0,0 +1,22 @@
+
+# Medical
+This is the department where people go to when they're hurt, it's up to the folks working here to fix them.
+
+Right now, medbay is divided into two different sets of care:
+
+## Medical Treatment
+
+
+
+
+
+
+
+## Chemical Production
+
+
+
+
+
+
+