Read your state before using an item

Do not use the word “Medical” as though every item solves the same problem. Start with three questions: are you infected, are you only missing health, and which treatment is in your Inventory? Those answers decide the next action.

If you are healthy and not infected, keep the treatment. can only be used while infected, and neither treatment is ordinary health recovery. If you are damaged but not infected, use or a for health instead. The healing rule gives the exact amount, cap waste, and held-item fallback.

If the infected state is active, stop optional looting. A current Casual or Classic infection cycle lasts 120 seconds. Held is the cure path. Held Pills are a delay while you make room for that cure or keep searching for it.

Use the card that matches your current state

Healthy and not infected

Keep the infection treatment. There is no infection action to take now.

Next: avoid a grab bite or Shambler cloud and keep health high before the next ordinary melee contact.

Damaged and not infected

Use health recovery, not infection treatment.

At 50 HP, one base use reaches 75 HP. Ordinary melee reaches 0% before resistance at 60 HP, but grab bites and clouds still use their own curves.

Infected with Gene Therapy held

Move to safety and start synthesis now, then administer the prepared cure.

In the worked 90-second case, 30 seconds remain and the approximate synthesis leaves a 5-second rule margin.

Infected with Pills but no Gene Therapy

Use one ready Pill dose when you need the delay, then keep searching for a cure.

has 3 doses. It resets infection but does not cure it, so a dose buys a search window rather than finishing the task.

Infected with no treatment held

Stop optional looting and move toward a current Medical pickup or a teammate who can help.

The next action is find treatment. Waiting, an unavailable exit, and an expired timer do not provide a survival promise.

The 60 HP ordinary-melee boundary is useful while you are still uninfected. It is not blanket immunity. Grab bites and Shambler clouds use separate exposure curves, and health does not replace treatment after infection has started.

Complete both Gene Therapy actions

Gene Therapy is not a single press followed by waiting for the item to finish everything. The current instruction requires two primary item actions. The first takes a blood sample and starts synthesis. The second administers the prepared cure.

Move out of contact before the first action. Synthesis takes about 25 seconds, so a zombie beside you, a cloud, or a route that forces movement makes the attempt fragile even when the arithmetic fits. The safe default is to begin as soon as the infected state appears and the area allows both actions.

Complete both Gene Therapy actions

  1. 1

    Make space

    Break contact and choose cover before equipping . The rule does not reserve the area around you.

  2. 2

    Synthesize

    Use the primary item action once to take the blood sample. The current instruction says synthesis takes about 25 seconds.

  3. 3

    Administer

    Use the primary item action again after the cure is ready. Synthesis alone is not the second action.

90 seconds elapsed

Start Gene Therapy now

30 seconds remain. The approximate synthesis fits with a 5-second mathematical margin.

105 seconds elapsed

Use a ready Pill first

Only 15 seconds remain, leaving a 10-second shortfall against the approximate synthesis time.

At 90 seconds elapsed, the 120-second cycle has 30 seconds left. The approximate synthesis fits with a five-second mathematical margin. That margin is small enough that safety still comes before the button press. At 105 seconds elapsed, only 15 seconds remain. A ready Pill dose is the supported bridge before synthesis because the current cycle is ten seconds shorter than the approximate synthesis time.

The mode also carries a 60-second Cure duration value. That value is not a wait instruction, so do not stand still for another minute after the second action unless the live item state tells you to.

Use Phalanx Pills as a delay

One bottle has 3 doses. Pills reset infection but do not cure it. That makes the default simple: use one dose when you need time for Gene Therapy or when the only current path is to keep searching for a cure.

Phalanx Pills use 1.00 base effectiveness, a 0.25 repeated-use reduction, and a 100-second resistance reset. The game gives no exact number of seconds gained by each dose. Space a later dose until the resistance is ready when the run permits it. If you must use another dose early, treat it as a penalized attempt, not a guaranteed timer extension.

Do not spend all three doses at the start of a fresh cycle. The cost is losing later delay without a cure. The exception is not a universal schedule; it is the live emergency in which a ready dose is the only supported action before a Gene Therapy attempt.

Separate infection treatment from healing

Low health raises ordinary-melee exposure before infection, but curing or delaying infection does not automatically restore health. Without Resident Genes, the treatment result and the health result stay separate.

adds 15 HP when Pills are used. Its Expert tier adds 25 HP to Pills and Gene Therapy. Those values can cross the 60 HP ordinary-melee threshold, but the infected state still needs its own cure or delay result. A health item also does not reset or cure infection.

When you are both damaged and infected, protect the shorter failure first. Start the cure if its window fits. Use a ready Pill before synthesis when it does not. After the infection action is secure, heal missing HP with the appropriate item if Resident Genes did not cover it. The cost is delaying ordinary healing for a few seconds; the alternative is spending health recovery first only when the infection window still safely covers both Gene Therapy actions.

Act when no treatment is held

With no Pills and no Gene Therapy, there is no item sequence to perform. Stop side searches, break contact, and move toward a current Medical pickup or another Responder who can help. Keep the route short. Another avoidable room can spend the rest of a 120-second cycle without improving the answer.

The Inventory query lists the current Medical records and their treatment fields. Use the Medical view instead of assuming Bandages or a Medkit treats infection. If the search result is a health item, heal when needed but keep looking for an infection treatment.

If no treatment is reachable, an already available Early Extraction may reduce the run-level risk. It is not a cure instruction, and the game does not state a separate outcome for an infected Responder. Do not cross the map for an exit that still says it is unavailable.

Recover after an interruption or failed timing

Recover from the state the rule can still prove

Synthesis was interrupted or the animation is unclear

Get safe and check whether the cure is ready before using the item again. The game does not say whether partial synthesis survives an interruption, so do not count unseen progress.

A repeated Pill dose is still penalized

One dose used 30 seconds ago leaves 70 seconds before the 100-second reset. The game gives no exact delay from another penalized dose. Keep looking for Gene Therapy instead of treating that dose as a timed guarantee.

The current cycle has expired

The result is timer expired. Do not assume a last-frame cure, an animation grace period, or an extraction exception. Follow the live game state.

Treatment worked but health is still low

Infection treatment and healing are separate. Normal adds 15 HP only when Pills are used. Expert adds 25 HP to Pills and Gene Therapy. Without that skill result, use a health item for missing HP.

After an interrupted synthesis, read the live item state before pressing again. The process has two actions, and synthesis takes about 25 seconds. The game does not say whether every kind of interruption keeps, resets, or cancels partial progress. Assuming that the unseen work survived is the risky choice.

A recent Pill has a different problem. If the 100-second reset is not ready, another dose is penalized, but the exact delay is unknown. Continue toward Gene Therapy instead of building a countdown from an unsupported dose formula.

When the 120-second cycle has expired, no recovery branch is stated. Do not assume a last-frame injection, an animation grace period, or an extraction exception. Follow the live result instead.

Use Early Extraction within its known boundary

Treat Early Extraction as a run fallback, not a cure

Usable state
Early Extraction Available
Action at the exit
Activate Early Extraction
Unavailable state
Cannot Abandon
Known reward cost
No Credits rewarded for Early Extraction

can be the safer run-level fallback when it is already available and reachable. The game states no separate infected-Responder outcome, so do not assume that extraction cures infection or overrides an expired timer.

Use the exit only when its live state says “Early Extraction Available” and the route is already practical. The action at the exit is “Activate Early Extraction.” If it says “Cannot Abandon,” leave the marker and continue the treatment search or active mission path.

The known cost is no Credits for Early Extraction. The unknown is just as important: the game does not say that leaving while infected cures the infection or rescues a timer that has already expired. Keep treating the infection while moving toward an available fallback.

Know when the task is finished

The task ends after the prepared Gene Therapy cure has been administered, not when synthesis begins and not when a Pill is used. Once the live infected state clears, return to health, ammunition, and the squad route.

The current tutorial says Gene Therapy makes the Responder immune, but the game does not state a complete post-cure immunity schedule. Do not spend the rest of the run as though every later bite or cloud has become harmless. Finish both Gene Therapy steps, confirm the live state, and resume normal contact avoidance.

For the next run, keep one lesson. If the failure was no treatment, reserve Inventory space for the first current infection item you find. If the failure was late synthesis, start from safety sooner. If the failure was a penalized repeat dose, preserve the next bottle instead of inventing an exact spacing schedule.

What remains unknown?

This guide gives one next action for healthy, damaged, infected, treatment-held, and no-treatment states. It covers the 120-second cycle, both Gene Therapy actions, the approximate 25-second synthesis, three Pill doses, repeated-use resistance, Resident Genes healing, failed timing, and the known Early Extraction prompts and Credits cost.

The game states no exact Pill duration, interruption behavior, animation grace period, infected-extraction outcome, guaranteed treatment location, final infection probability after resistance, or complete immunity duration. Read how infection risk and treatment work for the full curves and calculation boundaries.

These decisions are current for Hotfix 1.0.4.0. The game facts were checked on September 2, 2026.