Event
Patient Fainted
Updated:
Emergency carry — 60s to get the fainted patient to a designated bed. Triggers: check-in stress, fire contact, gunshot. Trash-disposal is a documented bug (counts as false death).
Overview
Patient Fainted is the 60-second carry-emergency event. Per Fandom: the player must carry the fainted patient to a designated hospital bed before the timer expires. Three documented triggers: check-in location stress (patient collapses during admit), entering a burning room (cascade from Fire in Room), or being shot (including friendly-fire from a Secret Agent player's Gun).
Fandom documents an alternative resolution path with a critical caveat: disposing the patient in the trash skips the treatment workflow, but this is flagged as a potential bug because it can produce false death counts. The standard play is to carry the patient to a bed; the trash-disposal shortcut is documented but not recommended.
Also documented: tasing waiting room patients causes fainting. So if you're using a Taser in or near the waiting area, friendly-fire fainting becomes a real risk. Discriminate this event from the spontaneous Fainting Patient anomaly (no preceding trigger) — the trigger context determines which entry applies.
Video Guide
Trigger Conditions
- Failed check-in stress at the admit window
- Entering a burning room (cascade from Fire in Room event)
- Being shot by a Gun (including friendly-fire from teammates' Secret Agent loadout)
- Being tased in the waiting room (Taser-induced fainting per Fandom)
- Distinguishes from Fainting Patient anomaly (which has NO preceding trigger)
Best vs Worst Response
Pros
- ✓ Pick up the patient immediately and sprint to the nearest designated treatment bed
- ✓ Use Speed Cola if available — transit time is the main constraint within the 60s window
- ✓ After delivery, apply Smelling Salts to revive the patient on the bed
- ✓ Check for and resolve the upstream trigger (extinguish the fire, stop misfiring weapons)
Cons
- ✗ Trying to treat the patient in-place — they have to be in a bed first per Fandom
- ✗ Using the trash disposal shortcut — flagged as a bug that can produce false death counts
- ✗ Carrying through a burning room — re-faints any patient you're trying to deliver
- ✗ Tasing patients in the waiting room — induces Patient Fainted events directly
At a Glance
At a Glance
- Timer
- Shift 60
- First appears
- Shift 1
- Location
- Lobby / waiting room / patient room
How to Resolve This Event
Identify the trigger context quickly. If the patient fainted at check-in, the cause is admission stress — pick up and carry. If they fainted in a burning room, address the fire FIRST (otherwise the bed-carry route re-faints them on the trip). If they fainted from a gunshot, stop the firing source (a teammate's friendly-fire pattern, or a misfired Gun on your part).
Pick up the patient via interaction. Carry them to the nearest designated treatment bed — any open bed works. Speed Cola helps if the bed is across the hospital. The timer is 60 seconds; transit is the main constraint.
After bed delivery, apply Smelling Salts to revive (see /wiki/items/smelling-salts). The patient returns to normal waiting/treatment status. The Patient Fainted event resolves on successful delivery + revival.
The trash-disposal alternative: per Fandom, disposing in the trash skips the treatment workflow but is flagged as a potential bug producing false death counts. Don't use this path in normal play — the bug behaviour means the death may register against your shift score even though you 'resolved' the event.
Discriminate from the Fainting Patient anomaly: per the Fainting Patient anomaly entry (see /wiki/anomalies/fainting-patient), spontaneous collapse with NO preceding trigger is the anomaly, not this event. If a patient drops in the waiting room and no fire/gun/check-in stress happened, treat as anomaly rather than this carry event.
For team play: dedicate one teammate as the carry-responder when Patient Fainted events are common (Shift 4+ ambulance surges). Removes the coordination overhead from the rest of the team.
Patch History
No documented balance changes to the 60-second timer or trigger conditions. The trash-disposal bug (false death count) is documented in the Fandom infobox but not specifically dated to a patch. The Taser-fainting interaction is stable across documented updates.
Frequently Asked Questions
- Three documented triggers: check-in location stress, entering a burning room, or being shot by a Gun. Tasing waiting-room patients also induces fainting.
- 60 seconds. Carry the patient to a designated treatment bed before expiry.
- Per Fandom, the trash-disposal shortcut works mechanically but is flagged as a potential bug producing false death counts. Don't use this path — the bug behaviour may register the death against your shift score.
- Per Fandom, tasing waiting-room patients causes fainting directly. This is a documented mechanic, not an anomaly. Don't tase patients in the waiting area unless you intend to trigger the carry event.
- Patient Fainted (this event) has a preceding trigger (fire, gunshot, check-in stress). Fainting Patient (anomaly, see /wiki/anomalies/fainting-patient) is spontaneous collapse with no trigger context.
- No — per Fandom, the patient has to be in a bed. The 60-second window is for transit-to-bed; the treatment workflow runs after bed delivery via Smelling Salts.
- Yes — being shot by a Gun, including friendly-fire, triggers the fainting cascade. Secret Agent line-of-fire discipline matters: misfires that hit teammates' patients trigger this event on top of the friendly-fire damage.
- Patient dies on the floor. Lost room slot, sanity hit. If multiple Patient Fainted events fire during an Ambulance surge, the cascade can wipe several rooms simultaneously.
What triggers Patient Fainted?
How long is the Patient Fainted timer?
Can I just dispose the patient in the trash?
Why did my patient faint when I tased them?
How is Patient Fainted different from the Fainting Patient anomaly?
Can I treat a fainted patient in-place?
Does friendly-fire from Secret Agent's Gun cause Patient Fainted?
What happens if I miss the 60-second timer?
The carry-to-bed emergency
Per Techwiser's events guide, Patient Fainted is a 60-second carry emergency. The trigger is one of three documented states: failed check-in stress, contact with a fire-in-room hazard, or being shot. The patient drops to the floor; the timer starts.
The counter is unambiguous: carry to a designated bed before the timer expires. Placing them on the correct bed stops the timer immediately and you can then run normal treatment from there.
A documented dark-humor option
Per Techwiser specifically: "can dispose in trash without penalty". If you can't reach a bed in time, throwing the patient in the trash documents as having no shift penalty. This is a salvage-only play — the standard advice is still bed placement — but it's the documented escape hatch if a bed isn't accessible.
Distinguishing from the legacy anomaly entry
Our wiki also documents a Fainting Patient anomaly for the spontaneous-collapse scenario in the waiting area, where smelling salts revive. The distinction:
- This event = post-admit collapse triggered by fire / gunshot / intake stress. 60s carry. Documented across multiple sources.
- Anomaly entry = pre-admit spontaneous collapse. Smelling salts revive. Legacy
confidence: uncertain.
If your fainted patient was recently in a burning room or took a Secret Agent Gun friendly-fire hit, this event is what fired. If they just dropped on their own without preceding cause, check the anomaly entry first.
Fire cascade reminder
A burning room can knock multiple patients into the fainted state in sequence. If you've got a Fire-in-Room running and patients keep dropping, handle the fire first (per the Fire-in-Room cascade rule) before chasing the carry emergencies — otherwise more patients faint while you're carrying the first.
Sources: Techwiser events guide, Pro Game Guides emergencies.