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Project Zomboid Medical Guide — Treating Wounds, Infection & Illness

By Z. LiPublished Updated Last verified
Mechanic topics:#medical#wounds#infection#first aid#antibiotics#bite#bandage#health
Project Zomboid guide cover for Project Zomboid Medical Guide — Treating Wounds, Infection & Illness

Wound Types and Treatment Reference

Wound TypeKnox Virus RiskTreatmentSeverity
ScratchScratch~7%Clean + bandage. Monitor for Knox symptoms.Low — manageable with luck
LacerationLaceration~25%Clean + bandage. Consider this a high-risk event.Medium — take seriously
BiteBite~95%No cure for Knox Virus. Treat wound, accept likely outcome.Extreme — almost always fatal
Deep WoundDeep Wound (knife/glass)0%Suture with needle and thread, or stitch kit. Clean + bandage.High if untreated
BurnedBurns0%Apply burn bandage or clean bandage. Reduce to cool environment.High pain; slow heal
Fractured LimbFracture0%Splint with splint + bandage. Keep splinted for 2+ in-game weeks.High — impairs movement
Glass ShardsGlass shards in wound0%Remove with tweezers (or bare hands at low FA skill — slow, painful). Then clean + bandage.Medium — wound will not close until shards removed
Bullet WoundGunshot0%Remove bullet with tweezers, suture if deep, clean and bandage. Heavy bleeding.Extreme — severe blood loss risk

Reading the Health Panel (H Key)

Every treatment decision in Project Zomboid starts at the health panel, opened with the H key. The panel shows a front-and-back body map with each tracked injury rendered as a colored icon on the limb or torso where it occurred. Hover the cursor over an icon to see the wound's status; right-click it to expose the contextual treatment menu.

Wound color carries information that determines the entire treatment path. White or pale icons indicate fresh, untreated injuries. Pink or red shading on the icon indicates active bleeding — those are the wounds that need a bandage applied this minute, not later. Green coloring around the wound icon is the most important signal in the game: it means bacterial infection has set in, and the wound now also calls for disinfection plus a clean bandage. A wound shown without green that nonetheless gets worse over hours usually points to Knox Virus, which lives in the bloodstream rather than the wound itself.

Numeric depth is hidden but the icon scale roughly tracks severity: small icons represent minor cuts, medium icons represent lacerations, and large icons represent deep wounds, bites, or fractures. The icon shrinks as the wound heals, eventually disappearing when fully recovered. If an icon persists at the same size for in-game days, treatment has stalled — usually because the wound holds a foreign object (glass shards, a bullet) that must be removed before it can close.

Knox Virus vs Bacterial Infection: Critical Distinction

Project Zomboid has two entirely separate infection systems that new players consistently confuse to their detriment. The Knox Virus (the zombie plague) and regular Bacterial Infection are not the same thing. This distinction is critical because only one of them can be treated. Knox Virus infection has no cure — once infected, you will eventually turn into a zombie. Bacterial infection (from dirty wounds, untreated lacerations, or contaminated water) is treatable with Antibiotics.

How to tell them apart: Knox Virus infection shows Queasy → Very Sick moodle progression with no other obvious cause. The character's temperature rises to fever levels. There is no localized wound color indicator — it is a systemic condition. Bacterial infection shows as a green coloring on the wound in the health panel (H key). Green wound = bacteria. A green wound without Knox symptoms means Antibiotics will help. A green wound WITH worsening sick moodles and high temperature means Knox Virus.

Time is the only variable that distinguishes survival from turning. Knox-infected characters typically begin visibly deteriorating within 2–4 in-game days of infection, progressing through Queasy, Nauseous, Very Sick, and eventually unconsciousness and death/reanimation. Bacterial infection follows a similar sick progression but responds to Antibiotics within 1–2 in-game days if caught early.

Knox Virus vs Bacterial Infection — Side-by-Side

FactorKnox VirusBacterial Infection
SourceZombie bite (~95%), scratch (~7%), laceration from zombie (~25%)Dirty wound left unbandaged, dirty bandage left on, contaminated water
Wound IndicatorNone — wound looks normalGreen coloring on wound icon in health panel
OnsetQueasy moodle appears within 6 hours to 3 daysSick + fever within 12–48 hours of green appearing
ProgressionQueasy → Nauseous → Very Sick → death/reanimation in 2–4 daysSick → Very Sick if untreated → death from sepsis in ~1 week
TreatmentNo cure in vanillaAntibiotics — taken every 6 in-game hours until cleared
Reversible?NoYes if caught before Very Sick

Verdict: If the wound is green but moodles are not catastrophic, take Antibiotics and rest — most survive. If sick moodles appear without a green wound after recent zombie contact, plan accordingly.

Wound Treatment Step by Step

The correct wound treatment sequence in Project Zomboid is: stop bleeding first, then clean, then dress the wound. Open your health panel (H key) to see your character's body map. Red indicators show bleeding or injury severity. Right-click the wound icon to see treatment options. Apply direct pressure (bandage or ripped sheet) to stop active bleeding. Stopping blood loss is more urgent than cleaning, as significant blood loss causes the Lightheaded moodle and eventually unconsciousness.

After stopping the bleed, clean the wound with Disinfectant (from pharmacy or medical cabinet), an Alcohol Wipe, or Bourbon/Whiskey in the absence of proper disinfectant. Apply the cleaning agent to the wound via right-click. An uncleaned wound has a significantly higher chance of developing bacterial infection. For deep wounds (from glass, knives, or other sharp objects), suturing with a needle and thread or a commercially available suture kit closes the wound and accelerates healing.

Bandage the cleaned wound and monitor daily. Bandages become dirty over time and need replacement — dirty bandages impair healing and increase infection risk. Change bandages every 1–2 in-game days. The First Aid skill level directly affects treatment speed (lower skill means more time spent on procedures) and the quality of wound care (higher skill reduces infection risk from minor wounds).

If the wound was caused by glass or by a firearm, do not bandage it first. The shard or bullet must be extracted first via the right-click 'Remove Glass' or 'Remove Bullet' action. Tweezers from a first aid kit make extraction quick and almost painless. Bare-handed extraction is possible but is slow and generates significant Pain moodles that can stack into unconsciousness, especially without painkillers. After extraction, follow the standard bleed → clean → dress sequence.

Medical Supplies to Stockpile

  • Bandages — Core wound dressing. Find in bathroom cabinets, medical offices, and pharmacies. Stock minimum 30–50 for sustained survival. Sheet rope and ripped sheets are acceptable improvised substitutes.
  • Antiseptic/Disinfectant — Sterilizes wounds to prevent bacterial infection. Found in pharmacies and medical kits. Critical for deep wounds and bites.
  • Antibiotics — Treats bacterial infection only (not Knox Virus). Commonly found in pharmacies. Take 2-3 times daily during an infection period; one full pill cycle clears most bacterial infections within 24–48 in-game hours.
  • Suture Needles + Thread — Required for suturing deep wounds. Thread comes from clothing (rip it) or from loot. Needle found in sewing supplies.
  • Splints (or craft them) — Required to immobilize fractured limbs. Craft from sticks and bandages, or find medical splints in pharmacies.
  • Tweezers — Used to remove glass shards and bullets without the brutal bare-handed penalty. Found in first aid kits, bathroom cabinets, and pharmacies.
  • Pain Killers / Ibuprofen — Reduce Pain moodle. Pain slows all activities significantly — keeping pain managed maintains operational effectiveness.
  • Sleeping Pills — Accelerate rest time if sleep is cut short by anxiety or pain moodles. Use sparingly.
  • First Aid Kit — A pre-packaged collection of the above items. Find complete kits in medical facilities and some houses. Do not open unnecessarily; a sealed kit is more convenient than loose supplies.
  • Bourbon / Whiskey — Doubles as wound disinfectant when supplies run out. Right-click bottle → Disinfect Wound.

Where to Find Medical Supplies — Building Loot Map

Building TypeBest LootSpawn ReliabilityRisk Level
PharmacyPharmacy (Pharma Chain stores)Antibiotics, Painkillers, Sleeping Pills, Bandages, Disinfectant, VitaminsVery High — guaranteed stock on first visitMedium — small structures with line-of-sight windows; lure zombies away first
HospitalHospital (Louisville, Riverside)Full first aid kits, suture needles, painkillers, splints, scrubsVery High but pre-looted on populated serversVery High — dense interior, screamer triggers from broken windows
Medical ClinicDoctor's office / Medical clinicBandages, disinfectant, occasional AntibioticsHigh — usually one per townMedium — small footprint, manageable
Residential BathroomResidential bathroom cabinetsBandages, tweezers, occasional Painkillers, soapMedium — every house has some, varies in quantityLow — usually safe if house already cleared
Police/FirePolice stations & Fire departmentsFirst aid kits, splints, occasional PainkillersMedium — first aid kits commonHigh — gunfire spawns hordes
VeterinaryVeterinary officeAntibiotics (smaller doses), bandages, painkillersLow — only in specific townsLow to Medium
SchoolsSchools — Nurse's office onlyFirst Aid Vol. 1–2, bandages, occasional kitMedium — one nurse's office per schoolHigh — large interior, many shamblers
Crashed AmbulancesCrashed Ambulances (random event)Full first aid kits, IV bags (deco), occasional rare lootLow — random spawnMedium — usually surrounded by 3–8 zombies

Pharmacy Routes by Town — Where to Loot First

Muldraugh has two pharmacies: the central pharmacy on the main highway and a smaller chemist tucked into the strip mall north of town. The central pharmacy is the priority target on day 1–3 because the loot density justifies the risk — expect 5–10 Antibiotics, 8+ Bandages, and a couple of First Aid books on a clean first sweep. The strip mall chemist is less stocked but vastly safer due to lower zombie density.

West Point's main pharmacy sits on the south side of the river near the gas station; West Point is hot from day 1 because of the gun store, so this pharmacy is usually swarmed when other looters draw the helicopter event. Time your run for early morning (in-game) and bring a vehicle for fast exit. The smaller pharmacy near the East Point bridge is an underused alternative.

Louisville's hospital is the densest medical loot in the game by far — full first aid kits in every triage room, IV stands as deco, a dispensary with stacks of Antibiotics. But Louisville is the endgame map; entering before week 4 with a vehicle and a noise plan is reckless. Riverside's medical clinic is the realistic mid-game upgrade target: smaller, safer, still stocked with Antibiotics and Painkillers in usable quantities.

Crashed ambulances are a random world spawn that drops a fully stocked first aid kit and several loose bandages. They are typically surrounded by 4–8 zombies and a few corpses. Clearing the surroundings and looting an ambulance in week 1 is one of the highest-yield medical events in any playthrough — always investigate ambulance smoke.

Traits That Affect Medical Outcomes

TraitEffect on Medical PlayRecommendation
Fast HealerFast Healer (+6 points)Wounds heal 30% faster; reduces fracture and laceration recovery time substantiallyStrong pick — pairs perfectly with Nurse occupation
Slow HealerSlow Healer (-6 points)Wounds heal 50% slower; fracture recovery time can exceed a full month in-gameAvoid — penalty compounds every minor injury across the playthrough
ResilientResilient (+8 points)Reduces Knox Virus infection chance from scratches and lacerationsStrong pick for any combat-heavy playthrough
Prone to IllnessProne to Illness (-4 points)Increased Cold, Flu, and bacterial infection susceptibilityAvoid unless point-starved — illness slows every activity
OutdoorsmanOutdoorsman (+2 points)Reduces scratches from foraging and broken windows; reduces Cold from environmentStrong utility pick for wilderness-heavy runs
HemophobicHemophobic (-3 points)Triggers Panic moodle when bleeding or treating woundsAvoid for medic players — Panic stacks slow treatment actions
Thick SkinnedThick Skinned (+8 points)Reduces scratch and laceration infection chance significantly; reduces bite chance per attackTop-tier survival trait — best Knox defense available
PacifistPacifist (-4 points)Reduced XP from combat skills only; no medical impactNeutral for medic builds; combine with Nurse + Fast Learner

Occupation Choices for Medical Specialists

Nurse is the obvious medical occupation, starting at First Aid Level 3 with the Diagnosis passive (which displays accurate health panel readouts — knowing exactly whether a wound is bacterial or systemic is enormous). Nurse's 8-point cost is steep but pays back across every wound treated for the entire playthrough. Pair with Fast Learner (+30% XP for all skills) and Resilient for a build that pushes First Aid to level 6–8 within the first in-game month.

Doctor (where available in expanded community versions and Build 42 expansions) is functionally equivalent to Nurse with slightly higher starting First Aid (level 4) but lower starting Cooking and other secondary skills. Whether Doctor is worth the extra points depends entirely on whether the playthrough is medic-focused or generalist.

Park Ranger and Forest Worker occupations include Outdoorsman, which reduces wound infection risk from foraging, broken glass, and outdoor exposure. Combined with mid-tier First Aid (level 2 starting), these occupations are sleeper picks for medic-adjacent builds that lean into wilderness gameplay rather than urban looting.

Burglar and Police Officer occupations have no medical bonuses but pair well with a low-investment First Aid trajectory because they offer combat survivability — fewer wounds taken means lower medical demand. A pure-combat character with no First Aid bonus can still operate by stockpiling pharmacy loot rather than self-treating efficiently.

Multiplayer Medical Roles & Triage

In multiplayer servers, a dedicated medic role significantly increases the squad's survival ceiling. The medic is the only player carrying full First Aid kits, the only player investing trait points into Nurse/Resilient/Fast Healer, and the only player maintaining a stocked clinic at the base. Other players carry one bandage and one painkiller for emergencies but route serious injuries back to the medic for proper treatment.

Triage decisions matter when multiple squad members take injuries in the same engagement. The priority order is: stop active bleeding first (any squadmate), then treat deep wounds requiring suture (the medic), then minor scratches and lacerations (self-treatment is fine), then Knox-risk wounds (require honest disclosure — a squadmate who hides a bite endangers everyone).

Bite disclosure is the single hardest social moment in multiplayer Project Zomboid. Servers vary in their bite protocols — some immediately separate infected players to a secured room and provide goodbye scenes, others practice a 'go alone into the woods' tradition. Discuss the protocol before any of your squadmates take a bite; doing it in the panic of the moment leads to bad outcomes.

Base medical infrastructure includes a dedicated clinic room with crafted Wooden Crates labelled per category — one for bandages, one for cleaning supplies (disinfectant + alcohol), one for medications (Antibiotics + Painkillers + Sleeping Pills + Vitamins), one for advanced gear (suture kits + splints + first aid kits). This labelling discipline saves valuable seconds during a real emergency, when the medic does not have time to dig through mixed loot.

Cold, Flu, Food Poisoning — Non-Wound Illnesses

Not every Sick moodle in Project Zomboid is Knox Virus. The game tracks several non-fatal illnesses that share the moodle UI: Cold, Flu, Food Poisoning, and Hypothermia. Confusing these for Knox leads to wasted Antibiotics and unnecessary panic; recognizing them lets the character recover with minimal supplies.

Cold is triggered by exposure to wet weather without proper clothing or by hypothermia recovery. Symptoms: Sneezing/Coughing moodle, mild Queasy moodle, runny nose. Treatment: warmth, rest, Cold Medicine if available. Cold resolves in 2–3 in-game days and never advances to Very Sick. Distinguishing factor: presence of Sneezing/Coughing without a fever spike.

Food Poisoning is triggered by eating rotten food, undercooked meat, or contaminated berries from foraging. Symptoms: Queasy → Nauseous, occasional vomiting animation, mild fever. Treatment: rest only — antibiotics do not help. Resolves in 6–24 hours depending on poisoning severity. Distinguishing factor: occurs within hours of eating something risky; check the recent food log.

Hypothermia is a survival illness from prolonged cold exposure, especially in winter. Symptoms: Cold moodle stacks to Very Cold, then Hypothermic; characters slow, then collapse, then die. Treatment: warm shelter, dry clothing, hot food, fire. Hypothermia is one of the most common winter deaths and is fully prevented by adequate cold-weather gear — see [[winter-survival-guide]] for biome-specific load-outs.

Knox Virus distinguishes itself from all of these by its origin (zombie contact within the last 1–3 days), the absence of a clear environmental or food trigger, and the relentless one-way progression toward Very Sick regardless of treatment. When in doubt: if there was no recent zombie contact and no environmental trigger, the illness is almost certainly not Knox.

Knox Virus Timeline — What to Expect Hour by Hour

Knowing the Knox progression curve is the difference between a clean exit and a base lost to a turned roommate. The infection rolls a hidden timer the moment a zombie injures the character, and the timer's length is variable — some characters die in 36 hours, others survive to day 4 — but the milestones are consistent. Within the first 6–12 hours the character may show Queasy and Anxious moodles. These are early warnings and can be mistaken for cold, food poisoning, or stress, which is why a recent zombie wound matters so much for context.

Between 12 and 48 hours the moodle stack escalates: Nauseous appears, Pain spreads even with no fresh injury, and body temperature rises into fever levels (visible in the moodle tooltip). Activity penalties stack hard at this stage — combat is no longer viable and crafting takes 2–3x normal time. This is the planning window for solo players: stash heirlooms in clearly marked containers, write notes for any squadmates, and pick a clean death location (away from your safehouse so your reanimated body doesn't trap your next character inside).

From 48 hours onward Very Sick locks in and unconsciousness follows. Reanimation typically begins within minutes of death. In multiplayer servers it is standard etiquette to lock infected players in a fortified room or escort them outside the base perimeter before turning. Mods exist that add cures, vaccines, or extended timers, but in vanilla, the timeline above is the universal experience.

First Aid Skill Unlocks by Level

LevelWhat UnlocksPractical Impact
11Basic bandaging with reduced infection chance vs untrainedMost players reach this within a week of normal play
22Suturing becomes availableRequired to close deep wounds — major milestone
33Nurse occupation starting tier; treatment speed improves noticeablyPatient wakes up faster from sleep due to pain reduction
44Effective splinting; fracture heal times become reasonableBroken legs no longer mean week-long bed rest
66Significant reduction in bacterial infection chance from minor woundsRoutine cuts heal cleanly without disinfectant in many cases
88Diagnosis accuracy approaches Nurse passive levelPlayer can tell Knox from bacterial visually with high confidence
1010Maximum efficiency — treatments are near-instant, infection risk minimalEndgame medic capable of treating multiple party members

First Aid Skill: How to Level It Efficiently

The First Aid skill is one of the most important survival skills in Project Zomboid. It gates several critical treatment options that are unavailable at lower levels. At First Aid Level 1, you can perform basic bandaging. At Level 2, suturing becomes available. Level 4 allows splinting fractures effectively. Level 6 provides a significant reduction in wound infection chance from standard treatment. At Level 10 (the maximum), treatment procedures are nearly instant and the quality of care is professional-grade.

Leveling First Aid is done through treating wounds. Every bandage applied, every wound cleaned, and every suture placed grants First Aid XP. Since natural wounds may not occur frequently, some players intentionally create minor injuries to practice (cutting with a knife on a low-quality weapon hit) or practice bandaging and rebandaging existing wounds. Reading First Aid skill books (volumes 1–5) provides the essential XP multipliers that make leveling feasible.

The Nurse occupation starts with First Aid Level 3 and the Diagnosis passive skill, allowing her to accurately assess injury severity and infection type from the health panel. For players who plan long, detail-oriented survivals where medical management is part of the experience, Nurse is one of the highest-value occupations available. Pair Nurse with the Fast Healer positive trait to compound the wound-recovery curve, or with Lucky for the broad statistical hedge on all infection rolls.

Common Medical Mistakes That Get Players Killed

  1. Bandaging a wound without cleaning it first — locks bacterial infection inside the dressing. Always clean before you wrap, even with bourbon if no disinfectant is on hand.
  2. Treating Knox-progression symptoms with Antibiotics and assuming you are safe — Antibiotics do nothing for Knox. The improvement is psychological, not biological. If you have no green wound but you feel worse every hour, plan for the worst.
  3. Leaving the same bandage on for three or more in-game days — dirty bandages turn clean wounds into infected wounds. Change every 1–2 days, more often if Strenuous or Hot moodles soak the dressing.
  4. Bare-handing glass extraction with no painkillers — the pain stack can knock the character unconscious in seconds. Loot tweezers and Ibuprofen before any base-construction session involving broken windows.
  5. Sleeping through an active infection — sleep does not pause the Knox timer or the bacterial sepsis curve. Stockpile food and water near the bed and use sleeping pills only when you are confident the infection will be cleared by morning.
  6. Confusing Sick moodle from food with Sick from infection — eating rotten food or drinking dirty water also triggers sickness. Track recent meals: if you ate something risky in the last 6 hours, food is the likely cause, not Knox.
  7. Forgetting to re-splint when changing bandages on a fractured limb — removing the splint to redress underlying wounds resets healing progress. Apply a fresh splint immediately after each redressing.
  8. Hoarding First Aid books unread — XP multipliers stack with reading, so reading volume 1 the day you spawn pays off across every wound you treat for the next month. Read the books early, do not save them for 'when I need them'.

Frequently asked questions

How do I know if I have the Knox Virus?

Knox Virus infection presents as a worsening Sick moodle progression (Queasy → Nauseous → Very Sick → Critical) without any external cause like bad food or bacteria. Your character's body temperature rises to fever levels. There is no localized wound indicator for Knox — it is systemic. If you have worsening sick moodles after a scratch or bite with no bacterial wound coloring, assume Knox infection.

Do Antibiotics cure Knox Virus?

No. Antibiotics only treat bacterial infection. The Knox Virus has no cure in the base game. Some modded versions of Project Zomboid add cures or vaccination systems, but in vanilla, a Knox-infected character will turn into a zombie regardless of medical intervention.

Can I survive a zombie bite?

In the base game, rarely — the Knox Virus infection chance from bites is approximately 95%. There is a small statistical chance of surviving a bite without infection, but it is not something to plan for. The practical advice is to treat every bite as a death sentence and take appropriate in-character actions (say farewell, store important items for other characters or squadmates).

What do I do with a fractured bone?

Craft or find a splint (sticks and cloth, or medical-grade splint). Apply it to the fractured limb via the health panel. The splint must remain in place for 2–3 in-game weeks while the bone heals. A fractured leg severely impairs walking speed — avoid combat and high-mobility activities until healed. A fractured arm impairs melee weapon use.

How do I stop bleeding fast?

Apply any bandage item directly to the bleeding wound via the health panel. Even ripped clothing works as an improvised bandage (rip shirts and sheets by right-clicking clothing in your inventory). Stopping blood loss is the priority — clean the wound afterward. Significant blood loss (Lightheaded moodle) causes vision darkening and eventual unconsciousness.

What is the safest way to remove glass shards?

Use tweezers. Without them, the bare-handed Remove Glass action is slow and stacks heavy Pain moodles that can knock you unconscious. Take a Pain Killer or Ibuprofen first, then sit somewhere safe and remove shards one by one. Stitching or bandaging before extraction does nothing — the wound will not close while a shard is inside.

Will sleeping speed up wound healing?

Sleep restores Tired and Fatigue stats and slowly heals minor wounds, but it does not accelerate Knox progression or bacterial sepsis. The Fast Healer trait improves natural wound recovery rate during sleep and waking time alike, which is why it pairs well with the Nurse occupation. Sleep is for energy management, not as a substitute for medical treatment.

Is the Nurse occupation worth picking?

For medically focused playthroughs, yes. Nurse starts with First Aid Level 3, the Diagnosis passive (accurate health panel readouts), and unlocks suturing immediately. The drawback is that the Nurse pays for these in fewer points available for combat or crafting traits. If the playthrough plans to host a long-running group base or a multi-character party, Nurse is one of the highest-value occupations in the game.

What happens if I let a bacterial infection go untreated?

Untreated bacterial infection progresses from Sick to Very Sick over 2–4 in-game days, accompanied by fever and reduced stamina recovery. If still untreated, the character will eventually die from sepsis — typically within a week. Unlike Knox Virus, bacterial infection is fully reversible at any stage with Antibiotics, but the longer treatment is delayed, the more days of impaired performance the character must survive through.

How long can I store medical supplies before they expire?

Bandages, suture kits, splints, and disinfectant do not expire. Antibiotics, Painkillers, and Sleeping Pills also do not spoil — they remain fully effective indefinitely. The only medical-adjacent items with spoilage are foods used in cooked remedies and Vitamins (which have a long shelf life but technically can become 'stale'). Long-term medical stockpiles are essentially permanent assets, so hoarding without rotation is correct strategy.

Can I cure a zombie scratch infection if I catch it early?

No — once the Knox Virus roll has succeeded on a scratch, the infection cannot be reversed in vanilla. The good news is the roll is only ~7% on scratches, so the majority of scratch wounds do not transmit Knox at all. The bandage-and-monitor approach is correct: most scratches heal cleanly with no further intervention. Only when sick moodles begin appearing within 1–3 days of the scratch should the player conclude Knox has set in.

Sources & verification

Coloured pills follow our four-tier source policy.

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