Teleporter
Command Area | |
Teleporter Room | General |
Obvious exits: Hallway east, Captain's Quarters north, the teleporter Purpose: To facilitate teleportation. Access level: Teleporter Noteworthy contents: The teleporter, a Hand Teleporter, Shield Generators Clearance: Captain, Research Director | |
Description | |
"The teleporter sounds cooler than it really is." | |
Mapping notes | |
Security level: Medium Style: Balance Requirements: Other: |
Located in the Bridge, south of the Captains Quarters. Pretty much broken into every round, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters and any location with a Tracking Beacon.
Unless you test fire the teleporter before using it, it has a chance of malfunctioning, turning you into a fly person. Gross.
At the start of the shift, the following Tracking Beacons are available:
- Bridge
- Teleporter
- Xenobiology
- Atmospherics
- Courtroom
- Arrivals
- Toxins Test Chamber
- Miscellaneous Research
The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
This is a secure area, and only the Captain and Research Director are authorized to enter. No one really cares though, unless the Hand Teleporter is yet to be swiped.
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