Teleporter: Difference between revisions
imported>Angust (Updated Boxstation teleporter beacons lazily.) |
(Added PubbyStation tab) |
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*[[Toxins Test Chamber]] | *[[Toxins Test Chamber]] | ||
*Mining Station Starboard Wing | *Mining Station Starboard Wing | ||
* | *Auxiliary Base | ||
* | |||
The teleporter room stores some [[Shield Generator]]s (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. In practice it is pretty much broken into every round, by [[traitor]]s and [[Clown|chucklefucks]] alike looking to steal the [[Hand Teleporter]]. | |||
</tab> | |||
<tab name="PubbyStation"> | |||
{{Template:Location | |||
|headerbgcolor=#334e6d | |||
|headerfontcolor=white | |||
|imagebgcolor=lightblue | |||
|department = Command | |||
|name=Teleporter Room | |||
|image=PubbyTeleporter.png | |||
|big_image=[[PubbyTeleporter.png]] | |||
|exits=North to Central Primary Hallway by [[Head of Personnel's Office|HoP]]. | |||
|purpose=To facilitate teleportation. | |||
|access=Teleporter | |||
|contents=The teleporter, a [[Hand Teleporter]], [[Shield Generator]]s | |||
|clearance=[[Captain]], [[Research Director]] | |||
|description=The teleporter sounds cooler than it really is. | |||
|sec_level=Medium | |||
|style= | |||
|balance= | |||
|other= | |||
}} | |||
Located south of the [[Head_of_Personnel%27s_Office|HOP's office]], the Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into any location with a [[Tracking Beacon]]. | |||
Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross. | |||
At the start of the shift, the following [[Tracking Beacon]]s are available: | |||
*[[Arrivals]] | |||
*[[Bridge]] | |||
*[[Teleporter]] | |||
*[[Courtroom]] | |||
*[[Atmospherics]] | |||
*[[AI Mini-Satellite]] | |||
*[[Research_Division|Testing Lab]] | |||
*[[Toxins Test Chamber]] | |||
*Mining Station Starboard Wing | |||
*Auxiliary Base | |||
The teleporter room stores some [[Shield Generator]]s (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. In practice it is pretty much broken into every round, by [[traitor]]s and [[Clown|chucklefucks]] alike looking to steal the [[Hand Teleporter]]. | |||
</tab> | |||
<tab name="FlandStation"> | |||
{{Template:Location | |||
|headerbgcolor=#334e6d | |||
|headerfontcolor=white | |||
|imagebgcolor=lightblue | |||
|department = Command | |||
|name=Teleporter Room | |||
|image=FlandTeleporter.png | |||
|big_image=[[FlandTeleporter.png]] | |||
|exits=West to the [[Gateway]]. | |||
|purpose=To facilitate teleportation. | |||
|access=Teleporter | |||
|contents=The teleporter, a [[Hand Teleporter]], [[Shield Generator]]s | |||
|clearance=[[Captain]], [[Research Director]] | |||
|description=The teleporter sounds cooler than it really is. | |||
|sec_level=Medium | |||
|style= | |||
|balance= | |||
|other= | |||
}} | |||
'''On FlandStation, the Teleporter is far from the Command area, it is in the Northwestern parts of the station near [[Chapel]] and [[Library]]''' | |||
</br> | |||
The Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into any location with a [[Tracking Beacon]]. | |||
Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross. | |||
At the start of the shift, the following [[Tracking Beacon]]s are available: | |||
*[[Arrivals]] | |||
*[[Bridge]] | |||
*[[Teleporter]] | |||
*[[Courtroom]] | |||
*[[Atmospherics]] | |||
*[[AI Mini-Satellite]] | |||
*[[Research_Division|Testing Lab]] | |||
*[[Toxins Test Chamber]] | |||
*Mining Station Starboard Wing | |||
*Auxiliary Base | |||
Latest revision as of 18:42, 9 March 2022
Command Area | |
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Obvious exits | East to Central Primary Hallway, North to Captain's Quarters through a small tunnel |
Purpose | To facilitate teleportation. |
Access level | Teleporter |
Noteworthy contents | The teleporter, a Hand Teleporter, Shield Generators |
Clearance | Captain, Research Director |
Security level | Medium |
Style | |
Balance Requirements | |
Other Notes | |
Locations on beestation |
Located in the Bridge, south of the Captains Quarters, 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 calibrate the teleporter, or science actually upgrades it for once, 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
- Atmospherics
- Courtroom
- Arrivals
- Toxins Test Chamber
- Miscellaneous Research
- AI Mini-Satellite
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. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters.
Command Area | |
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Obvious exits | North to Central Primary Hallway by HoP, south to Central Primary Hallway by Medbay |
Purpose | To facilitate teleportation. |
Access level | Teleporter |
Noteworthy contents | The teleporter, a Hand Teleporter, Shield Generators |
Clearance | Captain, Research Director |
Security level | Medium |
Style | |
Balance Requirements | |
Other Notes | |
Locations on beestation |
Located south of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into any location with a Tracking Beacon.
Unless you calibrate the teleporter, or science actually upgrades it for once, 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:
- Arrivals
- Bridge
- Teleporter
- Courtroom
- Atmospherics
- AI Mini-Satellite
- Testing Lab
- Toxins Test Chamber
- Mining Station Starboard Wing
- Auxiliary Base
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. In practice it is pretty much broken into every round, by traitors and chucklefucks alike looking to steal the Hand Teleporter.
Command Area | |
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Obvious exits | North to Central Primary Hallway by HoP. |
Purpose | To facilitate teleportation. |
Access level | Teleporter |
Noteworthy contents | The teleporter, a Hand Teleporter, Shield Generators |
Clearance | Captain, Research Director |
Security level | Medium |
Style | |
Balance Requirements | |
Other Notes | |
Locations on beestation |
Located south of the HOP's office, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into any location with a Tracking Beacon.
Unless you calibrate the teleporter, or science actually upgrades it for once, 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:
- Arrivals
- Bridge
- Teleporter
- Courtroom
- Atmospherics
- AI Mini-Satellite
- Testing Lab
- Toxins Test Chamber
- Mining Station Starboard Wing
- Auxiliary Base
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. In practice it is pretty much broken into every round, by traitors and chucklefucks alike looking to steal the Hand Teleporter.
Command Area | |
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Obvious exits | West to the Gateway. |
Purpose | To facilitate teleportation. |
Access level | Teleporter |
Noteworthy contents | The teleporter, a Hand Teleporter, Shield Generators |
Clearance | Captain, Research Director |
Security level | Medium |
Style | |
Balance Requirements | |
Other Notes | |
Locations on beestation |
On FlandStation, the Teleporter is far from the Command area, it is in the Northwestern parts of the station near Chapel and Library
The Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into any location with a Tracking Beacon.
Unless you calibrate the teleporter, or science actually upgrades it for once, 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:
- Arrivals
- Bridge
- Teleporter
- Courtroom
- Atmospherics
- AI Mini-Satellite
- Testing Lab
- Toxins Test Chamber
- Mining Station Starboard Wing
- Auxiliary Base
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. In practice it is pretty much broken into every round, by traitors and chucklefucks alike looking to steal the Hand Teleporter.
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