Teleporter: Difference between revisions
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|department = Command | |department = Command | ||
|name=Teleporter Room | |name=Teleporter Room | ||
|image=Teleporter.png | |image=Teleporter small.png | ||
|big_image= | |big_image=http://puu.sh/3EIed.png | ||
|exits=Hallway east, [[Captain's Quarters]] north, the teleporter | |exits=Hallway east, [[Captain's Quarters]] north, the teleporter | ||
|purpose=To facilitate teleportation. | |purpose=To facilitate teleportation. |
Revision as of 01:23, 17 July 2013
Command Area | |
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
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 |
Security level | Medium |
Style | |
Balance Requirements | |
Other Notes | |
Locations on beestation |
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.