Teleporter
| Command Area | |
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| 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 | |
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.
| General | Recreational | Medical | Logistics | Science | Engineering | Security | Command | Upkeep | Outside |
