Teleporter: Difference between revisions

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(AI minisat / note about flypeople)
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Located in the [[Bridge]], south of the [[Captains Quarters]]. Pretty much broken into every round, the Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into the [[Captains Quarters]] and any location with a [[Tracking Beacon]].
Located in the [[Bridge]], south of the [[Captains Quarters]]. Pretty much broken into every round, the Teleporter houses one of the two [[Hand Teleporter]]s 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.
Unless science actually upgrades the teleporter 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:
At the start of the shift, the following [[Tracking Beacon]]s are available:
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*[[Toxins Test Chamber]]
*[[Toxins Test Chamber]]
*[[Research Division|Miscellaneous Research]]
*[[Research Division|Miscellaneous Research]]
*[[AI Mini-Satellite]]


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.
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.

Revision as of 04:17, 24 May 2014

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 science actually upgrades the teleporter 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:

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