Arrivals
Arrivals | |
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Your gateway to wonder and friendly faces. | |
Everybody |
The Arrival Shuttle (sometimes just called Arrivals) is where players who join the round after it has begun start out. It is a safe zone for people who have just joined, and harming anyone there is against the rules. This includes the hallways just outside it.
The maintenance area in the upper arm is a sort of miniature Tool Storage, with plenty of metal sheets, glass, and a triple threat of general manufacturer, mining fab, and uniform manufacturer. In addition, there are a few escape pods in case new arrivals arrive after the escape shuttle leaves. There are also some emergency oxygen closets that sometimes have internals supplies, in case the surrounding hallways are airless.
Speaking of surrounding hallways, there is a Security Checkpoint at the end of the lower arm. There's a room with a Space Station 13 sign and a helpful GuardBuddy named Murray that will show you around the station.
Maintenance information
It's air-vents can be supplied from the West Emergency Air Hookup.
The APC for this room is located in the maintenance area to the right of Emergency Storage B.
The power is supplied via a cable in the Arrivals Dock.
Arrivals | |
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Your gateway to wonder and friendly faces. | |
Everybody |
The Arrival Shuttle (sometimes just called Arrivals) is where players who join the round after it has begun start out. The emergency closets provide some tools and vacuum gear in case the power is out or the windows are broken on arrival.
Just south lies a small checkpoint with an ID terminal for the HoP (if he isn't manning the customs desk), the bar, which is usually filled with drunkards and puke, and finally, the main hallway to the rest of the station.
Arrivals | |
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Your gateway to wonder and friendly faces. | |
Everybody |
This is the Arrivals area, which is like the Arrivals section of a regular airport (note the strategic placement of the benches here), but for frozen people instead of tourists. All the people who wake up from cryosleep (i.e. join mid-round) begin their shift here, and if they ever need their way around the ship, Mary the Tourbot is just outside the door.
You can also shove braindead people in here, so that some random ne'er-do-well doesn't mug their ID or backpack or something. You yourself can climb back in if you have to leave the game, you have to eat dinner, or otherwise have to go braindead and log off for a while; expect a 5-minute wait before you can get back out though.
Merchant ships occasionally dock here.
Arrivals | |
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Your gateway to wonder and friendly faces. | |
Everybody |
Linestation, unlike its Cogstation breathen, is a suspended animation station, meaning that instead of receiving regular shipments of crew members through a shuttle, it has additional crew members under cryogenics-induced hibernation. When a stored crew member awakes from cryosleep (i.e. join mid-round), they wake up here, in Arrivals. Here, they can switch another, generically-colored jumpsuit or adorn their cranium with a knit cap, and if they ever need a refresher on the layout of the station, Murray the Tourbot is just outside the door.
You can also shove braindead people in here, so that some random ne'er-do-well doesn't mug their ID or backpack or something. You yourself can climb back in if you have to leave the game, you have to eat dinner, or otherwise have to go braindead and log off for a while; expect a 15-minute wait before you can get back out though.
For reasons NanoTrasen's top scientists and researchers are still trying to find out, Mushroom Station has no Arrivals Shuttle. Instead, late-joiners are spontaneously teleported in via one of many telepads. No one knows exactly where they're teleported from, but we do know where they're teleported to:
- Medbay Lobby.
- Near the Cargo Bay.
- Outside the Detective's Office.
- The Cafeteria.
Think this is bizarre? There used to be a bug, pre-makeover, post-retirement, where late-joiners were accidentally spawned in Space. Evidently, the map's spawning system couldn't figure out how to get people on the telepads and defaulted to putting them on wherever (1,1) was, which was Space. The Debris Field would become more of a Space Graveyard than usual unless some Admin intervened.
Arrivals and Escape have combined to form the Shuttle Bay, as two flavors that go great together.
Arrivals | |
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Your gateway to wonder and friendly faces. | |
Everybody |
The Arrival Shuttle (sometimes just called Arrivals) is where players who join the round after it has begun start out. The emergency closets provide some tools and vacuum gear in case the power is out or the arrivals is missing air.
Just south of here is a little miniature version of Medbay called the Medical Booth and a storage room called Emergency Storage A. Further south is the station bar, a place to escape by drowning your sorrows, and the Pod Bay, a place to escape by fucking off into Space.
Maintenance Information
There is no vent. The Arrivals Shuttle has basically infinite amounts of air in it though, so it's not too bad. Now, if there a way to weaponize it...
The APC for Arrivals is in the maintenance tunnel above the Medical Booth.
Arrivals | |
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Your dream vacation starts here! | |
Everybody |
The Arrival Shuttle (sometimes just called Arrivals) is where players who join after roundstart spawn. Though it (unfortunately) doesn't move like the Escape Shuttle or Mining Shuttle, it still comes with some handy tools and emergency oxygen supplies in case the western asteroid is out of power or missing oxygen.
If any of the late arrivals also need a bit of help getting around the resort, Manuel the Tourbot is just outside the airlocks.
Maintenance Information
There is no vent. The Arrivals Shuttle has basically infinite amounts of air in it though, so it's not too bad. Now, if there a way to weaponize it...
There is no APC.
Arrivals | |
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Dive into Adventure! | |
Everybody |
Arrivals is a reception area for new, incoming crew members located in the southeast of Oshan Lab. And when we say "reception area", we mean "landing zone for incoming sea pods to crash into." Why? Who knows! All we know are four things:
- It's a Janitor's worst nightmare. So much oil and robot debris!
- There's salbutamol and a few emergency oxygen closet for late arrivals that got a dip in the water too early.
- An adorable GuardBuddy named Moby lives here, easily distinguishable by its nice hat.
- Said GuardBuddy is happy to give you a tour of Oshan Lab and comes prepared with several humorous yet informative titbits about all the facilities, creatures, and wonders you may encounter during the tour.
Maintenance Information
There is no vent. There's a drain though, plus a liquid shield for good measure.
The APC for this area is in the northwest area.
Arrivals | |
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Your gateway to wonder and friendly faces. | |
Everybody |
Here on the NSS Horizon, players who join after roundstart pop out of the industrial cryogenic sleep unit in the unfortunately stationary Arrivals Shuttle, often simply referred to as Arrivals. In addition to housing useful supplies like medkits and emergency oxygen closets that potentially have internals, it introduces new comers to four recurring motifs, like an architectural doormat: narrow vertical hallways, wide horizontal passages, big rooms with crazy wiring, and weird nacelles tethered to ship like alien parasites.
Below the shuttle area is the central hallway, and, by extension, the bulk of the Horizon. Above is a lovely airport lounge with a voting booth and a great view of Space. Left of that is the Main Hangar/Pod Bay.
Maintenance Information
There is no vent. It's too early to introduce them.
This area has no APC of its own. Instead, it falls under the Central Hallway APC right of this area, above the Computer Core.
The power for this area comes via a wire under the right airlock into the main hallway.
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Doormat to adventure. Same size as one, too. | |
Everybody |
Slightly above the center of the station is Arrivals, the home of the local human popsicle dispenser and its pals, oxygen mini-closets #1 and #2. Here, tourbot Mabel introduces the freshly-thawed recruits to the typical features of Atlantean life: tiny, cramped working conditions, corporate propaganda that carefully conceals massive dysfunction and corruption, and weird cartography references.
Maintenance Information
There is no vent. In fact, there's only two of them on the whole place, and they're for pumping gases to burn for "study".
There is no APC. This area doesn't need one.
Arrivals | |
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Doormat to adventure. | |
Everybody |
The Arrivals on the port/left/west side of the ship, beneath the Chapel, hosts the ship's industrial cryogenic sleep unit, which is where people who join after roundstart spawn. If there's an emergency going on outside the room, like a fire or loss of oxygen, there are some wall cabinets with basic medical supplies and firefighting tools on the left end on the room.
In addition to a voting booth and a comfy little glass table with a stack of paper and writing utensils, there are also a lot of unique little aesthetic features, some of which this map pioneered. When you pop out the cryo unit, you can immediately see:
- A cool poster showing some of the antics of past community members.
- An entrance to Garbage Garbs, the first clothing "store" ever added to a map.
- Outside the room, colored lines about various rooms, colorcoded to which department they belong too. If you know what room it is, you probably already know which department it's a part of, but they really help tie the plain grey halls and the colorful locales they lead to.
- Also outside the room, writings on the floor to help guide you to places, in this case to the local sub bay, Submarine Bay (Port).
Maintenance Information
There is no vent, not even an aesthetic one. How does the cryo unit stay cool? Armies of minions with fans?
The APC for this area is in the top left.
Arrivals | |
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Your gateway to wonder and friendly faces. | |
Everybody |
This room in the general west of the station is the Arrivals area, to use the term loosely - more of a thawing station for human popsicles. All the people who wake up from cryosleep (i.e. join mid-round) begin their shift here, and in the event station navigation gets them turned around, Marco the Tourbot is just outside the door.
You can also shove braindead people in here, so that some random ne'er-do-well doesn't mug their ID or backpack or something. You yourself can climb back in if you have to leave the game, you have to eat dinner, or otherwise have to go braindead and log off for a while; expect a 5-minute wait before you can get back out though.
Maintenance Information
There is no vent. Whatever arcane machinery keeps the contents cool indefinitely is out of sight.
The APC for this area is situated squarely on the left wall.
Arrivals | |
Location | |
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Your gateway to wonder and friendly faces. | |
Everybody |
This is the Arrival Shuttle, where players who join after the round has begun start out. It features a medical kit and several sets of vacuum gear in the event that arrivals is missing air, and tools for if the power is out. The Arrivals shuttle is on the farthest west side of the station, directly across from the Cafeteria.
Maintenance Information
There are no vents, but there are several drains within the hallway around the shuttle. The APC is located directly north out of the shuttle on the left wall.