Escape Arm

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Location
Escape Arm
Function

Escape4.png

The station's biggest hotspot for pure chaos.

Access

Upper arm and lounge: None required.
Lower arm: Maintenance


When the station is engulfed in flames, blown to pieces and/or covered in corpses, the heads of staff or the AI will hopefully call the escape shuttle. After six minutes (assuming no recall shenanigans), the shuttle will dock in the Escape Shuttle Hallway in the southeast of the station. It will then leave two minutes after that, taking the surviving crew to relative safety at Centcom, provided they aren't ejected from the shuttle during the two minutes it spends in transit.

As far as shuttle hallways go, it's nothing too fancy. The upper portion with blue and white checker borders has lots of chairs to sit and some snack and drink machines and a TV to help you pass the time, as well as a security outpost where Security Officers can laze about. In contrast, the lower portion is dark and has no chairs at all, though it does have a docking area for pods and two escape capsules. Tying the two together is a lovely little lounge with a Space Station 13 sign on the floor, where you can have some snacks or drinks, smoke some cigs, and play some chess or checkers as you wait.

This area is frequently targeted by antagonists, due to the high density of people here. Antags trying to hijack the shuttle and escape alone often try to block this place off or murder anyone who enters this area.

Maintenance Information

The East Emergency Air Hookup/Electrical Substation can resupply air to the upper arm and lounge.

The APC for the upper arm and lounge area is in the maintenance corridor above Mechanics, near the "maintenance access" airlock by the Zoldorf machine. The APC for the lower arm is labeled "Escape Dock" and is in the top portions of that specific area. Just take go through "maintenance access" airlock in the lounge area, and it'll immediately be on the right.

Location
Escape Arm
Function

CogmapEscapeArm.png

The station's biggest hotspot for pure chaos.

Access

None required.


The escape arm lies in the south arm of the station, near Engineering. When the station is set on fire, blown to pieces and/or covered in corpses, the heads of staff or the AI will hopefully call the escape shuttle. The shuttle will then arrive in six minutes, and leave two minutes after that, taking the surviving crew to relative safety at Centcom provided they aren't ejected from the shuttle during the two minutes it spends in transit. One of the most dangerous spots on the station due to the high population density and tendency for antagonists to arrive as everyone's waiting for the shuttle.

Maintenance Information

The Starboard Emergency Air Hookup can resupply air into this area.

The APC for this room is south of the big table in the center. It gets bombed unfortunately often.

Location
Escape Arm
Function

DestinyEscape.png

The ship's second biggest hotspot for pure chaos.

Access

None required.


The escape dock lies in the bow of the ship on the starboard side, across from the Pod Bay. When the ship is set on fire, blown to pieces and/or covered in corpses, the heads of staff or the AI will hopefully call the escape shuttle. The shuttle will then arrive in six minutes, and leave two minutes after that, taking the surviving crew to relative safety at Centcom provided they aren't ejected from the shuttle during the two minutes it spends in transit. One of the most dangerous spots on the station due to the high population density and tendency for antagonists to arrive as everyone's waiting for the shuttle.

Location
Escape Arm
Function

ClarionEscape.png

The ship's second biggest hotspot for pure chaos.

Access

None required.


When the station is set on fire, blown to pieces and/or covered in corpses, the heads of staff or the AI will hopefully call the escape shuttle. The shuttle will then take six minutes to get to the station, and when it arrives, it will dock here, the Escape Arm, which appropriately looks like a departures area, with the boarding airbridge and airlock, the little Security post for Space TSA searches, and rows of benches strategically arranged to facilitate awkward waiting-room conversations.

After two minutes, the shuttle will depart, taking the surviving crew to relative safety at Centcom provided they aren't ejected from the shuttle during the two minutes it spends in transit. This is one of the most dangerous spots on the station due to the high population density and tendency for antagonists to arrive as everyone's waiting for the shuttle.

Location
Escape Arm
Function

LinemapEscape.png

The station's second biggest hotspot for pure chaos.

Access

None required.


The Escape Arm is located just outside of Arrivals, somewhat offset from the middle of the station. When the station is set on fire, blown to pieces and/or covered in corpses, the heads of staff or the AI will hopefully call the escape shuttle. The shuttle will then take six minutes to get to the station and docks here when it arrives.

After two minutes, the shuttle will depart, taking the surviving crew to relative safety at Centcom provided they aren't ejected from the shuttle during the two minutes it spends in transit. This is one of the most dangerous spots on the station due to the high population density and tendency for antagonists to arrive as everyone's waiting for the shuttle.

A few meteor generators are kept here, as to be used as protection against meteor showers. There aren't any cell chargers here though, so when they run out of juice, you'll have to refill them somewhere else.

Mushroom's version of Escape is called the Shuttle Bay. Not that anyone ever actually calls it that, but that's what it calls itself.

The Escape Arm on Donut 2 is this the left wing of the station's shuttle bay.

Location
Escape Arm
Function

ChironEscapeArm.png

Get off this damn rock.

Access

None required.


Escape is a place in the southern half of Chiron Outpost where the crew conglomerate when they're sick and tired of staying on their miserable little space rock of a station. When their space station is more space than station/smothered in obese jelly/emptied by a wandering hobo or thug (all entirely possible given how small the station is), a Heads of Staff and/or the AI will call the shuttle.

After six minutes, the escape shuttle will dock here, and, bar some overly impatient heads and/or traitors, usually stays there for two minutes. Once these two minutes are up, the shuttle will depart, embarking on a two-minute one-way trip to Central Command.

Location
Escape Arm
Function

SamediEscapeArm.png

Vacation's over.

Access

None required.


No matter where you go, you just can't escape trouble. The Wizard Federation doesn't believe in off-days, and vacation time for NanoTrasen employees is vacation time for Syndicate employees too. No amount of booze will convince a blob to leave you alone, and changelings and vampires are more interested in the contents of your genes/veins than the contents of your cup.

Point is, there are many things that can ruin your stay on Samedi. That's why its AI and Heads of Staff can call the shuttle when everything turns sour.

After it's called, the shuttle will take six minutes arrive. Once those six minutes are over, the escape shuttle will dock here, and, bar some overly impatient heads and/or traitors, usually stays there for another two minutes, so all weary vacationers have time to board. When the two minutes are up, the shuttle will depart, embarking on a two-minute one-way trip to Central Command.

Location
Escape Arm
Function

OshanEscapeHallwayV2.png

End of the episode.

Access

None required.


It's no secret that the seas of Oshan Lab hold terrific wonders...and as many as terrible horrors as space does. Make no mistake, your underwater paradise will still inevitably become filled with corpses/husks/drained blood bags/human leftovers. The Space Wizards have a Sea Wizards branch too, and there's plenty of marine Blobs that'll be happy to consume your beloved little station. And did we mention that there red suits underwater too? (The only difference between the underwater and space is that these underwater ones have flippers.)

In times like those, you have to say "see you later" to the Abzu sea, call the escape pod, and get yourself to the Escape Hallway in the southeast corner of the station.

The pod will take six minutes to arrive in station, sometimes more if some goofball decides to recall it. Once those six minutes are over, the escape shuttle will dock here, and, bar some overly impatient Heads of Staff and/or traitors, usually stays there for another two minutes, so all the surviving crew members can board. When the two minutes are up, the pod will depart, embarking on a two-minute one-way trip to Central Command.

Maintenance Information

There is no vent. There's certainly a lot of drains though.

The APC for this area is below the Public Market booth.

Location
Escape Arm
Function

HorizonEscape.png

Out of this Alcatraz.

Access

None required.


If you thought you weren't gonna escape this place alive when you were sentenced here, think again. If a Head of Staff or the AI thinks it's time to leave this dying vessel, for whatever, reason they can call the escape shuttle to get, ideally, everyone out of here.

Luckily for you, escaping the Horizon is considerably easier than escaping most other prisons/camps. If Heads of Staff aren't playing tug of war with the shuttle by recalling and calling the damn thing over and over again, you can expect the escape shuttle to arrive in six minutes. You're supposed to get your affairs in order and haul your ass to Escape, located in the middle of the ship, sandwiched between the Pool Room and Hydroponics and right across the hall from Arrivals.

When the shuttle arrives, it'll dock for two minutes, sometimes less if 3 Heads agree to wipe their cards on the shuttle console and shorten the time to one minute or if a Traitor emags the console so that it leaves in just 10 seconds. Afterwards, the shuttle'll embark on a two-minute trip to Central Command's earth headquarters, where you can finally smell the sweet scent of freedom.

Maintenance Information

The Southwest Maintenance area by the Shower Room can resupply air to this area...or something else entirely.

The APC for this area is in the maintenance area on the right, below the Pool Room.

The power for this area comes from a wire in that same maintenance area.

Location
Escape Arm
Function

AtlasEscapeShuttleHallway.png

Towards greener pastures. Quite literally in this case.

Access

None required.


The people of the Atlantean region tend to be quite a quarrelsome bunch, but if there's one thing they can agree on, it's that when the area's ravaged by conflict and covered with corpses/husks/human leftovers, it's time to migrate elsewhere. In these situations, a head of state or AI will call the escape shuttle.

During the six minutes the shuttle takes to arrive at Atlas, people pack up, put their affairs in order, and wait in the Escape Shuttle Hallway above the Bridge and Chapel. When the shuttle arrives, it'll dock for two minutes, sometimes less if 3 Heads agree to wipe their cards on the shuttle console and shorten the time to one minute or if a Traitor emags the console so that it leaves in just 10 seconds. Afterwards, the shuttle'll embark on a two-minute trip to Central Command's earth headquarters, where the Atlanteans will stay before relocation.

Maintenance Information

There is no vent. International regulations mandate it in the case of hull breaches, but United Command's enforcement of safety laws is notoriously lax.

The APC for this area is on the left, near the cactus.

The power for this area comes from a wire that goes through the leftward and rightward doors, into North West Maintenance.

Location
Escape Arm
Function

MantaEscape.png

Leaving this place, definitely, opening up for the shuttle, probably.

Access

None required.


Some Escape Shuttle docks look like airport terminals. Some have small pod bays. Some house escape pods. Some even feature bars! The Escape area of the NSS Manta...is neither of these. Instead, its dock is a beaten old lot below the Rising Tide bar, smack dab in the lower middle of the ship. At least the ship has little signs on the floors and walls pointing towards this place.

Thematically, it's actually supposed to be a hatch. After a Head of Staff or AI calls the escape shuttle, and the minimum six minutes passes by, the hatch apparently opens to let the shuttle dock for two minutes to let people in. It apparently can't (or maybe just doesn't want to) close, because after the shuttle leaves on its two minute ride to Central Command, the entire area is replaced with standard seafloor tile.

Nothing really too exciting here, but there are two random tool spawns here that provide items of varying usefulness. Failing that, you can always find a beachball just sitting there out in the open. Maybe you can play catch with it, perhaps with some beautiful babes/handsome hunks/aesthetically pleasing entities of choice?

Maintenance Information

There is no vent. Hatches, if that's what it really is, and dirty old decrepit lots, which is definitely what it looks like, don't need air.

There is no APC and thus there is no wire to power it either. The doors into this place are considered part of the public hallways.

Stationmap.png Locations on Oshan Laboratory
General Civilian & Recreation Security Command Medical Research Cargo & Mining Engineering Off-Station