Difference between revisions of "Escape Arm"
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{{Location | |||
|Function=Towards greener pastures. Quite literally in this case. | |||
|Picture=AtlasEscapeShuttleHallway.png | |||
|Access=None required.}} | |||
The people of the Atlantean region tend to 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/[[Changeling|husks]]/[[Werewolf|human leftovers]], it's time to migrate elsewhere. In these situations, a [[Head of Staff|head of state]] or [[AI]] will [[Calling the Escape Shuttle|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 this dock above the [[Bridge#Atlas|Bridge]] entrance. When the shuttle arrives, it'll dock for two minutes, sometimes less if 3 [[Head of Staff|Heads]] agree to wipe their cards on the shuttle console and shorten the time to one minute or if a [[Traitor]] [[Syndicate Items#EMAG|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. | |||
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{{Locations}} | {{Locations}} | ||
[[Category:Locations]] | [[Category:Locations]] |
Revision as of 01:29, 9 March 2019
Escape Arm | |
Location | |
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The station's biggest hotspot for pure chaos. | |
None required. |
The escape arm lies in the southeast end of the station, near Mining and Mechanics. 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.
Escape Arm | |
Location | |
---|---|
The station's biggest hotspot for pure chaos. | |
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.
Escape Arm | |
Location | |
---|---|
The ship's second biggest hotspot for pure chaos. | |
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.
Escape Arm | |
Location | |
---|---|
The ship's second biggest hotspot for pure chaos. | |
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.
Escape Arm | |
Location | |
---|---|
The station's second biggest hotspot for pure chaos. | |
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.
Escape Arm | |
Location | |
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Get off this damn rock. | |
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.
Escape Arm | |
Location | |
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Vacation's over. | |
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.
Escape Arm | |
Location | |
---|---|
End of the episode. | |
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.
Escape Arm | |
Location | |
---|---|
Towards greener pastures. Quite literally in this case. | |
None required. |
The people of the Atlantean region tend to 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 this dock above the Bridge entrance. 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.