Difference between revisions of "Arrivals"

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m (Industrial cryogenics unit is now the industrial cryogenic sleep unit, so update the links)
(Correct cryosleep wait time listed in Kondaru and Clarion tabs. That was shortened from 15 to 5 minutes when PR #5768 was merged.)
 
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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.
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 [[Staff Assistant|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.  
You can also shove braindead people in here, so that some random [[Staff Assistant|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.  


[[Random Events|Merchant ships]] occasionally dock here.
[[Random Events|Merchant ships]] occasionally dock here.
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{{Location
{{Location
|Function=Doormat to [[Murder|adventure]].  
|Function=Doormat to [[Murder|adventure]].  
|Picture=MantaArrivals.png
|Picture=MantaArrivalsV3.png
|Access=Everybody}}
|Access=Everybody}}


The '''Arrivals''' below and left of the [[Bar#Manta|Rising Tide bar]] hosts the ship's [[General Objects#Industrial Cryogenic Sleep Unitt|industrial cryogenic sleep unit]], which is where people who join after roundstart spawn. While there's nothing too noteworthy here besides the voting booth and stack of paper and writing utensils, it does a fair job of introducing the map's greatest asset: attention to detail. When you pop out the cryo unit, you can immediately see lots of little things that, while of minimal utility, enhance the beauty of the ship and help you believe you really are in a state of the art submarine. It's things like:
The '''Arrivals''' on the port/left/west side of the ship, beneath the [[Chapel#Manta|Chapel]], hosts the ship's [[General Objects#Industrial Cryogenic Sleep Unitt|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. 
*A cool poster reminding you what ship you're on. The game always and already tells you what map you're on, but the poster is well-detailed and is a nice splash of color on an other nondescript grey wall. Speaking of which...
 
*A little garden. You can't pick up any of the flowers there (our scientists have concluded that they are in fact painted on), but it's so much better than staring at boring grey tiles.
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:
*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.  
*A cool poster showing some of the antics of past community members.
*Signs helpfully pointing towards [[Escape Arm#Manta|Escape]]. On top of looking like something that would be actually be on a ship, they help new people get to where they need to be when the round's almost over...until someone blows them up.
*An entrance to [[Garbage Garbs#Manta|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, [[Main Hangar#Manta|Submarine Bay (Port)]].


==Maintenance Information==
==Maintenance Information==
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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.
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 [[Staff Assistant|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.
You can also shove braindead people in here, so that some random [[Staff Assistant|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==
==Maintenance Information==
Line 182: Line 184:


The APC for this area is situated squarely on the left wall.
The APC for this area is situated squarely on the left wall.
</tab>
<tab name="Nadir">
{{Location
|Function=Your gateway to [[Murder|wonder]] and [[Antagonist|friendly faces]].
|Picture=NadirArrivals.png
|Access=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.
</tab>
</tab>
</tabs>
</tabs>

Latest revision as of 06:24, 8 July 2023

Arrivals
Location

Cogmap2Arrivals.png

Your gateway to wonder and friendly faces.

Access

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
Location

CogmapArrivals.png

Your gateway to wonder and friendly faces.

Access

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
Location

ClarionArrivals.png

Your gateway to wonder and friendly faces.

Access

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
Location

LinemapArrivals.png

Your gateway to wonder and friendly faces.

Access

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:

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
Location

ChironArrivals.png

Your gateway to wonder and friendly faces.

Access

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
Location

SamediArrivalsShuttle.png

Your dream vacation starts here!

Access

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
Location

OshanArrivals.png

Dive into Adventure!

Access

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
Location

HorizonArrivalsShuttleV2.png

Your gateway to wonder and friendly faces.

Access

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.

Arrivals
Location

AtlasArrivals.png

Doormat to adventure. Same size as one, too.

Access

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
Location

MantaArrivalsV3.png

Doormat to adventure.

Access

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
Location

KondaruArrivals.PNG

Your gateway to wonder and friendly faces.

Access

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

NadirArrivals.png

Your gateway to wonder and friendly faces.

Access

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.

Stationmap.png Locations on Cogmap2
General Arrivals · Emergency Storage B · Escape · Escape Pod Bay · Locker Room · Maintenance · Owlery · Main Hangar 1 & 2 · Net Cafe · Public Garden · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Quarters · Derelict Crew Quarters · Gym · Health Spa · Hydroponics · Janitor's Closet · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market Booths · Ranch · Shower Room · Staff Assistants' Quarters
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Security Checkpoints
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Auxiliary Storage · Medical Booth · Robot Depot
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Ore Processing / Refinery · Mining Department
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Storage A · Emergency Air Hookup · Mechanics Workshop · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Research Outpost · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Cogmap1
General Arrivals · Bathrooms · Crew Quarters A · Crew Quarters B · Emergency Storage · Escape · Locker Room · Maintenance · Owlery · Observatory · Main Hangar · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Lounge · Gym · Hydroponics · Information Office · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market · Ranch · Shower Room · Stock Market Room
Security Security · Armory · Beepsky's House · Brig · Dispatch · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Mini-Brig
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Medical Booth
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Robot Depot · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Mining Department · Ore Processing / Refinery · Routers
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Air Hookup · Mechanics Workshop · Primary Tool Storage · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Oshan Laboratory
General Arrivals · Crew Quarters A · Data Center · Emergency Storage A · Emergency Storage B · Escape Hallway · Information Office · Maintenance · Net Cafe · Observatory · Pod Bay · Tool Storage · Toilets · Waste Disposal
Civilian & Recreation Arcade · Bar · Bar Office · Barbershop · Catering Hangar · Catering Storage · Chapel · Clown Hole · Crew Lounge · Fitness Center · Hydroponics · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Nerd Dungeon · Public Market · Radio Lab · Ranch · Sauna · Shower Room · West Crew Lounge · Zen Garden
Security Security Department · Armory · Beepsky's House · Defendant's Chair · General Population · HoS Office · Interrogation Room · Processing Room · Secure Dock · Security Foyer · Solitary Cells · Courtroom · Detective's Office · Security Checkpoints
Command AI Chamber · AI Upload · Bridge · Captain's Quarters · Customs · Head of Personnel's Office · EVA · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Operating Theatre · Medbay Restroom · Medical Director's Office · Medical Storage · Monkey Dome · Morgue · Pharmacy · Pathology · Robotics · Treatment Cells
Research Research Sector · Artifact Lab · Chemistry · Computer Core · Research Dock · Research Director's Office · Robot Depot · Science Teleporter · Toxins Storage · Research Outpost · Research Outpost Hangar · Research Outpost Toxins Storage · Research Outpost Test Chamber · Toxins
Cargo & Mining Central Warehouse · Mining · Mining Dock · Quartermaster's Office · Refinery · Supply Lobby
Engineering Engineering · Chief Engineer's Office · Engineering Dock · Engineering Gas Storage · Engineering Storage · Inner Engineering · Power Room · Engineering EVA · Mechanic's Lab · Technical Storage
Off-Station Ghost Drone Factory · Listening Post · Sea Elevator · Seafloor · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Manta
General Arrivals · Crew Quarters A · Crew Quarters B · Crew Quarters C · Bathrooms · Escape · Maintenance · Submarine Bay (Port) · Submarine Bay (Starboard) · Waste Disposal
Civilian & Recreation Arcade · The Rising Tide/Bar · Barman's Office · Chapel · Chapel Office · Crematorium · Crew Lounge · Fitness Room · Garbage Garbs · Hydroponics · Janitor's Office · The Rusty Crab/Kitchen · Freezer · Sauna
Security Security Department · Security Foyer Checkpoint · Sec. Officers Quarters · Armory · Brig · Cell Block Control · General Population · Cell #1 · Solitary Confinement · Visitation · Head of Security's Office · Interrogation Room · Submarine Bay (Security) · Courtroom · Detective's Office · Detective's Bedroom · Beepsky's House
Command AI Upload Chamber · AI Upload Foyer Port · AI Upload Foyer Starboard · Bridge · Communications Office · Communications Office Bedroom · Captain's Office · Captain's Quarters · Head of Personnel's Office · Head of Personnel's Personal Quarters · Port Torpedo Bay · Starboard Torpedo Bay · EVA Storage · Teleporter Room
Medical Medbay · Medbay Lobby · Cloning · Medical Research · Morgue · Medbay Treatment Area · Cryo · Medbay Operating Theatre · Medbay Restroom · Robotics · Treatment Rooms · Medbay Staff Area · Medical Storage · Medical Director's Office
Research Research Sector · Artifact Lab · Chemistry · Pathology Research · Robot Depot · Research Director's Private Quarters · Research Restroom · Science Teleporter · Test Chamber
Cargo & Mining Mining · Submarine Bay (Mining) · Cargo Bay · Cargo Bay Office
Engineering Engineering · Engineering Break Room · Engineering Quarters · Engineering Restroom · Chief Engineer's Office · Engineering Storage · Engineering Control Room · Inner Engineering · Singularity Core · Engineering Power Room · Engineering Gas Storage · Mechanic's Lab · Technical Storage
Off-Station Abandoned Ship · Clown Hole · Ghost Drone Factory · Robot Trading Outpost · Sea Diner · Tunnel Snake Mining Rig · Seafloor · Syndicate Assault Vessel · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Kondaru
General Arrivals · Aviary · Bathrooms · Crew Quarters · Emergency Storage A · Escape Arm · Escape Dock · Gym · Nerd Dungeon · Pool · Public Market · Routing Cabinet · Routing Depot · Sauna · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Bar Office · Catering Storage · Chapel · Clown Hole · Hydroponics · Janitor Office · Janitor Supply Closet · Jazz Lounge · Kitchen · News Office · Public Podbay · Ranch
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Courtroom · Detective's Office · Security Checkpoints · Secure Hangar
Command Bridge · AI Chamber · AI Upload · Captain's Quarters · Command Pod Pad · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Podbay · Medical Booth · Medical Director's Office · Monkey Dome · Morgue · Operating Theatre · Pathology · Pharmacy · Robotics · Treatment Rooms
Research Artifact Lab · Chemistry · Plasma Research · Research Director's Office · Research Router · Robot Depot · Science Podbay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Warehouse · Ore Processing / Refinery · Mining Department · Mining Podbay
Engineering Chief Engineer's Office · Cold Loop · Engineering · Engineering Break Room · Engineering Gas Storage · Engineering Podbay · Power Room · Engine Room · Hot Loop · Mechanics Workshop · Power Transmission Laser · Pump Control Room · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory· Listening Post· Mining Outpost· Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality