Difference between revisions of "Armory"

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(Replaces the out-dated cog1 armory image, aswell as putting in the correct items found in armory)
(Update contents of Cogmap2's Armory (to be inline with PR #11192 and commit a606a19), significantly change how contents of room are described. Also add a bit of castle theme, for a spot of humor/making a illustrative comparison)
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{{Location
{{Location
|Picture=Cogmap2Armory-June-13th-2023.png
|Picture=Cogmap2Armory-June-13th-2023.png
|Function=HoS's toy cave
|Function=HoS's toy castle
|Access=Default: [[Head of Security]] <br> When authorized: [[Captain]], [[Head of Personnel]], [[Security Officer]], [[Detective]]
|Access=Default: [[Head of Security]] <br> When authorized: [[Captain]], [[Head of Personnel]], [[Security Officer]], [[Detective]]
}}
}}
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By default, only [[Head of Security]] can enter this room and use its contents. In times of great need, the [[Head of Security]] or three Security personnel with Security Equipment access (e.g. [[Security Officer]], [[Captain]], but not [[Detective]]) can use the [[Security Objects#Armory Authorization|armory authorization computer]] to allow all Security personnel entry into this room and access to its [[Security Objects#AmmoTech|AmmoTech]] and all its lockers and crates. Those with an [[EMAG]] don't have to worry about such restrictions.
By default, only [[Head of Security]] can enter this room and use its contents. In times of great need, the [[Head of Security]] or three Security personnel with Security Equipment access (e.g. [[Security Officer]], [[Captain]], but not [[Detective]]) can use the [[Security Objects#Armory Authorization|armory authorization computer]] to allow all Security personnel entry into this room and access to its [[Security Objects#AmmoTech|AmmoTech]] and all its lockers and crates. Those with an [[EMAG]] don't have to worry about such restrictions.


For the pathologically curious:
Instead of just being a weapons cache, this Armory has a hall of sorts with a [[Computers#Communications Console|Comms Computer]], so the HoS can [[Calling the Escape Shuttle | call the shuttle]] in the safety of this little castle, two [[Security Objects#Recharger|rechargers]], and the sole [[Security Objects#AmmoTech|AmmoTech]] on the station. Meanwhile, the table here has three [[Medical Objects#Emergency Auto-Injector|emergency injectors]] of [[Doctoring#Atropine|atropine]], a box of 6 [[Implants#Counter-Revolutionary|counter-revolutionary implants]] (and complementary [[Medical Objects#Implanter|implanter]]), and 9 [[Security Objects#Flashbang|flashbangs]] (7 in a flashbang box, 2 loose). There are also two switches, one for all the Lockdown shutters over all the possible entrances into [[Security (place)#Cogmap2|Security]], the other just for a single shutter in the Armory that can sort of be used like a shop window.


*The three green crates contain, from left to right:  
The innermost room, the keep if you will, contains the Armory's weapons storage area, guarded by reinforced glass and IR sensors. Starting from top left corner, going clockwise:
**Two [[Space Pod#Linked Laser Array|laser arrays]], two boxes of [[Murder#40PodSeeker|pod-seeking shells]], and 2 [[Space Pod#Light Disruptor|disruptors]].
*A reserve tank of [[Gas#N2O|N2O]], a knockout gas, hooked up to a pipe system for releasing N2O into the [[Security (place)#Cogmap2|Security]] hallway in case rioters manage to breach into Sec.
**Four [[Security Objects#RP-4 Phaser Gun|RP-4 phaser guns]].
*A [[Security Objects#Pod Weapons Crate|pod weapons crate]], which comes in a nice drab olive green. Basically has weapons for fighting [[Space Pod]]s.  
**Two [[Security Objects#Tranquilizer Rifle|tranquilizer rifles]] with one [[Chemicals#Mutadone|mutadone]] and two [[Chemicals#Haloperidol | haloperidol]] cartridges.
*A [[Security Objects#Tranquilizer Crate|tranquilizer crate]] (also in drab olive), loaded up with [[Security Objects#Tranquilizer Rifle|tranquilizer rifles]] and dart cartridges for them. There aren't exactly a lot of wild animals in space, but sometimes there are wild humans who wreck things up as [[antagonist]]s.
 
*A [[Security Objects#Phaser Crate|phaser crate]] with, well, phasers. Specifically four [[Security Objects#RP-4 Phaser Gun|RP-4 phaser guns]], inside a green crate.
*The two racks together hold two pieces of [[Security Objects#Heavy Armor|heavy armor]], two [[Security Objects#Riot Helmets|riot helmets]], two [[Security Objects#Bomb Disposal Suit|bomb disposal suits and helmets]], four gas masks, four pairs of [[Security Objects#Optical Thermal Scanner|Thermal Scanners]], and two pairs of [[Clothing#Night Vision Goggles|night vision goggles]].
*Three [[Security Objects#Riot Shotgun|riot shotguns]] on a pretty fancy rack, locked, loaded, and ready for action.
 
*A reinforced table with two [[Security Objects#Riot Launcher|riot launchers]] and two boxes of [[Murder#40Smoke|smoke shells]].
*The fancy-looking racks: three [[Security Objects#Riot Shotgun|riot shotguns]], locked, loaded, and ready for action; and three [[Security Objects#Pulse Rifle|pulse rifles]] nearest to the doors.
*Three [[Security Objects#Pulse Rifle|pulse rifles]], mounted on a futuristic-looking rack.
 
*A grey [[Security Objects#Special Grenades Crate|special grenades crate]]. True to its name, it has plenty of grenades, but there are [[Security Objects#NT Stun Land Mine|nonlethal landmines]] as well, as silly as that may sound.
*The orange crate: two [[Murder#Flamethrower|flamethrowers]] and two flare gun boxes, each with one [[Murder#FlarePistol|flare gun]] and one box of extra flares.
*An orange [[Security Objects#Anti-Biological Crate|anti-biological crate]], with two [[Murder#Flamethrower|flamethrowers]] and two flare gun boxes, each with one [[Murder#FlarePistol|flare gun]] and one box of extra flares.
 
*A canister of [[Gas#N2O|N2O]], in case you need to resort to releasing knockout gas via one of those [[Emergency Air Hookup#Cogmap2|Emergency Air Hookups]] (an attractive proposition for [[antagonist]]s).
*The grey crate: two security issue grenade boxes with two [[Security Objects#Crowd Dispersal Grenade|crowd dispersal grenades]], two [[Murder#Smoke grenade|smoke grenades]], one [[Security Objects#Stinger Grenade|stinger]] grenade, one [[Security Objects#Flashbang|flashbang]], and one [[Murder#Shock grenade|shock grenade]], plus an experimental grenade box with three [[Murder#Incendiary grenade|incendiary grenades]], a [[Murder#High-range incendiary grenade|high-range incendiary grenade]], and three [[Murder#Cryo grenade|cryo grenades]]
*A rack (with a less futuristic design) of hella scary-lookin' armor. This specifically has two pieces of [[Security Objects#Heavy Armor|heavy armor]], two [[Security Objects#Riot Helmets|riot helmets]], two [[Security Objects#Bomb Disposal Suit|bomb disposal suits]], two [[Security Objects#Blast Helmet|EOD helmets]], and four [[Clothing#Gas Mask|gas masks]].
 
*Breaching supplies loaded up on a rack, in case Sec needs to force their way into a room and [[hacking]] isn't enough. There are three [[Syndicate Items#Breaching Charge|breaching charges]], two [[Syndicate Items#Airlock Breaching Hammer|airlock breaching hammers]], a box of 5 40mm door-breaching rounds, and a [[Security Objects#Riot Launcher|riot launcher]] preloaded with one of said door-breaching rounds.  
*The table within the inner enclosed area amongst all the crates has two [[Security Objects#Riot Launcher|riot launchers]] and two boxes of [[Murder#40Smoke|smoke shells]]. Meanwhile, the table closest to the main entrance has two [[Murder#Flashbang|flashbangs]], a box of [[Security Objects#Stinger Grenade|stinger grenades]], [[Medical Objects#Emergency Auto-Injector|emergency injectors]] of [[Doctoring#Atropine|atropine]], and a box of [[Implants#Counter-Revolutionary|counter-revolutionary implants]].
*Four pairs of [[Security Objects#Optical Thermal Scanner|Thermal Scanners]], and four pairs of [[Clothing#Night Vision Goggles|night vision goggles]] on a rack.  
 
*A [[Security Objects#Special Equipment Locker|Special equipment locker]], with "Special equipment" here meaning spare [[Security Objects#Requisition Token|security requisition tokens]] and [[Security Objects#N.A.R.C.S. Deployer|NARCS deployers]].
* A canister and reserve tank of [[Gas#N2O|N2O]], hooked up to a pipe system for releasing N2O into the [[Security (place)#Cogmap2|Security]] hallway in case rioters manage to breach into Sec.
 
*Speaking of riots, a [[Security Objects#Special Equipment Locker|Special equipment locker]] with miscellaneous riot gear and spare [[Security Objects#Requisition Token|security requisition tokens]].
 
This area also houses Security's very own [[Computers#Communications Console|Comms Computer]] so the HoS can [[Calling the Escape Shuttle | call the shuttle]] in the safety of his little castle, as well as the sole [[Security Objects#AmmoTech|AmmoTech]] on the station, for refilling the [[Security Objects#Riot Shotgun|riot shotguns]]. There are also two switches, one for all the Lockdown shutters over all the possible entrances into [[Security (place)#Cogmap2|Security]], the other just for a single shutter used by the armory as sort of shop window.


==Maintenance Information==
==Maintenance Information==

Revision as of 05:43, 18 March 2024

MechanicNew64.png This page is under construction.
The following information may be incomplete.
Images have yet to be updated
Armory
Location

Cogmap2Armory-June-13th-2023.png

HoS's toy castle

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective


The Armory is where the big boy toys are kept, walled in by reinforced walls and glass and guarded with IR sensors. These are supposed to be saved for emergency in-game situations, like rampaging antagonists.

By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

Instead of just being a weapons cache, this Armory has a hall of sorts with a Comms Computer, so the HoS can call the shuttle in the safety of this little castle, two rechargers, and the sole AmmoTech on the station. Meanwhile, the table here has three emergency injectors of atropine, a box of 6 counter-revolutionary implants (and complementary implanter), and 9 flashbangs (7 in a flashbang box, 2 loose). There are also two switches, one for all the Lockdown shutters over all the possible entrances into Security, the other just for a single shutter in the Armory that can sort of be used like a shop window.

The innermost room, the keep if you will, contains the Armory's weapons storage area, guarded by reinforced glass and IR sensors. Starting from top left corner, going clockwise:

Maintenance Information

There is no vent. As previously mentioned, it does supply gas to the hallway outside of Security.

The APC for this room is in the top right, right by the AmmoTech.

Armory
Location

CogmapArmory-12-15-2023.png

HoS's toy chest

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective, Lawyer


The Armoury is a special room for all the special situations where the standard taser and stun baton won't do, namely riots. By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

Within the layers of reinforced wall, electrified steel grilles, and IR beams are a variety of special objects such as, going from top wall to right wall to left wall to middle:

This room also has two rechargers, one regular, one wall-mounted, for energy weapons and the station's sole AmmoTech vendor, for resupplying all the riot shotguns and tranquilizer rifles stored here.

It is also one of the few rooms with a Communications Console readily available. The Head of Security (or a resourceful Head) can call the emergency shuttle from here if the one in the Bridge is irreversibly damaged or otherwise too dangerous to use.

Maintenance Information

There is no vent. It certainly is useful for certain special situations, but it's not special enough for this room.

Armory
Location

DestinyArmory-3-20-2019.png

HoS's toy cabinet

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective, Lawyer


The Armory is where the place where the big boy toys are kept, under the watchful eye of the Head of Security standing guard in the office nearby. These are supposed to be saved for emergencies in-game situations, like rampaging antagonists.

By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

For the pathologically curious:

Maintenance Information

There is no vent. It was going to have one, ostensibly for delivering N2O gas, but due to a Curious Incident in the Past that Should Not Be Mentioned Ever Again that resulted in the HoS gaining a great fear of vents, it was blocked.

The APC is in the bottom right corner.

Said APC gets it power from a wire that runs under the window on the south-facing side.

Armory
Location

200px

HoS's toy box

Access

Head of Security


When ship is rocked by riots and once-loyal crew gone postal, the Head of Security will sound a clarion call to arms and open up the Armory. This little garrison is where the big boy toys are kept, under the watchful eye of the Head of Security in their office nearby. By default, only Head of Security or someone with an EMAG can enter this room and use its contents.

For the pathologically curious, going clockwise:

Armory
Location

LinemapArmory.png

HoS's toy room.

Access

Head of Security


This surprisingly ill-protected room is the Security Department's Armory, a special room with all sorts of special equipment for all the special situations where the usual taser and cuffs won't do. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the crates and lockers.

This room contains:

Maintenance Information

There is no vent.

The APC for this room is in the middle of the left wall.

Armory
Location

MushroomArmory.png

HoS's toy walk-in closet

Access

Head of Security


The stun baton and taser can serve an officer well, but sometimes, they just aren't the right tools for the job. Enter the Armory. This little corner in the Brig contains all the manner of specialized equipment, detailed below, just for those special jobs. While anybody can break their way through the doors or even the walls, generally only an EMAG or the Head of Security himself can open the crates.

This room contains:

Armory
Location

200px

HoS's private toy room.

Access

Head of Security


The Armory is a special room in the Head of Security's office that contains all sorts of special equipment for all the special situations where the usual taser and cuffs won't do, like:

While anybody can make their way past the doors, generally only an EMAG or the Head of Security himself can open the lockers.

Armory
Location

ChironArmory.png

HoS's toy corner.

Access

Head of Security


This egregiously ill-protected room is the Security Department's Armory, a special room with various special equipment for various special situations where the usual taser and cuffs won't do. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the lockers.

This room contains:

Maintenance Information

There is no vent.

The APC for this room is on the north wall.

Armory
Location

200px

HoS's toy cabin.

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective, Lawyer


This surprisingly ill-protected room is the Security Department's Armory, a special room with all sorts of special equipment for all the special situations where the usual taser and cuffs won't do. It's located in the lower-center of Security, with one entrance on the right connected to the Head of Security's office, and another connected to the general foyer area for those coming from the public Sec entrance.

By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

This room contains, going counterclockwise from top left:

Maintenance Information

There is no vent.

The APC for this room is in the middle of the left wall.

Armory
Location

AtlasArmoryv2.png

Presidential toy hall

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective, Lawyer


This passage in north Secstotzka is the national Armory, reserved for regional crises such as riots, revolutions, corporate invasions, and monster attacks.

By default, only President-for-Life can enter this room and use its contents. In times of great need, they or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

The armory is stocked with, going clockwise from the top left:

Maintenance Information

There is no vent, as per presidential preferences.

The APC for this room in the bottom middle, right by the door.

The wire that powers that APC goes under the door leading into the armory, and it ultimately goes under the door leading into Security.

Armory
Location

MantaArmoryV5.png

HoS's toy trunk

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective, Lawyer


The Armory is located above the Interrogation Room and contains the equipment needed to protect the ship in serious circumstances. By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

The armory is separated into two rooms. The first main room contains:

The second side room contains:

Maintenance Information

There are no vents for the rooms.

The APC is located next to the main door of the armory, next to the shotgun rack.

Armory
Location

KondaruArmory.png

Jealously Guarded Cache of Weaponry

Access

Default: Head of Security
When authorized: Captain, Head of Personnel, Security Officer, Detective, Lawyer


The Armory is located south of the eastern segment of security's halls. Its exterior is protected by a set of turrets. They're functionally identical to the AI's turrets; their toggle is found on the small hallway section leading into the armory.

By default, only Head of Security can enter this room and use its contents. In times of great need, the Head of Security or three Security personnel with Security Equipment access (e.g. Security Officer, Captain, but not Detective) can use the armory authorization computer to allow all Security personnel entry into this room and access to its AmmoTech and all its lockers and crates. Those with an EMAG don't have to worry about such restrictions.

The hall leading into the armory contains:

The main room contains:

Maintenance Information

There are no vents for the rooms.

The APC is located on the left of the main storage room, past the pod weapons crate.

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