Difference between revisions of "Escape Arm"

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{{Location
{{Location
|Function=The station's biggest hotspot for pure chaos.
|Function=The station's biggest hotspot for pure chaos.
|Picture=Escape4.png
|Picture=Cogmap2EscapeShuttleHallway.png
|Access=None required.}}
|Access=Upper arm and lounge: None required. <br> 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 [[Calling the Escape Shuttle|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 [[Computers#Television|TV]] to help you pass the time, as well as a [[Security Checkpoints#Cogmap2|security outpost]] where [[Security Officer]]s can laze about. In contrast, the lower portion is dark and has no chairs at all, though it does have a [[Pod Bay#Cogmap2|docking area for pods]] and two [[Space Pod#Escape Pod|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 [[General Objects#Cigarette|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. [[Vampire]]s and [[Changeling]]s both have objectives that require them to make sure only they and their minions are the only ones onboard the shuttle by roundend, so you might see them try to block this place off or murder anyone who enters this area.


The escape arm lies in the southeast end of the station, near [[Mining Department#Cogmap2|Mining]] and [[Mechanics Workshop#Cogmap2|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 ten minutes, and leave three 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 [[antagonist]]s to arrive as everyone's waiting for the shuttle.
==Maintenance Information==
The [[Emergency Air Hookup#Cogmap2|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 Workshop#Cogmap2|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. 
</tab>
</tab>
<tab name="Cogmap1">
<tab name="Cogmap1">
Line 15: Line 23:
|Access=None required.}}
|Access=None required.}}


The escape arm lies in the south arm of the station, near [[Engineering#Cogmap1|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 ten minutes, and leave three 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 [[antagonist]]s to arrive as everyone's waiting for the shuttle.
The escape arm lies in the south arm of the station, near [[Engineering#Cogmap1|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 [[antagonist]]s to arrive as everyone's waiting for the shuttle.


==Maintenance Information==
The [[Emergency Air Hookup#Cogmap1|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.
</tab>
</tab>
<tab name="Destiny">
<tab name="Destiny">
Line 24: Line 36:
|Access=None required.}}
|Access=None required.}}


The escape dock lies in the bow of the ship on the starboard side, across from the [[Pod Bay#Destiny|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 ten minutes, and leave three 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 [[antagonist]]s to arrive as everyone's waiting for the shuttle.
The escape dock lies in the bow of the ship on the starboard side, across from the [[Pod Bay#Destiny|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 [[antagonist]]s to arrive as everyone's waiting for the shuttle.


</tab>
</tab>
Line 34: Line 46:
|Access=None required.}}
|Access=None required.}}


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 take ten minutes to get to NSS Clarion, 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 Checkpoint#Clarion|Security post]] for [[Security Officer|Space TSA]] searches, and rows of benches strategically arranged to facilitate awkward waiting-room conversations.
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 Checkpoints#Clarion|Security post]] for [[Security Officer|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 [[antagonist]]s to arrive as everyone's waiting for the shuttle.
 
</tab>
 
<tab name="Linemap">
{{Location
|Function=The station's second biggest hotspot for pure chaos.
|Picture=LinemapEscape.png ‎
|Access=None required.}}
 
The '''Escape Arm''' is located just outside of [[Arrivals#Linemap|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 three 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 [[antagonist]]s to arrive as everyone's waiting for the shuttle.
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 [[antagonist]]s 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.
</tab>
</tab>


<tab name="Mushroom">
Mushroom's version of Escape is called the [[Shuttle Bay#Mushroom|Shuttle Bay]]. Not that anyone ''ever'' actually calls it that, but that's what it calls itself.
</tab>
<tab name="Donut 2">
The Escape Arm on Donut 2 is this the left wing of the [[Shuttle Bay#Donut 2|station's shuttle bay]].
</tab>
<tab name="Chiron">
{{Location
|Function=Get off this damn rock.
|Picture=ChironEscapeArm.png ‎
|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 [[Murder#Bombs|more space than station]]/smothered in [[Blob|obese jelly]]/emptied by a wandering [[Wizard|hobo]] or [[Traitor|thug]] (all entirely possible given how small the station is), a [[Heads of Staff]] and/or the [[AI]] will [[Calling the Escape Shuttle|call the shuttle]].
After six minutes, the escape shuttle will dock here, and, bar some overly impatient heads and/or [[Syndicate Items#EMAG|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.
</tab>
<tab name="Samedi">
{{Location
|Function=Vacation's over.
|Picture=SamediEscapeArm.png ‎
|Access=None required.}}
No matter where you go, you just can't escape [[Antagonist|trouble]]. The [[Wizard|Wizard Federation]] doesn't believe in off-days, and vacation time for NanoTrasen employees is vacation time for [[Nuclear Operative|Syndicate]] [[Traitor|employees]] too. No amount of booze will convince a [[blob]] to leave you alone, and [[changeling]]s 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 [[Calling the Escape Shuttle|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 [[Syndicate Items#EMAG|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.
</tab>
<tab name="Oshan">
{{Location
|Function=End of the episode.
|Picture=OshanEscapeHallwayV2.png ‎
|Access=None required.}}
It's no secret that the seas of Oshan Lab hold terrific wonders...and as many as [[Antagonists|terrible horrors]] as space does. Make no mistake, your underwater paradise will still inevitably become filled with corpses/[[Changeling|husks]]/[[Vampire|drained blood bags]]/[[Werewolf|human leftovers]]. The Space Wizards have a Sea Wizards branch too, and there's plenty of marine [[Blob]]s that'll be happy to consume your beloved little station. And did we mention that there [[Nuclear Operative|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, [[Calling the Escape Shuttle|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]], 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#Oshan|Public Market booth]].
</tab>
<tab name="Horizon">
{{Location
|Function=Out of this Alcatraz.
|Picture=HorizonEscape.png
|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 [[Calling the Escape Shuttle|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 ass of the ship, on the starboard side just before the [[Warehouse#Horizon|Warehouse]] and right across the hall from [[Research_Wing#Horizon|Research]].
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 you can finally smell the sweet scent of freedom.
==Maintenance Information==
The APC for this area is in the [[maintenance]] area on the left, along with some air.
The power for this area comes from a wire in that same [[maintenance]] area.
</tab>
<tab name="Atlas">
{{Location
|Function=Towards greener pastures. Quite literally in this case.
|Picture=AtlasEscapeShuttleHallway.png
|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/[[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 the '''Escape Shuttle Hallway''' above the [[Bridge#Atlas|Bridge]] and [[Chapel#Atlas|Chapel]]. 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 the [[Captain]] swipes the [[Captain#Authentication Disk|Authentication Disk]] on 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.
</tab>
<tab name="Manta">
{{Location
|Function=Leaving this place, definitely, opening up for the shuttle, probably.
|Picture=MantaEscape.png
|Access=None required.}}
Some [[Calling the Escape Shuttle|Escape Shuttle]] docks look like airport terminals. Some have small pod bays. Some house [[Space Pod#Escape Pod|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 [[Bar#Manta|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]] [[Calling the Escape Shuttle|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#Manta|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.
</tab>
<tab name="Kondaru">
{{Location
|Function=Grab the shuttle, grasp it firmly, toss it into space
|Picture=KondaruEscapeArmV2.png
|Access=None required.}}
After a couple of escape arms where there's only one passage into the shuttle, Kondaru returns to form with an escape arm shaped not unlike a LEGO person holding the shuttle. Yadda yadda, station on fire, the [[heads of staff]] or the [[AI]] will call the escape shuttle to here. The shuttle will then take six minutes to get to the station, and when it arrives, it will dock here, the '''Escape Arm''', which has a nice couple of sets of benches. It also has two places for pods to park - a small [[Pod Bay#Kondaru|podbay]] to the north and a more direct set of doors to the south. The whole escape arm is located in the east of the station a fair distance right of the [[Bar#Kondaru|Bar]], as if said LEGO person were extending its arm away from there.
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 [[antagonist]]s to arrive as everyone's waiting for the shuttle.
If you miss the shuttle, don't despair too much - there are two sets of escape pods, which will either explode or show up next to the shuttle in-transit. Will you take the risk?
==Maintenance Information==
There is a vent, found on the lower-left corner of the escape dock. It's fed by a connector in the maint directly southwest of the escape arm.
The APC is on the bottom-left of the top arm.
</tab>
</tabs>
</tabs>


{{Locations}}
{{Locations}}
[[Category:Locations]]

Latest revision as of 06:26, 11 August 2024

Escape Arm
Location

Cogmap2EscapeShuttleHallway.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. Vampires and Changelings both have objectives that require them to make sure only they and their minions are the only ones onboard the shuttle by roundend, so you might see them 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.

Escape Arm
Location

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.

Escape Arm
Location

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.

Escape Arm
Location

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.

Escape Arm
Location

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.

Escape Arm
Location

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.

Escape Arm
Location

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.

Escape Arm
Location

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, 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

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 ass of the ship, on the starboard side just before the Warehouse and right across the hall from Research.

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 APC for this area is in the maintenance area on the left, along with some air.

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

Escape Arm
Location

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 the Captain swipes the Authentication Disk on 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.

Escape Arm
Location

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.

Escape Arm
Location

KondaruEscapeArmV2.png

Grab the shuttle, grasp it firmly, toss it into space

Access

None required.


After a couple of escape arms where there's only one passage into the shuttle, Kondaru returns to form with an escape arm shaped not unlike a LEGO person holding the shuttle. Yadda yadda, station on fire, the heads of staff or the AI will call the escape shuttle to here. The shuttle will then take six minutes to get to the station, and when it arrives, it will dock here, the Escape Arm, which has a nice couple of sets of benches. It also has two places for pods to park - a small podbay to the north and a more direct set of doors to the south. The whole escape arm is located in the east of the station a fair distance right of the Bar, as if said LEGO person were extending its arm away from there.

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.

If you miss the shuttle, don't despair too much - there are two sets of escape pods, which will either explode or show up next to the shuttle in-transit. Will you take the risk?

Maintenance Information

There is a vent, found on the lower-left corner of the escape dock. It's fed by a connector in the maint directly southwest of the escape arm.

The APC is on the bottom-left of the top arm.

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