Difference between revisions of "Listening Post"

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m (the warning'll attract->the warnings'll attract)
(Pipe in/transclude info on how Syndicate agents can enter the Listening Post. Had a bit of trouble finding a good place to insert it on some tabs. I would probably arrange the other paragraphs differently, but that's for another time.)
 
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If you're an operative, there will be directions to the station proper on a paper somewhere. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit and consult [[Nuclear Operative#Cogmap2|this page section]].  
If you're an operative, there will be directions to the station proper on a paper somewhere. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit and consult [[Nuclear Operative#Cogmap2|this page section]].  


Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Stand on the teleport pad and use the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.
{{:Listening Post/Getting In}}


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. If you got a [[Syndicate Items#Syndicate Teleporter Remote|syndicate teleporter remote]] from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.
 
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money will really get some bang for their buck.
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If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and consult [[Nuclear Operative#Cogmap1|this page section]].
If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and consult [[Nuclear Operative#Cogmap1|this page section]].


Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Use the teleport pad and the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  
{{:Listening Post/Getting In}}
 
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. If you got a [[Syndicate Items#Syndicate Teleporter Remote|syndicate teleporter remote]] from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money will really get some bang for their buck.
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If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and consult [[Nuclear Operative#Destiny|this page section]].
If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and consult [[Nuclear Operative#Destiny|this page section]].


Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Stand on the teleport pad and use the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. Stand on the teleport pad and use the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
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If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and consult [[Nuclear Operative#Clarion|this page section]].
If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and consult [[Nuclear Operative#Clarion|this page section]].


Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Stand on the teleport pad and use the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.
{{:Listening Post/Getting In}}


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. If you got a [[Syndicate Items#Syndicate Teleporter Remote|syndicate teleporter remote]] from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.
 
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money will really get some bang for their buck.
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If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and fly towards the northwest. You'll probably end up left of either [[Research Wing#Linemap|Research Wing]] or [[Waste Disposal#Linemap|Disposals]], maybe even the [[Kitchen#Linemap|Kitchen]].
If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and fly towards the northwest. You'll probably end up left of either [[Research Wing#Linemap|Research Wing]] or [[Waste Disposal#Linemap|Disposals]], maybe even the [[Kitchen#Linemap|Kitchen]].


Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Stand on the teleport pad and use the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. Stand on the teleport pad and use the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
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If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, and get out the airlock, and float towards the comms dish. From there, you could either 1) fly directly north, and, when you find the [[Ghost Drone Factory#Mushroom|Ghost Drone Factory]], turn right, going a bit north along the way or 2) go directly northeast. Both will put you near the [[Kitchen#Mushroom|Kitchen]] and [[Owlery#Mushroom|Owlery]], which luckily has a public airlock you can sneak into the station through.
If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, and get out the airlock, and float towards the comms dish. From there, you could either 1) fly directly north, and, when you find the [[Ghost Drone Factory#Mushroom|Ghost Drone Factory]], turn right, going a bit north along the way or 2) go directly northeast. Both will put you near the [[Kitchen#Mushroom|Kitchen]] and [[Owlery#Mushroom|Owlery]], which luckily has a public airlock you can sneak into the station through.


Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Stand on the teleport pad and use the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. Stand on the teleport pad and use the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
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If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and fly directly south. After a good long while, you should end up outside of the [[maintenance]] tunnels behind [[Medbay#Donut 2|Medbay]] and [[Crew Quarters#Donut 2|Crew Quarters]], maybe even [[Shuttle Bay#Donut 2|Shuttle Bay]] if you strayed a bit to the right. If you're near a comms dish, you're in the tunnels left of [[Crew Quarters#Donut 2|Crew Quarters]]. Near some solar panels, the ones around [[Medbay#Donut 2|Medbay]]. If you're going for [[Zeta Research Station]], float northeastward around the [[Shuttle Bay#Donut 2|Shuttle Bay]] and turn directly eastward when you pass the Arrivals Shuttle.
If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and fly directly south. After a good long while, you should end up outside of the [[maintenance]] tunnels behind [[Medbay#Donut 2|Medbay]] and [[Crew Quarters#Donut 2|Crew Quarters]], maybe even [[Shuttle Bay#Donut 2|Shuttle Bay]] if you strayed a bit to the right. If you're near a comms dish, you're in the tunnels left of [[Crew Quarters#Donut 2|Crew Quarters]]. Near some solar panels, the ones around [[Medbay#Donut 2|Medbay]]. If you're going for [[Zeta Research Station]], float northeastward around the [[Shuttle Bay#Donut 2|Shuttle Bay]] and turn directly eastward when you pass the Arrivals Shuttle.
 
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Stand on the teleport pad and use the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
{{:Listening Post/Getting In}}
 
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. If you got a [[Syndicate Items#Syndicate Teleporter Remote|syndicate teleporter remote]] from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.
 
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money will really get some bang for their buck.
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If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and fly due northeast. Hopefully, you end up somewhere around [[Mining Department#Chiron|Mining]]. If you're going for the [[Research Vessel]], fly directly north, going a good bit (say, ten tiles) left along the way.
If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and fly due northeast. Hopefully, you end up somewhere around [[Mining Department#Chiron|Mining]]. If you're going for the [[Research Vessel]], fly directly north, going a good bit (say, ten tiles) left along the way.


Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Use the teleport pad and the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. Use the teleport pad and the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
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'''Please be aware of the [[Metagaming#In-Game Stuff|special guidelines]] regarding this facility.'''
'''Please be aware of the [[Metagaming#In-Game Stuff|special guidelines]] regarding this facility.'''


A Syndicate spying station, located a good distance northwest of the station. Normally, they'd disguise this as a random asteroid, but this time they're not even trying to hide the fact that Syndicate chill pad with various goodies.
A Syndicate spying station, located a good distance northwest of the station. Normally, they'd disguise this as a random asteroid, but this time they're not even trying to hide the fact that this is a Syndicate chill pad with various goodies.


If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and flippers, get out the airlock, and consult [[Nuclear Operative#Oshan|this page section]].
If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and flippers, get out the airlock, and consult [[Nuclear Operative#Oshan|this page section]].


Though some equipment is available here, like red space suits, [[Space Pod#SEED|SEED modules]], [[PDA#Cyborg Internal PDA Cart|cyborg PDA cartridges]], a spare disk pinpointer, and, most importantly, delicious breakfast strudel and [[Foods and Drinks#Shredded Syndies|cereal]], most of the more useful stuff is actually stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Use the teleport pad and the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.
{{:Listening Post/Getting In}}


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
Though some equipment is available here, like red space suits, [[Space Pod#SEED|SEED modules]], [[PDA#Cyborg Internal PDA Cart|cyborg PDA cartridges]], a spare disk pinpointer, and, most importantly, delicious breakfast strudel and [[Foods and Drinks#Shredded Syndies|cereal]], most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. If you got a [[Syndicate Items#Syndicate Teleporter Remote|syndicate teleporter remote]] from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.
 
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money will really get some bang for their buck.
</tab>
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The '''Listening Post''' is a Syndicate outpost southeast of the NSS ''Horizon'', cunningly disguised as a communications satellite embedded in an asteroid. You can tell the Syndicate has learned a few things since Cogmap1, or at least Donut2. This Listening Post has a few more asteroids around it for cover, and now the pod bay entrance is hidden in the back rather than the front. They also put all the "SECURE AREA" warnings (yes, multiple this time) outside on lit-up pluses in a semi-circle around the perimeter (not depicted), so as to scare away the more law-abiding types earlier. Of course, all the warnings'll attract the curious types even more, but they'd been intrigued anyways, sign or no sign.
The '''Listening Post''' is a Syndicate outpost southeast of the NSS ''Horizon'', cunningly disguised as a communications satellite embedded in an asteroid. You can tell the Syndicate has learned a few things since Cogmap1, or at least Donut2. This Listening Post has a few more asteroids around it for cover, and now the pod bay entrance is hidden in the back rather than the front. They also put all the "SECURE AREA" warnings (yes, multiple this time) outside on lit-up pluses in a semi-circle around the perimeter (not depicted), so as to scare away the more law-abiding types earlier. Of course, all the warnings'll attract the curious types even more, but they'd been intrigued anyways, sign or no sign.


Anyways, there's a fair amount of useful stuff here. There's a good number of tools around, concentrated primarily in the black-tiled room with the Vendomat. Of particular interest in traitor-y matters are the [[Space Pod#SEED|SEED modules]] and [[Clothing#Red Space Helmet|red space]] [[Clothing#Red Space Suit|suit set]] in the cheaply-carpeted room with red beds and a [[Security Objects#Recharger|recharger
Anyways, there's a fair amount of useful stuff here. There's a good number of tools around, concentrated primarily in the black-tiled room with the Vendomat. Of particular interest in traitor-y matters are the [[Space Pod#SEED|SEED modules]] and [[Clothing#Red Space Helmet|red space]] [[Clothing#Red Space Suit|suit set]] in the cheaply-carpeted room with red beds and a [[Security Objects#Recharger|recharger]] and nuke disk [[General Objects#Pinpointer|pinpointer]] in the general lounge area with exposed wiring.
]] and nuke disk [[General Objects#Pinpointer|pinpointer]] in the general lounge area with exposed wiring.


If you're an operative, you can fly to the station from here if you took a [[Engineering Objects#Jetpack|jetpack]] and [[Clothing#Red Space Helmet|red space]] [[Clothing#Red Space Suit|suit set]] from the [[Syndicate Shuttle]]. Consult [[Nuclear Operative#Horizon|this page section]] for directions how.
If you're an operative, you can fly to the station from here if you took a [[Engineering Objects#Jetpack|jetpack]] and [[Clothing#Red Space Helmet|red space]] [[Clothing#Red Space Suit|suit set]] from the [[Syndicate Battlecruiser]]. Consult [[Nuclear Operative#Horizon|this page section]] for directions how.


C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
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A Syndicate spying ship that makes absolutely no pretense of being stealthy. Unfortunately, it's immobile, so you can't, say, pop up above the [[Detective Office#Atlas|Detective's Office]], break in, and make a daring heist of the [[Armory#Atlas|Armory]]. In fact, there's not much here besides evil red beds and snack and drink dispensers, so it's really more of a Syndicate chill pad.
A Syndicate spying ship that makes absolutely no pretense of being stealthy. Unfortunately, it's immobile, so you can't, say, pop up above the [[Detective Office#Atlas|Detective's Office]], break in, and make a daring heist of the [[Armory#Atlas|Armory]]. In fact, there's not much here besides evil red beds and snack and drink dispensers, so it's really more of a Syndicate chill pad.


In fact, there's not much of use here. Most of the real useful stuff is stored on the real [[Syndicate Shuttle|Syndicate shuttle]]. Use the teleport pad and the [[Syndicate Items#Syndicate Teleporter Remote|teleporter remote]] you spawned with to go there.  
In fact, there's not much of use here. Most of the real useful stuff is stored on the main [[Syndicate Battlecruiser]]. If you got a [[Syndicate Items#Syndicate Teleporter Remote|syndicate teleporter remote]] from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.


If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and consult [[Nuclear Operative#Atlas|this page section]].
If you're an operative, there will be directions to the station proper. If there isn't, put your [[Engineering Objects#Jetpack|jetpack]] and space suit, get out the airlock, and consult [[Nuclear Operative#Atlas|this page section]].
{{:Listening Post/Getting In}}
    
    
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money can access it with an [[Syndicate Items#Agent Card|agent card]].
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money will really get some bang for their buck.
</tab>
 
<tab name="Manta">
Syndicate-NanoTrasen relations are hotter than the combustion chamber of a [[Thermoelectric_Generator|hellburn]]. The Syndicate have forsaken any pretense of stealth, and instead of a military outpost, they have a full-on [[Syndicate Assault Vessel#Manta|Syndicate Assault Vessel]] constantly and openly tailing the NSS ''Manta''.
</tab>
<tab name="Kondaru">
{{Location
|Picture=KondaruListeningPost.png
|Function=Redsuit dispenser.
|Access=[[Nuclear Operative]], [[Traitor]]
}}
'''Please be aware of the [[Metagaming#In-Game Stuff|special guidelines]] regarding this facility.'''
 
A Syndicate spying station, stealthily disguised as an asteroid southeast of the main station. Except there isn't a lot of telecommunications monitoring equipment, only a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.
 
Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main [[Syndicate Battlecruiser]]. If you got a [[Syndicate Items#Syndicate Teleporter Remote|syndicate teleporter remote]] from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.
 
{{:Listening Post/Getting In}}
 
C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' [[traitor]] with the patience to get lots of money will really get some bang for their buck.
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{{Locations}}
{{Locations}}
[[Category:Locations]]

Latest revision as of 07:09, 2 November 2024

Listening Post
Location

ListeningPost3.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, stealthily disguised as an asteroid southeast of the main station. Except there isn't a lot of telecommunications monitoring equipment, only a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.

If you're an operative, there will be directions to the station proper on a paper somewhere. If there isn't, put your jetpack and space suit and consult this page section.

By the default, the main entrance into the Listening Post is locked, ostensibly to prevent people from breaking in and stealing everything that's not nailed down. If you are a Traitor, Sleeper Agent, or Nuclear Operative, you can click on the nearby hand scanner to enter the Listening Post and access the goodies inside. However, this permanently removes the access locks and allows non-Syndicates to enter, opening the base up to raids by the crew.

Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. If you got a syndicate teleporter remote from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money will really get some bang for their buck.

Listening Post
Location

ListeningPost3.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, stealthily disguised as an asteroid southeast of the main station. Except there isn't a lot of telecommunications monitoring equipment, only a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.

If you're an operative, there will be directions to the station proper. If there isn't, put your jetpack and space suit, get out the airlock, and consult this page section.

By the default, the main entrance into the Listening Post is locked, ostensibly to prevent people from breaking in and stealing everything that's not nailed down. If you are a Traitor, Sleeper Agent, or Nuclear Operative, you can click on the nearby hand scanner to enter the Listening Post and access the goodies inside. However, this permanently removes the access locks and allows non-Syndicates to enter, opening the base up to raids by the crew.

Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. If you got a syndicate teleporter remote from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money will really get some bang for their buck.

Listening Post
Location

ListeningPost3.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, stealthily disguised as an asteroid southwest of the main station. Except there isn't a lot of telecommunications monitoring equipment, not even a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.

If you're an operative, there will be directions to the station proper. If there isn't, put your jetpack and space suit, get out the airlock, and consult this page section.

Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. Stand on the teleport pad and use the teleporter remote you spawned with to go there.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money can access it with an agent card.

Listening Post
Location

ListeningPost3.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, stealthily disguised as an asteroid southeast of the main station. Except there isn't a lot of telecommunications monitoring equipment, not even a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.

If you're an operative, there will be directions to the station proper. If there isn't, put your jetpack and space suit, get out the airlock, and consult this page section.

By the default, the main entrance into the Listening Post is locked, ostensibly to prevent people from breaking in and stealing everything that's not nailed down. If you are a Traitor, Sleeper Agent, or Nuclear Operative, you can click on the nearby hand scanner to enter the Listening Post and access the goodies inside. However, this permanently removes the access locks and allows non-Syndicates to enter, opening the base up to raids by the crew.

Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. If you got a syndicate teleporter remote from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money will really get some bang for their buck.

Listening Post
Location

ListeningPost2.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, stealthily disguised as an asteroid southeast of the main station. Except there isn't a lot of telecommunications monitoring equipment, not even a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.

If you're an operative, there will be directions to the station proper. If there isn't, put your jetpack and space suit, get out the airlock, and fly towards the northwest. You'll probably end up left of either Research Wing or Disposals, maybe even the Kitchen.

Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. Stand on the teleport pad and use the teleporter remote you spawned with to go there.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money can access it with an agent card.

Listening Post
Location

ListeningPost2.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, stealthily disguised as an asteroid southwest of the main station. Except there isn't a lot of telecommunications monitoring equipment, not even a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.

If you're an operative, there will be directions to the station proper. If there isn't, put your jetpack and space suit, and get out the airlock, and float towards the comms dish. From there, you could either 1) fly directly north, and, when you find the Ghost Drone Factory, turn right, going a bit north along the way or 2) go directly northeast. Both will put you near the Kitchen and Owlery, which luckily has a public airlock you can sneak into the station through.

Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. Stand on the teleport pad and use the teleporter remote you spawned with to go there.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money can access it with an agent card.

Listening Post
Location

Donut2ListeningPost.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, stealthily disguised as an asteroid northwest of the main station. Except there isn't a lot of telecommunications monitoring equipment, not even a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.

If you're an operative, there will be directions to the station proper. If there isn't, put your jetpack and space suit, get out the airlock, and fly directly south. After a good long while, you should end up outside of the maintenance tunnels behind Medbay and Crew Quarters, maybe even Shuttle Bay if you strayed a bit to the right. If you're near a comms dish, you're in the tunnels left of Crew Quarters. Near some solar panels, the ones around Medbay. If you're going for Zeta Research Station, float northeastward around the Shuttle Bay and turn directly eastward when you pass the Arrivals Shuttle.

By the default, the main entrance into the Listening Post is locked, ostensibly to prevent people from breaking in and stealing everything that's not nailed down. If you are a Traitor, Sleeper Agent, or Nuclear Operative, you can click on the nearby hand scanner to enter the Listening Post and access the goodies inside. However, this permanently removes the access locks and allows non-Syndicates to enter, opening the base up to raids by the crew.

Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. If you got a syndicate teleporter remote from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money will really get some bang for their buck.

Listening Post
Location

ChironListeningPost.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, stealthily disguised as an asteroid southeast of the main station. Except there isn't a lot of telecommunications monitoring equipment, not even a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.

If you're an operative, there will be directions to the station proper. If there isn't, put your jetpack and space suit, get out the airlock, and fly due northeast. Hopefully, you end up somewhere around Mining. If you're going for the Research Vessel, fly directly north, going a good bit (say, ten tiles) left along the way.

Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. Use the teleport pad and the teleporter remote you spawned with to go there.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have funds (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money can access it with an agent card.

Listening Post
Location

OshanListeningPost.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, located a good distance northwest of the station. Normally, they'd disguise this as a random asteroid, but this time they're not even trying to hide the fact that this is a Syndicate chill pad with various goodies.

If you're an operative, there will be directions to the station proper. If there isn't, put your jetpack and flippers, get out the airlock, and consult this page section.

By the default, the main entrance into the Listening Post is locked, ostensibly to prevent people from breaking in and stealing everything that's not nailed down. If you are a Traitor, Sleeper Agent, or Nuclear Operative, you can click on the nearby hand scanner to enter the Listening Post and access the goodies inside. However, this permanently removes the access locks and allows non-Syndicates to enter, opening the base up to raids by the crew.

Though some equipment is available here, like red space suits, SEED modules, cyborg PDA cartridges, a spare disk pinpointer, and, most importantly, delicious breakfast strudel and cereal, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. If you got a syndicate teleporter remote from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money will really get some bang for their buck.

Listening Post
Location

HorizonListeningPost.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

The Listening Post is a Syndicate outpost southeast of the NSS Horizon, cunningly disguised as a communications satellite embedded in an asteroid. You can tell the Syndicate has learned a few things since Cogmap1, or at least Donut2. This Listening Post has a few more asteroids around it for cover, and now the pod bay entrance is hidden in the back rather than the front. They also put all the "SECURE AREA" warnings (yes, multiple this time) outside on lit-up pluses in a semi-circle around the perimeter (not depicted), so as to scare away the more law-abiding types earlier. Of course, all the warnings'll attract the curious types even more, but they'd been intrigued anyways, sign or no sign.

Anyways, there's a fair amount of useful stuff here. There's a good number of tools around, concentrated primarily in the black-tiled room with the Vendomat. Of particular interest in traitor-y matters are the SEED modules and red space suit set in the cheaply-carpeted room with red beds and a recharger and nuke disk pinpointer in the general lounge area with exposed wiring.

If you're an operative, you can fly to the station from here if you took a jetpack and red space suit set from the Syndicate Battlecruiser. Consult this page section for directions how.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money can access it with an agent card.

Listening Post
Location

AtlasListeningPost.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying ship that makes absolutely no pretense of being stealthy. Unfortunately, it's immobile, so you can't, say, pop up above the Detective's Office, break in, and make a daring heist of the Armory. In fact, there's not much here besides evil red beds and snack and drink dispensers, so it's really more of a Syndicate chill pad.

In fact, there's not much of use here. Most of the real useful stuff is stored on the main Syndicate Battlecruiser. If you got a syndicate teleporter remote from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.

If you're an operative, there will be directions to the station proper. If there isn't, put your jetpack and space suit, get out the airlock, and consult this page section.

By the default, the main entrance into the Listening Post is locked, ostensibly to prevent people from breaking in and stealing everything that's not nailed down. If you are a Traitor, Sleeper Agent, or Nuclear Operative, you can click on the nearby hand scanner to enter the Listening Post and access the goodies inside. However, this permanently removes the access locks and allows non-Syndicates to enter, opening the base up to raids by the crew.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money will really get some bang for their buck.

Syndicate-NanoTrasen relations are hotter than the combustion chamber of a hellburn. The Syndicate have forsaken any pretense of stealth, and instead of a military outpost, they have a full-on Syndicate Assault Vessel constantly and openly tailing the NSS Manta.

Listening Post
Location

KondaruListeningPost.png

Redsuit dispenser.

Access

Nuclear Operative, Traitor


Please be aware of the special guidelines regarding this facility.

A Syndicate spying station, stealthily disguised as an asteroid southeast of the main station. Except there isn't a lot of telecommunications monitoring equipment, only a single camera monitor, so this is really more of a Syndicate chill pad with various goodies.

Though some equipment, like red space suits, hacking tools, and, most notably, a spare nuke pinpointer, is available here, most of the more useful stuff is actually stored on the main Syndicate Battlecruiser. If you got a syndicate teleporter remote from the battlecruiser's armory area beforehand, you can stand on the teleporter pad and click on the remote to return to the ship.

By the default, the main entrance into the Listening Post is locked, ostensibly to prevent people from breaking in and stealing everything that's not nailed down. If you are a Traitor, Sleeper Agent, or Nuclear Operative, you can click on the nearby hand scanner to enter the Listening Post and access the goodies inside. However, this permanently removes the access locks and allows non-Syndicates to enter, opening the base up to raids by the crew.

C.A.R.L. the robot black-market merchant lives here, who'll gladly take your precious credits and spoils of dead Security personnel and offer you some top-of-the-line Syndicate gear, such as holographic disguisers, black-market shotgun ammo, and high-end pod weaponry. Not much use to nuke ops since they don't have accounts (and have plenty of firepower already), but a regular ol' traitor with the patience to get lots of money will really get some bang for their buck.

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