Difference between revisions of "Teleporter Room"

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m (Update the image for Cogmap1's Teleporter Room)
(Add Head of Personnel to list of jobs that can access this area in tabs for in-rotation maps. HoPs got teleporter access when PR #15324 was merged.)
 
(12 intermediate revisions by 2 users not shown)
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<tab name="Cogmap2">
<tab name="Cogmap2">
{{Location
{{Location
|Picture=Teleroom2.png
|Picture=Cogmap2TeleporterRoom.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Heads of staff]]
|Access=[[Captain]], [[Research Director]], [[Medical Director]], [[Chief Engineer]], [[Head of Personnel]]
}}
}}
The '''Teleporter Room''' is a room in the bridge section, right off the main hall. TIt features a functioning and powered [[Computers#Teleporter|teleport computer]], connected to a portal ring and generator computer. When the portal ring is properly configured and activated, it creates a permanent portal to wherever its designated tracking beacon leads to. Also present in the room is a [[hand teleporter]] on a table nearby. The hand tele works in conjunction to the main teleporter, and is also a [[Traitor Objectives|possible target]] for the Syndicate.
 
The '''Teleporter Room''' is a alcove in the east, below and a little left of [[Customs#Cogmap2|Customs]], with a simple, if clunky teleporter setup. While it may look a little daunting, so long as all the components are powered, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to select/lock on to a certain location. The portal ring will then create a permanent portal to area chosen, teleporting you somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. You can teleport across [[Z-level]]s and the beacons can, of course, be moved, so it's a good idea to check on the computer before you go through.
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.


=== Beam me up, Scotty ===
=== Beam me up, Scotty ===
Once inside the room, use the teleport computer to set a destination. The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:


*[[Test Chamber#Cogmap2|Test Chamber]]
*[[Test Chamber#Cogmap2|Test Chamber]]
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These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
Once the teleport computer is locked in to a destination, you can teleport using the main device by clicking the 'portal generator. This will activate the field in the portal ring, and you merely need to walk into it to teleport to your location. Your arrival will be heralded by a shower of sparks which pose a minor danger in some locations.
Another method of teleport is to use the hand teleporter - see [[Science Objects#Hand Teleporter|Science Objects]] for more information.
</tab>
</tab>


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|Picture=CogmapTeleporterRoom.png
|Picture=CogmapTeleporterRoom.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Heads of staff]]
|Access=[[Captain]], [[Research Director]], [[Medical Director]], [[Chief Engineer]], [[Head of Personnel]]
}}
}}
The '''Teleporter Room''' is a room located between the [[owlery]] and main hall. It features a functioning and powered [[Computers#Teleporter|teleport computer]], connected to a portal ring and generator computer. When the portal ring is properly configured and activated, it creates a permanent portal to wherever its designated tracking beacon leads to. Also present in the room is a [[hand teleporter]] on a table nearby. The hand tele works in conjunction to the main teleporter, and is also a [[Traitor Objectives|possible target]] for the Syndicate.
This '''Teleporter Room''' by the [[Owlery#Cogmap1|Owlery]] is home to an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
 
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.  
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.


=== Beam me up, Scotty ===
=== Beam me up, Scotty ===
Once inside the room, use the teleport computer to set a destination. The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:


*[[Test Chamber#Cogmap1|Test Chamber]]
*[[Test Chamber#Cogmap1|Test Chamber]]
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*[[Z-level|A destination in the debris field]]
*[[Z-level|A destination in the debris field]]


These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.</tab>
 
Once the teleport computer is locked in to a destination, you can teleport using the main device by clicking the portal generator. This will activate the field in the portal ring, and you merely need to walk into it to teleport to your location. Your arrival will be heralded by a shower of sparks which pose a minor danger in some locations.
 
Another method of teleport is to use the hand teleporter - see [[Science Objects#Hand Teleporter|Science Objects]] for more information.
</tab>


<tab name="Destiny">
<tab name="Destiny">
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|Picture=DestinyTeleporter.png
|Picture=DestinyTeleporter.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Heads of staff]]
|Access=[[Captain]], [[Research Director]]
}}
}}
The '''Teleporter Room''' is a room located between the [[owlery]] and main hall.It features a functioning and powered [[Computers#Teleporter|teleport computer]], connected to a portal ring and generator computer. When the portal ring is properly configured and activated, it creates a permanent portal to wherever its designated tracking beacon leads to. Also present in the room is a [[hand teleporter]] on a table nearby. The hand tele works in conjunction to the main teleporter, and is also a [[Traitor Objectives|possible target]] for the Syndicate.
 
The '''Teleporter Room''' below [[Cargo Bay#Destiny|Cargo Bay]] has an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
 
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.  
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.


=== Beam me up, Scotty ===
=== Beam me up, Scotty ===
Once inside the room, use the teleport computer to set a destination. The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:


*[[Test Chamber#Destiny|Test Chamber]]
*[[Test Chamber#Destiny|Test Chamber]]
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*[[Brig#Destiny|Brig]]
*[[Brig#Destiny|Brig]]
*[[Courtroom#Destiny|Courtroom]]
*[[Courtroom#Destiny|Courtroom]]
*Cryosleep unit
*[[General Objects#Industrial Cryogenic Sleep Unit|Industrial Cryogenic Sleep Unit]]
*[[Bar#Destiny|Bar]]
*[[Bar#Destiny|Bar]]
*[[Toilets#Destiny|Toilets]]
*[[Toilets#Destiny|Toilets]]
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These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
Once the teleport computer is locked in to a destination, you can teleport using the main device by clicking the portal generator. This will activate the field in the portal ring, and you merely need to walk into it to teleport to your location. Your arrival will be heralded by a shower of sparks which pose a minor danger in some locations.
Another method of teleport is to use the hand teleporter - see [[Science Objects#Hand Teleporter|Science Objects]] for more information.
</tab>
</tab>


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|Picture=ClarionTeleporterRoom.png
|Picture=ClarionTeleporterRoom.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Heads of staff]]
|Access=[[Captain]], [[Research Director]], [[Medical Director]], [[Chief Engineer]], [[Head of Personnel]]
}}
}}
The '''Teleporter Room''' is a room located below the [[Captain's Quarters#Clarion|Captain's Quarters]] and across the hall from the [[Telescience|Telescience Lab]], appropriately enough. It features a functioning and powered [[Computers#Teleporter|teleport computer]], connected to a portal ring and generator computer. When the portal ring is properly configured and activated, it creates a permanent portal to wherever its designated tracking beacon leads to. Also present in the room is a [[hand teleporter]] on a table nearby. The hand tele works in conjunction to the main teleporter, and is also a [[Traitor Objectives|possible target]] for the Syndicate.
 
This '''Teleporter Room''' located below the [[Captain's Quarters#Clarion|Captain's Quarters]] and across the hall from the [[Telescience|Telescience Lab]] has an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
 
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.  
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.


=== Beam me up, Scotty ===
=== Beam me up, Scotty ===
Once inside the room, use the teleport computer to set a destination. The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:


*[[Owlery#Clarion|Owlery]]
*[[Owlery#Clarion|Owlery]]
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These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
Once the teleport computer is locked in to a destination, you can teleport using the main device by clicking the portal generator. This will activate the field in the portal ring, and you merely need to walk into it to teleport to your location. Your arrival will be heralded by a shower of sparks which pose a minor danger in some locations.
Another method of teleport is to use the hand teleporter - see [[Science Objects#Hand Teleporter|Science Objects]] for more information.
</tab>
</tab>


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|Picture=LinemapTeleporterRoom.png
|Picture=LinemapTeleporterRoom.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Heads of staff]]
|Access=[[Captain]], [[Research Director]]
}}
}}
The '''Teleporter Room''' is a room located in the northern/aft sectors of the station, between the [[Arcade#Linemap|Arcade]] and [[Engineering#Linemap|Engineering]]. It features a functioning and powered [[Computers#Teleporter|teleport computer]], connected to a portal ring and generator computer. When the portal ring is properly configured and activated, it creates a permanent portal to wherever its designated tracking beacon leads to. Also present in the room is a [[hand teleporter]] on a table nearby. The hand tele works in conjunction to the main teleporter and is also a [[Traitor Objectives|possible target]] for the Syndicate.
The '''Teleporter Room''' is a room located in the northern/aft sectors of the station, between the [[Arcade#Linemap|Arcade]] and [[Engineering#Linemap|Engineering]]. It features an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
 
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.  
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.


=== Beam me up, Scotty ===
=== Beam me up, Scotty ===
Once inside the room, use the teleport computer to set a destination. The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:


*[[Bridge#Linemap|Bridge]]
*[[Bridge#Linemap|Bridge]]
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These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
Once the teleport computer is locked in to a destination, you can teleport using the main device by clicking the portal generator. This will activate the field in the portal ring, and you merely need to walk into it to teleport to your location. Your arrival will be heralded by a shower of sparks which pose a minor danger in some locations.
Another method of teleport is to use the hand teleporter - see [[Science Objects#Hand Teleporter|Science Objects]] for more information.


==Maintenance Information==
==Maintenance Information==
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|Picture=MushroomTeleporterRoom.png
|Picture=MushroomTeleporterRoom.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Heads of staff]]
|Access=[[Captain]], [[Research Director]]
}}
}}
The '''Teleporter Room''' is a room located in the northern parts of the station, right near next door from the [[Chapel#Mushroom|Chapel]]. It features a functioning and powered [[Computers#Teleporter|teleport computer]], connected to a portal ring and generator computer. When the portal ring is properly configured and activated, it creates a permanent portal to wherever its designated tracking beacon leads to. Also present in the room is a [[hand teleporter]] on a table nearby. The hand tele works in conjunction to the main teleporter, and is also a [[Traitor Objectives|possible target]] for the Syndicate.
The '''Teleporter Room''' is a room located in the northern parts of the station, right near next door from the [[Chapel#Mushroom|Chapel]]. It features an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
 
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.  
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.


=== Beam me up, Scotty ===
=== Beam me up, Scotty ===
Once inside the room, use the teleport computer to set a destination. The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:


*The teleporter room itself.
*The teleporter room itself.
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These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.


Once the teleport computer is locked in to a destination, you can teleport using the main device by clicking the portal generator. This will activate the field in the portal ring, and you merely need to walk into it to teleport to your location. Your arrival will be heralded by a shower of sparks which pose a minor danger in some locations.
Another method of teleport is to use the hand teleporter - see [[Science Objects#Hand Teleporter|Science Objects]] for more information.
</tab>
</tab>


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|Picture=Donut2Teleporter.png
|Picture=Donut2Teleporter.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Heads of staff]]
|Access=[[Captain]], [[Research Director]], [[Medical Director]], [[Chief Engineer]], [[Head of Personnel]]
}}
}}
The '''Teleporter Room''' is a room located in the northern parts of the station, right below the [[Chapel#Donut 2|Chapel]], dedicated to making donuts in spacetime. It features a functioning and powered [[Computers#Teleporter|teleport computer]], connected to a portal ring and generator computer. When the portal ring is properly configured and activated, it creates a permanent portal to wherever its designated tracking beacon leads to. Also present in the room is a [[hand teleporter]] on a table nearby. The hand tele works in conjunction to the main teleporter, and is also a [[Traitor Objectives|possible target]] for the Syndicate.
The '''Teleporter Room''' is a room located in the northern parts of the station, right below the [[Chapel#Donut 2|Chapel]], dedicated to making donuts in spacetime. It features an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
 
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.  
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.


=== Beam me up, Scotty ===
=== Beam me up, Scotty ===
Once inside the room, use the teleport computer to set a destination. The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:


*The teleporter room itself.
*The teleporter room itself.
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These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
Once the teleport computer is locked in to a destination, you can teleport using the main device by clicking the portal generator. This will activate the field in the portal ring, and you merely need to walk into it to teleport to your location. Your arrival will be heralded by a shower of sparks which pose a minor danger in some locations.
Another method of teleport is to use the hand teleporter - see [[Science Objects#Hand Teleporter|Science Objects]] for more information.
</tab>
</tab>


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|Picture=ChironTeleporterRoom.png
|Picture=ChironTeleporterRoom.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Heads of staff]]
|Access=[[Captain]], [[Research Director]]
}}
}}
The '''Teleporter Room''' is a room located above the station's [[Bridge#Chiron|Bridge]]. In addition to an array of intercoms tuned to various departmental channels and an [[AI Laws#AI modules|AI Reset board]], it features a functioning and powered [[Computers#Teleporter|teleport computer]], connected to a portal ring and generator computer. When the portal ring is properly configured and activated, it creates a permanent portal to wherever its designated tracking beacon leads to. Also present in the room is a [[hand teleporter]] on a table nearby. The hand tele works in conjunction to the main teleporter, and is also a [[Traitor Objectives|possible target]] for the Syndicate.
The '''Teleporter Room''' is a room located above the station's [[Bridge#Chiron|Bridge]]. In addition to an array of intercoms tuned to various departmental channels and an [[AI Laws#AI modules|AI Reset board]], it features an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
 
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.  
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.


=== Beam me up, Scotty ===
=== Beam me up, Scotty ===
Once inside the room, use the teleport computer to set a destination. The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:


*[[Arrivals#Chiron|Arrivals]]
*[[Arrivals#Chiron|Arrivals]]
Line 277: Line 282:


These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
These locations may change as the beacons are moved. If you see a teleport location marked ''Space'', it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
</tab>
<tab name="Oshan">
{{Location
|Picture=OshanTeleporterRoom.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Captain]], [[Research Director]], [[Medical Director]], [[Chief Engineer]], [[Head of Personnel]]
}}
The '''Teleporter Room''' just left of the station's [[Bridge#Oshan|Bridge]] features an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.


Once the teleport computer is locked in to a destination, you can teleport using the main device by clicking the portal generator. This will activate the field in the portal ring, and you merely need to walk into it to teleport to your location. Your arrival will be heralded by a shower of sparks which pose a minor danger in some locations.
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.
 
=== Beam me up, Scotty ===
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
 
*[[Arrivals#Oshan|Arrivals]]
*[[Information Office#Oshan|Info Office]]
*[[Escape Arm#Oshan|Escape Hallway]]
*[[Pod Bay#Oshan|Pod Bay]]
*[[Telescience|Science Teleporter]]
*[[Medbay#Oshan|Medbay Lobby]]
*[[Morgue#Oshan|Morgue]]
*[[Chapel#Oshan|Chapel Lobby]]
*[[Locker Room#Oshan|Locker Room]]
*[[Crew Quarters A#Oshan|Crew Quarters A]].
*[[Hydroponics#Oshan|Hydroponics]]
*[[Bar#Oshan|Bar]]
*[[Gym#Oshan|Fitness Center]]
*[[Cargo Bay#Oshan|Quartermaster's Office]]
*[[Zen Garden#Oshan|Zen Garden]]
*[[Jazz Lounge#Oshan|Jazz Lounge]]
*[[Net Cafe#Oshan|Net Cafe]]
*The Teleporter room itself
*[[Bridge#Oshan|Bridge]]
*[[Brig#Oshan|Brig]]
*The [[Research Outpost#Oshan|Research Outpost's]] [[Test Chamber#Oshan|Test Chamber]]
*Sea Diner, the local greasy spoon a good bit southeast of the station.
 
These locations may change as the beacons are moved. </tab>
 
<tab name="Atlas">
{{Location
|Picture=AtlasTeleporter.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Captain]], [[Research Director]], [[Medical Director]], [[Chief Engineer]], [[Head of Personnel]]
}}
 
By the power of teamwork, scientists from all over Atlas have invented teleportation...and have shoved it into a broom closet above [[Bridge#Atlas|Bridge]] called '''Teleporter'''. Their version involves three machines: a special [[Computers#Teleporter|teleporter computer]] to find destinations , a portal ring to create a point of origin, and a portal generator to link the ring and computer. When the portal ring is active, and the portal is generator online, users can teleport by selecting a location on the [[Computers#Teleporter|teleporter computer]] for the portal ring to lock on to and then entering the vortex created by the portal ring.
 
Atlantean scientists have also created a [[Science Objects#Hand Teleporter|far more useful handheld version]] on a table nearby. It creates temporary portals to whatever the teleporter computers are aligned to, and it is so valuable that [[Traitor|foreign operatives]] often attempt to steal one themselves.
 
=== Beam me up, Scotty ===
The teleporter can take users to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. As part of one of the few regional treaties universally honored by all nations of Atlas, at the beginning of the round, the following locations are accessible by teleporter:
 
*[[Bridge#Atlas|Bridge]]
*[[Bar#Atlas|Cafeteria]]
*[[Chapel#Atlas|Chapel]]
*[[Computer Core#Atlas|Computer Core]]
*Derelict Space Satellite, a destination in the [[Debris Field]].
*Diner Parking, the pod bay for the [[Mining Outpost]]'s local Space Diner.
*[[Engineering#Atlas|Engine Room]]
*[[Kitchen#Atlas|Kitchen]]
*[[Medbay#Atlas|Medbay/Medkit Room]]
*[[Mining Department#Atlas|Mining]]
*[[Cargo Bay#Atlas|Quartermaster's]]
*[[Telescience#Atlas|Science Teleporter]]
*The Teleporter room itself.
*[[Plasma Research#Atlas|Toxin Lab]]
 
These locations may change as the beacons are moved. If a teleport location is marked ''Space'', it means someone threw the beacon out of an airlock. Choosing that destination is usually not best for its users.
 
==Maintenance Information==
There is no vent. It does not disrupt the teleportation process or anything. The architects did not give the room one, expecting it to be filled with brooms and mops, not high-tech machinery.
 
The APC is inside the room, on the middle of the right wall.
</tab>
 
<tab name="Manta">
{{Location
|Picture=MantaTeleporter.png
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Captain]], [[Research Director]]
}}
The '''Teleporter''' between the [[Communications Office#Manta|Communications Office]] and [[Bridge#Manta|Bridge]] features an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]], separate and distinct from the one in [[Telescience#Manta|Science Teleporter]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
 
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.
 
== Beam me up, Scotty ==
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
 
*[[AI Chamber#Manta|AI Upload Chamber]] (corridor specifically)
*[[Bridge#Manta|Bridge]]
*[[Captain's Quarters#Manta|Captain's Quarters]]
*[[Cargo Bay#Manta|Cargo Bay]]
*[[Chapel#Manta|Chapel]]
*[[Communications Office#Manta|Communications Office]] (inside the office itself, not the lobby area)
*[[Courtroom#Manta|Courtroom]]
*[[Chapel#Manta|Crematorium]]
*Diner Parking, the lobby area for the local Sea Diner, home to Shitty Bill and his many friends.
*[[Brig#Manta|General Population]]
*[[Mining Department#Manta|Mining]]
*[[Pathology#Manta|Pathology Research]]
*[[Research Director#Manta|Research Director's Private Quarters]] (the general office area, rather than the bedroom)
*[[Security (place)#Manta|Security]] (middle of Sec, near the sign on the floor)
*[[Bar#Manta|The Rising Tide/Bar]] (in the middle of the general area, rather than behind the counter)
*[[Telescience#Manta|Science Teleporter]]
*The Teleporter room itself
*[[Test Chamber#Manta|Test Chamber]] (in the leftmost subsection with the surgery table)
 
These locations may change as the beacons are moved.
 
==Maintenance Information==
There is no vent. There's already enough holes in the spacetime continuum when the teleporter's in use, why add another?
 
The APC for this room is on the left, near the one exit/entrance.
</tab>
 
<tab name="Kondaru">
{{Location
|Picture=KondaruTeleporter.PNG
|Function=The future of transportation: Fast. Loud. Inefficient.
|Access=[[Captain]], [[Research Director]], [[Medical Director]], [[Chief Engineer]], [[Head of Personnel]]
}}
The '''Teleporter''' between the [[Radio_Lab#Kondaru|Radio Lab]] and [[Detective's Office#Kondaru|Detective's Office]] on the west end of the ship features an easy-to-use, if clunky teleportation setup, based around [[Science Objects#Tracking Beacon|tracking beacons]], separate and distinct from the one in [[Telescience#Kondaru|Science Teleporter]]. To use it, all you have to do is click on the portal generator to turn it on and then click on the [[Computers#Teleporter|teleport computer]] to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.
 
After you go through, you'll end somewhere near the area's [[Science Objects#Tracking Beacon|tracking beacon]]. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.
 
Also present in the room is are [[hand teleporter]]s on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common [[Spy Thief]] bounty and [[Traitor Objectives|objective]] for [[Traitor]]s and occasionally [[Wizard]]s.
 
== Beam me up, Scotty ==
The teleporter can take you to anywhere that has an active [[tracking beacon]], or on top of someone who has been implanted with a [[Implants#Tracking|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
 
*The Indigo Rye, a wreck of a science outpost found offstation, to the southwest. Don't go here without a way to get back!
*[[Public Market#Kondaru|Public Market]]
*[[Cargo Bay#Kondaru|Quartermaster's Office]]
*[[Brig#Kondaru|Brig]] - note that it teleports into the brig hall, NOT one of the cells.
*[[Telescience#Kondaru|Science Teleporter]]
*[[Warehouse#Kondaru|Central Warehouse]]
*[[Research_Wing#Kondaru|Research Sector]], in the main hallway.
*[[Courtroom#Kondaru|Courtroom]]
*[[Bridge#Kondaru|Bridge]]
*Two [[Bar#Kondaru|Cafeteria]] locations - one is on the bar table, one is in the main patron area of the bar.
*[[Medbay#Kondaru|Medbay]]
*[[Escape_Arm#Kondaru|Escape Shuttle Hallway]]
*The teleporter room itself
*[[Chapel#Kondaru|Chapel]]
 
These locations may change as the beacons are moved.  
 
==Maintenance Information==
There is no vent. There's already enough holes in the spacetime continuum when the teleporter's in use, why add another?


Another method of teleport is to use the hand teleporter - see [[Science Objects#Hand Teleporter|Science Objects]] for more information.
The APC for this room is on the left, near the one exit/entrance.
</tab>
</tab>



Latest revision as of 07:36, 14 August 2023

Teleporter Room
Location

Cogmap2TeleporterRoom.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director, Medical Director, Chief Engineer, Head of Personnel


The Teleporter Room is a alcove in the east, below and a little left of Customs, with a simple, if clunky teleporter setup. While it may look a little daunting, so long as all the components are powered, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to select/lock on to a certain location. The portal ring will then create a permanent portal to area chosen, teleporting you somewhere near the area's tracking beacon. You can teleport across Z-levels and the beacons can, of course, be moved, so it's a good idea to check on the computer before you go through.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved. If you see a teleport location marked Space, it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.

Teleporter Room
Location

CogmapTeleporterRoom.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director, Medical Director, Chief Engineer, Head of Personnel


This Teleporter Room by the Owlery is home to an easy-to-use, if clunky teleportation setup, based around tracking beacons. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved. If you see a teleport location marked Space, it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.
Teleporter Room
Location

DestinyTeleporter.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director


The Teleporter Room below Cargo Bay has an easy-to-use, if clunky teleportation setup, based around tracking beacons. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved. If you see a teleport location marked Space, it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.

Teleporter Room
Location

ClarionTeleporterRoom.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director, Medical Director, Chief Engineer, Head of Personnel


This Teleporter Room located below the Captain's Quarters and across the hall from the Telescience Lab has an easy-to-use, if clunky teleportation setup, based around tracking beacons. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved. If you see a teleport location marked Space, it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.

Teleporter Room
Location

LinemapTeleporterRoom.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director


The Teleporter Room is a room located in the northern/aft sectors of the station, between the Arcade and Engineering. It features an easy-to-use, if clunky teleportation setup, based around tracking beacons. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved. If you see a teleport location marked Space, it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.

Maintenance Information

There is no vent. Not that it helps dampen the noises one bit.

The APC for this room is on the right wall.

Teleporter Room
Location

MushroomTeleporterRoom.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director


The Teleporter Room is a room located in the northern parts of the station, right near next door from the Chapel. It features an easy-to-use, if clunky teleportation setup, based around tracking beacons. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved. If you see a teleport location marked Space, it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.

Teleporter Room
Location

Donut2Teleporter.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director, Medical Director, Chief Engineer, Head of Personnel


The Teleporter Room is a room located in the northern parts of the station, right below the Chapel, dedicated to making donuts in spacetime. It features an easy-to-use, if clunky teleportation setup, based around tracking beacons. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved. If you see a teleport location marked Space, it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.

Teleporter Room
Location

ChironTeleporterRoom.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director


The Teleporter Room is a room located above the station's Bridge. In addition to an array of intercoms tuned to various departmental channels and an AI Reset board, it features an easy-to-use, if clunky teleportation setup, based around tracking beacons. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved. If you see a teleport location marked Space, it means someone threw the beacon out of an airlock. You probably shouldn't choose that destination.

Teleporter Room
Location

OshanTeleporterRoom.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director, Medical Director, Chief Engineer, Head of Personnel


The Teleporter Room just left of the station's Bridge features an easy-to-use, if clunky teleportation setup, based around tracking beacons. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved.
Teleporter Room
Location

AtlasTeleporter.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director, Medical Director, Chief Engineer, Head of Personnel


By the power of teamwork, scientists from all over Atlas have invented teleportation...and have shoved it into a broom closet above Bridge called Teleporter. Their version involves three machines: a special teleporter computer to find destinations , a portal ring to create a point of origin, and a portal generator to link the ring and computer. When the portal ring is active, and the portal is generator online, users can teleport by selecting a location on the teleporter computer for the portal ring to lock on to and then entering the vortex created by the portal ring.

Atlantean scientists have also created a far more useful handheld version on a table nearby. It creates temporary portals to whatever the teleporter computers are aligned to, and it is so valuable that foreign operatives often attempt to steal one themselves.

Beam me up, Scotty

The teleporter can take users to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. As part of one of the few regional treaties universally honored by all nations of Atlas, at the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved. If a teleport location is marked Space, it means someone threw the beacon out of an airlock. Choosing that destination is usually not best for its users.

Maintenance Information

There is no vent. It does not disrupt the teleportation process or anything. The architects did not give the room one, expecting it to be filled with brooms and mops, not high-tech machinery.

The APC is inside the room, on the middle of the right wall.

Teleporter Room
Location

MantaTeleporter.png

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director


The Teleporter between the Communications Office and Bridge features an easy-to-use, if clunky teleportation setup, based around tracking beacons, separate and distinct from the one in Science Teleporter. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved.

Maintenance Information

There is no vent. There's already enough holes in the spacetime continuum when the teleporter's in use, why add another?

The APC for this room is on the left, near the one exit/entrance.

Teleporter Room
Location

KondaruTeleporter.PNG

The future of transportation: Fast. Loud. Inefficient.

Access

Captain, Research Director, Medical Director, Chief Engineer, Head of Personnel


The Teleporter between the Radio Lab and Detective's Office on the west end of the ship features an easy-to-use, if clunky teleportation setup, based around tracking beacons, separate and distinct from the one in Science Teleporter. To use it, all you have to do is click on the portal generator to turn it on and then click on the teleport computer to bring up a list of locations to select and lock on to. If the portal generator, ring, and computer are all powered, the portal ring will then create a permanent portal to the area chosen. Simply walk into it to go through.

After you go through, you'll end somewhere near the area's tracking beacon. Your arrival will also be heralded by a shower of sparks, which, naturally, can ignite flammables.

Also present in the room is are hand teleporters on a table nearby, which can generate temporary portals to whatever location the teleport computer is locked on to, among other things. Stealing one is a somewhat common Spy Thief bounty and objective for Traitors and occasionally Wizards.

Beam me up, Scotty

The teleporter can take you to anywhere that has an active tracking beacon, or on top of someone who has been implanted with a tracking implant. At the beginning of the round, the following locations are accessible by teleporter:

These locations may change as the beacons are moved.

Maintenance Information

There is no vent. There's already enough holes in the spacetime continuum when the teleporter's in use, why add another?

The APC for this room is on the left, near the one exit/entrance.

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