Difference between revisions of "Teleporter Room"
(Kondaru Entry) |
Studenterhue (talk | contribs) m (Add link to General Objects's entry on the Industrial Cryogenic Sleep Unit (formerly industrial cryogenics unit)) |
||
Line 110: | Line 110: | ||
*[[Brig#Destiny|Brig]] | *[[Brig#Destiny|Brig]] | ||
*[[Courtroom#Destiny|Courtroom]] | *[[Courtroom#Destiny|Courtroom]] | ||
*Industrial | *[[General Objects#Industrial Cryogenic Sleep Unit|Industrial Cryogenic Sleep Unit]] | ||
*[[Bar#Destiny|Bar]] | *[[Bar#Destiny|Bar]] | ||
*[[Toilets#Destiny|Toilets]] | *[[Toilets#Destiny|Toilets]] |
Revision as of 04:33, 10 March 2021
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- Test Chamber
- Chemistry
- Morgue
- Medbay Lobby
- Science Teleporter
- Engineering Control Room
- Cargo Bay
- AI Upload Foyer
- EVA
- The teleporter room itself.
- Chapel Office
- Bridge
- Jazz Lounge
- Hydroponics
- Brig
- Arrival Shuttle
- 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.
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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 | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- Test Chamber
- Chemistry
- Morgue
- Medbay Lobby
- Pathology/Genetics
- Pharmacy
- Science Teleporter
- Mining Department
- Thermoelectric Engine Room
- Engine Control Room
- Mechanics
- Quartermaster's office
- AI Upload Foyer
- EVA
- Atmospherics
- The teleporter room itself.
- Chapel Lobby
- Crematorium
- Bridge
- Hydroponics
- Brig
- Courtroom
- Industrial Cryogenic Sleep Unit
- Bar
- Toilets
- Port Crew Lounge
- Starboard Crew Lounge
- Escape
- Main Hangar
- Waste Disposals
- 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.
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- Owlery
- Escape
- Arrivals
- Locker Room
- Chapel/Community Center Lobby
- Fitness Center
- Hydroponics
- Bar
- Test Chamber
- Plasma Research
- Science Pod Bay
- Morgue
- Medbay Lobby
- Pathology
- Science Teleporter
- EVA
- The teleporter room itself.
- Bridge
- The hallway outside the Bridge
- Security Lobby
- Thermoelectric Engine Room
- Engine Control Room
- Quartermaster's office
- 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.
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- Bridge
- Medbay Lobby
- Chapel Office
- Diner Parking, the pod bay for the Mining Outpost's local Space Diner.
- Derelict Space Satellite, 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.
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 | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- The teleporter room itself.
- Bridge
- Hydroponics
- Chapel Office
- Diner Parking, the pod bay for the Mining Outpost's local Space Diner.
- Derelict Space Satellite, 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.
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- The teleporter room itself.
- Bridge
- Chapel Office
- Mechanics
- Engineering (Equipment Room)
- Atmospherics
- Tool Storage
- Disposals
- Diner Parking, the pod bay for the Mining Outpost's local Space Diner.
- Derelict Space Satellite, 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.
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- Arrivals
- Medical Booth
- Hydroponics
- Cargo Bay
- Refinery
- Morgue
- Chapel Office
- Bridge
- Mining Department
- Research Vessel's Chemistry Lab
- Research Vessel's Telescience Lab
- Test Chamber
- Diner Parking, the pod bay for the Mining Outpost's local Space Diner.
- Derelict Space Satellite, 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.
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- Arrivals
- Info Office
- Escape Hallway
- Pod Bay
- Science Teleporter
- Medbay Lobby
- Morgue
- Chapel Lobby
- Locker Room
- Crew Quarters A.
- Hydroponics
- Bar
- Fitness Center
- Quartermaster's Office
- Zen Garden
- Jazz Lounge
- Net Cafe
- The Teleporter room itself
- Bridge
- Brig
- The Research Outpost's Test Chamber
- Sea Diner, the local greasy spoon a good bit southeast of the station.
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- Bridge
- Cafeteria
- Chapel
- Computer Core
- Derelict Space Satellite, a destination in the Debris Field.
- Diner Parking, the pod bay for the Mining Outpost's local Space Diner.
- Engine Room
- Kitchen
- Medbay/Medkit Room
- Mining
- Quartermaster's
- Science Teleporter
- The Teleporter room itself.
- 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.
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- AI Upload Chamber (corridor specifically)
- Bridge
- Captain's Quarters
- Cargo Bay
- Chapel
- Communications Office (inside the office itself, not the lobby area)
- Courtroom
- Crematorium
- Diner Parking, the lobby area for the local Sea Diner, home to Shitty Bill and his many friends.
- General Population
- Mining
- Pathology Research
- Research Director's Private Quarters (the general office area, rather than the bedroom)
- Security (middle of Sec, near the sign on the floor)
- The Rising Tide/Bar (in the middle of the general area, rather than behind the counter)
- Science Teleporter
- The Teleporter room itself
- 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.
Teleporter Room | |
Location | |
---|---|
The future of transportation: Fast. Loud. Inefficient. | |
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:
- 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
- Quartermaster's Office
- Brig - note that it teleports into the brig hall, NOT one of the cells.
- Science Teleporter
- Central Warehouse
- Research Sector, in the main hallway.
- Courtroom
- Bridge
- Two Cafeteria locations - one is on the bar table, one is in the main patron area of the bar.
- Medbay
- Escape Shuttle Hallway
- The teleporter room itself
- 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?
The APC for this room is on the left, near the one exit/entrance.