Difference between revisions of "Cogmap1/Teleporter Room"

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{{Location
|Whereabouts=West
|Function=
*Teleporter
|Access=
*[[Captain]]
|Connections=
*[[Central Corridor]]
}}
[[File:TeleRoom.png|192px|thumb|right|The current Teleporter Room layout.]]
[[File:TeleRoom.png|192px|thumb|right|The current Teleporter Room layout.]]
The '''Teleporter Room''' is a room located just south of Assistant Storage. Many players are not aware of the existence of the Teleporter, and few know how to use it correctly. The Teleporter can be a key objective for the Syndicate in [[Game Modes#Traitor|Traitor]] mode. While the room is normally supposed to be secured and constantly monitored by the [[Roles#AI|AI]], it is usually left unguarded due to the previously mentioned lack of knowledge.
The '''Teleporter Room''' is a room located just south of the [[Chapel]]. The Teleporter room starts out with a functioning and powered [[Computers|Teleport Computer]], which is attached to the main teleporter device. 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 starts out with a functioning and powered [[Computers|Teleport Computer]], which is attached to the main teleporter device. Also present in the room (apart from some miscellaneous equipment) is a Hand Tele on a table near the door. The Hand Tele is needed to make the Teleporter work, and is also a possible target for the Syndicate.
=== 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_Implant|tracking implant]]. At the beginning of the round, the following locations are accessible by teleporter:
* The [[Bridge]]
* The [[Chapel]] Office
* [[Hydroponics]]
* The Teleporter Room itself
* The [[AI Satellite Teleporter Room]] (bring a piece of glass or it's a one-way trip!)


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


Although most players should have no reason to break into the Teleporter room (unless you feel like getting mauled by every player in sight when you accidentally teleport to the Bridge), there may be a need in emergency situations, or if you are the Syndicate. Under most circumstances, breaking into the Teleporter room will get you thrown in the brig and/or beaten to death with your own jumpsuit.
Once the Teleport Computer is locked in to a destination, you can teleport using the main device by clicking the 'station' (middle section). This will activate the field in the hub, and you merely walk into teleport to your location. Your arrival will be heralded by a shower of sparks which pose a minor danger in some locations.


The only real way to break in is by [[Hacking#Airlocks|Hacking]] the front door, or having the Captain's ID card.
Another method of teleport is to use the hand teleporter. If the teleport computer has not been set, the hand teleporter will open a portal to a random location (sometimes off in the middle of space). If the teleport computer has been set to a beacon, then using the hand teleporter will give you an option to open a portal to that location-- it will be the one item on the list marked "Active."
Unless you want to have an Assistant walk into the teleporter room and change your destination to space, you should probably lock the door behind you as well. This means that emagging the door is probably not a good idea.
 
=== Using the Teleporter Room ===
 
So, you've successfully broken into the Teleporter Room without being seen. Now to learn how not to get yourself teleported into space.
 
First, access the Teleport Computer with an empty hand. This allows you to set the destination for portals created by the Hand Tele. Most of these aren't readily useful. Once you've picked your destination, you're going to want to pull out the Hand Tele and activate it. It should give you two options: one destination marked by a 4-digit code, which will send you to whichever destination you chose on the computer, and "none", which will send you to your death in space.
 
Once you've selected the 4-digit destination, a blue portal will open under you. Stepping onto this portal will teleport you (and anyone else who steps on it) to your selected destination, where you will appear in a shower of sparks. The portal lasts for a few minutes. However, before jumping into that portal, you're going to want to go back to the computer and lock in the Teleporter Room as the new destination for the Hand Tele. The reason for this is that should you accidentally send yourself into space (or another deadly location, such as the Toxins test chamber), you will have a way of getting back safely.


One other key safety note: Should you need to cancel placing a portal, you can simply shove the Hand Tele in your backpack, which will nullify the Teleport menu.
One other key safety note: Should you need to cancel placing a portal, you can simply shove the Hand Tele in your backpack, which will nullify the Teleport menu.
List of Destinations for the Teleporter:
* AI Satellite Teleporter (Small station used for Malfunction rounds. Contains several lockers full of Syndicate items, and a non-working Teleport Computer.)
* Brig (Possibly useful for an invasion of Security if you are well-armed, otherwise a shortcut to being thrown in the brig.)
* Teleporter Room (Set this as your destination after making a portal to somewhere else.)
* Chapel Office (Use this to quickly get to the escape arm, or help others to do so.)
* Bridge (Great way to get yourself thrown in the brig and/or killed.)
Note that all of these destinations can be changed by moving that destination's Tracking Beacon. This can be useful if the Syndicate are making heavy use of the Teleporter - just pull all the easily accessible beacons into the Brig or another secure location.

Revision as of 09:50, 15 October 2012

The current Teleporter Room layout.

The Teleporter Room is a room located just south of the Chapel. The Teleporter room starts out with a functioning and powered Teleport Computer, which is attached to the main teleporter device. 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 possible target for the Syndicate.

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 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 throw 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 'station' (middle section). This will activate the field in the hub, and you merely walk into 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. If the teleport computer has not been set, the hand teleporter will open a portal to a random location (sometimes off in the middle of space). If the teleport computer has been set to a beacon, then using the hand teleporter will give you an option to open a portal to that location-- it will be the one item on the list marked "Active."

One other key safety note: Should you need to cancel placing a portal, you can simply shove the Hand Tele in your backpack, which will nullify the Teleport menu.