Teleporter Room
Teleporter Room | |
Location | |
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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 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
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:
- 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.
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 for more information.
Teleporter Room | |
Location | |
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The future of transportation: Fast. Loud. Inefficient. | |
The Teleporter Room is a room located between the owlery and main hall. It features a functioning and powered 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 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:
- Test Chamber
- Chemistry
- Morgue
- Medbay Lobby
- Science Teleporter
- Engineering
- Quartermaster's office
- AI Upload Foyer
- EVA
- The teleporter room itself.
- Chapel Office
- Bridge
- Jazz Lounge
- Hydroponics
- Brig
- Arrival Shuttle
- Observatory
- 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.
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 for more information.
Teleporter Room | |
Location | |
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The future of transportation: Fast. Loud. Inefficient. | |
The Teleporter Room is a room located between the owlery and main hall.It features a functioning and powered 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 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:
- 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 cryogenics 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.
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 for more information.
Teleporter Room | |
Location | |
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The future of transportation: Fast. Loud. Inefficient. | |
The Teleporter Room is a room located below the Captain's Quarters and across the hall from the Telescience Lab, appropriately enough. It features a functioning and powered 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 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:
- 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.
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 for more information.
Teleporter Room | |
Location | |
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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 a functioning and powered 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 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:
- 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.
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 for more information.
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 | |
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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 a functioning and powered 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 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:
- 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.
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 for more information.
Teleporter Room | |
Location | |
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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 a functioning and powered 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 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:
- 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.
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 for more information.
Teleporter Room | |
Location | |
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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 a functioning and powered 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 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:
- 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.
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 for more information.
Teleporter Room | |
Location | |
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The future of transportation: Fast. Loud. Inefficient. | |
The Teleporter Room is a room just left of the station's Bridge. It features a functioning and powered 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, which can be used to teleport to whatever location the teleport computer was set to.
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:
- 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.
These locations may change as the beacons are moved.
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 for more information.
Teleporter Room | |
Location | |
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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 aboveBridge 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 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.