Cogmap2/Teleporter Room

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Cogmap2/Teleporter Room
Location

Teleroom2.png

The future of transportation: Fast. Loud. Inefficient.

Access

Heads of staff


The Teleporter Room is a room in the bridge section, right off the main hall. 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 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 '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 - see Science Objects for more information.