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{{Location | |||
|headerbgcolor=#334E6D | |||
|headerfontcolor=white | |||
|image=Teleporter_Kilo.png | |||
|location=Teleporter Room | |||
|description=The teleporter sounds cooler than it really is. | |||
|purpose=To facilitate teleportation. | |||
|items=The teleporter, a [[Hand Teleporter]], [[Shield Generator]]s | |||
|workers= | |||
|access=[[Captain]], [[Research Director]] | |||
|exits=East to [[Maintenance|Central Maintenance]], south to [[Hallways|Central Primary Hallway]], west to the [[Bridge]] | |||
|department=Command | |||
|footerbgcolor=#334E6D | |||
|footerfontcolor=white | |||
}} | |||
Located in the [[Bridge]], south of the [[Captains Quarters]], the Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into the [[Captains Quarters]] and any location with a [[Tracking Beacon]]. The teleporter room stores some [[Shield Generator]]s (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start. | |||
This is a '''secure area''', and only the [[Captain]] and [[Research Director]] are authorized to enter. In practice it is pretty much broken into every round, whether by [[traitor]]s looking to steal the [[Hand Teleporter]] or [[Clown|chucklefucks]] trying to backdoor into the [[Captain's Quarters]]. | |||
In case of emergencies, there are shutters leading directly to the teleporter hub. | |||
===Tracking Beacons=== | |||
To set up the teleporter, you will require a beacon in the desired location. These beacons are automatically detected by the teleporter. | |||
At the start of the shift, the following [[Tracking Beacon]]s are available: | |||
*Aft Primary Hallway | |||
* [[Atmospherics]] | |||
* [[AI Satellite]] | |||
* [[Bridge]] | |||
* [[Courtroom]] | |||
* [[Escape]] | |||
* [[Experimental Lab]] | |||
* Teleporter | |||
* [[Toxins Test Chamber]] | |||
*Outside the [[Vault]] | |||
* [[Xenobiology Lab|Xenobiology secure containment]] | |||
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