Teleporter: Difference between revisions

1,951 bytes added ,  16:55, 11 July 2021
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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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