Teleporter: Difference between revisions

28 bytes added ,  04:17, 24 May 2014
AI minisat / note about flypeople
imported>Deantwo
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imported>Bandit
(AI minisat / note about flypeople)
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Located in the [[Bridge]], south of the [[Captains Quarters]]. Pretty much broken into every round, 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]].
Located in the [[Bridge]], south of the [[Captains Quarters]]. Pretty much broken into every round, 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]].


Unless you test fire the teleporter before using it, it has a chance of malfunctioning, turning you into a fly person. Gross.
Unless science actually upgrades the teleporter for once, it has a chance of malfunctioning, turning you into a fly person. Gross.


At the start of the shift, the following [[Tracking Beacon]]s are available:
At the start of the shift, the following [[Tracking Beacon]]s are available:
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*[[Toxins Test Chamber]]
*[[Toxins Test Chamber]]
*[[Research Division|Miscellaneous Research]]
*[[Research Division|Miscellaneous Research]]
*[[AI Mini-Satellite]]


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.
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.
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