The various places you might go during your tour at a ROME outpost.
All access areas where assistants hang around and clowns try to slip people.
Arrivals: New crewmembers are dropped off here by shuttle, as are tourists and other visitors. Note that the arrivals shuttle is usually set to return after all personnel have left it, so be certain you've gotten all personal possessions before disembarking!
Central Hallway: This is the main hallway that interconnects all station departments, including publicly accessible areas as well as those that connect to specific departments.
Primary Tool Storage: This room is used to store basic tools and supplies for repairing station damage, as well as some large machines (air scrubbers, fuel and water tanks, a cell recharger, equipment vending machines) that can be useful in supplying the newly employed.
Bar: The bar is where employees go to drink their troubles away with fresh concoctions by the Bartender, as well as to get gourmet food prepared by the Chef. There is also access to the audience area of the Theatre from here, and a piano and jukebox for musically inclined guests. The back areas are only accessible by the Chef and Bartender.
Dormitories: The Dormitories allow crewmembers to get some rest in between shifts, or take a quick break when their duties are unnecessary. They include a fitness room, holodeck, sleeping area, and self-serve cafeteria, although the bar is recommended for better dining options. Note that while holo-damage doesn't cause permanent harm, it does cause numbness and similar effects as if harm was caused; a short rest usually clears that up though.
Library: The home of the Librarian, of course, who is responsible for making sure good literature is stocked. Also a good place to run a D&D game or relax in relative peace. Access behind the desk is Librarian only, but anyone can enter the main area.
Chapel: This is a public area where the Chaplain continues his holy work and tries to woo the favor of the powers that may be. This is the only place on station that starts blessed and thus cannot be attacked by the force of evils (blocking visible Ghosts and eldritch monsters and damaging Vampires notably). The Chapel where public service is held is one of the most voluminous part of this room. It notably contains a large area where the Chaplain can preach to visitors, and is open to the Library and Escape to the south. The Chapel Office is north of it, the confessional booths are placed east of it and the Chapel Mass Driver lies north-east of the room.
Chapel Office This is where the Chaplain's gear is stored. The Crematorium lies west of it and a small room containing six coffins lies just east of it along with direct access to the Chapel Mass Driver.
Crematorium The Crematorium is where bodies are cremated and turned into ash. It is done via the Crematorium Tray, which is then activated with a switch on a nearby wall. It links to the Bar Maintenance through a door north of the room and into the Chapel Office east of it. It is often used to cremate dangerous creatures, including Changelings
Chapel Mass Driver A small alcove north-east of the Chapel containing a mass driver that can be activated with a nearby switch and a small observation booth. The mass driver will send anyone loaded onto it directly into deep space, allowing the Chaplain to deliver proper space burials to deceased crewmen.
Confessional Booths Two small cubicles isolated with manual doors and separated with a tinted window and a private intercom system. Used to obtain confessions from the more devout spacemen. On a more sinister note, often known to be used as a body stashing site in a pinch.
Pod Bay: A place for building, maintaining, parking, and launching space pods
Escape: At the end of every round, this room perched at the edge of the station, becomes the hub of all activity. It is here from which the Escape Shuttle departs the station after the time limit counts down. This area is often used by players to dispose of their enemies due to the general access airlocks and building projects often start here. Expect this room to be bolted down and electrified beyond all reason in the event of subverted silicons.
Escape Shuttle: The escape shuttle: the savior and bane of many players. On one hand, it is with this that many players are allowed to supposedly continue life after departing the station. On the other, many players may die waiting for the shuttle to leave, due to either a shuttle brawl or a traitor who happens to want no company with him on his return voyage. The escape shuttle is also the cause of many arguments as to whether or not the situation on the station warrants an evacuation. Once called, the shuttle takes ten minutes for Central Command to power, program, and supply before teleporting to the station, waiting for three minutes (if the Heads or a traitor with an emag don't get too jumpy first), and then teleporting back. Presumably the supplies are in case in the shuttle really fouls up this teleportation process.
Escape Pods: Besides the Escape Shuttle there are four Escape Pods on the station, two at Arrival, one in Engineering and one in Security. Each pod has only two seats, but more people can fit in if they lie on the ground.
Usually next to the general areas, but their access is restricted to those who have actual business in there.
Maintenance: The maintenance tunnels provide access to those needing to maintain behind-the-scenes areas of the station, and also are heavily shielded from radiation, providing a shelter during radiation storms and other incidents. They are also poorly lit, providing shelter for things that don't like the light or want a private place to conduct business, and often contain things left behind by previous workers that really should be stored somewhere else. It is wise to alert the detective if you find evidence of something -really- wrong (blood everywhere, for instance…) Maintenance tunnels require Maintenance access, although during emergencies they may be switched to all-access to allow people to take shelter (or run like hell).
Auxiliary Storage: This contains a random assortment of tools, power cells, and other basic maintenance supplies and equipment, and unlike the Primary Storage, requires Maintenance access. It also has two tool closets and a water and fuel tank, which are always there regardless of what the previous shift did or didn't leave behind.
Custodial Closet: The Janitor's 'office', with everything he needs to keep the station tidy, including wet floor signs, mousetraps, soap, bucket and mop, janitor cart, trash bags, replacement lights, spray bottles, and a water tank. Requires Maintenance access.
Theatre: Consists of a public area and a backstage area, and is commonly used by entertainers to put on shows for the crew. Going backstage requires Theatre access.
Kitchen: This is the Chef's 'office', and as such requires Chef access. In addition to supplies received from Hydroponics, the kitchen is well stocked with some basic ingredients and prepared foods, as well as a variety of cooking appliances, a dinnerware machine, a sink, and a SmartFridge. The Kitchen has counters facing the bar, hydroponics, and the starboard hallway where the Chef can serve (or receive) food and ingredients, each of which can be shuttered if the kitchen is closed or the Chef just needs some privacy.
Kitchen Freezer: A cold room used for storing and preparing meat, either pre-packaged or fresh. Also has a SnackBar machine for making snack bars out of existing reagents, a CondiMaster machine for making condiments out of reagents, meat spikes and a gibber for preparing fresh meat, some spare chef clothing, and a spare beaker and premade snack bar for those times when the lunch rush starts just as you come on shift. Requires Chef access.
Hydroponics: Requires Botanist access, and is food is raised and grown. Aside from plant trays and supplies, it also has space for penning animals, as well as a variety of vending machines for the aspiring botanist and a side space for 'special projects' such as an apiary or a killer-tomato farm. On a well-run station, Hydroponics is vital for keeping the crew well-fed and happy - nobody enjoys ending long shifts with sludgy protein paste.
This is where you want to go after you've shocked yourself when trying to hack a door. And where you'll end up if someone finds your rotting corpse in a locker.
Medbay: The Medbay Department is in charge of keeping the station healthy and treating any injured or dead crewman. It is run by the Medical Staff, which is supervised by the Chief Medical Officer (also known as the CMO) . It is located west of the Research Division, south-east of the Bridge, south of the Bar and north-east of Atmospherics.
Contents [hide] 1 Jobs 2 Department Subdivisions 2.1 Medbay Lobby 2.2 Genetics 2.3 Chemistry Laboratory 2.4 Chief Medical Officer's Office 2.5 Operating Theatre 2.6 Morgue 2.7 Recovery Room 2.8 Medbay Storage 2.9 Sleeper Room 2.10 Cryogenics 2.11 Virology Module 2.12 Patient Rooms 2.13 Paramedic Station 2.14 Break Room 3 Guides Jobs The Medbay is the workplace of all of the station's medical staff :
The Chief Medical Officer, acting as the head of the department and its supervisor. The Medical Doctors charged with treating regular injuries. The Surgeons charged with performing Surgery. The Chemists charged with supplying Medbay with specialized medicine and the station with chemicals. The Geneticists charged with performing genetic research and cloning dead patients. The Paramedics charged with locating and bringing critical or dead patients to Medbay via their suit sensors. The Virologists charged with virologic research and fixing any viral outbreaks that may occur. Department Subdivisions Medbay Lobby This is the main entrance to Medbay, facing the Bar and leading into the Escape Hallway. Medibots will usually be stationed here, and a Medical Doctor should usually come to treat any minor injuries or admit you into Medbay proper for further care.
Genetics
This is where the Geneticists work. The room is divided into two distinct rooms. The north-western room contains the cloning pod needed to clone deceased patients and the south-eastern room contains genetic research apparatus and a monkey pen full of monkeys to use as test subjects. A door leads toward the Research Division.
Chemistry Laboratory
This is where Chemists work and produce important medicine and other chemicals used for station maintenance and research tasks. The room contains two chemical workstations and all the tools needed for the average Chemistry job.
Chief Medical Officer's Office
This room is where the Chief Medical Officer works. It notably contains a private locker, houses the Chief Medical Officer's pet cat Runtime and contains a crew monitoring console and an announcement console.
Operating Theatre
This is where Surgery is carried out. It is separated into three rooms. The main Surgery Room, the Observation Theatre linked directly to Medbay and allowing monitoring of any ongoing Surgery unless the shutters are closed, and the Overflow Room often used to treat multiple patients.
Morgue
Used to store cloned bodies and untreatable and deceased patients and perform autopsy procedures and forensics. It can be accessed from the Starboard Hallway, and for all intents and purposes can be directly accessed by the Chaplain and Chef.
Recovery Room
Used to store patients that just underwent Surgery or are undergoing a blood transfusion after being stabilized. Contains organs fabricators and blood packs to be used with IV drips.
Medbay Storage
Contains all equipment and supplies needed for proper function of Medbay, notably including Medical HUDs, Medical Belts and large amounts of medical kits and chemicals.
Sleeper Room
Subdivision of the Medbay Treatment area. Contains two sleepers used to administer common medicine and stabilize patients and two advanced scanners used to detect internal and external injuries and obtain precise information on the nature of injuries affecting a patient.
Cryogenics
Contains two cryogenics tubes and a preset cooling loop system used to allow basic functionality, along with a very basic cryogenic mix usually improved by the Chemists. Usually used to stabilize and preserve dying patients and regenerate cloned individuals.
Virology Module
A module located south of Medbay and isolated with a private air system and multiple sets of airlocks and a decontamination room. This is where Virologists perform virus research and work on curing any viral outbreak. It notably contains a Break Room, a Monkey Pen, two Isolation Rooms, a complete Research Station and a private Maintenance Room with external access.
Patient Rooms
Two rooms with private shutters used to stock long-term patients away from the near-constant rush of Medbay and often used by Medical Doctors as a private dormitory.
Paramedic Station
A room east of the Medbay Lobby containing a crew monitoring computer, a spare cryogenic system and all the gear needed for the operation of Paramedics
Break Room
A room allowing the Medical Staff to take short breaks and snack, contains a few chairs and a pizza that is usually sought after during the later parts of the shift. Also contains some vending machines.
Chemistry: Where the Chemists spawn and work. Used to create chemical concoctions both good and bad. Just about everyone on this station wants the magic that this room can produce.
It contains two sets of Chem Dispensers which dispense basic chemicals for mixing or distribution. The Chem Master 3000 can remove unwanted by-products and allocate chemicals into pill or bottle form, you can even choose the color/shape of them too!
In between is the beaker table where the sacred 100u beakers are spawned and treated with much care for their huge capacity. On the left-most table is:
Plasma and extra chemicals.
The All-In-One-Grinder, which can grind physical things into liquid form.
Science goggles and Syringes.
The chemistry cleaner, if its not there its filled with poly acid.
Grenade kits, rarely used for good.
The two closets contain Pill bottles and the chemists wardrobes. Strangely the chemical closet is locked and the only thing inside is the pill bottle boxes which makes it completely not worth breaking into.
Genetics: Genetics is where the Geneticist works. They have two main roles, cloning dead patients and performing genetic research to try and find beneficial mutations that they can then hand out to qualified personnel everyone. They can also deliver clean structural enzyme injections to fix dangerous and harmful genetic mutations and provide genetic backups for cloning even if the patient's brain goes missing.
Genetics is north of the Chief Medical Officer's Office, east of most of Medbay, south of the Morgue and west of the Research Division.
Contents [hide] 1 Subdivisions 1.1 Cloning Laboratory 1.2 Genetics Laboratory 1.3 Genetics Monkey Pen 2 Guides Subdivisions Cloning Laboratory Accessible from the rest of Medbay and very close to the Morgue, this is where deceased patients in still decent integrity are cloned, and potentially where living patients get their genetic profile backed up for further cloning uses. It can also be used to access the Genetics Laboratory proper, which is south-east of it.
Genetics Laboratory
This is where genetic research will take place for most if not the entirety of the shift. Provided are two separate DNA Modifier consoles and basic working gear. North of the workstations is a Monkey Pen whose monkeys are intended for use as test subjects, and an access door east leads into Maintenance and the Research Division, although despite their linkage with said Research Division they are usually ignored by the Research Director and considered persona non grata here.
Genetics Monkey Pen
This is where six monkeys are held for genetic experimentation, locked away behind a simple windoor. The pen will usually empty slowly but steadily as test subjects either die of radiation overdose or are used to fuel the cloning pod. Further monkey cubes can be bought to refill the pen.
Paramedic Station: This is where the Paramedics start. It is used to house a Crew monitor and the paramedics a place to relax when “nothing” is happening. Contains gear vital to their job such as an EVA suit.
The Paramedic Station is simple and not too complex, nor will you be in it for extended periods of time unless nobody decides to die. From left to right:
O2 Oxygen canister: To fill up your internal air supply.
Cryo Tube - An emergency cryo tube for stabilizing people.
Crew Monitoring Computer: Gives you the location(If suit sensors are turned to max), their vital life signs(OXY/TOX/BRN/BRT)(If suit sensors are almost turned all the way up), and If they are alive or dead(Suit sensors barely turned on). If their suit sensors are turned off they will not show up on the computer.
Arcade machine: For the boring shifts.
Paramedic wardrobe: So you look cool when shifting through gallons of blood.
Rack of spare gear
Paramedic EVA gear closet: So you look cool when shifting through gallons of blood, in space.
Chief Medical Officer's Office: This is where the Chief Medical Officer works and sends annoying announcements to get everyone to max their suit sensors. It also contains some important gear, notably the Hypospray. Runtime, the Chief Medical Officer's cat usually roams the room and might sneak out into the Medbay hallways to hunt mice.
This room is mostly notable for the fact that it is guaranteed to end up emagged if the Chief Medical Officer is absent, mostly to obtain the Hypospray or his jumpsuit. Its relative seclusion (it is positioned away from the Medbay Lobby, is in bare view of the Cryogenics Pods and the window looking into Genetics is at an odd angle and will usually mean the Geneticists won't notice suspicious behavior) doesn't help things.
Operating Theatre: The Operating Theatre consists of several adjacent rooms. The medical staff can watch the operation via Surgery Observation. Patients going out of surgery are placed in the Recovery Room to take some rest. See Guide to Surgery for more info on how to perform surgeries. There is a small isolated room, the Overflow Surgery, left of the Operating Theatre leading to maintenance. Bioprinters in the Recovery Room allow for the printing of new organs.
Morgue: Here catatonic bodies can be stored and given autopsies. It has a door to Starboard Hallway that the Chaplain can use to give bodies the respectful space burial they deserve; the Chef can also access the Morgue to enable cannibalism. The Maintenance door can be used by the Roboticists to discreetly bring bodies to the Robotics Lab for cyborgification when Genetics is too incompetent to clone them.
If you ever see a gigantic black hole consuming the station, you can usually blame the guys who work in there.
Engineering: This room is where Engineers spawn. It contains most equipments they need. It serves as a monitoring station, front desk and break room for employees of this department.
Guides Guide to Engineering
Wrench.png Basic Construction Wrench.png Guide to Construction Wrench.png Guide to Advanced Construction Singulo 1.gif How to set up the Singularity Engine Control.png Guide to setting up the Antimatter Engine 133b79e66df808c2c669ce03a6c97b75.png Setting up the Supermatter Engine CableCoils.png How to set up the Solars Wirecutters.png Guide to Hacking Wallradio.png Telecommunications Prism.gif Guide to Optics http://ss13.pomf.se/wiki/index.php/Optics
Workshop: The main hubhouse of mechanics, the workshop is a small but densely-packed room of many amazing and otherwise useless machines. It contains the essential research equipment for manufacturing RnD objects as well as three machines unique to the workshop.
Mechanics are careful but not fiercely territorial players who will be uncomfortable if you enter it but will not outright stab you like if you enter the Kitchen.
If you are ever feeling a little too cramped, the southern wall is non load bearing (like all walls!) and can be disassembled with some tactically acquired thermite or tools to gain three extra tiles of height to the room.
Construction Area: Nobody knows what this half-completed room is supposed to end up as. Often the Chief Engineer will repurpose it as he sees fit. Otherwise, its a quiet, dark corner of the station that hardly anyone visits. By default, only Engineers have access to it.
Solars: Safe and Simple Solars are generally the go-to option for engineers who are just starting out, or fear sabotage. Their distant locations, on-site SMES, and general lack of danger if sabotaged mean that this power source is a very good option to power the station without risking the crew. On the other hand, wiring solars can be tedious and difficult to optimize, which is why it is overlooked by some engineers.
Hazards While solars pose no threat to the station, there are hazards involved in setting them up.
Wear insulated gloves to avoid shocks. Enable your magboots to avoid slipping and drifting into space. Do not attempt to wire solars during a meteor storm or radiation storm. Solars are isolated. While working, beware men in red suits and strangers.
Locations
One of the station's solar arrays There are four solar arrays on most stations. The easiest way to find them is to float around the perimeter of the station. Just remember to bring a jetpack or fire extinguisher in case you slip. Typically, there will be one solar in the northwest, northeast, southwest, and southeast corners. This is because the sun can be blocked by the station, which means that when the sun is being blocked from one solar panel array, the rest retain power to make up for it.
Connecting the Arrays You'll need:
CableCoils.png Several cable coils. None of the four solar arrays are connected to the station at the start. You will need to connect the solar panels and the solar tracker to the wire leading from the station.
Animated: How to wire solars Main Article: Guide to Wiring
It's as simple as making smooth wires all the way from the tracker and panels to the computer.
Computer Calibration
Solar arrays consist of three parts: the computer, the panels, and the tracker. The tracking computer will display the generated power, current star orientation, station orbital period, and array orientation.
If you have connected the tracker, you can use automatic tracking. In the case that the automatic tracker is damaged, you can also set up the manual tracker. First, use the + and - symbols near the array orientation to set the angle to match the star's orientation. Next, make sure the array is rotating in the same direction: CW is clockwise, while CCW is counterclockwise. Finally, select manual tracking. Divide 360 by the station's orbital period to get rotational speed (degrees per minute), then use the + and - symbols next to the rotation rate to set this dividend.
A fully unobscured, default solar panel array on Boxstation will generate 90,000 watts. Remember, if the station is in the way of the current stars, you won't generate any power. For instance, at the Fore solars, you will be obscured if the orientation is 180.
0 degrees = North 90 degrees = East 180 degrees = South 270 degrees = West
Using the SMES
These battery machines work the same as the SMES inside the engineering department. You may choose to wire around them, so that the grid is directly powered by the solars. This is a more efficient option if you are planning to run the station solely with solars. However, if you are wiring the solars as a backup power source, it's better to save the energy by configuring the SMES.
As solars spend part of their time obscured by the sun, don't set the charge rate to exactly the maximum amount, or the slightest obscuring of any of the panels will prevent charging. Give the SMES at least 1,000 watts of leeway.
Upgrades The type of glass put into a tracker doesn't matter, but the type of glass used in a solar panel makes a significant difference toward output.
Type Output Glass 50% Reinforced Glass† 100% Plasma Glass 115% Reinforced Plasma Glass 130% † Default on prefabricated solars
Tech Storage: The Tech Storage is where all the circuit boards, batteries, flashes and a spare pair of insulated gloves wait to be used.
Secure Tech Storage: Unlike the rest of tech storage, this sectioned area is a very high-secure area as it contains the circuit boards needed to subvert the AI, blow the borgs or prevent the Escape Shuttle from ever arriving. Requires Bridge/Headquarters access in addition to Tech Storage to enter here. Although often bolted down and under constant AI supervision, this room is easily broken into from space (assuming you have a space suit). In some cases, merely stealing the AI Upload board is enough to cause the AI to self-terminate when it finally notices it's missing.
Vacant Office: This abandoned room is located in the Arrivals area, right across from the auxiliary shuttle docks. Being completely empty, it is generally overlooked by both Security and the AI, making it ideal for illicit activities. Otherwise, it makes for a good construction area for the engineers who have access to it.
Chief Engineers Office: Found in Engineering, the Office of the Chief Engineer contains atmospheric Alert and Station Alert Computers. The RCD is on a table in this room as well as 6 cartridges. Also contains the buttons to lock down Atmospherics and Engineering and to open the Engineering Secure Storage.
Engine (The general area where all main Engines are in operation; traditionally, all engines have their own rooms located in the same general area to cut down on the area engineers need to patrol.)
Here's where you'll find the Warden, the Head of Security, and the jailed shitters and clowns. Maybe a Syndicate Agent awaiting his execution too.
Brig: This is where all the regular prisoners are put, and usually left forever until someone busts them out. The cells have timed locks on them, and it is the Warden's job to set these. If you're smart and not shitcurity you follow Space Law when setting timers. Most of the time, cells only have 1 person, and anyone within is rarely let out of it until their jail time is up. If security feels like going through the trouble or if it is a slow round, they will just ship all the prisoners to the prison station if they misbehave, are brain-dead, or usually if they just don't like the guy. If you are a traitor, do not expect to stay here long before some chucklefuck decides to bash your skull in.
Security Office: This is where the Security Officers spawn and where they can have meetings.
Prison Wing: The Prison Wing is made of several rooms and a connecting hallway:
the Execution Chamber and its antechambers
the old Execution Room
the Solitary Confinement Cell
the Prison Area (otherwise known as Permabrig)
The old execution chamber is a room with a bed and lethal injection syringes for shooting up in.
Execution is where hardened criminals can be professionally executed with the assent of the Captain and permission from Centcomm and the resident Internal Affairs Agent.
Solitary Confinement is where hardened shitters can be sent. Make sure to remove the paper within to stop the AI from being bombarded with “LAW 2 FREE ME” spam.
The Prison is used to permanently brig criminals.
Permabrig: The station's Prison (colloquially known as “Permabrig”) is a section of Security dedicated to harboring prisoners who are considered dangerous enemies of the station or people who have REALLY irritated the HoS. This section of the station contains equipment to distract prisoners from their woes such as hydroponics gear for growing fruit and vegetables. Though well protected at first glance, it is possible to escape - something made infinitely easier with outside help. Often hit by meteors, these rooms are often abandoned to MoMMI's, often leading to Security straight up slaughtering captured prisoners of war. Willingness to violate basic human rights is of course of paramount importance to being Security. Most players will sooner ghost than attempt to escape from here.
Armory: This is the Warden's playground. It's also one of the only places on station where unauthorized access will send you right to the Permabrig. Inside you will find the station's collection of high-end weaponry that hasn't yet found its way into assistant's bags, as well as many tools that will aid Security in their labor. It is also the prime target for bored clowns, antagonists, assistants, lowlifes, and generally anyone looking to start trouble. So keep an eye on it, would you?
The armory contains:
4 Gas Masks 1 Bomb Suits 1 Biohazard Suit 1 Box of Flashbangs 1 box of handcuffs 1 box of R.O.B.U.S.T cartidges 4 deployable barriers
The secure section of the armory contains:
2 Ion Rifles 3 Energy Guns 3 Laser Guns 1 Ablative Armor 1 Bulletproof Vest 3 Riot Helmets 3 Riot Armors 3 Riot Shields 3 Stun Batons 3 Portable Flashers 1 box of Chemical Implants 1 box of Tracking Implants 1 lockbox of Loyalty Implant 1 Implanter-loyalty 1 Laser Rifle 1 Mysterious Armor
Courtroom: More drama than the Theatre, and can hold cases more thrilling and full of more twists and turns than your average Law and Order episode. Coincidentally, that's how everyone got their law degrees.
Internal Affairs Office: Where Internal Affair Agents lament over their non-importance during rounds with AFK admins.
Detective's Office: This is the place the Detective hangs around. It has all of the detective's security, forensic, and personal items.
Contents
The following is in the office:
A desk Lamp A briefcase Two Evidence locker A Flask A Security Camera Monitor (Disguised as a television). A Security File Computer (Disguised as a filing cabinet). A Medical File Computer A Hi-Res Forensic Scanning Computer A photocopier A universal recorder A camera A pack of cigarettes A .38 revolver Two sets of non-lethal rounds for the .38 A safe
Warden's Office: This is where the Warden spawns and where he manages the brig and prison wing. The armory is right above it.
If you've got the cash, you can acquire many goods from there.
Cargo Office: This is the Cargo Office that belongs to the Quartermaster. It is where the Cargo Technicians spawn at the beginning of a round. From here the quartermaster and cargo technicians can stamp forms, do important paperwork, use the autolathe, sit at the front desk to take the Request forms from the crew and order stuff via the Supply Shuttle Console.
Content
One Tool-belt One first-aid kit One multitool 50 Metal sheets 50 Glass sheets Two rubber stamps (Approved and Denied) One Clipboard One Red pen One Paper Bin
Delivery Office: Situated just above the Cargo Loading Area entrance, this is a rarely-trafficked area. It's only used to retrieve people or items that have been flushed down disposal, or as a Mulebot shortcut. Contents [hide] 1 Room Contents 2 Actually using the room 2.1 Postman Pat 3 Help, I got flushed! 4 Corpses 5 Hate Mail Room Contents Two destination taggers Eight multiple-use package wrappers Two rolls of fancy wrapping paper Two empty boxes One folder One pen One paper tray Actually using the room Most of the waste disposals around the station will send their contents to the outlet behind the air alarm. Use the conveyor to drag it out and sift through the mess for that rare valuable mistake. Send on the actual trash to Waste Disposal with the top conveyor.
Postman Pat Pick up that package wrapper and use it on your item. Check the Destination tagger's controls to set the destination, and then tag your new parcel. Toss it onto the top conveyor and it will arrive in seconds! Don't worry about the mail desk or the corridor conveyor belt, nobody will ever use them.
You can wrap up some items as gifts, but you'll need wirecutters to cut the paper. Have them in your other hand and click with the object you want to wrap. You can turn the gift into a package and mail it but why not deliver it for the personal touch?
Help, I got flushed! Just lay down using Rest, or disarming yourself until you push yourself down. While you're getting up you should be able to slip under the plastic flaps.
Corpses Expect a steady stream of dead people dumped into disposal. Most killers don't expect anyone to be working in here, and they are usually right. Make sure you are wearing gloves if in the room, and call the Detective when you find one.
Hate Mail
Is someone drawing your ire? How about mailing them the corpse of a crew member (preferably a co-worker or friend). Simply wrap the corpse up with wrapping paper and follow the same steps you'd use to mail anything.
If you manage to get a hold of a bomb, you can use the delivery system here to zip over your explosive package to anywhere on station with a disposal outlet. Just make sure you time your detonation right, so you don't miss your target or have the bomb disarmed.
Cargo Loading Area: Cargo bay is one of the more helpful places on the station. It is where the Cargo Technician spawns. The Items ordered arrive here via the Supply Shuttle. You can use the two conveyor belt to quickly load and unload the shuttle. You have two MULEBots to deliver the supply crates to the other departments. The cargo technicians' lockers are located here. The Cargo Bay Warehouse contains empty crates that can be used to deliver items via the Delivery Office, but it's usually better to send them back to CentComm for extra room.
Contents:
Two Hand Labeller Two Cargo Cap Two MULEBot One Power control module One power cell One cardboard Metal rods Two Emergency closet Two Cargo technician locker
Quartermaster Office: This is where the Quartermaster spawns and from where he can order crates from the shuttle and supervise the Supply Department and its staff. From here he can see the Cargo Office Front Desk and the Mining Dock through the windows.
Mining Dock: The Mining Dock, is where the Shaft Miner spawns. It has some Mining equipment, the Shuttle Control Computer, and some mining wardrobes. It also contains some silver and iron ore, which can be brought to the Mining Station to be processed. It does not contain any E.V.A equipment, as most of that is on the Mining Station. Further south of the mining dock is a room filled with canisters for internals, and ore boxes.
Technically the reason why this Space Station exists in the first place.
Research Division: Under the authority of the Research Director, Located south of the Escape Shuttle Hallway, it shares the Genetics laboratory with Medbay. Research access is required to enter the main hallway.
Contents [hide] 1 Laboratories 1.1 Research and Development 1.2 Toxins Lab 1.3 Xenobiology 1.4 Research Shuttle Dock 1.5 Miscellaneous Research 2 Other Areas 2.1 Robotics Lab 2.2 RD's Office 2.3 Server Room 2.4 Toxins Storage 2.5 Toxins Test Chamber 2.6 Genetics Laboratories These are the main laboratories available to all Scientists.
Research and Development
This lab houses the development of high-tech devices including weapons, batteries, drills, and circuit boards. Starts with several tools and items usable for early level research. Shares a window with Chemistry. Requires Toxins Research access to enter.
Toxins Lab
Scientists will start their shift in this room. This lab focuses on exploring the possibilities of plasma gas, typically in the form of massive explosions taking place in the Toxins Mixing Room. Also attached is the Toxins Launch Room, where you can use a mass driver to send bombs to the Toxins Test Chamber. The Toxins lab is equipped with an assortment of bomb-making tools including a gax mixing chamber, a piping system and the precious tank transfer valves.
Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of plasma, fire, plasma that's on fire, or even plasma that's on fire and spreading N2O.
Requires Toxins Research access to enter. See Guide to Toxins for more info.
Xenobiology This laboratory is located at the end of the hallway, and specializes in the the study of alien lifeforms. At the start of the shift, this lab comes with two monkey cube boxes, scalpel, circular saw, an operating table. Requires Xenobiology access to enter. There are two types of disposal units here. the first type leads into the xeno pens, the other straight out into space.
Research Shuttle Dock On the top right side of the Research Division, it is used by xenoarchaeologists and anomalists to get to the Research Outpost on the Asteroid.
Miscellaneous Research …
Other Areas Research Division also comes with a couple of storage areas, a Head office, and some other areas only the Research Director can access.
Robotics Lab The Robotics lab is where the Roboticists spawn and work. On the left, there's the Mech bay, with a door to the starboard hallway.
RD's Office Next to Toxins Lab is the private office of the Research Director. It holds several vital computer systems inside itself. Also has a surveillance monitor where the RD can inspect the various laboratories from the safety of his office.
Server Room Do not enter the actual room where the servers are without insulation or you will freeze/suffocate to death. The atmosphere is uninhabitable as it is kept at an extremely cool temperature to keep the servers running.
Toxins Storage Contains more than enough air canisters holding every kind of gas you available. As toxin leaks from this room are very dangerous and difficult to clean out, the room is equipped with two high-powered scrubbers (that need to be turned on otherwise they're useless). If this room gets set on fire, it will never stop burning. Requires Toxins Storage access.
Toxins Test Chamber
Detached from the rest of the station towards the east of Toxins Lab is the large, empty, airless and unheated room used to test bombs. It has several cameras that can be accessed from the Launch Room. It is essentially the goal of every scientist to completely demolish this place.
Genetics
The Research Director is the only one on the science team who can access this place.
Robotics and Mech Bay: Located in the Research Division, next to starboard hallway and morgue, this is where the Roboticist starts his day and Cyborgs go for maintenance and upgrades. Requires Robotics access to enter.
Mech Bay
This area is where Mechs and Cyborgs go when they need to recharge and get repairs. A blast door nearby allows the mechs to go in and out without the need for Robotics access.
Robotics Lab
This is where the Roboticist will spend most of his time. Two exosuit fabricators, an R&D Console, and a circuit imprinter allows anyone with the access to make anything mechanized. This area also comes equipped with an operation table to carry out borging operations.
Research Director's Office: The office of the station's Research Director. Inside is a monitor that allows a sensible RD to survey his kingdom. There are window shutters for the sake of privacy and windows looking into the Toxins Mixing Room so you can keep tabs on your nefarious subordinates. This is the primary focus of opposition to any malfunctioning AIs as it is where the station's Cyborg Control Console is located; this can lock down or blow the borgs by remote no matter where they are.
This room is south of Robotics and just south of the Research Division entrance.
Telescience: Telescience is a recent addition to the station, since Bluespace tech is so new and all. Here, you can do what every scientist has wet dreams about: Teleporting crap in and out of specified coordinates. Anything not bolted down, from pens to people, can be teleported through this machine.
Contents [hide] 1 This is Where it Gets Complicated 2 Getting Started 2.1 Drift 3 Caveats This is Where it Gets Complicated However, telescience isn't exact: Every teleporter has to be calibrated, as they have a slight drift from the true coordinates. However, with a little Math- SIT DOWN IT ISN'T THAT BAD.
As long as you aren't being a metagaming fuckwad and are using coordinates obtained from devices in-game, such as those GPSes you have on your desk, it's a simple matter of subtraction to get what you want.
Getting Started
Run up to your pretty blue computer and mash “recalibrate”. Your pad will spark, that's normal.
Grab a GPS, label it “TEST” or “COCK” or something and chuck it onto the pad.
Set coordinates to 100, 100, 1 and hit SEND.
Grab another GPS and use it. Write down the X and Y coordinates of TEST.
Hit receive without changing the coordinates on the screen and put your probe back on the table.
Drift
Now it's time to figure out what your drift is. Drift is two-dimensional, meaning it only affects your X and Y coordinates, so, let's figure it out: (Xa and Ya being where your GPS ended up, and Xa and Ya being your drift)
\begin{array}{lcl}
X_d = 100 - X_a
Y_d = 100 - Y_a
\end{array}
So, if your probe ended up at (95, 106), your drift would be (-5, 6).
With that figured out, you can easily and accurately target shit.
Caveats
Areas with valuable shit and/or high-security are jammed. This includes the Bridge and AI Core. You'll know when you target a jammed area because your telepad will buzz. In the future, research will be able to make portable jammers.
You can bypass jamming by inserting a bluespace crystal into the teleport pad (screwdriver it open, insert crystal, screwdriver closed). It will destroy the telecrystal after the teleport completes.
The telepad must be recalibrated every dozen or so teleports. You'll know when you need to do this when the pad fizzles or does something horrible like teleport in aliens.
If a teleport fails for some reason (such as if some numbskull enters invalid coordinates, or if you fail to recalibrate), there's a small chance you can teleport in shitloads of radiation, monsters, etc. For this reason, keep the doors closed when fucking with the telepad and keep a can of plasma nearby to pump in if something goes wrong.
The calculation becomes a bit more complex if you attempt to target coordinates obtained from the map file in DreamMaker. This is by design.
Toxins Lab: As one might suspect, this is the room in which Scientists build bombs. Often the ground zero of accidental plasma fires that wipe out the entire eastern side of the station.
Toxins Storage: Where toxins are stored. Duh.
Toxins Test Chamber: Also referred to as the Bomb Range or Test Site, this is the large block of metal just to the east of Research Division. It is where you should be testing your bombs. It is the location of the fabled zoo, its inhabitants killed for sport by the cruel calculating scientists that frequent this area. The test site can be accessed by an intrepid crew member from an airlock to space south east of Research Division.
Also a favourite location for Powersinks and Alien hives.
Research Shuttle Bay: The Research Shuttle Bay, is where the Scientists go to head over to the Research Outpost, which makes it one of the two reliable ways for the crew to travel between the Station and the Asteroid.
Those areas are generally only accessible to Heads of Staff. Trying to break into them will usually get you arrested or worse.
Bridge: The Bridge is the nerve center of the station. The Head of Personnel and Captain both start the round here, and the bridge allows access to both of their offices. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, and break-in attempts can be hard to hide from others wandering the central hallway. The AI upload chamber - and its SMES - can be relatively safely accessed through the reinforced walls below.
The bridge is full of computers. From left to right:
Security Records Security Cameras Communications Console - the central computer; unlike the others this is hidden behind barriers and impossible to see from outside the bridge. Station Alert Computer Crew Monitoring Computer Medical Records Even with all these it's often wise to construct a few more - particularly an AI upload computer, so that when your electronic friend goes haywire you don't have to wade through shocked doors and turrets to reset it. It's not impossible that the Particle Accelerator console will be dragged up here too, to instead prevent it from being used.
There are several other restricted or rare items, including an Intelicard, spare PDAs and IDs, a Fire Axe, and a flash. Nanotrasen have also thoughtfully provided a box of donuts for those code-red emergency snacks.
The bridge is one of the locations that has its own Teleporter tracking beacon.
Traitor Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The crew tend to get antsy if the blast doors stay shut for no obvious reason, too. Even when shuttered the place has a few too many back doors - particularly, cyborgs can waltz in at leisure via the HoP Office's MULEbot entrance.
Captain's Quarters: This is the Captain's personal space, it's where he starts the round and where he will spend most of his time when he's not patrolling the station or fighting baddies.
This room has some of the most valuable items aboard the station and is where most traitors will try to break into. Either to steal there objective or to steal that wonderful all access ID that's just sitting there. It can be broken into from the Adjacent hallway(Bad idea)or the Maintenance tunnel below the room. Though sometimes the AI can sense you dastardly deeds, and will proceed to bolt the door in the maintenance tunnel.
The only productive things the captain can really do in here is make accouterments or call the shuttle. He could also just sit back and enjoy a coffee or cola from the vending machine if he wishes too. Or if he's really bored out of his mind he can play the arcade game and dress him self up as undesirables.
Head of Personnel's Office: This is the Head Of Personnel's office and where he spawns. People can get ID changes or be fired using the ID computer in here. There is also a locker with useful equipment such as armor and an energy gun to be (in theory) used solely for self-defense. The HoP can also use the Outpost Cameras computer to spy on miners and edit security statuses with the Security Records computer. The PDA Painter allows for PDAs (as one might expect) to be painted. In the neighboring small room is the Accounts database, this can be used to examine people's personal income and embezzle funds from the Captain.
There's also Ian.
Conference Room: The Conference Room is located Fore of the Head of Personnel's office. It's purpose is to allow the Heads of Staff a place to discuss important matters, such as threats to the station. The Meeting Room contains a button that allows blast doors to be closed around it, making it secure and soundproof. Only the Captain, Head of Personnel, Head of Security, Research Director, Chief Engineer, and Chief Medical Officer have access.
EVA: EVA EVA.png E.V.A. Connects to Central Hallway, EVA Maintenance Located Fore-Port of the Central Hallway Access(es) Needed Captain, Chief Engineer, Head of Personnel Contains Medical Hardsuits, Engineering Hardsuits, Security Hardsuits, jetpacks, NT Breacher suit, many tools and materials Full Map
The term “EVA” stands for Extra-Vehicular Activity, which most-commonly refers to a spacewalk. It's where the astronaut gear is found.
A lot of rare equipment is in this room, and two traitor objectives. There's also resources aplenty. Sadly, it is locked, and the windows are there just to taunt you as the grills under them are electrified and will electrify anyone who tries to bust in, unless you really really want to take the time to beat the shit out of the grille with a shard of glass, which will get your ass fucking caught by security because it's in the Central Hallway, close to Security.
What can one do?
Well, nothing. Unless you have major space work to do, you won't get anything inside. Usually the AI bolts it shut, too, so emags are totally useless, so you're stuck with hacking your way in, which of course will get your ass shocked because you forgot your trusty pair of insulated gloves. Only a few heads of staff have access when the bolts are up. And if any security officers catch you inside, you are going to be arrested.
Gateway: This opens a gateway to other worlds… so that you can loot them, of course. For science.
Teleporter: The teleporter, which can lock onto one of the teleporter beacons (Beacon.png), allows teleportation to areas in and around the a vessel or station. Note that teleporter beacons are not stationary, this can have advantages and disadvantages.
In order to fire up your teleporter you must first use the teleporter console on the left to select your desination. This will produce a message saying “Locked In” on screen. You must then activate the teleporter via the centre panel (named 'station') which will turn the final section (the 'hub') on. Step in to the hub and you (hopefully) will end up at your destination.
AI Core: The AI Core is one of the most protected rooms on the station, located in the Command Complex. It is south of the Bridge, east of the Conference Room and Head of Personnel's Office and west of the Captain's Quarters and Teleporter
The Core itself is heavily protected. Any intruder making it past the Core Access or the reinforced wall layers surrounding the core will be met with turrets, foam dispensers and wall-mounted flashes.
Contents [hide] 1 Subdivisions 1.1 AI Core 1.2 AI Upload 1.3 AI Upload Access 1.4 AI Core Cyborg Station 1.5 AI Maintenance Room Subdivisions AI Core The AI Core proper is where the station's AI Units usually operate from and contains three distinct stations intended for this purpose, locked behind windoors and protected by four turrets, the control of which is located on the central station. The AI stations also contain a mounted flasher and three tunable and high-security intercoms
Two foam dispensers are placed north and south of the central station and a SMES cell is placed at the north of the room facing the Bridge. The room itself is protected by two layers of reinforced walls and separated from the AI Upload by a blast door, whose controls are on the central station
AI Upload The AI Upload is where the station's AI and Cyborg laws can be modified, experimented with or reset. It is defended by a set of four turrets whose turret control is situated in the Upload Access room south of this room. Two consoles stand at the north of the room, the Cyborg Upload and AI Upload respectively. Four modules, including the Reset, NT Upload and Freeform modules are readily available on the tables, and more hazardous modules are locked in two storages units, the High-Risk Modules and Core Modules units.
AI Upload Access A small access room, contains a motion sensor and the AI Upload's turret controls. Grants access to the AI Upload, but also to the AI Core Cyborg Station and the AI Maintenance Room
AI Core Cyborg Station A small side room containing two Cyborg charging stations, an emergency red phone and a crate containing multiple camera assemblies ready for mounting. Commonly visited by the Cyborgs
AI Maintenance Room Not part of Maintenance, but contains an AI Integrity Restorer console used to fix AIs who have been disabled completely but not destroyed outright. Used to contain the PDA Server and Messaging Server, and thus used to be called the Messaging Server Room.
AI Corridor: Immediately before the upload chamber itself is the AI Corridor, which includes the PDA Messaging server port-side. Starboard-side is the camera assembly crate, the AI System Integrity Restorer, and two cyborg recharging stations. The corridor itself lacks any turrets or flashes. It links the AI Upload to the Central Hallway.
AI Upload: Located right in the center of the Bridge, lays the AI's core chamber, and this law upload chamber. You upload AI laws here, and there are many to choose from. You can also upload laws to independent Cyborgs from the Cyborg Upload Computer. Also, it is cramped inside, and filled with energy gun turrets. The turrets are controlled by a panel that requires the same access you came in with to turn off. If you do not disable the energy turrets, you will be either shot with stun, or laser bolts (dependent on the current settings). Also present is a wall mounted flasher, which the AI can activate to disable intruders.
When resetting a corrupted AI, remember to disable the cameras of the Bridge and the cameras that point at the turret control panel.
When dealing with a rogue or malfunctioning AI, this chamber is useless to halt the AI's actions (as it only has to follow its law zero).
Telecoms: One of the most important and well protected parts of the entire station, these rooms are guarded by a double layer of reinforced walls and turrets that the AI cannot interact with. It is within these walls that all important radio and messaging communications are relayed.
Contents [hide] 1 Guides 2 Subdivisions 2.1 Telecoms Control Room 2.2 Telecoms Storage 2.3 Telecoms Chamber Guides Guide to Telecoms Subdivisions Telecoms Control Room A room guarded by turrets in which you can find the Telecoms Traffic Monitor computer, Message Monitoring computer and others.
Telecoms Storage
This is where you can find a voidsuit, the backup SMES and spare Telecoms equipment. Though these are supposed to be saved for the day when Telecoms catastrophically melts down, most incompetent RDs will take this and use it for research purposes.
Telecoms Chamber
This is a coldroom in which the Telecoms equipment is kept in a sealed environment. It can be accessed from the control room by an airlock. Make sure you are wearing an armored suit before going into the chamber.
Vault: For one of the most secure rooms on the entire station, it sure lacks interesting loot.
This asteroid is where miners dig up minerals and resources, and where scientists go to perform Xenoarchaeology on relics of past civilizations. It's also a great place to go if you want to get away from it all for a while.
Mining Station: This is the place where the mining shuttle docks, and provides a reasonably safe place for miners to prepare for their work shift. It also has an emergency communications beacon for calling for help if Telecommunications is offline. The largest and best established base on the asteroid, the mining station spans the fracture through the asteroid, and is roughly split into living quarters and ore processing/EVA. The western mining outpost and northern research outpost both have ore pipelines that lead back to the main ore processing area.
Contents [hide] 1 Shuttle 2 EVA 3 Living Quarters 4 Production Area
Shuttle
This is the lifeline between the main station and the asteroid. It's the only reliable way to get between the station and the mining asteroid. Contains a crate, for processed minerals. Also contains an ore crate, which you will probably want to unload.
EVA Contents (for those of you who can't count):
4 full mining RIGs (suit, helmet, mask). A pickaxe. A satchel, for collecting ore. A mechanical toolbox. A tank dispenser, which has 10 pure O2 tanks ready for use. A fuel tank to recharge jackhammers. 2 ore boxes in the airlock.
Living Quarters
This little complex serves as the combined kitchen, dormitory, and bar for the outpost. Apart from the vending machines, the only source of food readily available is a box of donk pockets and the microwave. If you're feeling particularly ambitious, you could ask cargo or botany to ship you some additional foodstuffs. The living quarters also have a single toilet, which doubles as a disposal chute. The three bedrooms have classy mining-brown bedsheets. Enjoy the scenery.
Production Area This is where most of the action occurs. This room contains an ore sorter, a furnace, and a stacking machine, as well as the consoles for their operation.
Mining Research Outpost: This is where scientists conduct their Xenoarchaeology, Xenobiology, and Xenoanalysis work – so that if they mess up, they don't take out the space station and everyone on it. Yes, some artifacts are that intimidating. The Science Division's Outpost on the Asteroid. A rather well-furnished place for one of the most complicated and lengthy jobs in the entire game, Xenoarchaeology.
Trading Post: The Trading Post has been established on the mining asteroid to provide members of other races, including those with different breathing requirements, a safe place to set up shop and conduct business. It is equipped with a small atmospherics station, and requires minor maintenance every so often if many traders come to visit. Antagonists often use the Trading Post as a point of entry into the station proper, as it is poorly observed and visitors there are not as unusual.
Space has many secrets for those who can get their hands on a spacesuit and have the patience of waiting, sometimes for a very long time…
Old Telecoms Satellite: This used to be the station's telecommunications satellite. However, after upgrading the station hardware, this became redundant. It is currently retained as an auxiliary backup system, and occasionally used for off-site experimentation.
White Ship: An old medical rescue ship. Was it abandoned, or did something happen to the owners, or did it merely float unattended into space while the owners were elsewhere?
Derelict: This abandoned space station suffered from a major catastrophe that forced it into dormancy, and hasn't been used in a while. However
DJ Station: This station used to broadcast entertainment to the surrounding quadrant, until it abruptly went silent. Nobody really knows what happened, but it hasn't been used since.
Clown Roid: An asteroid with a spaceship full of dead clowns smashed into it. Weird.
Pirate Ship: This well-armed ship seems to have once belonged to some sort of warlord or pirate. As to where they might be now… well, there's an awful lot of spiders nesting here.
Central Command: This is someplace you typically end up only when disembarking from the emergency shuttle for debriefing, or when being briefed to go solve an emergency.
SpecOps: This is the special operations station, for when military response to a crisis is needed. These are the best of the best of the best, and are armed to match.
Thunderdome: Sometimes the admins just need a good laugh somewhere where the station's tendencies to explode abruptly won't interfere. The Thunderdome is impervious to most forms of damage and is a perfect place to drop gladiators to practice their skills in holo-combat.
Wizard's Den: Where wizards plot their dark magics over a nice cup of tea.
Syndicate Mothership: Where the Syndicate prepares for its assaults.
Vox Skipjack: Where thieving birds plot…thieving bird things.
Listening Post: An observation post established somewhere in the general area of the station, used by Syndicate contacts as a launch point for monitoring of and operations against the station. Concealed with a camouflage screen, although unlucky space pilots might accidentally crash into it and exceptionally careless Syndicate operatives might let the screen power fail.
Category:Locations A list of all the locations on the NSS Exodus.
Map of the Station As of August 15th 2015.
Download the full map here.
MAP2mini.PNG
Subcategories This category has the following 5 subcategories, out of 5 total.
C Cargo Locations E Engineering Locations M Medical Locations R Research Locations S Security Locations Pages in category “Locations” The following 90 pages are in this category, out of 90 total.
A Aft Hallway AI Chamber AI Corridor AI Upload Armory Arrival Shuttle Arrivals Arrivals Checkpoint Arrivals Escape Pods Atmospherics Auxiliary Storage B Bar Bridge Brig C Cafeteria Captain's Quarters Cargo Loading Area Cargo Office Central Hallway Chapel Chapel Office Chemistry Laboratory Chief Engineer's Office Chief Medical Officer's Office Communication Satellite Conference Room Construction Area Crematorium Custodial Closet D Delivery Office D cont. Detective's Office Disposals Dormitory E Emergency Storage Engine Room Engineering Engineering Department Escape Shuttle Escape Shuttle Hallway EVA F Fore Hallway Fore Port Solars G Genetics Research Guide to Xenobiology H Head of Personnel's Office Head of Security's Office Holodeck Hydroponics I Incinerator Internal Affairs Office K Kitchen Kitchen Freezer L Library Locker Room M Maintenance Medical Department Mining Dock Mining Station Miscellaneous Research Morgue O Operating Theatre P Port Emergency Storage Port Hallway Primary Tool Storage Prison Wing Q Quartermaster Office R Research Department Research Director's Office Research Outpost Robotics and Mech Bay S Security Department Security Office Server Room Solars Space Starboard Hallway Supply Shuttle Supply Warehouse T Tech Storage Teleporter Telescience Research Toxins Lab Toxins Storage Toxins Test Chamber V Vacant Office Vault Virology Lab W Warden's Office X Xenobiology Xenoflora
Category:Cargo Locations Pages in category “Cargo Locations” The following 9 pages are in this category, out of 9 total.
C Cargo Loading Area Cargo Office D Delivery Office D cont. Disposals M Mining Dock Mining Station Q Quartermaster Office S Supply Shuttle Supply Warehouse
Category:Engineering Locations Pages in category “Engineering Locations” The following 16 pages are in this category, out of 16 total.
A Aft Hallway AI Chamber AI Corridor AI Upload Atmospherics C Chief Engineer's Office C cont. Communication Satellite Construction Area E Engine Room Engineering Department EVA I Incinerator M Maintenance S Substations T Tech Storage V Vacant Office
Category:Medical Locations Pages in category “Medical Locations” The following 6 pages are in this category, out of 6 total.
C Chemistry Laboratory Chief Medical Officer's Office G Genetics Research M Medical Department O Operating Theatre V Virology Lab
Category:Research Locations Pages in category “Research Locations” The following 17 pages are in this category, out of 17 total.
A AI Chamber AI Corridor AI Upload C Communication Satellite G Genetics Research Guide to Xenoarchaeology G cont. Guide to Xenobiology M Miscellaneous Research R Research Department Research Director's Office Robotics and Mech Bay S Server Room T Telescience Research Toxins Lab Toxins Storage Toxins Test Chamber X Xenoflora
Category:Security Locations Pages in category “Security Locations” The following 10 pages are in this category, out of 10 total.
A Armory Arrivals Checkpoint B Brig D Detective's Office H Head of Security's Office I Internal Affairs Office P Prison Wing S Security Department S cont. Security Office W Warden's Office