Teleporters were a technology that had been commonplace in human civilization for almost five hundred years before the UESC Marathon's arrival in the Tau Ceti system, and were often found aboard the ship.[1]
Usage and concepts[edit]
Standard teleporters operated using jump pads. When activated, the user was teleported from the entrance pad to a landing pad. [2] When exiting a teleporter, the subject is enveloped by the Tuncer Mirage Effect (TME), the static of space blurring and focusing.
Advancements by Durandal[edit]
After making contact with the S'pht, Durandal modified the teleporters to transport the Security Officer to the Sfiera without the need for a landing pad.[3] After Durandal subjugated the Sfiera, he used its teleporters to transport and resupply his forces during the Liberation of Lh'owon.[4]
Pfhor usage[edit]
Throughout the Battle of Lh'owon, the Pfhor made use of teleportation technology as well. Just like Durandal's modification, their teleporters did not require a landing pad.[5]
Shortfalls[edit]
Teleportation can be impaired by electromagnetic interference or thick rocks.[6] [7]
Notes[edit]
- Transporter, teleporter, and jump pads are all used interchangeably in the first Marathon game.
- The static effect for teleportation, is the same as the static effect for the invincibility pick-up.
- There are references to Pfhor teleportation terminals in Charon Doesn't Make Change.</ref>
- In the Marathon 1 manual, the Pfhor ship is stated to be enveloped by the Tuncer Mirage Effect, as it warps into the system.[1]
References[edit]
- ^ a b Marathon (1994), Marathon Manual, pg 3
- ^ Marathon (1994), Marathon Manual, pg 3
- ^ Marathon (1994), Habe Quiddam, Terminal 2: Success
- ^ Marathon 2: Durandal, Ex Cathedra, Terminal 2
- ^ Marathon 2: Durandal, Charon Doesn't Make Change, Terminal 2
- ^ Marathon 2: Durandal, Bob's Big Date, Terminal 1
- ^ Marathon 2: Durandal, Curiouser and Curiouser... Terminal 1