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 conceptsEdit
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 DurandalEdit
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 usageEdit
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]
ShortfallsEdit
Teleportation can be impaired by electromagnetic interference or thick rocks.[6] [7]
NotesEdit
- 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]
ReferencesEdit
- ^ 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