


Luckily for you, escaping the Horizon is considerably easier than escaping most other prisons/camps. If a Head of Staff or the AI thinks it's time to leave this dying vessel, for whatever, reason they can call the escape shuttle to get, ideally, everyone out of here. If you thought you weren't gonna escape this place alive when you were sentenced here, think again. The APC for this area is below the Public Market booth. There's certainly a lot of drains though. When the two minutes are up, the pod will depart, embarking on a two-minute one-way trip to Central Command. Once those six minutes are over, the escape shuttle will dock here, and, bar some overly impatient Heads of Staff and/or traitors, usually stays there for another two minutes, so all the surviving crew members can board. The pod will take six minutes to arrive in station, sometimes more if some goofball decides to recall it. In times like those, you have to say "see you later" to the Abzu sea, call the escape pod, and get yourself to the Escape Hallway in the southeast corner of the station. And did we mention that there red suits underwater too? (The only difference between the underwater and space is that these underwater ones have flippers.) The Space Wizards have a Sea Wizards branch too, and there's plenty of marine Blobs that'll be happy to consume your beloved little station. Make no mistake, your underwater paradise will still inevitably become filled with corpses/ husks/ drained blood bags/ human leftovers. It's no secret that the seas of Oshan Lab hold terrific wonders.and as many as terrible horrors as space does. Just take go through "maintenance access" airlock in the lounge area, and it'll immediately be on the right. The APC for the lower arm is labeled "Escape Dock" and is in the top portions of that specific area. The APC for the upper arm and lounge area is in the maintenance corridor above Mechanics, near the "maintenance access" airlock by the Zoldorf machine.


The East Emergency Air Hookup/Electrical Substation can resupply air to the upper arm and lounge. Antags trying to hijack the shuttle and escape alone often try to block this place off or murder anyone who enters this area. This area is frequently targeted by antagonists, due to the high density of people here. Tying the two together is a lovely little lounge with a Space Station 13 sign on the floor, where you can have some snacks or drinks, smoke some cigs, and play some chess or checkers as you wait. In contrast, the lower portion is dark and has no chairs at all, though it does have a docking area for pods and two escape capsules.
Ss13 airbridge tv#
The upper portion with blue and white checker borders has lots of chairs to sit and some snack and drink machines and a TV to help you pass the time, as well as a security outpost where Security Officers can laze about. It will then leave two minutes after that, taking the surviving crew to relative safety at Centcom, provided they aren't ejected from the shuttle during the two minutes it spends in transit.Īs far as shuttle hallways go, it's nothing too fancy. After six minutes (assuming no recall shenanigans), the shuttle will dock in the Escape Shuttle Hallway in the southeast of the station. When the station is engulfed in flames, blown to pieces and/or covered in corpses, the heads of staff or the AI will hopefully call the escape shuttle. The station's biggest hotspot for pure chaos.
