Teleporter

Teleporter and Teleporter Activator are items.

Event Use

 * Give to the Damaged Construct of the Archaeology Dig. Counts as 1 item.

Standard Use

 * If another player(s) is on your space: Turn this item into a Teleporter Activator (with non-Horcrux enchantments retained) connected with a Teleporter locked onto a random other player on your space.
 * If no other player(s) is on your space: Turn this item into a Teleporter Activator (with non-Horcrux enchantments retained) connected with a Teleporter locked onto your current space.

Related Effects

 * Tinkering Quietly

Event Use

 * Use at the Catapult event to launch the item 25-30 spaces in a given direction.
 * The Teleporter locks onto the landing space, and you gain a Teleporter Activator connected to it.


 * Use against The Bear! and you die.

Other Item Use

 * ACME Magnet; In addition to attracting the Teleporter, you have a chance for the Teleporter to lock onto you with the original Teleporter possessor gaining a connected Teleporter Activator.
 * Wanted Poster: Item

Item Recipes

 * Teleporter+any Skull= Skeleporter
 * Slingshot+Teleporter+Tractor Beam= Slipstream Slingshot

Standard Use

 * If your teleporter is locked onto a space or player, one of the following occurs:


 * Almost always: Teleport to the connected Teleporter. (If the Teleporter's over 100 spaces away, teleport 100 spaces towards it instead.)
 * Very rarely: The Teleporter Activator goes haywire, so you are sent back 50?-100? spaces.


 * If your teleporter lost its lock-on or is locked onto a negative space: Nothing happens besides this item being removed from the game.

Items

 * ACME Magnet; There is no side-effect.
 * Festive Present

Effects

 * If you reach the finish line while Wild Mode: Massacre Arena, Wild Mode: The Hungrier Games, Wild Mode: The Hungriest Games, or Wild Mode: To Infinity And Beyond is active, Teleporter Activator is removed from your inventory.
 * Signal Jam

Passive Effect

 * This item loses 13-17% energy during each Effects Phase down to a minimum of 0%.
 * If this item reaches 0% energy, it loses its lock-on; the lock-on can't be recovered after this point, even with a Battery (though if used at this point, a Battery will cause the Teleporter Activator to immediately lock onto your current space.)

Event Use

 * Use against The Bear!. You move to the space the connected Teleporter is locked onto (or don't move if the Teleporter has no energy or is not locked onto a space.) (Note that, unlike with standard use, a Teleporter Activator locked onto a negative space can be used to teleport to space 0.) If you moved less than 6 spaces, afterward move the standard amount of spaces backward.

Teleporter

 * Generic item-givers
 * Generic Mechanical item-givers

Events

 * Future Shop
 * Tesla Spark's Electronics Outlet
 * A Teleportation Device
 * Choose An Item Phase event
 * Full Of Win in The Future
 * Trade with the Indian chief in The Wild West.
 * The Lever's Reinforcements Activation Panel
 * Early Reinforcements
 * Reinforcements!
 * Pawn Shop

Items

 * Cereal Box
 * Chocolate Surprise Egg

Effects

 * Marieke's Magic
 * U.N. Voting

Events

 * Launch a Teleporter with the Catapult and see it land.

Items

 * Teleporter
 * Have your Teleporter attracted by and locked onto a Magnet user

Strategy
TBD

Trivia
TBD