Teleporter

Teleporter and Teleporter Activator are items.

Teleporter

 * If another player(s) is on your space: Lock the Teleporter onto a random other player on your space and gain a Teleporter Activator connected to it.
 * If no other player(s) is on your space: Lock the Teleporter onto your space and gain a Teleporter Activator connected to it.

Teleporter Activator

 * 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 malfunctions, so you are sent back ??? spaces.


 * If your teleporter lost its lock-on or is locked onto a negative space: Nothing happens besides losing this item.

Teleporter Activator

 * This item loses 13-17% energy during each Effects Phase.
 * 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.

Teleporter

 * Tinkering Quietly

Teleporter Activator

 * Signal Jam

Teleporter or Teleporter Activator

 * Generic Mechanical-related event use (Princess Bubblegum in Ooo)
 * Give to the Damaged Construct of the Archaeology Dig; counts as 1 item.

Teleporter

 * 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!; you die.

Teleporter Activator

 * 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.

Skill Use

 * None special

Teleporter or Teleporter Activator

 * Generic Magnetic-related other item use (Magneto Gloves)
 * Destroy a locked on Teleporter and its connected Teleporter Activator with the Sabotage skill.

Teleporter

 * ACME Magnet; the user has a chance for the Teleporter to lock onto them with the original Teleporter possessor gains a connected Teleporter Activator.

Teleporter Activator

 * ACME Magnet; has no side-effect.
 * EMP Generator
 * Battery

Item Combining

 * None

Strategy

 * TBD

Teleporter

 * Generic random item-givers (Multiversal Flux, D6, Opal Necklace, Auction, Minigames)
 * Generic random Mechanical item-givers (Soldering Torch)

Events

 * The Engineering Shop (Price: 8 Rupees)
 * Future Shop (Price: 8 Rupees)
 * Tesla Spark's Electronics Outlet (Price: 8 Rupees)
 * Santa's Workshop
 * A Teleportation Device
 * Choose An Item Phase event
 * Full Of Win in The Future
 * Hit the drunk with a (Holy) Hammer in The Wild West.
 * Trade with the Indian chief in The Wild West.
 * The Lever's Reinforcements Activation Panel
 * Early Reinforcements
 * Reinforcements!

Items

 * Thieving Imp
 * Cereal Box

Effects

 * Marieke's Magic

Events

 * Launch a Teleporter with the Catapult and see it land

Items

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