Difference between revisions of "Interrogation Room"
Studenterhue (talk | contribs) (It appears the windoor in Clarion's Interrogation room is actually public access. Also, add maint info) |
Studenterhue (talk | contribs) (Manta's Interrogation Room lost its office supply closet to make room for the new armory entrance) |
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|Access=[[Head of Security]], [[Security Officer]]}} | |Access=[[Head of Security]], [[Security Officer]]}} | ||
The '''Interrogation Room''' is a special place towards the middle [[Security (place)#Manta|Security]] dedicated to the ancient practice of squeezing answers from perps, sometimes with words, good or bad, sometimes by force. Technically, any room can be used as an interrogation room, but this one is special, because once you know a perp is guilty as charged, you can send them to [[Brig#Manta|Genpop]] with the special red chute on the right wall. There's also a [[General Objects#Camera|photographic camera]] | The '''Interrogation Room''' is a special place towards the middle [[Security (place)#Manta|Security]] dedicated to the ancient practice of squeezing answers from perps, sometimes with words, good or bad, sometimes by force. Technically, any room can be used as an interrogation room, but this one is special, because once you know a perp is guilty as charged, you can send them to [[Brig#Manta|Genpop]] with the special red chute on the right wall. There's also a [[General Objects#Camera|photographic camera]], so Security members can better document the info they extract. | ||
The [[Security Objects#Port-a-Brig|Port-a-Brig]] and its remote spawn here too, so officers can shove people into the Port-a-Brig and interrogate them in a secure area without much fuss. | The [[Security Objects#Port-a-Brig|Port-a-Brig]] and its remote spawn here too, so officers can shove people into the Port-a-Brig and interrogate them in a secure area without much fuss. | ||
This room also happens to contain the entrance into Sec's [[Armory#Manta|armory]], which is locked behind an [[Security Objects#Armory Authorization|armory authorization computer]]. | |||
==Maintenance Information== | ==Maintenance Information== |
Revision as of 03:29, 27 July 2020
Interrogation Room | |
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Q & A sessions. | |
The Interrogation Room is a special place in the northeastern parts of Security dedicated to the ancient art of asking criminal scum armor-piercing questions. Technically, any room can be used as an Interrogation Room, but this one is special, because it has a mobile camera and intercom that can be tuned to the general 145.9 channel, so all the crew can watch a live interrogation like it's some sort of sick reality television show.
Maintenance Information
There is no vent. Vents and carpeting don't mix well.
The APC for this room is in the maintenance tunnel left of the whole Security sector.
Interrogation Room | |
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Q & A sessions. | |
The Interrogation Room is a special place in the eastern parts of Security dedicated to the ancient art of asking criminal scum carefully-worded questions. Technically, any room can be used as an Interrogation Room, but this one has the best aesthetic. Dim mood lighting, strategically-placed desk lamp (that, unfortunately, can't be pointed at people's faces for dramatic effect), thin plate glass window for self-righteous taunting--it's just like the ones in those movies!
Maintenance Information
There is no vent. The ones in the movies don't have them.
This room shares an APC with the general Security Office, and its APC is in the maintenance office left of here.
Interrogation Room | |
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Q & A sessions. | |
The Interrogation Room is a special place in the general center of Security, strategically located right next to the Brig, dedicated to fine art of interviewing criminals. There's not much here, just a table with chairs, a tape, some paper, some pens, and a cabinet of more office supplies, but that's really all you need to carry out an interrogation. Hearty RP will supply the rest.
Maintenance Information
This room has no vent. Just roleplay it.
The Interrogation Room shares an APC with the general Security area, whose APC is in the top right of the main Sec area, near the big table with Hooty and folding chairs.
That APC gets its power from a wire running under the one Security door facing the public hallway.
Interrogation Room | |
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Use your imagination. | |
The Interrogation Room is a special place in the far western parts of Security dedicated to the fine art of implied horror. There are all sorts of awful fates a criminal could receive, but none of them can even compare to the ones the criminal thinks or anticipates they'll get when they see everything in this room. The officers don't have to even say a single word, and all sorts of things could be going in their mind. What's with the glass shard? Why is there a dried puddle of blood here? How long has it been here? How long has that GODDAMN SKELETON been here, and why is it right near the exit? Why? Why? WHY?
By the way, that skeleton's name is Jimmy. The Head of Security nabbed it from the Medical Director and their pet bat Dr. Acula a long time ago. Neither have been none of the wiser, much to the Head of Security's dismay.
Maintenance Information
There is no vent. Skeletons and vents don't mix too well.
The APC for this room is in the maintenance area below, which also controls the Security area.
Interrogation Room | |
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Q & A sessions. | |
The Interrogation Room is a special part of Security dedicated to the ancient art of asking criminal scum pointed questions. Technically, any room can be used as an Interrogation Room, but this one is special, because it does double duty as a Gas Chamber. Underneath that chair is a vent, which connects to a connector port in Security Gas Storage. The execution of the execution is pretty simple; all you have to do is go down there, wrench a canister of your deadly gas of choice on the port and turn the valve. Feel free to peep through the Camera Monitor and watch that criminal scum get what they deserved, or make a witty remark about their death, paying no attention to the book on space law beside you.
Preparation of the execution is a bit more involved; you should obviously keep the Interrogation Door closed (perhaps welded shut for good measure) and restrain the perp and strip them of any thermite mix batches, tools used for deconstructing reinforced walls, and other things that might let them escape, but, as with brigging, this should hopefully be obvious.
Warning: NanoTrasen is no way responsible for any property/station losses, injuries, and/or deaths incurred from executing a criminal who, by various means, may explode upon their demise.
Interrogation Room | |
Location | |
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Q & A sessions. | |
The Interrogation Room is a special place in the eastern wing of of Security dedicated to the ancient practice of probing criminals and asking them tough questions. Top half's for Sec, bottom's for the subject. Technically, any room can be used as an Interrogation Room, but this one is special. Not only is there a chute leading into it for convenience, located near the Security into the main hall, but it's also near the Defendant's Chair, so that the judge and lawyers can probe criminals some more when Security's done with them.
Speaking of Security, there are lots of treats for them too. Not only is there the usual cabinet of office supplies, copy of Frontier Justice, audio log, wall charger, and Port-a-Brig with remote, but there's also a whole box of donuts and a brute medkit, just in case things get...physical.
Maintenance Information
There is no vent.
The APC for this room is on its top wall.
The APC gets its power from a wire running under the topmost door, that is, the one that leads to the half of the room that DOESN'T have a disposal room.
Interrogation Room | |
Location | |
---|---|
Q & A sessions. | |
The Interrogation Room is a special place towards the middle Security dedicated to the ancient practice of squeezing answers from perps, sometimes with words, good or bad, sometimes by force. Technically, any room can be used as an interrogation room, but this one is special, because once you know a perp is guilty as charged, you can send them to Genpop with the special red chute on the right wall. There's also a photographic camera, so Security members can better document the info they extract.
The Port-a-Brig and its remote spawn here too, so officers can shove people into the Port-a-Brig and interrogate them in a secure area without much fuss.
This room also happens to contain the entrance into Sec's armory, which is locked behind an armory authorization computer.
Maintenance Information
There is no vent for the room. A vent would make this room a little too cold, and besides, a carefully worded question can be just as chilling as improper air conditioning.
The APC is located on the northern wall.
Interrogation Room | |
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Q & A sessions. | |
Kondaru's Interrogation Room lies at a crossroads of the Head of Personnel's Desk, the Trial Room, Security Hall, and the Head of Security's room. Don't expect complete privacy to perform advanced techniques in here - on the plus side, you can easily allow the criminal their "one phone call" from here.
Maintenance Information
There is no vent. No escape.
This room uses the APC in the middle of the main security hall, named Brig APC. Because of this, flipping off the lightswitch in here turns off all the lights from the brig, through the main security hall, to this room. Huh.