Difference between revisions of "Security Checkpoints"

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m (Kondaru section: more zone details)
m (Text replacement - "Powering the station#The power transmission laser" to "Power Grid#Power Transmission Laser")
 
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|Access=Security}}
|Access=Security}}


'''Security Checkpoints''' are small guardposts <strike>where traitors with electromagnetic cards can loot sec gear</strike> with various amenities important to the [[Security Officer|boys in red]]. Each checkpoint has a desk with a chair to to help you converse with the public in relative safety, a printer, an intercom panel tuned to the security channel, a Security equipment locker or SecVend, and a recharger.
'''Security Checkpoints''' are small guardposts that come with various amenities important to the [[Security Officer|boys in red]]. Each checkpoint has a desk with a chair to help you converse with the public in relative safety, a [[General Objects#Printer|printer]], an [[General Objects#Intercom|intercom panel]] tuned to the security channel, and a [[Security Objects#Recharger|recharger]].


There are checkpoints located at the following locations:
There are checkpoints located at the following locations:
*[[Arrivals#Cogmap2|Arrivals]]: A basic checkpoint with just a chair, a Security Equipment locker, a mail chute, an intercom, and a table with a recharger and printer.
*Arrivals: A basic checkpoint in [[Arrivals#Cogmap2|Arrivals]] that offers a slight improvement over the basic amenities, in the form of a [[Security Objects#Security Equipment Locker|Security Equipment locker]] and a mail chute.
*[[Escape Arm#Cogmap2|Escape]]: Another basic checkpoint just like the Arrivals one, located in the upper arm.
*Escape Hallway: Another basic checkpoint just like the Arrivals one, located in the upper arm of [[Escape Arm#Cogmap2|Escape]]. Same amenities, but it has a [[Security Objects#Security Weapons Vendor|Security Weapons Vendor]].  
*[[Public Garden#Cogmap2|Public Garden]]: A moderately-sized outpost, intended for safely and securely processing arrested criminals. In addition to the standard amenities, there's a Security Records computer for updating Security Records, a SecVendor with spare handcuffs and flashes, a chute straight to the [[Security (place)#Cogmap2|Security]], and a computer for making your very own Wanted posters.
*Chapel: A moderately-sized outpost in the [[Public Garden#Cogmap2|Public Garden]] below the [[Chapel#Cogmap2|Chapel]], intended for safely and securely processing arrested criminals. In addition to the standard amenities, there's a [[Security Objects#Security Computer|Security Records computer]] for updating Security Records, a [[Security Objects#SecTech|SecTech]] with spare handcuffs and flashes, a [[Security Objects#Security Weapons Vendor|Security Weapons Vendor]] for exchanging [[Security Objects#Requisition Token|requisition tokens]] for gear, a chute straight to [[Security (place)#Cogmap2|Security]], and a [[Security Objects#Wanted Poster Station|computer]] for making your very own Wanted posters.
*[[Market#Cogmap2|Public Market]]: A moderately-sized outpost just like the one in Public Garden, but outside the [[Cargo Bay#Cogmap2|Cargo Bay]]
*Cargo: A moderately-sized outpost outside the [[Cargo Bay#Cogmap2|Cargo Bay]] in the [[Market#Cogmap2|Public Market]]. Same amenities as Chapel checkpoint, but it also has a medical cabinet that has a random stock of basic medical supplies, generally less for fully healing injuries and more allowing you enough time to drag yourself over to [[Medbay#Cogmap2|Medbay]] for real treatment.
*[[Pod Bay#Cogmap2|Main Hangar]]: The most well-equipped checkpoint in the station. Not only does it have both a SecVend AND a Security Equipment locker, it also has an ID computer, so the [[Head of Personnel]] can work here when [[Customs#Cogmap2|Customs]] is blown up, as well as a Security Records computer, a Security Cameras computer, and another one of those computers that can make Wanted posters. There are also shutter switches in case working next to a giant laser beam isn't working out too well.  
*Pod Bay: The most well-equipped checkpoint in the station, standing stalwart over the [[Pod Bay#Cogmap2|public pod bay]]. Not only does it have both a [[Security Objects#SecTech|SecTech]], [[Security Objects#Security Weapons Vendor|Security Weapons Vendor]], AND a [[Security Objects#Security Equipment Locker|Security Equipment locker]], it also has an [[Computers#ID Computer|ID computer]], so the [[Head of Personnel]] can work here when [[Customs#Cogmap2|Customs]] is blown up, as well as a [[Security Objects#Security Computer|Security Records computer]], a [[Security Objects#Security Cameras|Security Cameras computer]], and another one of those [[Security Objects#Wanted Poster Station|computers that can make Wanted posters]].  
**There is also a "Checkpoint Lockdown" switch to pull shutters over the checkpoints' doors and tables in case working next to a giant laser beam isn't working out too well.
**There is also "PTL Doors" switch. On this station, the [[Power Grid#Power Transmission Laser|power transmission laser]] cuts through a central hallway, and that switch basically controls whether the PTL or hallway is blocked. One setting closes the nearby airlocks leading into the PTL and raises the shutters over the windows in front of the PTL, letting the beam go through, but blocking hallway traffic for most people. One switch setting pulls shutters down, blocking the beam's path, but it also opens the airlocks, letting people pass through once again.
***These airlocks can only be opened by the [[Captain]], though like all doors, they can be [[Hacking#Doors|hacked]]. In addition, if one of them happens to be closed when the switch closes the airlocks, that door will be open rather than closed and stay that way.


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|Access=Security}}
|Access=Security}}


'''Security Checkpoints''' are small guard outposts in the station, each stocked with a locker of [[Security Objects|Sec gear]], a recharger, and a [[Security Objects#Security Records|Security records computer]]. There are two, one near [[Cargo Bay#Cogmap1|Cargo]], and the other in Arrivals. [[Customs]] is technically a third one, but there really isn't anything for Security there.  
'''Security Checkpoints''' are small guard outposts in the station, each stocked with a [[Security Objects#Security Weapons Vendor|security weapons vendor]], a [[Security Objects#Security Equipment Locker|Security equipment locker]] with mostly Sec armor, a wall-mounted recharger, and a [[Security Objects#Security Records|Security records computer]]. There are two, one near [[Cargo Bay#Cogmap1|Cargo]], and the other in Arrivals. [[Customs]] is technically a third one, but there really isn't anything for Security there.  


Arrivals's also checkpoint has an [[Computer#ID Computer|ID Computer]]. [[Security Officer]]s won't get much mileage out of it besides the manifest printout (which they already have as a PDA app), but the [[Head of Security]] can use to upgrade their and anyone else's ID access. Also, a very big space bee sometimes works here, which means it's instantly better than anything else on the station.
The checkpoint in Arrivals also has an [[Computer#ID Computer|ID Computer]]. [[Security Officer]]s won't get much mileage out of it besides the manifest printout (which they already have as a PDA app), but the [[Head of Security]] can use it to upgrade their and anyone else's ID access. Also, a very big space bee sometimes works here, which means it's instantly better than anything else on the station.
   
   
Meanwhile, the one in Cargo has a [[Brig#Cogmap1|Mini-Brig]]. Not as cool as an big bee, but it can be useful, and it's much more secure than the main one.
Meanwhile, the one in Cargo has a [[Brig#Cogmap1|Mini-Brig]]. Not as cool as a big bee, but it can be useful, and it's much more secure than the main one.


==Maintenance Information==
==Maintenance Information==
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The APCs for both of these checkpoints are on the eastern wall.
The APCs for both of these checkpoints are on the eastern wall.
The APC for the Arrivals Security Checkpoint gets power from a wire running under the only door in, which faces north. Same goes for the Cargo Security Checkpoint.
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|Access=Security}}
|Access=Security}}


This '''Security Checkpoint''' is a small guard outpost <strike>where traitors with electromagnetic cards can loot sec gear</strike> with various amenities important to the [[Security Officer|boys in red]]. It features:
This '''Security Checkpoint''' is a small guard outpost in the far northern parts of the ship, above [[Escape#Destiny|Escape]] and many crew quarters rooms. It is stocked with various amenities important to the [[Security Officer|boys and girls in red]]. It features:
*A desk with a chair to to help you converse with the public in relative safety
*A desk with a chair to to help you converse with the public in relative safety.
*An intercom panel tuned to the security channel
*An [[General Objects#Intercom|intercom panel]] tuned to the security channel.
*A SecVend with spare handcuffs and flashes
*A [[Security Objects#Security Weapons Vendor|Security Weapons Vendor]], which allows you to redeem [[Security Objects#Requisition Token|sec tokens]] for gear.
*A Security equipment locker, loaded with [[Security Officer#Your Gear|essential gear]].
*A [[Security Objects#SecTech|SecTech]] with spare handcuffs and flashes.
*A recharger for your taser and other energy weapons
*A [[Security Objects#Security Equipment Locker|Security equipment locker]] with extra armor and clothes.
*A brig chute for ease of prisoner transport halfway across the ship
*A [[Security Objects#Recharger|recharger]] for your [[Security Objects#Stun Baton|stun baton]] and other energy weapons.
*A Security Records computer for changing the records when you're far from the [[Security (place)#Destiny|main department]].
*A brig chute, for conveniently transporting prisoners halfway across the ship.
*A [[Security Objects#Security Records|Security Records computer]] for changing the records when you're far from the [[Security (place)#Destiny|main department]].


==Maintenance Information==
==Maintenance Information==
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The APC for this room is in the maintenance room above it.
The APC for this room is in the maintenance room above it.


The wire for said APC is in the same maintenance room.
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|Access=Security}}
|Access=Security}}


This '''Security Checkpoint''' is a small guard outpost <strike>where traitors with electromagnetic cards can loot sec gear</strike> where the [[Security Officer|boys in red]] can play Space TSA and do some last minute customs duty before the shuttle arrives. It features:
This '''Security Checkpoint''' is a small guard outpost where the [[Security Officer|Space Mall Cops]] can play Space TSA and do some last minute customs duty before the shuttle arrives. It features:


*Some sort of guardroom, where you can <strike>snooze while looking like you're doing your job</strike> comfortably sit and watch over [[Escape Arm#Clarion|Escape]] in safety.
*Some sort of guardroom, where you can <strike>snooze while looking like you're doing your job</strike> comfortably sit and watch over [[Escape Arm#Clarion|Escape]] in safety. Comes with two chairs and a free [[General Objects#Cigarette Packet|"odd cigarette packet"]]!
*A Security equipment locker, loaded with [[Security Officer#Your Gear|essential gear]].
*A [[Security Objects#Security Weapons Vendor|security weapons vendor]], which gives you gear if you give it [[Security Objects#Requisition Token|sec tokens]].
*A Security Records computer for changing the records when you're far from the [[Security (place)#Destiny|main department]].
*A [[Security Objects#Security Equipment Locker|Security equipment locker]], which comes with a [[Security Objects#Flash|flash]], a [[Security Objects#Barrier|barrier]], and a spare Security Officer uniform. Useful if <strike>if you're a traitor with an [[Syndicate Items#EMAG|electromagnetic card]] looking to imitate Sec</strike> some rascal steals your clothes.
*A computer hooked up to the Security Camera network for being a Big Brother for all the crew.
*A [[Security Objects#Security Records|Security Records computer]] for changing the records when you're far from the [[Security (place)#Destiny|main department]].
*A [[Security Objects#Security Cameras|computer hooked up to the Security Camera network]] for being a Big Brother for all the crew.
*Various papers and stamps for pretend passports and other migration papers. Re-enact your favorite dystopian immigration inspection officer simulator!
*Various papers and stamps for pretend passports and other migration papers. Re-enact your favorite dystopian immigration inspection officer simulator!


==Maintenance Information==
This room has no vent.
This room shares an APC with the [[Escape Arm#Clarion|Escape Shuttle Hallway]].
Said APC gets its power from a wire in the tiny [[maintenance]] above the [[Escape Arm#Clarion|Escape Shuttle Hallway]]. This wire runs under the main public hallway leading into the [[Escape Arm#Clarion|Escape Shuttle Hallway]].
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'''Security Checkpoints''' are small guard outposts in the station, supposedly for [[Security Officer]]s to man. Each stocked with a locker of [[Security Objects|Sec gear]], a recharger, and a [[Security Objects#Security Records|Security records computer]]. There are two, one near [[Engineering#Cogmap1|Engineering]], and one in Arrivals.  
'''Security Checkpoints''' are small guard outposts in the station, supposedly for [[Security Officer]]s to man. Each stocked with a locker of [[Security Objects|Sec gear]], a recharger, and a [[Security Objects#Security Records|Security records computer]]. There are two, one near [[Engineering#Cogmap1|Engineering]], and one in Arrivals.  


The Arrivals Checkpoint comes with an [[Computers#ID Computer|ID console]], mostly so that the [[Head of Personnel]] and/or [[Head of Security]] can change people's access levels. Meanwhile, the Cargo Checkpoint comes with miniature version of the [[Brig#Linemap|Brig]], complete with a chute for ejecting prisoners.  
The Arrivals Checkpoint comes with an [[Computers#ID Computer|ID console]], mostly so that the [[Head of Personnel]] and/or [[Head of Security]] can change people's access levels. Meanwhile, the Cargo Checkpoint comes with a miniature version of the [[Brig#Linemap|Brig]], complete with a chute for ejecting prisoners.  


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This '''Arrivals Security Checkpoint''' is a small guard outpost in [[Escape Arm#Mushroom|the Shuttle Bay]] where [[Security Officer]]s go to keep watch on whoever's coming in and out of the [[Pod Bay#Mushroom|station hangar]]. Or spy on the rest of the station via the cameras. Because of the [[Computer#ID Computer|ID Computer]] here, [[Head of Personnel|HoPs]] sometimes use this as their [[Customs]] station.
This '''Arrivals Security Checkpoint''' is a small guard outpost in [[Escape Arm#Mushroom|the Shuttle Bay]] where [[Security Officer]]s go to keep watch on whoever's coming in and out of the [[Pod Bay#Mushroom|station hangar]]. Or spy on the rest of the station via the cameras. Because of the [[Computer#ID Computer|ID Computer]] here, [[Head of Personnel|HoPs]] sometimes use this as their [[Customs]] station.


On weekdays, on certain times of the day, there may be an space bee of unusual sassyness and grumpiness manning this outpost. Do not be afraid. Despite its unwelcoming countenance, it loves hugs and bee treats as much as any other greater domestic space bee, especially [[Syndicate Items|certain fine delicacies]].
On weekdays, at certain times of the day, there may be an space bee of unusual sassyness and grumpiness manning this outpost. Do not be afraid. Despite its unwelcoming countenance, it loves hugs and bee treats as much as any other greater domestic space bee, especially [[Syndicate Items|certain fine delicacies]].


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|Access=Security}}
|Access=Security}}


The '''Arrivals Security Checkpoint''' is a small guard outpost in [[Escape Arm#Donut 2|the Shuttle Bay]] where [[Security Officer|Security Officers]] and the like are apparently supposed to keep an eye on who's going to, from, through, and near the general [[Shuttle Bay#Donut 2|Shuttle Bay area]]. It is absolutely never actually used for that purpose, but [[Security Officer|officers]] like it anyways because they can [[Security Objects#Recharger|recharge]] their without having to walk all the way back to [[Security (place)#Donut 2|Security]].  
The '''Arrivals Security Checkpoint''' is a small guard outpost in [[Escape Arm#Donut 2|the Shuttle Bay]] where [[Security Officer|Security Officers]] and the like are apparently supposed to keep an eye on who's going to, from, through, and near the general [[Shuttle Bay#Donut 2|Shuttle Bay area]]. It is absolutely never actually used for that purpose, but [[Security Officer|officers]] like it anyways because they can [[Security Objects#Recharger|recharge]] there without having to walk all the way back to [[Security (place)#Donut 2|Security]].  


Because of the [[Computer#ID Computer|ID Computer]] here, [[Head of Personnel|HoPs]] sometimes sets up shop here as well. In addition, on certain times on certain days of the week, you may find an space bee of unusual size sleeping here. Do not be alarmed; it's just doing its job and is supposed to be here. Behind its grumpy countenance is a benevolent soul, with a hearty love of hugs, food, bubble baths, and [[Syndicate Items|fine electronics]].
Because of the [[Computer#ID Computer|ID Computer]] here, [[Head of Personnel|HoPs]] sometimes sets up shop here as well. In addition, at certain times on certain days of the week, you may find an space bee of unusual size sleeping here. Do not be alarmed; it's just doing its job and is supposed to be here. Behind its grumpy countenance is a benevolent soul, with a hearty love of hugs, food, bubble baths, and [[Syndicate Items|fine electronics]].
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|Function=A place to sit while traitors run rampant across the station.
|Function=A place to sit while traitors run rampant across the station.
|Picture=OshanEscapeHallwaySecurityCheckpointV2.png
|Picture=OshanEscapeHallwaySecurityCheckpointV2.png
|Access=[[Head of Security]], [[Security Officer]], [[Detective]], [[Vice Officer]]}}
|Access=[[Head of Security]], [[Security Officer]], [[Detective]]}}


'''Security Checkpoints''' are small outposts across the station where <strike>traitors with electromagnetic cards can loot sec gear</strike> [[Security Officer|Security Officers]] can [[Security Objects#Recharger|recharge]] their weapons and restock on supplies without having to travel all the way to the [[Security (place)#Oshan|main Security Department]], among other things. There's one in [[Escape Arm#Oshan|Escape]], another east of [[Medbay#Oshan|Medbay]], and a third above the [[Bar#Oshan|Bar]], each with slightly different amenities:
'''Security Checkpoints''' are small outposts across the station where [[Security Officer|Security Officers]] can [[Security Objects#Recharger|recharge]] their weapons and restock on supplies without having to travel all the way to the [[Security (place)#Oshan|main Security Department]], among other things. There's one in [[Escape Arm#Oshan|Escape]], another east of [[Medbay#Oshan|Medbay]], and a third above the [[Bar#Oshan|Bar]]. Each one has some form of [[Security Objects#Recharger|recharger]], along with slightly different amenities:
*'''West Hallway:''' Contains a cabinet of medical supplies all those nasty bar brawls, plus a [[Security Objects#Security Cameras|cameras monitor]] and Security equipment locker.
*'''West Hallway:''' Contains a cabinet of medical supplies all those nasty bar brawls, plus a [[Security Objects#Security Cameras|cameras monitor]], [[Security Objects#Security Weapons Vendor|Security Weapons Vendor]], and [[Security Objects#Security Equipment Locker|Security equipment locker]].
*'''Escape Hallway:''' Also has a medical cabinet, because fights before and during shuttle arrival are pretty nasty too. It has a Security equipment locker too, as well as a [[Security Objects#Security Computer|Security Computer]] and a [[Security Objects#Brig Chute|special red chute]] linked directly to the [[Brig#Oshan|Brig]].
*'''Escape Hallway:''' Also has a medical cabinet, because fights before and during shuttle arrival are pretty nasty too. It has a [[Security Objects#Security Equipment Locker|Security equipment locker]] and [[Security Objects#Security Weapons Vendor|Security Weapons Vendor]] too, as well as a cabinet of office supplies, a [[Security Objects#Security Computer|Security Computer]], and a [[Security Objects#Brig Chute|special red chute]] linked directly to the [[Brig#Oshan|Brig]].
*'''Medbay:''' No cabinet since it's right next to [[Medbay#Oshan|Medbay]], and instead of a Security equipment locker, it's a [[Security Objects#SecVend|SecVend]]. Still has a [[Security Objects#Brig Chute|brig chute]] and [[Security Objects#Security Computer|Security Computer]], plus an [[Computers#ID Computer|ID Computer]], apparently for the [[Head of Security|HoS]] or [[Head of Personnel|HoP]]. [[Security Officer]]s can't get much out of it besides a list of crew members, which they already have on their PDA.
*'''Medbay:''' No cabinet since it's right next to [[Medbay#Oshan|Medbay]], and instead of a Security equipment locker, it's a [[Security Objects#SecTech|SecTech]]. Still has a [[Security Objects#Security Weapons Vendor|Security Weapons Vendor]], [[Security Objects#Brig Chute|brig chute]], cabinet of office supplies, and [[Security Objects#Security Computer|Security Computer]], plus an [[Computers#ID Computer|ID Computer]], apparently for the [[Head of Security|HoS]] or [[Head of Personnel|HoP]]. [[Security Officer]]s can't get much out of it besides a list of crew members, which they already have on their PDA.


==Maintenance Information==
==Maintenance Information==
None of these checkpoints have air vents or injectors. But you're just be visiting them for a short while anyways, so it sort of doesn't matter.
None of these checkpoints have air vents or injectors. But you'll only be visiting them for a short while anyways, so it (hopefully) won't matter.


The APC for the West Hallway's checkpoint is in its top left corner, while the one for Medbay's is on the left wall. Escape Hallway Checkpoint doesn't have its own APC, since it's under the [[Escape Arm#Oshan|Escape Hallway's jurisdiction]].  
The APC for the West Hallway's checkpoint is in its top left corner, while the one for Medbay's is on the left wall. Escape Hallway Checkpoint doesn't have its own APC, since it's under the [[Escape Arm#Oshan|Escape Hallway's jurisdiction]].  
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|Function=[https://www.youtube.com/watch?v=DbBB1j5qAFs Papers, please.]
|Function=[https://www.youtube.com/watch?v=DbBB1j5qAFs Papers, please.]
|Picture=AtlasSecurityFoyerCheckpoint.png
|Picture=AtlasSecurityFoyerCheckpoint.png
|Access=[[Head of Security]], [[Security Officer]], [[Detective]], [[Vice Officer]], [[Lawyer]]}}
|Access=[[Head of Security]], [[Security Officer]], [[Detective]], [[Lawyer]]}}


The only way in and out of [[Security (place)#Atlas|Sectotzka's]] iron border is through this '''Security Foyer Checkpoint''' in the bottommost parts of the country. The checkpoint sees much traffic, and, unfortunately, much crime. [[Security Officer]]s, the [[Detective]], and occasionally [[Lawyer]]s go through it on a daily basis, and imprisoned criminals are typically released through a chute just outside the checkpoint. Speaking of criminals, the checkpoint attracts delinquents who bait personnel into attacking to "train" them and is often target of thieves who want to steal weapons used by the Sectotzkan [[Security Officer]]s.  
The only way in and out of [[Security (place)#Atlas|Sectotzka's]] iron border is through this '''Security Foyer Checkpoint''' in the bottommost parts of the country. The checkpoint sees much traffic, and, unfortunately, much crime. [[Security Officer]]s, the [[Detective]], and occasionally [[Lawyer]]s go through it on a daily basis, and imprisoned criminals are typically released through a chute just outside the checkpoint. Speaking of criminals, the checkpoint attracts delinquents who bait personnel into attacking to "train" them and is often target of thieves who want to steal weapons used by the Sectotzkan [[Security Officer]]s.  
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As the only thing standing between Sectotzka and the rest of Atlas, the checkpoint's inspector must reject or approve entrants based on the Ministry of Admissions's ever-changing standards. One day, it may allow anybody who's on the crew manifest to enter. The next day, it may suddenly require a booklet affirming their presence on the manifest and departmental allegiance and permit stamped by an [[Security Officer|Sectotzkan officer]]. Some days, the Ministry may require it have a reason, some days ID details, many days both.  
As the only thing standing between Sectotzka and the rest of Atlas, the checkpoint's inspector must reject or approve entrants based on the Ministry of Admissions's ever-changing standards. One day, it may allow anybody who's on the crew manifest to enter. The next day, it may suddenly require a booklet affirming their presence on the manifest and departmental allegiance and permit stamped by an [[Security Officer|Sectotzkan officer]]. Some days, the Ministry may require it have a reason, some days ID details, many days both.  


Standards respond to regional crises too. Bombings and theft may prompt random search policies, and particularly infamous crimes can result in the inspector getting involved in the manhunt. If a loathsome [[Pathology Research|bacterium]] with acute fevers, disorientation, and Shakespeare recital surfaces in [[Medbay#Atlas|Medistan]], the Ministry may require vaccination certificiates to ensure the disease does not reach Sectotzka and impair its [[Security Officer|law officers]].  
Standards respond to regional crises too. Bombings and theft may prompt random search policies, and particularly infamous crimes can result in the inspector getting involved in the manhunt.  
 
<!-- I love this joke too much to part with it - If a loathsome [[Pathology Research|bacterium]] with acute fevers, disorientation, and Shakespeare recital surfaces in [[Medbay#Atlas|Medistan]], the Ministry may require vaccination certificiates to ensure the disease does not reach Sectotzka and impair its [[Security Officer|law officers]]. -->


Along the way, the inspector may encounter a number of curious characters, including smugglers, vigilantes, members of an highly mysterious conspiracy that dates back to the construction of Atlas, and a [[Clown|strange fellow]] with a "passport" from "Clownistan", who may be more than meets the eye.
Along the way, the inspector may encounter a number of curious characters, including smugglers, vigilantes, members of an highly mysterious conspiracy that dates back to the construction of Atlas, and a [[Clown|strange fellow]] with a "passport" from "Clownistan", who may be more than meets the eye.
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|Function=[https://www.youtube.com/watch?v=DbBB1j5qAFs Papers, please.]
|Function=[https://www.youtube.com/watch?v=DbBB1j5qAFs Papers, please.]
|Picture=KondaruSecurityCheckpointAuxiliary.png
|Picture=KondaruSecurityCheckpointAuxiliary.png
|Access=[[Head of Security]], [[Security Officer]], [[Detective]], [[Vice Officer]], [[Lawyer]]}}
|Access=[[Head of Security]], [[Security Officer]], [[Detective]], [[Lawyer]]}}


Kondaru has three '''Security Checkpoints''', found by the [[Public_Market#Kondaru|mercantile dock]], [[Escape_Arm#Kondaru|escape arm]], and [[Pod_Bay#Kondaru|public pod bay]]. They all have standardized designs, with small tweaks for space. They each have a security records computer for prisoner processing, an ID computer for civilian processing, a weapons charger, a phone, and a [[Brig#Kondaru|Mini-Brig]] for detaining criminals. Obviously, the brigs are only small enough for one person. If you need to fit more people, the red chutes lead directly to [[Security#Kondaru|Security]]... just make sure you have an officer there ready to receive them, or you may end up with quite a problem on your hands.
Kondaru has three '''Security Checkpoints''', found by the [[Public_Market#Kondaru|mercantile dock]], [[Escape_Arm#Kondaru|escape arm]], and [[Pod_Bay#Kondaru|public pod bay]]. They all have standardized designs, with small tweaks for space. They each have a security records computer for prisoner processing, an ID computer for civilian processing, a weapons charger, a phone, and a [[Brig#Kondaru|Mini-Brig]] for detaining criminals. Obviously, the brigs are only big enough for one person. If you need to fit more people, the red chutes lead directly to [[Security (place)#Kondaru|Security]]... just make sure you have an officer there ready to receive them, or you may end up with quite a problem on your hands.


[[File:KondaruSecurityCheckpointEscape.png]]
[[File:KondaruSecurityCheckpointEscape.png]]

Latest revision as of 07:25, 2 February 2024

Security Checkpoints
Location

Cogmap2ArrivalsSecurityCheckpoint.png

A place to sit while traitors run rampant across the station.

Access

Security


Security Checkpoints are small guardposts that come with various amenities important to the boys in red. Each checkpoint has a desk with a chair to help you converse with the public in relative safety, a printer, an intercom panel tuned to the security channel, and a recharger.

There are checkpoints located at the following locations:

  • Arrivals: A basic checkpoint in Arrivals that offers a slight improvement over the basic amenities, in the form of a Security Equipment locker and a mail chute.
  • Escape Hallway: Another basic checkpoint just like the Arrivals one, located in the upper arm of Escape. Same amenities, but it has a Security Weapons Vendor.
  • Chapel: A moderately-sized outpost in the Public Garden below the Chapel, intended for safely and securely processing arrested criminals. In addition to the standard amenities, there's a Security Records computer for updating Security Records, a SecTech with spare handcuffs and flashes, a Security Weapons Vendor for exchanging requisition tokens for gear, a chute straight to Security, and a computer for making your very own Wanted posters.
  • Cargo: A moderately-sized outpost outside the Cargo Bay in the Public Market. Same amenities as Chapel checkpoint, but it also has a medical cabinet that has a random stock of basic medical supplies, generally less for fully healing injuries and more allowing you enough time to drag yourself over to Medbay for real treatment.
  • Pod Bay: The most well-equipped checkpoint in the station, standing stalwart over the public pod bay. Not only does it have both a SecTech, Security Weapons Vendor, AND a Security Equipment locker, it also has an ID computer, so the Head of Personnel can work here when Customs is blown up, as well as a Security Records computer, a Security Cameras computer, and another one of those computers that can make Wanted posters.
    • There is also a "Checkpoint Lockdown" switch to pull shutters over the checkpoints' doors and tables in case working next to a giant laser beam isn't working out too well.
    • There is also "PTL Doors" switch. On this station, the power transmission laser cuts through a central hallway, and that switch basically controls whether the PTL or hallway is blocked. One setting closes the nearby airlocks leading into the PTL and raises the shutters over the windows in front of the PTL, letting the beam go through, but blocking hallway traffic for most people. One switch setting pulls shutters down, blocking the beam's path, but it also opens the airlocks, letting people pass through once again.
      • These airlocks can only be opened by the Captain, though like all doors, they can be hacked. In addition, if one of them happens to be closed when the switch closes the airlocks, that door will be open rather than closed and stay that way.
Security Checkpoints
Location

CogmapArrivalsSecurityCheckpointNew.png

A place to sit while traitors run rampant across the station.

Access

Security


Security Checkpoints are small guard outposts in the station, each stocked with a security weapons vendor, a Security equipment locker with mostly Sec armor, a wall-mounted recharger, and a Security records computer. There are two, one near Cargo, and the other in Arrivals. Customs is technically a third one, but there really isn't anything for Security there.

The checkpoint in Arrivals also has an ID Computer. Security Officers won't get much mileage out of it besides the manifest printout (which they already have as a PDA app), but the Head of Security can use it to upgrade their and anyone else's ID access. Also, a very big space bee sometimes works here, which means it's instantly better than anything else on the station.

Meanwhile, the one in Cargo has a Mini-Brig. Not as cool as a big bee, but it can be useful, and it's much more secure than the main one.

Maintenance Information

Neither of these checkpoints have vents.

The APCs for both of these checkpoints are on the eastern wall.

The APC for the Arrivals Security Checkpoint gets power from a wire running under the only door in, which faces north. Same goes for the Cargo Security Checkpoint.

Security Checkpoints
Location

DestinySecurityCheckpoint.png

A place to sit while traitors run rampant across the station.

Access

Security


This Security Checkpoint is a small guard outpost in the far northern parts of the ship, above Escape and many crew quarters rooms. It is stocked with various amenities important to the boys and girls in red. It features:

Maintenance Information

There is no vent.

The APC for this room is in the maintenance room above it.

The wire for said APC is in the same maintenance room.

Security Checkpoints
Location

ClarionEscapeSecurityCheckpoint.png

Space TSA Checkpoint

Access

Security


This Security Checkpoint is a small guard outpost where the Space Mall Cops can play Space TSA and do some last minute customs duty before the shuttle arrives. It features:

Maintenance Information

This room has no vent.

This room shares an APC with the Escape Shuttle Hallway.

Said APC gets its power from a wire in the tiny maintenance above the Escape Shuttle Hallway. This wire runs under the main public hallway leading into the Escape Shuttle Hallway.

Security Checkpoints
Location

LinemapSecurityCheckpoint.png

Officers' naptime corner

Access

Security


Security Checkpoints are small guard outposts in the station, supposedly for Security Officers to man. Each stocked with a locker of Sec gear, a recharger, and a Security records computer. There are two, one near Engineering, and one in Arrivals.

The Arrivals Checkpoint comes with an ID console, mostly so that the Head of Personnel and/or Head of Security can change people's access levels. Meanwhile, the Cargo Checkpoint comes with a miniature version of the Brig, complete with a chute for ejecting prisoners.

Security Checkpoints
Location

MushroomCustoms.png

Officers' naptime corner

Access

Security


This Arrivals Security Checkpoint is a small guard outpost in the Shuttle Bay where Security Officers go to keep watch on whoever's coming in and out of the station hangar. Or spy on the rest of the station via the cameras. Because of the ID Computer here, HoPs sometimes use this as their Customs station.

On weekdays, at certain times of the day, there may be an space bee of unusual sassyness and grumpiness manning this outpost. Do not be afraid. Despite its unwelcoming countenance, it loves hugs and bee treats as much as any other greater domestic space bee, especially certain fine delicacies.

Security Checkpoints
Location

Donut2ArrivalsCheckpoint.png

Big bee enclosure.

Access

Security


The Arrivals Security Checkpoint is a small guard outpost in the Shuttle Bay where Security Officers and the like are apparently supposed to keep an eye on who's going to, from, through, and near the general Shuttle Bay area. It is absolutely never actually used for that purpose, but officers like it anyways because they can recharge there without having to walk all the way back to Security.

Because of the ID Computer here, HoPs sometimes sets up shop here as well. In addition, at certain times on certain days of the week, you may find an space bee of unusual size sleeping here. Do not be alarmed; it's just doing its job and is supposed to be here. Behind its grumpy countenance is a benevolent soul, with a hearty love of hugs, food, bubble baths, and fine electronics.

Security Checkpoints
Location

ChironSupplyDepotCheckpoint.png

Officers' naptime corner

Access

Head of Security, Security Officer, Detective


Supply Depot Checkpoint is a little place in, obviously, the Supply Depot that really should be named Supply Depot Outpost . It's never really used like a regular checkpoint (though, on a small station like Chiron, the idea could work); most officers prefer to go on patrol rather than do guard duty here.

That's not to say it isn't useful though. Sometimes it's nice to be able to use a recharger without having to go all the way back to Security; same for the extra locker of Sec gear. The brig chute's great too; being able to send someone to the Brig without having to escort them the whole way there makes things so much more secure and so much easier. And it's great to have a miniature backup version of the Brig in case the regular one's been broken into/destroyed/rendered unusable for whatever reason.

Maintenance Information

There is no vent.

The APC for this room is on the right wall, behind the locker of Security equiment.

Security Checkpoints
Location

OshanEscapeHallwaySecurityCheckpointV2.png

A place to sit while traitors run rampant across the station.

Access

Head of Security, Security Officer, Detective


Security Checkpoints are small outposts across the station where Security Officers can recharge their weapons and restock on supplies without having to travel all the way to the main Security Department, among other things. There's one in Escape, another east of Medbay, and a third above the Bar. Each one has some form of recharger, along with slightly different amenities:

Maintenance Information

None of these checkpoints have air vents or injectors. But you'll only be visiting them for a short while anyways, so it (hopefully) won't matter.

The APC for the West Hallway's checkpoint is in its top left corner, while the one for Medbay's is on the left wall. Escape Hallway Checkpoint doesn't have its own APC, since it's under the Escape Hallway's jurisdiction.

Security Checkpoints
Location

AtlasSecurityFoyerCheckpoint.png

Papers, please.

Access

Head of Security, Security Officer, Detective, Lawyer


The only way in and out of Sectotzka's iron border is through this Security Foyer Checkpoint in the bottommost parts of the country. The checkpoint sees much traffic, and, unfortunately, much crime. Security Officers, the Detective, and occasionally Lawyers go through it on a daily basis, and imprisoned criminals are typically released through a chute just outside the checkpoint. Speaking of criminals, the checkpoint attracts delinquents who bait personnel into attacking to "train" them and is often target of thieves who want to steal weapons used by the Sectotzkan Security Officers.

Though its role is huge, its accommodations are small, consisting nothing more than a simple metal desk (reinforced, of course) with paper, pencils, a clipboard, and, in the place of a handbook, a SecMate Computer, given under a trade agreement with the Non-Aligned Pact member United Command. In addition, inspectors for this checkpoint are chosen by lottery, in the name of impartiality and equality.

As the only thing standing between Sectotzka and the rest of Atlas, the checkpoint's inspector must reject or approve entrants based on the Ministry of Admissions's ever-changing standards. One day, it may allow anybody who's on the crew manifest to enter. The next day, it may suddenly require a booklet affirming their presence on the manifest and departmental allegiance and permit stamped by an Sectotzkan officer. Some days, the Ministry may require it have a reason, some days ID details, many days both.

Standards respond to regional crises too. Bombings and theft may prompt random search policies, and particularly infamous crimes can result in the inspector getting involved in the manhunt.


Along the way, the inspector may encounter a number of curious characters, including smugglers, vigilantes, members of an highly mysterious conspiracy that dates back to the construction of Atlas, and a strange fellow with a "passport" from "Clownistan", who may be more than meets the eye.

Maintenance Information

There is no vent. Even air requires an access permit to go through here.

The APC for this room is on the top left.

Security Checkpoints
Location

KondaruSecurityCheckpointAuxiliary.png

Papers, please.

Access

Head of Security, Security Officer, Detective, Lawyer


Kondaru has three Security Checkpoints, found by the mercantile dock, escape arm, and public pod bay. They all have standardized designs, with small tweaks for space. They each have a security records computer for prisoner processing, an ID computer for civilian processing, a weapons charger, a phone, and a Mini-Brig for detaining criminals. Obviously, the brigs are only big enough for one person. If you need to fit more people, the red chutes lead directly to Security... just make sure you have an officer there ready to receive them, or you may end up with quite a problem on your hands.

KondaruSecurityCheckpointEscape.png KondaruSecurityCheckpointMarket.png

Maintenance Information

None of the checkpoints have a vent.

The APCs on each are on the left wall. No, not the left wall of the mini-brig section.

Stationmap.png Locations on Cogmap2
General Arrivals · Emergency Storage B · Escape · Escape Pod Bay · Locker Room · Maintenance · Owlery · Main Hangar 1 & 2 · Net Cafe · Public Garden · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Quarters · Derelict Crew Quarters · Gym · Health Spa · Hydroponics · Janitor's Closet · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market Booths · Ranch · Shower Room · Staff Assistants' Quarters
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Security Checkpoints
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Auxiliary Storage · Medical Booth · Robot Depot
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Ore Processing / Refinery · Mining Department
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Storage A · Emergency Air Hookup · Mechanics Workshop · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Research Outpost · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Cogmap1
General Arrivals · Bathrooms · Crew Quarters A · Crew Quarters B · Emergency Storage · Escape · Locker Room · Maintenance · Owlery · Observatory · Main Hangar · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Lounge · Gym · Hydroponics · Information Office · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market · Ranch · Shower Room · Stock Market Room
Security Security · Armory · Beepsky's House · Brig · Dispatch · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Mini-Brig
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Medical Booth
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Robot Depot · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Mining Department · Ore Processing / Refinery · Routers
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Air Hookup · Mechanics Workshop · Primary Tool Storage · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Oshan Laboratory
General Arrivals · Crew Quarters A · Data Center · Emergency Storage A · Emergency Storage B · Escape Hallway · Information Office · Maintenance · Net Cafe · Observatory · Pod Bay · Tool Storage · Toilets · Waste Disposal
Civilian & Recreation Arcade · Bar · Bar Office · Barbershop · Catering Hangar · Catering Storage · Chapel · Clown Hole · Crew Lounge · Fitness Center · Hydroponics · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Nerd Dungeon · Public Market · Radio Lab · Ranch · Sauna · Shower Room · West Crew Lounge · Zen Garden
Security Security Department · Armory · Beepsky's House · Defendant's Chair · General Population · HoS Office · Interrogation Room · Processing Room · Secure Dock · Security Foyer · Solitary Cells · Courtroom · Detective's Office · Security Checkpoints
Command AI Chamber · AI Upload · Bridge · Captain's Quarters · Customs · Head of Personnel's Office · EVA · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Operating Theatre · Medbay Restroom · Medical Director's Office · Medical Storage · Monkey Dome · Morgue · Pharmacy · Pathology · Robotics · Treatment Cells
Research Research Sector · Artifact Lab · Chemistry · Computer Core · Research Dock · Research Director's Office · Robot Depot · Science Teleporter · Toxins Storage · Research Outpost · Research Outpost Hangar · Research Outpost Toxins Storage · Research Outpost Test Chamber · Toxins
Cargo & Mining Central Warehouse · Mining · Mining Dock · Quartermaster's Office · Refinery · Supply Lobby
Engineering Engineering · Chief Engineer's Office · Engineering Dock · Engineering Gas Storage · Engineering Storage · Inner Engineering · Power Room · Engineering EVA · Mechanic's Lab · Technical Storage
Off-Station Ghost Drone Factory · Listening Post · Sea Elevator · Seafloor · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Manta
General Arrivals · Crew Quarters A · Crew Quarters B · Crew Quarters C · Bathrooms · Escape · Maintenance · Submarine Bay (Port) · Submarine Bay (Starboard) · Waste Disposal
Civilian & Recreation Arcade · The Rising Tide/Bar · Barman's Office · Chapel · Chapel Office · Crematorium · Crew Lounge · Fitness Room · Garbage Garbs · Hydroponics · Janitor's Office · The Rusty Crab/Kitchen · Freezer · Sauna
Security Security Department · Security Foyer Checkpoint · Sec. Officers Quarters · Armory · Brig · Cell Block Control · General Population · Cell #1 · Solitary Confinement · Visitation · Head of Security's Office · Interrogation Room · Submarine Bay (Security) · Courtroom · Detective's Office · Detective's Bedroom · Beepsky's House
Command AI Upload Chamber · AI Upload Foyer Port · AI Upload Foyer Starboard · Bridge · Communications Office · Communications Office Bedroom · Captain's Office · Captain's Quarters · Head of Personnel's Office · Head of Personnel's Personal Quarters · Port Torpedo Bay · Starboard Torpedo Bay · EVA Storage · Teleporter Room
Medical Medbay · Medbay Lobby · Cloning · Medical Research · Morgue · Medbay Treatment Area · Cryo · Medbay Operating Theatre · Medbay Restroom · Robotics · Treatment Rooms · Medbay Staff Area · Medical Storage · Medical Director's Office
Research Research Sector · Artifact Lab · Chemistry · Pathology Research · Robot Depot · Research Director's Private Quarters · Research Restroom · Science Teleporter · Test Chamber
Cargo & Mining Mining · Submarine Bay (Mining) · Cargo Bay · Cargo Bay Office
Engineering Engineering · Engineering Break Room · Engineering Quarters · Engineering Restroom · Chief Engineer's Office · Engineering Storage · Engineering Control Room · Inner Engineering · Singularity Core · Engineering Power Room · Engineering Gas Storage · Mechanic's Lab · Technical Storage
Off-Station Abandoned Ship · Clown Hole · Ghost Drone Factory · Robot Trading Outpost · Sea Diner · Tunnel Snake Mining Rig · Seafloor · Syndicate Assault Vessel · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Kondaru
General Arrivals · Aviary · Bathrooms · Crew Quarters · Emergency Storage A · Escape Arm · Escape Dock · Gym · Nerd Dungeon · Pool · Public Market · Routing Cabinet · Routing Depot · Sauna · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Bar Office · Catering Storage · Chapel · Clown Hole · Hydroponics · Janitor Office · Janitor Supply Closet · Jazz Lounge · Kitchen · News Office · Public Podbay · Ranch
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Courtroom · Detective's Office · Security Checkpoints · Secure Hangar
Command Bridge · AI Chamber · AI Upload · Captain's Quarters · Command Pod Pad · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Podbay · Medical Booth · Medical Director's Office · Monkey Dome · Morgue · Operating Theatre · Pathology · Pharmacy · Robotics · Treatment Rooms
Research Artifact Lab · Chemistry · Plasma Research · Research Director's Office · Research Router · Robot Depot · Science Podbay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Warehouse · Ore Processing / Refinery · Mining Department · Mining Podbay
Engineering Chief Engineer's Office · Cold Loop · Engineering · Engineering Break Room · Engineering Gas Storage · Engineering Podbay · Power Room · Engine Room · Hot Loop · Mechanics Workshop · Power Transmission Laser · Pump Control Room · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory· Listening Post· Mining Outpost· Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality