Interrogation Room
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 | |
Location | |
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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 | |
Location | |
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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. The Security-only windowdoor will provide you some safety, and hearty RP will supply the rest.
Interrogation Room | |
Location | |
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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 | |
Location | |
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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 anything 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. Technically, any room can be used as an Interrogation Room, but this one is special. Not only does it house the Port-a-Brig and have the most donuts, but it's also near the entrance to the Defendant's Chair, so that the judge and lawyers can probe criminals some more when Security's done with them.
Maintenance Information
There is no vent.
The APC for this room is on its top wall.
Interrogation Room | |
Location | |
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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 and a locker of office supplies, 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.
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.