Brig

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Security Area
The Brig
This is where regular offenders are put. It is the front face of the security sector at the fore (north) end of the station. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.

Just to the north of the control room is the Armory. To the northwest is the Prison Wing, and to the northeast is the Security Office. To the south is the Fore Primary Hallway. The door on the far right leads to the Courtroom.

Obvious exits South to Fore Primary Hallway,east to Courtroom, north west to Prison Wing, north west to Security Office
Purpose Holds prisoners
Access level Security
Noteworthy contents Criminal scum
Clearance Head of Security, Warden, Security Officer, Lawyer, Detective, and also all Heads of Staff
Security level Medium (Lawyers and Heads of Staff are allowed to come and go)
Style Jail
Balance Requirements
Other Notes
Locations on beestation



Warden's Office

This is the control room of the brig. It has a central location in the security sector, allowing the Warden to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig and the prison wing, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a desk facing the office for the Warden to distribute weapons to officers.

Timed Cells

The southern cells have timed locks on them, and it is the Warden's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement, which are both located to the northwest.

Most of the time, cells only have one person residing within them (when mass arrests are made the criminals are usually buckled to the chairs in the security lounge), and anyone within is rarely let out until their jail time is up. If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows.

Interrogation Room

This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a private discussion. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.

Evidence Lockers

Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Warden, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.

Gulag Shuttle and Consoles

On the west end of the brig is a shuttle that can ferry prisoners to a Labor Camp on Lavaland, commonly referred to as the "Gulag", where they can earn their freedom back through hard labour. This is meant to be a constructive alternative to the glass box of a Brig Cell, though effective sentence time can be difficult to calculate because of the random nature of mineral spawn. Some hardware is avaible to make prisoner transfer faster.

Gas Storage

In maintenance just outside the brig is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.

Security Area
The Brig
This is where regular offenders are put. It is the front face of the security sector at the fore (north) end of the station. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.

Just to the north of the control room is the Armory. To the northwest is the Prison Wing, and to the northeast is the Security Office. To the south is the Fore Primary Hallway. The door on the far right leads to the Courtroom.

Obvious exits South to Fore Primary Hallway, north east to Security Office, north to Prison Wing and Armory through Warden's Office, north west to maintenance through the medbay, west to Vault, Cargo, Primary Tool Storage and maintenance
Purpose Holds prisoners
Access level Security
Noteworthy contents Criminal scum
Clearance Head of Security, Warden, Security Officer, Lawyer, Detective, and also all Heads of Staff
Security level Medium (Lawyers and Heads of Staff are allowed to come and go)
Style Jail
Balance Requirements
Other Notes
Locations on beestation



Warden's Office

This is the control room of the brig. It has a central location in the security sector, allowing the Warden to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig and the prison wing, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a desk facing the office for the Warden to distribute weapons to officers.

Auxilliary Medbay

A small medbay is available in the west section of the brig, for when officers or prisoners get injured. In reality it only carries a medkit and some chemical bottles, and would mostly function as a miniature morgue for impromptu autopsies, but in REAL REALITY the medkit gets stolen by an overzealous officer and nobody acknowledges its existence.

Timed Cells and Jail

The southern cells have timed locks on them, and it is the Warden's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement, which are both located to the northwest. A Jail room is available for temporary residence for when the Warden is swamped with criminals to be processed following a raid by security in a department, or by a department into security.

If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows.

Interrogation Room

This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a private discussion. It has a side room for observation, but because of how sight works in this game, you will actually have to use the console to follow what's happening. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.

Evidence Lockers

Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Warden, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.

Gulag Shuttle and Consoles

On the west end of the brig is a shuttle that can ferry prisoners to a Labor Camp on Lavaland, commonly referred to as the "Gulag", where they can earn their freedom back through hard labour. This is meant to be a constructive alternative to the glass box of a Brig Cell, though effective sentence time can be difficult to calculate because of the random nature of mineral spawn. Some hardware is avaible to make prisoner transfer faster.

Gas Storage

In maintenance just outside the auxilliary medbay is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.

Security Area
The Brig
This is where regular offenders are put. It is the front face of the security sector at the fore (north) end of the station. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.

Just to the north of the control room is the Armory. To the northwest is the Prison Wing, and to the northeast is the Security Office. To the south is the Fore Primary Hallway. The door on the far right leads to the Courtroom.

Obvious exits South to Maintenance, north east to Prison Wing, Armory through Warden's Office, West to Central Primary Hallway.
Purpose Holds prisoners
Access level Security
Noteworthy contents Criminal scum
Clearance Head of Security, Warden, Security Officer, Lawyer, Detective, and also all Heads of Staff
Security level Medium (Lawyers and Heads of Staff are allowed to come and go)
Style Jail
Balance Requirements
Other Notes
Locations on beestation



Warden's Office

This is the control room of the brig. It has a central location in the security sector, allowing the Warden to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig and the prison wing, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a desk facing the office for the Warden to distribute weapons to officers.

Auxilliary Medbay

A small medbay is available in the west section of the brig, for when officers or prisoners get injured. In reality it only carries a medkit and some chemical bottles, and would mostly function as a miniature morgue for impromptu autopsies, but in REAL REALITY the medkit gets stolen by an overzealous officer and nobody acknowledges its existence.

Timed Cells and Jail

The southern cells have timed locks on them, and it is the Warden's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement, which are both located to the northwest. A Jail room is available for temporary residence for when the Warden is swamped with criminals to be processed following a raid by security in a department, or by a department into security.

If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows.

Interrogation Room

This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a private discussion. It has a side room for observation, but because of how sight works in this game, you will actually have to use the console to follow what's happening. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.



Evidence Lockers

Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Warden, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.

Gulag Shuttle and Consoles

On the west end of the brig is a shuttle that can ferry prisoners to a Labor Camp on Lavaland, commonly referred to as the "Gulag", where they can earn their freedom back through hard labour. This is meant to be a constructive alternative to the glass box of a Brig Cell, though effective sentence time can be difficult to calculate because of the random nature of mineral spawn. Some hardware is avaible to make prisoner transfer faster.

Gas Storage

In maintenance just outside the auxilliary medbay is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.

Security Area
The Brig
This is where regular offenders are put. It is the front face of the security sector at the fore (north) end of the station. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.

Just to the north of the control room is the Armory. To the northwest is the Prison Wing, and to the northeast is the Security Office. To the south is the Fore Primary Hallway. The door on the far right leads to the Courtroom.

Obvious exits South to Port Primary Hallway, north east to Prison Wing, Armory through Warden's Office, East to maintenance.
Purpose Holds prisoners
Access level Security
Noteworthy contents Criminal scum
Clearance Head of Security, Warden, Security Officer, Lawyer, Detective, and also all Heads of Staff
Security level Medium (Lawyers and Heads of Staff are allowed to come and go)
Style Jail
Balance Requirements
Other Notes
Locations on beestation



Warden's Office

This is the control room of the brig. It has a central location in the security sector, allowing the Warden to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig and the prison wing, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a desk facing the office for the Warden to distribute weapons to officers.

Auxilliary Medbay

A small medbay is available in the west section of the brig, for when officers or prisoners get injured. In reality it only carries a medkit and some chemical bottles, and would mostly function as a miniature morgue for impromptu autopsies, but in REAL REALITY the medkit gets stolen by an overzealous officer and nobody acknowledges its existence.

Timed Cells and Jail

The southern cells have timed locks on them, and it is the Warden's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement, which are both located to the northwest. A Jail room is available for temporary residence for when the Warden is swamped with criminals to be processed following a raid by security in a department, or by a department into security.

If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows.

Interrogation Room

This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a private discussion. It has a side room for observation, but because of how sight works in this game, you will actually have to use the console to follow what's happening. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.



Evidence Lockers

Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Warden, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.

Gulag Shuttle and Consoles

On the west end of the brig is a shuttle that can ferry prisoners to a Labor Camp on Lavaland, commonly referred to as the "Gulag", where they can earn their freedom back through hard labour. This is meant to be a constructive alternative to the glass box of a Brig Cell, though effective sentence time can be difficult to calculate because of the random nature of mineral spawn. Some hardware is avaible to make prisoner transfer faster.

Gas Storage

In maintenance just outside the auxilliary medbay is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.

Security Area
The Brig
This is where regular offenders are put. It is the front face of the security sector at the fore (north) end of the station. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.

Just to the west of the control room is the Armory. To the east are the labour shuttle docks and cells to hold prisonners, the Prison Wing is located on an asteroid South East of the Station. and to the North is the Security Office.

Obvious exits South and North to the Primary Hallway, North West to Maintenance.
Purpose Holds prisoners
Access level Security
Noteworthy contents Criminal scum
Clearance Head of Security, Warden, Security Officer, Lawyer, Detective, and also all Heads of Staff
Security level Medium (Lawyers and Heads of Staff are allowed to come and go)
Style Jail
Balance Requirements
Other Notes
Locations on beestation



Warden's Office

This is the control room of the brig. It has a central location in the security sector, allowing the Warden to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig and the prison wing, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a desk facing the office for the Warden to distribute weapons to officers.

Auxilliary Medbay

A small medbay is available in the west section of the brig, for when officers or prisoners get injured. In reality it only carries a medkit and some chemical bottles, and would mostly function as a miniature morgue for impromptu autopsies, but in REAL REALITY the medkit gets stolen by an overzealous officer and nobody acknowledges its existence.

Timed Cells and Jail

The southern cells have timed locks on them, and it is the Warden's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement, which are both located to the northwest. A Jail room is available for temporary residence for when the Warden is swamped with criminals to be processed following a raid by security in a department, or by a department into security.

If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows.

Interrogation Room

This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a private discussion. It has a side room for observation, but because of how sight works in this game, you will actually have to use the console to follow what's happening. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's.

Evidence Lockers

Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Warden, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.

Gulag Shuttle and Consoles

On the west end of the brig is a shuttle that can ferry prisoners to a Labor Camp on Lavaland, commonly referred to as the "Gulag", where they can earn their freedom back through hard labour. This is meant to be a constructive alternative to the glass box of a Brig Cell, though effective sentence time can be difficult to calculate because of the random nature of mineral spawn. Some hardware is avaible to make prisoner transfer faster.

Gas Storage

In maintenance just outside the auxilliary medbay is a small N2O storage closet that can be used to quell riots. It requires Armory access to use.

General Recreational Medical Logistics Science Engineering Security Command Upkeep Outside