Prison Wing: Difference between revisions

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{{Needs revision
|reason = is that spacewalk in prison break even doable now?
}}
<tabs>
<tabs>
<tab name="BoxStation">
<tab name="BoxStation">
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Why the caginess? A normal [[Asimov]]-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and [[cyborg]]s to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).
Why the caginess? A normal [[Asimov]]-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and [[cyborg]]s to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).
==The Escape Pod==
No, this is not for you, the greytider. This is for [[Shitcurity|the station's finest]] to use in their darkest moments. If it were up to me, I would have put a ballistic glass window right there, behind the washing machine, so that your existence would have a meaning: to amuse some hardworking crewmembers after a really bad shift, as you scratch and scream for salvation. I guess a normal, run-of-the-mill wall will have to do...


==Prison Break==
==Prison Break==
Line 47: Line 40:


The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.
The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.
</tab>
</tab>
<tab name="MetaStation">
<tab name="MetaStation">
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Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A [[Syndicate_Items#uplink_implant|uplink implant]] can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of [[Syndicate_Items#Plastic_Explosive_charge_(C4)|c4]] or a [[Syndicate_Items#Fully_Loaded_Toolbox|box of tools]] for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.
Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A [[Syndicate_Items#uplink_implant|uplink implant]] can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of [[Syndicate_Items#Plastic_Explosive_charge_(C4)|c4]] or a [[Syndicate_Items#Fully_Loaded_Toolbox|box of tools]] for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.


If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head left; if you move fast and know the exact route you are going, you can run around the station, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish [[Warden]] left you with some items, or if you have a buddy in perma.
If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish [[Warden]] left you with some items, or if you have a buddy in perma.


Lucky prisoners will be freed by a ''Gr3y.T1d3 virus'' that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.
Lucky prisoners will be freed by a ''Gr3y.T1d3 virus'' that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.


The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.
The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.
</tab>
<tab name="DeltaStation">
{{Location
|headerbgcolor=darkred
|headerfontcolor=white
|imagebgcolor=#ff9999
|name=Prison Wing
|image=DeltaPrisonWing.png
|big_image=[[DeltaPrisonWing.png]]
|department=Security
|exits=Southwest to [[Brig]], East to [[Space]].
|purpose=Stores the scum of the station
|access=
|contents=A library computer, an electropack, few lethal injection syringes, a straight-jacket, a muzzle and a soap
|clearance=[[Captain]], [[Head of Security]], [[Warden]], [[Security Officer]]
|description=Life in prison without parole is a shitload worse than death. Death is parole. Death is mercy.
|sec_level=High
|style=Prison
|balance=--
|other=--
}}


If you've fucked up big time this is where Security will put you. This "luxurious suite" is a shared living space among all those sentenced to life imprisonment. Includes a washroom, toilet, a laundry, a book printer, some dirt piles and machines for gardening, and vending machines. All red doors here require Holding Cells access to open, thus excluding the [[Detective]], [[Lawyer]]s and non-security [[Heads of Staff]].
Each cell is equipped with a wall-mounted flasher, and blast doors that can be used during prisoner transfers, or as a way to isolate trouble inmates.
==Insanity Ward==
This soothing white room contains straitjackets and muzzles to disable crewmates who <del>won't shut up</del> are a danger to themselves. Expect this room to never be used except for the 1% of rounds someone makes falsewalls to perma through it.
==The Prisoner "Transfer" Center==
Through the dark, nasty corridor, this is the place with no cameras where prisoners are ''transferred to another place'' so they can't do any more harm to anyone... In other words, eliminated through [[CO2]], a [[lethal injection syringe]] or oldskool punching-your-face-to-mush.
Why the caginess? A normal [[Asimov]]-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and [[cyborg]]s to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).
==Prison Break==
Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A [[Syndicate_Items#uplink_implant|uplink implant]] can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of [[Syndicate_Items#Plastic_Explosive_charge_(C4)|c4]] or a [[Syndicate_Items#Fully_Loaded_Toolbox|box of tools]] for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.
If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish [[Warden]] left you with some items, or if you have a buddy in perma.
Lucky prisoners will be freed by a ''Gr3y.T1d3 virus'' that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.
The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.
</tab>
<tab name="PubbyStation">
{{Location
|headerbgcolor=darkred
|headerfontcolor=white
|imagebgcolor=#ff9999
|name=Prison Wing
|image=PubbyPrisonwing.png
|big_image=[[PubbyPrisonwing.png]]
|department=Security
|exits=Southeast to [[Brig]], Southwest to [[Maintenance]].
|purpose=Stores the scum of the station
|access=
|contents=A library computer, an electropack, few lethal injection syringes, a straight-jacket, a muzzle and a soap
|clearance=[[Captain]], [[Head of Security]], [[Warden]], [[Security Officer]]
|description=Life in prison without parole is a shitload worse than death. Death is parole. Death is mercy.
|sec_level=High
|style=Prison
|balance=--
|other=--
}}
If you've fucked up big time this is where Security will put you. This "luxurious suite" is a shared living space among all those sentenced to life imprisonment. Includes a washroom, toilet, a laundry, a book printer, some dirt piles and machines for gardening, and vending machines. All red doors here require Holding Cells access to open, thus excluding the [[Detective]], [[Lawyer]]s and non-security [[Heads of Staff]].
Each cell is equipped with a wall-mounted flasher, and blast doors that can be used during prisoner transfers, or as a way to isolate trouble inmates.
==Insanity Ward==
This soothing white room contains straitjackets and muzzles to disable crewmates who <del>won't shut up</del> are a danger to themselves. Expect this room to never be used except for the 1% of rounds someone makes falsewalls to perma through it.
==The Prisoner "Transfer" Center==
Through the dark, nasty corridor, this is the place with no cameras where prisoners are ''transferred to another place'' so they can't do any more harm to anyone... In other words, eliminated through [[CO2]], a [[lethal injection syringe]] or oldskool punching-your-face-to-mush.
Why the caginess? A normal [[Asimov]]-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and [[cyborg]]s to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).
==Prison Break==
Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A [[Syndicate_Items#uplink_implant|uplink implant]] can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of [[Syndicate_Items#Plastic_Explosive_charge_(C4)|c4]] or a [[Syndicate_Items#Fully_Loaded_Toolbox|box of tools]] for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.
If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish [[Warden]] left you with some items, or if you have a buddy in perma.
Lucky prisoners will be freed by a ''Gr3y.T1d3 virus'' that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.
The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.
</tab>
<tab name="FlandStation">
{{Location
|headerbgcolor=darkred
|headerfontcolor=white
|imagebgcolor=#ff9999
|name=Prison Wing
|image=FlandPrisonwing.png
|big_image=[[FlandPrisonwing.png]]
|department=Security
|exits=FlandStation's prison wing is located on an asteroid in [[space]]. Good luck finding an exit soldier.
|purpose=Stores the scum of the station
|access=
|contents=A library computer, an electropack, few lethal injection syringes, a straight-jacket, a muzzle and a soap
|clearance=[[Captain]], [[Head of Security]], [[Warden]], [[Security Officer]]
|description=Life in prison without parole is a shitload worse than death. Death is parole. Death is mercy.
|sec_level=High
|style=Prison
|balance=--
|other=--
}}
If you've fucked up big time this is where Security will put you. This "luxurious suite" is a shared living space among all those sentenced to life imprisonment. Includes a washroom, toilet, a laundry, a book printer, some dirt piles and machines for gardening, and vending machines. All red doors here require Holding Cells access to open, thus excluding the [[Detective]], [[Lawyer]]s and non-security [[Heads of Staff]].
Each cell is equipped with a wall-mounted flasher, and blast doors that can be used during prisoner transfers, or as a way to isolate trouble inmates.
==Insanity Ward==
This soothing white room contains straitjackets and muzzles to disable crewmates who <del>won't shut up</del> are a danger to themselves. Expect this room to never be used except for the 1% of rounds someone makes falsewalls to perma through it.
==The Prisoner "Transfer" Center==
Through the dark, nasty corridor, this is the place with no cameras where prisoners are ''transferred to another place'' so they can't do any more harm to anyone... In other words, eliminated through [[CO2]], a [[lethal injection syringe]] or oldskool punching-your-face-to-mush.
Why the caginess? A normal [[Asimov]]-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and [[cyborg]]s to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).
==Prison Break==
Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A [[Syndicate_Items#uplink_implant|uplink implant]] can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of [[Syndicate_Items#Plastic_Explosive_charge_(C4)|c4]] or a [[Syndicate_Items#Fully_Loaded_Toolbox|box of tools]] for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.
If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish [[Warden]] left you with some items, or if you have a buddy in perma.
Lucky prisoners will be freed by a ''Gr3y.T1d3 virus'' that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.
The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.
</tab>
</tab>
</tabs>
</tabs>
{{Locations}}
{{Locations}}
[[Category: Locations]]
[[Category: Locations]]

Latest revision as of 15:25, 17 October 2022

Security Area
Prison Wing
Life in prison without parole is a shitload worse than death. Death is parole. Death is mercy.
Obvious exits South to Brig
Purpose Stores the scum of the station
Access level
Noteworthy contents A library computer, an electropack, few lethal injection syringes, a straight-jacket, a muzzle and a soap
Clearance Captain, Head of Security, Warden, Security Officer
Security level High
Style Prison
Balance Requirements
Other Notes
Locations on beestation



If you've fucked up big time this is where Security will put you. This "luxurious suite" is a shared living space among all those sentenced to life imprisonment. Includes a washroom, toilet, a laundry, a book printer, some dirt piles and machines for gardening, and vending machines. All red doors here require Holding Cells access to open, thus excluding the Detective, Lawyers and non-security Heads of Staff.

Each cell is equipped with a wall-mounted flasher, and blast doors that can be used during prisoner transfers, or as a way to isolate trouble inmates.

Insanity Ward

This soothing white room contains straitjackets and muzzles to disable crewmates who won't shut up are a danger to themselves. Expect this room to never be used except for the 1% of rounds someone makes falsewalls to perma through it.

The Prisoner "Transfer" Center

Through the dark, nasty corridor, this is the place with no cameras where prisoners are transferred to another place so they can't do any more harm to anyone... In other words, eliminated through CO2, a lethal injection syringe or oldskool punching-your-face-to-mush.

Why the caginess? A normal Asimov-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and cyborgs to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).

Prison Break

Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A uplink implant can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of c4 or a box of tools for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.

If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish Warden left you with some items, or if you have a buddy in perma.

Lucky prisoners will be freed by a Gr3y.T1d3 virus that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.

The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.

Security Area
Prison Wing
Life in prison without parole is a shitload worse than death. Death is parole. Death is mercy.
Obvious exits South to Brig
Purpose Stores the scum of the station
Access level
Noteworthy contents A library computer, an electropack, few lethal injection syringes, a straight-jacket, a muzzle and a soap
Clearance Captain, Head of Security, Warden, Security Officer
Security level High
Style Prison
Balance Requirements
Other Notes
Locations on beestation



If you've fucked up big time this is where Security will put you. This "luxurious suite" is a shared living space among all those sentenced to life imprisonment. Includes a washroom, toilet, a laundry, a book printer, some dirt piles and machines for gardening, and vending machines. All red doors here require Holding Cells access to open, thus excluding the Detective, Lawyers and non-security Heads of Staff.

Each cell is equipped with a wall-mounted flasher, and blast doors that can be used during prisoner transfers, or as a way to isolate trouble inmates.

Insanity Ward

This soothing white room contains straitjackets and muzzles to disable crewmates who won't shut up are a danger to themselves. Expect this room to never be used except for the 1% of rounds someone makes falsewalls to perma through it.

The Prisoner "Transfer" Center

Through the dark, nasty corridor, this is the place with no cameras where prisoners are transferred to another place so they can't do any more harm to anyone... In other words, eliminated through CO2, a lethal injection syringe or oldskool punching-your-face-to-mush.

Why the caginess? A normal Asimov-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and cyborgs to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).

The Escape Pod

No, this is not for you, the greytider. This is for the station's finest to use in their darkest moments. If it were up to me, I would have put a ballistic glass window right there, behind the washing machine, so that your existence would have a meaning: to amuse some hardworking crewmembers after a really bad shift, as you scratch and scream for salvation. I guess a normal, run-of-the-mill wall will have to do...

Prison Break

Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A uplink implant can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of c4 or a box of tools for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.

If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish Warden left you with some items, or if you have a buddy in perma.

Lucky prisoners will be freed by a Gr3y.T1d3 virus that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.

The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.

Security Area
Prison Wing
Life in prison without parole is a shitload worse than death. Death is parole. Death is mercy.
Obvious exits Southwest to Brig, East to Space.
Purpose Stores the scum of the station
Access level
Noteworthy contents A library computer, an electropack, few lethal injection syringes, a straight-jacket, a muzzle and a soap
Clearance Captain, Head of Security, Warden, Security Officer
Security level High
Style Prison
Balance Requirements
Other Notes
Locations on beestation



If you've fucked up big time this is where Security will put you. This "luxurious suite" is a shared living space among all those sentenced to life imprisonment. Includes a washroom, toilet, a laundry, a book printer, some dirt piles and machines for gardening, and vending machines. All red doors here require Holding Cells access to open, thus excluding the Detective, Lawyers and non-security Heads of Staff.

Each cell is equipped with a wall-mounted flasher, and blast doors that can be used during prisoner transfers, or as a way to isolate trouble inmates.

Insanity Ward

This soothing white room contains straitjackets and muzzles to disable crewmates who won't shut up are a danger to themselves. Expect this room to never be used except for the 1% of rounds someone makes falsewalls to perma through it.

The Prisoner "Transfer" Center

Through the dark, nasty corridor, this is the place with no cameras where prisoners are transferred to another place so they can't do any more harm to anyone... In other words, eliminated through CO2, a lethal injection syringe or oldskool punching-your-face-to-mush.

Why the caginess? A normal Asimov-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and cyborgs to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).

Prison Break

Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A uplink implant can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of c4 or a box of tools for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.

If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish Warden left you with some items, or if you have a buddy in perma.

Lucky prisoners will be freed by a Gr3y.T1d3 virus that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.

The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.

Security Area
Prison Wing
Life in prison without parole is a shitload worse than death. Death is parole. Death is mercy.
Obvious exits Southeast to Brig, Southwest to Maintenance.
Purpose Stores the scum of the station
Access level
Noteworthy contents A library computer, an electropack, few lethal injection syringes, a straight-jacket, a muzzle and a soap
Clearance Captain, Head of Security, Warden, Security Officer
Security level High
Style Prison
Balance Requirements
Other Notes
Locations on beestation



If you've fucked up big time this is where Security will put you. This "luxurious suite" is a shared living space among all those sentenced to life imprisonment. Includes a washroom, toilet, a laundry, a book printer, some dirt piles and machines for gardening, and vending machines. All red doors here require Holding Cells access to open, thus excluding the Detective, Lawyers and non-security Heads of Staff.

Each cell is equipped with a wall-mounted flasher, and blast doors that can be used during prisoner transfers, or as a way to isolate trouble inmates.

Insanity Ward

This soothing white room contains straitjackets and muzzles to disable crewmates who won't shut up are a danger to themselves. Expect this room to never be used except for the 1% of rounds someone makes falsewalls to perma through it.

The Prisoner "Transfer" Center

Through the dark, nasty corridor, this is the place with no cameras where prisoners are transferred to another place so they can't do any more harm to anyone... In other words, eliminated through CO2, a lethal injection syringe or oldskool punching-your-face-to-mush.

Why the caginess? A normal Asimov-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and cyborgs to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).

Prison Break

Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A uplink implant can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of c4 or a box of tools for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.

If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish Warden left you with some items, or if you have a buddy in perma.

Lucky prisoners will be freed by a Gr3y.T1d3 virus that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.

The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.

Security Area
Prison Wing
Life in prison without parole is a shitload worse than death. Death is parole. Death is mercy.
Obvious exits FlandStation's prison wing is located on an asteroid in space. Good luck finding an exit soldier.
Purpose Stores the scum of the station
Access level
Noteworthy contents A library computer, an electropack, few lethal injection syringes, a straight-jacket, a muzzle and a soap
Clearance Captain, Head of Security, Warden, Security Officer
Security level High
Style Prison
Balance Requirements
Other Notes
Locations on beestation



If you've fucked up big time this is where Security will put you. This "luxurious suite" is a shared living space among all those sentenced to life imprisonment. Includes a washroom, toilet, a laundry, a book printer, some dirt piles and machines for gardening, and vending machines. All red doors here require Holding Cells access to open, thus excluding the Detective, Lawyers and non-security Heads of Staff.

Each cell is equipped with a wall-mounted flasher, and blast doors that can be used during prisoner transfers, or as a way to isolate trouble inmates.

Insanity Ward

This soothing white room contains straitjackets and muzzles to disable crewmates who won't shut up are a danger to themselves. Expect this room to never be used except for the 1% of rounds someone makes falsewalls to perma through it.

The Prisoner "Transfer" Center

Through the dark, nasty corridor, this is the place with no cameras where prisoners are transferred to another place so they can't do any more harm to anyone... In other words, eliminated through CO2, a lethal injection syringe or oldskool punching-your-face-to-mush.

Why the caginess? A normal Asimov-lawset AI is required by its laws to stop any harm, even if it's being directed at the most murderboning antagonist. The smarty-pants of Nanotrasen have thus come up with a brilliant plan of telling a small white lie to the AI to commit one harm to save dozens of lives from further harm. Nevertheless, expect AIs and cyborgs to make it their round's goal to "accidentally" discover the purpose of this room (note, this is meta and frowned upon by admins).

Prison Break

Generally, escape from the permabrig is impossible without outside help. However, a prepared traitor can escape easily. A uplink implant can be smuggled unseen after injection and will give you enough crystals to buy a space suit and a piece of c4 or a box of tools for a quick getaway should you be captured; however, that will use up all but one of your crystals, so you will need to accomplish your mission with minimal Syndicate gear.

If you didn't plan ahead, you can smash the window open with botany tools, use a shard of glass to break the electrified grille, and in your pockets and hands carry some sodas. Run out of the window and head right; if you move fast and know the exact route you are going, you can run around the ship, past solars, and make it back to the Escape airlocks and get on the station before you die. It helps if a foolish Warden left you with some items, or if you have a buddy in perma.

Lucky prisoners will be freed by a Gr3y.T1d3 virus that can occasionally infect Security's computer network. All doors will be bolted open, timers will be reset and the lights will go out. It's the perfect opportunity to make a quick getaway.

The final way to escape is to lure someone inside, use the bar of soap to slip them, take their stun baton and stun them, then strip and kill them, and use their ID to escape. Remember to take their radio off first or you will get dog-piled by backup.

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