International Police Head Quarters
Jan 29, 2015 15:13:22 GMT -5
Mimoza 'Mimi' Schorl, Izumi Yamamura, and 4 more like this
Post by Engel Werner on Jan 29, 2015 15:13:22 GMT -5
INTERNATIONAL POLICE HEAD QUARTERS
THE HOME OF THE JUSTICE LEAGUE
THE INTERPOL HQ
[attr="class","interdesc"]Within the heart of Wizen City, among the clusters of skyscrapers and corporations, is the location of the International Police Head Quarters. Another skyscraper in a city of nothing but; the HQ is a sleek and modern recent addition to the Interpol branches. Given the newness of this sector, it currently stands as Interpol's most high tech and secure HQ. With Nue having only recently joined and accepted Interpol within it's region, the agents inside are mostly foreigners but locals have been quickly adding to their ranks as well.
Despite being the most up to date and modern addition to Interpol, the International Police Head Quarters of Wizen is actually reused from the days of being an old Pokemon League building. With the new establishment in Bayonada, all League personnel have transferred out of this building that was re-purposed for the new law enforcement. Due to having once been used by the League, the building has halls and rooms that are plenty large enough to allow some of the largest of Pokemon the ability to enter and wander about without much worry. The architecture and building's supports are far more superior than those of the neighboring skyscrapers in order to have once been able to support some of the heavy weight Pokemon that would be allowed inside. There are some rumors that a few Pokemon from the League have managed to stick around and wander the halls, but thats just a rumor.
Despite being the most up to date and modern addition to Interpol, the International Police Head Quarters of Wizen is actually reused from the days of being an old Pokemon League building. With the new establishment in Bayonada, all League personnel have transferred out of this building that was re-purposed for the new law enforcement. Due to having once been used by the League, the building has halls and rooms that are plenty large enough to allow some of the largest of Pokemon the ability to enter and wander about without much worry. The architecture and building's supports are far more superior than those of the neighboring skyscrapers in order to have once been able to support some of the heavy weight Pokemon that would be allowed inside. There are some rumors that a few Pokemon from the League have managed to stick around and wander the halls, but thats just a rumor.
NOTABLE STAFF MEMBERS
[PTabbedContent][PTab=DIRECTOR]
DIRECTOR HAROLD RAIS (NPC)
A strong man in his thirties, Director Rais was recently brought from the rank of Special Agent and up to the position Director of Interpol's Nue Division. He's a passionate hard worker with an eye for detail that makes him a rather inspiring leader. Not afraid to get personal as well, Rais will get to know all of his high ranking officers beneath him and will do whatever it takes to push them forward - even if it entails coming off as one Hell of a bastard. This isn't to say he's a cruel man though, as Rais is a rather friendly and kind person. He's not afraid to own up to weakness and pushes himself to get better. When it comes to his work, he's just the type of guy that doesn't waste time beating around the bush. It's not often anyone below a Special Agent, Officer, or Commander rank sees him, even within the HQ. He tries rather hard to stay out of the public eye, much preferring to be heard rather than seen by the masses.[PTab=HIGHER RANKS]
COMMANDER ENGEL WERNER
After performing well in the Richissime Incident in Kalos, the young man that has been placed in charge of the Agents and Senior Agents in the new Interpol branch in Wizen City, Nue is recently transferred Commander Engel Werner. A man of habit and hard work, it hasn't taken long for Receptionist Luka to be able to practically predict where Commander Werner is located within the building at all times - making it easy for him to guide important visitors to the man when need be. Werner practically lives within Interpol's HQ, and a majority of his time spent on base is typically spent within the confines of his office, the training sector, standing outside the building for a smoke break, or doing a routine check up on his agents. While he is often seen as cold and distant, it doesn't take long for it to become clear that Werner is a fairly kind and caring man - even if he has one hell of a temper when his agents aren't getting their work done in a timely manner.[PTab=NPC]
RECORD KEEPER ALEXIA &
FRONT DESK RECEPTIONIST LUKA
An infamous couple around the office, Alexia is the down to earth woman that keeps resident space cadet Luka in line. The two on slow days can often be seen running around the building raising all kinds of Hell because of Luka's tendency to abandon post with new employees to bother Alexia in the records room. Luka however will more often than not be the one to escort people through the HQ with a laidback air. Alexia in records is rather strict about getting reports and information returned to her in a timely manner. While she's very uptight, some have noticed she has taken a fondness to several of the more good looking gentlemen amongst the field agents - who Luka in turn is a bit colder towards. FRONT DESK RECEPTIONIST LUKA
INTERPOL AGENTS
Most, if not all, of the characters listed under the Interpol character class work within the Interpol HQ. From technological geniuses to field agents, from scientists to business men and women, there's a large variety of workers within the massive center of justice. To see who all works primarily in the Wizen City area, thus reporting to the HQ more often than not, you can check the Agent Roster posted here.SOUNDTRACK
[attr="class","interost"]
[attr="class","interost2"]CITIZEN SOLDIER
3 DOORS DOWN
3 DOORS DOWN
[attr="class","interost2"]GOD'S GONNA CUT YOU DOWN
JOHNNY CASH
JOHNNY CASH
[attr="class","interost2"]THE ONE WHO LAUGHS LAST
DOWNPLAY
DOWNPLAY
[attr="class","interost2"]SHOOTING THE MOON
MONA
MONA
[attr="class","interost2"]WAR
POETS OF THE FALL
POETS OF THE FALL
[attr="class","interost2"]RUN THIS TOWN (POSTHUMUS ZONE MEDLEY)
RIHANNA FT. JAY-Z & E.S. POSTHUMUS
RIHANNA FT. JAY-Z & E.S. POSTHUMUS
[attr="class","interost2"]LIFE IS BEAUTIFUL
SIXX A.M.
SIXX A.M.
[attr="class","interost2"]BATTLE CRY
SKILLET
SKILLET
[attr="class","interost2"]HERO
SKILLET
SKILLET
[attr="class","interost2"]NOT GONNA DIE
SKILLET
SKILLET
[attr="class","interost2"]RISE
SKILLET
SKILLET
[attr="class","interost2"]THIS IS WAR
THIRTY SECONDS TO MARS
THIRTY SECONDS TO MARS
[PTabbedContent]
[PTab=FIRST FLOOR]
Visitors to the HQ once getting pass security will be pointed towards the receptionist desk where Luka will happily point them in the direction they need to go. However, each visitor will be required to wear a badge of some sort to show that they are not a staff member. All guests are expected to have an escort, even members of the League or corporations affiliated with Interpol. Though, depending on the consistency of visits, the staff may be a bit lenient with the more common visitors in the building.
While visitors will be escorted around the building and watched relatively closely, one of the few areas that they're free to wander around by themselves - under surveillance - is a section of the first floor dedicated to an International Police Museum. Within this area of the building, there are various exhibits featuring the first uniforms Interpol ever used, old gadgets that are now out of date, old vehicles and images of past agents. Certain agents are also posed with their Pokemon in various images with slates that describe the epic tales of struggle the various honored agents had to face in the past to receive their place on the walls. From Rocket exploits to Cipher take downs, even mentions from Plasma, the museum is riddled with information and stories that could have any visitor engrossed for hours.[/PTab={tab-color:#FFFFFF;tab-background-color:#474747;tab-border-width:1px;tab-border-style:solid;tab-border-color:#474747;tab-alignment:left;;tab-font-size:10px;tab-font-family:tahoma;tab-letter-spacing:1px;tab-text-transform:uppercase;tab-hover-background-color:#6f6f6f;tab-hover-color:#ffffff;tab-selected-background-color:#6f6f6f;tab-selected-color:#ffffff;}]
[PTab=OFFICES]
In a rather wide open space on almost every single floor, the Agents of Interpol will find that their jobs aren't just that of action movie sequences. With every mission comes the follow up paper work and reports to cover what happened, why did it happen, was anything damaged, etc. All Agents have their own personal desk in these wide open spaces, with enough room to store mountains of paper work and their own funny little desk accessories to personalize these spaces. However, not everyone's work space is in the open for everyone to turn and see. The Commanders and Senior Agents work in closed off office spaces that surround the open work spaces with a wall of glass to separate them and allow them to over look the Agents as they work.
The library and records houses a compilation of all of Interpol's records from every single region. There are shelves upon shelves of reports, each categorized by their location, their dates, and whether the cases have been closed, are cold, or are ongoing. Books and records cannot be removed from the library without proper consent forms signed by both the head librarian as well as a commander or two A-Leveled Officers. Civilians and non-Interpol agents in general are not allowed access to the Library and Records room, nor are they allowed to check out books or records under any circumstances. The case files and books within the Library are for agent use only, and is accessed through a Vault like entrance, which is where this area of HQ gets its name. Every agent must pass through the security clearance in order to enter, it's one of the most guarded rooms within HQ. While the Vault is open practically 99% of the time, it will always shut down when there is an emergency such as natural disasters or trouble within the facility.
All work and no play makes Jack a dull boy; the Interpol Offices have a break room on several floors for the units to use during a well needed break. Complete with a lounge space, a few randomly donated pool tables from some grateful Wizen elite, and top of the line kitchens, the break rooms are a favorite space among the staff for a reason. All Agents and Technicians of various ranks are free to bring food from home to store in the fridges and prepare food in the supplied kitchenette units. The lounge areas provide a TV that is typically tuned to the News, or marathons of stupid people doing stupid things, because that's always a laugh.
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[PTab=TECH SPACE]
Near the bottom of the building and on par with the Vault in terms of security, the Computer & Security Center of the Interpol HQ is a safe haven for all the electronic experts within the Technicians and Officer ranks. With one wing of the Center dedicated purely to keeping an eye on the overall HQ's security system, and one wing dedicated to maintain the online databases of records, profiles, case reports, and more, the C&S Center is always a buzz with activity. A large mass amount of screens cover the Security Wing of the C&S Center, all frequently flicking back and forth between numerous cameras in the building with alert eyes always watching for signs of questionable activity. Security Technicians are always in the process of going through every bit of information of those within the building - employee and guest alike - to ensure no potentially dangerous individual has come without an invitation, so to speak. On the other side of this division, sits the computer consultants, ex-hackers, and Interpol's own personal I.T. Department. Every Technician has his or her own space with various monitors to work with at their stations, and every table one approaches will look radically different from the next. Officers and Technicians alike seem to share this space, but the styles of the desks helps provide a more private atmosphere for every individual.
Only second to the C&S Center and Vault in terms of security, the Forensic Labs is a rather calm and quiet place in contradiction to the nearby 3G Labs. In here, White Lab Coats are practically required, as almost every Technician of the Forensics Department is seen wearing them here. The equipment in here is a combination of both new and old as these labs once actually acted as the center of Nue's Professors' hard work. From Pokemon databases that are still online and available for Interpol usage, to the new systems brought for Interpol's more human focused crime solving, a wide array of specialists find their niche in the Forensics Department. Despite so many various different kinds of specialists in this area, the sterile and almost futuristic lab is a rather wide open space with a few select areas that are shut off from the rest courtesy of sensitive materials needing a far more controlled environment to be evaluated properly in. The Forensics Labs focus on processing DNA, blood, finger prints, imaging, explosive analysis, general chemistry, cryptanalysis, and the list goes on.
The Garage, Gadgets and Gizmos, or 3G, Lab picked up the slang term 3G from a group of young recruits that had found the original title, the Maintenance Sector, to be far too plain and boring for such an interesting section of the HQ. Perhaps one of the loudest as well, the 3G Labs practically requires ear plugs to be worn a majority of the time in order to not be deafened by some of the loud machinery that's used here. Constantly filled with Technicians all day and night, the labs never rests when these creative minds arrive to do what exactly? Well, this is where a lot of Interpol's current gear is designed, created, tested and turned into standard equipment for almost every Agent to use on a regular basis. From things as simple as higher quality restraint tools, to items as complicated as invisibility cloaks, to the more dangerous jet packs, there is always something that might have originally been a work of fiction in the process of becoming a reality in these labs. It's a popular place for Agents on break or off the clock to come and hang out in, especially the newer recruits that are totally stoked to be the unfortunate test rat of whatever the Technicians have up their sleeves this week.
On top of creating the tech that Agents carry around on their missions, this is also the place where Interpol's vehicles are stored and maintained. It's why this section of Technician space is the only one on ground floor, so to allow easy access in and out of the garage in the back of the building. With being a non-profit organization, Interpol Director Raiz was surprised to arrive within Nue and be approached by various high class persons to donate top of the line vehicles for Interpol usage. All Agents with a valid license are allowed to use these vehicles, though many tend to prefer their Pokemon instead. Technicians are more often than not the ones to drive this collection of cars on the rare chance they're actually needed out on the field.[/PTab={tab-color:#FFFFFF;tab-background-color:#474747;tab-border-width:1px;tab-border-style:solid;tab-border-color:#474747;tab-alignment:left;;tab-font-size:10px;tab-font-family:tahoma;tab-letter-spacing:1px;tab-text-transform:uppercase;tab-hover-background-color:#6f6f6f;tab-hover-color:#ffffff;tab-selected-background-color:#6f6f6f;tab-selected-color:#ffffff;}]
[PTab=TRAINING SECTOR]
With more rugged training grounds out in the Wilds for new recruits to get their first hand experience with uncontrollable environment conditions, the Underground Training Facility (UFC) of Interpol's HQ is a vastly different experience for them. Rather than just being a plain old run-of-the-mill obstacle course in the basement of the Justice League, the UFC sports one of the most superior Operating Systems currently available in order to properly run what sets this facility apart from the rest. Courtesy of the hard work and research completed by the Pokemon League, a system had been built and implemented in the UFC to allow recreation of artificial weather situations that are on par with the Weather Effects of Pokemon. The system that is capable of pulling this off and called CastFORM, after the famous Pokemon Castform. Rain, snow, excruciating heat, strong winds, day, night, dusk and dawn, the CastFORM can recreate the light and effects of any of almost any weather condition within the secluded chambers of the UFC.
Aside from the fancy CastFORM program, even with stable settings, the various training grounds of the UFC offer a lot of room to practice and explore. No two rooms of the UFC are the same, but all of them more or less mock the urban and suburban environments found in the various cities of Nue. This includes buildings of multiple stories that you can enter and exit, many of them furnished with at least basic furniture likely found in the dump or on various street corner to at least present a more realistic setting. Many Agents use these places to practice parkour, but Special Agents tend to flock to these rooms especially for practicing necessary stealth runs. The UFC rooms are massive spaces that seem to stretch well beyond just the basement of the Interpol HQ but into the undergrounds of the neighboring block. The League used to use these facilities for Pokemon observations and training, and even with all of the updates that had been done recently, these rooms still show to be capable of withstanding the assault of even some of the strongest Pokemon attacks.
The room underneath the 3G Labs, it's never a truly quiet place, but the ambiance of the muffled noise from above can be a quite soothing white noise in comparison to the sound of nothing. The Locker Rooms are split into two different sections, one for men and another for women. These areas mirror each other, minus gender specific additions of course. There are numerous numbers of lockers that line these walls and while not every agent is required to use them, most do keep things stored in them for safe keeping before heading up the stairs in the back to head up to the 3G Labs to grab their gear and head out for work. For those that have just finished training, or just come back from a mission, there are numerous showers also available down here, thankfully.
It isn’t uncommon for police to have a pool for training purposes, however the Interpol HQ in Wizen City of Nue takes it a step further; going as deep as 135 feet (41.15 meters), containing 660,000 US gallons (2,500,000 litres) of filtered water kept at consistent 86 °F (30 °C), the A-113, as dubbed by its architect, holds the world record for the largest indoor swimming pool.
More than a simple pool, the A-113 is designed for underwater training, and thus, along with open water, holds several underwater housings as well as several artificial caves, each at varying depths. To allow extended practice periods and to help get them used to handling themselves underwater without clunky scuba gear, Interpol insists on the usage of rebreathers for anyone in the A-113. Rebreathers allow for people to remain under water for lengthy periods of time that normally wouldn't be possible without said gadget, and they will be provided for any agent during their time using the pool. The temperature of the water allows the use of wetsuits to be unneeded.
Not a cheap expense, tickets to be able to swim in the pool are sold to the public when it is not being used for training, and Interpol agents themselves are allowed free access to the pool as they desire, however non-agents are required to have diving buddies before they swim.[/PTab={tab-color:#FFFFFF;tab-background-color:#474747;tab-border-width:1px;tab-border-style:solid;tab-border-color:#474747;tab-alignment:left;;tab-font-size:10px;tab-font-family:tahoma;tab-letter-spacing:1px;tab-text-transform:uppercase;tab-hover-background-color:#6f6f6f;tab-hover-color:#ffffff;tab-selected-background-color:#6f6f6f;tab-selected-color:#ffffff;}]
[PTab=CRIMINAL PROCESSING]
If one has been caught committing a crime, they will pass through this office first. Here is where one will be finger printed and ultimately "checked in" to Interpol's Temporary Holding while either awaiting interrogation or to be transferred to the International Prison. Every single agent in this portion of the HQ is required to be in full gear and have at least one accompanying Pokemon at all times. There are no fewer than ten agents manning the office at any given time. Two agents are required to accompany every individual who is being transported through the offices, and at least one guard is to be on duty to watch every two individuals who find themselves in Temporary Holding.
With only one locked entrance, no windows, and only a few cameras watching your every move, the interrogation rooms of Interpol are all exactly the same. The cameras are wired into a near-by viewing room where agents observe interrogations of both criminals and witnesses. During interrogation there are always at least two agents present, with a third or fourth in attendance for the more dangerous individuals. Key agents working the interrogation rooms are the interrogators, criminal sketch artists, and depending on the case, guards, officers, the Commander, and/or the Director. Observing or administering interrogations are allowed only with proper given clearance to the agent or officers in question.
There are currently ten temporary holding cells in Interpol's Temporary Holding unit. Each cell has a bench, cot, blanket, toilet, and sink. Each cell is made of energy-proofed metal to avoid the use of most Pokemon as a means of escape, and each cell has four cameras in its interior. Each cell is sectioned off in a way that one cannot see others who may be in the other cells, and speaking is prohibited while in holding.[/PTab={tab-color:#FFFFFF;tab-background-color:#474747;tab-border-width:1px;tab-border-style:solid;tab-border-color:#474747;tab-alignment:left;;tab-font-size:10px;tab-font-family:tahoma;tab-letter-spacing:1px;tab-text-transform:uppercase;tab-hover-background-color:#6f6f6f;tab-hover-color:#ffffff;tab-selected-background-color:#6f6f6f;tab-selected-color:#ffffff;}]
[/PTabbedContent={border:0px;tabgap:1;width:430px;}]
[PTab=FIRST FLOOR]
ENTRANCE
Before anyone can get very far into the International Police Head Quarters, every person - employee and guest alike - is expected to go through a security clearance before getting into the building.ALL VISITORS
Upon heading through the front doors, all visitors and staff will be guided by security through a quick x-ray, inspection of their belongings, expected to show identification and explain their reason for being in the building today.REPEAT VISITORS
Of course, personnel and family of the people who work within the building will go through this part of the protocol far faster than just the every day visitor.Visitors to the HQ once getting pass security will be pointed towards the receptionist desk where Luka will happily point them in the direction they need to go. However, each visitor will be required to wear a badge of some sort to show that they are not a staff member. All guests are expected to have an escort, even members of the League or corporations affiliated with Interpol. Though, depending on the consistency of visits, the staff may be a bit lenient with the more common visitors in the building.
THE INTERNATIONAL POLICE MUSEUM
While visitors will be escorted around the building and watched relatively closely, one of the few areas that they're free to wander around by themselves - under surveillance - is a section of the first floor dedicated to an International Police Museum. Within this area of the building, there are various exhibits featuring the first uniforms Interpol ever used, old gadgets that are now out of date, old vehicles and images of past agents. Certain agents are also posed with their Pokemon in various images with slates that describe the epic tales of struggle the various honored agents had to face in the past to receive their place on the walls. From Rocket exploits to Cipher take downs, even mentions from Plasma, the museum is riddled with information and stories that could have any visitor engrossed for hours.
THE FIRST FLOOR HALLS
While wondering the first floor's grounds, many guests will notice that every wall in the various hallways are covered in nothing but sticky notes. These colorful notes come from not only the agents and workers within Interpol, but a majority of them are actually from many of the people who have visited the HQ themselves. Most of these messages are grateful words, a few inspirational quotes, and with the occasional silly joke for anyone that spots it in the sea of rainbow paper. For anyone that is bored and waiting around for an agent to return or become available, these random collections in the halls are a great way to pass the time.[PTab=OFFICES]
AGENTS OFFICE SPACE
In a rather wide open space on almost every single floor, the Agents of Interpol will find that their jobs aren't just that of action movie sequences. With every mission comes the follow up paper work and reports to cover what happened, why did it happen, was anything damaged, etc. All Agents have their own personal desk in these wide open spaces, with enough room to store mountains of paper work and their own funny little desk accessories to personalize these spaces. However, not everyone's work space is in the open for everyone to turn and see. The Commanders and Senior Agents work in closed off office spaces that surround the open work spaces with a wall of glass to separate them and allow them to over look the Agents as they work.
THE VAULT
The library and records houses a compilation of all of Interpol's records from every single region. There are shelves upon shelves of reports, each categorized by their location, their dates, and whether the cases have been closed, are cold, or are ongoing. Books and records cannot be removed from the library without proper consent forms signed by both the head librarian as well as a commander or two A-Leveled Officers. Civilians and non-Interpol agents in general are not allowed access to the Library and Records room, nor are they allowed to check out books or records under any circumstances. The case files and books within the Library are for agent use only, and is accessed through a Vault like entrance, which is where this area of HQ gets its name. Every agent must pass through the security clearance in order to enter, it's one of the most guarded rooms within HQ. While the Vault is open practically 99% of the time, it will always shut down when there is an emergency such as natural disasters or trouble within the facility.
BREAK ROOM
All work and no play makes Jack a dull boy; the Interpol Offices have a break room on several floors for the units to use during a well needed break. Complete with a lounge space, a few randomly donated pool tables from some grateful Wizen elite, and top of the line kitchens, the break rooms are a favorite space among the staff for a reason. All Agents and Technicians of various ranks are free to bring food from home to store in the fridges and prepare food in the supplied kitchenette units. The lounge areas provide a TV that is typically tuned to the News, or marathons of stupid people doing stupid things, because that's always a laugh.
[PTab=TECH SPACE]
COMPUTER & SECURITY CENTER
Near the bottom of the building and on par with the Vault in terms of security, the Computer & Security Center of the Interpol HQ is a safe haven for all the electronic experts within the Technicians and Officer ranks. With one wing of the Center dedicated purely to keeping an eye on the overall HQ's security system, and one wing dedicated to maintain the online databases of records, profiles, case reports, and more, the C&S Center is always a buzz with activity. A large mass amount of screens cover the Security Wing of the C&S Center, all frequently flicking back and forth between numerous cameras in the building with alert eyes always watching for signs of questionable activity. Security Technicians are always in the process of going through every bit of information of those within the building - employee and guest alike - to ensure no potentially dangerous individual has come without an invitation, so to speak. On the other side of this division, sits the computer consultants, ex-hackers, and Interpol's own personal I.T. Department. Every Technician has his or her own space with various monitors to work with at their stations, and every table one approaches will look radically different from the next. Officers and Technicians alike seem to share this space, but the styles of the desks helps provide a more private atmosphere for every individual.
FORENSIC LABS
Only second to the C&S Center and Vault in terms of security, the Forensic Labs is a rather calm and quiet place in contradiction to the nearby 3G Labs. In here, White Lab Coats are practically required, as almost every Technician of the Forensics Department is seen wearing them here. The equipment in here is a combination of both new and old as these labs once actually acted as the center of Nue's Professors' hard work. From Pokemon databases that are still online and available for Interpol usage, to the new systems brought for Interpol's more human focused crime solving, a wide array of specialists find their niche in the Forensics Department. Despite so many various different kinds of specialists in this area, the sterile and almost futuristic lab is a rather wide open space with a few select areas that are shut off from the rest courtesy of sensitive materials needing a far more controlled environment to be evaluated properly in. The Forensics Labs focus on processing DNA, blood, finger prints, imaging, explosive analysis, general chemistry, cryptanalysis, and the list goes on.
THE 3G LABS
The Garage, Gadgets and Gizmos, or 3G, Lab picked up the slang term 3G from a group of young recruits that had found the original title, the Maintenance Sector, to be far too plain and boring for such an interesting section of the HQ. Perhaps one of the loudest as well, the 3G Labs practically requires ear plugs to be worn a majority of the time in order to not be deafened by some of the loud machinery that's used here. Constantly filled with Technicians all day and night, the labs never rests when these creative minds arrive to do what exactly? Well, this is where a lot of Interpol's current gear is designed, created, tested and turned into standard equipment for almost every Agent to use on a regular basis. From things as simple as higher quality restraint tools, to items as complicated as invisibility cloaks, to the more dangerous jet packs, there is always something that might have originally been a work of fiction in the process of becoming a reality in these labs. It's a popular place for Agents on break or off the clock to come and hang out in, especially the newer recruits that are totally stoked to be the unfortunate test rat of whatever the Technicians have up their sleeves this week.
On top of creating the tech that Agents carry around on their missions, this is also the place where Interpol's vehicles are stored and maintained. It's why this section of Technician space is the only one on ground floor, so to allow easy access in and out of the garage in the back of the building. With being a non-profit organization, Interpol Director Raiz was surprised to arrive within Nue and be approached by various high class persons to donate top of the line vehicles for Interpol usage. All Agents with a valid license are allowed to use these vehicles, though many tend to prefer their Pokemon instead. Technicians are more often than not the ones to drive this collection of cars on the rare chance they're actually needed out on the field.
[PTab=TRAINING SECTOR]
UNDERGROUND TRAINING FACILITY
With more rugged training grounds out in the Wilds for new recruits to get their first hand experience with uncontrollable environment conditions, the Underground Training Facility (UFC) of Interpol's HQ is a vastly different experience for them. Rather than just being a plain old run-of-the-mill obstacle course in the basement of the Justice League, the UFC sports one of the most superior Operating Systems currently available in order to properly run what sets this facility apart from the rest. Courtesy of the hard work and research completed by the Pokemon League, a system had been built and implemented in the UFC to allow recreation of artificial weather situations that are on par with the Weather Effects of Pokemon. The system that is capable of pulling this off and called CastFORM, after the famous Pokemon Castform. Rain, snow, excruciating heat, strong winds, day, night, dusk and dawn, the CastFORM can recreate the light and effects of any of almost any weather condition within the secluded chambers of the UFC.
Aside from the fancy CastFORM program, even with stable settings, the various training grounds of the UFC offer a lot of room to practice and explore. No two rooms of the UFC are the same, but all of them more or less mock the urban and suburban environments found in the various cities of Nue. This includes buildings of multiple stories that you can enter and exit, many of them furnished with at least basic furniture likely found in the dump or on various street corner to at least present a more realistic setting. Many Agents use these places to practice parkour, but Special Agents tend to flock to these rooms especially for practicing necessary stealth runs. The UFC rooms are massive spaces that seem to stretch well beyond just the basement of the Interpol HQ but into the undergrounds of the neighboring block. The League used to use these facilities for Pokemon observations and training, and even with all of the updates that had been done recently, these rooms still show to be capable of withstanding the assault of even some of the strongest Pokemon attacks.
Pictured Above: A basic layout of one of the UFC Training Rooms
LOCKER ROOMS
The room underneath the 3G Labs, it's never a truly quiet place, but the ambiance of the muffled noise from above can be a quite soothing white noise in comparison to the sound of nothing. The Locker Rooms are split into two different sections, one for men and another for women. These areas mirror each other, minus gender specific additions of course. There are numerous numbers of lockers that line these walls and while not every agent is required to use them, most do keep things stored in them for safe keeping before heading up the stairs in the back to head up to the 3G Labs to grab their gear and head out for work. For those that have just finished training, or just come back from a mission, there are numerous showers also available down here, thankfully.
THE A-113
It isn’t uncommon for police to have a pool for training purposes, however the Interpol HQ in Wizen City of Nue takes it a step further; going as deep as 135 feet (41.15 meters), containing 660,000 US gallons (2,500,000 litres) of filtered water kept at consistent 86 °F (30 °C), the A-113, as dubbed by its architect, holds the world record for the largest indoor swimming pool.
More than a simple pool, the A-113 is designed for underwater training, and thus, along with open water, holds several underwater housings as well as several artificial caves, each at varying depths. To allow extended practice periods and to help get them used to handling themselves underwater without clunky scuba gear, Interpol insists on the usage of rebreathers for anyone in the A-113. Rebreathers allow for people to remain under water for lengthy periods of time that normally wouldn't be possible without said gadget, and they will be provided for any agent during their time using the pool. The temperature of the water allows the use of wetsuits to be unneeded.
Not a cheap expense, tickets to be able to swim in the pool are sold to the public when it is not being used for training, and Interpol agents themselves are allowed free access to the pool as they desire, however non-agents are required to have diving buddies before they swim.
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BOOKING OFFICE
If one has been caught committing a crime, they will pass through this office first. Here is where one will be finger printed and ultimately "checked in" to Interpol's Temporary Holding while either awaiting interrogation or to be transferred to the International Prison. Every single agent in this portion of the HQ is required to be in full gear and have at least one accompanying Pokemon at all times. There are no fewer than ten agents manning the office at any given time. Two agents are required to accompany every individual who is being transported through the offices, and at least one guard is to be on duty to watch every two individuals who find themselves in Temporary Holding.
INTERROGATION
With only one locked entrance, no windows, and only a few cameras watching your every move, the interrogation rooms of Interpol are all exactly the same. The cameras are wired into a near-by viewing room where agents observe interrogations of both criminals and witnesses. During interrogation there are always at least two agents present, with a third or fourth in attendance for the more dangerous individuals. Key agents working the interrogation rooms are the interrogators, criminal sketch artists, and depending on the case, guards, officers, the Commander, and/or the Director. Observing or administering interrogations are allowed only with proper given clearance to the agent or officers in question.
TEMPORARY HOLDING
There are currently ten temporary holding cells in Interpol's Temporary Holding unit. Each cell has a bench, cot, blanket, toilet, and sink. Each cell is made of energy-proofed metal to avoid the use of most Pokemon as a means of escape, and each cell has four cameras in its interior. Each cell is sectioned off in a way that one cannot see others who may be in the other cells, and speaking is prohibited while in holding.
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