Post by Biff on Nov 2, 2017 22:19:50 GMT
Introduction to the Metro Police Force
The Metro Police Force are, in essence, the police of the Half Life 2 Universe. Citizens can apply to become a Civil Protection unit in their allocated city. If successful they will be given basic training and sent out into the streets as an intention 5. Becoming a Civil Protection unit can guarantee your families future within the Union and your own. If you act out every order without question, bring Anti-citizens to a halt and maintain Civil society within the Union your family will be treated well. They will be transferred to either City 2 or 3 where every commodity is available to them as well as many luxuries. The better you perform as a unit, the better they will be treated.
There is a great difference in the mentality of differently ranked and experienced Civil Protection units. Low ranking units tend to have only their family in mind and stay out of trouble and conflict where they can. As units move up the ranks they are known to become colder at heart and their loyalty grows for the Union.
What keeps Civil Protection units in line is the constant threat of the Union having complete control over their family. If a unit were to disobey an order or perform a reckless operation, for example, the unit will soon be hearing news of how units were sent in to find and hurt their family. The chances of a unit going rouge are therefore very low as all units are warned of death squads being sent in to hunt down every relative they have.
The warning is clear to all Civil Protection units: Do not betray the Union.
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Ranking in the Metropolice
Intention 5 (i5)
An i5 is seen as a "rookie" in the Civil Protection, armed with only a Stun-baton and a combat knife they are thrown out into the streets and expected to uphold the Union's law. Re-educations and especially amputations are tough for an i5, no matter how mentally capable they think they are. Amputations must be carried out with a stun-baton (essentially by beating their victim to death) and this will affect a units mental state. Dispatch is, however, slightly flexible with new units as they are not yet used to the ways of the MPF and must learn as they go along.
Intention 4 (i4)
Intention 4 is the first rank a Civil Protection unit will gain during their time in the MPF and this requires 50 IP. Upon entering the rank of i4, a unit will be handed a standard issue USP-MATCH and be authorised to carry this on their person. This weapon is not to be held by a unit at all times unless a Code Yellow or Higher is placed upon a sector or the entire City. When not holding their weapon, a unit should have the pistol firmly in their holster so no citizen could make a grab for it. Units are allowed to use this weapon for amputations.
Intention 3 (i3)
Intention 3 is the next rank a unit will gain and this requires an additional 50 IP. Nothing much more than trust within the Union is marked with entering this intention.
Intention 2 (i2)
To enter the i2 rank, a unit requires 75 IP. Upon entering this stage of their life in the MPF a unit is handed a standard issue MP7 sub-machine gun which is to be kept away at all times unless a code red or higher is placed upon a sector or the entire City. Units of this rank will usually lead small teams in sweeps if an i1 unit is not available and they will be able to issue minor orders to units of a lower rank. This power is not to be taken for granted as only i1 units and especially RL's have any degree of real power in the MPF.
Intention 1 (i1)
To enter the final Intention rank within the Union, a unit requires 100 IP. No new equipment is handed to the unit but they have reached the rank of a Veteran within the MPF. Unit's of this rank are trusted with organising sweeps upon restricted areas and residential blocks.
Rank Leader (RL)
Rank Leaders are hand-picked by the unknown forces that be within the Union. They are chosen because at this point there is nothing human left within this unit. They are nothing but loyal to the Union and will fight to their last breath to see the Union live on. Rank Leader's will be called upon in extreme situations to will lead entire MPF divisions to sweep the streets of a city
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Codes
All units are expected to learn the following codes to be later used for radio-chatter with their fellow Civil Protection units and especially Dispatch. This is to prevent anti-citizens or anti-citizen informants from learning what units are about to do before they do it. Units do not have to these codes when talking to another unit in person, but they must ALWAYS be used through radio contact.
10-0: Use caution.
10-1: Not understood.
10-2: Elaborate
10-3: Stop transmitting.
10-4: Copy.
10-6: Scan area
10-7: Unit off-duty.
10-8: Unit on duty.
10-10: Busy.
10-18: As soon as possible.
10-19: Return to Nexus
10-19R: Return to Nexus to resupply
10-19V: Return to Nexus for revitalisation process (Eating, resting, etc)
10-20: Location
10-22: Disregard
10-21: Report to Nexus
10-23: Stand by at (Location).
10-29: Check for contraband.
10-32: Armed Personnel
10-50: Patrol.
10-76: En-route
10-78: Dispatch for Officer in trouble. (Use in emergencies!)
10-91D: Citizen
10-97: Arrived at location
10-99: Officer Down, In trouble. (Use in emergencies, and when ANOTHER officer is down.)
10-103M: Subject is mentally unfit.
10-103P: Disturbance by physically unfit.
10-106: Obscenity.
10-107: Suspicious Citizen.
10-107M: Disturbance.
11-1: Request medical assistance.
11-2: Request Overwatch.
11-3: Stalker.
11-6: Suspect is here, 10-20 is...
11-20: Unauthorized public gathering.
11-22: Contraband.
11-23: Contraband distribution.
11-44: Cremator
11-45: Biotic
11-60: Outland Biotic (Non-enslaved)
11-70: Riot.
11-99: Officer requires immediate assistance! (Use only for emergencies!)
ADW: Assault with a deadly weapon.
BOL: Be on the lookout.
DB: Dead body.
UTL: Unable to locate
CP: Check-point
PT: Protection Team
Code 1: Emergency
Code 2: Urgent
Code 3: Medical assistance needed
Code 4: No assistance needed
Code 12: Return to normal directives
Code 39S: Shooting.
Code 51E: Explosion
Code 647A: A level one violator
Code 647B: A level two violator
Code 647C: A level three violator
Code 647E: Anti-citizen
Code 100: Everything is fine
Code 10-2000: OVERWATCH NEEDED
Sector Codes
Code Green - This is the standard sector code. Nothing but petty transgressions have taken place and units are only permitted to hold their stun-batons on patrol.
Code Yellow - This code is put upon a sector when more major transgressions have been committed and a unit may have been attacked by a low-gear anti-citizen. Units are permitted to hold a USP-MATCH in their hands whilst on patrol.
Code Red - At this point either a Civil Protection unit has been killed or a high-geared anti-citizen has been seen outside of a restricted area. Authorised weapons to be held in hand by a unit are: USP-MATCH and MP7
Code Black - The city has reached total civil unrest. Riots are taking place and anti-citizens are attacking and killing Civil Protection units. OTA forces are called in and take to the streets of the city.
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Unit rewards
When you perform well as a Civil Protection unit, you will be rewarded with "Intention Points" by Dispatch or an RL will request that Dispatch rewards you if you performed well under their supervision. These IP can get you different rewards, some of which require you to be a certain rank as a unit.
UNIT REWARD PROTOCOLS
50/75/100 IP - UNIT ENHANCEMENT PROGRAM: This is what a unit can request for when they have enough IP to increase their ranking as a Civil Protection unit. For example "Dispatch, unit requesting the reduction of 50IP to take part in the Unit Enhancement program."
15 IP - UNIT LUXURY PROGRAM: This program allows a unit to keep an item that is non-UU sanctioned for their own personal use when off-duty. For example "Dispatch, unit requesting the reduction of 15 IP to take part in the Unit Luxury program; Guitar"
10 IP - MINOR MEMORY REPLACEMENT: This program allows a unit to replace certain parts of their memory to enhance their loyalty to the Universal Union. Minor memory replacement will not affect a unit too much, but it will change their views of the Union to a more positive light. This is mandatory upon reaching the rank of intention 3.
20 IP - MAJOR MEMORY REPLACEMENT: This program takes away very personal memories that the unit may have of family and friends. It fills the gaps with propaganda and Union law. This process will heavily change a unit. They may feel colder at heart, much more loyal, and betraying the Union is all but pushed out of the darkest corners of their minds. This is mandatory upon reaching the rank of intention 1.
(i2 and above) 80 IP - NON-MECHANICAL REPRODUCTION SIMULATION: This program allows a unit to pick out another Civil Protection unit or a citizen of the populace, as long as they agree. The two can engage in Sexual intercourse in a sealed room.
(i1 and above) 100 IP - UNIT DESERVICE PROGRAM: This program is a rare choice amongst Civi Protection units, but those who wish to leave the Metropolice force may leave the city for good and move to a luxury city where any remaining relatives will be waiting for them. They can also choose to stay in the city they are already located, and will be given a White-tier loyalist status.
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Code-words
Administer: To carry out a verdict. ''Administer amputation''
AirWatch: The UU's Dispatch scanners that fly around the city, allowing Civil Protection units to get pictures of individuals and allowing Dispatch to track units and citizens visually.
Amputation: To kill a given subject
Apply: Used in different ways. Used to get citizens Name and CID, and in Dispatch's commands, e.g. ''Apply forward pressure'' basically stating 'to do something'
Anti-Citizen: A citizen who has exceeded 12 verdict points or who has directly attempted to disrupt the Union in a violent way (Rebel).
Anti-Fatigue Ration: Substance placed into the rations for Civil Protection units to stop them becoming weary and weak, like most citizens.
Biotic: An enslaved vortigaunt. This can also be used when speaking about a free vort ''We have contact with Outland Biotic!''
Bio-Signal: The single that is released from all Civil Protection uniforms when a unit is under attack or who has been killed. It also allowed Dispatch to track the location of the units.
Bug: An antlion
Cauterize: To stop all access into an area from the local populace. Shutting down an area for a given amount of time.
Checkpoint: A point where Civil Protection units can ''mount the CP'' and screen citizens for any illegal carrying.
Clamp: To shut off access to a certain area by means of using a unit to block the given entrance(s)
Clear: Everything clear, no 647s or 10-107s
Close On: When a unit is in pursuit of an individual. ''Officer closing on suspect''
Contact: When fired upon by a 647E. When engaging them in combat.
Contain: To apprehend a given induviual or stop them after committing a violation.
Contraband: An illegal item that is not UU-sanctioned
Deservicement: To kill/amputate a Civil Protection unit under the order of Dispatch and ONLY under the order of Dispatch or Overwatch.
Directive: An order given to units that they are immediately expected to follow.
Dislocate: To damage a structure or group to weaken them/it.
Dismount: To stop holding position or stop mounting a checkpoint.
Document: To file a situation so the situation can be looked upon again if needed.
Evasion: To avoid Civil Protection units.
Examine: To investigate something.
Harden: To enlarge the defence of an area/bring more units to the area to protect it.
Hardpoint: A checkpoint or defensive area that can be defended.
Heavy re-education: When someone is beaten very harshly.
Hold: To stay and protect a given area.
Individual: A specific person of interest.
Infected: Someone who has been infected by a parasite, necrotic, etc.
Infestation: When zombies or headcrabs/antlions have appeared in large numbers at a given location.
Inject: To enter or move in to an area or building.
Inoculate: To treat an infection.
Inquire: To interrogate a given subject.
Intercede: To become part of a situation, whether to aid or destroy the people involved.
Interlock: When Civil Protection units group together. ''Three, interlock''
Interpose: To use cover.
Light re-education: When someone is beaten to cause minor injuries, but still to cause pain.
Malcompliance: Someone who is not co-operating with Civil Protection units.
Malignant: A person or creature that may be a danger to others.
Miscount: An individual that is not in their designated block or someone who can not be identified.
Motor: A car or combine APC
Necrotic: A zombie.
Non-Sanctioned: An item that has not been issued by the Universal Union.
Outbreak: Is transmitted through radio by a unit if they are the only one left alive in their Protection team.
Pacify (used on a person): To knock an individual out, or render them unconscious.
Perimeter: To set up a defensive line around a certain area. ''Team, set up a Perimeter''.
Prosecute: To administer a verdict, such as a re-education, or amputation.
Protection Team: A group of Civil Protection units that have ''Interlocked'' to either patrol, screen a Residential Block, or some other reason.
Reinforcement Team: An extra team of Civil Protection units to back up an existing team.
Restrict: To stop citizens gaining entry to an off-limits area or checkpoint.
R.O.E: Rules of Engagement. For example: ''R.O.E: Amputate all 647Es on sight''
Sociocide: Disruption of social order.
Socio-stability: The social order of a given sector of the city or the entire city itself. ''Socio-stability status of sector is: GREEN''.
Stabilize: To restore the socio-stability of an area.
Stabilization Team: A team of units, most likely a protection team used to maintain stability in a given area.
Standby: When a unit waits for their orders.
Sterilize: To remove said body or item from a given area and dispose of it. ''Sterilize DB''.
Subject: A specific induvidual.
Suspect: A possible anti-citizen or violator.
Sweep: To carry out a search of a given location.
Tag: To kill a specific subject
TAG-PT: Tactical assault gear Protection team - armed team of Civil Protection units.
Unrest: A riot
Unrest Structure: When a large group of individuals start a riot
Verdict: A given punishment. ''Verdict code is...''
Verdicts: Verdicts are bullets. ''Running low on verdicts''
Violation: When a subject commits a crime within the Union's laws
Violator: Someone who has committed a crime
Virome: Priority target. ''Virome is: D.GOOD''
Viscerator: A manhack.
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Violations
Level one 647 | Administer 2 verdict points | Light Re-education
14 | Verbal Indiscretion | Swearing, yelling, or talking about the Union in a non positive way.
15 | Movement Transgression | Anything exceeding what is considered as normal walking speed; this includes jogging, sprinting, jumping, crouching, swimming, swinging, or rolling.
16 | Apparel Non-compliance | Wearing anything but sanctioned clothing articles and/or eccentric hairstyles and piercings.
19 | Civil Intrusion | Within the personal space of another person. Making them feel uncomfortable.
28 | Felony Incite | The person in question are keen to question authority, or seem rebellious at nature. This also covers possible accomplices.
62 | Alarms | Setting off of any alarm for deliberate unsocial purposes.
99 | Reckless Operation | The person have done their job incorrectly, or done anything out of the ordinary which has resulted in failure on their behalf.
Level two 647 | Administer 6 verdict points | Heavy Re-education
17F | Fugitive Detachment | The person are in an area they are not allocated to officially, and are suspected to, or have committed an uncivil infraction; e.g., a possible hiding place.
30 | Improper Function | The person in question are intoxicated by means of alcohol or otherwise.
507 | Public Non-compliance | The individual in question has actively disobeyed orders from protection team members.
51 | Non-sanctioned Arson | This individual has purposely set fire to a building or object
51b | Threat to Property | The person in question have attempted to damage/destroy something of value.
Level three 647 | Administer 12 verdict points | Amputation
63 | Criminal Trespass | A person is in a restricted area
63s | Illegal in Operation | The person in question has engaged in an anti-civil/socio-endangerment activity as an accomplice.
94 | Weapon | The person are in possession of anything which could be utilized to easily kill another person.
98 | Identity theft | The person are in possession of any sort of identification papers or ID cards that is not their own. This also includes pretending to be somebody else.
148 | Resisting Arrest | Any form of resistance whatsoever.
182 | Inaction | Failure to report anti-civil activity suggesting conspiracy.
183 | Conspiracy | Providing any kind of false information to a civil protection representative.
187 | Homicide | The murder of another individual.
207 | Kidnapping | The taking of another individual against their will and holding them for ransom/etc. reason.
243 | Assault on Protection-Team | Any form of attack or assault on a Civil Protection team unit.
245 | Assault with Deadly Weapon | Any form of attack perpetrated mainly focusing the usage of firearms towards the person(s) in question.
288 | Procreative Activity | Any form of sexual activity with two (or more) individuals, whether forced or not.
404 | Riot/Participatory Unrest | Being the ring-leader or a member of a riot
408 | Civil Incursion | The citizen has engaged with physical contact, in the form of aggression, with another citizen.
415 | Civic Disunity | Any crime which has been performed, and has resulted in the loss of life, resources, or has wasted authority's time and efforts.
422 | Capital Non-compliance | Constantly going against what Civil Protection units order an individual to do.
505 | Protection-Team Evasion | An individual who is purposely avoiding Civil Protection teams in an attempt to escape prosecution.
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Equipment of the MPF
Weapons:
Stun-baton - No unit is allowed onto the streets without one of these. They send 3 million volts through a target when activated and also deliver a hard blow to whatever body part a unit happens to be aiming for. When re-educating a citizen, units must be careful not to kill a citizen as too many blows to the head or any body part could kill them. These batons resemble the Union's power and dominance over the citizens populace and they sit on a units belt or in their hand as a constant reminder of what will happen if they step out of line.
USP-MATCH - This is the standard issue pistol for Civil Protection units with the rank of Intention 4 or higher. It is accurate and reliable, and considered the best weapon for a unit in dangerous situations.
MP7 - This is the standard issue sub-machine gun for Civil Protection units of rank i2 or higher. These are automatic weapons and very deadly but not as accurate as the USP-MATCH. Many units prefer to use these is close quarters situations or during a code red/black to keep citizens in line.
Gear:
Zip-ties - These are given to a unit to be used when detaining and searching a suspect. This stops the person at hand from reaching for a weapon they have tucked away and making them easy to catch if they attempt to run.
Combat knife - All units have a combat knife that is primarily used for cutting zip-ties from around someone's hands after they are let loose. If in a dire situation, a unit may use this knife in combat, but this is a last straw.
Filter - It is mandatory for units to have a filter attached to their PMG gas-mask whenever they are on-duty. These allow a unit through toxic environments.
Uniform
Helmet hood - This covers every part of the units without, except for the face. There is a cushion-like layer on the inside of the helmet so a unit is comfortable inside, but the outer layer is tough to withstand attacks from blunt weapons. Two circular disc like devices are stationed on either side of the helmet and these connect with the unit's radio and allow long-range transmission with no static or interference.
Faceplate/PMG Gasmask - This covers the face of a Civil Protection unit and clips on and off the helmet easily. A gasmask is incorporated into this faceplate and always has a filter attached so units are ready to head into toxic environments quickly. This mask is also important because a CP's identity must remain hidden to the citizen populace.
Kevlar vest - This goes over a units body, covering both their chest and back. This can withstand some low-power ammunition if fired at a unit.
Combat boots - The boots Civil Protection units where are heavy duty and have strong grip. This keeps a unit standing in harsh conditions and allows them to kick open doors quickly during sweeps. If need-be a unit can also use these boots to kick out at their target, to knock them over or deal some damage.
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Contraband levels for Violations and Loyalty points
This segment is about the different levels of contraband that a citizen may be found carrying. Different types of contraband will result it different punishments and equally the number of Loyalty points a citizen will get for handing the contraband in to Civil Protection units.
If a citizen reaches 12 verdict points then their citizen status is revoked and they must be immediately amputated.
Level One Contraband - 2 verdict points (to perform a re-education is the choice of the units)/1 Loyalty point for a single item and 2 loyalty points for more than one item handed in.
Non UU-branded food items/Non-authorised food items
Non UU-branded books
Crafting items
Level Two Contraband - 6 verdict points (Re-education mandatory)/2 Loyalty points for a single item and 3 loyalty points for more than one item handed in.
Radio equipment
Filter (Charcoal)
Empty ammo boxes
Empty grenade
Non-Sanctioned medical equipment (UU-Bandages allowed and prescribed drugs ICly)
Level Three Contraband - 12 verdict points (Amputation mandatory)/4 Loyalty points for a single item and 6 loyalty points for more than one item handed in.
Non UU-branded clothing (Resistance clothing, Black suit with gasmask)
Melee weapons
Ranged weapons (Handgun, Sub-machine gun)
Grenades
Civil Protection and OTA filters
Another individuals CID
Ammo boxes
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Situations
As a Civil Protection unit you will be expected to know what to do in a range of situations. Some of these are very basic and you will learn on day one of being a unit, others can be un-expected and stressful. This section will teach you how to use codes properly, and some of the more complex rules behind being a Civil Protection unit.
Situation 1 - You here Dispatch call out over your radio frequency asking for an update on individual sectors of the city.
In this situation you must give your location, sector code, status, and your TAGLINE - a shortened version so citizens do not catch on to your identity.
"Dispatch, unit S-5 reporting on 10-20: HPR1; sector code: Green, code 4"
To translate - "Dispatch, unit Swift-5 reporting on location: Outside Nexus; Very little anti-citizen activity, no assistance needed"
Situation 2 - Dispatch contacts your Patrol Team, saying "PT-1 report to RB1 to administer a sweep of the 10-20; inject upon arrival and clamp"
First of all, let's translate what Dispatch has just said - "Patrol Team 1 report to the Diordna Hotel and carry out a search of the location. Enter the building upon arrival and block all entrances"
You would make your way to The Diordna Hotel with haste and take out your USP-MATCH if you have one. You will then decide who is clamping the door and enter the building. The person "clamping" will block any citizen from entering the building or leaving. The units inside the building will travel together and find every citizen in the building and search them for any contraband. Every citizen will be made to "Apply" which means they must give both their Name and CID to Civil Protection units. If at the end of the sweep, no anti-citizen is found and no contraband is found then all citizens should be free to go after your team reports in to Dispatch on the current situation.
This report would go something like this - "Dispatch, PT-1 reporting from 10-20: RB1. All 10-91d clear of Anti-citizen status and contraband. Releasing back into workforce"
It is usually best to wait for Dispatch to respond before letting the citizens go just in-case she has another order for you in the current situation.
Well performed sweeps are what usually earn you Intention Points, so perform well.
Situation 3 - A citizen runs up to you and says that he has found a gun in the back of a shop. You, being a stupid CP decide to follow him. Upon entering the back of the shop you are attacked without RP by a male with a katana. What do you do?
First of all, you shouldn't be an idiot and do this. In a realistic situation you would request for backup and attempt to stop the male from entering without you in-case there really is a gun and he picks it up. You would then enter with your fellow unit(s) and deal with the situation together.
In this situation, however, you have been jumped by a citizen with a katana and you have no back-up. As he attacked without RP you are free to open fire on him without RP and use any means to protect yourself. If you were to die then you would not receive a PK, but possibly have your intention lowered for being a fool. If the citizen had RPed attacking you to the full extent and you had died then you may well receive a PK.
The moral of this story is: DO NOT PATROL DANGEROUS AREAS ALONE AND DO NOT ENTER BUILDINGS ALONE THAT ARE NOT PROTECTED IN SOME WAY BY A UNION OR COMBINE LOCK!!!
Situation 4 -
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Protocols
Civil Protection units will be put into situations where they need to know what to do without referring to the guide. Some of these situations are very common and others are rare circumstances.
Adding Loyalty points - If a citizen has done something that deserves a reward of Loyalty point(s) then you can use /viewdata [citizens name].
Once on this screen, double check that the citizen shown on the screen is the one you are supposed to be awarding loyalty points. This will then allow you to add a record and you can allocate the number of LPs the citizen will be awarded, and the reason for this.
Adding Verdict points - If a citizen has committed a transgression, then you can use /viewdata [citizens name]
This will give you a screen and you can add a record. You can then allocate a certain number of verdict points depending on what level transgression they committed and proceed to administer their physical punishment (Re-education or Amputation).
Administering a re-education - If a citizen has committed a level one or two transgression then they may well need to be "re-educated". This involves taking the citizen somewhere, where the citizen populace will not see you beat the suspect. An example location would be the alley behind the Change Store. It is wise to bring an additional unit with you to watch your back and maybe even clamp an entrance to the location you have taken the citizen.
Administering an amputation - If a citizen has committed a level three transgression or they have exceed 12 verdict points on their record, you must amputate them. This involves you taking the citizen, usually to the holding cell within the Nexus, and killing them by whatever means there. After they are dead you must sterilise the body in the incinerator located within the Nexus.
Clamping an entrance - This is when a unit blocks an entrance so that citizens can not enter or leave an area. When you are "clamping" you must keep your stun-baton handy, and ready to push back any citizen who tries to enter or leave. A unit will usually clamp an entrance during a sweep.
Patrolling in a PT - As a Civil Protection unit you will usually be assigned PTs (Protection Teams). This is when you "interlock" with other units to form a PT that will usually patrol or perform a sweep of a Residential Block. When patrolling you can patrol anywhere in the city EXCEPT anywhere near the Grizzly Grotto and the slums (Confined Zone 6). If you wish to disband from the PT you will radio "Dispatch, unit S-5 disbanding from PT-1".
Patrolling alone - When you are not in a Protection Team and alone on your unit, you can patrol around the plaza (Hight Priority Region 1) and ration distribution (Distribution Terminal 1). This is because these areas are very socio-stable and there is a low chance of being attacked. Under NO circumstance must you patrol alone along the road next to the slums (Requisition) or patrol along the road next to Warehouse 3 and 4 (Repository). These areas tend to be socio-unstable so only patrol these locations in a Protection Team.
Autonomous Judgement - Right then edgy i5s, it's your time to shine. When an Autonomous Judgement is called, all Civil Protection units will be handed a standard issue MP7 and sent out onto the streets to amputate every citizen they see. No RP is needed to initiate this slaughter.
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Location Guide
Just as you are expected to learn codes and to disguise what you are saying from citizens, as a Civil Protection unit you must also learn the code-names for the different locations around the City.
Quick Guide:
Transit 1 - Railway above Warehouse 4 and 5. Also above the area just outside of the train station
Transit 2 - Railway running above the road with the Metropol Hotel and the Diordna Hotel
High Priority Region 1 (HPR1) - Any area in the main plaza of the city, with medical, terminal Hotel, etc
High Priority Region 2 (HPR2) - Any area within the Lower Nexus
High Priority Region 3 (HPR3) - Any area within the Upper Nexus
Workforce intake - The train station
Documents - The road just outside of the train station
Repository - The road with warehouses 4 and 5 present
Checkpoint 1 - The checkpoint connected directly to the plaza
Requisition - The road alongside the slums
Distribution Terminal 1 (DT1) - The road with Warehouse 3 present
Distribution Terminal 2 (DT2) - The ration distribution centre
Workforce Placement 1 (WP1) - Warehouse 3
Workforce Placement 2 (WP2) - Warehouse 4+5
Workforce Placement 3 (WP3) - Warehouse 6+7
Fabrications - The alley leading down to the Grizzly Grotto
Confined Zone 6 (CZ6) - The slums
Sub Level 1 - The basement of the slums where anti-citizens are occasionally caught trading with citizens
Hydro System 6 - The sewers
Margin Zone - Shell beach
Sky 1 - The catwalk above the plaza and Warehouse 3
Sky 2 - The catwalk above the train-tracks
Residential Block 1 (RB1) - The Diordna Hotel
Residential Block 2 (RB2) - The Terminal Hotel
Residential Block 3 (RB3) - The Metropol Hotel
Residential Block 4 (RB4) - 2122 Apartments
Residential Block 5 (RB5) - Catwalk rooms
Full location guide:
Transit 1
Transit 2
High Priority Region 1
High Priority Region 2
High Priority Region 3
Workforce intake
Documents
Repository
Checkpoint 1
Requisition
Distribution Terminal 1
Distribution Terminal 2
Workforce Placement 1
Workforce Placement 2
Workforce Placement 3
Confined Zone 6
Sub-level 1
Hydro System 3
Margin Zone
Sky 1
Sky 2
Residential Block 1
Residential Block 2
Residential Block 3
Residential Block 4