Department of Magical Law Enforcement Information
Ministry of Magic, Level Two Magical Law Enforcement
On Level Two you will find what is arguably the most renowned department of the British Ministry, the Department of Magical Law Enforcement. The now defunct Department of Magical Education once shared this level, but now MLE has spread out and taken over. Magical Law Enforcement has always been one of the more popular career paths in the Wizarding World, many believe it to be quite glamorous and exciting, with much danger and plenty of heroics. While that's mostly true, Level Two itself is much like any other level in the Ministry of Magic. The various offices that make up the Department of Magical Law Enforcement come to work here every day, and the wizarding public are more than welcome to report to reception if they have business with us, provided they've come through the security checkpoint in the atrium.
In the British Ministry, the offices which come under the jurisdiction of Magical Law Enforcement are:- Improper Use of Magic Office
- Magical Law Enforcement Squad
- Auror Office
- Ministry Security
- Wizengamot
Take a look around, and if you get lost, take a peek at the handy map that is tacked on the wall in the foyer outside the lifts. Reception and Waiting Area Have a problem? Witness a crime or have something else to report? Need to visit someone from Level Two? Stop by the reception desk and someone will help you as soon as they can. There's an instant coffee machine shoved off in one corner with a few chairs. Fill out one of the forms by the coffee machine and send it by paper aeroplane to the division you are seeking, or to the individual you wish to speak with, or wait for Muriel to pass along a message for you. Best use the paper aeroplanes if you can; she's just as busy as every other employee around here. Office of Franklin Paton, Department Head Accessible from the reception area and located beside the entrance to the main work area is the office of Franklin Paton. As the silver placard on the door suggests, this is where the Department Head of Magical Law Enforcement can be found if he is not already somewhere within the department or elsewhere in the Ministry. Should you have a meeting scheduled with him or wish to drop by for a casual conversation, a simple knock on the door is all that is needed. If he does not answer, you may wait in one of the dark leather chairs placed outside or come back later in the day when he is available. Conference Room The set-up in here is simple. Simple and sparsely decorated, windowless, the room generally contains one large table and plenty of chairs, and a whiteboard and markers in several colours ready to be used. While the room is decently sizable to begin with, you'll find that for larger meetings or gatherings, the space will always fit those who show up. There's a capacity limit to this magic, but we've not hit it so far. Employee Break Room Being overworked and overwhelmed is no good for any Ministry employee, and members of Magical Law Enforcement are no exception, much as they might like to think otherwise. When the time comes to take a breather in the middle of the work day, the break room is the best place for Level Two employees to do so. Once you make sure there's nothing urgent that needs your attention, you're encouraged to take breaks and utilise this space to refortify when necessary, and to mix with your fellow employees. Work Areas At one end of the department you will find the work areas for MLES, Aurors and Security employees. Most don't spend too much time at their desks as they are likely out on assignment or patrol duty. Each of the division heads has an office should you need to stop by for a word. If you can't find who you're looking for, ask Muriel over at the reception desk to help you. Magical Forensics Lab The forensics lab is packed full of cutting edge magical equipment, all you will ever require for your analysis and testing needs. The workstations and chairs are charmed to be unbreakable and impervious to contamination; these enchantments are frequently reinforced. Around the lab are different areas for the various kinds of work that goes on in here; crime scene forensics, muggle artifact adjustments, potions-related work, counterfeit magic identification, even restoration. Evidence and Pensieve Rooms Only members of the Department of Magical Law Enforcement are permitted to enter the Evidence and Pensieve Rooms; this area is accessible only via a locked door that opens once an employee has presented their Magical Law Enforcement badge. If there are any problems in here - evidence or memories missing or tampered with, any damages, or reports of unauthorised access - those who recently logged entry will be the first followed up with. In case you needed any extra incentive to make sure nobody but you ever gets hold of your Law Enforcement badge. Interview Rooms and Holding Cells The interview rooms each contain a table and chairs, and have an unbreakable, one way mirror and heavy door on one wall. Behind the mirror, Law Enforcement employees can stand and observe the interrogation currently being conducted. These mirrors are charmed and not always activated. Sometimes they simply appear to be mirrors on both sides. Any investigation carried out within these rooms will be recorded in pensieve form for later review. Exercise Room Many Law Enforcement employees, particularly those who perform a large portion of their work out in the field, are expected to be in decent shape for all the necessary physical activity that comes with finding and apprehending suspects. You might be surprised how much running is actually involved. The exercise room is kitted out with all kinds of fitness machines, weights, boxing equipment, even some yoga mats. A punching bag hangs in one corner, and there's an impossible-to-miss watercooler at the edge of the room, enchanted to stay cool and fresh and refill itself when necessary, though the water is manually freshened up at least once a day. If you need a towel, there's plenty on the shelves, just throw them in the hamper when you're done.
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