Post by Merlin! on Aug 10, 2007 15:57:01 GMT -5
Ministry of Magic Headquarters - Levels and Departments[/b]
The headquarters of the Ministry of Magic is located in the heart of London. The whole building is underground, although magical windows show whatever weather Magical Maintenance has chosen for the day.
Visitors' Entrance
A visitor to the Ministry of Magic comes to a broken-down red telephone box located on a dingy street which has several shabby offices, a pub, and a wall covered with graffitti. When the telephone in the box is dialed (62442, the word M-A-G-I-C), the welcome witch's voice answers, not from the phone but from the air as if the person is standing right there. Visitors must state their business, upon which a silver badge pops out with the visitor's name and purpose of visit. Then the telephone box drops down like a lift for about one minute, after which the visitor is in the Atrium (on Level Eight)
Level One
Unknown; likely to be the offices of the Minister of Magic and administration staff.
Level Two
Department of Magical Law Enforcement
Divisions:
Level Three
Department of Magical Accidents and Catastrophes
Divisions:
Level Four
Department for the Regulation and Control of Magical Creatures
Divisions:
Level Five
Department of International Magical Cooperation
Divisions:
Level Six
Department of Magical Transportation
Divisions:
Level Seven
Department of Magical Games and Sports
Divisions:
Level Eight - The Atrium
The Atrium is a large hall with fireplaces up and down both long walls. Down the left-hand side of the hall are gilded fireplaces which witches and wizards can use to arrive at the Ministry. The right-hand side contains gilded fireplaces as well, and these are used for departures. The floor is polished dark wood. The ceiling is peacock blue with golden symbols moving across it. The Fountain of Magical Brethren lies halfway down the Atrium. A group of golden statues, depicting a wizard, a witch, a centaur, a goblin, and a house-elf, spout water into the surrounding pool of water. At the end of the Atrium is a set of golden gates, next to which is a security stand. Another smaller hall is beyond the gates and here there is a series of lifts.
Level Nine
Department of Mysteries
Rooms:
Level Ten
This level can only be reached by the stairs to the left of the door which leads to the Department of Mysteries on Level Nine. Contains the courtrooms of the Department of Magical Law Enforcement.
Credit to HP Lexicon's guide to the MoM
The headquarters of the Ministry of Magic is located in the heart of London. The whole building is underground, although magical windows show whatever weather Magical Maintenance has chosen for the day.
Visitors' Entrance
A visitor to the Ministry of Magic comes to a broken-down red telephone box located on a dingy street which has several shabby offices, a pub, and a wall covered with graffitti. When the telephone in the box is dialed (62442, the word M-A-G-I-C), the welcome witch's voice answers, not from the phone but from the air as if the person is standing right there. Visitors must state their business, upon which a silver badge pops out with the visitor's name and purpose of visit. Then the telephone box drops down like a lift for about one minute, after which the visitor is in the Atrium (on Level Eight)
Level One
Unknown; likely to be the offices of the Minister of Magic and administration staff.
Level Two
Department of Magical Law Enforcement
Divisions:
- Auror Headquarters
The Auror Headquarters is an open area that is divided into cubicles. The walls of these cubicles are covered in wanted posters, personal photographs, Quidditch posters, and Daily Prophet clippings. - Improper Use of Magic Office
Sends warning letters to underage wizards using magic - Magical Law Enforcement Squad
Employs Hit Wizards to handle dangerous criminals such as Sirius Black - Misuse of Muggle Artifacts Office
Keeps enchanted items out of the hands of muggles and participates in raids to keep Dark items out of circulation. A small and crowded office at the end of a shabby corridor. - Office for the Detection and Confiscation of Counterfeit Defensive Spells and Protective Objects
Created by incoming Minister of Magic Scrimgeour July 1996 in response to the influx of counterfeit objects begin sold to supposedly protect people - Wizengamot and Wizengamot Administration Services, Council of Magical Law
The high Wizard court of law, held in a dungeon. The courtrooms are located on the tenth level of the Ministry of Magic. - Magical Equipment Control
Level Three
Department of Magical Accidents and Catastrophes
Divisions:
- Accidental Magic Reversal Squad
- Invisibility Task Force
- Muggle-Worthy Excuse Committee
- Obliviator Headquarters
Level Four
Department for the Regulation and Control of Magical Creatures
Divisions:
- Beast Division
Includes the Centaur Liason Office, Committee for the Disposal of Dangerous Creatures, Dragon Research and Restraint Bureau, Pest Advisory Board, Werewolf Capture Unit. - Being Division
- Goblin Liason Office
Includes Office of House-Elf Relocation. - Werewolf Support Services
- Spirit Division
Formed when ghosts argued that they weren't Beings, they were clearly "Has-Beens" and deserved special treatment.
Level Five
Department of International Magical Cooperation
Divisions:
- International Confederation of Wizards, British Seats
- International Magical Office of Law
- International Magical Trading Standards Body
Level Six
Department of Magical Transportation
Divisions:
- Apparition Test Centre
- Broom Regulatory Control
- Floo Regulation Panel/Floo Network Authority
The Floo Regulation Panel controls which fireplaces are connected to the Floo Network. The Floo Network Authority maintains and regulates the Floo Network. Employees of the Floo Network Authority have the ability to monitor Floo connections, and can eavesdrop on Floo conversation. Witches and wizards working for the Floo Network Authority are referred to as Floo Network Regulators. - Portkey Office
In charge of authorising Portkeys.
Level Seven
Department of Magical Games and Sports
Divisions:
- British and Irish Quidditch League Headquarters
- Official Gobstones Club
- Ludicrous Patents Office
Level Eight - The Atrium
The Atrium is a large hall with fireplaces up and down both long walls. Down the left-hand side of the hall are gilded fireplaces which witches and wizards can use to arrive at the Ministry. The right-hand side contains gilded fireplaces as well, and these are used for departures. The floor is polished dark wood. The ceiling is peacock blue with golden symbols moving across it. The Fountain of Magical Brethren lies halfway down the Atrium. A group of golden statues, depicting a wizard, a witch, a centaur, a goblin, and a house-elf, spout water into the surrounding pool of water. At the end of the Atrium is a set of golden gates, next to which is a security stand. Another smaller hall is beyond the gates and here there is a series of lifts.
Level Nine
Department of Mysteries
Rooms:
- The Brain Room
This long, rectangular room is lit by lamps hanging low on golden chains from the ceiling. It is quite empty except for a few desks surrounding an enormous glass tank of deep green liquid. In this tank a number of pearly-white brains drift around. When removed from the potion in the tank, the brains fling out streamers of thoughts which can seriously injure someone if they wrap themselves around them. Other doors open off this room. - The Death Chamber
This room quite large and also rectangular. It is dimly lit. In the center is a sunken stone pit some twenty feet deep. Stone benches run all around the room and descend in steep steps toward a raised stone dais in the centre of the pit. An ancient, crumbling stone archway, unsupported by any surrounding wall, stands on this dais. This archway is hung with a tattered black curtain which flutters very slightly as though it had just been touched, althoughthe air in the room is still and cold. Some people can hear voices through the veil; it would seem that those who have lost loved ones are the ones who can hear voices. - The Hall of Prophecy
The Hall of Prophecy, which is entered through the entered through the Time Room, is a vast cold chamber, high as a church, filled with row upon row of towering shelves. On these shelves are hundreds of small, dusty, glass orbs, each with a yellowed and dusty label affixed below. Candle-brackets set at intervals along the shelves hold blue-flame candles. The row of shelves directly in front of the door from the Time Room is number 53. Number 54 is to the right of that, then 55, and so on. The light is very dim in the Hall. The candles are located on either end of each row, which means that from one end, the far end of each row is lost in darkness. Some of the orbs glow with a faint inner light but others are cold and dark. - The Locked Room
The door to this room is locked and no spell or magical device appears to work to open it. - The Planet Room
This is a dark room full of planets. - The Time Room
This room is filled with beautiful, dancing, diamond-sparkling light. Clocks can be found on every surface. A huge crystal bell jar stands at the far end of the room, and it is from this that the sparkling light comes. The bell jar stands on a desk and appears to be full of a billowing, glittering wind. Inside the jar, rising and falling on the glittering current, a tiny object moves through an endless loop. The object is a small humingbird, but it isn't always a bird. At the bottom of its circuit, the bird is within its egg. As it rises, it hatches and grows into a mature bird by the time it reaches the apex of its path. On the way back down, it becomes a fledgling bird and then reenters its egg, which reforms around it. This progression of time repeats over and over within the jar. A large glass-fronted case stands against a wall within which many Time-Turners of various sizes rest on shelves. The path through this room, toward the bell jar, is a narrow passage between the many desks. At the far end, where the Time-Turners are located, is another door which pushes to open.
Level Ten
This level can only be reached by the stairs to the left of the door which leads to the Department of Mysteries on Level Nine. Contains the courtrooms of the Department of Magical Law Enforcement.
Credit to HP Lexicon's guide to the MoM