This month we took a huge step fowards in one of the biggest remaining areas of the game – contraband. Almost every room in the game is now a source of dangerous contraband which prisoners can (and will) steal whilst your back is turned. Workshops used to be a source of near unlimited funds – now they are also a source of hammers, screwdrivers, and electric drills. Medicines from the medical wards, knifes from the kitchen, even booze and cigs from the administrators office. Everything is up for grabs for your light fingered inmates, and those nice visiting relatives can now smuggle in virtually anything for their loved ones. Inmates will smuggle their stolen gear back to their cell, taking care to avoid metal detectors where appropriate, and will stash their shit anywhere they can. You might search an inmate at Yard time and find nothing, but he could have a whole armoury waiting for him back in his cell.
The are four categories of contraband, but many different variants within each category:
– Weapons are a commonly stolen item, especially in dangerous prisons where fights are common. You won’t see it until it’s too late and there are bodies on the floor.
– Tools typically come from the workshop or storage rooms, and will be used to dig escape tunnels in a future alpha
– Narcotics are a commonly desired item for many bored prisoners and will eventually lead to addictions and erratic behaviour
– Luxuries includes anything that makes prison life a little more bearable: a bottle of booze to pass the time, or a mobile phone to call loved ones
There is a new “Contraband� button in the main toolbar which shows an overlay of all possible sources of contraband within your prison. It also handily tells you which categories each item falls into. Some particularly useful items fall into multiple categories: A screwdriver is a tool but can also double as a weapon.