FANDOM


Contraband are the objects that prisoners smuggle into prison or obtain inside the prison. Each prisoner can only carry one thing at a time, he will always carry it with him but may decide to hide it, usually in the prisoner's cell in a bed, toilet, or other objects in his/her cell.

There are 4 types of contraband but all items can be traded for money.

  1. Weapons - Used to attack prisoners and staff. Silent kill weapons attract less attention than noisier weapons used in fights.
  2. Tools - Used to escape or cause destruction.
  3. Narcotics - Booze, cigs, and drugs are all considered narcotics.
  4. Luxuries - Most common luxuries are cell-phones.

There are two traits of contraband, making it detectable.

  1. Metal - Detectable by Metal Detector.
  2. Smelly - Detectable by Dog Handler.

When a prisoner with metal contraband goes through a metal detector, it will very likely set off an alarm and a guard will search that prisoner automatically. There is also a small chance of a false alarm.

Dogs will automatically check nearby prisoners for smelly contraband, but are also susceptible to false alarms of both kinds.

Alternatively, you can search any prisoner for contraband by left-clicking and then selecting "Search", or you could also trigger a shakedown and search the entire prison. If contraband is found, the prisoner will be escorted to a solitary cell or to his cell for lockdown depending on your punishment settings. You can change your punishment settings in the Policy tab in the Menu. The supply and demand of contraband can be seen through the intelligence tab, if the supply is high, we recommend to do a shakedown.

Contraband can also be traded with other prisoners for money. Prisoners will carry contraband that they don't particularly want to sell. The price of contraband depends on the supply and demand of the contraband. The approximate prices of contraband can be seen in the dangers part of the Intelligence tab.

Almost all contraband can be smuggled in.

Contraband arrives to the prison in numerous ways:

1. Prisoners can arrive with contraband when they first come to your prison. To catch this contraband, build a reception area.

2. Contraband can be smuggled in by family in visitation. Be sure to have dog patrols around and in your visitation room or have secure visitation booths.

3. When prisoners are visiting their families and making phone calls to them, they can arrange for delivery of contraband to be thrown over an outside wall. Prisoners retrieve their contraband from the delivery or ground during free time or work time if there is no guard nearby. In order to stop this, make all outside areas (except the yard) staff-only. There is a limit to how far contraband can be thrown, so also make sure that any outside areas are spaced sufficiently far from the outer perimeter of the prison

4. Crate delivery. It is beneficial to have a dog patrol the delivery area and making sure all delivery boxes are carried through a metal detector. This will catch detectable contraband.

6. Weapons and Tools can be taken from certain rooms. Having a metal detector and dog patrols at every exit of a contraband source will catch most of it.

7. Many things can be stolen from storage, offices, security, and the armoury. All those rooms should be walled off and set to staff-only.


As of Alpha 23 prisoners may consume their contraband (drugs or alcohol) and become intoxicated. Guards (especially dogs) may detect this behavior.

List of Contraband:

Picture

Contraband name Type/Trait Comment
Screen Shot 2015-12-13 at 8.48.42 AM
Assault Rifle (Weapons, Metal, Ranged Weapon) Taken from dead/unconscious National Guard or stolen.
Prisonarchitectaxe
Axe (Weapons, Tools, Metal) Taken from Forestry. To chop bones or fences.
Prisonarchitectbaton
Baton (Weapons) Taken from dead/unconscious guards, Security, or Armoury.
Prisonarchitectbooze
Booze. (Narcotics, Luxuries) Taken from Office and Visitation.
Prisonarchitectcellphone
Cellphone (Luxuries) Taken from Office and Visitation.
Prisonarchitectcigs
Cigs (pack of cigarettes) (Narcotics, Smelly, Luxuries) Taken from Office, Staff Room, Visitation, or Security.
48px-Contraband clipboard
Clipboard (Weapons) Used as a club, taken from dead/unconscious Administrative Staff.
Prisonarchitectclub
Club (Weapons, Improvised) Taken from Cleaning Cupboard.
Screen Shot 2015-12-13 at 8.52.26 AM
Dog Leash (Drugs) Taken from dog handler, used for strangulation, silent when used to attack. [I just found out that these are considered drugs, when I was doing a shakedown. -Water8500]
Prisonarchitectdrill
Drill (Weapons,Tools, Metal) Taken from Workshop or Storage.
Prisonarchitectmedicine
Drugs (Narcotics, Smelly) Taken from Infirmary.
Prisonarchitectfork
Fork (Weapons, Metal) Taken from Kitchen.
Prisonarchitectguardoutfit-0
Guard Outfit (Tools) Taken from dead/unconscious Guards, and Armed Guards. Not much is known and it has no purpose.
Prisonarchitectgun
Gun (Revolver) (Weapons, Metal, Ranged Weapon) Taken from Armoury.
Prisonarchitecthammer
Hammer (Weapons, Tools, Metal) Taken from Workshop or Storage.
Hose
Hose (Unknown) Taken from dead/unconscious Firemen.
Toolsweaponscigs
Jail Keys (Metal) Taken from dead/unconscious Guards, Armed Guards, Riot Guards and the Security room. Used to unlock all doors. Remote Doors cannot be opened with any keys.
Prisonarchitectknife
Knife (Weapons, Metal) Taken from Kitchen or Morgue.
Prisonarchitectlighter
Lighter (Luxuries) Taken from Office, Security, Visitation, or Staff Room. Can be used to light a fire in your prison.
Prisonarchitectmedicine
Medicine (Narcotics, Smelly) Taken from Infirmary.
Prisonarchitectneedle
Needle (Narcotics) Taken from Infirmary or dead/unconscious Doctors.
48px-Contraband pianowire
Piano Wire (Weapons) Smuggled in only. Silent when used to attack. Rarely trips Metal Detector.
Prisonarchitectpoison
Poison (Chemical, Smelly) Taken from Infirmary or Cleaning Cupboard.
Prisonarchitectrifle
Rifle (Weapons, Metal, Ranged Weapon) Taken from armory or dead/unconscious snipers.
Prisonarchitectsaw
Saw (Tools, Metal) Taken from Workshop, Storage or Forestry.
Prisonarchitectscissors
Scissors (Weapons, Tools, Metal) Taken from Infirmary, Morgue or Library.
Prisonarchitectscrewdriver
Screwdriver (Weapons, Tools, Metal) Taken from Workshop or Storage.
Prisonarchitectshank
Shank (Weapons, Tools, Metal, Improvised) Made in a Workshop.
HyBe2sP81qfN.878x0.Z-Z96KYq
Shears (Weapons, Metal) Smuggled in only.
Prisonarchitectshotgun
Shotgun (Weapons, Metal, Ranged Weapon) Taken from Armoury or dead/unconscious Armed Guards.
Prisonarchitectspade
Spade (Tools, Metal) Taken from Forestry. Used to dig Escape Tunnels.
Prisonarchitectspoon
Spoon (Tools, Metal) Taken from Kitchen. Used to dig Escape Tunnels.
Prisonarchitectjailkeys
Staff Key (Metal) Taken from dead/unconscious staff members. Used to unlock/lock staff-only doors, usually used during riots and escapes.
Prisonarchitecttaser
Taser (Weapons, Ranged Weapon) Taken from Armoury or dead/unconscious Armed Guards or guards with Tazer Certification. Only available after Taser Rollout is researched in Bureaucracy.
Prisonarchitectwooodenpickaxe

Wooden Pickaxe

(Tools, Improvised) Made in a Workshop.

Contraband type by roomEdit

Intelligence view shows which rooms are sources of contraband. A prison's layout should consider this to detect and contain contraband, by securing their exits with metal detectors and/or dog handlers.

Room Type/Trait
Visitation Smelly
Psychologist's Office Smelly
Cleaning Cupboard Smelly
Infirmary Smelly & Metal
Library Metal
Kitchen Metal
Workshop Metal
Keep these staff-only:
Office (others) Smelly
Forestry Metal
Staff Room Smelly
Armoury Metal
Security Metal
Storage Metal
Morgue Metal
Deliveries Any (Smuggled)

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.