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PRISON ARCHITECT WIKI PRISONER FULL
Johnson was just the first guy, on his first full day, and already the nurse was hoofing his dead weight to the med bay. Within minutes he’d done hundreds of dollars in damages to his cell, not to mention himself, punching everything he could until he fell unconscious from his wounds. The guards had barely shut the door before he was hopping mad. One particularly short-fused stick of dynamite, let’s call him Johnson, came in through reception, spent one comfortable night in my newly built padded holding cell, then was escorted to his personal cell, likewise padded. More so than anyone else, the criminally insane constantly feel repressed, constantly feel on edge. They’re on a level with maximum security prisoners, but even more volatile. Psych Ward’s criminally insane convicts introduce a new top tier of crazy into your lockdown utopia. Some things are just going to go awry, no matter how tightly you think you’re structuring things. You’ve got a bird’s eye view, but you aren’t the hand of God. Depending on how awake I was during construction and expansion, some didn’t even have to do their whole time-some ran for it, finding a chink in the fence, or slipping out in some vaguely glitchy manner, out wandering through parts of the compound they didn’t belong. What more could I do with dudes in convict jumpsuits? I’d gotten ‘em in the door, gotten ‘em reformed, or gotten ‘em the chair. I wasn’t sure what would bring me back to Prison Architect. implied earlier, albeit in more eloquent terms: Increased revenue invites commensurate complications. Along with this new volatile personality, however, comes a corresponding bump in income and building options. Psych Ward introduces a new level of inmate psychology to your prison: the criminally insane. used to say, “Mo’ money, mo’ problems.” That is precisely the risk/reward ratio you encounter in Prison Architect’s Psych Ward DLC. As the late, great rapper-philosopher Notorious B.I.G.
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