
All Game Items
Introduction
In Prison Architect, \"items\" encompass everything you can place, build, purchase, or confiscate within your prison. This guide covers all major categories: currencies and resources, contraband (weapons, tools, drugs), staff equipment, building materials, infrastructure components, office furniture, security devices, rehabilitation tools, and special collectibles. Each item’s function, acquisition method, optimal use case, and important synergies or upgrades are detailed below.
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Currencies and Resources
| Item | Category | Description | How to Obtain | When Useful | Synergies/Upgrades |
|---|---|---|---|---|---|
| Cash | Currency | The primary currency used to buy all objects, construct buildings, and pay staff wages. | Starting grant, prisoner intake payments, exported goods from workshops, parole hearings, grants. | Always needed for everything. Unlocks new buildings and services. | Use Accounting Office to reduce import/export costs. Combine with Grant Office to unlock larger grants. |
| Grant | Resource | Each grant is a set of objectives; completing them provides a lump sum of cash and often unlocks new items or buildings. | Unlocked via Grant Office, chosen from available grants (e.g., \\(40,000 Prison, Regime Reform). | Early game to fund construction; mid/late game to fund expansions. | Grants often require certain rooms or items (e.g., Workshop, Infirmary) – plan builds accordingly. Completing all grant lines unlocks the Supermax grant for \\),000. |
| Prisoner Intake | Income | Per-prisoner payment: you receive money for each prisoner admitted (varies by security level – max-security pays more). | Automatically when new prisoners arrive via intake system. | Steady, predictable income; essential for budgeting. | Higher security prisoners give more cash but require more expensive security measures. |
| Workshop Export | Income | Money earned from selling products made in the Workshop (e.g., freight, license plates). | Set up a Workshop with a Prisoner Work program and an Exports area. | Significant recurring income once prisoners are trained. | Requires Metal Detector at workshop entrance to prevent tool theft. Combine with Tool Leash (mod) or careful patrols. |
| Parole Hearings | Income | Prisoners who successfully pass a parole hearing grant a cash bonus. | Build a Parole Room and assign a Parole Officer; prisoners with high reform scores will be eligible. | Good for medium/late game when you have rehabilitated prisoners. | Pair with Reform Programs to raise reform score faster. |
| Reputation Tokens | Currency (DLC/Base) | Sometimes used in the Psych Ward DLC or as a premium currency in mobile versions – not a core mechanic in base PC Prison Architect. | Only if playing a version that includes reputation systems. | N/A for most players. | Varies by platform. |
Contraband (Weapons, Tools, Drugs)
Contraband items are illegal objects that prisoners try to obtain or smuggle. They are discovered via searches, metal detectors, dog patrols, or informants. Removing contraband reduces violence and escapes.
| Item | Category | Description | How to Obtain (by prisoners) | When Useful (for you) | Synergies/Upgrades |
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| Hammer | Weapon/Tool | Can be used as a weapon or to damage walls/furniture. | Smuggled from deliveries (e.g., contraband in food deliveries) or stolen from Workshop. | Keep out of prisoners’ hands to prevent escapes (digging through walls). | Shakedown orders will find hidden hammers. Dog Patrols sniff out buried hammers. |
| Knife | Weapon | Similar to shank but more dangerous (higher damage). | Smuggled via visitors, deliveries, or thrown over fence. | Increased lethality – mandatory confiscation. | Visitor Searchers and K9 Units can intercept before knives reach cells. |
| Gun | Weapon | Extremely rare and dangerous; causes fatalities. | Very rarely smuggled in via large contraband items (e.g., crates) or from a rogue guard. | If found, immediate lockdown and armed response. | Armory provides shotguns for guards; use Sniper Towers to prevent fence access. |
| Taser | Weapon | Non-lethal; used by prisoners to disarm guards. | Stolen from guards (if attacked). | Confiscation reduces guard casualties. | Equip all guards with Tasers themselves to counter. |
| Poison | Consumable | Used to kill prisoners or guards. | Hidden in food deliveries or medical supplies. | Rare; search kitchens and infirmaries. | Medical Staff can detect poison symptoms. |
| Drill | Tool | Used for digging tunnels or breaking walls. | Smuggled from delivery trucks or Workshop. | High escape risk. Use Dog Patrols and Perimeter Walls to detect tunnels. | Combine with Tunnel Detection research (requires Security Office). |
| Pickaxe | Tool | More efficient digging tool. | Same as drill. | Even higher escape speed. | Frequent cell searches and Foundations inspections. |
| Alcohol | Drug | Prisoners can become intoxicated, causing behavior issues. | Smuggled via visitors or deliveries. | Confiscate to maintain order. | Drugs Suppression research reduces smuggling. K9 Units sniff out alcohol. |
| Drugs (Generic) | Drug | Includes marijuana, medicine (abused), etc. | Similar to alcohol. | Causes mood swings, violence. | Rehab Program helps treat addiction. Searches are essential. |
| Medicine | Consumable | Legitimate if used properly (e.g., for prisoners in infirmary), but can be overused or abused. | Dispensed by Doctors during treatments. | Manage dosage to prevent abuse. | Pharmacy Room (mod or DLC) can control distribution. |
| Phone | Tool | Prisoners use to communicate outside – can be used to coordinate escapes or smuggle orders. | Smuggled via visitors or deliveries. | Disrupts security; confiscate to prevent escape plans. | Call Blocking mods or Contraband Room to prevent. |
| Lighters | Tool | Used for arson or lighting cigarettes. | Common contraband from anywhere. | Increases fire risk. | Fire Sprinklers in every room mitigate damage. |
| Books | Other | Not dangerous by themselves, but may contain hidden items (e.g., blueprints). | Smuggled. | Confiscate and search thoroughly. | Library can provide legitimate books for reform. |
#### Detection & Confiscation Methods
- Metal Detectors: Catch weapons, tools, and electronics (phones).
- Dog Patrols: Sniff out drugs, alcohol, and buried tunnel tools.
- Informants: Reveal hidden contraband per prisoner.
- Shakedowns: Order all prisoners searched – high efficiency but causes unhappiness.
- Cell Searches: Target specific cells when suspicion arises.
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Staff Equipment and Uniforms
Staff need specific items to perform duties. Most are placed directly on staff when hired.
| Item | Category | Description | How to Obtain | When Useful | Synergies/Upgrades |
|---|---|---|---|---|---|
| Guard Uniform | Armor/Clothing | Standard gear for guards – includes baton, handcuffs, radio. | Guards are automatically equipped when hired. | Essential for all guards. Upgraded to heavier armor with research. | Patrol Routes and CCTV allow guards to respond faster. |
| Riot Gear | Armor | Heavy armor and shield – reduces damage during riots. | Unlocked via Riot Guard research (needs Security Office and $500). Hire Riot Guards specifically. | Use when a riot breaks out or when entering high-risk areas (max sec). | Combine with Armory to equip guards with shotguns temporarily. |
| Guard Taser | Weapon | Non-lethal electroshock weapon. | Guards automatically carry tasers if the Taser research is completed (needs Security Office and $1,000). | Subdue dangerous prisoners without fatalities. | Taser reduces injury risk but requires Warden Office to research. |
| Sniper Rifle | Weapon | Long-range rifle used in Sniper Towers. | Place a Sniper Tower (costs $3,000). Guards inside are automatically armed. | Deters escapes over fences; can shoot escaping prisoners. | High risk of death – only use for max security perimeter. |
| Shotgun | Weapon | Available in the Armory for guards to pick up. | Build an Armory (costs $5,000) and research Armed Guards (requires Security Office). | During critical events like riots or escapes. | Only equip during emergencies – decreases prison quality when used. |
| Doctor's Scrubs | Clothing | Standard medical attire for doctors. | Doctors are hired with scrubs. | N/A – cosmetic. | Infirmary upgrades allow more efficient treatment. |
| Parole Officer's Briefcase | Tool | Contains forms and files for parole hearings. | Parole Officers are hired with this. | Needed in the Parole Room for hearings. | Parole Room must have a desk and filing cabinet. |
| Warden's Keycard | Tool | Unlocks Warden's Office and certain administrative areas. | The Warden is automatically given a keycard when hired. | Required to access restricted areas. | Keycards can also be used in Keycard Doors for high security rooms. |
| Workman's Toolbelt | Tool | Required for Workmen to construct and maintain objects. | Workmen are hired with toolbelt. | Essential for all construction and repairs. | Multiple Workmen speed up building. |
| Janitor's Broom & Mop | Tool | Used by Janitors to clean facilities. | Janitors are hired with these. | Keep prison clean to reduce disease and improve mood. | Cleaning Rotas improve efficiency. |
| CCTV Operator's Screen | Equipment | Allows guards in Surveillance Room to monitor cameras. | Place a CCTV Console (costs $800). | Essential to watch multiple screens. | Combine with many CCTV Cameras for full coverage. |
| K9 Unit | Equipment / Animal | A dog that sniffs contraband and tracks escaped prisoners. | Purchase a K9 Kennel (costs $1,500) and assign a dog handler (same as guard). | Patrol perimeter and cell blocks for drugs/tunnels. | Dogs are faster than humans and can detect hidden contraband. |
Building Materials and Infrastructure Items
These are placed during construction; many are required for functional rooms.
| Item | Category | Description | How to Obtain | When Useful | Synergies/Upgrades |
|---|---|---|---|---|---|
| Concrete Foundation | Material | The base floor for all buildings. | Build using Foundations tool (costs $X per tile). | Every building must have a foundation. | Combine with Walls and Roofing to enclose rooms. |
| Wall | Building Piece | Standard wall (1 tile). Can be interior or exterior. | Buy from Materials menu ($20 per wall section). | Defines rooms; keeps prisoners contained. | Exterior Walls are stronger and require more health to break. |
| Door | Object | Standard wooden door – allows passage. | Place door in wall gap ($100). | Required for every room entrance. | Jail Door (costs $200) is stronger and can be locked remotely. |
| Window | Object | Provides light and view – can be broken. | Buy ($50) and place in wall. | Useful for staff areas; prisoners may break them. | Barred Windows (cost $75) are stronger. |
| Gate | Object | Large door for vehicles (e.g., delivery). | Buy ($500) and place in exterior wall. | Needed for road access. | Road Gate requires a road connection. |
| Toilet | Object | Essential for prisoner hygiene. | Buy ($100) – place in each cell. | Prevents hygiene need failures. | Pipe connection required; Water Boiler supplies hot water for showers. |
| Shower Head | Object | Allows prisoners to shower. | Buy ($100) – place in shower rooms. | Required by regime for hygiene. | Water Boiler and Drain are recommended to avoid flooding. |
| Bed | Object | Bunk beds for prisoners. | Buy ($150) – one per cell (double beds for two prisoners). | Provides sleep need. | Quality of Life items (TV, phone) improve mood. |
| Chair/Table | Object | Furniture for canteens, common rooms, offices. | Buy – varies by type. | Required in dining and break rooms. | Cafeteria tables increase eating speed. |
| Lamp | Object | Ceiling or wall lamp for lighting. | Buy ($30) – placed on ceilings. | Prevents darkness penalty (decreases mood). | Outside Lights illuminate outdoor areas. |
| Workbench | Object | Used in Workshop for making products. | Buy ($200) each. | Essential for prisoner work. | Upgrades to allow different products (license plates, freight). |
| Cooking Stove | Object | Used in Kitchen to prepare meals. | Buy ($800) – requires Kitchen room. | Feeds prisoners. | Combine with Fridge and Sink for hygiene. |
| Sink | Object | Used in Kitchen and cells (optional). | Buy ($100). | Improves hygiene in cells. | Dishwasher in Kitchen speeds up cleaning. |
| Metal Detector | Security Object | Detects metal weapons/tools on passing prisoners. | Buy ($1,000) – placed in corridors or entrances. | Crucial for contraband detection. | Link with Surveillance Room for alerts. |
| Dog Kennel | Object | Houses K9 Units. | Buy ($1,500) – assign a guard. | Must be placed before using dog patrols. | Dog patrols can be assigned to any route. |
| CCTV Camera | Security Object | Allows surveillance of a small area. | Buy ($300) per camera – requires CCTV Console in Surveillance Room. | Reduces need for guards; catches rule-breaking. | Camera Coverage research increases angle. |
Office Equipment and Furniture
Used in administrative rooms to unlock functions.
| Item | Description | How to Obtain | When Useful | Synergies |
|---|---|---|---|---|
| Desk | Central office furniture – needed for most staff offices (Warden, Chief, Foreman, etc.). | Buy ($200) – place in office room. | Unlocks research and reports. | Warden Office requires a desk. |
| Filing Cabinet | Stores documents, required for certain rooms (e.g., Parole Room). | Buy ($150). | Used in parole hearings, disciplinary offices. | Parole Room needs one. |
| Bookcase | Holds books for the Library or offices. | Buy ($100). | Required for Library room (reform). | Increases reform program effectiveness. |
| TV | Entertainment for common rooms or cells (if allowed). | Buy ($200) – must be placed in common room or cell. | Boosts prisoner mood; reduces needs (recreation). | Needs Power and Cable (via Utility objects). |
| Phone Booth | Allows prisoners to call outside (within controlled parameters). | Buy ($200) – placed in common room or hallway. | Reduces family contact need; can be monitored. | Call Log research allows recording calls. |
| Weight Bench | Recreational object for common rooms. | Buy ($150). | Helps fulfill exercise need. | Combine with other recreation like pool table. |
| Pool Table | Recreation object. | Buy ($200). | Same as weight bench. | Variety improves mood. |
| Bookshelf (Library) | Specific to Library room – holds reform books. | Buy ($100) each. | Allows prisoners to complete educational programs. | Foundations of Education program requires library. |
Rehabilitation Items and Program Objects
Used in reform programs to reduce recidivism.
| Item | Program | Description | How to Obtain | When Useful |
|---|---|---|---|---|
| Workshop Machine | Prisoners work to earn money and skills. | Requires Workshop room and Workbenches. | Research Prisoner Work via Warden Office. Mid to late game. | Generates income and lowers recidivism. |
| Classroom Desk | Foundation Education program. | Buy ($100) – place in Classroom. | Unlock Foundations of Education research. | Allows prisoners to gain literacy. |
| Library Chair | Reading program. | Simple chair – buy for $50. | Place in Library. | Complements education. |
| Parole Room Desk & Chair | Parole hearings. | Standard office furniture. | Build Parole Room and hire Parole Officer. | Reduces sentence of eligible prisoners. |
| Infirmary Bed | Medical treatment + potential rehab. | Buy ($150) – place in Infirmary. | Hire Doctor. | Treats injuries; can support drug rehab programs (DLC). |
| Psychiatry Couch | Psychiatry program (for mentally ill prisoners). | Buy ($200) – place in Psychiatry Room (requires Psych Ward DLC or base). | Unlock via research. | Reduces mental health incidents. |
| Prayer Mat / Religious Symbol | Spiritual programs. | Buy – varies. | Build Chapel room. | Lowers anger and violence. |
Special Items and Collectibles
These are unique objects not essential for gameplay but add fun or achievements.
| Item | Description | How to Obtain | Use |
|---|---|---|---|
| Staff of Life | A golden statue that magically keeps prisoners fed (no kitchen needed). | Unlocked via Grant (\\)40,000 Prison) – requires $200,000 spent. | Removes food logistics – but very expensive. |
| Executive Car | A luxury vehicle for the Warden. | Unlock via Grant (Executive Car grant) – costs $20,000. | Aesthetic only – no gameplay effect. |
| Prisoner Photos | Collectible images of notorious prisoners (Escape Mode). | Found in Escape Mode by exploring. | No effect in Sandbox. |
| Books of Lore | Items left by developers (Easter eggs). | Hidden in certain maps (e.g., the island). | Fun discovery. |
| Achievement Items (e.g., 'Unbreakable' plaque) | Unlockable icons in the game’s main menu. | Complete certain achievements (e.g., \$1,000,000 net worth). | Cosmetic only. |
Summary
Prison Architect’s item system is vast and interconnected. Mastery comes from understanding which items to place and when. Cash is the lifeblood; contraband is the constant threat; infrastructure builds the prison; security items protect it; and rehabilitation items reform it. Use the table above to plan your prison layout and prioritize research grants that unlock critical items like Metal Detectors, Armory, and Workshop tools.
For synergy, always place a Metal Detector at the main entrance to the prison and near the Workshop. Pair CCTV with Dog Patrols for comprehensive contraband control. Invest early in research (via Warden Office) to unlock advanced items like Tasers and Riot Gear. Finally, use the Grant Office to fund your expansions and unlock unique items like the Staff of Life for late-game optimization.