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Drinking Game / Prison Architect

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In the campaign:

  • Take a sip whenever you get a call.
    • Take two sips whenever you get a call from the CEO.
      • Take three sips if something horrible happens to your prison (riot, death, escape) in the background.
      • Finish your drink if it was entirely preventable but you were stuck in the calling screen.
  • Take a sip if you somehow manage to kill every guard defending the prison in G.A.B.O.S.
    • Take two sips if you end up trapping yourself because the prisoners killed every guard stuck behind the locked jail door.
      • Take three sips if you still manage to subdue the riot.

In Escape Mode:

  • Take a drink every time another inmate speaks to you about your condition.
  • Take a drink whenever you surrender.
    • Take a drink whenever the prison guard calls you a "god-damn monster".
    • Take a sip if you choose to skip your punishment.
      • Alternatively, take a sip if you're able to sleep the punishment away.
    • Take a sip whenever you are taken to the infirmary.
    • Take a drink if you succeed in bribing a guard.
  • Down your entire bottle if you manage to reach the armory.
    • Only drink half if the armory was not assigned as a Staff Only area (i.e. there's no diagonal red lines covering it).
  • Take a drink every time your inmate gets stuck in place when trying to have a meal.
  • Take a drink if you manage to steal the vendor’s shades.
  • Take two drinks whenever you manage to start a riot.
    • Get another drink, in addition to the above take, if you get warned about the incoming military.
  • In terms of the ending:
    • Take a sip every time you get the Dead ending.
      • Take another sip if a riot guard, sniper, or military fighter is the one who kills you.
    • Take a drink if you get the Solo ending.
      • Add another if you get the cutscene of your inmate sneaking behind a poster in his cell.
    • Take three drinks if you get the Crew ending.
    • Down your entire bottle if you get the Take Over ending.

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