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Difference between revisions of "40d:Suicide booth"

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A '''suicide booth''' is a tiny room used to dispose of useless [[migrant]]s and obnoxious [[noble]]s. It takes advantage of the fact that [[sleep]]ing dwarves trigger traps.  
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A '''suicide booth''' is a tiny room used to dispose of unwanted dwarves, be they filthy [[migrant]]sobnoxious [[noble]]s, or crippled warriors.   (Variations can be used on unwanted [[pet]]s as well.)
  
=The basic booth=
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''Be aware that dwarves who lose friends or pets will receive a very strong bad [[thought]] that may trigger a [[tantrum]].''
  
The booth is a tiny room containing only a [[trap]], and sealed with a door. The only place to stand is on the trap. Lure your victim to the booth, and lock him in. Eventually he'll fall asleep, and the trap springs.
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==The basic booth==
  
==Baiting the trap==
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The booth is a tiny room containing some sort of trap connected to a lever, and possibly sealed with a door.  The victim is lured to the booth, and locked in if necessary. A lever is pulled, and the trap activates.
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===The victim enters the trap===
  
 
For most dwarves, you can draft the victim into the [[military]], and station him inside the booth.  
 
For most dwarves, you can draft the victim into the [[military]], and station him inside the booth.  
  
Nobles are a little trickier, since they can't be drafted. You can get around this by placing a [[lever]] inside the booth. Pulling levers is one of the few tasks that nobles will do. Set the lever's profile so that only the noble can pull it. Link the lever to the door to avoid the need for micromanagement. There is a chance that the victim will sleep on the lever, rather than the trap.  
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For nobles, who cannot be drafted, a lever must be installed in the room for them to pull, restricted via workshop profile so that other dwarves will not touch it. Since a simple trap and a lever cannot be in the same square, the room must be at least 2 tiles big, and the trap builder must consider that the victim may be standing on either tile.
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For children, who will not even pull levers, [[construction|construct]] walls or floors inside the room and then designate them for removal while all other adult civilian dwarves and nobles are currently busy performing other tasks.
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For pets, one method is to station the owner inside the room until the pets follow, then station him/her outside the room and lock the door before the pets have a chance to react.
  
==Non-lethal variant==
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===The trap===
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This can be a simple upright spear (i.e. [[menacing spike]]), a [[dwarven atom smasher|drawbridge]], or some more complex device involving retracting bridges and long falls, water to drown the victim or magma for a flashier end.
  
For a non-lethal booth, use a [[cage]] trap. Unlock the door, and a dwarf will come along to haul the dwarf cage to an animal stockpile. This lets you keep your [[hammerer]] in cold storage, or export your migrants back to the [[Mountainhomes]].
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If crippling, rather than killing, is desired (as often preferred with [[Hammerer]]s), a wooden/glass [[menacing spike]] or a fall of no more than a few [[z-level]]s is often recommended.  If it doesn't achieve the desired results the first time, you can always do it again.
  
==Slow variant==
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===The trigger===
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As mentioned above, a lever needs to be pulled, either by a second dwarf, or by the victim once inside the room.  If the target is not on the desired square, the "Pull" command for the lever can be set on {{k|r}}epeat, in the hopes that the target will walk onto the trap - they never see it coming.
  
Recent testing suggests that dwarves will no longer fall asleep on traps, rendering the above two approaches impossible.{{v|0.28.181.40d}}  A simpler (but less entertaining) approach is just to wait for the dwarf to die of dehydration or starvation.
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==Slow option==
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A simpler (but less entertaining) approach is just to lock the dwarf in a room, perhaps either a workshop that is not needed or a bedroom, wait for the dwarf to die of dehydration or starvation. Obviously, this does not work for pets.

Latest revision as of 14:19, 13 June 2014

This article is about an older version of DF.
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A suicide booth is a tiny room used to dispose of unwanted dwarves, be they filthy migrants, obnoxious nobles, or crippled warriors. (Variations can be used on unwanted pets as well.)

Be aware that dwarves who lose friends or pets will receive a very strong bad thought that may trigger a tantrum.

The basic booth[edit]

The booth is a tiny room containing some sort of trap connected to a lever, and possibly sealed with a door. The victim is lured to the booth, and locked in if necessary. A lever is pulled, and the trap activates.

The victim enters the trap[edit]

For most dwarves, you can draft the victim into the military, and station him inside the booth.

For nobles, who cannot be drafted, a lever must be installed in the room for them to pull, restricted via workshop profile so that other dwarves will not touch it. Since a simple trap and a lever cannot be in the same square, the room must be at least 2 tiles big, and the trap builder must consider that the victim may be standing on either tile.

For children, who will not even pull levers, construct walls or floors inside the room and then designate them for removal while all other adult civilian dwarves and nobles are currently busy performing other tasks.

For pets, one method is to station the owner inside the room until the pets follow, then station him/her outside the room and lock the door before the pets have a chance to react.

The trap[edit]

This can be a simple upright spear (i.e. menacing spike), a drawbridge, or some more complex device involving retracting bridges and long falls, water to drown the victim or magma for a flashier end.

If crippling, rather than killing, is desired (as often preferred with Hammerers), a wooden/glass menacing spike or a fall of no more than a few z-levels is often recommended. If it doesn't achieve the desired results the first time, you can always do it again.

The trigger[edit]

As mentioned above, a lever needs to be pulled, either by a second dwarf, or by the victim once inside the room. If the target is not on the desired square, the "Pull" command for the lever can be set on repeat, in the hopes that the target will walk onto the trap - they never see it coming.

Slow option[edit]

A simpler (but less entertaining) approach is just to lock the dwarf in a room, perhaps either a workshop that is not needed or a bedroom, wait for the dwarf to die of dehydration or starvation. Obviously, this does not work for pets.