v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Suicide booth"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (moved Suicide booth to 40d:Suicide booth: 40d namespace migration)

Revision as of 01:43, 8 March 2010

D4Dwarf.png This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.


A suicide booth is a tiny room used to dispose of unwanted dwarves, be they useless migrants, obnoxious nobles, or crippled warriors. (Variations can be used on unwanted pets as well.)

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

The basic booth

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

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

For nobles and children, who cannot be drafted, a lever must be installed in the room for them to pull. (This lever may or may not trigger the trap itself, and might not even be connected to anything.) Some manipulation of locked doors or placement of trap (like in a bedroom) may be required to force your specific target to pull the lever, rather than some other nearby dwarf. 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 pets, restraining them in the room is the most direct approach.)

The trap

This can be a simple weapon trap, a non-lethal cage trap, 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 Menacing spike or 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

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 reapeat, in the hopes that the target will walk onto the trap - they never see it coming.

Slow option

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.