Main Page Go to Short Stories Go back to Articles Go to Comics Go to Continued Series Go to Editorial Go to New Series

Show All | Week 1 | Week 2 | Week 3 | Week 4 | Week 5 | Week 6 | Week 7 | Week 8 | Week 9 | Week 10 | Week 11 | Week 12 | Week 13 | Week 14 | Week 15 | Week 16 | Week 17 | Week 18 | Week 19 | Week 20 | Week 21 | Week 22 | Week 23 | Week 24 | Week 25 | Week 26 | Week 27 | Week 28 | Week 29 | Week 30 | Week 31 | Week 32 | Week 33 | Week 34 | Week 35 | Week 36 | Week 37 | Week 38 | Week 39 | Week 40 | Week 41 | Week 42 | Week 43 | Week 44 | Week 45 | Week 46 | Week 47 | Week 48 | Week 49 | Week 50 | Week 51 | Week 52 | Week 53 | Week 54 | Week 55 | Week 56 | Week 57 | Week 58 | Week 59 | Week 60 | Week 61 | Week 62 | Week 63 | Week 64 | Week 65 | Week 66 | Week 67 | Week 68 | Week 69 | Week 70 | Week 71 | Week 72 | Week 73 | Week 74 | Week 75 | Week 76 | Week 77 | Week 78 | Week 79 | Week 80 | Week 81 | Week 82 | Week 83 | Week 84 | Week 85 | Week 86 | Week 87 | Week 88 | Week 89 | Week 90 | Week 91 | Week 92 | Week 93 | Week 94 | Week 95 | Week 96 | Week 97 | Week 98 | Week 99 | Week 100 | Week 101 | Week 102 | Week 103 | Week 104 | Week 105 | Week 106 | Week 107 | Week 108 | Week 109 | Week 110 | Week 111 | Week 112 | Week 113 | Week 114 | Week 115 | Week 116 | Week 117 | Week 118 | Week 119 | Week 120 | Week 121 | Week 122 | Week 123 | Week 124 | Week 125 | Week 126 | Week 127 | Week 128 | Week 129 | Week 130 | Week 131 | Week 132 | Week 133 | Week 134 | Week 135 | Week 136 | Week 137 | Week 138 | Week 139 | Week 140 | Week 141 | Week 142 | Week 143 | Week 144 | Week 145 | Week 146 | Week 147 | Week 148 | Week 149

Neopia's Fill in the Blank News Source | 16th day of Awakening, Yr 27
The Neopian Times Week 53 > Continuing Series > Evil Overlording For Dummies, Continued & Concluded: Part Two

Evil Overlording For Dummies, Continued & Concluded: Part Two

by scriptfox

YOUR DUNGEON: So Much More Than A Holding Cell
      Ahh, the dungeon. Perhaps no other facility will be better utilised or enjoyed by the successful Evil Overlord or Overlady. The form it takes varies as widely as the circumstances in which various Evil Overlords find themselves. For the beginner, it may be as simple as a large pit in the ground with a cover on top. For those like myself who have succeeded beyond even my wildest dreams, it consists of a super-deluxe, beyond state-of-the-art facility in a special section of my space station. The beauties that are available with those sorts of resources are truly mouth-watering. I highly recommend the electro-zap 3000 system. Having electrified floors in all of the cells can prove highly entertaining, as well as being a useful tool in training your prisoners.

      There is, of course, more to the dungeon than just utility. You must make sure the decor fits with your Evil Overlord image. Don't make the mistake of some beginners who assume that any old moldy tomb looks "evil" enough. It's the personal touches that count. A few skulls posted in strategic places can make all the difference- just make sure you monogram them so that everyone will know whose trophies they are.

      That said, the next most common mistake of almost every Evil Overlord/Overlady is to fail to realise the full potential of their dungeon. That's where this guide comes in. There are so many uses that I now present you the list without further ado.

Profit Making

      Yes! A successful dungeon can actually be a financial plus to your balance sheets. Too many Overlords spare no expense, but then fail to realise how to turn a profit at it. That does awful things to your cash flow, not to mention to your accountants when they have to tell you that you're losing money. How do I turn a profit, you ask?

      The fastest way to dungeon riches is to realise that your prisoners are free labour. The only things you're out are a few moldy crusts of bread, a bowl of watery soup, and whatever other rations you generously supply them. The tasks they can be put to are limited at first, but expand later on as you train them to be proper servants. They may start pumping on electrical generators and after a while graduate to painting the registration numbers on your starship. I have even heard of some conversions from Group B to Group A doing this (note: see previous chapter on interpersonal relationships if you missed it) but the reports were sketchy and not fully reliable.

      Do not even think about proceeding further into this section until you put the above tip into practice. As an Evil Overlord, you face the common mistake of letting people in Group B do nothing but sit around and plot. Before you know it, they may degenerate from B right down to D. Work them so hard that all they can do between labour shifts is lay on their cell floor/pile of straw /custom-contoured torture pad and sleep. Work and sleep... the two things that will make sure nothing else happens that might possibly concern you.

      Your dungeon produces all sorts of useful by-products--or it can, if you design it correctly. Dung, for instance, always makes good fertiliser. For myself, I have found some natives that will actually buy it for use in their furniture-making facilities, but that was a stroke of luck that you will probably not be able to duplicate.

      Another useful by-product comes when you dispose of your prisoners. I also have a contract with several groups of natives that lets me supply them with such delicacies as pasta and eyes, eye candy, toe nail soup, and finger crisps. If you aren't fortunate in finding some suckers- erm, enlightened natives- then you can always feed it to your pets. (Note: any wild, half-starved, and vicious animal that you use in your torture chambers is an acceptable substitute.) If even they turn it down, then as a last resort you can have it fed to your troops.

      Another little money-maker, if it is managed right, is guided tours. The trick here is to recognise what types of people will pay to go through and see the delights you offer in your dungeons. Here are the major categories and how to handle them:

1. Thrill-seekers. These poor wannabes have fun scaring themselves with your work, but they don't have the stomach for the real thing. Give them some harmless thrills (the old 'stage an accident' routine can work nicely when you have an accomplice in the group), and remember that you want to titillate them by leaving them thinking it just might turn real. Don't worry, they'll be back!

2. Reporters. These people are interested in getting the "real dirt" on your operations. They are troublesome in that they usually try to slide off on their own, although you can amuse yourself by pretending to let them get away with it, then "finding" them at just the right time and... well, I won't spoil your fun by suggesting exact methods at that point. These can be good repeat customers if you frustrate them so that they just know there is more in there, but they can't find out exactly what it is.

3. Long-lost whatevers. This category contains all of the long-lost and distantly connected people to your dungeon's occupants (or former occupants). They are similar to reporters, though easier to predict since their focus is more limited. Handle them much the same way that you do the reporters.

4. Budding young Evil Overlords. If you're a successful Evil Overlord, don't be surprised to find several good youngsters in your groups. They've come to admire your work and get ideas for their own future programs. I highly recommend encouraging them. Not only will they be back numerous times, they provide a rich pool of talent for your own armies- or as potential successors, assuming you had to toss your last potential successor out the airlock.

Training

      Any good Evil Overlord knows that good training is the key to having good troops. Expansion is good, but too many Evil Overlords expand so fast that their troops just don't get good training. Why they don't think of using their prisons to help augment their usual training programs is beyond me. (Note: since a lot of Evil Overlords usually have training programs consisting of "here is your spear, this end points towards the enemy", it's easy to augment them.)

      Guard duty and sentry duty in your dungeon is a good way to keep them occupied, and serves as training for when they do the same thing out in the field. There's the additional bonus of having not only potentially dangerous prisoners around, but also the torture- erm, disciplining facilities- on the premises as well.

      One good way to test your troops' readiness is to let a couple of them loose in a crowded cell or yard with your prisoners. Whip out your handy audiometer and measure the decibel levels of the resulting screams. Score it on a scale of 1 to 10 by subtracting forty and then dividing that by seven. If your troops are the ones doing the screaming, multiply the result by -1 to show your displeasure and do a quick check of your recruitment system. If you hear mostly dead silence, with only the crunch of bones and smacking of lips, your troops are either very ready for battle, or else someone has been short-changing their rations again. Double-check your army's supply corps.

      The benefits to training programs continue even after they serve their time in your dungeons. I have heard of many friendships started among troops bonded together by their common experiences in these situations. It is truly heart-warming to hear two of your minions, mutual strangers, who can immediately start an enthusiastic conversation about the various sorts of tortures that they witnessed or were fortunate enough to carry out in your dungeons. Some of the more detailed descriptions can be quite stimulating, and you might even learn of a few new twists yourself, you never know.

Soporifics

      The dungeons can provide you with a source of relaxation as well. Imagine this scenario: you've had a hard day ruling most of the known world Your loyal subjects are demanding more and better of everything, and you've had to personally carry out several forcible Group D to B transfers. Then to make things worse, some heroic type actually carries out a D to A self-conversion and you have to listen to this disgusting person sing your praises. An Evil Overlord can only stand so much of this cloying sweetness before needing an antidote. Ah, but then you have it! The screams of anguish and horror coming from your dungeons are piped directly to your private bedchamber, and you immediately began to relax and smile again as you listen to their pleasant strains. It's enough to cure even the worst case of strung-out blues or insomnia.

      The only problem with it is that it can be habit-forming. After a while, being deprived of your nightly ego-boost can leave you tired and edgy the next day. Granted, that's a good way to swell your Group B ranks, but you want to enjoy those transfers, not do them out of a simple knee-jerk reaction caused by scream deprivation. I recommend using this only for the occasional times when you really, really need a stress-reliever.

Research

      I almost decided to put this into the profit-making category, but since it only leads the way to profits (and doesn't make a profit itself) I put it in its own section. Any Evil Overlord or Overlady worth the name will have experience in medical research from childhood on. Note: check out the earlier sections about an Evil Overlord's childhood if you missed it.

      Continuing your research using people in Group B is a logical extension that most Evil Overlords quickly grasp and often execute. True, some don't execute before they use their subjects, since some research is best done on living things. Either way, a steady stream of experimental subjects is a very nice fringe benefit.

      But that's not all! Much more research can be done than simple medical examinations. Remember, you have here a small, tightly controlled, society. Exploring personal relationships through controlled experiments such as locking a carefully selected group of subjects together can be intriguing, and perhaps even useful. Other possibilities would include deliberately varying the cruelty and type of treatment between your subjects and observing the effects upon moods and relationships.

      Exploration into the fringes of personal behaviour are also possible. Such simple things as withholding food, and then letting them loose in a temptingly delicious (but inedible) environment can be entertaining as well as useful. Piping in Two Gallon Hats music 24/7 into a cell also lets you time how long someone can last while they deliberately beat their heads into the cell wall in time to the music. I heard of one Evil Overlord who piped in an endlessly looped version of legal contracts, read by the lawyers who wrote them, but that seemed totally overboard, even to me. Sure, I'm an Evil Overlord, but even Evil Overlords can have their limit.

      Strobing the cell lights is another good way to test the limits of rational (and even irrational) behaviour I usually vary this technique by changing the strobe flashes to an irregular flash. A couple of times, I have seen a bright prisoner figure out that the flashes might contain encoded messages. They were right. Watching their reactions when they finally figured out what I was telling them was worth all of my effort, even if they thought it not worth theirs.

      The possibilities of a well-organised dungeon are truly limited only by your imagination. Remember, the above tips are just to get you started on the way to a profitable, enjoyable, relaxing, and even educational career of dungeon administration.

      Oh, there was one thing I wanted to add about the wild animals (or pets) that you have in your dungeon.... but that can wait until the next chapter on "Pets: The Evil Overlord's Most Loyal Sidekicks".

To be continued...

Previous Episodes

Evil Overlording For Dummies, Continued & Concluded: Part One

Evil Overlording For Dummies, Continued & Concluded: Part Three

Evil Overlording For Dummies, Continued & Concluded: Part Four

Week 53 Related Links

Version Three
Once again they got into there Transporto-Zap 1000. Warp, within seconds appearing in Neopia Central.

by cheshil


Po and Camp Neko: Part Three
There was a piece of masking tape tied around the chain, and written messily on the tap were the words, Branston's Office.

by polayo


Illusen's Quest For Peace: Part Two
"No. I'm not a monster. But," Jhudora spoke quietly, seeming to enjoy this, "I can't say the same for these guys."

by sinners


The Eye of Evil: Part Fourteen
Vanja has Sloth falling all over the place...

by daffodillie


The Evil Neopet Interviews: Shadow Usul
My meeting with the Shadow Usul was entirely by chance...

by bluescorchio104


Into the Dark: Part One
 "Hey, guys, look at this. I've never seen this book before." He hastily unknotted the twine and opened it to the front page.

by starhamster42



Search :
Other Stories

Al's Curse: Part One
"Good morning, Mam! I'm Alexander T. Chia, the resident Lupologist..."

by al_the_chia


The Clan of Ligmoore: Part One
"Don't you have any pets?" she asked. My eyes dropped to the floor.

by amerock201


Alliances: Part Three
"Better get out another bowl, Emerald!" he said cheerfully. "We've got company."

by solargriffin


Neopets | Main | Articles | Editorial
Short Stories | Comics | New Series | Continued Series | Search