public static void JailThem( PlayerMobile player, JailOption option )
		{
			if ( null == player || player.AccessLevel >= JailConfig.JailImmuneLevel )
				return;

			if ( JailOption.Squelch == option )
				player.Squelched = true;

			foreach ( Item item in player.Items )
			{
				if ( item is JailHammer )	// Jailed while jailed gets them another load of rock to mine
				{
					if ( 0 > ( ((JailHammer)item).UsesRemaining += JailConfig.UsesRemaining ) )	// handle integer overflow
						((JailHammer)item).UsesRemaining *= -1;

					Banker.Withdraw( player, JailConfig.FineAmount );
					player.SendMessage( "Your remaining sentence has been increased!" );
					player.SendMessage( "You have been fined {0} gold and are being kicked!", JailConfig.FineAmount );
					
					// This gives a nice little delay for the message to be read
					s_KickProcessingQueue.Enqueue( player );
					player.Squelched = true;
					Server.Timer.DelayCall( TimeSpan.FromSeconds( kSecondsTillKick ), new Server.TimerCallback( KickPlayerInQueue ) );
					return;
				}
			}

			// If mounted, dismount them and stable mount
			if ( player.Mounted )
			{
				if ( player.Mount is EtherealMount )
				{
					EtherealMount pet = player.Mount as EtherealMount;
					pet.Internalize();
					pet.Rider = null;
				}
				else if ( player.Mount is BaseMount )
				{
					BaseMount pet = player.Mount as BaseMount;
					pet.Rider = null;
					Jail.StablePet( player, pet );
				}
			}

			// Stable all other pets
			foreach ( Mobile mobile in World.Mobiles.Values )
			{
				if ( mobile is BaseCreature )
				{
					BaseCreature bc = mobile as BaseCreature;

					if ( null != bc && (bc.Controlled && bc.ControlMaster == player) || (bc.Summoned && bc.SummonMaster == player) )
						Jail.StablePet( player, bc );
				}
			}

			// Move all items to a bag and move that to the bank
			Container backpack = player.Backpack;
			Backpack bag = new Backpack(); bag.Hue = JailConfig.RobeHue;
			ArrayList equipedItems = new ArrayList( player.Items );

			foreach ( Item item in equipedItems )
			{
				if ( item.Layer == Layer.Bank || item.Layer == Layer.Backpack || item.Layer == Layer.Hair || item.Layer == Layer.FacialHair || item is DeathShroud )
					continue;
				bag.DropItem( item );
			}

			ArrayList backpackItems = new ArrayList( backpack.Items );
			foreach ( Item item in backpackItems )
			{
				if ( item is JailRock )
					item.Delete();
				else if ( item.Movable )	// Non movable pack items must remain (i.e. skill balls)
					bag.DropItem( item );
			}

			// Remember their access level and make them a player
			JailHammer hammer = new JailHammer();
			hammer.PlayerAccessLevel = player.AccessLevel;
			player.AccessLevel = AccessLevel.Player;

			// Bank the bag of belongings, give them a hammer and welcome them
			player.BankBox.DropItem( bag );
			player.AddItem( hammer );

			// Explosively move player to jail
			player.BoltEffect( 0 );
			player.FixedParticles( 0x36BD, 20, 10, 5044, EffectLayer.Waist );
			player.PlaySound( 0x307 );
			player.FixedParticles( 0x3709, 10, 30, 5052, EffectLayer.LeftFoot );
			player.PlaySound( 0x225 );

			// This gives a nice little delay for the effect to complete
			s_JailProcessingQueue.Enqueue( player );
			Server.Timer.DelayCall( TimeSpan.FromSeconds( kSecondsTillJail ), new Server.TimerCallback( JailPlayerInQueue ) );
		}