User:Duke Garland/BHW1

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{{:User:Duke Garland/BHW/Nav|top}} As there is a user, who acted like a squarehead and posted the location of BB house all over the wiki, i'm unveiling it too. It's in the bottom half.

There are some notes at the top of the talkpage.

499/-1 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600/-1
0 BORDER
[500,0]
BORDER
[501,0]
BORDER
[502,0]
BORDER
[503,0]
BORDER
[504,0]
BORDER
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[506,0]
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[507,0]
BORDER
[508,0]
BORDER
[509,0]
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[510,0]
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[511,0]
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[512,0]
BORDER
[513,0]
BORDER
[514,0]
BORDER
[515,0]
BORDER
[516,0]
BORDER
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BORDER
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BORDER
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BORDER
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BORDER
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BORDER
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[523,0]
BORDER
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[526,0]
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BORDER
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BORDER
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BORDER
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?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 0
1 BORDER
[500,1]
The Moon Under Water
[501,1]
the Remigius Building
[502,1]
Margery Towers
[503,1]
Sindercombe Court
[504,1]
a carpark
[505,1]
St Alexander's Hospital
[506,1]
Dovey Crescent
[507,1]
Billett Way Police Station
[508,1]
Moggridge Cinema
[509,1]
Wheals Grove
[510,1]
Hodson Library
[511,1]
The Pale Horse
[512,1]
Flaherty Terrace Police Station
[513,1]
Club Bill
[514,1]
the Baillie Monument
[515,1]
Ebbutt Towers
[516,1]
Railton Bank
[517,1]
Chisholm Alley
[518,1]
St Daniel's Hospital
[519,1]
Stribling Square
[520,1]
Maturin Row
[521,1]
a field
[522,1]
a field
[523,1]
a field
[524,1]
a field
[525,1]
a field
[526,1]
a field
[527,1]
a field
[528,1]
a field
[529,1]
a field
[530,1]
a field
[531,1]
a field
[532,1]
a field
[533,1]
woodland
[534,1]
a railway line
[535,1]
woodland
[536,1]
a field
[537,1]
a field
[538,1]
a field
[539,1]
a field
[540,1]
a field
[541,1]
a field
[542,1]
a field
[543,1]
a field
[544,1]
a field
[545,1]
a field
[546,1]
wasteland
[547,1]
Abrahams Alley
[548,1]
Christopher Way
[549,1]
Haim Towers
[550,1]
Runciman Library
[551,1]
Weightman Place
[552,1]
Joseph Towers
[553,1]
Bugden Walk
[554,1]
The Prince of Wales
[555,1]
Roles Library
[556,1]
wasteland
[557,1]
Club Missen
[558,1]
Jaques Grove
[559,1]
Shaft Park
[560,1]
Rodham Terrace
[561,1]
Vaugham Yard Fire Station
[562,1]
Cruwys Alley Garage
[563,1]
Leakey Grove
[564,1]
a field
[565,1]
a field
[566,1]
a field
[567,1]
a field
[568,1]
a field
[569,1]
a field
[570,1]
a field
[571,1]
a field
[572,1]
a field
[573,1]
a field
[574,1]
a field
[575,1]
a field
[576,1]
a field
[577,1]
a field
[578,1]
a field
[579,1]
a field
[580,1]
a field
[581,1]
a field
[582,1]
a field
[583,1]
a field
[584,1]
a field
[585,1]
woodland
[586,1]
woodland
[587,1]
woodland
[588,1]
a river
[589,1]
a river
[590,1]
?? a field
[592,1]
a field
[593,1]
a field
[594,1]
a field
[595,1]
a field
[596,1]
a field
[597,1]
a field
[598,1]
?? 1
2 BORDER
[500,2]
Thomson Street
[501,2]
Hamlyn Yard School
[502,2]
Wakeham Crescent Police Station
[503,2]
Rudduck Lane
[504,2]
Lindell Avenue
[505,2]
Club Whyppey
[506,2]
St Porphyry's Hospital
[507,2]
Meade Avenue
[508,2]
Lawie Court
[509,2]
Southerwood Cinema
[510,2]
Eligius General Hospital
[511,2]
Club Parfet
[512,2]
Sanctuary Way
[513,2]
Sainsbury Way
[514,2]
Whitehart Towers
[515,2]
Cribb Towers
[516,2]
the Huish Building
[517,2]
St Celestine's Church
[518,2]
Colles Crescent
[519,2]
The Victoria Arms
[520,2]
the Dover Monument
[521,2]
a field
[522,2]
a field
[523,2]
a field
[524,2]
a field
[525,2]
a field
[526,2]
a field
[527,2]
a field
[528,2]
a field
[529,2]
a field
[530,2]
a field
[531,2]
a field
[532,2]
a field
[533,2]
woodland
[534,2]
a railway line
[535,2]
woodland
[536,2]
a field
[537,2]
a field
[538,2]
a field
[539,2]
a field
[540,2]
a field
[541,2]
a field
[542,2]
a field
[543,2]
a field
[544,2]
a field
[545,2]
a field
[546,2]
Sugar Park
[547,2]
a junkyard
[548,2]
Alcock Street School
[549,2]
Parks Lane Fire Station
[550,2]
Binney Walk
[551,2]
Maxted Walk
[552,2]
Ephrem Row Police Station
[553,2]
the Wheare Monument
[554,2]
a junkyard
[555,2]
a warehouse
[556,2]
the Rex Museum
[557,2]
Surmon Street
[558,2]
a factory
[559,2]
Ewins Square
[560,2]
Stanley Alley
[561,2]
the Woodroffe Building
[562,2]
a petrol station
[563,2]
Swyer Crescent
[564,2]
a field
[565,2]
a field
[566,2]
a field
[567,2]
a field
[568,2]
a field
[569,2]
a field
[570,2]
a field
[571,2]
a field
[572,2]
a field
[573,2]
a field
[574,2]
a field
[575,2]
a field
[576,2]
a field
[577,2]
a field
[578,2]
a field
[579,2]
a field
[580,2]
a field
[581,2]
a field
[582,2]
a field
[583,2]
a field
[584,2]
a field
[585,2]
woodland
[586,2]
woodland
[587,2]
woodland
[588,2]
a river
[589,2]
a river
[590,2]
?? a field
[592,2]
?? a field
[594,2]
?? a field
[596,2]
?? a field
[598,2]
?? 2
3 BORDER
[500,3]
Swanborough Cinema
[501,3]
a carpark
[502,3]
Hedbitch Way
[503,3]
the Ryley Building
[504,3]
Radnedge Street
[505,3]
wasteland
[506,3]
Large Avenue
[507,3]
Quinn Crescent
[508,3]
Kempson Row
[509,3]
the Chanter Building
[510,3]
Oland Avenue
[511,3]
Batstone Lane
[512,3]
The Great Western
[513,3]
the Kilburn Monument
[514,3]
wasteland
[515,3]
Gully Road
[516,3]
Godolphin Court
[517,3]
St Maximillian's Hospital
[518,3]
a cemetery
[519,3]
a carpark
[520,3]
Baum Lane Fire Station
[521,3]
a field
[522,3]
a field
[523,3]
a field
[524,3]
a field
[525,3]
?? ?? ?? ?? ?? ?? a field
[532,3]
a field
[533,3]
woodland
[534,3]
a railway line
[535,3]
woodland
[536,3]
?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[546,3]
a petrol station
[547,3]
Sowth Alley Garage
[548,3]
Rush Towers
[549,3]
Hamerton Row Fire Station
[550,3]
?? ?? ?? ?? ?? ?? The Bowyer Arms
[557,3]
Sweetman Avenue Police Station
[558,3]
Mawdley Yard
[559,3]
the Montagu Building
[560,3]
Dudridge Court Fire Station
[561,3]
wasteland
[562,3]
Desmond Row Police Station
[563,3]
the Hobbs Museum
[564,3]
a field
[565,3]
a field
[566,3]
a field
[567,3]
a field
[568,3]
a field
[569,3]
a field
[570,3]
a field
[571,3]
a field
[572,3]
a field
[573,3]
a field
[574,3]
a field
[575,3]
a field
[576,3]
a field
[577,3]
a field
[578,3]
a field
[579,3]
a field
[580,3]
a field
[581,3]
a field
[582,3]
a field
[583,3]
a field
[584,3]
a field
[585,3]
woodland
[586,3]
woodland
[587,3]
woodland
[588,3]
a river
[589,3]
a river
[590,3]
?? a river
[592,3]
a field
[593,3]
a field
[594,3]
a field
[595,3]
a field
[596,3]
a field
[597,3]
a field
[598,3]
?? 3
4 BORDER
[500,4]
the Leay Building
[501,4]
Hopjohns Way
[502,4]
Cape Alley
[503,4]
Thristle Towers
[504,4]
Paul Yard
[505,4]
the Perrior Monument
[506,4]
Oatley Bank
[507,4]
Club Hodge
[508,4]
Bean Terrace
[509,4]
Eglon Bank
[510,4]
the Penny Building
[511,4]
The Victoria
[512,4]
Pearson Park
[513,4]
Phillips Court Police Station
[514,4]
Humphrys Way
[515,4]
a warehouse
[516,4]
a field
[517,4]
a field
[518,4]
a field
[519,4]
a field
[520,4]
a field
[521,4]
a field
[522,4]
a field
[523,4]
a field
[524,4]
a field
[525,4]
?? ?? ?? ?? ?? a field
[531,4]
a field
[532,4]
a field
[533,4]
woodland
[534,4]
a railway line
[535,4]
woodland
[536,4]
a field
[537,4]
?? ?? ?? ?? ?? ?? ?? ?? a field
[546,4]
Messiter Towers
[547,4]
Borrows Road
[548,4]
Question Street
[549,4]
Mannell Row
[550,4]
?? ?? ?? ?? ?? ?? the Millbanks Hotel
[557,4]
a factory
[558,4]
a carpark
[559,4]
?? ?? a warehouse
[562,4]
the Bowdich Museum
[563,4]
Cooney Alley
[564,4]
a field
[565,4]
a field
[566,4]
?? ?? a field
[569,4]
a field
[570,4]
a field
[571,4]
a field
[572,4]
a field
[573,4]
a field
[574,4]
a field
[575,4]
a field
[576,4]
a field
[577,4]
a field
[578,4]
a field
[579,4]
a field
[580,4]
a field
[581,4]
a field
[582,4]
a field
[583,4]
a field
[584,4]
a field
[585,4]
woodland
[586,4]
woodland
[587,4]
woodland
[588,4]
a river
[589,4]
a river
[590,4]
a river
[591,4]
?? ?? ?? ?? ?? ?? ?? ?? 4
5 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[531,5]
a field
[532,5]
a field
[533,5]
woodland
[534,5]
a railway line
[535,5]
woodland
[536,5]
a field
[537,5]
?? ?? ?? ?? ?? ?? ?? ?? a field
[546,5]
a warehouse
[547,5]
a warehouse
[548,5]
St Leo's Church
[549,5]
a cemetery
[550,5]
?? ?? ?? ?? ?? ?? Seaman Lane
[557,5]
?? wasteland
[559,5]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[572,5]
woodland
[573,5]
a field
[574,5]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[588,5]
a river
[589,5]
a river
[590,5]
a river
[591,5]
?? ?? ?? ?? ?? ?? ?? ?? 5
6 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[531,6]
a field
[532,6]
a field
[533,6]
woodland
[534,6]
a railway line
[535,6]
woodland
[536,6]
a field
[537,6]
?? ?? ?? ?? a field
[542,6]
a field
[543,6]
a field
[544,6]
a field
[545,6]
a field
[546,6]
Riden Lane Fire Station
[547,6]
Spragge Way School
[548,6]
the Hepworth Museum
[549,6]
a warehouse
[550,6]
?? ?? ?? ?? ?? ?? Murtaugh Row
[557,6]
Lenthall Crescent Fire Station
[558,6]
Fray Gardens
[559,6]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[572,6]
woodland
[573,6]
a field
[574,6]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[589,6]
a river
[590,6]
a river
[591,6]
a river
[592,6]
a field
[593,6]
?? ?? ?? ?? ?? ?? 6
7 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[533,7]
woodland
[534,7]
a railway line
[535,7]
woodland
[536,7]
?? ?? ?? ?? ?? a field
[542,7]
a field
[543,7]
a field
[544,7]
Domet Road
[545,7]
a junkyard
[546,7]
the Holbrook Building
[547,7]
Barnicott Grove Fire Station
[548,7]
Buglar Walk
[549,7]
Eelms Road
[550,7]
?? ?? ?? ?? ?? ?? a warehouse
[557,7]
a warehouse
[558,7]
St Maurice's Church
[559,7]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[572,7]
woodland
[573,7]
woodland
[574,7]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[589,7]
a river
[590,7]
a river
[591,7]
Record Place
[592,7]
a field
[593,7]
a field
[594,7]
?? ?? ?? ?? ?? 7
8 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[533,8]
a railway station
[534,8]
a railway line
[535,8]
a road
[536,8]
a road
[537,8]
a road
[538,8]
a road
[539,8]
a road
[540,8]
a road
[541,8]
a road
[542,8]
a road
[543,8]
a road
[544,8]
wasteland
[545,8]
Corrie Crescent
[546,8]
Lanhdon Yard
[547,8]
Nositer Row
[548,8]
Blest Library
[549,8]
Caselley Park
[550,8]
?? Woodley Cinema
[552,8]
Heathcote Road Fire Station
[553,8]
Campain Road
[554,8]
Alsoop Crescent
[555,8]
wasteland
[556,8]
a petrol station
[557,8]
the Whish Building
[558,8]
Veronica General Hospital
[559,8]
the Lawson Building
[560,8]
Yendole Place
[561,8]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[572,8]
woodland
[573,8]
woodland
[574,8]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[589,8]
a river
[590,8]
a river
[591,8]
a river
[592,8]
a field
[593,8]
a field
[594,8]
a field
[595,8]
?? ?? ?? ?? 8
9 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[534,9]
a railway line
[535,9]
woodland
[536,9]
a field
[537,9]
a field
[538,9]
a field
[539,9]
a field
[540,9]
a field
[541,9]
a field
[542,9]
a field
[543,9]
Notley Library
[544,9]
Denman Square
[545,9]
Stround Bank
[546,9]
the Wheelan Museum
[547,9]
Peerless Park
[548,9]
Maudley Avenue
[549,9]
Toombs Gardens
[550,9]
Balle Crescent
[551,9]
Stuckey Street
[552,9]
wasteland
[553,9]
Baxendale Crescent Garage
[554,9]
Keitch Avenue
[555,9]
Bulford Park
[556,9]
the Drewitt Building
[557,9]
Ita Road
[558,9]
Stevenson Lane
[559,9]
St Emma's Hospital
[560,9]
the Broadfoot Hotel
[561,9]
?? ?? ?? woodland
[565,9]
woodland
[566,9]
woodland
[567,9]
?? woodland
[569,9]
woodland
[570,9]
woodland
[571,9]
woodland
[572,9]
woodland
[573,9]
woodland
[574,9]
woodland
[575,9]
?? woodland
[577,9]
woodland
[578,9]
woodland
[579,9]
?? woodland
[581,9]
woodland
[582,9]
woodland
[583,9]
woodland
[584,9]
woodland
[585,9]
woodland
[586,9]
?? ?? woodland
[589,9]
a river
[590,9]
a river
[591,9]
a river
[592,9]
a field
[593,9]
a field
[594,9]
a field
[595,9]
?? ?? ?? ?? 9
10 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[533,10]
woodland
[534,10]
a railway line
[535,10]
woodland
[536,10]
a field
[537,10]
a field
[538,10]
a field
[539,10]
a field
[540,10]
a field
[541,10]
a field
[542,10]
a field
[543,10]
Gear Alley
[544,10]
the Mundy Monument
[545,10]
The George and Dragon
[546,10]
Kirkland Yard
[547,10]
the Lentill Museum
[548,10]
Club Halberry
[549,10]
Goodday Place
[550,10]
Boniface Park
[551,10]
Abot Bank
[552,10]
Haskett Grove
[553,10]
wasteland
[554,10]
Chilcott Cinema
[555,10]
wasteland
[556,10]
Muxlow Way
[557,10]
Popham Bank
[558,10]
Tryme Road Garage
[559,10]
Millward Road
[560,10]
Styles Street
[561,10]
Gillycuddy Way
[562,10]
?? the Tyley Building
[564,10]
woodland
[565,10]
woodland
[566,10]
woodland
[567,10]
woodland
[568,10]
woodland
[569,10]
woodland
[570,10]
woodland
[571,10]
woodland
[572,10]
woodland
[573,10]
woodland
[574,10]
a petrol station
[575,10]
woodland
[576,10]
woodland
[577,10]
woodland
[578,10]
woodland
[579,10]
woodland
[580,10]
woodland
[581,10]
woodland
[582,10]
woodland
[583,10]
woodland
[584,10]
woodland
[585,10]
woodland
[586,10]
woodland
[587,10]
woodland
[588,10]
woodland
[589,10]
a river
[590,10]
a river
[591,10]
?? a river
[593,10]
a field
[594,10]
a field
[595,10]
?? ?? ?? ?? 10
11 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[533,11]
woodland
[534,11]
a railway line
[535,11]
woodland
[536,11]
a field
[537,11]
a field
[538,11]
a field
[539,11]
a field
[540,11]
a field
[541,11]
a field
[542,11]
a field
[543,11]
The Penny Black
[544,11]
Woodford Grove
[545,11]
Matthew Row
[546,11]
Willies Towers
[547,11]
Snow Alley
[548,11]
Pember Crescent
[549,11]
the Coy Museum
[550,11]
a factory
[551,11]
the Frye Building
[552,11]
Stambury Square
[553,11]
a carpark
[554,11]
Woolly Street
[555,11]
the Papps Building
[556,11]
the Potter Monument
[557,11]
a junkyard
[558,11]
the Howe Building
[559,11]
Blacker Gardens Fire Station
[560,11]
Leofric Yard
[561,11]
the Swabey Building
[562,11]
Dobin Alley
[563,11]
the Bell Monument
[564,11]
a road
[565,11]
a road
[566,11]
a road
[567,11]
a road
[568,11]
a road
[569,11]
a road
[570,11]
a road
[571,11]
a road
[572,11]
a road
[573,11]
a road
[574,11]
a road
[575,11]
a road
[576,11]
a road
[577,11]
a road
[578,11]
a road
[579,11]
a road
[580,11]
a road
[581,11]
a road
[582,11]
a road
[583,11]
a road
[584,11]
a road
[585,11]
a road
[586,11]
a country house
[587,11]
a country house
[588,11]
a boathouse
[589,11]
a river
[590,11]
a river
[591,11]
a river
[592,11]
a river
[593,11]
a field
[594,11]
a field
[595,11]
?? ?? ?? ?? 11
12 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[533,12]
woodland
[534,12]
a railway line
[535,12]
woodland
[536,12]
a field
[537,12]
a field
[538,12]
a field
[539,12]
a field
[540,12]
a field
[541,12]
a field
[542,12]
a field
[543,12]
Purchell Terrace
[544,12]
a petrol station
[545,12]
wasteland
[546,12]
?? Raynols Park
[548,12]
Grandier Square
[549,12]
Scadden Street
[550,12]
Douch Gardens Fire Station
[551,12]
the Colborne Hotel
[552,12]
?? ?? ?? wasteland
[556,12]
the Pitcher Museum
[557,12]
wasteland
[558,12]
Harvey Terrace Police Station
[559,12]
Keele Alley Police Station
[560,12]
Muller Cinema
[561,12]
Eyles Square
[562,12]
Bruno Road
[563,12]
the Hallasy Monument
[564,12]
woodland
[565,12]
woodland
[566,12]
woodland
[567,12]
woodland
[568,12]
woodland
[569,12]
woodland
[570,12]
woodland
[571,12]
woodland
[572,12]
woodland
[573,12]
woodland
[574,12]
woodland
[575,12]
woodland
[576,12]
woodland
[577,12]
woodland
[578,12]
woodland
[579,12]
woodland
[580,12]
woodland
[581,12]
woodland
[582,12]
a road
[583,12]
woodland
[584,12]
woodland
[585,12]
woodland
[586,12]
a country house
[587,12]
a country house
[588,12]
a garden
[589,12]
a river
[590,12]
a river
[591,12]
a river
[592,12]
a river
[593,12]
a field
[594,12]
a field
[595,12]
?? ?? ?? ?? 12
13 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[534,13]
a railway line
[535,13]
woodland
[536,13]
a field
[537,13]
a field
[538,13]
a field
[539,13]
a field
[540,13]
a field
[541,13]
a field
[542,13]
a field
[543,13]
the Handley Museum
[544,13]
Hope Lane
[545,13]
Cruwys Road
[546,13]
?? Kick Way
[548,13]
Club Chalderwood
[549,13]
Club Mark
[550,13]
?? ?? ?? ?? ?? ?? Tatchel Lane
[557,13]
a warehouse
[558,13]
a factory
[559,13]
?? Brookman Road
[561,13]
Rollings Alley
[562,13]
St Joan's Hospital
[563,13]
Blest Road
[564,13]
woodland
[565,13]
?? woodland
[567,13]
woodland
[568,13]
woodland
[569,13]
?? woodland
[571,13]
woodland
[572,13]
woodland
[573,13]
woodland
[574,13]
woodland
[575,13]
woodland
[576,13]
woodland
[577,13]
?? woodland
[579,13]
woodland
[580,13]
woodland
[581,13]
?? ?? ?? woodland
[585,13]
woodland
[586,13]
woodland
[587,13]
woodland
[588,13]
woodland
[589,13]
woodland
[590,13]
a river
[591,13]
a river
[592,13]
a river
[593,13]
a field
[594,13]
a field
[595,13]
?? ?? ?? ?? 13
14 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[533,14]
woodland
[534,14]
a railway line
[535,14]
woodland
[536,14]
a field
[537,14]
a field
[538,14]
a field
[539,14]
a field
[540,14]
a field
[541,14]
Healey Park
[542,14]
a petrol station
[543,14]
wasteland
[544,14]
Bulford Alley
[545,14]
the Ware Monument
[546,14]
Mundy Walk
[547,14]
Theodore Grove
[548,14]
Nolan Street School
[549,14]
Piper Towers
[550,14]
?? ?? ?? ?? ?? ?? Trimble Lane
[557,14]
?? Cholmondeley Square
[559,14]
?? ?? the Sparks Monument
[562,14]
Wynes Square
[563,14]
Haggas Lane Garage
[564,14]
?? ?? ?? ?? ?? ?? ?? woodland
[572,14]
woodland
[573,14]
woodland
[574,14]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[586,14]
woodland
[587,14]
woodland
[588,14]
woodland
[589,14]
woodland
[590,14]
a river
[591,14]
a river
[592,14]
a river
[593,14]
a field
[594,14]
a field
[595,14]
a field
[596,14]
?? ?? ?? 14
15 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[532,15]
Ayre Yard Garage
[533,15]
woodland
[534,15]
a railway line
[535,15]
woodland
[536,15]
?? ?? a field
[539,15]
a field
[540,15]
a field
[541,15]
wasteland
[542,15]
Club Stribling
[543,15]
Mickleburgh Library
[544,15]
Callender Square
[545,15]
Jillard Court
[546,15]
Hubbard Park
[547,15]
St Sixtus's Hospital
[548,15]
Doyne Crescent
[549,15]
wasteland
[550,15]
?? ?? ?? ?? ?? ?? Snooke Grove School
[557,15]
Shattock Street
[558,15]
the Linley Hotel
[559,15]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Batton Road
[572,15]
Riglar Library
[573,15]
the Hopjohns Monument
[574,15]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? woodland
[586,15]
woodland
[587,15]
woodland
[588,15]
?? woodland
[590,15]
a river
[591,15]
a river
[592,15]
?? a river
[594,15]
a field
[595,15]
a field
[596,15]
?? ?? ?? 15
16 ?? ?? ?? ?? ?? ?? St Tikhon's Church
[506,16]
Colfar Way School
[507,16]
Petheram Bank
[508,16]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[531,16]
Ammonds Grove School
[532,16]
a factory
[533,16]
woodland
[534,16]
a railway line
[535,16]
woodland
[536,16]
a field
[537,16]
?? ?? a field
[540,16]
a field
[541,16]
Hallaran Grove
[542,16]
Purchell Crescent
[543,16]
a warehouse
[544,16]
Hulin Gardens
[545,16]
a carpark
[546,16]
Garniss Gardens
[547,16]
Pysing Street Fire Station
[548,16]
a carpark
[549,16]
Perrior Towers
[550,16]
?? ?? ?? ?? ?? ?? wasteland
[557,16]
the Creasy Museum
[558,16]
a carpark
[559,16]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Cheatle Place School
[572,16]
Nicholas General Hospital
[573,16]
Hood Court Fire Station
[574,16]
?? ?? ?? ?? ?? ?? woodland
[581,16]
woodland
[582,16]
a road
[583,16]
woodland
[584,16]
a field
[585,16]
woodland
[586,16]
woodland
[587,16]
woodland
[588,16]
?? ?? ?? ?? ?? a river
[594,16]
a field
[595,16]
a field
[596,16]
?? ?? ?? 16
17 ?? ?? ?? ?? ?? ?? a junkyard
[506,17]
a cemetery
[507,17]
Dorman Road
[508,17]
Jenvey Court
[509,17]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[530,17]
Geddes Gardens
[531,17]
Gosney Grove
[532,17]
Hawke Street
[533,17]
the Chitty Museum
[534,17]
a railway line
[535,17]
Wheddon Walk Fire Station
[536,17]
a field
[537,17]
?? ?? ?? a field
[541,17]
Owens Yard
[542,17]
Humphries Walk
[543,17]
Meade Avenue
[544,17]
Nestle Cinema
[545,17]
a factory
[546,17]
Inclesdon Walk
[547,17]
Poulet Towers
[548,17]
St Swithun's Church
[549,17]
a cemetery
[550,17]
?? ?? ?? ?? ?? ?? Handley Square
[557,17]
?? Maud Court
[559,17]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Ceary Road
[571,17]
a carpark
[572,17]
the Sanderson Building
[573,17]
Reay Square School
[574,17]
?? ?? ?? ?? ?? woodland
[580,17]
woodland
[581,17]
a field
[582,17]
a road
[583,17]
a field
[584,17]
a field
[585,17]
a field
[586,17]
a field
[587,17]
a field
[588,17]
?? ?? ?? ?? ?? a river
[594,17]
a field
[595,17]
a field
[596,17]
?? ?? ?? 17
18 ?? ?? ?? ?? ?? ?? Randell Lane
[506,18]
Ollerenshaw Gardens
[507,18]
Meaden Way
[508,18]
a field
[509,18]
a road
[510,18]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[529,18]
a field
[530,18]
Warfield Place
[531,18]
Denis Road
[532,18]
the Craze Building
[533,18]
Isgar Library
[534,18]
a railway line
[535,18]
Elmund Square
[536,18]
a field
[537,18]
?? ?? a field
[540,18]
a field
[541,18]
a junkyard
[542,18]
Tratham Square
[543,18]
Bateson Alley
[544,18]
Windham Grove
[545,18]
Wescombe Terrace Police Station
[546,18]
the Esain Building
[547,18]
Garson Street
[548,18]
Hartleys Place
[549,18]
Luff Court
[550,18]
?? ?? ?? ?? ?? ?? St Godric's Hospital
[557,18]
Pettitt Park
[558,18]
a warehouse
[559,18]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Ludwell Walk
[571,18]
a warehouse
[572,18]
the Giles Building
[573,18]
Screech Row Police Station
[574,18]
?? ?? ?? ?? a field
[579,18]
a field
[580,18]
a field
[581,18]
a field
[582,18]
a road
[583,18]
a field
[584,18]
a field
[585,18]
a field
[586,18]
a field
[587,18]
a field
[588,18]
?? ?? ?? ?? ?? a river
[594,18]
a field
[595,18]
a field
[596,18]
?? ?? ?? 18
19 ?? ?? ?? ?? ?? ?? ?? a field
[507,19]
a field
[508,19]
a field
[509,19]
a road
[510,19]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[528,19]
a field
[529,19]
a field
[530,19]
Club Wolfeius
[531,19]
Poulet Road
[532,19]
Shea Walk
[533,19]
Vaugham Avenue School
[534,19]
a railway line
[535,19]
wasteland
[536,19]
?? ?? Lawrie Place Garage
[539,19]
Woolaway Library
[540,19]
the Swoboda Monument
[541,19]
St Theodore's Hospital
[542,19]
a warehouse
[543,19]
Budmead Way Police Station
[544,19]
Pontian General Hospital
[545,19]
the Herrington Building
[546,19]
Ackland Crescent
[547,19]
Creeber Lane
[548,19]
?? ?? ?? ?? ?? ?? ?? ?? wasteland
[557,19]
Clinton Bank
[558,19]
Feadon Towers
[559,19]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Bonning Alley
[571,19]
Bullen Road
[572,19]
Smeeth Square
[573,19]
Creese Crescent
[574,19]
Dore Alley
[575,19]
?? ?? ?? a field
[579,19]
a field
[580,19]
a field
[581,19]
a field
[582,19]
?? a field
[584,19]
a field
[585,19]
a field
[586,19]
a field
[587,19]
a field
[588,19]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 19
20 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,20]
a field
[509,20]
a road
[510,20]
a field
[511,20]
a field
[512,20]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[527,20]
a field
[528,20]
Hanham Way
[529,20]
a warehouse
[530,20]
Hoskins Crescent Police Station
[531,20]
Club Rawlins
[532,20]
Club Dedeystere
[533,20]
Dunstone Square
[534,20]
a railway line
[535,20]
Beedall Towers
[536,20]
Bucke Alley
[537,20]
Wiltshire Bank
[538,20]
Caller Gardens
[539,20]
Lessey Row
[540,20]
Gifford Place
[541,20]
Lerwill Walk
[542,20]
Barne Crescent
[543,20]
Ganden Street
[544,20]
Mattick Park
[545,20]
Peet Row
[546,20]
Harp Bank
[547,20]
Estmond Square
[548,20]
the Carbin Monument
[549,20]
?? ?? ?? ?? ?? ?? ?? the Belsten Building
[557,20]
?? Weksy Cinema
[559,20]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? the Mulock Monument
[572,20]
Curtis Alley
[573,20]
Bishop Alley
[574,20]
Wilmott Court
[575,20]
a field
[576,20]
?? ?? a field
[579,20]
a field
[580,20]
a field
[581,20]
a field
[582,20]
a road
[583,20]
?? a field
[585,20]
a field
[586,20]
a field
[587,20]
a field
[588,20]
?? ?? ?? ?? ?? a river
[594,20]
a field
[595,20]
a field
[596,20]
?? ?? ?? 20
21 ?? the Open Monument
[501,21]
Rusher Alley
[502,21]
The Falkland Arms
[503,21]
?? ?? ?? ?? ?? ?? a road
[510,21]
a field
[511,21]
a field
[512,21]
a field
[513,21]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[527,21]
a field
[528,21]
Worcester Row
[529,21]
Farrow Lane
[530,21]
Woodley Court
[531,21]
wasteland
[532,21]
Swansborough Towers
[533,21]
Underwood Way
[534,21]
a railway line
[535,21]
Bane Alley
[536,21]
Battersby Park
[537,21]
wasteland
[538,21]
St Birgitta's Hospital
[539,21]
St Aloysius's Hospital
[540,21]
Club Sheehan
[541,21]
wasteland
[542,21]
?? ?? ?? Keene Cinema
[546,21]
the Craske Building
[547,21]
Farewell Grove
[548,21]
the Coollen Building
[549,21]
Clitsome Lane
[550,21]
?? ?? ?? ?? ?? ?? Theodore Towers
[557,21]
Boylin Walk
[558,21]
a carpark
[559,21]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Castle Alley
[573,21]
Griffen Gardens
[574,21]
Codrington Library
[575,21]
a field
[576,21]
?? ?? ?? a field
[580,21]
a field
[581,21]
a field
[582,21]
a road
[583,21]
a field
[584,21]
a field
[585,21]
a field
[586,21]
a field
[587,21]
a field
[588,21]
?? ?? ?? ?? ?? a river
[594,21]
?? a field
[596,21]
?? ?? ?? 21
22 BORDER
[500,22]
Wicklen Way
[501,22]
Welsher Walk Fire Station
[502,22]
Wynes Way
[503,22]
?? ?? ?? ?? ?? ?? a road
[510,22]
a field
[511,22]
a field
[512,22]
a field
[513,22]
a field
[514,22]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[527,22]
Martha Avenue
[528,22]
the Cowley Museum
[529,22]
Maynard Row
[530,22]
the Paddon Building
[531,22]
a petrol station
[532,22]
the Man Building
[533,22]
Club Plater
[534,22]
a railway line
[535,22]
Donn Crescent
[536,22]
St Alexander's Church
[537,22]
a cemetery
[538,22]
wasteland
[539,22]
wasteland
[540,22]
Montgomery Park
[541,22]
Brome Street School
[542,22]
?? ?? ?? ?? wasteland
[547,22]
Grizel Gardens
[548,22]
Casely Crescent
[549,22]
the Prentice Hotel
[550,22]
the Skuse Building
[551,22]
Pilcher Towers
[552,22]
a junkyard
[553,22]
wasteland
[554,22]
?? ?? wasteland
[557,22]
Dampier Bank
[558,22]
Membry Way
[559,22]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a warehouse
[574,22]
the Pike Hotel
[575,22]
a field
[576,22]
?? ?? ?? ?? a cornfield
[581,22]
a barn
[582,22]
a yard
[583,22]
a yard
[584,22]
a cornfield
[585,22]
a cornfield
[586,22]
a cornfield
[587,22]
a field
[588,22]
?? ?? ?? ?? ?? a river
[594,22]
a field
[595,22]
a field
[596,22]
?? ?? ?? 22
23 BORDER
[500,23]
Odingsells Cinema
[501,23]
Dibsdall Gardens Garage
[502,23]
Bioletti Park
[503,23]
?? ?? ?? ?? ?? ?? ?? a field
[511,23]
a field
[512,23]
a field
[513,23]
a field
[514,23]
a field
[515,23]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[526,23]
Keen Bank
[527,23]
the Studham Monument
[528,23]
Holsgrove Walk
[529,23]
the Copeland Museum
[530,23]
a petrol station
[531,23]
a warehouse
[532,23]
the Crowly Hotel
[533,23]
Barnard Alley
[534,23]
a railway line
[535,23]
Chidzey Lane
[536,23]
?? a factory
[538,23]
Scadding Avenue School
[539,23]
Dunham Place School
[540,23]
a junkyard
[541,23]
wasteland
[542,23]
?? ?? ?? ?? ?? wasteland
[548,23]
the Vaux Building
[549,23]
Heathman Place
[550,23]
Brodribb Park
[551,23]
a warehouse
[552,23]
Gatehouse Row Fire Station
[553,23]
Wray Towers
[554,23]
?? ?? Poynter Road
[557,23]
?? Nott Avenue
[559,23]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a cornfield
[581,23]
a yard
[582,23]
a yard
[583,23]
a farmhouse
[584,23]
a cornfield
[585,23]
a cornfield
[586,23]
a cornfield
[587,23]
a field
[588,23]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 23
24 BORDER
[500,24]
the Ita Museum
[501,24]
Vick Square
[502,24]
Pulling Road
[503,24]
?? ?? ?? ?? ?? ?? ?? ?? a field
[512,24]
a field
[513,24]
a field
[514,24]
a field
[515,24]
a field
[516,24]
?? ?? ?? ?? ?? ?? ?? ?? ?? the Hartwell Monument
[526,24]
Alberic General Hospital
[527,24]
Winmill Bank
[528,24]
Deveto Square
[529,24]
the Ross Building
[530,24]
Vitalian Grove
[531,24]
Thom Street
[532,24]
a warehouse
[533,24]
Kemble Court
[534,24]
a railway line
[535,24]
wasteland
[536,24]
Shickell Lane
[537,24]
Massey Terrace Fire Station
[538,24]
Haywood Way
[539,24]
the Odo Monument
[540,24]
the Dismas Building
[541,24]
?? ?? ?? ?? ?? ?? ?? The Green Man
[549,24]
Prentice Cinema
[550,24]
Atyeo Towers
[551,24]
Babey Library
[552,24]
wasteland
[553,24]
wasteland
[554,24]
?? ?? Yeriod Way
[557,24]
the Morris Building
[558,24]
Kitting Row
[559,24]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a cornfield
[581,24]
a garage
[582,24]
a yard
[583,24]
some stables
[584,24]
a cornfield
[585,24]
a cornfield
[586,24]
a cornfield
[587,24]
a field
[588,24]
?? ?? ?? ?? a river
[593,24]
a river
[594,24]
a field
[595,24]
?? ?? ?? ?? 24
25 ?? a junkyard
[501,25]
Clift Grove Police Station
[502,25]
a field
[503,25]
?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[513,25]
a field
[514,25]
a field
[515,25]
a field
[516,25]
a field
[517,25]
?? ?? ?? ?? ?? ?? ?? ?? Henslowe Grove
[526,25]
Head Lane
[527,25]
Vann Alley
[528,25]
the Grose Building
[529,25]
Rexworthy Bank
[530,25]
?? Threadgould Grove
[532,25]
The Plough
[533,25]
Sparkes Street
[534,25]
a railway line
[535,25]
the Kershaw Building
[536,25]
Alder Alley
[537,25]
the Mester Museum
[538,25]
Furnell Gardens
[539,25]
Club Ormrod
[540,25]
?? ?? ?? ?? ?? ?? ?? ?? ?? the Honeyball Monument
[550,25]
Tagg Alley
[551,25]
wasteland
[552,25]
Wardle Court
[553,25]
?? ?? ?? a warehouse
[557,25]
the Lodder Building
[558,25]
Richardson Lane
[559,25]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[579,25]
a field
[580,25]
a field
[581,25]
a cornfield
[582,25]
a cornfield
[583,25]
a cornfield
[584,25]
a field
[585,25]
a field
[586,25]
a field
[587,25]
a field
[588,25]
?? ?? ?? ?? a river
[593,25]
?? a field
[595,25]
?? ?? ?? ?? 25
26 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[514,26]
a field
[515,26]
a field
[516,26]
a field
[517,26]
a field
[518,26]
?? ?? ?? ?? ?? ?? ?? Driscoll Square
[526,26]
Clinch Road
[527,26]
Jeune Park
[528,26]
Beacham Way School
[529,26]
Walling Square
[530,26]
?? St Elizabeth's Church
[532,26]
Furze Way School
[533,26]
Bornard Crescent
[534,26]
a railway line
[535,26]
Lapley Park
[536,26]
Oakeley Crescent
[537,26]
the Style Building
[538,26]
Langrishe Alley
[539,26]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Pittard Park
[557,26]
?? Club Railton
[559,26]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[578,26]
a field
[579,26]
a field
[580,26]
a field
[581,26]
a cornfield
[582,26]
a cornfield
[583,26]
a cornfield
[584,26]
a field
[585,26]
a field
[586,26]
a field
[587,26]
a field
[588,26]
?? ?? ?? ?? a river
[593,26]
a field
[594,26]
a field
[595,26]
?? ?? ?? ?? 26
27 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,27]
a field
[509,27]
a road
[510,27]
?? ?? ?? ?? a field
[515,27]
a field
[516,27]
a field
[517,27]
a field
[518,27]
a field
[519,27]
?? ?? ?? ?? ?? ?? ?? Stonnard Lane
[527,27]
Robinson Square
[528,27]
the Hawksley Building
[529,27]
Fabian General Hospital
[530,27]
St Juan's Hospital
[531,27]
?? the Maney Building
[533,27]
Mannings Alley
[534,27]
a railway line
[535,27]
Uppill Bank
[536,27]
Ogborn Park
[537,27]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? the Pincoffs Building
[557,27]
Wilkin Avenue School
[558,27]
Kellett Row
[559,27]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[577,27]
a field
[578,27]
a field
[579,27]
a field
[580,27]
a field
[581,27]
a cornfield
[582,27]
a cornfield
[583,27]
a cornfield
[584,27]
a field
[585,27]
a field
[586,27]
a field
[587,27]
a field
[588,27]
?? ?? ?? ?? a river
[593,27]
?? a field
[595,27]
?? ?? ?? ?? 27
28 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,28]
a field
[509,28]
a road
[510,28]
a field
[511,28]
a field
[512,28]
a field
[513,28]
a field
[514,28]
a field
[515,28]
a field
[516,28]
a field
[517,28]
a field
[518,28]
a field
[519,28]
a field
[520,28]
a field
[521,28]
a field
[522,28]
a field
[523,28]
Dowsett Row Police Station
[524,28]
the Lambourn Hotel
[525,28]
the Synnot Building
[526,28]
Headford Court
[527,28]
Gristwood Court
[528,28]
Swinnerton Street
[529,28]
a junkyard
[530,28]
the Hartree Hotel
[531,28]
a warehouse
[532,28]
Jayne Place
[533,28]
Soughton Library
[534,28]
a railway line
[535,28]
Club Preen
[536,28]
a factory
[537,28]
Corkery Road
[538,28]
Barrington Court Fire Station
[539,28]
the Cuss Building
[540,28]
Gotch Square
[541,28]
Longman Avenue
[542,28]
a carpark
[543,28]
The Railway Guard
[544,28]
Sullivan Library
[545,28]
Spurway Alley
[546,28]
Beaumont Place School
[547,28]
Clare Walk
[548,28]
the Pierce Building
[549,28]
Honeyfield Grove
[550,28]
Dinham Cinema
[551,28]
St Mary's Church
[552,28]
a cemetery
[553,28]
the Willey Building
[554,28]
Beable Crescent
[555,28]
the Linney Building
[556,28]
Leigh Avenue
[557,28]
a factory
[558,28]
Jacobi Way
[559,28]
Heneage Grove
[560,28]
Peppe Road
[561,28]
Portal Alley
[562,28]
the Bonville Monument
[563,28]
St David's Church
[564,28]
a cemetery
[565,28]
the Eades Building
[566,28]
wasteland
[567,28]
Bastick Road
[568,28]
?? ?? ?? ?? ?? ?? ?? a field
[576,28]
a field
[577,28]
a field
[578,28]
a field
[579,28]
a field
[580,28]
?? a field
[582,28]
a field
[583,28]
a field
[584,28]
a field
[585,28]
a field
[586,28]
a field
[587,28]
a field
[588,28]
?? ?? ?? a river
[592,28]
a river
[593,28]
a cornfield
[594,28]
a field
[595,28]
?? ?? ?? ?? 28
29 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,29]
a field
[509,29]
a road
[510,29]
a field
[511,29]
a field
[512,29]
a field
[513,29]
a field
[514,29]
a field
[515,29]
a field
[516,29]
a field
[517,29]
a field
[518,29]
a field
[519,29]
a field
[520,29]
a field
[521,29]
a field
[522,29]
Vacher Row School
[523,29]
Daynes Square
[524,29]
Fooks Alley
[525,29]
Fortune Square
[526,29]
Stuart Square
[527,29]
Osmonton Park
[528,29]
a factory
[529,29]
Stidson Square
[530,29]
a warehouse
[531,29]
Forder Towers
[532,29]
Smethurst Lane
[533,29]
Reid Avenue
[534,29]
a railway line
[535,29]
Sawday Street
[536,29]
Tutcher Street
[537,29]
the Rabani Museum
[538,29]
?? Club Haggie
[540,29]
?? Britton Road
[542,29]
?? Bunstone Place School
[544,29]
?? The Newt and Ferret
[546,29]
?? Manley Avenue
[548,29]
?? the Wilsdon Museum
[550,29]
?? Wall Street
[552,29]
?? Clavel Alley
[554,29]
?? Cowen Library
[556,29]
Louis Cinema
[557,29]
the Pickford Building
[558,29]
Hatchard Grove
[559,29]
Dinsdale Avenue School
[560,29]
Lock Grove
[561,29]
Knight Bank
[562,29]
Wither Grove
[563,29]
Sealey Grove School
[564,29]
?? Club Baum
[566,29]
Cherrington Grove
[567,29]
Sunderland Avenue School
[568,29]
Huish Grove
[569,29]
?? ?? ?? ?? ?? Pidgeon Lane Fire Station
[575,29]
a field
[576,29]
a field
[577,29]
a field
[578,29]
a field
[579,29]
?? a field
[581,29]
a field
[582,29]
a field
[583,29]
a field
[584,29]
a field
[585,29]
a field
[586,29]
a field
[587,29]
a field
[588,29]
?? ?? ?? a river
[592,29]
?? a cornfield
[594,29]
?? ?? ?? ?? ?? 29
30 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,30]
a field
[509,30]
a road
[510,30]
a field
[511,30]
a field
[512,30]
a field
[513,30]
a field
[514,30]
a field
[515,30]
a field
[516,30]
a field
[517,30]
a field
[518,30]
a field
[519,30]
a field
[520,30]
a field
[521,30]
a field
[522,30]
Bradley Alley
[523,30]
Membury Crescent
[524,30]
St Elisabeth's Church
[525,30]
Wicks Way
[526,30]
Beedall Park
[527,30]
the Brimblecombe Building
[528,30]
Whensley Place
[529,30]
wasteland
[530,30]
Edmund Square
[531,30]
Chubb Grove School
[532,30]
Mesney Way
[533,30]
The Flying Swan
[534,30]
a railway line
[535,30]
Stembridge Bank
[536,30]
Denning Row Police Station
[537,30]
a warehouse
[538,30]
the Fletcher Building
[539,30]
Heming Gardens
[540,30]
Minchinton Alley
[541,30]
Dinham Gardens
[542,30]
Birkett Alley
[543,30]
Lasder Avenue
[544,30]
Torrington Grove
[545,30]
the Fords Building
[546,30]
Paynter Park
[547,30]
Club Trezise
[548,30]
Burtenshaw Lane
[549,30]
Blackholler Gardens
[550,30]
Prosser Grove School
[551,30]
Zwanenburg Road
[552,30]
Julian Grove
[553,30]
Hogyson Way
[554,30]
wasteland
[555,30]
Tatler Gardens
[556,30]
a carpark
[557,30]
a petrol station
[558,30]
Carp Yard
[559,30]
wasteland
[560,30]
Edghill Avenue Police Station
[561,30]
the Blacker Building
[562,30]
style="{{TOCleft}}

Buildings have two main benefits for survivors: protection from zombies and provision of items. They can be secured, barricaded and cleared of dead bodies that might rise as zombies. In most buildings characters are not visible from adjacent blocks. It is highly advisable for survivors to try to end their turns inside buildings.

There is at most one building in each city block; some large buildings such as malls and mansions occupy more than one block. A wide variety of types of building exist within Malton, as detailed below.


Large Buildings

Large buildings are those that cover two or more adjacent blocks; most are a two-by-two block square. Once a survivor or zombie has entered a large building, that character can move around inside the building even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.


St. Jude's Cathedral.

Cathedral


St. Telesphorus's Church.

Church (large)


Boarded up mall frontage.

Mall

Search Probabilities

  • With Shopping: only choice of store appears, the probability in each store is the same as in any other location (20% without light, 25% with, 10% in ruins), but you'll be getting items you're interested in. Also Gun Stores and Drug Stores don't contain items like flares or newspapers that dilute searches for ammo/firearms or first aid kits.
  • With Bargain Hunting: in any store, about 35% without power, 50% with a running generator. Gun Store reveals in 25% cases guns, 75% - ammunition.
  • Due to the recent news of changes to Mall search rates, expect much lower search rates in the Drug Stores.
See Search Odds for more information.

File:Bt mansion.gif
Alner Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadium


Complexes

Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.


Perryn's formidable gatehouse.

Forts

  • Rare: there are two Forts in Malton: Fort Creedy and Fort Perryn.
  • Dimensions: 3x3 block square of 7 buildings and 2 empty blocks.
    • Each fort has an Armoury at the centre, surrounded by various other military buildings and outdoor areas, all surrounded by a solid, impassable wall. The only entry is via the Gatehouse, and there are other special fort movement rules, detailed below.
  • Tactical Resource Point: they only have one entrance point to defend and most of the resources of a Mall. Their high profile attracts many survivors and zombies.
  • Items: various clothes.
  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around. ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Malton City Zoo's main gate.

The City Zoo

  • Unique: Malton's single City Zoo is situated in Ketchelbank.
  • Dimensions: 5x4 block square of six enclosures and fourteen empty blocks of open land.
  • The six enclosures have no doors, but can be barricaded:
    • the Aquarium
    • the Bear Pit
    • the Elephant House
    • the Giraffe House
    • the Lion Enclosure
    • the Reptile House
  • Items: various clothes.
  • Historical: All of the enclosures (except the Aquarium and the Reptile House) were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.


Normal Buildings


An uptown auto repair shop.

Auto Repair Shop


An abandoned bank.

Bank

  • Total in Malton: 240.
  • (Partially complete) list of banks.
  • Note: all banks were emptied or looted prior to evacuation.
  • Tagging the outside of a Bank earns 1 XP.
  • Internal descriptions: "The vault lies open, its contents either looted or transferred."
  • Unpowered banks are now considered dark.

A run-down office block.

Building

  • Total in Malton: 755.
  • (Partially complete) list of (non-NecroTech) buildings.
  • Note: blocks titled "the Something Building" are office buildings. They're occasionally a NecroTech front.
  • Tall building: allows suicide and binocular use.
  • Internal descriptions: none, unless they are Necrotech Buildings.

A NecroTech building.

NecroTech Building

  • Total in Malton: 211.
  • NecroTech building information:
  • Tactical Resource Point: the only source of NecroTech revivification syringes.
  • Notes:
    • Office buildings owned by the company often associated with the zombie outbreak. From the outside, they are indistinguishable from other buildings, but characters with the NecroTech Employment skill are able to recognize them; the building's name is displayed with "[NT]" underneath.
    • Because of the importance of syringes and the presence of scientist characters that usually are weak fighters, the NT buildings are favourite zombie targets. The presence of scientists and syringes also makes these buildings popular among those zombies that want to be revived.
    • General protocol for getting a revive is to stand in an adjacent street, rather than directly outside the facility itself – standing outside, an attacking zombie looks the same as a zombie wanting a revive.
    • Within a powered NecroTech building survivors with Necronet Access can:
  • Items: DNA extractor, GPS Units, NecroTech revivification syringes and various clothes
  • Internal descriptions:
    • Unpowered: "The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories."
    • Powered: "The NecroTech logo glows gently above the front desk, and doors open onto a number of brightly-lit laboratories and computer rooms."

A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
    • The few 3D cinemas in the city contain 3D glasses.
  • Unpowered cinemas are now considered dark.
  • Internal descriptions:
    • Unpowered: "…its auditorium in darkness."
    • Powered:
      • "…a black-and-white drama film still looping silently on its main screen."
      • "…a recent horror film still looping silently on its main screen."
      • "…an old horror film still looping silently on its main screen."
      • "…a black-and-white documentary film still looping silently on its main screen."
      • "…a recent drama film still looping silently on its main screen."
      • "…a dramatic science-fiction film still looping silently on its main screen."
      • "…an old comedy film playing on its main screen."
      • "…a black-and-white science-fiction film playing on its main screen."
      • "…a subtitled comedy playing on its main screen."
    • The one exception to the above descriptions is Kilingback Cinema in Danversbank. When unpowered, the description reads: "You are inside Kilingback Cinema, its dark lobby decorated with posters for a 1930s vampire film". When a generator is available, the description becomes "You are inside Kilingback Cinema, a 1930s vampire film playing on its main screen". The film is, of course, Bela Lugosi's Dracula.

No queue at the nightclub.

Club

  • Total in Malton: 235.
  • (Partially complete) list of clubs.
  • Items: beer, mobile phones and wine.
  • Unpowered clubs are now considered dark.
  • Internal descriptions:
    • Unpowered: "…in the near-darkness of the main dancefloor."
    • Powered: "Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers."

The remains of industry.

Factory


An abandoned fire station.

Fire Station


A partially completed hospital.

Hospital

  • Total in Malton: 245.
  • (Partially complete) list of hospitals.
  • Tactical Resource Point.
  • Surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator
  • Items: first aid kits, newspapers and various clothes.
  • Internal descriptions:
    • "…its wards and corridors blackened with the soot of a recent fire"
    • "…its empty wards criss-crossed with snapped quarantine tape."
    • "…one of the city's psychiatric hospitals."
    • "…dark corridors leading through abandoned wards."
    • "…its emergency room in disarray."
    • "…its lobby covered with quarantine posters."
    • "…a children's hospital with bright murals across the walls."
    • "The main lobby is riddled with bullet holes."
    • "It was one of the last to be evacuated, and seems to have been cleared out in a hurry."
    • "…a derelict hospital that was closed down years ago."
  • Note: There are five suburbs that don't have hospitals: Huntley Heights, Osmondville, Pimbank, South Blythville and Williamsville. For those suburbs, churches can be used as an alternative source of first aid kits.

A decrepit inner-city hotel.

Hotel


A corner junkyard.

Junkyard


The library of a leafy suburb.

Library


A large central museum.

Museum


A smashed up police car.

Police Department


A secured public house.

Public House


Railway station interior.

Railway Station

  • Total in Malton: 250.
  • (Partially complete) list of railway stations.
  • Note: no trains are running.
  • Items: various clothes.
  • Internal descriptions:
    • "Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation."
    • "…a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city."

A boarded up school.

School


A city centre tower block.

Tower


A warehouse block.

Warehouse


Open Land

Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.

{{Template:Game Information}}"|Dibbin Library
[563,30]

style="{{TOCleft}}

Buildings have two main benefits for survivors: protection from zombies and provision of items. They can be secured, barricaded and cleared of dead bodies that might rise as zombies. In most buildings characters are not visible from adjacent blocks. It is highly advisable for survivors to try to end their turns inside buildings.

There is at most one building in each city block; some large buildings such as malls and mansions occupy more than one block. A wide variety of types of building exist within Malton, as detailed below.


Large Buildings

Large buildings are those that cover two or more adjacent blocks; most are a two-by-two block square. Once a survivor or zombie has entered a large building, that character can move around inside the building even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.


St. Jude's Cathedral.

Cathedral


St. Telesphorus's Church.

Church (large)


Boarded up mall frontage.

Mall

Search Probabilities

  • With Shopping: only choice of store appears, the probability in each store is the same as in any other location (20% without light, 25% with, 10% in ruins), but you'll be getting items you're interested in. Also Gun Stores and Drug Stores don't contain items like flares or newspapers that dilute searches for ammo/firearms or first aid kits.
  • With Bargain Hunting: in any store, about 35% without power, 50% with a running generator. Gun Store reveals in 25% cases guns, 75% - ammunition.
  • Due to the recent news of changes to Mall search rates, expect much lower search rates in the Drug Stores.
See Search Odds for more information.

File:Bt mansion.gif
Alner Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadium


Complexes

Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.


Perryn's formidable gatehouse.

Forts

  • Rare: there are two Forts in Malton: Fort Creedy and Fort Perryn.
  • Dimensions: 3x3 block square of 7 buildings and 2 empty blocks.
    • Each fort has an Armoury at the centre, surrounded by various other military buildings and outdoor areas, all surrounded by a solid, impassable wall. The only entry is via the Gatehouse, and there are other special fort movement rules, detailed below.
  • Tactical Resource Point: they only have one entrance point to defend and most of the resources of a Mall. Their high profile attracts many survivors and zombies.
  • Items: various clothes.
  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around. ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Malton City Zoo's main gate.

The City Zoo

  • Unique: Malton's single City Zoo is situated in Ketchelbank.
  • Dimensions: 5x4 block square of six enclosures and fourteen empty blocks of open land.
  • The six enclosures have no doors, but can be barricaded:
    • the Aquarium
    • the Bear Pit
    • the Elephant House
    • the Giraffe House
    • the Lion Enclosure
    • the Reptile House
  • Items: various clothes.
  • Historical: All of the enclosures (except the Aquarium and the Reptile House) were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.


Normal Buildings


An uptown auto repair shop.

Auto Repair Shop


An abandoned bank.

Bank

  • Total in Malton: 240.
  • (Partially complete) list of banks.
  • Note: all banks were emptied or looted prior to evacuation.
  • Tagging the outside of a Bank earns 1 XP.
  • Internal descriptions: "The vault lies open, its contents either looted or transferred."
  • Unpowered banks are now considered dark.

A run-down office block.

Building

  • Total in Malton: 755.
  • (Partially complete) list of (non-NecroTech) buildings.
  • Note: blocks titled "the Something Building" are office buildings. They're occasionally a NecroTech front.
  • Tall building: allows suicide and binocular use.
  • Internal descriptions: none, unless they are Necrotech Buildings.

A NecroTech building.

NecroTech Building

  • Total in Malton: 211.
  • NecroTech building information:
  • Tactical Resource Point: the only source of NecroTech revivification syringes.
  • Notes:
    • Office buildings owned by the company often associated with the zombie outbreak. From the outside, they are indistinguishable from other buildings, but characters with the NecroTech Employment skill are able to recognize them; the building's name is displayed with "[NT]" underneath.
    • Because of the importance of syringes and the presence of scientist characters that usually are weak fighters, the NT buildings are favourite zombie targets. The presence of scientists and syringes also makes these buildings popular among those zombies that want to be revived.
    • General protocol for getting a revive is to stand in an adjacent street, rather than directly outside the facility itself – standing outside, an attacking zombie looks the same as a zombie wanting a revive.
    • Within a powered NecroTech building survivors with Necronet Access can:
  • Items: DNA extractor, GPS Units, NecroTech revivification syringes and various clothes
  • Internal descriptions:
    • Unpowered: "The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories."
    • Powered: "The NecroTech logo glows gently above the front desk, and doors open onto a number of brightly-lit laboratories and computer rooms."

A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
    • The few 3D cinemas in the city contain 3D glasses.
  • Unpowered cinemas are now considered dark.
  • Internal descriptions:
    • Unpowered: "…its auditorium in darkness."
    • Powered:
      • "…a black-and-white drama film still looping silently on its main screen."
      • "…a recent horror film still looping silently on its main screen."
      • "…an old horror film still looping silently on its main screen."
      • "…a black-and-white documentary film still looping silently on its main screen."
      • "…a recent drama film still looping silently on its main screen."
      • "…a dramatic science-fiction film still looping silently on its main screen."
      • "…an old comedy film playing on its main screen."
      • "…a black-and-white science-fiction film playing on its main screen."
      • "…a subtitled comedy playing on its main screen."
    • The one exception to the above descriptions is Kilingback Cinema in Danversbank. When unpowered, the description reads: "You are inside Kilingback Cinema, its dark lobby decorated with posters for a 1930s vampire film". When a generator is available, the description becomes "You are inside Kilingback Cinema, a 1930s vampire film playing on its main screen". The film is, of course, Bela Lugosi's Dracula.

No queue at the nightclub.

Club

  • Total in Malton: 235.
  • (Partially complete) list of clubs.
  • Items: beer, mobile phones and wine.
  • Unpowered clubs are now considered dark.
  • Internal descriptions:
    • Unpowered: "…in the near-darkness of the main dancefloor."
    • Powered: "Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers."

The remains of industry.

Factory


An abandoned fire station.

Fire Station


A partially completed hospital.

Hospital

  • Total in Malton: 245.
  • (Partially complete) list of hospitals.
  • Tactical Resource Point.
  • Surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator
  • Items: first aid kits, newspapers and various clothes.
  • Internal descriptions:
    • "…its wards and corridors blackened with the soot of a recent fire"
    • "…its empty wards criss-crossed with snapped quarantine tape."
    • "…one of the city's psychiatric hospitals."
    • "…dark corridors leading through abandoned wards."
    • "…its emergency room in disarray."
    • "…its lobby covered with quarantine posters."
    • "…a children's hospital with bright murals across the walls."
    • "The main lobby is riddled with bullet holes."
    • "It was one of the last to be evacuated, and seems to have been cleared out in a hurry."
    • "…a derelict hospital that was closed down years ago."
  • Note: There are five suburbs that don't have hospitals: Huntley Heights, Osmondville, Pimbank, South Blythville and Williamsville. For those suburbs, churches can be used as an alternative source of first aid kits.

A decrepit inner-city hotel.

Hotel


A corner junkyard.

Junkyard


The library of a leafy suburb.

Library


A large central museum.

Museum


A smashed up police car.

Police Department


A secured public house.

Public House


Railway station interior.

Railway Station

  • Total in Malton: 250.
  • (Partially complete) list of railway stations.
  • Note: no trains are running.
  • Items: various clothes.
  • Internal descriptions:
    • "Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation."
    • "…a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city."

A boarded up school.

School


A city centre tower block.

Tower


A warehouse block.

Warehouse


Open Land

Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.

{{Template:Game Information}}"|Hoby Avenue School
[564,30]

style="{{TOCleft}}

Buildings have two main benefits for survivors: protection from zombies and provision of items. They can be secured, barricaded and cleared of dead bodies that might rise as zombies. In most buildings characters are not visible from adjacent blocks. It is highly advisable for survivors to try to end their turns inside buildings.

There is at most one building in each city block; some large buildings such as malls and mansions occupy more than one block. A wide variety of types of building exist within Malton, as detailed below.


Large Buildings

Large buildings are those that cover two or more adjacent blocks; most are a two-by-two block square. Once a survivor or zombie has entered a large building, that character can move around inside the building even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.


St. Jude's Cathedral.

Cathedral


St. Telesphorus's Church.

Church (large)


Boarded up mall frontage.

Mall

Search Probabilities

  • With Shopping: only choice of store appears, the probability in each store is the same as in any other location (20% without light, 25% with, 10% in ruins), but you'll be getting items you're interested in. Also Gun Stores and Drug Stores don't contain items like flares or newspapers that dilute searches for ammo/firearms or first aid kits.
  • With Bargain Hunting: in any store, about 35% without power, 50% with a running generator. Gun Store reveals in 25% cases guns, 75% - ammunition.
  • Due to the recent news of changes to Mall search rates, expect much lower search rates in the Drug Stores.
See Search Odds for more information.

File:Bt mansion.gif
Alner Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadium


Complexes

Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.


Perryn's formidable gatehouse.

Forts

  • Rare: there are two Forts in Malton: Fort Creedy and Fort Perryn.
  • Dimensions: 3x3 block square of 7 buildings and 2 empty blocks.
    • Each fort has an Armoury at the centre, surrounded by various other military buildings and outdoor areas, all surrounded by a solid, impassable wall. The only entry is via the Gatehouse, and there are other special fort movement rules, detailed below.
  • Tactical Resource Point: they only have one entrance point to defend and most of the resources of a Mall. Their high profile attracts many survivors and zombies.
  • Items: various clothes.
  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around. ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Malton City Zoo's main gate.

The City Zoo

  • Unique: Malton's single City Zoo is situated in Ketchelbank.
  • Dimensions: 5x4 block square of six enclosures and fourteen empty blocks of open land.
  • The six enclosures have no doors, but can be barricaded:
    • the Aquarium
    • the Bear Pit
    • the Elephant House
    • the Giraffe House
    • the Lion Enclosure
    • the Reptile House
  • Items: various clothes.
  • Historical: All of the enclosures (except the Aquarium and the Reptile House) were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.


Normal Buildings


An uptown auto repair shop.

Auto Repair Shop


An abandoned bank.

Bank

  • Total in Malton: 240.
  • (Partially complete) list of banks.
  • Note: all banks were emptied or looted prior to evacuation.
  • Tagging the outside of a Bank earns 1 XP.
  • Internal descriptions: "The vault lies open, its contents either looted or transferred."
  • Unpowered banks are now considered dark.

A run-down office block.

Building

  • Total in Malton: 755.
  • (Partially complete) list of (non-NecroTech) buildings.
  • Note: blocks titled "the Something Building" are office buildings. They're occasionally a NecroTech front.
  • Tall building: allows suicide and binocular use.
  • Internal descriptions: none, unless they are Necrotech Buildings.

A NecroTech building.

NecroTech Building

  • Total in Malton: 211.
  • NecroTech building information:
  • Tactical Resource Point: the only source of NecroTech revivification syringes.
  • Notes:
    • Office buildings owned by the company often associated with the zombie outbreak. From the outside, they are indistinguishable from other buildings, but characters with the NecroTech Employment skill are able to recognize them; the building's name is displayed with "[NT]" underneath.
    • Because of the importance of syringes and the presence of scientist characters that usually are weak fighters, the NT buildings are favourite zombie targets. The presence of scientists and syringes also makes these buildings popular among those zombies that want to be revived.
    • General protocol for getting a revive is to stand in an adjacent street, rather than directly outside the facility itself – standing outside, an attacking zombie looks the same as a zombie wanting a revive.
    • Within a powered NecroTech building survivors with Necronet Access can:
  • Items: DNA extractor, GPS Units, NecroTech revivification syringes and various clothes
  • Internal descriptions:
    • Unpowered: "The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories."
    • Powered: "The NecroTech logo glows gently above the front desk, and doors open onto a number of brightly-lit laboratories and computer rooms."

A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
    • The few 3D cinemas in the city contain 3D glasses.
  • Unpowered cinemas are now considered dark.
  • Internal descriptions:
    • Unpowered: "…its auditorium in darkness."
    • Powered:
      • "…a black-and-white drama film still looping silently on its main screen."
      • "…a recent horror film still looping silently on its main screen."
      • "…an old horror film still looping silently on its main screen."
      • "…a black-and-white documentary film still looping silently on its main screen."
      • "…a recent drama film still looping silently on its main screen."
      • "…a dramatic science-fiction film still looping silently on its main screen."
      • "…an old comedy film playing on its main screen."
      • "…a black-and-white science-fiction film playing on its main screen."
      • "…a subtitled comedy playing on its main screen."
    • The one exception to the above descriptions is Kilingback Cinema in Danversbank. When unpowered, the description reads: "You are inside Kilingback Cinema, its dark lobby decorated with posters for a 1930s vampire film". When a generator is available, the description becomes "You are inside Kilingback Cinema, a 1930s vampire film playing on its main screen". The film is, of course, Bela Lugosi's Dracula.

No queue at the nightclub.

Club

  • Total in Malton: 235.
  • (Partially complete) list of clubs.
  • Items: beer, mobile phones and wine.
  • Unpowered clubs are now considered dark.
  • Internal descriptions:
    • Unpowered: "…in the near-darkness of the main dancefloor."
    • Powered: "Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers."

The remains of industry.

Factory


An abandoned fire station.

Fire Station


A partially completed hospital.

Hospital

  • Total in Malton: 245.
  • (Partially complete) list of hospitals.
  • Tactical Resource Point.
  • Surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator
  • Items: first aid kits, newspapers and various clothes.
  • Internal descriptions:
    • "…its wards and corridors blackened with the soot of a recent fire"
    • "…its empty wards criss-crossed with snapped quarantine tape."
    • "…one of the city's psychiatric hospitals."
    • "…dark corridors leading through abandoned wards."
    • "…its emergency room in disarray."
    • "…its lobby covered with quarantine posters."
    • "…a children's hospital with bright murals across the walls."
    • "The main lobby is riddled with bullet holes."
    • "It was one of the last to be evacuated, and seems to have been cleared out in a hurry."
    • "…a derelict hospital that was closed down years ago."
  • Note: There are five suburbs that don't have hospitals: Huntley Heights, Osmondville, Pimbank, South Blythville and Williamsville. For those suburbs, churches can be used as an alternative source of first aid kits.

A decrepit inner-city hotel.

Hotel


A corner junkyard.

Junkyard


The library of a leafy suburb.

Library


A large central museum.

Museum


A smashed up police car.

Police Department


A secured public house.

Public House


Railway station interior.

Railway Station

  • Total in Malton: 250.
  • (Partially complete) list of railway stations.
  • Note: no trains are running.
  • Items: various clothes.
  • Internal descriptions:
    • "Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation."
    • "…a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city."

A boarded up school.

School


A city centre tower block.

Tower


A warehouse block.

Warehouse


Open Land

Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.

{{Template:Game Information}}"|Club Oxford
[565,30]

style="{{TOCleft}}

An empty block is any block not containing a building. They cannot be barricaded, and yield next to nothing when searched. Revive points are usually located in empty blocks, because the poor tactical value of an empty block makes it an unpopular camping ground for active hostile zombies.

In some instances, empty blocks completely surround a building, forming an island.


Multi-storey carpark.

Carpark


Cemetery mausoleums.

Cemetery


An empty zoo enclosure.

City Zoo

  • Special: part of the unique Malton City Zoo complex.
  • Rare: there are only fourteen empty zoo blocks.
  • The city zoo is a complex containing several empty squares and several buildings. Before the infestation, animals were on display here for humans' viewing pleasure, the cages are now empty.

Fort Creedy exercise yard.

Exercise Yard

  • Special: always part of a fort complex.
  • Rare: there are only two exercise yards.
  • The exercise yard is a fort square used to keep the troops fit, and can only be accessed from other fort squares.

Statue of a mounted soldier.

Monument

  • Total: 245.
  • A monument is a city block containing a statue or similar piece of public art, without a building in it. It is functionally equivalent to a street.
  • Tagging a Monument earns 2 XP.

Overgrown parkland.

Park


Suburban decay.

Street


Fort Perryn training ground.

Training Ground

  • Special: always part of a fort complex.
  • Rare: there are only two training grounds.
  • The training ground is a fort square for training army units for combat, and can only be accessed from other fort squares.

Dan Tanna junction.

Wasteland

style="{{TOCleft}}

Buildings have two main benefits for survivors: protection from zombies and provision of items. They can be secured, barricaded and cleared of dead bodies that might rise as zombies. In most buildings characters are not visible from adjacent blocks. It is highly advisable for survivors to try to end their turns inside buildings.

There is at most one building in each city block; some large buildings such as malls and mansions occupy more than one block. A wide variety of types of building exist within Malton, as detailed below.


Large Buildings

Large buildings are those that cover two or more adjacent blocks; most are a two-by-two block square. Once a survivor or zombie has entered a large building, that character can move around inside the building even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.


St. Jude's Cathedral.

Cathedral


St. Telesphorus's Church.

Church (large)


Boarded up mall frontage.

Mall

Search Probabilities

  • With Shopping: only choice of store appears, the probability in each store is the same as in any other location (20% without light, 25% with, 10% in ruins), but you'll be getting items you're interested in. Also Gun Stores and Drug Stores don't contain items like flares or newspapers that dilute searches for ammo/firearms or first aid kits.
  • With Bargain Hunting: in any store, about 35% without power, 50% with a running generator. Gun Store reveals in 25% cases guns, 75% - ammunition.
  • Due to the recent news of changes to Mall search rates, expect much lower search rates in the Drug Stores.
See Search Odds for more information.

File:Bt mansion.gif
Alner Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadium


Complexes

Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.


Perryn's formidable gatehouse.

Forts

  • Rare: there are two Forts in Malton: Fort Creedy and Fort Perryn.
  • Dimensions: 3x3 block square of 7 buildings and 2 empty blocks.
    • Each fort has an Armoury at the centre, surrounded by various other military buildings and outdoor areas, all surrounded by a solid, impassable wall. The only entry is via the Gatehouse, and there are other special fort movement rules, detailed below.
  • Tactical Resource Point: they only have one entrance point to defend and most of the resources of a Mall. Their high profile attracts many survivors and zombies.
  • Items: various clothes.
  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around. ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Malton City Zoo's main gate.

The City Zoo

  • Unique: Malton's single City Zoo is situated in Ketchelbank.
  • Dimensions: 5x4 block square of six enclosures and fourteen empty blocks of open land.
  • The six enclosures have no doors, but can be barricaded:
    • the Aquarium
    • the Bear Pit
    • the Elephant House
    • the Giraffe House
    • the Lion Enclosure
    • the Reptile House
  • Items: various clothes.
  • Historical: All of the enclosures (except the Aquarium and the Reptile House) were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.


Normal Buildings


An uptown auto repair shop.

Auto Repair Shop


An abandoned bank.

Bank

  • Total in Malton: 240.
  • (Partially complete) list of banks.
  • Note: all banks were emptied or looted prior to evacuation.
  • Tagging the outside of a Bank earns 1 XP.
  • Internal descriptions: "The vault lies open, its contents either looted or transferred."
  • Unpowered banks are now considered dark.

A run-down office block.

Building

  • Total in Malton: 755.
  • (Partially complete) list of (non-NecroTech) buildings.
  • Note: blocks titled "the Something Building" are office buildings. They're occasionally a NecroTech front.
  • Tall building: allows suicide and binocular use.
  • Internal descriptions: none, unless they are Necrotech Buildings.

A NecroTech building.

NecroTech Building

  • Total in Malton: 211.
  • NecroTech building information:
  • Tactical Resource Point: the only source of NecroTech revivification syringes.
  • Notes:
    • Office buildings owned by the company often associated with the zombie outbreak. From the outside, they are indistinguishable from other buildings, but characters with the NecroTech Employment skill are able to recognize them; the building's name is displayed with "[NT]" underneath.
    • Because of the importance of syringes and the presence of scientist characters that usually are weak fighters, the NT buildings are favourite zombie targets. The presence of scientists and syringes also makes these buildings popular among those zombies that want to be revived.
    • General protocol for getting a revive is to stand in an adjacent street, rather than directly outside the facility itself – standing outside, an attacking zombie looks the same as a zombie wanting a revive.
    • Within a powered NecroTech building survivors with Necronet Access can:
  • Items: DNA extractor, GPS Units, NecroTech revivification syringes and various clothes
  • Internal descriptions:
    • Unpowered: "The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories."
    • Powered: "The NecroTech logo glows gently above the front desk, and doors open onto a number of brightly-lit laboratories and computer rooms."

A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
    • The few 3D cinemas in the city contain 3D glasses.
  • Unpowered cinemas are now considered dark.
  • Internal descriptions:
    • Unpowered: "…its auditorium in darkness."
    • Powered:
      • "…a black-and-white drama film still looping silently on its main screen."
      • "…a recent horror film still looping silently on its main screen."
      • "…an old horror film still looping silently on its main screen."
      • "…a black-and-white documentary film still looping silently on its main screen."
      • "…a recent drama film still looping silently on its main screen."
      • "…a dramatic science-fiction film still looping silently on its main screen."
      • "…an old comedy film playing on its main screen."
      • "…a black-and-white science-fiction film playing on its main screen."
      • "…a subtitled comedy playing on its main screen."
    • The one exception to the above descriptions is Kilingback Cinema in Danversbank. When unpowered, the description reads: "You are inside Kilingback Cinema, its dark lobby decorated with posters for a 1930s vampire film". When a generator is available, the description becomes "You are inside Kilingback Cinema, a 1930s vampire film playing on its main screen". The film is, of course, Bela Lugosi's Dracula.

No queue at the nightclub.

Club

  • Total in Malton: 235.
  • (Partially complete) list of clubs.
  • Items: beer, mobile phones and wine.
  • Unpowered clubs are now considered dark.
  • Internal descriptions:
    • Unpowered: "…in the near-darkness of the main dancefloor."
    • Powered: "Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers."

The remains of industry.

Factory


An abandoned fire station.

Fire Station


A partially completed hospital.

Hospital

  • Total in Malton: 245.
  • (Partially complete) list of hospitals.
  • Tactical Resource Point.
  • Surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator
  • Items: first aid kits, newspapers and various clothes.
  • Internal descriptions:
    • "…its wards and corridors blackened with the soot of a recent fire"
    • "…its empty wards criss-crossed with snapped quarantine tape."
    • "…one of the city's psychiatric hospitals."
    • "…dark corridors leading through abandoned wards."
    • "…its emergency room in disarray."
    • "…its lobby covered with quarantine posters."
    • "…a children's hospital with bright murals across the walls."
    • "The main lobby is riddled with bullet holes."
    • "It was one of the last to be evacuated, and seems to have been cleared out in a hurry."
    • "…a derelict hospital that was closed down years ago."
  • Note: There are five suburbs that don't have hospitals: Huntley Heights, Osmondville, Pimbank, South Blythville and Williamsville. For those suburbs, churches can be used as an alternative source of first aid kits.

A decrepit inner-city hotel.

Hotel


A corner junkyard.

Junkyard


The library of a leafy suburb.

Library


A large central museum.

Museum


A smashed up police car.

Police Department


A secured public house.

Public House


Railway station interior.

Railway Station

  • Total in Malton: 250.
  • (Partially complete) list of railway stations.
  • Note: no trains are running.
  • Items: various clothes.
  • Internal descriptions:
    • "Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation."
    • "…a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city."

A boarded up school.

School


A city centre tower block.

Tower


A warehouse block.

Warehouse


Open Land

Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.

{{Template:Game Information}}"|Fildes Bank
[567,30]

style="{{TOCleft}}

An empty block is any block not containing a building. They cannot be barricaded, and yield next to nothing when searched. Revive points are usually located in empty blocks, because the poor tactical value of an empty block makes it an unpopular camping ground for active hostile zombies.

In some instances, empty blocks completely surround a building, forming an island.


Multi-storey carpark.

Carpark


Cemetery mausoleums.

Cemetery


An empty zoo enclosure.

City Zoo

  • Special: part of the unique Malton City Zoo complex.
  • Rare: there are only fourteen empty zoo blocks.
  • The city zoo is a complex containing several empty squares and several buildings. Before the infestation, animals were on display here for humans' viewing pleasure, the cages are now empty.

Fort Creedy exercise yard.

Exercise Yard

  • Special: always part of a fort complex.
  • Rare: there are only two exercise yards.
  • The exercise yard is a fort square used to keep the troops fit, and can only be accessed from other fort squares.

Statue of a mounted soldier.

Monument

  • Total: 245.
  • A monument is a city block containing a statue or similar piece of public art, without a building in it. It is functionally equivalent to a street.
  • Tagging a Monument earns 2 XP.

Overgrown parkland.

Park


Suburban decay.

Street


Fort Perryn training ground.

Training Ground

  • Special: always part of a fort complex.
  • Rare: there are only two training grounds.
  • The training ground is a fort square for training army units for combat, and can only be accessed from other fort squares.

Dan Tanna junction.

Wasteland

style="{{TOCleft}}

Buildings have two main benefits for survivors: protection from zombies and provision of items. They can be secured, barricaded and cleared of dead bodies that might rise as zombies. In most buildings characters are not visible from adjacent blocks. It is highly advisable for survivors to try to end their turns inside buildings.

There is at most one building in each city block; some large buildings such as malls and mansions occupy more than one block. A wide variety of types of building exist within Malton, as detailed below.


Large Buildings

Large buildings are those that cover two or more adjacent blocks; most are a two-by-two block square. Once a survivor or zombie has entered a large building, that character can move around inside the building even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.


St. Jude's Cathedral.

Cathedral


St. Telesphorus's Church.

Church (large)


Boarded up mall frontage.

Mall

Search Probabilities

  • With Shopping: only choice of store appears, the probability in each store is the same as in any other location (20% without light, 25% with, 10% in ruins), but you'll be getting items you're interested in. Also Gun Stores and Drug Stores don't contain items like flares or newspapers that dilute searches for ammo/firearms or first aid kits.
  • With Bargain Hunting: in any store, about 35% without power, 50% with a running generator. Gun Store reveals in 25% cases guns, 75% - ammunition.
  • Due to the recent news of changes to Mall search rates, expect much lower search rates in the Drug Stores.
See Search Odds for more information.

File:Bt mansion.gif
Alner Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadium


Complexes

Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.


Perryn's formidable gatehouse.

Forts

  • Rare: there are two Forts in Malton: Fort Creedy and Fort Perryn.
  • Dimensions: 3x3 block square of 7 buildings and 2 empty blocks.
    • Each fort has an Armoury at the centre, surrounded by various other military buildings and outdoor areas, all surrounded by a solid, impassable wall. The only entry is via the Gatehouse, and there are other special fort movement rules, detailed below.
  • Tactical Resource Point: they only have one entrance point to defend and most of the resources of a Mall. Their high profile attracts many survivors and zombies.
  • Items: various clothes.
  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around. ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Malton City Zoo's main gate.

The City Zoo

  • Unique: Malton's single City Zoo is situated in Ketchelbank.
  • Dimensions: 5x4 block square of six enclosures and fourteen empty blocks of open land.
  • The six enclosures have no doors, but can be barricaded:
    • the Aquarium
    • the Bear Pit
    • the Elephant House
    • the Giraffe House
    • the Lion Enclosure
    • the Reptile House
  • Items: various clothes.
  • Historical: All of the enclosures (except the Aquarium and the Reptile House) were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.


Normal Buildings


An uptown auto repair shop.

Auto Repair Shop


An abandoned bank.

Bank

  • Total in Malton: 240.
  • (Partially complete) list of banks.
  • Note: all banks were emptied or looted prior to evacuation.
  • Tagging the outside of a Bank earns 1 XP.
  • Internal descriptions: "The vault lies open, its contents either looted or transferred."
  • Unpowered banks are now considered dark.

A run-down office block.

Building

  • Total in Malton: 755.
  • (Partially complete) list of (non-NecroTech) buildings.
  • Note: blocks titled "the Something Building" are office buildings. They're occasionally a NecroTech front.
  • Tall building: allows suicide and binocular use.
  • Internal descriptions: none, unless they are Necrotech Buildings.

A NecroTech building.

NecroTech Building

  • Total in Malton: 211.
  • NecroTech building information:
  • Tactical Resource Point: the only source of NecroTech revivification syringes.
  • Notes:
    • Office buildings owned by the company often associated with the zombie outbreak. From the outside, they are indistinguishable from other buildings, but characters with the NecroTech Employment skill are able to recognize them; the building's name is displayed with "[NT]" underneath.
    • Because of the importance of syringes and the presence of scientist characters that usually are weak fighters, the NT buildings are favourite zombie targets. The presence of scientists and syringes also makes these buildings popular among those zombies that want to be revived.
    • General protocol for getting a revive is to stand in an adjacent street, rather than directly outside the facility itself – standing outside, an attacking zombie looks the same as a zombie wanting a revive.
    • Within a powered NecroTech building survivors with Necronet Access can:
  • Items: DNA extractor, GPS Units, NecroTech revivification syringes and various clothes
  • Internal descriptions:
    • Unpowered: "The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories."
    • Powered: "The NecroTech logo glows gently above the front desk, and doors open onto a number of brightly-lit laboratories and computer rooms."

A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
    • The few 3D cinemas in the city contain 3D glasses.
  • Unpowered cinemas are now considered dark.
  • Internal descriptions:
    • Unpowered: "…its auditorium in darkness."
    • Powered:
      • "…a black-and-white drama film still looping silently on its main screen."
      • "…a recent horror film still looping silently on its main screen."
      • "…an old horror film still looping silently on its main screen."
      • "…a black-and-white documentary film still looping silently on its main screen."
      • "…a recent drama film still looping silently on its main screen."
      • "…a dramatic science-fiction film still looping silently on its main screen."
      • "…an old comedy film playing on its main screen."
      • "…a black-and-white science-fiction film playing on its main screen."
      • "…a subtitled comedy playing on its main screen."
    • The one exception to the above descriptions is Kilingback Cinema in Danversbank. When unpowered, the description reads: "You are inside Kilingback Cinema, its dark lobby decorated with posters for a 1930s vampire film". When a generator is available, the description becomes "You are inside Kilingback Cinema, a 1930s vampire film playing on its main screen". The film is, of course, Bela Lugosi's Dracula.

No queue at the nightclub.

Club

  • Total in Malton: 235.
  • (Partially complete) list of clubs.
  • Items: beer, mobile phones and wine.
  • Unpowered clubs are now considered dark.
  • Internal descriptions:
    • Unpowered: "…in the near-darkness of the main dancefloor."
    • Powered: "Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers."

The remains of industry.

Factory


An abandoned fire station.

Fire Station


A partially completed hospital.

Hospital

  • Total in Malton: 245.
  • (Partially complete) list of hospitals.
  • Tactical Resource Point.
  • Surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator
  • Items: first aid kits, newspapers and various clothes.
  • Internal descriptions:
    • "…its wards and corridors blackened with the soot of a recent fire"
    • "…its empty wards criss-crossed with snapped quarantine tape."
    • "…one of the city's psychiatric hospitals."
    • "…dark corridors leading through abandoned wards."
    • "…its emergency room in disarray."
    • "…its lobby covered with quarantine posters."
    • "…a children's hospital with bright murals across the walls."
    • "The main lobby is riddled with bullet holes."
    • "It was one of the last to be evacuated, and seems to have been cleared out in a hurry."
    • "…a derelict hospital that was closed down years ago."
  • Note: There are five suburbs that don't have hospitals: Huntley Heights, Osmondville, Pimbank, South Blythville and Williamsville. For those suburbs, churches can be used as an alternative source of first aid kits.

A decrepit inner-city hotel.

Hotel


A corner junkyard.

Junkyard


The library of a leafy suburb.

Library


A large central museum.

Museum


A smashed up police car.

Police Department


A secured public house.

Public House


Railway station interior.

Railway Station

  • Total in Malton: 250.
  • (Partially complete) list of railway stations.
  • Note: no trains are running.
  • Items: various clothes.
  • Internal descriptions:
    • "Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation."
    • "…a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city."

A boarded up school.

School


A city centre tower block.

Tower


A warehouse block.

Warehouse


Open Land

Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.

{{Template:Game Information}}"|the Wolseley Hotel
[569,30]

style="{{TOCleft}}

An empty block is any block not containing a building. They cannot be barricaded, and yield next to nothing when searched. Revive points are usually located in empty blocks, because the poor tactical value of an empty block makes it an unpopular camping ground for active hostile zombies.

In some instances, empty blocks completely surround a building, forming an island.


Multi-storey carpark.

Carpark


Cemetery mausoleums.

Cemetery


An empty zoo enclosure.

City Zoo

  • Special: part of the unique Malton City Zoo complex.
  • Rare: there are only fourteen empty zoo blocks.
  • The city zoo is a complex containing several empty squares and several buildings. Before the infestation, animals were on display here for humans' viewing pleasure, the cages are now empty.

Fort Creedy exercise yard.

Exercise Yard

  • Special: always part of a fort complex.
  • Rare: there are only two exercise yards.
  • The exercise yard is a fort square used to keep the troops fit, and can only be accessed from other fort squares.

Statue of a mounted soldier.

Monument

  • Total: 245.
  • A monument is a city block containing a statue or similar piece of public art, without a building in it. It is functionally equivalent to a street.
  • Tagging a Monument earns 2 XP.

Overgrown parkland.

Park


Suburban decay.

Street


Fort Perryn training ground.

Training Ground

  • Special: always part of a fort complex.
  • Rare: there are only two training grounds.
  • The training ground is a fort square for training army units for combat, and can only be accessed from other fort squares.

Dan Tanna junction.

Wasteland

?? ?? ?? style="{{TOCleft}}

An empty block is any block not containing a building. They cannot be barricaded, and yield next to nothing when searched. Revive points are usually located in empty blocks, because the poor tactical value of an empty block makes it an unpopular camping ground for active hostile zombies.

In some instances, empty blocks completely surround a building, forming an island.


Multi-storey carpark.

Carpark


Cemetery mausoleums.

Cemetery


An empty zoo enclosure.

City Zoo

  • Special: part of the unique Malton City Zoo complex.
  • Rare: there are only fourteen empty zoo blocks.
  • The city zoo is a complex containing several empty squares and several buildings. Before the infestation, animals were on display here for humans' viewing pleasure, the cages are now empty.

Fort Creedy exercise yard.

Exercise Yard

  • Special: always part of a fort complex.
  • Rare: there are only two exercise yards.
  • The exercise yard is a fort square used to keep the troops fit, and can only be accessed from other fort squares.

Statue of a mounted soldier.

Monument

  • Total: 245.
  • A monument is a city block containing a statue or similar piece of public art, without a building in it. It is functionally equivalent to a street.
  • Tagging a Monument earns 2 XP.

Overgrown parkland.

Park


Suburban decay.

Street


Fort Perryn training ground.

Training Ground

  • Special: always part of a fort complex.
  • Rare: there are only two training grounds.
  • The training ground is a fort square for training army units for combat, and can only be accessed from other fort squares.

Dan Tanna junction.

Wasteland

style="{{TOCleft}}

An empty block is any block not containing a building. They cannot be barricaded, and yield next to nothing when searched. Revive points are usually located in empty blocks, because the poor tactical value of an empty block makes it an unpopular camping ground for active hostile zombies.

In some instances, empty blocks completely surround a building, forming an island.


Multi-storey carpark.

Carpark


Cemetery mausoleums.

Cemetery


An empty zoo enclosure.

City Zoo

  • Special: part of the unique Malton City Zoo complex.
  • Rare: there are only fourteen empty zoo blocks.
  • The city zoo is a complex containing several empty squares and several buildings. Before the infestation, animals were on display here for humans' viewing pleasure, the cages are now empty.

Fort Creedy exercise yard.

Exercise Yard

  • Special: always part of a fort complex.
  • Rare: there are only two exercise yards.
  • The exercise yard is a fort square used to keep the troops fit, and can only be accessed from other fort squares.

Statue of a mounted soldier.

Monument

  • Total: 245.
  • A monument is a city block containing a statue or similar piece of public art, without a building in it. It is functionally equivalent to a street.
  • Tagging a Monument earns 2 XP.

Overgrown parkland.

Park


Suburban decay.

Street


Fort Perryn training ground.

Training Ground

  • Special: always part of a fort complex.
  • Rare: there are only two training grounds.
  • The training ground is a fort square for training army units for combat, and can only be accessed from other fort squares.

Dan Tanna junction.

Wasteland

a field
[576,30]
a field
[577,30]
a field
[578,30]
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[580,30]
a field
[581,30]
a field
[582,30]
a field
[583,30]
a field
[584,30]
?? a field
[586,30]
a field
[587,30]
a field
[588,30]
?? ?? ?? a river
[592,30]
a cornfield
[593,30]
a cornfield
[594,30]
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31 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,31]
a field
[509,31]
a road
[510,31]
a field
[511,31]
a field
[512,31]
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a field
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[519,31]
a field
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a field
[521,31]
style="{{TOCleft}}

Buildings have two main benefits for survivors: protection from zombies and provision of items. They can be secured, barricaded and cleared of dead bodies that might rise as zombies. In most buildings characters are not visible from adjacent blocks. It is highly advisable for survivors to try to end their turns inside buildings.

There is at most one building in each city block; some large buildings such as malls and mansions occupy more than one block. A wide variety of types of building exist within Malton, as detailed below.


Large Buildings

Large buildings are those that cover two or more adjacent blocks; most are a two-by-two block square. Once a survivor or zombie has entered a large building, that character can move around inside the building even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.


St. Jude's Cathedral.

Cathedral


St. Telesphorus's Church.

Church (large)


Boarded up mall frontage.

Mall

Search Probabilities

  • With Shopping: only choice of store appears, the probability in each store is the same as in any other location (20% without light, 25% with, 10% in ruins), but you'll be getting items you're interested in. Also Gun Stores and Drug Stores don't contain items like flares or newspapers that dilute searches for ammo/firearms or first aid kits.
  • With Bargain Hunting: in any store, about 35% without power, 50% with a running generator. Gun Store reveals in 25% cases guns, 75% - ammunition.
  • Due to the recent news of changes to Mall search rates, expect much lower search rates in the Drug Stores.
See Search Odds for more information.

File:Bt mansion.gif
Alner Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadium


Complexes

Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.


Perryn's formidable gatehouse.

Forts

  • Rare: there are two Forts in Malton: Fort Creedy and Fort Perryn.
  • Dimensions: 3x3 block square of 7 buildings and 2 empty blocks.
    • Each fort has an Armoury at the centre, surrounded by various other military buildings and outdoor areas, all surrounded by a solid, impassable wall. The only entry is via the Gatehouse, and there are other special fort movement rules, detailed below.
  • Tactical Resource Point: they only have one entrance point to defend and most of the resources of a Mall. Their high profile attracts many survivors and zombies.
  • Items: various clothes.
  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around. ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Malton City Zoo's main gate.

The City Zoo

  • Unique: Malton's single City Zoo is situated in Ketchelbank.
  • Dimensions: 5x4 block square of six enclosures and fourteen empty blocks of open land.
  • The six enclosures have no doors, but can be barricaded:
    • the Aquarium
    • the Bear Pit
    • the Elephant House
    • the Giraffe House
    • the Lion Enclosure
    • the Reptile House
  • Items: various clothes.
  • Historical: All of the enclosures (except the Aquarium and the Reptile House) were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.


Normal Buildings


An uptown auto repair shop.

Auto Repair Shop


An abandoned bank.

Bank

  • Total in Malton: 240.
  • (Partially complete) list of banks.
  • Note: all banks were emptied or looted prior to evacuation.
  • Tagging the outside of a Bank earns 1 XP.
  • Internal descriptions: "The vault lies open, its contents either looted or transferred."
  • Unpowered banks are now considered dark.

A run-down office block.

Building

  • Total in Malton: 755.
  • (Partially complete) list of (non-NecroTech) buildings.
  • Note: blocks titled "the Something Building" are office buildings. They're occasionally a NecroTech front.
  • Tall building: allows suicide and binocular use.
  • Internal descriptions: none, unless they are Necrotech Buildings.

A NecroTech building.

NecroTech Building

  • Total in Malton: 211.
  • NecroTech building information:
  • Tactical Resource Point: the only source of NecroTech revivification syringes.
  • Notes:
    • Office buildings owned by the company often associated with the zombie outbreak. From the outside, they are indistinguishable from other buildings, but characters with the NecroTech Employment skill are able to recognize them; the building's name is displayed with "[NT]" underneath.
    • Because of the importance of syringes and the presence of scientist characters that usually are weak fighters, the NT buildings are favourite zombie targets. The presence of scientists and syringes also makes these buildings popular among those zombies that want to be revived.
    • General protocol for getting a revive is to stand in an adjacent street, rather than directly outside the facility itself – standing outside, an attacking zombie looks the same as a zombie wanting a revive.
    • Within a powered NecroTech building survivors with Necronet Access can:
  • Items: DNA extractor, GPS Units, NecroTech revivification syringes and various clothes
  • Internal descriptions:
    • Unpowered: "The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories."
    • Powered: "The NecroTech logo glows gently above the front desk, and doors open onto a number of brightly-lit laboratories and computer rooms."

A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
    • The few 3D cinemas in the city contain 3D glasses.
  • Unpowered cinemas are now considered dark.
  • Internal descriptions:
    • Unpowered: "…its auditorium in darkness."
    • Powered:
      • "…a black-and-white drama film still looping silently on its main screen."
      • "…a recent horror film still looping silently on its main screen."
      • "…an old horror film still looping silently on its main screen."
      • "…a black-and-white documentary film still looping silently on its main screen."
      • "…a recent drama film still looping silently on its main screen."
      • "…a dramatic science-fiction film still looping silently on its main screen."
      • "…an old comedy film playing on its main screen."
      • "…a black-and-white science-fiction film playing on its main screen."
      • "…a subtitled comedy playing on its main screen."
    • The one exception to the above descriptions is Kilingback Cinema in Danversbank. When unpowered, the description reads: "You are inside Kilingback Cinema, its dark lobby decorated with posters for a 1930s vampire film". When a generator is available, the description becomes "You are inside Kilingback Cinema, a 1930s vampire film playing on its main screen". The film is, of course, Bela Lugosi's Dracula.

No queue at the nightclub.

Club

  • Total in Malton: 235.
  • (Partially complete) list of clubs.
  • Items: beer, mobile phones and wine.
  • Unpowered clubs are now considered dark.
  • Internal descriptions:
    • Unpowered: "…in the near-darkness of the main dancefloor."
    • Powered: "Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers."

The remains of industry.

Factory


An abandoned fire station.

Fire Station


A partially completed hospital.

Hospital

  • Total in Malton: 245.
  • (Partially complete) list of hospitals.
  • Tactical Resource Point.
  • Surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator
  • Items: first aid kits, newspapers and various clothes.
  • Internal descriptions:
    • "…its wards and corridors blackened with the soot of a recent fire"
    • "…its empty wards criss-crossed with snapped quarantine tape."
    • "…one of the city's psychiatric hospitals."
    • "…dark corridors leading through abandoned wards."
    • "…its emergency room in disarray."
    • "…its lobby covered with quarantine posters."
    • "…a children's hospital with bright murals across the walls."
    • "The main lobby is riddled with bullet holes."
    • "It was one of the last to be evacuated, and seems to have been cleared out in a hurry."
    • "…a derelict hospital that was closed down years ago."
  • Note: There are five suburbs that don't have hospitals: Huntley Heights, Osmondville, Pimbank, South Blythville and Williamsville. For those suburbs, churches can be used as an alternative source of first aid kits.

A decrepit inner-city hotel.

Hotel


A corner junkyard.

Junkyard


The library of a leafy suburb.

Library


A large central museum.

Museum


A smashed up police car.

Police Department


A secured public house.

Public House


Railway station interior.

Railway Station

  • Total in Malton: 250.
  • (Partially complete) list of railway stations.
  • Note: no trains are running.
  • Items: various clothes.
  • Internal descriptions:
    • "Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation."
    • "…a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city."

A boarded up school.

School


A city centre tower block.

Tower


A warehouse block.

Warehouse


Open Land

Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.

{{Template:Game Information}}"|Baring Library
[522,31]

style="{{TOCleft}}

Buildings have two main benefits for survivors: protection from zombies and provision of items. They can be secured, barricaded and cleared of dead bodies that might rise as zombies. In most buildings characters are not visible from adjacent blocks. It is highly advisable for survivors to try to end their turns inside buildings.

There is at most one building in each city block; some large buildings such as malls and mansions occupy more than one block. A wide variety of types of building exist within Malton, as detailed below.


Large Buildings

Large buildings are those that cover two or more adjacent blocks; most are a two-by-two block square. Once a survivor or zombie has entered a large building, that character can move around inside the building even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.


St. Jude's Cathedral.

Cathedral


St. Telesphorus's Church.

Church (large)


Boarded up mall frontage.

Mall

Search Probabilities

  • With Shopping: only choice of store appears, the probability in each store is the same as in any other location (20% without light, 25% with, 10% in ruins), but you'll be getting items you're interested in. Also Gun Stores and Drug Stores don't contain items like flares or newspapers that dilute searches for ammo/firearms or first aid kits.
  • With Bargain Hunting: in any store, about 35% without power, 50% with a running generator. Gun Store reveals in 25% cases guns, 75% - ammunition.
  • Due to the recent news of changes to Mall search rates, expect much lower search rates in the Drug Stores.
See Search Odds for more information.

File:Bt mansion.gif
Alner Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadium


Complexes

Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.


Perryn's formidable gatehouse.

Forts

  • Rare: there are two Forts in Malton: Fort Creedy and Fort Perryn.
  • Dimensions: 3x3 block square of 7 buildings and 2 empty blocks.
    • Each fort has an Armoury at the centre, surrounded by various other military buildings and outdoor areas, all surrounded by a solid, impassable wall. The only entry is via the Gatehouse, and there are other special fort movement rules, detailed below.
  • Tactical Resource Point: they only have one entrance point to defend and most of the resources of a Mall. Their high profile attracts many survivors and zombies.
  • Items: various clothes.
  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around. ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Malton City Zoo's main gate.

The City Zoo

  • Unique: Malton's single City Zoo is situated in Ketchelbank.
  • Dimensions: 5x4 block square of six enclosures and fourteen empty blocks of open land.
  • The six enclosures have no doors, but can be barricaded:
    • the Aquarium
    • the Bear Pit
    • the Elephant House
    • the Giraffe House
    • the Lion Enclosure
    • the Reptile House
  • Items: various clothes.
  • Historical: All of the enclosures (except the Aquarium and the Reptile House) were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.


Normal Buildings


An uptown auto repair shop.

Auto Repair Shop


An abandoned bank.

Bank

  • Total in Malton: 240.
  • (Partially complete) list of banks.
  • Note: all banks were emptied or looted prior to evacuation.
  • Tagging the outside of a Bank earns 1 XP.
  • Internal descriptions: "The vault lies open, its contents either looted or transferred."
  • Unpowered banks are now considered dark.

A run-down office block.

Building

  • Total in Malton: 755.
  • (Partially complete) list of (non-NecroTech) buildings.
  • Note: blocks titled "the Something Building" are office buildings. They're occasionally a NecroTech front.
  • Tall building: allows suicide and binocular use.
  • Internal descriptions: none, unless they are Necrotech Buildings.

A NecroTech building.

NecroTech Building

  • Total in Malton: 211.
  • NecroTech building information:
  • Tactical Resource Point: the only source of NecroTech revivification syringes.
  • Notes:
    • Office buildings owned by the company often associated with the zombie outbreak. From the outside, they are indistinguishable from other buildings, but characters with the NecroTech Employment skill are able to recognize them; the building's name is displayed with "[NT]" underneath.
    • Because of the importance of syringes and the presence of scientist characters that usually are weak fighters, the NT buildings are favourite zombie targets. The presence of scientists and syringes also makes these buildings popular among those zombies that want to be revived.
    • General protocol for getting a revive is to stand in an adjacent street, rather than directly outside the facility itself – standing outside, an attacking zombie looks the same as a zombie wanting a revive.
    • Within a powered NecroTech building survivors with Necronet Access can:
  • Items: DNA extractor, GPS Units, NecroTech revivification syringes and various clothes
  • Internal descriptions:
    • Unpowered: "The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories."
    • Powered: "The NecroTech logo glows gently above the front desk, and doors open onto a number of brightly-lit laboratories and computer rooms."

A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
    • The few 3D cinemas in the city contain 3D glasses.
  • Unpowered cinemas are now considered dark.
  • Internal descriptions:
    • Unpowered: "…its auditorium in darkness."
    • Powered:
      • "…a black-and-white drama film still looping silently on its main screen."
      • "…a recent horror film still looping silently on its main screen."
      • "…an old horror film still looping silently on its main screen."
      • "…a black-and-white documentary film still looping silently on its main screen."
      • "…a recent drama film still looping silently on its main screen."
      • "…a dramatic science-fiction film still looping silently on its main screen."
      • "…an old comedy film playing on its main screen."
      • "…a black-and-white science-fiction film playing on its main screen."
      • "…a subtitled comedy playing on its main screen."
    • The one exception to the above descriptions is Kilingback Cinema in Danversbank. When unpowered, the description reads: "You are inside Kilingback Cinema, its dark lobby decorated with posters for a 1930s vampire film". When a generator is available, the description becomes "You are inside Kilingback Cinema, a 1930s vampire film playing on its main screen". The film is, of course, Bela Lugosi's Dracula.

No queue at the nightclub.

Club

  • Total in Malton: 235.
  • (Partially complete) list of clubs.
  • Items: beer, mobile phones and wine.
  • Unpowered clubs are now considered dark.
  • Internal descriptions:
    • Unpowered: "…in the near-darkness of the main dancefloor."
    • Powered: "Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers."

The remains of industry.

Factory


An abandoned fire station.

Fire Station


A partially completed hospital.

Hospital

  • Total in Malton: 245.
  • (Partially complete) list of hospitals.
  • Tactical Resource Point.
  • Surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator
  • Items: first aid kits, newspapers and various clothes.
  • Internal descriptions:
    • "…its wards and corridors blackened with the soot of a recent fire"
    • "…its empty wards criss-crossed with snapped quarantine tape."
    • "…one of the city's psychiatric hospitals."
    • "…dark corridors leading through abandoned wards."
    • "…its emergency room in disarray."
    • "…its lobby covered with quarantine posters."
    • "…a children's hospital with bright murals across the walls."
    • "The main lobby is riddled with bullet holes."
    • "It was one of the last to be evacuated, and seems to have been cleared out in a hurry."
    • "…a derelict hospital that was closed down years ago."
  • Note: There are five suburbs that don't have hospitals: Huntley Heights, Osmondville, Pimbank, South Blythville and Williamsville. For those suburbs, churches can be used as an alternative source of first aid kits.

A decrepit inner-city hotel.

Hotel


A corner junkyard.

Junkyard


The library of a leafy suburb.

Library


A large central museum.

Museum


A smashed up police car.

Police Department


A secured public house.

Public House


Railway station interior.

Railway Station

  • Total in Malton: 250.
  • (Partially complete) list of railway stations.
  • Note: no trains are running.
  • Items: various clothes.
  • Internal descriptions:
    • "Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation."
    • "…a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city."

A boarded up school.

School


A city centre tower block.

Tower


A warehouse block.

Warehouse


Open Land

Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.

{{Template:Game Information}}"|the Ker Building
[523,31]

?? ?? ?? ?? ?? ?? style="{{TOCleft}}

Buildings have two main benefits for survivors: protection from zombies and provision of items. They can be secured, barricaded and cleared of dead bodies that might rise as zombies. In most buildings characters are not visible from adjacent blocks. It is highly advisable for survivors to try to end their turns inside buildings.

There is at most one building in each city block; some large buildings such as malls and mansions occupy more than one block. A wide variety of types of building exist within Malton, as detailed below.


Large Buildings

Large buildings are those that cover two or more adjacent blocks; most are a two-by-two block square. Once a survivor or zombie has entered a large building, that character can move around inside the building even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.


St. Jude's Cathedral.

Cathedral


St. Telesphorus's Church.

Church (large)


Boarded up mall frontage.

Mall

Search Probabilities

  • With Shopping: only choice of store appears, the probability in each store is the same as in any other location (20% without light, 25% with, 10% in ruins), but you'll be getting items you're interested in. Also Gun Stores and Drug Stores don't contain items like flares or newspapers that dilute searches for ammo/firearms or first aid kits.
  • With Bargain Hunting: in any store, about 35% without power, 50% with a running generator. Gun Store reveals in 25% cases guns, 75% - ammunition.
  • Due to the recent news of changes to Mall search rates, expect much lower search rates in the Drug Stores.
See Search Odds for more information.

File:Bt mansion.gif
Alner Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadium


Complexes

Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.


Perryn's formidable gatehouse.

Forts

  • Rare: there are two Forts in Malton: Fort Creedy and Fort Perryn.
  • Dimensions: 3x3 block square of 7 buildings and 2 empty blocks.
    • Each fort has an Armoury at the centre, surrounded by various other military buildings and outdoor areas, all surrounded by a solid, impassable wall. The only entry is via the Gatehouse, and there are other special fort movement rules, detailed below.
  • Tactical Resource Point: they only have one entrance point to defend and most of the resources of a Mall. Their high profile attracts many survivors and zombies.
  • Items: various clothes.
  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around. ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Malton City Zoo's main gate.

The City Zoo

  • Unique: Malton's single City Zoo is situated in Ketchelbank.
  • Dimensions: 5x4 block square of six enclosures and fourteen empty blocks of open land.
  • The six enclosures have no doors, but can be barricaded:
    • the Aquarium
    • the Bear Pit
    • the Elephant House
    • the Giraffe House
    • the Lion Enclosure
    • the Reptile House
  • Items: various clothes.
  • Historical: All of the enclosures (except the Aquarium and the Reptile House) were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.


Normal Buildings


An uptown auto repair shop.

Auto Repair Shop


An abandoned bank.

Bank

  • Total in Malton: 240.
  • (Partially complete) list of banks.
  • Note: all banks were emptied or looted prior to evacuation.
  • Tagging the outside of a Bank earns 1 XP.
  • Internal descriptions: "The vault lies open, its contents either looted or transferred."
  • Unpowered banks are now considered dark.

A run-down office block.

Building

  • Total in Malton: 755.
  • (Partially complete) list of (non-NecroTech) buildings.
  • Note: blocks titled "the Something Building" are office buildings. They're occasionally a NecroTech front.
  • Tall building: allows suicide and binocular use.
  • Internal descriptions: none, unless they are Necrotech Buildings.

A NecroTech building.

NecroTech Building

  • Total in Malton: 211.
  • NecroTech building information:
  • Tactical Resource Point: the only source of NecroTech revivification syringes.
  • Notes:
    • Office buildings owned by the company often associated with the zombie outbreak. From the outside, they are indistinguishable from other buildings, but characters with the NecroTech Employment skill are able to recognize them; the building's name is displayed with "[NT]" underneath.
    • Because of the importance of syringes and the presence of scientist characters that usually are weak fighters, the NT buildings are favourite zombie targets. The presence of scientists and syringes also makes these buildings popular among those zombies that want to be revived.
    • General protocol for getting a revive is to stand in an adjacent street, rather than directly outside the facility itself – standing outside, an attacking zombie looks the same as a zombie wanting a revive.
    • Within a powered NecroTech building survivors with Necronet Access can:
  • Items: DNA extractor, GPS Units, NecroTech revivification syringes and various clothes
  • Internal descriptions:
    • Unpowered: "The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories."
    • Powered: "The NecroTech logo glows gently above the front desk, and doors open onto a number of brightly-lit laboratories and computer rooms."

A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
    • The few 3D cinemas in the city contain 3D glasses.
  • Unpowered cinemas are now considered dark.
  • Internal descriptions:
    • Unpowered: "…its auditorium in darkness."
    • Powered:
      • "…a black-and-white drama film still looping silently on its main screen."
      • "…a recent horror film still looping silently on its main screen."
      • "…an old horror film still looping silently on its main screen."
      • "…a black-and-white documentary film still looping silently on its main screen."
      • "…a recent drama film still looping silently on its main screen."
      • "…a dramatic science-fiction film still looping silently on its main screen."
      • "…an old comedy film playing on its main screen."
      • "…a black-and-white science-fiction film playing on its main screen."
      • "…a subtitled comedy playing on its main screen."
    • The one exception to the above descriptions is Kilingback Cinema in Danversbank. When unpowered, the description reads: "You are inside Kilingback Cinema, its dark lobby decorated with posters for a 1930s vampire film". When a generator is available, the description becomes "You are inside Kilingback Cinema, a 1930s vampire film playing on its main screen". The film is, of course, Bela Lugosi's Dracula.

No queue at the nightclub.

Club

  • Total in Malton: 235.
  • (Partially complete) list of clubs.
  • Items: beer, mobile phones and wine.
  • Unpowered clubs are now considered dark.
  • Internal descriptions:
    • Unpowered: "…in the near-darkness of the main dancefloor."
    • Powered: "Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers."

The remains of industry.

Factory


An abandoned fire station.

Fire Station


A partially completed hospital.

Hospital

  • Total in Malton: 245.
  • (Partially complete) list of hospitals.
  • Tactical Resource Point.
  • Surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator
  • Items: first aid kits, newspapers and various clothes.
  • Internal descriptions:
    • "…its wards and corridors blackened with the soot of a recent fire"
    • "…its empty wards criss-crossed with snapped quarantine tape."
    • "…one of the city's psychiatric hospitals."
    • "…dark corridors leading through abandoned wards."
    • "…its emergency room in disarray."
    • "…its lobby covered with quarantine posters."
    • "…a children's hospital with bright murals across the walls."
    • "The main lobby is riddled with bullet holes."
    • "It was one of the last to be evacuated, and seems to have been cleared out in a hurry."
    • "…a derelict hospital that was closed down years ago."
  • Note: There are five suburbs that don't have hospitals: Huntley Heights, Osmondville, Pimbank, South Blythville and Williamsville. For those suburbs, churches can be used as an alternative source of first aid kits.

A decrepit inner-city hotel.

Hotel


A corner junkyard.

Junkyard


The library of a leafy suburb.

Library


A large central museum.

Museum


A smashed up police car.

Police Department


A secured public house.

Public House


Railway station interior.

Railway Station

  • Total in Malton: 250.
  • (Partially complete) list of railway stations.
  • Note: no trains are running.
  • Items: various clothes.
  • Internal descriptions:
    • "Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation."
    • "…a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city."

A boarded up school.

School


A city centre tower block.

Tower


A warehouse block.

Warehouse


Open Land

Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.

{{Template:Game Information}}"|a junkyard
[530,31]

style="{{TOCleft}}

Buildings have two main benefits for survivors: protection from zombies and provision of items. They can be secured, barricaded and cleared of dead bodies that might rise as zombies. In most buildings characters are not visible from adjacent blocks. It is highly advisable for survivors to try to end their turns inside buildings.

There is at most one building in each city block; some large buildings such as malls and mansions occupy more than one block. A wide variety of types of building exist within Malton, as detailed below.


Large Buildings

Large buildings are those that cover two or more adjacent blocks; most are a two-by-two block square. Once a survivor or zombie has entered a large building, that character can move around inside the building even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.


St. Jude's Cathedral.

Cathedral


St. Telesphorus's Church.

Church (large)


Boarded up mall frontage.

Mall

Search Probabilities

  • With Shopping: only choice of store appears, the probability in each store is the same as in any other location (20% without light, 25% with, 10% in ruins), but you'll be getting items you're interested in. Also Gun Stores and Drug Stores don't contain items like flares or newspapers that dilute searches for ammo/firearms or first aid kits.
  • With Bargain Hunting: in any store, about 35% without power, 50% with a running generator. Gun Store reveals in 25% cases guns, 75% - ammunition.
  • Due to the recent news of changes to Mall search rates, expect much lower search rates in the Drug Stores.
See Search Odds for more information.

File:Bt mansion.gif
Alner Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadium


Complexes

Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.


Perryn's formidable gatehouse.

Forts

  • Rare: there are two Forts in Malton: Fort Creedy and Fort Perryn.
  • Dimensions: 3x3 block square of 7 buildings and 2 empty blocks.
    • Each fort has an Armoury at the centre, surrounded by various other military buildings and outdoor areas, all surrounded by a solid, impassable wall. The only entry is via the Gatehouse, and there are other special fort movement rules, detailed below.
  • Tactical Resource Point: they only have one entrance point to defend and most of the resources of a Mall. Their high profile attracts many survivors and zombies.
  • Items: various clothes.
  • Special fort movement rules:
    • Body dumping: dead bodies can be dumped outside of the Gatehouse at the cost of 5 AP. This also moves you into the Gatehouse.
    • The Gatehouse: both forts have a Gatehouse, which is the only entry point.
      • To enter the fort, you must move to the Gatehouse square from the outside, then enter the Gatehouse building. Because of this, the Gatehouse is the most important building in a Fort under any circumstances and especially so in a siege.
      • From the Gatehouse you may move to other squares within the fort (but will always end up outside the target building, whether or not you have Free Running).
      • Clicking on the Gatehouse while located inside the fort moves you inside the Gatehouse, even if you were outside. Therefore, zombies are able to exit a fort, even through a "very strongly" barricaded (or less) Gatehouse.
      • You can free run from the Gatehouse to any building outside the fort, as long as the barricades are not higher than "very strongly".
    • The Armoury:
      • It is possible to free run from the Armoury to another building within the Fort, but not the other way around. ***You cannot free run into the Armoury; attempting to do so places you outside the Armoury and gives the message "The defensive design of the armoury bunker prevents you from free running into it."
    • Illegal movement messages: several illegal moves use 0 AP, do not move your character and provide a feedback message:
      • Free Run into the Gatehouse from outside the fort: "The gatehouse only has a single, low entrance - you cannot free run into it."
      • Free Run into any fort square (other than the Gatehouse) from outside the fort: "The fort complex has been designed to be inaccessible from nearby buildings."
      • Move to a fort square (other than the Gatehouse) when standing outside the fort (or vice versa): "The heavy walls of the fort complex are impassable, from here."
      • Free Run out of the fort (other than from the Gatehouse): "The fort has no accessible exits or windows overlooking its exterior wall."
      • Whilst outside the Gatehouse, attempting to move to another fort square: "You must enter the gatehouse to reach the rest of the military compound."
      • Free Run or otherwise move out of the Gatehouse to outside the fort walls if the Gatehouse is heavily barricaded or greater: "There is only one way through the walls of the military base, and it's been heavily barricaded."
  • Historical: when Urban Dead began, forts consisted of a single armoury block with eight empty squares surrounding it. Since then, they have been updated twice. The first update was on 20th November 2006, when the layout of the forts changed to its present form, and the second was on 14th August 2007, when it became possible to dump bodies from inside the fort to outside the fort's gatehouse.

Malton City Zoo's main gate.

The City Zoo

  • Unique: Malton's single City Zoo is situated in Ketchelbank.
  • Dimensions: 5x4 block square of six enclosures and fourteen empty blocks of open land.
  • The six enclosures have no doors, but can be barricaded:
    • the Aquarium
    • the Bear Pit
    • the Elephant House
    • the Giraffe House
    • the Lion Enclosure
    • the Reptile House
  • Items: various clothes.
  • Historical: All of the enclosures (except the Aquarium and the Reptile House) were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.


Normal Buildings


An uptown auto repair shop.

Auto Repair Shop


An abandoned bank.

Bank

  • Total in Malton: 240.
  • (Partially complete) list of banks.
  • Note: all banks were emptied or looted prior to evacuation.
  • Tagging the outside of a Bank earns 1 XP.
  • Internal descriptions: "The vault lies open, its contents either looted or transferred."
  • Unpowered banks are now considered dark.

A run-down office block.

Building

  • Total in Malton: 755.
  • (Partially complete) list of (non-NecroTech) buildings.
  • Note: blocks titled "the Something Building" are office buildings. They're occasionally a NecroTech front.
  • Tall building: allows suicide and binocular use.
  • Internal descriptions: none, unless they are Necrotech Buildings.

A NecroTech building.

NecroTech Building

  • Total in Malton: 211.
  • NecroTech building information:
  • Tactical Resource Point: the only source of NecroTech revivification syringes.
  • Notes:
    • Office buildings owned by the company often associated with the zombie outbreak. From the outside, they are indistinguishable from other buildings, but characters with the NecroTech Employment skill are able to recognize them; the building's name is displayed with "[NT]" underneath.
    • Because of the importance of syringes and the presence of scientist characters that usually are weak fighters, the NT buildings are favourite zombie targets. The presence of scientists and syringes also makes these buildings popular among those zombies that want to be revived.
    • General protocol for getting a revive is to stand in an adjacent street, rather than directly outside the facility itself – standing outside, an attacking zombie looks the same as a zombie wanting a revive.
    • Within a powered NecroTech building survivors with Necronet Access can:
  • Items: DNA extractor, GPS Units, NecroTech revivification syringes and various clothes
  • Internal descriptions:
    • Unpowered: "The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories."
    • Powered: "The NecroTech logo glows gently above the front desk, and doors open onto a number of brightly-lit laboratories and computer rooms."

A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
    • The few 3D cinemas in the city contain 3D glasses.
  • Unpowered cinemas are now considered dark.
  • Internal descriptions:
    • Unpowered: "…its auditorium in darkness."
    • Powered:
      • "…a black-and-white drama film still looping silently on its main screen."
      • "…a recent horror film still looping silently on its main screen."
      • "…an old horror film still looping silently on its main screen."
      • "…a black-and-white documentary film still looping silently on its main screen."
      • "…a recent drama film still looping silently on its main screen."
      • "…a dramatic science-fiction film still looping silently on its main screen."
      • "…an old comedy film playing on its main screen."
      • "…a black-and-white science-fiction film playing on its main screen."
      • "…a subtitled comedy playing on its main screen."
    • The one exception to the above descriptions is Kilingback Cinema in Danversbank. When unpowered, the description reads: "You are inside Kilingback Cinema, its dark lobby decorated with posters for a 1930s vampire film". When a generator is available, the description becomes "You are inside Kilingback Cinema, a 1930s vampire film playing on its main screen". The film is, of course, Bela Lugosi's Dracula.

No queue at the nightclub.

Club

  • Total in Malton: 235.
  • (Partially complete) list of clubs.
  • Items: beer, mobile phones and wine.
  • Unpowered clubs are now considered dark.
  • Internal descriptions:
    • Unpowered: "…in the near-darkness of the main dancefloor."
    • Powered: "Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers."

The remains of industry.

Factory


An abandoned fire station.

Fire Station


A partially completed hospital.

Hospital

  • Total in Malton: 245.
  • (Partially complete) list of hospitals.
  • Tactical Resource Point.
  • Surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator
  • Items: first aid kits, newspapers and various clothes.
  • Internal descriptions:
    • "…its wards and corridors blackened with the soot of a recent fire"
    • "…its empty wards criss-crossed with snapped quarantine tape."
    • "…one of the city's psychiatric hospitals."
    • "…dark corridors leading through abandoned wards."
    • "…its emergency room in disarray."
    • "…its lobby covered with quarantine posters."
    • "…a children's hospital with bright murals across the walls."
    • "The main lobby is riddled with bullet holes."
    • "It was one of the last to be evacuated, and seems to have been cleared out in a hurry."
    • "…a derelict hospital that was closed down years ago."
  • Note: There are five suburbs that don't have hospitals: Huntley Heights, Osmondville, Pimbank, South Blythville and Williamsville. For those suburbs, churches can be used as an alternative source of first aid kits.

A decrepit inner-city hotel.

Hotel


A corner junkyard.

Junkyard


The library of a leafy suburb.

Library


A large central museum.

Museum


A smashed up police car.

Police Department


A secured public house.

Public House


Railway station interior.

Railway Station

  • Total in Malton: 250.
  • (Partially complete) list of railway stations.
  • Note: no trains are running.
  • Items: various clothes.
  • Internal descriptions:
    • "Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation."
    • "…a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city."

A boarded up school.

School


A city centre tower block.

Tower


A warehouse block.

Warehouse


Open Land

Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.

{{Template:Game Information}}"|The Britannia
[531,31]

style="subst::School"|Jarrett Road School
[532,31]
style="Cinema"|Daniel Cinema
[533,31]
style="subst::Club"|Club Story
[534,31]
a railway line
[535,31]
style="subst::Building"|the Every Building
[536,31]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a carpark
[557,31]
Corrie Way School
[558,31]
Reed Bank
[559,31]
Jude Yard School
[560,31]
wasteland
[561,31]
Chivers Road
[562,31]
Winters Library
[563,31]
wasteland
[564,31]
the Channell Museum
[565,31]
Hippsley Grove Garage
[566,31]
Boswell Alley
[567,31]
Elin Crescent
[568,31]
Denmead Street
[569,31]
Potts Way Police Station
[570,31]
Club Parry
[571,31]
?? ?? Ammonds Alley
[574,31]
the Antell Museum
[575,31]
Tardew Square
[576,31]
a field
[577,31]
?? a field
[579,31]
a field
[580,31]
a field
[581,31]
a field
[582,31]
a field
[583,31]
?? a field
[585,31]
a field
[586,31]
a field
[587,31]
a field
[588,31]
?? ?? ?? a river
[592,31]
?? a barn
[594,31]
?? ?? ?? ?? ?? 31
32 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,32]
a field
[509,32]
a road
[510,32]
a field
[511,32]
a field
[512,32]
a field
[513,32]
a field
[514,32]
a field
[515,32]
?? ?? ?? ?? a field
[520,32]
Neville Walk Garage
[521,32]
Salisbury Library
[522,32]
Sargent Towers
[523,32]
?? ?? ?? ?? ?? ?? wasteland
[530,32]
Dutton Square
[531,32]
The New Inn
[532,32]
wasteland
[533,32]
Club Pirie
[534,32]
a railway line
[535,32]
a warehouse
[536,32]
Culmstock Square
[537,32]
Trivola Street
[538,32]
the Cheyney Museum
[539,32]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? the Wortley Building
[557,32]
the Wiles Monument
[558,32]
wasteland
[559,32]
a junkyard
[560,32]
Gooch Court Fire Station
[561,32]
Cabble Alley Garage
[562,32]
the Satherley Building
[563,32]
the Bizzell Building
[564,32]
Ebsworth Towers
[565,32]
the Withyman Monument
[566,32]
The Wise Alderman
[567,32]
Caff Crescent
[568,32]
the Furlonger Museum
[569,32]
Dibbings Street
[570,32]
Carder Crescent
[571,32]
the Langner Hotel
[572,32]
?? Temperley Place
[574,32]
Chandler Street
[575,32]
the Veresmith Monument
[576,32]
a field
[577,32]
a field
[578,32]
a field
[579,32]
a field
[580,32]
a field
[581,32]
a field
[582,32]
?? ?? a field
[585,32]
a field
[586,32]
a field
[587,32]
a field
[588,32]
?? ?? ?? a river
[592,32]
a field
[593,32]
a garage
[594,32]
?? ?? ?? ?? ?? 32
33 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,33]
a field
[509,33]
a road
[510,33]
?? a field
[512,33]
a field
[513,33]
a field
[514,33]
a field
[515,33]
a field
[516,33]
?? ?? ?? a field
[520,33]
Harbin Park
[521,33]
Westley Court
[522,33]
a carpark
[523,33]
?? ?? ?? ?? ?? ?? ?? Stranks Street
[531,33]
St Jude's Hospital
[532,33]
Rodwell Park
[533,33]
Evershed Park
[534,33]
a railway line
[535,33]
the Shipp Building
[536,33]
the Stokes Building
[537,33]
Mooney Way
[538,33]
Cookson Towers
[539,33]
the Caff Museum
[540,33]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Whitmarsh Avenue
[557,33]
Bushrod Alley
[558,33]
Tipper Street
[559,33]
Timothy Square
[560,33]
Wollen Court
[561,33]
the Dean Monument
[562,33]
Teresa General Hospital
[563,33]
the Dredge Building
[564,33]
Boucher Library
[565,33]
the Marcary Museum
[566,33]
Helland Way
[567,33]
Middleton Alley
[568,33]
Sherriff Park
[569,33]
Pashen Alley
[570,33]
Buckoke Alley
[571,33]
Goldring Way
[572,33]
Skuse Bank
[573,33]
Dismas Square
[574,33]
Connolly Square
[575,33]
Finnerty Gardens
[576,33]
Feaver Court Fire Station
[577,33]
a field
[578,33]
a field
[579,33]
a field
[580,33]
a field
[581,33]
?? ?? ?? a field
[585,33]
a field
[586,33]
a field
[587,33]
a field
[588,33]
?? ?? ?? a river
[592,33]
?? a yard
[594,33]
?? ?? ?? ?? ?? 33
34 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,34]
a field
[509,34]
a road
[510,34]
?? ?? a field
[513,34]
a field
[514,34]
a field
[515,34]
a field
[516,34]
a field
[517,34]
?? ?? a field
[520,34]
Reap Street Fire Station
[521,34]
Langrishe Crescent
[522,34]
a junkyard
[523,34]
a carpark
[524,34]
?? ?? ?? ?? ?? ?? Chippett Square
[531,34]
Dallimore Square
[532,34]
the Budmead Building
[533,34]
Woodborne Court Garage
[534,34]
a railway line
[535,34]
St Peter's Church
[536,34]
Hannan Library
[537,34]
Boggis Crescent
[538,34]
Patterson Library
[539,34]
St Birinus's Church
[540,34]
a cemetery
[541,34]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Ladner Crescent Fire Station
[557,34]
the Parham Building
[558,34]
wasteland
[559,34]
Gamis Lane
[560,34]
?? Buck Avenue
[562,34]
Club Webber
[563,34]
Frederick Park
[564,34]
a carpark
[565,34]
Bolton Grove School
[566,34]
Heskin Lane Garage
[567,34]
Fishlock Towers
[568,34]
the Healing Monument
[569,34]
a warehouse
[570,34]
Stanbury Street
[571,34]
Rowse Road
[572,34]
Woolley Grove
[573,34]
the Morle Monument
[574,34]
Boyer Alley
[575,34]
a carpark
[576,34]
a petrol station
[577,34]
Eddington Park
[578,34]
a field
[579,34]
a field
[580,34]
?? ?? ?? ?? a field
[585,34]
a field
[586,34]
a field
[587,34]
a field
[588,34]
?? ?? ?? a river
[592,34]
a cornfield
[593,34]
a field
[594,34]
?? ?? ?? ?? ?? 34
35 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,35]
a field
[509,35]
a road
[510,35]
?? ?? ?? a field
[514,35]
a field
[515,35]
a field
[516,35]
a field
[517,35]
a field
[518,35]
?? a field
[520,35]
a field
[521,35]
a field
[522,35]
the Tidball Building
[523,35]
the Cui Building
[524,35]
?? ?? ?? ?? ?? ?? ?? a junkyard
[532,35]
Sevior Library
[533,35]
the Hulme Hotel
[534,35]
a railway line
[535,35]
Kettner Park
[536,35]
a cemetery
[537,35]
wasteland
[538,35]
Teresa General Hospital
[539,35]
Matthewson Terrace
[540,35]
Finlay Lane
[541,35]
?? the Brewin Building
[543,35]
The Tap and Spile
[544,35]
Lenox Road Police Station
[545,35]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Edward Alley
[557,35]
Justice Way Garage
[558,35]
Alfred General Hospital
[559,35]
Pierson Park
[560,35]
?? a carpark
[562,35]
Club Dewes
[563,35]
Care Towers
[564,35]
Campain Road
[565,35]
wasteland
[566,35]
the Sarell Hotel
[567,35]
Bawler Walk
[568,35]
Neville Row
[569,35]
the Gullick Museum
[570,35]
the Domet Building
[571,35]
Johnstone Towers
[572,35]
Blunt Street Fire Station
[573,35]
Club Rush
[574,35]
Fiddes Road
[575,35]
the Sendell Building
[576,35]
Bugden Grove School
[577,35]
a junkyard
[578,35]
a field
[579,35]
a field
[580,35]
?? ?? ?? ?? ?? a field
[586,35]
a field
[587,35]
a field
[588,35]
?? ?? ?? a river
[592,35]
?? a field
[594,35]
?? ?? ?? ?? ?? 35
36 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,36]
a field
[509,36]
a road
[510,36]
?? ?? ?? ?? a field
[515,36]
a field
[516,36]
a field
[517,36]
a field
[518,36]
a field
[519,36]
a field
[520,36]
a field
[521,36]
a field
[522,36]
Huish Street
[523,36]
the Alcock Museum
[524,36]
?? ?? ?? ?? ?? ?? ?? a carpark
[532,36]
Cornish Road Garage
[533,36]
Gibbens Gardens
[534,36]
a railway line
[535,36]
the Musgrove Monument
[536,36]
The Crazy Bear
[537,36]
Upham Way Fire Station
[538,36]
a factory
[539,36]
Passley Alley
[540,36]
the Lang Building
[541,36]
?? Club Butten
[543,36]
Sires Street
[544,36]
the Clanfield Building
[545,36]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Beater Park
[557,36]
Club Grundy
[558,36]
Helliar Square
[559,36]
Monica General Hospital
[560,36]
?? ?? Atwood Crescent
[563,36]
the Valentine Building
[564,36]
Marshalsey Bank
[565,36]
the Bowerman Building
[566,36]
Tinney Library
[567,36]
the Chad Building
[568,36]
Sleway Bank
[569,36]
Pound Crescent
[570,36]
Jenkins Bank
[571,36]
wasteland
[572,36]
Devallibus Gardens
[573,36]
the Foley Building
[574,36]
a factory
[575,36]
Osbourne Terrace
[576,36]
Marke Avenue
[577,36]
The Woodman
[578,36]
Jearum Place
[579,36]
a field
[580,36]
a field
[581,36]
?? ?? ?? ?? a field
[586,36]
a field
[587,36]
a field
[588,36]
?? ?? ?? a river
[592,36]
a cornfield
[593,36]
a field
[594,36]
?? ?? ?? ?? ?? 36
37 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,37]
a field
[509,37]
a road
[510,37]
?? ?? ?? ?? ?? a field
[516,37]
a field
[517,37]
a field
[518,37]
a field
[519,37]
a field
[520,37]
a field
[521,37]
a field
[522,37]
the Zacharias Building
[523,37]
the Josephine Monument
[524,37]
?? ?? ?? ?? ?? ?? ?? Acreman Alley
[532,37]
?? Lewington Alley
[534,37]
a railway line
[535,37]
Abraham General Hospital
[536,37]
St Nikolai's Hospital
[537,37]
Jepp Grove
[538,37]
The Hobgoblin
[539,37]
Coat Row Garage
[540,37]
?? ?? Aris Towers
[543,37]
Batt Walk
[544,37]
the Chorley Hotel
[545,37]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Greenway Grove
[557,37]
Club Jarvie
[558,37]
a warehouse
[559,37]
?? ?? ?? ?? Osbaldeston Towers
[564,37]
Alcuin General Hospital
[565,37]
Neave Towers
[566,37]
St Victor's Hospital
[567,37]
the Basin Building
[568,37]
Caple Square Fire Station
[569,37]
Venner Grove
[570,37]
Farnol Lane
[571,37]
the Knowles Building
[572,37]
wasteland
[573,37]
Ilderton Way
[574,37]
The Marquis of Granby
[575,37]
a factory
[576,37]
Boucher Gardens Fire Station
[577,37]
Wricht Court
[578,37]
Thorp Place Fire Station
[579,37]
a field
[580,37]
a field
[581,37]
a field
[582,37]
?? ?? ?? a field
[586,37]
a field
[587,37]
a field
[588,37]
?? ?? ?? a river
[592,37]
?? a field
[594,37]
?? ?? ?? ?? ?? 37
38 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,38]
a field
[509,38]
a road
[510,38]
?? ?? ?? ?? ?? ?? a field
[517,38]
a field
[518,38]
a field
[519,38]
a field
[520,38]
a field
[521,38]
Farr Bank
[522,38]
Naylor Square School
[523,38]
The Royal Oak
[524,38]
?? ?? ?? ?? ?? ?? ?? Sheate Lane
[532,38]
Mannell Avenue Garage
[533,38]
Fox Road
[534,38]
a railway line
[535,38]
Browne Alley
[536,38]
a factory
[537,38]
the Locock Building
[538,38]
Bayford Library
[539,38]
Alloway Crescent
[540,38]
?? ?? Orders Row
[543,38]
Membry Way
[544,38]
the Tredaway Building
[545,38]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Budgell Bank
[557,38]
?? the Taplin Building
[559,38]
?? ?? ?? ?? the Howarth Monument
[564,38]
Fowles Square
[565,38]
Melville Towers
[566,38]
a carpark
[567,38]
Ransford Alley
[568,38]
a factory
[569,38]
Cowell Gardens Fire Station
[570,38]
Spankling Way
[571,38]
Ladner Row
[572,38]
Kevern Avenue
[573,38]
a warehouse
[574,38]
Plunkett Alley
[575,38]
Blatcher Road
[576,38]
the Nutt Building
[577,38]
Levett Grove
[578,38]
Piegsa Alley
[579,38]
a field
[580,38]
a field
[581,38]
a field
[582,38]
a field
[583,38]
?? ?? ?? ?? ?? ?? ?? ?? a river
[592,38]
a field
[593,38]
a field
[594,38]
?? ?? ?? ?? ?? 38
39 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,39]
a field
[509,39]
a road
[510,39]
?? ?? ?? ?? ?? ?? ?? a field
[518,39]
a field
[519,39]
a field
[520,39]
a field
[521,39]
St Eusebius's Hospital
[522,39]
Spalding Gardens
[523,39]
?? ?? ?? ?? ?? ?? ?? ?? ?? a factory
[533,39]
Ambrose General Hospital
[534,39]
a railwayline
[535,39]
Becket Crescent
[536,39]
Hickling Row Fire Station
[537,39]
a warehouse
[538,39]
Tibbotts Lane
[539,39]
?? ?? ?? the Help Monument
[543,39]
a warehouse
[544,39]
Parkin Place Police Station
[545,39]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Shelley Way Fire Station
[557,39]
Bhore Road
[558,39]
Cazalet Road
[559,39]
?? ?? ?? ?? The Hanged Man
[564,39]
St Simeon's Hospital
[565,39]
wasteland
[566,39]
Burwold Way School
[567,39]
Parr Row
[568,39]
a warehouse
[569,39]
wasteland
[570,39]
Jacomb Park
[571,39]
Bousie Park
[572,39]
a warehouse
[573,39]
Bramall Library
[574,39]
Oland Crescent
[575,39]
Lettey Avenue
[576,39]
wasteland
[577,39]
St Caius's Church
[578,39]
a petrol station
[579,39]
a field
[580,39]
a field
[581,39]
a field
[582,39]
a field
[583,39]
a field
[584,39]
?? ?? ?? ?? ?? ?? a river
[591,39]
a river
[592,39]
a field
[593,39]
?? ?? ?? ?? ?? ?? 39
40 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,40]
a field
[509,40]
a road
[510,40]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[521,40]
Lessey Avenue
[522,40]
Schreiber Row Police Station
[523,40]
?? ?? ?? ?? ?? ?? ?? ?? ?? Gibbes Gardens
[533,40]
Vacher Square Garage
[534,40]
a railwayline
[535,40]
Strong Lane
[536,40]
Galvin Walk Fire Station
[537,40]
Aldworth Way Police Station
[538,40]
a warehouse
[539,40]
?? ?? ?? St Mary's Hospital
[543,40]
Eagan Road
[544,40]
Ruffer Towers
[545,40]
?? ?? Geddes Gardens
[548,40]
Porter Road
[549,40]
a factory
[550,40]
?? ?? ?? ?? Keyford Towers
[555,40]
Counter Road
[556,40]
Hardie Grove
[557,40]
The Running Horses
[558,40]
Callistus Street
[559,40]
?? ?? ?? ?? wasteland
[564,40]
Club Boyland
[565,40]
St Philomena's Church
[566,40]
a cemetery
[567,40]
Vaughan Avenue School
[568,40]
Ketnor Walk
[569,40]
Maunder Avenue
[570,40]
Chafey Crescent
[571,40]
Cade Street School
[572,40]
Leir Bank
[573,40]
Rishton Towers
[574,40]
Symmachus Way
[575,40]
Bacon Alley
[576,40]
Ogburn Alley
[577,40]
Vesey Street
[578,40]
Browne Avenue Garage
[579,40]
Ammonds Avenue Garage
[580,40]
a field
[581,40]
a field
[582,40]
a field
[583,40]
a field
[584,40]
a field
[585,40]
a field
[586,40]
a field
[587,40]
a field
[588,40]
?? ?? a river
[591,40]
?? a field
[593,40]
?? ?? ?? ?? ?? ?? 40
41 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,41]
a field
[509,41]
a road
[510,41]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[521,41]
a factory
[522,41]
a warehouse
[523,41]
?? ?? ?? ?? ?? ?? ?? ?? ?? Northup Crescent
[533,41]
Prinn Lane Fire Station
[534,41]
a railwayline
[535,41]
Burredg Crescent
[536,41]
St Odo'sChurch
[537,41]
a cemetery
[538,41]
the Rawles Building
[539,41]
?? ?? ?? Pargiter Court School
[543,41]
wasteland
[544,41]
a carpark
[545,41]
?? ?? wasteland
[548,41]
?? Sprackling Yard Fire Station
[550,41]
?? ?? Howes Square
[553,41]
Head Avenue School
[554,41]
Ledamun Way
[555,41]
The Queen's Head
[556,41]
Chinnick Lane
[557,41]
St Patriarch's Church
[558,41]
Roadnight Cinema
[559,41]
?? ?? ?? ?? Pius Library
[564,41]
a petrol station
[565,41]
Bockett Gardens
[566,41]
The Barley Mow
[567,41]
Verncomb Way
[568,41]
Tozer Crescent
[569,41]
the Fox Building
[570,41]
the Normandare Monument
[571,41]
Silverius Lane
[572,41]
Meatyard Road
[573,41]
the Bane Building
[574,41]
The Belmont
[575,41]
a carpark
[576,41]
wasteland
[577,41]
Fane Gardens
[578,41]
Wescombe Park
[579,41]
the Osment Building
[580,41]
Drury Gardens
[581,41]
Ludlow Library
[582,41]
a field
[583,41]
a field
[584,41]
a field
[585,41]
a field
[586,41]
?? a river
[588,41]
?? ?? a river
[591,41]
a field
[592,41]
a field
[593,41]
?? ?? ?? ?? ?? ?? 41
42 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,42]
a field
[509,42]
a road
[510,42]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[521,42]
Galpin Gardens
[522,42]
the Carrow Hotel
[523,42]
?? ?? ?? ?? ?? ?? ?? ?? ?? Balchin Crescent
[533,42]
Hallett Library
[534,42]
a railway line
[535,42]
Sey Road
[536,42]
?? ?? ?? ?? ?? ?? Brampton Gardens
[543,42]
Thom Street
[544,42]
St Onuphrius's Hospital
[545,42]
?? ?? House Grove
[548,42]
St Servatius's Church
[549,42]
Purt Avenue
[550,42]
?? Briggs Library
[552,42]
Hunn Road
[553,42]
The Radcliffe Arms
[554,42]
Mallard Square Police Station
[555,42]
Marke Row
[556,42]
the Lathey Building
[557,42]
St Antheros's Church
[558,42]
a cemetery
[559,42]
?? ?? ?? ?? Bindon Walk
[564,42]
a junkyard
[565,42]
Splain Square
[566,42]
Brome Park
[567,42]
Hallasy Grove
[568,42]
Lintell Avenue
[569,42]
Club Pilkington
[570,42]
Club Mannell
[571,42]
St Anicetus's Hospital
[572,42]
the Lessey Monument
[573,42]
Organ Square School
[574,42]
the Jillard Hotel
[575,42]
Wulfstan Grove
[576,42]
Bridgewater Gardens
[577,42]
St Eusebius's Church
[578,42]
Durnford Road
[579,42]
Handley Way
[580,42]
the Usher Building
[581,42]
Trim Crescent
[582,42]
Billows Alley
[583,42]
a field
[584,42]
a field
[585,42]
a field
[586,42]
a field
[587,42]
a river
[588,42]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 42
43 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,43]
a field
[509,43]
a road
[510,43]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[521,43]
a field
[522,43]
wasteland
[523,43]
a factory
[524,43]
?? ?? ?? ?? ?? ?? ?? ?? Odingsells Crescent
[533,43]
Stabbins Street
[534,43]
a railway line
[535,43]
wasteland
[536,43]
Club Columbanus
[537,43]
Downton Alley
[538,43]
Krinks Court
[539,43]
?? ?? ?? a warehouse
[543,43]
wasteland
[544,43]
Roles Library
[545,43]
?? ?? ?? ?? Club Wyke
[550,43]
Shortis Way School
[551,43]
Hylton Lane Garage
[552,43]
Hook Bank
[553,43]
wasteland
[554,43]
Wyche Way
[555,43]
Quaney Terrace
[556,43]
Canning Lane
[557,43]
Mist Way
[558,43]
?? ?? ?? ?? ?? the Burye Building
[564,43]
Bastick Crescent
[565,43]
Thorp Library
[566,43]
wasteland
[567,43]
Tabert Towers
[568,43]
Hopes Library
[569,43]
a carpark
[570,43]
Harbord Place
[571,43]
Glanfield Grove
[572,43]
Wescombe Grove
[573,43]
Eleutherius General Hospital
[574,43]
a carpark
[575,43]
wasteland
[576,43]
Wagland Court
[577,43]
the Voss Building
[578,43]
Chisholm Lane
[579,43]
Whitin Street
[580,43]
Veale Lane
[581,43]
the Trout Building
[582,43]
St Simeon's Church
[583,43]
a field
[584,43]
a field
[585,43]
a field
[586,43]
a field
[587,43]
a river
[588,43]
?? a river
[590,43]
a river
[591,43]
a field
[592,43]
?? ?? ?? ?? ?? ?? ?? 43
44 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,44]
a field
[509,44]
a road
[510,44]
a field
[511,44]
a field
[512,44]
a field
[513,44]
a field
[514,44]
woodland
[515,44]
woodland
[516,44]
woodland
[517,44]
a field
[518,44]
a field
[519,44]
a field
[520,44]
a field
[521,44]
a field
[522,44]
wasteland
[523,44]
Roddoway Gardens
[524,44]
St Birinus's Church
[525,44]
a cemetery
[526,44]
Gautrey Bank
[527,44]
The Fountain
[528,44]
a junkyard
[529,44]
The Barley Mow
[530,44]
Hobson Place
[531,44]
a warehouse
[532,44]
the Wollen Building
[533,44]
a petrol station
[534,44]
a railway line
[535,44]
the Tribe Building
[536,44]
Millet Avenue
[537,44]
Wolters Bank
[538,44]
Crosbie Bank
[539,44]
?? ?? ?? Meecham Square School
[543,44]
Buckler Way School
[544,44]
the Marriage Building
[545,44]
?? ?? ?? ?? Sorrell Square
[550,44]
?? Cattle Way School
[552,44]
the Anstey Monument
[553,44]
Jesse Way
[554,44]
?? ?? ?? ?? ?? ?? ?? ?? ?? Sequeira Gardens
[564,44]
Barling Bank
[565,44]
the Unwin Museum
[566,44]
Balchin Bank
[567,44]
Tayler Gardens
[568,44]
the Wyse Hotel
[569,44]
wasteland
[570,44]
Connor Crescent
[571,44]
Banger Alley
[572,44]
Leggatt Walk
[573,44]
Shepard Bank
[574,44]
the Raggett Building
[575,44]
Dimon Alley
[576,44]
St Anne's Hospital
[577,44]
Pers Yard
[578,44]
the Briscoe Building
[579,44]
the Dyment Monument
[580,44]
Bunstone Lane
[581,44]
Avery Walk
[582,44]
wasteland
[583,44]
Ozen Way
[584,44]
a field
[585,44]
a field
[586,44]
a field
[587,44]
a river
[588,44]
a river
[589,44]
a river
[590,44]
?? a field
[592,44]
?? ?? ?? ?? ?? ?? ?? 44
45 ?? ?? ?? ?? ?? ?? ?? ?? a field
[508,45]
a field
[509,45]
a road
[510,45]
a field
[511,45]
a field
[512,45]
a field
[513,45]
a field
[514,45]
woodland
[515,45]
woodland
[516,45]
woodland
[517,45]
a field
[518,45]
a field
[519,45]
a field
[520,45]
a field
[521,45]
a field
[522,45]
a field
[523,45]
the Pantling Hotel
[524,45]
Ogburn Road
[525,45]
a junkyard
[526,45]
a factory
[527,45]
Clift Avenue Garage
[528,45]
Birinus Park
[529,45]
Slack Crescent
[530,45]
Ammonds Park
[531,45]
Rex Lane Fire Station
[532,45]
Adalbert Cinema
[533,45]
Budgell Gardens
[534,45]
a railway line
[535,45]
Pengelly Alley
[536,45]
the Appleby Monument
[537,45]
the Harewood Hotel
[538,45]
St Hilary's Hospital
[539,45]
?? ?? ?? MacLaverty Bank
[543,45]
the Calland Building
[544,45]
Minifie Crescent Fire Station
[545,45]
?? ?? ?? ?? Waugh Grove
[550,45]
Perace Avenue
[551,45]
Furneaux Way
[552,45]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Patton Place Police Station
[564,45]
a warehouse
[565,45]
Jearum Way
[566,45]
a warehouse
[567,45]
the Shehan Museum
[568,45]
a petrol station
[569,45]
Waddams Way
[570,45]
Windey Street
[571,45]
a warehouse
[572,45]
the Herapath Hotel
[573,45]
the Colridge Building
[574,45]
Cranton Avenue Police Station
[575,45]
Grove Street
[576,45]
Werburgh General Hospital
[577,45]
wasteland
[578,45]
Gwinn Court Fire Station
[579,45]
the Nuttycombe Hotel
[580,45]
the Tagg Monument
[581,45]
Culverwell Walk School
[582,45]
Lazarus General Hospital
[583,45]
Budge Yard
[584,45]
a field
[585,45]
a field
[586,45]
a field
[587,45]
a river lock
[588,45]
a field
[589,45]
a field
[590,45]
a field
[591,45]
a field
[592,45]
?? ?? ?? ?? ?? ?? ?? 45
46 ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[509,46]
a road
[510,46]
a field
[511,46]
a field
[512,46]
a field
[513,46]
a field
[514,46]
a field
[515,46]
woodland
[516,46]
a field
[517,46]
a field
[518,46]
a field
[519,46]
a field
[520,46]
a field
[521,46]
a field
[522,46]
a field
[523,46]
Marden Terrace Fire Station
[524,46]
Chyke Crescent
[525,46]
wasteland
[526,46]
the Evans Hotel
[527,46]
Godwin Gardens
[528,46]
the Pearse Building
[529,46]
Wither Court
[530,46]
the McCulloch Building
[531,46]
the Temperley Building
[532,46]
Bythesea Gardens
[533,46]
Warford Library
[534,46]
a railway line
[535,46]
Keefe Grove
[536,46]
Bruce Yard
[537,46]
a factory
[538,46]
Ewer Crescent
[539,46]
The Asparagus
[540,46]
?? ?? St Theodore's Church
[543,46]
Farrant Gardens
[544,46]
St Faustina's Hospital
[545,46]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a warehouse
[564,46]
Byshop Square Fire Station
[565,46]
the Lovebridge Monument
[566,46]
Jefferson Way
[567,46]
the Swaffield Building
[568,46]
Gibbes Walk School
[569,46]
St Osyth's Church
[570,46]
a cemetery
[571,46]
Beauchamp Lane
[572,46]
Sey Avenue
[573,46]
a factory
[574,46]
Zinnecker Row
[575,46]
Hardisty Alley School
[576,46]
a petrol station
[577,46]
a factory
[578,46]
Bourne Crescent
[579,46]
the Hoby Building
[580,46]
a warehouse
[581,46]
Midelton Road
[582,46]
the Chetham Building
[583,46]
Rendell Bank
[584,46]
a field
[585,46]
a field
[586,46]
a field
[587,46]
a river
[588,46]
a field
[589,46]
a field
[590,46]
a field
[591,46]
?? ?? ?? ?? ?? ?? ?? ?? 46
47 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[522,47]
a field
[523,47]
Mornington Bank
[524,47]
Maunder Row
[525,47]
?? ?? ?? ?? ?? ?? ?? ?? ?? a railway line
[535,47]
a petrol station
[536,47]
Ephrem Street
[537,47]
Castlehow Gardens Garage
[538,47]
Carle Road
[539,47]
Bunstone Lane
[540,47]
Conybear Lane
[541,47]
?? a cemetery
[543,47]
Grannum Gardens
[544,47]
Gidley Walk Fire Station
[545,47]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Dullea Square
[564,47]
Acott Avenue
[565,47]
Ranson Terrace
[566,47]
the Purnell Building
[567,47]
Club Hendrich
[568,47]
the Walwyn Building
[569,47]
Perriott Street
[570,47]
wasteland
[571,47]
Doman Alley
[572,47]
the Fliney Monument
[573,47]
a warehouse
[574,47]
Club Ray
[575,47]
the Alley
[576,47]
Garven Square
[577,47]
Barnerd Gardens
[578,47]
Parkes Street Fire Station
[579,47]
wasteland
[580,47]
the Lovell Hotel
[581,47]
a petrol station
[582,47]
Lillycrap Crescent
[583,47]
the Lawrance Monument
[584,47]
a field
[585,47]
The Lock Inn
[586,47]
a field
[587,47]
a river
[588,47]
a field
[589,47]
a field
[590,47]
a field
[591,47]
a field
[592,47]
a field
[593,47]
a field
[594,47]
a field
[595,47]
a field
[596,47]
a field
[597,47]
a field
[598,47]
BORDER
[599,47]
47
48 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[522,48]
Cosway Alley
[523,48]
Hurley Place
[524,48]
Hagerty Grove
[525,48]
?? ?? ?? ?? ?? ?? ?? ?? ?? a railway line
[535,48]
The Cherry Tree
[536,48]
Pattin Crescent
[537,48]
the Levy Hotel
[538,48]
Ayshe Lane Police Station
[539,48]
Dollery Grove Fire Station
[540,48]
Fackerell Square
[541,48]
Barns Alley
[542,48]
Drewe Way School
[543,48]
Wills Grove
[544,48]
a carpark
[545,48]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? the Farrow Hotel
[564,48]
a warehouse
[565,48]
the Boyle Building
[566,48]
Stocker Street
[567,48]
the Gurden Monument
[568,48]
Chicke Way Police Station
[569,48]
a junkyard
[570,48]
a factory
[571,48]
Hensler Way
[572,48]
Haidon Place
[573,48]
Courtenay Park
[574,48]
the Veresmith Hotel
[575,48]
St Adalbert's Hospital
[576,48]
the Seton Building
[577,48]
Lathey Park
[578,48]
Bustin Bank
[579,48]
Hiskett Crescent Police Station
[580,48]
Oldroyd Alley
[581,48]
Hole Street
[582,48]
Feltham Street
[583,48]
Pye Yard
[584,48]
a field
[585,48]
a field
[586,48]
a field
[587,48]
a river lock
[588,48]
a field
[589,48]
a field
[590,48]
a field
[591,48]
a field
[592,48]
a field
[593,48]
a field
[594,48]
a field
[595,48]
a field
[596,48]
a field
[597,48]
a field
[598,48]
BORDER
[599,48]
48
49 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a field
[522,49]
Pothecary Lane
[523,49]
the Horditch Building
[524,49]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? a railway line
[535,49]
the Hughes Building
[536,49]
the Batson Building
[537,49]
Needs Library
[538,49]
The Lion
[539,49]
St Simplicius's Hospital
[540,49]
wasteland
[541,49]
Dodd Grove Police Station
[542,49]
Pike Bank
[543,49]
Shaw Road
[544,49]
Talbot Gardens
[545,49]
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Rabbage Lane
[564,49]
St Agathius's Hospital
[565,49]
the Langner Hotel
[566,49]
a warehouse
[567,49]
Elers Lane
[568,49]
Wallen Place
[569,49]
Hemmings Park
[570,49]
Worner Court
[571,49]
Lambe Way Garage
[572,49]
Alcock Crescent
[573,49]
Newstead Avenue
[574,49]
a factory
[575,49]
Golde Gardens Garage
[576,49]
the Estens Building
[577,49]
the Dowdney Hotel
[578,49]
St Joachim's Hospital
[579,49]
Agatho Street School
[580,49]
Shillito Avenue Police Station
[581,49]
Club Pettman
[582,49]
St Onuphrius's Hospital
[583,49]
a field
[584,49]
a field
[585,49]
a field
[586,49]
a field
[587,49]
a river
[588,49]
a field
[589,49]
a field
[590,49]
a field
[591,49]
a field
[592,49]
a field
[593,49]
a field
[594,49]
a field
[595,49]
a field
[596,49]
a field
[597,49]
a field
[598,49]
BORDER
[599,49]
49