Applin Towers

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Applin Towers
Last updated June 2018
Danger Updater MDUDC 19:26, 19 December 2018 (UTC)
Applin Towers

Shuttlebank [31, 13]

a factory Newis Drive Railway Station Merchant Crescent Police Department
wasteland Applin Towers a junkyard
Hain Library wasteland Upsdale Plaza

Basic Info:

  • Multi-story housing blocks. Windows can be jumped from to turn a character into a zombie.
  • Towers have no internal descriptions. Some towers, like Lerwill Towers in Greentown, have mobile phone masts mounted on them.


Not to be confused with Aplin Towers, which is just two blocks away, Applin Towers is a Brutalist tower block, apparently designed by chimps to be inhabited by monkeys.

Home Sweet Home.


Constructed in the late 1960s, Applin Towers was part of the optimistic and ill-fated Tomorrow's Shuttlebank Project (ToSh), intended to reclaim unsavoury parts of the suburb. When first built, the apartment block offered such amenities as lifts with Muzak, mixer taps, and built-in cupboards, and it was meant to be the first of many such constructions across Shuttlebank.

However, the surrounding area remained a bleak hotch-potch of scrapyards, wasteland, and a grimy inner-city railway hub. It was no coincidence that Merchant Crescent Police Department was nearby, as crime in the area was endemic. The lack of shops and schools in the area made it a dismal place for the numerous young families who had been relocated to the tower, and many of the children who called Applin 'home' became bored, disaffected youths in the years to come.

Current Events

4th of June 2013 Pur scouts reports have brought in fresh new data. Inside the Applin Towers resides one of RRF 's (Ridleybank Resistance Front) spies and player killers working for them zombies,namingly this fellah here - Unhelpful - Level 42 Civilian.

Unhelpful - Level 42 Civilian of Ridleybank Resistance Front supporting Big Bash 4 & the zombie hordes ravaging across all of Malton,has the following description and skills: ~standing for Revive,Pants, and the Survivor way. -Gore Corps. Wearing: a tattered and blood-soaked black short-sleeved shirt ~skills: Basic Firearms Training (Player gets +25% to hit with all firearms attacks.) Pistol Training (An extra +25% to hit with a pistol.) Advanced Pistol Training (An extra +10% to hit.) Shotgun Training (An extra +25% to hit with a shotgun.) Advanced Shotgun Training (An extra +10% to hit.) Hand-to-Hand Combat (+15% to melee attacks.) Knife Combat (An extra +15% when attacking with a knife.) Axe Proficiency (An extra +15% when attacking with an axe.) Free Running (Can move between adjacent buildings without stepping outside.) NecroTech Employment (Player is able to operate DNA Extractors, and can identify NecroTech offices from the street.) Lab Experience (Can recognise and operate basic-level NecroTech equipment.) NecroNet Access (Player can access terminals in powered NT buildings, allowing map scans and syringe manufacture.) First Aid (Player is able to heal an extra 5HP when using a first-aid kit.) Surgery (Player can heal a further 5HP if working in a hospital with power.) Diagnosis (The HP values of nearby survivors are displayed next to their name.) Shopping (Player may choose which stores to loot, when searching a mall.) Bargain Hunting (Player is 25% more likely to find something when searching a mall.) Body Building (Player has a maximum of 60 Hit Points instead of 50.) Tagging (Player's spraycans last longer. XP bonuses are awarded for tagging certain buildings.) Construction (Player is able to build barricades, repair machinery and restore ruined buildings.) Radio Operation (Player is able to broadcast within the restricted 26.00-28.00 MHz range.) Headshot (If the player delivers a killing blow to a zombie, it must spend an extra 5AP to stand up.) Scent Fear (Survivors with less than 25HP are shown as 'wounded', less than 13HP are 'dying'. Both are asterisked on the map.) Scent Blood (The HP values and infection status of nearby survivors are displayed next to their name.) Scent Trail (Zombie is able to sense the new positions of survivors it's had recent contact with.) Scent Death (Zombie can sense nearby zombies and corpses, including members of its group, and distinguish revivifying bodies.) Digestion (The zombie gains HP equal to its bite damage, when biting a survivor or feeding on a fresh corpse.) Infectious Bite (Bitten survivors become infected and lose 1HP per action until cured.) Vigour Mortis (Zombie gets +10% to hit with all non-weapon attacks.) Neck Lurch (Zombie gets an extra +10% to hit with bite attacks.) Death Grip (Zombie gets an extra +15% to hit with hand attacks.) Rend Flesh (Hand attacks deal an extra 1 damage.) Tangling Grasp (If the zombie hits with hands, its further attacks on that victim are at +10% to base attack until it loses its grip.) Feeding Drag (Zombie is able to drag dying survivors (those with 12HP or less) out into the street.) Memories of Life (Zombie is able to open doors to buildings.) Death Rattle (Zombie is able to communicate through a limited, groaned form of speech.) Feeding Groan (If faced with a survivor, the zombie can emit moans audible outside up to six blocks away.) Bellow (When facing at least 25 survivors, the zombie can give a groan audible up to ten blocks away.) Ransack (Zombie is able to damage the interior of abandoned buildings, rendering them unbarricadable and harder to search, until repaired.) Flailing Gesture (Zombie is able to gesture towards people, objects, buildings and compass directions.) Lurching Gait (Zombie can walk as fast as the living.) Ankle Grab (Zombie only spends 1AP standing up.) Caution is advised since RRF members generally pose a threat to anyone they may encounter. Concerned'Citizen 10:46, 4 June 2013 (BST)

Barricade Policy

VSB at most.Above is not recommended and may be regarded as an act of treason against survivors.

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