Building Types
Buildings have two main benefits for survivors: protection from zombies and the ability to search them for 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.
Tall Buildings
A few specific sub-types of buildings are also always "tall" buildings. Tall buildings are useful for committing suicide and using binoculars. Tall buildings are:
- Hotels/Motels
- Towers
- Any buildings labeled "____ Building" *
- (* This includes Necrotech buildings)
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 from one "block" of it to another even if the other sections of the building are barricaded. This makes defending large buildings especially difficult.
Cathedral
- List of all 5 Malton cathedrals.
- Rare: there are only five Cathedrals: St. Matthew's, St. Mark's, St. Luke's, St. John's and St. Jude's.
- Dimensions: 2x2 block square.
- No doors: but can be barricaded.
- Items: crucifixes, first aid kits (though hospitals and mall drugstores have better search rates), various clothes and wine.
- Although these can be considered Churches, due to their size and ability to be used tactically, largely as safehouses, they are not considered a Church Revive Point by the Religious Respect Policy
Church (large)
- Note: most churches are single block buildings.
- (Partially complete) list of churches (single and large).
- Rare: there are only 2 large Churches in Malton: St. Telesphorus's and St. Irenaeus's
- Dimensions: 2x1 block square.
- No doors: but can be barricaded.
- Items: crucifixes, first aid kits (though hospitals and mall drugstores have better search rates), various clothes and wine.
- Both of the large Churches are considered to be Revive Points by the ReligiousRespectPolicy
Mall
- Total in Malton: 20.
- Mall information:
- Complete list of malls.
- Current status at the Mall Information Center (and in map form at the Mall Status Map).
- Dimensions: 2x2 block square, except for Lumber Mall (1x2) and Pole Mall (3-block upside-down 'L' shape).
- Tactical Resource Point: malls are an excellent place to find a wide range of items, and are frequently used as a safehouse for Survivors.
- Items: various clothes, and:
- Characters with the shopping skill can loot specific stores. Those without will find these items at random:
- Bookstore: books and poetry books.
- Drugstore: first aid kits.
- Gun Store: pistols, pistol clips, shotguns and shotgun shells.
- Hardware Store: crowbars, fire axes, flare guns, kitchen knives, portable generators, spray cans and toolboxes.
- Liquor Store: beer and wine.
- Sports Store: baseball bats, fencing foils, golf clubs, cricket bats, pool cues, tennis rackets, ski poles, hockey sticks, binoculars and pocket knives.
- Tech Store: GPS units, mobile phones, radios and radio transmitters.
- Special:
- On Halloween 2007 Costume and Candy Stores were available in some malls.
- The only major items that cannot be found in Malls are flak jackets, fuel cans, DNA Extractors, and NecroTech Revivification Syringes.
- Characters with the shopping skill can loot specific stores. Those without will find these items at random:
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.
Mansion
- List of all 5 Malton mansions.
- Dimensions: 2x2 block square.
- Internal descriptions: represent several types of room (kitchens, lounge, billiard room, etc.).
- Tagging the outside of a Mansion earns 1 XP.
- Items: various clothes.
Power Station
- List of all 2 Malton power stations.
- Tagging the outside of a Power Station earns 1 XP.
- Items: book, crowbar, fire axe, fuel can, length of pipe, portable generator, toolbox, various clothes.
Stadiums
- List of all 3 Malton stadiums.
- Dimensions: 2x2 block square.
- Items: golf clubs, baseball bats, tennis rackets, hockey sticks, cricket bats, fencing foils, beer, newspapers, flare guns, binoculars, various clothes.
Complexes
Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.
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.
- Fort locations:
- Armoury
- Unpowered Armouries are now considered dark.
- Tagging the outside of an Armoury earns 2 XP.
- Items: binoculars, flak jackets, flare guns, pistols, pistol clips, shotguns and shotgun shells.
- Barracks
- Items: books and bottles of beer.
- Exercise Yard (empty block)
- Gatehouse
- Only way to enter and exit the fort (see movement rules, below).
- Items: newspapers and pistol clips.
- Infirmary
- Storehouse
- Training Ground (empty block)
- Vehicle Depot
- Armoury
- 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.
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
Auto Repair Shop
- Total in Malton: 238.
- (Partially complete) list of auto repair shops.
- Tactical Resource Point: source of fuel cans.
- Items: beer (occasionally), crowbars, fire axes, fuel cans, newspapers, spray cans, toolboxes and various clothes.
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.
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.
NecroTech Building
- Total in Malton: 211.
- NecroTech building information:
- (Partially complete) list of NecroTech buildings.
- Status Tracking: NT Status Map, Necrotech Information Center, NecroWatch.
- 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, a zombie wanting a revive may be mistaken for an attacking zombie.
- Within a powered NecroTech building survivors with Necronet Access can:
- revive brain rotted zombies.
- make revivification syringes at a cost of 20 AP (though it is more effective to search, with a 1/8 chance of finding one).
- view the locations of zombies tagged with a DNA extractors.
- Note that these actions are available in ruined but powered NT buildings, making syringe manufacture slightly more useful and Combat Revives of Brain-Rotted zombies a viable ruin-clearing tactic.
- 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."
Church
- Note: two churches are large buildings.
- Total in Malton: 249 (single block).
- (Partially complete) list of churches (single and large block).
- No doors: but can be barricaded.
- Items: crucifixes, first aid kits (though hospitals and mall drugstores have better search rates), various clothes and wine.
- These buildings are considered Revive points by the ReligiousRespectPolicy.
Cinema
- Total in Malton: 221.
- Cinema information:
- (Partially complete) list of cinemas.
- Now showing.
- Power status.
- 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.
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."
Factory
- Total in Malton: 227.
- (Partially complete) list of factories.
- Tactical Resource Point.
- Items: crowbars, fire axes, fuel cans, lengths of pipe, portable generators, toolboxes and various clothes.
- Historical: some factories were initially padlocked shut, requiring wirecutters to enter.
Fire Station
- Total in Malton: 230.
- (Partially complete) category list of fire stations.
- Items: fire axes, flare guns, radios and various clothes.
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 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.
Hotel
- Total in Malton: 234.
- (Partially complete) list of hotels/motels.
- Tall building: allows suicide and binocular use.
- Items: various clothes, knives, newspapers and wine.
- Note: Better knife farming %s than other normal buildings, as there are only other 3 outcomes (find nothing, find wine, find newspaper).
Junkyard
- Total in Malton: 262.
- (Partially complete) list of junkyards.
- Junkyards cannot be ransacked (and therefore cannot be ruined) as they are effectively unorganized anyway.
- No doors: but can be barricaded.
- Items: baseball bats, books, mobile phones, crowbars, fencing foils, fire axes, flak jackets, fuel cans, knives, lengths of pipe, newspapers, pistol clips, shotgun shells, spraycans and various clothes.
- Note: searching junkyards can yield a wide variety of different items, so using it as a safehouse is non-conspicuous and can be useful.
- Historical: all junkyards were sealed and locked at the start of the quarantine, and required wirecutters to enter, unless someone else had already cut the fence.
Library
- Total in Malton: 219.
- (Partially complete) list of libraries.
- Items: books and poetry books.
Museum
- Total in Malton: 250.
- Museum information:
- (Partially complete) category list of museums.
- Complete alphabetical list of Museums.
- Complete list of Museums by type, including internal descriptions.
- Complete list of Museums by suburb.
- Items: various clothes and various museum pieces (depending on type of museum).
Police Department
- Total in Malton: 243.
- (Partially complete) list of police departments.
- Tactical Resource Point: some are often used as literal fortresses, and are sometimes so heavily barricaded that it is impossible to enter without free running.
- Items: ammunition (pistol clips & shotgun shells), flak jackets, flare guns, pistols, radios, shotguns and various clothes.
- Provisional search probabilities: Anything: 20% of these: 17% guns, 77% ammunition, 6% flak jackets or flare guns, 2% Handheld Radios.
- Tagging the outside of a Police Department earns 2 XP.
Public House
- Total in Malton: 250.
- Are named "The _____ Arms"
- (Partially complete) list of pubs.
- Items: beer, mobile phones, newspapers, shotguns (occasionally), pool cues, knives, baseball bats and wine.
- Internal descriptions: "…an abandoned pub."
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."
School
- Total in Malton: 233.
- (Partially complete) list of schools.
- Tagging the outside of a School earns 1 XP.
- Items: books, knives, poetry books, Fencing Foil and spray cans .
- Internal descriptions: "Half-finished work is scattered across the floor."
Tower
- Total in Malton: 250.
- (Partially complete) list of towers.
- Multi-story housing blocks.
- Tall building: allows suicide and binocular use.
- Items: various clothes.
Warehouse
- Total in Malton: 268.
- (Partially complete) list of warehouses.
- Either empty or stocked with crates.
- Items: beer, crowbars, fire axes, fuel cans, lengths of pipe, newspapers and wine.
- Internal descriptions:
- "Hundreds of cardboard boxes are piled to the ceiling."
- "A few dusty crates are stacked in the corners."
- "It looks like it's been out of use since before the quarantine."
Open Land
Blocks which are open land have no buildings which can be entered, and cannot be barricaded. Refer to Empty Blocks.
Game Information |
Gameplay • Character Classes • Skills • Items • Locations Suburbs • Revive Point • Mobile Phone Mast • Radio Frequencies Building Types • Frequently Asked Questions • Known Bugs |