The Final Battle of Blackmore
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Historical Event |
This historical event is no longer active. However, its wiki page is preserved to reflect the event's significance in Urban Dead history. Please do not edit this page or the corresponding talk page without good reason. |
The Final Battle of Blackmore | ||||
Date: | Jan 14, 2025 - Jan 26, 2025 | |||
Place: | The Blackmore Building | |||
Result: | An absolute massacre | |||
Preceded by: | Battle of Blackmore (2006) Blackmore 4(04) (2010) | |||
Followed by: | The End | |||
Combatants | ||||
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Groups | ||||
- Survivors : | 404: Barhah not found,
Fort Perryn Defense Force, Knights Templar, Soldiers of Crossman, and a variety of other survivors | |||
- Zombies : | Ridleybank Resistance Front,
Flowers of Decay, LUE, Nuclear Proliferation League, and members of The Scourge, Shacknews, Babble Rabble, and Fort Feral Zombies | |||
Commanders | ||||
- Survivors : | Aphelion, Bosch | |||
- Zombies : | Lord Moloch, Funk McBogey, Hate Crime, CyanEyed, Cthulhu in Lingerie, Bhargz, The RRF War Council | |||
Strength | ||||
- Survivors : | Talking too much | |||
- Zombies : | Overwhelming violence | |||
Casualties | ||||
- Survivors : | In total: 105 deaths, 18 generators, 10 decorations, and the sanity of 404 and friends | |||
- Zombies : | 6 dead zombie deaths, 28 breathing zombie deaths, and about 130 combat revives |
The generator is already running perfectly.
—The rallying cry of 404 and friends. True in 2010, and still true in 2025.
The Final Battle of Blackmore was a siege at the Blackmore Building that ran from January 14, 2025 to January 26, 2025, a total of twelve days. 404: Barhah not found organized the siege and led the survivor effort against the Ridleybank Resistance Front. At its peak, the building contained about 56 survivors, with over 70 zombies standing outside and in the surrounding area.
The siege was notable for extensive real-time combat and an extreme level of survivor coordination. Even strikes at unusual times were detected within a minute or two, if not actively caded out, and full building clears happened in under five minutes after every break-in until the final one. In response to this level of threat, the RRF put together one of the largest strikes the game has ever seen. Over 60 players from a large coalition of groups attended, including no fewer than seven RRF Papas. The zombie outreach was so extensive, and so many players returned to Urban Dead for this strike, that previously defunct groups like LUE came back into existence afterwards.
Survivor Perspective
Background and Planning
The siege was carefully planned by 404: Barhah not found as a throwback to the golden days of Urban Dead, and in particular the 2010 siege of Blackmore, in response to a large number of old 404 members returning to the game due to the Urban Dead Reunion. Since we didn't know how long everyone would continue playing for, we wanted to stage the most exciting and memorable event we could while we still had the group together. This was prescient, as the game's shutdown was announced a month and a half after the siege ended.
404: Barhah not found, as the name implies, is primarily an alt group of zombie/PKer players. Half of us are in the RRF, and Bosch in particular is a former Papa (as is Irishmen, though he chose the RRF side for the siege). We wanted a good tussle, but we wanted our comrades on the other side to enjoy themselves too, so we did our best to throw a fun event. We styled it as the Blackmore Formal Black Tie No Pants Siège Gala and encouraged everyone to show up in pants-free formal wear. SweetIrony created an invitation featuring art of our beloved mascot Cade Bot, drawn by his player Shank, and delivered it to both the survivors and zombies. We also created a list of demands.
We carefully calibrated the number of invitees on the survivor side to a level that we thought would be challenging for the RRF but not impossible to overcome. If we had to watch cades for three months, we'd go even more insane than we already were. Besides, we love the RRF, and Blackmore belongs to the zombies. The plan was to be annoying for two weeks and then die, which is almost exactly what ended up happening.
Our initial team ended up with about 30-35 players. We focused mostly on people we'd recently worked with, notably Fort Perryn Defense Force and Knights Templar, and other groups and individuals we knew through the meta, like Soldiers of Crossman. The roster grew to 40-45 by the end of the siege, plus a number of players who wandered into the building but weren't in our Discord server. Of the people we had in Discord, 20-25 were broadly active, and we could reach maybe 10-15 of them at any one time to respond to incidents.
On a strategic level, we opted to focus on combat revives over guns. Combat revives are somewhat controversial, and they also have the major downside of inviting a retaliatory PKer strike, but cade-blocking makes it basically impossible to hold a building against a large number of zombies without them. Many of our invited players didn't have experience using CRs in a siege, so we took the time to carefully onboard people with guides, created spreadsheets with suggested inventory loadouts, and answered questions. Another less commonly seen tactic was our use of ?fixgen refreshes to keep generators online during clears. Finally, as a nod to the !cades bot command in the old 404 IRC channel, we set up a @CADES role in our Discord server to ping for break-ins.
For the most part, everyone did a great job adapting to new tactics. 404 did the core planning and organization, but the people we invited were amazing and absolutely essential to our success, even if they'd never played the game this way before.
SweetIrony also deserves a special callout as the siege's historian. She went to a huge amount of effort to document literally everything happened during the siege and is a major reason why this record is as complete as it is.
Day 1
With so many members of 404 in the RRF, we wanted to avoid the appearance of impropriety, so we were careful to only use publicly available information for planning. The Constables strike time is on the wiki, so we scheduled the initial raid on Blackmore for two hours afterwards in order to maximize time before retaliation. We selected Tuesday the 14th, planned a strike, and took the building.
Morale was high, and cade-watching levels were off the charts. 404 was used to catching break-ins quickly, but with so many new friends keeping a close eye on the cades as well, it became instantaneous. Even we were surprised by how quick our response times were. Even though the 404 Gore Corps members didn't share the GC strike time with the group due to it being insider information, we caded out both Gore Corps and Constables on the first day. Aside from a couple parachuters and a few zombies coming in to talk, nothing eventful happened until day 2.
Days 2-5
Starting on day 2, the RRF started smashing cades faster and moving their strike times, and we were less successful at cading out strikes (though it did still happen). Between Gore Corps and Constables, we often got breakins of 5-10 zombies, though we cleared them within 2-3 minutes every time. A pattern of real-time combat emerged.
Our standard operating procedure when a break-in happened was to send out a ping, count the AP of people online so we knew how many revives we could do, save a large buffer for repeat CRs and cading, designate roles (who would drop gen, ?fixgen, CR, cade), and then give the go signal. As we gained more experience, we started counting AP and assigning generator duty before strikes even happened, which took response times from sub-five minutes to nearly instantaneous. We often didn't even need to ping the chat because we had so many people around to respond.
We did have a few hiccups in the first couple days. The most notable one was when Lord Olam got two ?rises and three CRs in one strike. We thought this was funny because he had previously seemingly appointed himself our rival and then owned us. We considered this an onboarding failure on our side, which we corrected, and there were no more ?rises during the siege.
Another funny thing that happened was Abby Omination, a feral zombie who later joined the RRF during the siege, attempted to parachute inside and spread infections, but Fiffy snagged a ?dump before the ?rise.
Aside from that, a few zombies, notably RRF Papa Funk McBogey, would often hang out inside Blackmore after getting CRed. We tried to make friends to no effect.
Day 6: The Generator Battle
404 and friends are notoriously fond of the ?fixgen URL code and habitually use it as a general-purpose refresh. The siege as a whole was full of generator repair spam, but it peaked on day 6, when the Constables became extremely determined to destroy the generator. Unfortunately for them, we had 6-7 people from our team refreshing every few seconds, and it would have stayed up even if they'd attacked at twice the rate.
Day 7: Psyop Day
Aside from the last two days, Day 7 was perhaps the most notorious day on the survivor side. Unbeknownst to them, on this day the RRF pioneered their single most effective strategy to date: do nothing. The survivors collectively went insane.
As usual, we spent the couple hours leading up to the Constables strike time cade-watching and getting psyched up for action. Finally, twelve minutes before the scheduled time, Soup noticed one of the CRed zombies inside the building go active.
Jane's comment would turn out to be prophetic.
Everyone eagerly started refreshing, searching for evidence that the strike was imminent. On previous days, the CRed zombies sitting inside the building suddenly disappearing had been a signal that they'd jumped and the strike was about to begin. Six minutes later, we thought we'd seen it again.
Something was wrong. Where was the strike? And then it turned out that the zombies had not, in fact, jumped, but merely left. And they were outside, of all places?! Shortly after, Clayton found Funk and DDTNM in the church next door.
We went over and asked them what they were doing, but the only response we got was an axe to the face.
What was going on? Zombies leaving and coming back? Zombies going into the street and then sitting in an adjacent building? Fiffy had been maintaining a spreadsheet of their EXP so we could check it to see if any strikes occurred occurred elsewhere, but when we consulted Funk and DDTNM's profiles, their EXP was unchanged. Were they simply skipping strike altogether? We didn't know.
We'd been waiting for hours at this point. We'd worked ourselves into a frenzy in anticipation of violence. We were screaming in-game for the zombies to come in and eat us. We couldn't take it anymore.
The strike never materialized. When we rejoined the RRF later and read the Constables backlog for Psyop Day, we discovered that what had actually happened was: they logged in, saw we were chatting, assumed we were active, and decided not to bother. Constables hit a nearby TRP instead, but because it wasn't adjacent to the building and the people whose profiles we checked didn't gain EXP, we didn't notice. The end.
The experience spawned a large number of memes in the Blackmore server. Here are a few highlights:
Days 8-10
The RRF hit us with one or two combined strikes during this time, but for the most part, they seemed to be focusing trashing the surrounding TRPs and cade-strafed buildings. We had another generator war with 50+ ?fixgens, but after the great generator battle on day 6, this was unremarkable.
Overall, it was suspiciously quiet. It was possible that the RRF had determined that they couldn't crack us and were settling in for a long-term siege, but we didn't think that was the case. The zombie horde outside was slowly growing, and we were spotting an increasing number of zombies from other groups around. In particular, the presence of LUE was extremely suspicious because they didn't even exist in the game anymore. Moreover, the absence of Gore Corps and other PKers was notable. We had expected that the RRF would eventually move to joint Constables-Gore Corps strike with PKers clearing actives in advance of a zombie break-in, but it hadn't happened yet. Breathing Gore Corps members would periodically come in and whack us with melee weapons or shoot the breeze, but they were visibly absent during strikes.
It was clear the RRF was planning something big. A sense of impending doom began to settle over us. On day 10, we got proof: Ignatius spotted a whole pile of Gore Corps, CRed Constables, and FoD stocking in Tynte, plus more in nearby darks. We knew going in that a big PKer strike was most likely how the siege would end, and now it was finally coming. It was Friday, and the weekend, when you would naturally schedule a big operation, was almost here.
We wrote up strategies for how to respond to a big PKer strike, but they all hinged on having enough HP in the building to tank the attack whenever it materialized. We were expecting maybe 15 PKers and 20 or 25 zombies, which would put us in a bad spot but potentially be survivable. At minimum, it was clear that we wouldn't be able to instantly clear the building and would be dealing with a beachhead situation. We just had to hope for the best.
Day 11: The Feint
On Saturday, Spud of the RRF came into Blackmore to horse around, was inside for less than a minute, then disappeared. We checked his profile and observed that he was now a zombie. We checked it again a few minutes later and saw that he had been revived and was dirtnapping.
It was confirmed: The Big One was coming. Dirtnapping in preparation for a strike is a classic PKer move, because you can't be killed when you're revififying. Taking into account the previous sighting of PKers in the mall, it was clear that a huge strike would happen sometime within the next day.
Twenty minutes later, the biggest strike we'd seen to date melted the barricades. Instantaneously 26 zombies were inside. We felt a little thrill of terror. Was this it? Was The Big One finally here? If so, where were the PKers?
We were extra careful about counting our AP for such a large clear. Then, four minutes after the barricades were brought down, we evicted the entire strike. But it had been costly. Between friendlies and duplicate CRs from zombies who jumped and reentered before we were done, we did a total of 36 revives, and almost everyone was out of AP. We were approaching the limit of what we could immediately respond to. We were very concerned that we might imminently get a second large attack, which would have put us in a losing position, but it didn't materialize.
We reviewed the strike logs and observed that the Gore Corps was visibly absent during the break-in. Even though Spud had just been active, there was no sign of him. Several other Gore Corps were now dirtnapping, too. And we noticed we had just CRed some of the people we'd seen stocking in the mall. Did they come in fishing for a needle?
We passed midnight UTC, and no second attack materialized. We were sure, then, that The Big One would be Sunday. We were also sure that we were going to struggle with it. We asked for reinforcements from allied groups and brought more players into our Discord.
Day 12: The Massacre
Sunday morning dawned, and the mood was grim. Our meat wall of over 3000 HP, which had previously seemed impenetrable, was feeling thin. We'd spent the last several days wargaming out possible approaches to The Big One, but no matter how you sliced it, we were going to struggle. The primary challenge was how to tank the enemy's AP. It's actively counterproductive to remove zombies before you can keep them out, because they can return almost for free, so we knew we had to wait for the strike to burn itself out before we could begin recovery procedures. However, shotguns have such high damage output that we knew this would be difficult, if not impossible.
Despite the zombies' repeated efforts to drain our resources with infections, our dedicated medics Saint Ignatius and Babah Ed had done such a good job keeping us healed throughout the siege that the primary combatants still had most of their FAKs. Ergo, we planned to burn our entire stash on active healing during the strike to eat as much damage as possible. We advised people ahead of time to dodge next door, heal, and return.
We slightly regretted our hubris in not inviting every survivor we could find, but under the circumstances, we were as ready as we could be. Now we could only wait. It was agonizing.
Then, finally, it happened.
The cades vanished. Twenty-one zombies were inside, which was alarming on its own. Then we noticed that the survivor count had shot up to 78. The PKers were here.
The slaughter began. Less than a minute after the alert went out, the chat was full of people reporting they were dead.
As we'd planned, we gave the order to watch your HP, dodge if it got low, heal, and return, and in the meantime revive friendlies inside the building. This plan was demolished by the sheer speed of the strike. Active players got killed in seconds. People tried to dodge to heal, and the PKers pursued and killed them. We had been congratulating ourselves on our ridiculous reaction times throughout the siege, but finally the shoe was on the other foot. Forget having enough resources on hand to tank the strike; we died so fast we didn't even get to use them.
We were waiting for the strike to stop so we could try to do something, but it just didn't stop. Four minutes into the strike, the building was down to half of its previous body count. The meat wall was evaporating. The pants-shitting was off the charts.
Then, somehow, it got even worse.
It defied belief. Forty zombies and over 20 PKers? We hadn't considered it within the realm of possibility that the RRF could get more than 60 people to show up for a strike in any year of Urban Dead, let alone 2025.
No one had any idea what was going on during the strike, because it happened so fast, or afterwards, because the game logs only show events to the 50 most recently active people and around 80 people were fighting in real time. It felt like UD itself was breaking under the weight of this strike.
Things descended into chaos. FoD accidentally shot their allies. Multiple survivors got killed again while already dead. None of it mattered, though. The RRF had brought more people to the strike than we even had in the building. There was no question that they were going to ruin us.
We didn't want to go down without at least a token resistance. As the ruin became imminent, the people who had been dirtnapping for recovery started standing up and doing emergency suicide revives. Some of us died two or three times.
Finally, twelve minutes after it started, it was over. The building was ruined.
There was no talk of seriously trying to recapture the building. We had always planned to leave when we got ruined, and by this point, we were more than ready to go. The siege was exhausting. Still, witnessing such a magnificent slaughter in real time was probably the single most memorable moment of my entire UD career. The strike was twice as strong as it needed to be to clear us, and we were deeply flattered the RRF felt we warranted such a level of annihilation.
We had come here to die in a blaze of glory, and the RRF massively overdelivered. They had achieved something tremendous.
After we left, we considered for a while if we should try again someday. Was it even possible to have survived that? We could have tried to put 100 survivors in Blackmore to begin with, and we didn't. Maybe we would have eventually, if the game hadn't ended, but we were very satisfied by the experience we had. There were a few things we could have done differently, but in general, it felt like we had fully explored the problem space of NT sieges. Both sides had played not just at the peak of their ability but at the peak of what was mechanically possible within the game.
It ended up being Urban Dead's last great sendoff. Honestly, we couldn't have asked for anything better.
Zombie Perspective
Within the recesses of Ridleybank, the response from the RRF’s War Council to 404's incursion was decidedly ambivalent, with most either saying nothing or being openly pleased that there was a challenge to keep their zambahz fed and occupied for a short time, especially after the non-event of the previous year’s November the 5th. The general consensus was that there would be a short war of attrition, with the RRF eventually retaking Blackmore with relative ease.
The lone dissenting voice on the matter was former RRF Papa and current Gore Corps Dictator, Lord Moloch. As the most experienced horde strategist he immediately recalled the Gore Corps from an intended tour into the north-east of Malton and began preparation for a counter-offensive. His message to the council was simple: That they were massively underestimating the threat of 404 and in the event that the horde should prove unable to remove them quickly, they would not only conceivably be dragged into a conflict that would last for weeks, but the siege would attract more survivors to the breathing cause and render the situation functionally unwinnable for the RRF, with survivors occupying the most famous target in the zombie homeland indefinitely and potentially sallying out to retake far more of the suburb, leaving the Front stuck in a perpetual battle against barricade strafing across the whole suburb.
Initially the War Council thought that his assessment was unnecessarily negative. That quickly changed.
Seven hours after the warning was given, that evening’s Constables strike was easily defended by 404 and their allies, with no casualties suffered by the survivors and multiple RRF zombies combat revived. In the nights that followed, the RRF frequently did not get inside Blackmore at all. Zombie activities were stymied dramatically by active barricading and heavy emphasis upon fixing any generators before the horde could destroy them, ensuring that any zombies who broke in could be easily combat revived and left to their own devices.
But while 404 were entrenched, on top and in an extremely strong position, the seeds of their eventual demise had already been planted.
Operation Needledrop
Across the gulf of Ridleybank, intellects vast and cool and unsympathetic, regarded the Blackmore Building with vengeful eyes, and slowly and surely drew their plans against us.
—H.G. Wells. Or Cade Bot. One or the other.
Taking overall tactical lead for the horde’s counter-attack, Moloch had already reached out to Hate Crime, the leader of the RRF’s most staunch allies of modern times, Flowers of Decay, requesting assistance. His Gore Corps deputies CyanEyed and Bhargz had been tasked with making contact with others such as LUE, the Scourge, Fort Feral Zombies and Babble Rabble. Meanwhile the plan itself had already been formulated, but not officially announced.
The initial phase of the RRF’s strategy was marked by what could appear from the outside to be a passive acceptance that Blackmore was beyond their ability to retake it. The Constables and rotted Gore Corps members under the leadership of Papa Funk McBogey and Cthulhu in Lingerie were tasked with attacking and occupying local factories, auto repairs and hospitals, in an effort to drain the supply of generators, fuel and first aid kits. Gore Corps members without brain rot were dispatched to nearby malls to stock up with ammo, with an emphasis upon high damage output. Members of the special operations unit the Ghosts of Ridleybank were strategically pinata-ing key resource buildings. Attacks on Blackmore itself were limited, taking place at altered strike times and focused more upon spreading infections and draining first aid kits than upon actual killing, intended to compound the attrition effect. This was added to by fully-stocked members of the Gore Corps using their spare actions by going into Blackmore and hitting individual defenders with melee attacks, so as to encourage more use of first aid kits and while this did little to the core defenders of 404, who simply ignored it, less seasoned defenders wasted their resources on the healing.
By this point the defenders had reached the peak of their numbers at around fifty-eight inside Blackmore. Meanwhile the RRF had quietly attracted numerous reinforcements from multiple groups to help take and hold down resources or complete break-ins at Blackmore. The Flowers of Decay had joined the Gore Corps in their restocking. Further to this, in response to 404’s core tactic of wanton combat reviving, an order had been given within the RRF for combat revived brain rotted zombies to rise and stock themselves up with guns and ammunition, so that they could bring those to bear when the final battle began. They were added to a new special group formed specifically for this siege, named Lifeforce, bolstering the already significant firepower of the Gore Corps and Flowers of Decay.
On Saturday the 25th of January the final preparatory stage of the RRF’s plan moved into motion, with a strike internally dubbed ‘The Feint’. This was the most successful zombie attack upon Blackmore to that point, enabling twenty-six zombies to occupy the building and forcing emergency action from the defenders. It was eventually repelled, but they had never been looking to retake the building. This was an attack intended to test the readiness of the RRF’s zombie forces, sap a last batch of first aid kits and needles and attract a last few combat revives for additional gunners. By this time almost all of the Gore Corps and Flowers of Decay gunners were already revived and waiting to spring up for the coming attack. The plan was set and at 23:15 UTC on Sunday the 26th of January the final battle for the Blackmore Building began.
The Battle of Seven Papas
Though the survivors within Blackmore were aware that the name and reputation of the Ridleybank Resistance Front would attract support, what was arguably less expected was the number of different sources. Zombie allies from LUE, The Scourge, Fort Feral Zombies, UD NPL, Babble Rabble and even returning members of Shacknews had all quietly arrived in Ridleybank over the course of the week to join the RRF and Flowers of Decay and be a part of the coming storm, with some arriving only just in time to join the offensive.
In addition to this, the morale of their force was bolstered by the presence of no fewer than seven of the eleven Papas who had led the RRF during its history, an unprecedented accomplishment within both the horde and Malton itself, with Funk McBogey, Lord Moloch, Johnny Bass, Murray Jay Suskind, Patrucio, Irishmen and legendary horde founder Petrosjko all going into battle together.
In order to combat a unique opposition, the battle strategy laid out in Operation Needledrop was layered, with multiple attacker designations, each with their own orders: Flowers of Decay: Led by Hate Crime and serving as the vanguard of the attack, the Flowers were to go in first and were given a kill list broken up into categories of priority. Each member was assigned primary and secondary targets, all taken from a list of likely generator repairers and/or combat revivers. 404 were identified and designated as the top priority victims to be eliminated. Once their targets were exhausted they were to fire at will and then, once down to four AP, either flee the building or, if willing, dive from a window, rise and join the horde’s beachhead inside the Blackmore Building.
Lifeforce: Led by Lord Moloch and CyanEyed, this force of Gore Corps gunners and combat revived and armed rotters was detailed to stand on active watch and conserve their ammunition, waiting for active barricaders, revivers and generator repairers and eliminating them immediately upon sight. They all also had every one of the Flowers’ targets contact listed, in case of failed kills or revives that would bring key enemies back into the battle. They were under direct orders that as soon as they either ran out of ammunition or were low on action points they should window-dive and join the horde inside Blackmore to keep the doors open for reinforcing zombies.
The Constables, Gore Corps and Allied Zombies: Led by Funk McBogey and Cthulhu in Lingerie, this large zombie horde was the muscle of the operation. Their job was to break into the building and form a critical mass to keep the doors open. Once inside some were to attack inactive defenders so as to rapidly whittle away the survivor numbers, others were assigned to spread infections through biting, while the leaders and other members of the RRF War Council were to stand sentinel to kill any generators as soon as they were placed. Their orders in the event of a combat revive depended upon the weapons they were carrying: If they were in possession of guns they were to stand and fire until they reached four action points, then window-dive and rejoin the horde. If they were unarmed in breathing form they were to dive immediately and get back inside before the barricades could be repaired. It was naturally assumed that any allies who were not actively conversing with the RRF in the moment would simply kill at will.
When 23:15 UTC came, all breathing forces rose and entered a Blackmore Building packed with fifty-eight defending survivors. A minute later, with the Flowers of Decay already killing and dumping their targets and Lifeforce standing sentinel and killing anyone who actively resisted, the waiting horde outside attacked the barricades and were able to breach Blackmore within seconds. What had started as a brutal assault immediately turned into a relentless, chaotic massacre.
404 as a cohesive force were slaughtered almost immediately, along with their key allies, but through diligent active reviving they were able to get back into the battle quickly. However, with Lifeforce and the horde waiting for them inside Blackmore they would typically last just seconds and make at most one team revive before being ruthlessly dispatched again. Each needle that they used before dying either brought down a zombie or brought back one of their own team, but with the zombies drilled to either shoot or dive and rejoin the horde, the combat revives that had been so effective throughout the siege became minimal and the few that occurred were irrelevant. Once the generator was gone and not replaced, they stopped entirely and the survivor leaders quickly switched tack from a fight to defend the building, to a stubborn struggle to stay in the battle and maintain a recoverable position.
Under the direction of RRF Papa Funk McBogey, the zombie forces chewed rapidly through the sleeping survivors and infected those who were fighting back. After a few minutes, with dozens of zombies inside and Lifeforce then ordered by Moloch to fire at will, the less hardy and organised members of the defending force fled into surrounding buildings, but were quickly hunted down and killed by members of Lifeforce.
While that was going on outside, inside Blackmore the members of 404 and their friends still persisted in reviving one-another, with some members rising three or four times to continue the fight, albeit briefly. Finally though, with the zombie numbers increasing due to allies and latecomers surging in and members of Lifeforce and the Flowers diving to add to the horde, the remaining survivors either fled and hid or stayed down after being revived and waited for a safe moment to rise, revive and flee.
At 23:26 UTC, eleven minutes after the attack had begun, the Blackmore Building was ruined and the battle was over. Blood stained the streets outside Blackmore once more and sixty-nine zombies celebrated inside with dancing, songs and cries of ‘BARHAH!’ that echoed throughout the suburb of Ridleybank.
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Legacy
This was the final battle for Ridleybank’s Blackmore Building, a location more famous and fought-over than any in Malton other than Caiger Mall. The rout of the survivor side confirmed the Ridleybank Resistance Front’s unquestioned supremacy over the suburb, revived their somewhat diminished reputation as a cohesive and deadly force and also emphasised the effectiveness of combined arms death cult/necro-terrorist tactics. On the survivor side the success that 404 and their allies had in utilising combat revives and fixgen proved beyond question the superiority of non-weapon based tactics in Necrotech building sieges.
After the battle, 404 regrouped and began a new fight against the zombies of Fort Perryn in the south of Malton. The RRF took their revenge upon the survivor population by once more sacking the surrounding suburbs of Stanbury Village, Roftwood, Pimbank, Barrville and Roachtown, before the Gore Corps headed north to assault the strongholds of Shearbank and Yagoton.
Appendix: Statistics
The survivor siege historian, SweetIrony, went to great effort to track literally everything that happened. These are the statistics she compiled.
Totals
General Statistics | |
---|---|
Survivor deaths by zombie | 45 |
Survivor deaths by PKer/DC | 50 |
Survivor deaths by unknown | 10 |
Total survivor deaths | 105 |
Total survivor deaths during final strike | 72 |
Zombies killed | 6 |
Breathing zombies killed | 28 |
Total zombie side deaths | 34 |
Total deaths both sides | 139 |
Revivifications inside Blackmore | 141 |
Times someone began to rebuild the barricades | 29 |
Generators placed and fuelled | 18 |
Generator repairs | 196 |
Survivor Barhahs | 16 |
Zombie Barhahs | 19 |
Total Barhahs | 35 |
Decorations smashed | 10 |
Harmanz dragged outside | 2 |
?rises | 2 |
Parachutes | 10 |
Survivor Side: Leaderboards
Participants (including both members of our Discord and other survivors we noticed being there long-term):
Audacious, Babah Ed, Big Disembodied Lips, Brimo, Cade Bot, cadwah, Cassandra Crunch, Clayton Carmine, Crabe, Dante Bosch, dannynt1, Einalia, Emoch Noh 2, Gambler of Legend, Gienah, Glasses Mcloud, Grahtzee, haifinnesoup, Harley Storm, Johnny Twotoes, JarperToo, Kevin Turvey, Kondow, Little Chris, Major Powers, Marcel Swann, Marcus Junius Brutus, Mark Hutley, Matahashi Satoa, Maverick Farrant, Miejoe, Millhouser, Monaliza, Nathan High, orderedChaotic, Rick and Morty, Ron Burgundy, Saint Ignatius, Saralan, Spec Hendriks, Spejscowboy, Staubach, TheLeftLion, Tinidril, Wayson, Zedd Unicorn, Zod Rhombus
The following are leaderboards for various categories. Many more people contributed, but these are the people who got the high scores.
Began to rebuild the barricades | |
---|---|
Dante Bosch | 3 |
Audacious | 2 |
Ben Ellison | 2 |
cadwah | 2 |
Clayton Carmine | 2 |
Gambler of Legend | 2 |
Gienah | 2 |
Marcel Swann | 2 |
TheLeftLion | 2 |
Tinidril | 2 |
Barricaded up from lightly or lower | |
---|---|
Cade Bot | 6 |
Gienah | 5 |
Saralan | 4 |
Cassandra Crunch | 3 |
Clayton Carmine | 3 |
Marcel Swann | 3 |
orderedChaotic | 3 |
Generator repairs (total) | |
---|---|
cadwah | 41 |
Harley Storm | 37 |
Dante Bosch | 21 |
Tinidril | 21 |
Gienah | 14 |
Saralan | 13 |
Audacious | 11 |
Generator repairs (on a single genny) | |
---|---|
cadwah | 26 |
Tinidril | 18 |
Harley Storm | 17 |
Bosch | 16 |
Saralan | 13 |
Audacious | 11 |
Revivifications | |
---|---|
orderedchaotic | 24 |
Gienah | 15 |
Wayson | 14 |
Audacious | 10 |
Tinidril | 9 |
Little Chris | 8 |
Heals | |
---|---|
Saint Ignatius | 120+ |
Babah Ed | 60+ |
Cade Catchers (barricaded from zero with no zombies getting inside) |
---|
Clayton Carmine |
orderedChaotic |
Deaths by zombie | |
---|---|
Cade Bot | 3 |
Cassandra Crunch | 3 |
Harley Storm | 3 |
TheLeftLion | 3 |
Tinidril | 3 |
Babah Ed | 2 |
Gienah | 2 |
Deaths by PKer/death cultist | |
---|---|
Audacious | 3 |
Harley Storm | 3 |
orderedChaotic | 3 |
Cassandra Crunch | 2 |
Dante Bosch | 2 |
haifinnesoup | 2 |
Major Powers | 2 |
Saralan | 2 |
TheLeftLion | 2 |
Total deaths | |
---|---|
Harley Storm | 6 |
Cassandra Crunch | 5 |
TheLeftLion | 5 |
Cade Bot | 4 |
Tinidril | 4 |
Audacious | 3 |
Babah Ed | 3 |
Gienah | 3 |
orderedChaotic | 3 |
Zombie kills | |
---|---|
glasses mcloud | 2 |
Emoh Noh 2 | 1 |
Tinidril | 1 |
Wayson | 1 |
Zedd Unicron | 1 |
Breathing zombie kills | |
---|---|
TheLeftLion | 5 |
spejscowboy | 3 |
cadwah | 2 |
Joseph Bale | 2 |
Zedd Unicron | 2 |
Style kills | |
---|---|
Zedd Unicron | 3 tree kills |
Clayton Carmine | flare gun kill |
Tinidril | uno reverse bite trick kill |
Zod Rhombus | toolbox kill |
Survivor server totals | |
---|---|
Siège memes made | 31 |
@ CADES pings | 18 |
@ CADES pings during a break-in | 10 |
Siege-talk-only channel messages | 12,257 |
Social channel messages | 7,992 |
Containment channel messages | 2,344 |
Total messages in off topic channels | 10,336 |
Total messages in entire siège server | 33,869 |
Pinged @CADES during a break-in |
---|
Aphelion |
Bosch |
Fiffy |
Irony |
Jane |
orderedChaotic |
rossm |
Shank |
Stelar |
Wayson |
Top 5 messages posted | |
---|---|
Aphelion | 10038 |
Jane | 5084 |
Shank | 2747 |
Irony | 2438 |
Pepper | 2168 |
Memes | |
---|---|
Wayson | 11 |
Pepper/Saralan | 7 |
Jane/Cassandra Crunch | 6 |
Brimo | 2 |
Fiffy/Audacious | 2 |
Zombie Side: Leaderboards
Brains eaten | |
---|---|
LordOlam | 5 |
Ragnaragh | 4 |
BabyYoda | 2 |
Brett Favre | 2 |
Ed Drool | 2 |
King Wally II | 2 |
Psycho Killer | 2 |
Running Rat | 2 |
TheWeeOne | 2 |
Wyle E Coyote | 2 |
Zombie Prince Raven | 2 |
Kills by death cultists/PKers | |
---|---|
Lord Moloch | 5 |
Slambammam | 4 |
Caiger Mall Santa | 3 |
Ed Drool | 3 |
Ben Morgh | 2 |
Berserkeris | 2 |
Comrade SpuD | 2 |
CyanEyed | 2 |
IAmRisen | 2 |
Johnny Bass | 2 |
MikeaveLi | 2 |
Onomatopoeia | 2 |
Swing Your Pants | 2 |
Titanic18 | 2 |
Total kills | |
---|---|
Ed Drool | 5 |
Lord Moloch | 5 |
LordOlam | 5 |
Caiger Mall Santa | 4 |
Ragnaragh | 4 |
Slambammam | 4 |
Brought down the last of the cades | |
---|---|
Necro21689 | 3 |
Funk McBogey | 2 |
Mr Eyeball Plucker | 2 |
Running Rat | 2 |
Generators destroyed | |
---|---|
Funk McBogey | 3 |
Girolamo Cardano | 2 |
Johnny Bass | 2 |
Decorations destroyed | |
---|---|
yosemiteclimber | 4 |
Girolamo Cardano | 2 |
franx | 2 |
Lord Moloch | 1 |
Slow learner | 1 |
Parachuters |
---|
Abby Omination |
Crewman 08 |
DDTNM |
Far Traveller |
Girolamo Cardano |
LordOlam |
McBeaner |
PicaPica |
probescusv2 |
Window jumpers who forced an extra CR |
---|
bruised fruit |
nz idol |
Ragnaragh |
?rises | |
---|---|
LordOlam | 2 |
Ransack (message) |
---|
Cthulhu In Lingerie |
Ruin |
---|
probescusv2 |
Both Sides
Uses of the word Barhah (witnessed inside Blackmore) | |
---|---|
Zod Rhombus | 10 |
LordOlam | 3 |
Cassandra Crunch | 2 |
DDTNM | 2 |
Gienah | 2 |
MikeaveLi | 2 |