Building Types

From The Urban Dead Wiki
(Redirected from Tower)
Jump to navigationJump to search

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:

(* 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.


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.


Southall Mansion.

Mansion


Tolman Power Station.

Power Station


Floyde Stadium.

Stadiums


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


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, 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."


A detached church.

Church


An ironic suburban cinema.

Cinema

  • Total in Malton: 221.
  • Cinema information:
  • Items: various clothes.
  • 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 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.


Game Information
GameplayCharacter ClassesSkillsItemsLocations
SuburbsRevive PointMobile Phone MastRadio Frequencies
Building TypesFrequently Asked QuestionsKnown Bugs