Building Types: Difference between revisions

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'''Buildings''' have two main benefits for [[survivor]]s: protection from [[zombie]]s and the ability to [[searching|search]] them for [[:Category:Items|items]]. They can be secured, [[barricades|barricaded]] and cleared of [[dead body|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.


WARM MY HEART
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 [[Useful_Items#Binoculars|binocular]]s.  Tall buildings are:
::::::::::* [[Building Types#Hotel|Hotels/Motels]]
::::::::::* [[Building Types#Tower|Towers]]
::::::::::* Any buildings labeled "____ [[Building Types#Building|Building]]" *
::::::::::::''(* This includes [[Necrotech building]]s)''
 
==Large Buildings==
Large buildings are those that cover two or more adjacent [[block]]s; 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 [[barricades|barricaded]]. This makes defending large buildings especially difficult.
 
<br style="clear:right" />[[Image:Bt_cathedral.gif|right|frame|St. Jude's Cathedral.]]
===[[:Category:Cathedrals|Cathedral]]===
*List of all 5 Malton [[:Category:Cathedrals|cathedrals]].
**Rare: there are only five Cathedrals: [[St. Matthew's Cathedral|St. Matthew's]], [[St. Mark's Cathedral|St. Mark's]], [[St. Luke's Cathedral|St. Luke's]], [[St. John's Cathedral|St. John's]] and [[St. Jude's Cathedral|St. Jude's]].
*Dimensions: 2x2 block square.
*No [[door]]s: but can be [[barricade]]d.
*[[:Category:Items|Items]]: [[Assorted/Misc Items#Crucifix|crucifixes]], [[Useful Items#First Aid Kit|first aid kits]] (though [[#Hospital|hospitals]] and [[#Mall|mall drugstores]] have better [[Search_Odds|search rates]]), [[Clothes#Cathedral|various clothes]] and [[Assorted/Misc Items#Wine|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 [[ReligiousRespectPolicy|Religious Respect Policy]]
 
<br style="clear:right" />[[Image:Bt_churchLarge.gif|right|frame|St. Telesphorus's Church.]]
 
===[[:Category:Churches|Church]] (large)===
*Note: most [[Building_Types#Church|church]]es are single [[block]] buildings.
*(Partially complete) [[:Category:Churches|list of churches]] (single and large).
**Rare: there are only 2 ''large'' Churches in Malton: [[St. Telesphorus's Church|St. Telesphorus's]] and [[St. Irenaeus's Church (Raines Hills)|St. Irenaeus's]]
*Dimensions: 2x1 block square.
*No [[door]]s: but can be [[barricade]]d.
*[[:Category:Items|Items]]: [[Assorted/Misc Items#Crucifix|crucifixes]], [[Useful Items#First Aid Kit|first aid kits]] (though [[#Hospital|hospitals]] and [[#Mall|mall drugstores]] have better [[Search_Odds|search rates]]), [[Clothes#Church|various clothes]] and [[Assorted/Misc Items#Wine|wine]].
*Both of the large Churches are considered to be Revive Points by the [[ReligiousRespectPolicy]]
 
<br style="clear:both" />[[Image:Bt_mall.gif|right|frame|Boarded up mall frontage.]]
 
===[[:Category:Malls|Mall]]===
*Total in Malton: 20.
*Mall information:
**Complete [[:Category:Malls| 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.
*[[:Category:Items|Items]]: [[Clothes#Mall|various clothes]], and:
**Characters with the [[Civilian_skills#Shopping|shopping]] skill can loot specific stores. Those without will find these items at random:
***Bookstore: [[Assorted/Misc Items#Book|books]] and [[Assorted/Misc Items#Poetry Book|poetry books]].
***Drugstore: [[Useful Items#First Aid Kit|first aid kits]].
***Gun Store: [[Firearms#Pistol|pistols]], [[Firearms#Pistol Clip|pistol clips]], [[Firearms#Shotgun|shotguns]] and [[Firearms#Shotgun Shell|shotgun shells]].
***Hardware Store: [[Melee Weapons#Crowbar|crowbars]], [[Melee Weapons#Fire Axe|fire axes]], [[Useful Items#Flare Gun|flare guns]], [[Melee Weapons#Knife|kitchen knives]], [[Useful Items#Portable Generator|portable generators]], [[Assorted/Misc Items#Spray Can|spray cans]] and [[Useful Items#Toolbox|toolboxes]].
***Liquor Store: [[Assorted/Misc Items#Beer|beer]] and [[Assorted/Misc Items#Wine|wine]].
***Sports Store: [[Melee Weapons#Baseball Bat|baseball bats]], [[Melee_Weapons#Fencing_Foil|fencing foils]], [[Melee Weapons#Golf Club|golf clubs]], [[Melee Weapons#Cricket Bat|cricket bats]], [[Melee_Weapons#Pool_Cue|pool cues]], [[Melee Weapons#Tennis Racket|tennis rackets]], [[Melee_Weapons#Ski Pole|ski poles]], [[Melee_Weapons#Hockey Stick|hockey sticks]], [[Useful_Items#Binoculars|binoculars]] and [[Melee Weapons#Knife|pocket knives]].
***Tech Store: [[Useful Items#GPS Unit|GPS units]], [[Useful Items#Mobile Phone|mobile phones]], [[Useful Items#Radio|radios]] and [[Useful Items#Radio Transmitter|radio transmitters]].
**Special:
***On [[News#31st October 2007|Halloween 2007]] [[Halloween#Costume Stores|Costume]] and [[Halloween#Candy Stores|Candy]] Stores were available in some malls.
**The only major items that cannot be found in Malls are [[Useful Items#Flak Jacket|flak jackets]], [[Useful Items#Fuel Can|fuel cans]], [[Useful_Items#DNA_Extractor|DNA Extractors]], and [[Useful Items#NecroTech Revivification Syringe|NecroTech Revivification Syringe]]s.
 
====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 [[Useful Items#Flare Gun|flares]] or [[newspaper]]s 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.''
 
<br style="clear:both" />[[Image:Bt_mansion.png|right|frame|Southall Mansion.]]
 
===[[:Category:Mansions|Mansion]]===
*List of all 5 Malton [[:Category:Mansions|mansions]].
**Rare: there are only five Mansions: [[Alner Mansion|Alner]], [[Curton Mansion|Curton]], [[Kersley Mansion|Kersley]], [[Pitman Mansion|Pitman]] and [[Southall Mansion|Southall]].
*Dimensions: 2x2 block square.
*Internal descriptions: represent several types of room (kitchens, lounge, billiard room, etc.).
*[[Civilian skills#Tagging|Tagging]] the outside of a Mansion earns 1 [[Experience Points|XP]].
*[[:Category:Items|Items]]: [[Clothes#Mansion|various clothes]].
 
<br style="clear:both" />[[Image:Bt_power.gif|right|frame|Tolman Power Station.]]
===[[:Category:Power Stations|Power Station]]===
*List of all 2 Malton [[:Category:Power Stations|power stations]].
**Rare: there are only two Power Stations: [[Krinks Power Station|Krinks]] (2x2 block square) and [[Tolman Power Station|Tolman]] (1x2 block square).
*[[Civilian skills#Tagging|Tagging]] the outside of a Power Station earns 1 [[Experience Points|XP]].
*[[:Category:Items|Items]]: [[Assorted/Misc_Items#Book|book]], [[Melee Weapons#Crowbar|crowbar]], [[Melee_Weapons#Fire_Axe|fire axe]], [[Useful_Items#Fuel_Can|fuel can]], [[Melee_Weapons#Length_of_Pipe|length of pipe]], [[Useful_Items#Portable_Generator|portable generator]], [[Useful_Items#Toolbox|toolbox]], [[Clothes#Power_Station|various clothes]].
 
<br style="clear:both" />[[Image:Bt_stadium.gif|right|frame|Floyde Stadium.]]
===[[:Category:Stadiums|Stadiums]]===
*List of all 3 Malton [[:Category:Stadiums|stadiums]].
**Rare: there are only three Stadiums: [[Clapton Stadium|Clapton]] (football), [[Floyde Stadium|Floyde]] (football) and [[Rodges Stadium|Rodges]] (hockey).
*Dimensions: 2x2 block square.
*[[:Category:Items|Items]]: [[Melee Weapons#Golf Club|golf clubs]], [[Melee Weapons#Baseball Bat|baseball bats]], [[Melee Weapons#Tennis Racket|tennis rackets]], [[Melee Weapons#Hockey Stick|hockey sticks]], [[Melee Weapons#Cricket Bat|cricket bats]], [[Melee Weapons#Fencing Foil|fencing foils]], [[beer]], [[newspaper]]s, [[flare gun]]s, [[binoculars]], [[Clothes#Stadium|various clothes]].
 
<br style="clear:both" />
 
==Complexes==
Complexes cover multiple squares (but are not large buildings) and contain one or more unique locations.
 
<br style="clear:both" />[[Image:Bt_fort.gif|right|frame|Perryn's formidable gatehouse.]]
===[[:Category:Forts|Forts]]===
*Rare: there are two Forts in Malton: [[Fort Creedy]] and [[Fort Perryn]].
*Dimensions: 3x3 block square of 7 buildings and 2 [[Building Types#Open Land|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.
*[[:Category:Items|Items]]: [[Clothes#Fort|various clothes]].
 
*Fort locations:
**'''Armoury'''
***Unpowered Armouries are now considered [[dark]].
***[[Civilian skills#Tagging|Tagging]] the outside of an Armoury earns 2 [[Experience Points|XP]].
***[[:Category:Items|Items]]: [[Useful_Items#Binoculars|binoculars]], [[Useful_Items#Flak_Jacket|flak jackets]], [[Firearms#Flare_Gun|flare guns]], [[Firearms#Pistol|pistols]], [[Firearms#Pistol_Clip|pistol clips]], [[Firearms#Shotgun|shotguns]] and [[Firearms#Shotgun_Shell|shotgun shells]].
**'''Barracks'''
***[[:Category:Items|Items]]: [[Assorted/Misc_Items#Book|books]] and [[Assorted/Misc_Items#Beer|bottles of beer]].
**'''Exercise Yard''' ([[Empty_Blocks#Exercise_Yard|empty block]])
**'''Gatehouse'''
***Only way to enter and exit the fort (see movement rules, below).
***[[:Category:Items|Items]]: [[Assorted/Misc_Items#Newspaper|newspapers]] and [[Firearms#Pistol_Clip|pistol clips]].
**'''Infirmary'''
***[[Surgery]] heals extra 5HP (ie 15HP in total) if there is a [[Useful Items#Fuel Can|fueled]] [[Useful_Items#Portable_Generator|generator]].
***[[:Category:Items|Items]]: [[Useful_Items#First_Aid_Kit|FAKs]] and [[Melee_Weapons#Knife|scalpels]].
**'''Storehouse'''
***[[:Category:Items|Items]]: [[Useful_Items#Binoculars|binoculars]], [[Melee_Weapons#Crowbar|crowbars]], [[Firearms#Flare Gun|flare guns]], [[Useful Items#Fuel Can|fuel cans]], [[Melee_Weapons#Length_of_Pipe|lengths of pipe]], [[Useful_Items#Portable_Generator|portable generators]], [[Useful_Items#Radio_Transmitter|radio transmitters]], [[Assorted/Misc_Items#Spray_Can|spray cans]] and [[Useful_Items#Toolbox|toolboxes]].
**'''Training Ground''' ([[Empty_Blocks#Training_Ground|empty block]])
**'''Vehicle Depot'''
***[[:Category:Items|Items]]: [[Melee_Weapons#Crowbar|crowbars]], [[Melee_Weapons#Fire_Axe|fire axes]], [[Useful Items#Fuel Can|fuel cans]], [[Assorted/Misc_Items#Spray_Can|spray cans]] and [[Useful_Items#Toolbox|toolboxes]].
 
*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 [[Military_skills|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 [[Military_skills|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 [[Military_skills|free run]] from the Armoury to another building within the Fort, but not the other way around. ***You cannot [[Military_skills|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:
***[[Military_skills|Free Run]] into the Gatehouse from outside the fort: "''The gatehouse only has a single, low entrance - you cannot free run into it.''"
***[[Military_skills|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.''" 
***[[Military_skills|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.
 
<br style="clear:both" />[[Image:Bt_zoo.gif|right|frame|Malton City Zoo's main gate.]]
 
===[[:Category:Zoos|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 [[Building Types#Open Land|open land]].
*The six enclosures have no [[door]]s, but can be [[barricade]]d:
**the Aquarium
**the Bear Pit
**the Elephant House
**the Giraffe House
**the Lion Enclosure
**the Reptile House
*[[:Category:Items|Items]]: [[Clothes#City_Zoo|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 [[Assorted/Misc Items#Wirecutters|wirecutters]] to enter, unless someone else had already cut the fence.
 
<br style="clear:both" />
 
== Normal Buildings ==
<br style="clear:both" />[[Image:Bt_auto.gif|right|frame|An uptown auto repair shop.]]
 
===[[:Category:Auto Repair Shops|Auto Repair Shop]]===
*Total in Malton: 238.
*(Partially complete) [[:Category:Auto Repair Shops|list of auto repair shops]].
*[[Tactical Resource Point]]: source of [[Useful Items#Fuel Can|fuel cans]].
*[[:Category:Items|Items]]: [[Assorted/Misc Items#Beer|beer]] (occasionally), [[Melee Weapons#Crowbar|crowbars]], [[Melee Weapons#Fire Axe|fire axes]], [[Useful Items#Fuel Can|fuel cans]], [[Assorted/Misc Items#Newspaper|newspaper]]s, [[Useful_Items#Spray_Can|spray cans]], [[Useful Items#Toolbox|toolboxes]] and [[Clothes#Auto_Repair_Shop|various clothes]].
 
<br style="clear:both" />[[Image:Bt_bank.gif|right|frame|An abandoned bank.]]
===[[:Category:Banks|Bank]]===
*Total in Malton: 240.
*(Partially complete) [[:Category:Banks|list of banks]].
*Note: all banks were emptied or looted prior to evacuation.
*[[Civilian skills#Tagging|Tagging]] the outside of a Bank earns 1 [[Experience Points|XP]].
*Internal descriptions: "''The vault lies open, its contents either looted or transferred.''"
*Unpowered banks are now considered [[dark]].
<br style="clear:both" />[[Image:Bt_building.gif|right|frame|A run-down office block.]]
 
===[[:Category:Buildings|Building]]===
*Total in Malton: 755.
*(Partially complete) [[:Category:Buildings|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 [[Useful_Items#Binoculars|binocular]] use.
*Internal descriptions: none, unless they are Necrotech Buildings.
 
<br style="clear:both" />[[Image:Bt_necrotech.gif|right|frame|A NecroTech building.]]
====[[:Category:Necrotech Buildings|NecroTech Building]]====
*Total in Malton: 211.
*NecroTech building information:
**(Partially complete) [[:Category:Necrotech Buildings|list of NecroTech buildings]].
**Status Tracking: [[NT Status Map]], [[Necrotech Information Center]], [[NecroWatch]].
*[[Tactical Resource Point]]: the only source of [[Useful Items#NecroTech Revivification Syringe|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 [[Science_skills#List of Scientific skills|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 [[Revivification|revived]].
**General protocol for getting a [[Revivification|revive]] is to stand in an adjacent street, rather than directly outside the facility itself &ndash; standing outside, a zombie wanting a revive may be mistaken for an attacking zombie.
**Within a [[Useful Items#Portable Generator|powered]] NecroTech building survivors with [[Science_skills#List of Scientific skills|Necronet Access]] can:
***revive [[Brain Rot|brain rot]]ted zombies.
***make [[Useful Items#NecroTech Revivification Syringe|revivification syringes]] at a cost of 20 [[Action Points|AP]] (though it is more effective to search, with a 1/8 chance of finding one).
***view the locations of zombies tagged with a [[Useful Items#DNA Extractor|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.
*[[:Category:Items|Items]]: [[Useful Items#DNA Extractor|DNA extractor]], [[Useful Items#GPS Unit|GPS Units]], [[Useful Items#NecroTech Revivification Syringe|NecroTech revivification syringes]] and [[Clothes#NecroTech_Building|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.''"
 
<br style="clear:both" />[[Image:Bt_church.gif|right|frame|A detached church.]]
 
===[[:Category:Churches|Church]]===
*Note: two [[Building_Types#Church (large)|church]]es are [[Building_Types#Large Buildings|large buildings]].
*Total in Malton: 249 (single block).
*(Partially complete) [[:Category:Churches|list of churches]] (single and large block).
*No [[door]]s: but can be [[barricade]]d.
*[[:Category:Items|Items]]: [[Assorted/Misc Items#Crucifix|crucifixes]], [[Useful Items#First Aid Kit|first aid kits]] (though [[#Hospital|hospitals]] and [[#Mall|mall drugstores]] have better [[Search_Odds|search rates]]), [[Clothes#Church|various clothes]] and [[Assorted/Misc Items#Wine|wine]].
*These buildings are considered Revive points by the [[ReligiousRespectPolicy]].
 
<br style="clear:both" />[[Image:Bt_cinema.gif|right|frame|An ironic suburban cinema.]]
 
===[[:Category:Cinemas|Cinema]]===
*Total in Malton: 221.
*Cinema information:
**(Partially complete) [[:Category:Cinemas|list of cinemas]].
**[[Now Playing|Now showing]].
**[[Cinema Status|Power status]].
*[[:Category:Items|Items]]: [[Clothes#Cinema|various clothes]].
**The few 3D cinemas in the city contain [[clothes#Cinema|3D glasses]].
*Unpowered cinemas are now considered [[dark]].
*Internal descriptions:
**Unpowered: "''&hellip;its auditorium in darkness.''"
**[[Useful Items#Portable Generator|Powered]]:
***''"&hellip;a black-and-white drama film still looping silently on its main screen."''
***''"&hellip;a recent horror film still looping silently on its main screen."''
***''"&hellip;an old horror film still looping silently on its main screen."''
***''"&hellip;a black-and-white documentary film still looping silently on its main screen."''
***''"&hellip;a recent drama film still looping silently on its main screen."''
***''"&hellip;a dramatic science-fiction film still looping silently on its main screen."''
***''"&hellip;an old comedy film playing on its main screen."''
***''"&hellip;a black-and-white science-fiction film playing on its main screen."''
***''"&hellip;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''.
 
<br style="clear:both" />[[Image:Bt_club.gif|right|frame|No queue at the nightclub.]]
 
===[[:Category:Clubs|Club]]===
*Total in Malton: 235.
*(Partially complete) [[:Category:Clubs|list of clubs]].
*[[:Category:Items|Items]]: [[Assorted/Misc Items#Beer|beer]], [[Useful Items#Mobile Phone|mobile phone]]s and [[Assorted/Misc Items#Wine|wine]].
*Unpowered clubs are now considered [[dark]].
*Internal descriptions:
**Unpowered: "''&hellip;in the near-darkness of the main dancefloor.''"
**[[Useful Items#Portable Generator|Powered]]: "''Coloured spotlights highlight an empty stage, and distorted music echoes over the speakers.''"
 
<br style="clear:both" />[[Image:Bt_factory.gif|right|frame|The remains of industry.]]
 
===[[:Category:Factories|Factory]]===
*Total in Malton: 227.
*(Partially complete) [[:Category:Factories|list of factories]].
*[[Tactical Resource Point]].
*[[:Category:Items|Items]]: [[Melee_Weapons#Crowbar|crowbars]], [[Melee Weapons#Fire Axe|fire axes]], [[Useful Items#Fuel Can|fuel cans]], [[Melee Weapons#Length of Pipe|lengths of pipe]], [[Useful Items#Portable Generator|portable generators]], [[Useful Items#Toolbox|toolboxes]] and [[Clothes#Factory|various clothes]].
*Historical: some factories were initially padlocked shut, requiring [[Assorted/Misc Items#Wirecutters|wirecutters]] to enter.
 
<br style="clear:both" />[[Image:Bt_fire.gif|right|frame|An abandoned fire station.]]
 
===[[:Category:Fire Stations|Fire Station]]===
*Total in Malton: 230.
*(Partially complete) category [[:Category:Fire Stations|list of fire stations]].
*[[:Category:Items|Items]]: [[Melee Weapons#Fire Axe|fire axes]], [[Useful Items#Flare Gun|flare guns]], [[Useful_Items#Radio|radios]] and [[Clothes#Fire_Station|various clothes]].
 
<br style="clear:both" />[[Image:Bt_hospital.gif|right|frame|A partially completed hospital.]]
 
===[[:Category:Hospitals|Hospital]]===
*Total in Malton: 245.
*(Partially complete) [[:Category:Hospitals|list of hospitals]].
*[[Tactical Resource Point]].
*[[Surgery]] heals extra 5HP (ie 15HP in total) if there is a [[Useful Items#Fuel Can|fueled]] [[Useful_Items#Portable_Generator|generator]]
*[[:Category:Items|Items]]: [[Useful Items#First Aid Kit|first aid kits]] and [[Clothes#Hospital|various clothes]].
*Internal descriptions:
** "''&hellip;its wards and corridors blackened with the soot of a recent fire''"
** "''&hellip;its empty wards criss-crossed with snapped quarantine tape.''"
** "''&hellip;one of the city's psychiatric hospitals.''"
** "''&hellip;dark corridors leading through abandoned wards.''"
** "''&hellip;its emergency room in disarray.''"
** "''&hellip;its lobby covered with quarantine posters.''"
** "''&hellip;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.''"
** "''&hellip;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, [[church]]es can be used as an alternative source of [[Useful Items#First Aid Kit|first aid kits]].
 
<br style="clear:both" />[[Image:Bt_hotel.gif|right|frame|A decrepit inner-city hotel.]]
 
===<span id="Motel">[[:Category:Hotels|Hotel]]</span>===
*Total in Malton: 234.
*(Partially complete) [[:Category:Hotels|list of hotels/motels]].
*[[Tall building]]: allows suicide and [[Useful_Items#Binoculars|binocular]] use.
*[[:Category:Items|Items]]: [[Clothes#Hotel|various clothes]], [[Assorted/Misc_Items#Newspaper|newspapers]] and [[Assorted/Misc_Items#Wine|wine]].
 
<br style="clear:both" />[[Image:Bt_junkyard.gif|right|frame|A corner junkyard.]]
===[[:Category:Junkyards|Junkyard]]===
*Total in Malton: 262.
*(Partially complete) [[:Category:Junkyards|list of junkyards]].
*Junkyards cannot be [[Zombie Skills#Other Skills|ransacked]] (and therefore cannot be [[ruin|ruined]]) as they are effectively unorganized anyway.
*No [[door]]s: but can be [[barricade]]d.
*[[:Category:Items|Items]]:  [[Melee_Weapons#Baseball_Bat|baseball bats]], [[Assorted/Misc_Items#Book|books]], [[Useful_Items#Mobile_Phone|mobile phones]], [[Melee_Weapons#Crowbar|crowbars]], [[Melee_Weapons#Fire_Axe|fire axes]], [[Useful_Items#Flak_Jacket|flak jackets]], [[Useful_Items#Fuel_Can|fuel cans]], [[Melee_Weapons#Knife|knives]], [[Melee_Weapons#Length_of_Pipe|lengths of pipe]], [[Assorted/Misc_Items#Newspaper|newspapers]], [[Firearms#Ammunition|pistol clips]], [[Firearms#Ammunition|shotgun shells]], [[Useful_Items#Spray_Can|spraycans]] and [[Clothes#Junkyard|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 [[Assorted/Misc Items#Wirecutters|wirecutters]] to enter, unless someone else had already cut the fence.
 
<br style="clear:both" />[[Image:Bt_library.gif|right|frame|The library of a leafy suburb.]]
 
===[[:Category:Libraries|Library]]===
*Total in Malton: 219.
*(Partially complete) [[:Category:Libraries|list of libraries]].
*[[:Category:Items|Items]]: [[Assorted/Misc Items#Book|books]] and [[Assorted/Misc Items#Poetry Book|poetry books]].
 
<br style="clear:both" />[[Image:Bt-museum.gif|right|frame|A large central museum.]]
===[[:Category:Museums|Museum]]===
*Total in Malton: 250.
*Museum information:
**(Partially complete) category [[:Category:Museums|list of museums]].
**Complete alphabetical [[list of Museums]].
**Complete [[Types of Museums|list of Museums]] by type, including internal descriptions.
**Complete [[UDWiki:The Museum Project|list of Museums]] by suburb.
*[[:Category:Items|Items]]: [[Clothes#Museum|various clothes]] and [[Decorative_Items#Museum_Pieces|various museum pieces]] (depending on type of museum).
 
<br style="clear:both" />[[Image:Bt-police.gif|right|frame|A smashed up police car.]]
===[[:Category:Police Departments|Police Department]]===
*Total in Malton: 243.
*(Partially complete) [[:Category:Police Departments|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]].
*[[:Category:Items|Items]]: [[Firearms#Ammunition|ammunition]] ([[Firearms#Pistol Clip|pistol clips]] & [[Firearms#Shotgun Shell|shotgun shells]]), [[Useful Items#Flak Jacket|flak jackets]], [[Useful Items#Flare Gun|flare guns]], [[Firearms#Pistol|pistols]], [[Useful_Items#Radio|radios]], [[Firearms#Shotgun|shotguns]] and [[Clothes#Police_Station|various clothes]].
**Provisional [[Search_Odds|search probabilities]]: Anything: 20% of these: 17% guns, 77% ammunition, 6% flak jackets or flare guns, 2% Handheld Radios.
*[[Civilian skills#Tagging|Tagging]] the outside of a Police Department earns 2 [[Experience Points|XP]].
 
<br style="clear:both" />[[Image:Bt_arms.gif|right|frame|A secured public house.]]
 
===[[:Category:Arms|Public House]]===
*Total in Malton: 250.
*Are named "The _____ Arms"
*(Partially complete) [[:Category:Arms|list of pubs]].
*[[:Category:Items|Items]]: [[Assorted/Misc Items#Beer|beer]], [[Useful Items#Mobile_Phone|mobile phones]], [[Assorted/Misc Items#Newspaper|newspapers]], [[Firearms#Shotgun|shotguns]] (occasionally), [[pool cue|pool cues]], [[knife|knives]], [[baseball bat|baseball bats]] and [[Assorted/Misc Items#Wine|wine]].
*Internal descriptions: "''&hellip;an abandoned pub.''"
 
<br style="clear:both" />[[Image:Bt-railway.gif|right|frame|Railway station interior.]]
===[[:Category:Railway Stations|Railway Station]]===
*Total in Malton: 250.
*(Partially complete) [[:Category:Railway Stations|list of railway stations]].
*Note: no trains are running.
*[[:Category:Items|Items]]: [[Clothes#Railway_Station|various clothes]].
*Internal descriptions:
**"''Its platforms are empty, its departure boards blank, all trains having left the city during the evacuation.''"
**"''&hellip;a fire-damaged white-stone building surrounded by lawns. Behind railings, you can see railway tracks disappearing into the surrounding city.''"
 
<br style="clear:both" />[[Image:Bt_school.gif|right|frame|A boarded up school.]]
 
===[[:Category:Schools|School]]===
*Total in Malton: 233.
*(Partially complete) [[:Category:Schools|list of schools]].
*[[Civilian skills#Tagging|Tagging]] the outside of a School earns 1 [[Experience Points|XP]].
*[[:Category:Items|Items]]: [[Assorted/Misc Items#Book|books]], [[knife|knives]], [[Assorted/Misc Items#Poetry Book|poetry books]], [[Fencing_foil|Fencing Foil]] and [[Useful_Items#Spray_Can|spray cans]] .
*Internal descriptions: "''Half-finished work is scattered across the floor.''"
 
<br style="clear:both" />[[Image:Bt_towers.gif|right|frame|A city centre tower block.]]
 
===[[:Category:Towers|Tower]]===
*Total in Malton: 250.
*(Partially complete) [[:Category:Towers|list of towers]].
*Multi-story housing blocks.
*[[Tall building]]: allows suicide and [[Useful_Items#Binoculars|binocular]] use.
*[[:Category:Items|Items]]: [[Clothes#Tower|various clothes]].
 
<br style="clear:both" />[[Image:Bt_warehouse.gif|right|frame|A warehouse block.]]
===[[:Category:Warehouses|Warehouse]]===
*Total in Malton: 268.
*(Partially complete) [[:Category:Warehouses|list of warehouses]].
*Either empty or stocked with crates.
*[[:Category:Items|Items]]: [[Assorted/Misc Items#Beer|beer]], [[Melee Weapons#Crowbar|crowbars]], [[Melee Weapons#Fire Axe|fire axes]], [[Useful Items#Fuel Can|fuel cans]], [[Melee Weapons#Length of Pipe|lengths of pipe]], [[Assorted/Misc Items#Newspaper|newspapers]] and [[Assorted/Misc Items#Wine|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."''
 
<br style="clear:both" />
 
==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}}
[[Category:Player Resources]]
[[Category:Glossary]]

Revision as of 00:09, 10 August 2012

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.
    • 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 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