Dakerstown
Suburb of Dakerstown | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Known groups in this suburb:
Key buildings in Dakerstown:
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Suburb Number: 1 |
Dakerstown, AKA "Suburb One," is a suburb of Malton, located at the northwest corner of the city.
Dakerstown was the site of some of the first zombie-human interaction, as both zombies and humans initially gravitated towards the corners of the city. Some of this action (on the part of the zombies) was coordinated via the mailing list, and was thus an early example of metagaming.
Dakerstown is also notable as it was the last suburb to discover the location of its mobile phone mast and was the first to be given the classification of Ghost Town.
Dakerstown is a suburb that has seen a lot of action. It is currently a battleground between local survivor groups the Urban Guerillas and FUACK on the side of communism, and on the zombie side Extinction.
Resource Buildings
Fire Stations
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Hospitals
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NecroTech Facilities
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Police Departments
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Malls
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Bulletin Boards
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Revive Points
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Fun things to do!
Run Around and Scream! - Sure, any survivor can walk into Dakerstown and get eaten by zombies, but a real survivor can avoid all that by running around and screaming. Yes, the classic technique of running around and screaming has been passed down through the ages by our forefathers to us, so why not use it? Come on down to Dakerstown and run around for a bit! Screaming is optional. And if you can't come up with a good reason to scream the locals will find one for you.
Eat hobos! - Look around! Poor un-eployed humans litter the streets! Come and munch on them!
Revive Points
FUACK has designated a junkyward (6,7) (1 NW of the Pask NT Building) as an indoor revive point. The adjacent Leeworthy Park (6,8) is also used as an RP, particularly in the event that the junkyard (6,7) is barricaded.
Recent News
Please: recent news at the top (signed & NPOV). Old news can be archived.
November 2008
November 4th
Dakerstown lies in near complete ruin with FUACK and the Urban Guerillas valiantly holding out in the junkyard next to Doyne Hotel as the remaining free runs in the NE of town crumble into ruin. Dakerstown's residents, apparently abandoned to their fate by the retreating Beerhah squads that are rumoured to have fled the carnage into southern Roywood, are advised that Extinction now controls the suburb until further notice. Those wishing to cast absentee votes for the US Federal Election should make their way to the Extinction Booths at Ansgars and Barts Hospital or Pask NT. Please note due to the high security alert level Extinction will be conducting invasive body cavity searches of all prospective voters. VOTE NOW!! VOTE Extinction!! --Zeug 03:48, 4 November 2008 (UTC)
October 2008
October 30th
Ruin is spreading out from the Zombie occupied Pask NT across southern Dakerstown as Extinction Troops and their feral friends embark on a ruin rampage. Swearse PD and Barts Hospital have been destroyed with desperate survivors holding up in the Factory next door, the last powered building in the town centre. The town's defences have been shattered and all residents are advised to take emergency quarantine precautions.--Zeug 02:36, 30 October 2008 (UTC)
October 29th
After a three week siege building up a coordinated Horde of around 60 Zombies outside Pask NT Extinction has finally overwhelmed the 40 strong Beerhah contingent inside in a free for all massacre leaving fair Dakerstown open and vulnerable. The Beerhah remnants have retreated to nearby Roywood Pilling NT in order to regroup while Barts Hospital and the Swearse HQ in the town center remains ruined. All current residents are advised to rally to the TRP's and maintain barricades as the Battle for Dakerstown has now entered a new and dangerous phase.--Zeug 01:42, 29 October 2008 (UTC)
October 27th
The situation at Pask is much the same as it has been, more zombies slowly add to the horde gathering out the front while the defenders inside have so far managed to keep the building mostly zombie free. The revive queue at Junkyard 6,7 is running smoothly while several pinatas have sprung up around the suburb and ruination has occurred at a number of TRPs including Barts and several factorys. GKing is a major prob in Pask so power has become something of a rare commodity.--xoxo 07:10, 27 October 2008 (UTC)
October 22nd
The Pask Building continues to hold. 45 zombies now stand outside its barricades, yet the barricades have remained unbreached for over 20 hours. Several members of Extinction have changed tactic and were seen assaulting St. Bartholomew's Hospital (Dakerstown) (3,5) Desperate survivors are trying to maintain the source of medical supplies, but are being overwhelmed. --RosslessnessWant a Location Image? 18:32, 22 October 2008 (BST)
October 20th
External Military: "... leaving Dakerstown, counted a hundred or so outside ... a horde of about forty outside the Pask Building ... a few buildings with lights on ... some minor structural damage ... the Pask Building has lights on ..." --Zeug 13:35, 20 October 2008 (BST)
October 14th
The Pask Building is the current focus, with 20+ zombies outside (Mainly Extinction) and a ragtag collection of survivors inside. Come join the fun. Attack, defend or just show off your Flesh Rot. --RosslessnessWant a Location Image? 22:26, 14 October 2008 (BST)
October 11th
Dakerstown is... quiet. And quite safe at the moment (as long as you don't sleep outside), with all TRPs up and less than 40 zombies seen on the streets. Visiting survivors are starting to get restless... ᚱᛁᚹᛖᚾᚨᚾᛏ 07:06, 11 October 2008 (BST)
25.96 MHz: "... leaving Dakerstown, counted about sixty outside ... a few big groups, but they're spread out ... a lot of buildings with lights on ... only a few buildings damaged ... the Pask Building has lights on ..." --RosslessnessWant a Location Image? 10:47, 11 October 2008 (BST)
October 5th
The Beerhah crew recently defending Shears NT in neighbouring Jensentown have taken up residence in the Pask NT alongside the local defenders FUACK with Extinction in hot pursuit and already gathering outside the NT's barricades. With the disbanding of the Eastonwood Ferals and the collapse of the NW Malton Dead Zone Extinction Zombies are returning home for the annual Dakerstown brain decavitation festival.--Zeug 10:06, 5 October 2008 (BST)
October 2nd
At least 34 zombies on the streets. 9 of the 11 Tactical Resource Points are ruined, whilst a single Police Dept. and auto repair are without power. In the remainder of the suburb, the south lies in ruins. There are signs of survivor activity in the north, but without further evidence of the extent of the activity, and with no power to any TRPs, it's still looking like a Ghost Town. --Funt Solo QT 17:19, 2 October 2008 (BST)
September 2008
September 29th
Urban Guerillas with the assistance of the Communist Party of Malton, Malton Anarchist Federation and FUACK have managed to secure the St Ansgars hospital for the time being. Assistance in maintaining the suburb greatly appreciated. --Nath Morrison 17:30, 21 September 2008
September 23rd
External Military: "... leaving Dakerstown, counted about forty outside ... mostly just small groups ... can't see any signs of life ... the whole suburb's wrecked ... the Pask Building is out of action ..." --Zeug 05:37, 24 September 2008 (BST)
September 22nd
At least 37 zombies in the suburb. Of the 12 Tactical Resource Points, only a single Auto Repair is not ruined. The data suggests a Ghost Town as there were no mobs of zombies. --Funt Solo QT 23:51, 22 September 2008 (BST)
September 21st
Urban Guerillas have been rebuilding the suburb in the north-eastern corner nearly all NE buildings repaired and fully barricaded. --[[Nath Morrison]] 17:30, 21 September 2008
September 16th
Dakerstown is slowly returning to ruin as a horde of ferals guided by a local Extinction Squad corners FUACK in the NE sector of town leading towards Jensentown's Selley NT. --Zeug 08:23, 16 September 2008 (BST)
September 7th
External Military: "... leaving Dakerstown, counted about eighty outside ... mostly just small groups ... only one building with lights on ... serious collateral damage ... looks like the Pask Building has fallen ..." --Zeug 19:46, 7 September 2008 (BST)
September 2nd
Beerhah has come to Dakerstown and is busily repairing the town in preparation for another zombie onslaught. Ferals have started congregating for the brain feast, drawn by the groans of a resident Extinction Squad which currently holds Pask NT. Festivities will start shortly and all residents are advised to keep alert and their barricades well serviced! --Zeug 19:32, 2 September 2008 (BST)
Barricade Plan
See here for more information on the plan, including emergency policies. This is the Barricade Plan for the suburb of Dakerstown.
This diagram shows what levels buildings should ideally be barricaded to in order to provide protection in the form of Extremely Heavily Barricaded buildings, whilst designating entry points in the form of Very Strongly Barricaded buildings. Please note this plan indicates the preferred levels of barricades, and not the current levels.
If you wish to discuss alterations to this plan, please use the talk page.
If you need to edit the barricade plan, go to Template:Dakerstown. If changes are made, please be sure to also edit the Barricade Policy section of the page for any buildings affected.
To include the barricade plan on a page use:
{{Dakerstown}} for a fullsize plan
or
{{Dakerstown|Small}} for a smaller version.
UBP Non-Compliant Barricade Plan | |
This barricade plan is not compliant with the Uniform Barricading Policy. This plan was last reviewed on October 10, 2009. |
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About
Because of the sudden influx of zombies to Dakerstown this suburb is no longer safe for low level players; the barricade plan has been updated to reflect this change. Efforts have been made to leave resource buildings open for low level players but survivors without Free Running would be safer elsewhere. The placement of junkyards in this suburb make them ideal entry points, and the use of the junkyard at 6,7 as an RP allows revivers to save AP.
EHB Emergency Policy
During emergencies, all resource buildings may be raised to EHB as a precautionary measure. Survivors are encouraged to use the nearby entry points as an alternate. Citizens without the Free Running skill are highly encouraged to acquire it to prevent death in case of break-ins to VSB buildings. This status should only be set during times when the danger status for the suburb is at Very Dangerous, although other special circumstances may call for Emergency Status as well. At no time will non-resource buildings marked as VSB be caded above that level.
History
This barricade plan was updated on January 1st, 2011, for a more secure suburb. As of this writing, many of the buildings are ransacked and have zombies inside. A local survivor group is currently in the process of reclaiming the suburb. Survivors without free-running are advised to stay away as most buildings will be at EHB while the zombie threat is pushed out. The policy is subject to change without notice as local conditions dictate. --Zakarus 20:15, 1 JAN 2011 (UTC)