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-employed 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.
January 2009
January 11th
External Military: "... leaving Dakerstown, counted maybe fifty outside ... mostly just small groups ... a few buildings with lights on ... heavy structural damage ... looks like the Pask Building has fallen ..." --Zeug 13:11, 11 January 2009 (UTC)
December 2008
December 22nd
25.96 MHz: "... leaving Dakerstown, counted thirty or so outside ... mostly just small groups ... can't see any signs of life ... it's a wasteland down there ... the Pask Building is out of action ..." (1 hour and 16 minutes ago) --Maxvance 02:39, 23 December 2008 (UTC)
December 7th
An Extinction clean up crew has been undoing the minor repair work conducted in the area since the Big Prick's arrival. The St. Bart's area has been cleansed of its Survivor presence and Pask NT remains a zombie fortress, now boasting three full months of ruin. Small pockets of resistance may still exist in the far north, but for the time being Dakerstown retains full membership in the Extinction Zone. Naelok 16:33, 07 December 2008 (UTC)
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)