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. The IWM, had previously enacted a policy of general hostility and fought several wars in an attempt to drive other groups out. For quite some time it was in a state of civil war between the IMW and several communist alligned factions. 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. The Blue Aegis Group calls this suburb home.
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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Dakerstown Information Resources
The Dakerstown Building Information Center contains status reports and updates on key buildings in the suburb.
View zombie activity and locations in Dakerstown from External Military Reports and NecroWatch.
Fun things to do!
Improve your Marksmanship Dakerstown has four police stations, and plenty of very adequate targets just waiting to be filled with hot lead. So what are you waiting for? Pick up a gun and start shooting!
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.
June 2009
June 25th
25.96 MHz: "... leaving Dakerstown, counted about sixty outside ... mostly just small groups ... can't see any signs of life ... most of the buildings are ruined ... the Pask Building is out of action ..." --Eve Amedeus 13:52, 25 June 2009 (BST)
June 13th
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 ... some minor structural damage ... the Pask Building is looking wrecked ..." --Rat of Steel 02:08, 13 June 2009 (BST)
June 10th
25.96 MHz: "... leaving Dakerstown, counted maybe seventy outside ... a few big groups, but they're spread out ... a lot of buildings with lights on ... some minor structural damage ..." --Rat of Steel 06:29, 10 June 2009 (BST)
- Based on recent External Military data, the danger level of Dakerstown has been upgraded from Safe to Moderately Dangerous. --Rat of Steel 06:29, 10 June 2009 (BST)
June 1st
External Military: "... leaving Dakerstown, counted maybe fifty outside ... mostly just small groups ... a lot of buildings with lights on ... infrastructure looks intact ..." Laitaine 02:52, 2 June 2009 (BST)
- Based on recent External Military data, the danger level of Dakerstown has been downgraded from Moderately Dangerous to Safe. --Rat of Steel 03:11, 2 June 2009 (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)