recursal/Fanatic-Fandom huggingface dataset:
English to Japanese Dictionary

"A Japanese to English dictionary. Probably of limited use since tourism became less popular"

The English to Japanese Dictionary is used to shorten down the time for Ryan to teach Michiru english.

## Using the book

Ryan Will at some point offer to help teach Michiru english (which opens up a job for him that you can assign him to). The total time is set to 300 hours. At some point in the training, Ryan will ask you to find this book and you can then give it to him. Exactly at what point in the training this question comes up is debated (and have possibly been adjusted once), but the most recent estimate is when you have around 160 hours left. The book should shave off 100 hours of the total time to complete the training.

## Reported Locations of the book

* At the Pleasant Street Library south of the Shelter - Steam forums (Confirmed)
* In a Bookshelf at the Lampasas Shelter (Confirmed)
* In a Bookshelf in the Book Store at the Austin Outskirts
Diamondback Garden Center

## Introduction

The Diamondback Garden Center at Abilene is located on a medium sized area that consists of the Diamond Back Garden Center, a 7 store and an All American Fine Diner and Bar diner.

## Layout

You will enter on Hill Street, the short end of a T-crossing with First Street. This divides the place into three parts. To the left of Hill street is the 7 Store. To the right is the All American Diner. The biggest area, at the head of the t-crossing is the Garden Center itself, with an outside area and the large store itself.

## Location

This place can be found in the north of Abilene about 90 miles of the shelter due North.

## Resources

A place that has a mostly parts, some fuel, luxuries and food. Lots of tools inside the store, especially the workplace.

#### Notable Loot

* Welding Torch in the back area
* Packet of Seeds inside the store
* Construction boots in the bags of cements

## Doors, locks and alarms

The 7 store is has open doors, except for the back door that is locked. Rating is 70.
The diner is locked with doors rating 30 back and front and an alarm.

## Enemies

* Zombies
* Looters

A few zombies are sprinkled around the place. A few on the streets and one or two inside the 7 store and none in the diner.

### Looters

These are located in or around the Garden Center.
Outside or near the entrance

* Nervous Looter(snubnose(3 x 38 mm bullets), 1 x 38 mm bullet, bandages, cigarettes, chocolate bar, kitchen knife)
* Tough Looter(brush Hook, paintball faceplate, mystery can, toilet paper, cigarettes)
* Weird Looter(sickle, pepper spray, bike helmet, basketball, potato, snack cake and crackers)
* Male Looter(machete, chips, mystery can).
* Female Looter(snubnose(6 bullets), hatchet, toilet paper, cab of soup)

Inside in the back

* Fast Looter(9 mm pistols(6 bullets), combat knife, mystery can, coffee)
* Angry Looter(wood axe, codeine, vitamine pills)

Back area

* Armed Looter(9 mm Pistol(8 bullets), snubnose(6 bullets), pipe wrench, lockpick, sanitary pads, parts(2))

## Remarks

* Low spawning of zombies.
* A curious place that you probably enter in the later stages of the game. Curious because the handful of zombies and the small group looters are no match for you. It feels like this place should belong closer to the shelter as it's low loot yield coupled with the weak opposition suggests so. However, it might be possible this is merely to suggests the overall spread of the zombies: with Austin being the source and the zombies spreading out from there.
* There is a stack of cement bags that curiously doesn't contain a bag of cement, but construction boots. I think most loot is fixed, but please make a not if you find out differently.
Austin Outskirts

**Austin Outskirts** is an encampment location in *Dead State*.

Gillian DeVries, an ally, can be found here, as well as entrances to the mall and hotel areas of the Austin Mall.

## Location

Austin Outskirts is located in the south-eastern area of the Area Map.

## Allies

* Gillian DeVries (inside "Simon's Used and Rare Books")

## Gallery

* Austin Outskirts on the Area Map.
* Gillian DeVries location in the Austin Outskirts.
Dorfbewohner

Die **Dorfbewohner** sind Eure Bevölkerung in Foundation. Sie bauen und bewohnen Wohnhäuser und arbeiten in Euren Werkstätten und Gebäuden.

Wenn ihr Euer Herrenhaus gebaut habt und einem Gebäudeteil die Bestimmung "Große Halle" gebt, können Eure BürgerInnen über Eurer Buch befördert werden. Beförderte BürgerInnen haben höhere Ansprüche an das Wohnen und Leben in Eurem Dorf, bringen Euch aber auch mehr Geld, da sie mehr Waren verbrauchen.

Das Ansehen Eurer Bürger kann vier Stufen erreichen:

1. **Neuling:** Neulinge sind frisch von außen zugezogene Bewohner. Sie benötigen keine Wohnhäuser, sondern leben an dem von Euch platzierten Dorfzentrum. Ihre Bedürfnisse sind Hunger und Durst.
2. **Leibeigener:** Nach der ersten Beförderung neuer Dorfbewohner werden diese zu Leibeigenen. Auf dieser Stufe bauen die Bewohner die ersten Wohnhäuser und haben die Bedürfnisse Hunger, Durst und Gottesdienst.
3. **Bürgerlicher/Gemeiner:** Werden Leibeigene befördert, werden diese zu Bürgerlichen/Gemeinen. Die Begriffe werden im Spiel aktuell synonym verwendet. Bürgerliche/Gemeine haben die Bedürfnisse Hunger, Durst, Gottesdienst und Waren und bauen ihre Wohnhäuser zu Level-2-Häusern um.
4. **Bürger:** Die Bürger stellen aktuell die höchste Stufe, die Eure Dorfbewohner erreichen können. Zusätzlich zu den bekannten Bedürfnissen Hunger, Durst, Gottesdienst und Waren benötigen Bürger Luxusgüter, um ihre Bedürfnisse zu erfüllen. Sie bewohnen weiterhin Häuser des Levels 2.

***Achtung:*** *Je höher die Stufe der BewohnerInnen, desto mehr Freizeit benötigt diese, um ihre gestiegenen Bedürfnisse zu erfüllen. Dies kann bei der Überlegung, welche BewohnerInnen befördert werden sollen, ausschlaggebend sein.*
Filmore Claude

Filmore is the second in command of the Texas Sons of Liberty, the militia in Stephenville, and acts as gate guard at the Militia HQ. Brother to Jefferson Claude, the leader of the militia, Filmore is as dumb as his brother is cunning, and all too eager to inflict whatever violence he's ordered to (or just feels like).

## Events

* When you first run into Troy Cooper, Filmore is telling him he's been kicked out of the militia.
* Filmore is guarding the gate at the militia base, and won't let you in unless you've already talked to Ken Nash about setting up a meeting with Jefferson, or if you bring Troy along with you.

## Combat

Filmore is an absolute murderous beast in melee combat: his weapon, the Industrial Hammer, is the only one of its kind in the game, and requires a maxed-out Strength value to wield properly. He's wearing a Tactical Vest, Butcher Gloves, and Construction Boots - making him well-armored enough to have decent protection against ranged and melee weapons. It's advisable to keep him well away from all but the quickest or strongest characters, and attempt to disable him from a distance.

## Trivia

* Filmore's visual reference was actor Abraham Benrubi.
* Named after president Millard Filmore.
* Offering him a Chunk Bros Fruit Pie is a riff on the classic Hostess ads on the back of comic books (wherein legendary supervillains could be convinced to abandon schemes - or just distracted long enough - for a Hostess Fruit Pie).
Stein

*Dieser Artikel enthält nur wenige Informationen zu diesem Thema. Du kannst das Foundation Wiki unterstützen, indem du ihn weiter ausbaust.*

**Stein** wird vom Steinbruch aus einem Steinvorkommen gewonnen.
Es wird derzeit im Bau der folgenden Gebäude verwendet:

* Sägewerk (10)
* Brunnen (5)
* Lagerhaus (5)
* Windmühle (10)
* Bäckerei (20)
* Schäferei (20)

Stein wird auch für den Bau und das Upgraden von Häusern verwendet. Sie können auch über Handelswege gehandelt werden.
Medieval Tines Restaurant

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Medieval Tines Restaurant** is a restaurant that resembles a castle. There is the restaurant and a parking lot.

## Location

The restaurant is located to the west of the shelter and south of route 190 and west of rout 277 and near the western edge of the map.

## Resources

There is not a lot of to get. Some luxuries and food in the restaurant and the cars. The most remarkable are the weapons and armor used by the named enemies.

## Doors, locks and alarms

The doors of the restaurant are locked the door has a rating 60. Inside the doors to the storage area and kitchen are locked, the doors have a rating of 80. There is no backdoor into the restaurant.

## Enemies

All inside the restaurant.

* King of Diamonds(Snowblind, plate armor, gauntlets, plate helm)
* Queen of Clubs(flanged mace, chainmail armor, bracer, replica shield, gas mask, shin guards)
* The Jack of Hearts(Intimacy Problems, riding leathers, cleats, butcher gloves, chainmail coif)
* Ace(dog)
Old Church

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Old Church** is a location that contains a church, a large parking with some cars, a pond and two houses. One of the houses is locked and has an alarm.

## Location

Old Church is east by northeast from the shelter at Splendid and is located halfway in between Route 190 and Route 87. At survival rate 3 it is about one and a half hours walking.

## Resources

The location contains the follow loot-able places.

- A church with five looting spots in the Nave giving mostly luxury items and some food and a lockpick. The two rooms at the rear of the church are locked with rating 20 locks and have each a loot point. The toilet has one too; they deliver luxury objects mostly.

- A house with an alarm that can be turned off with a skill of 3 or higher. The house is locked with a lock 30 rating to the front and a lock 20 rating at the back. The house has five loot points that almost all give luxury items, except for the medicine cabinet, which give a various set of medical items.

- There is a toolbox next to the car parked next to the house with the alarm that gives some tools and a part and a Grill in the yard giving a dead rat.

- The parking has a pickup, car and a dumpster giving a few luxury items with some food and a part.

- The other house was under construction as there are only building materials inside. Despite eight loot points there isn't a lot to get.

## Enemies

There are a few zombies about, but most of them are in the church behind locked doors.

### \*Spoilers\*

The following zombies can be found.

- Around the house with the alarm: Fresh Body and a Growling Woman.

- Inside house with the alarm: nothing.

- The parking has three zombies: Failed Survivor, Rotten Looter and Looter Corpse.

- The pond is free from zombies.

- The other house has a Gutted Man on the porch at the back and a Chewed Man to the side, but the house itself is empty even though the doors are unlocked and the front door is open.

- The church front doors are locked with a lock rating 30. The back doors are unlocked but the two doors that connect the rear of the church to the Nave are locked with a rating of 20. The nave is crawling with eight zombies: Deceased Man, Female Corpse, Bloody Girl, Dead Man, Decomposing Woman, Male Corpse, Smelling Corpse, Rotting Female.

Note: using firearms prudently seems not to spawn zombies.

## Trivia

The Church is located on a junction of Oak street and Hill street but those two streets run parallel in the Downtown San Saba area some miles to the north east: one wonders how they wander. As far as can be established Old Church is completely fictional.
Holz

*Dieser Artikel enthält nur wenige Informationen zu diesem Thema. Du kannst das Foundation Wiki unterstützen, indem du ihn weiter ausbaust.*

### **Holz**

Holz ist eine grundlegende Ressource, die ihr benötigt, um Eure Stadt zu erweitern und Waren zu produzieren.

Mit Holz können Eure Bewohner Gebäude errichten und Bretter herstellen.

***Erläuterung:** Errichtet ein Holzfällerlager und weist ein Waldgebiet innerhalb Eures Territoriums als Abbauzone aus, um Holz zu gewinnen.*
Enemies

Below follows an overview of the enemies in the game arranged in terms of difficulty and provided with a link.

Easiest

* Zombies
* Survivors

* Looters
* Coleman Cops

* Coyotes
* Predators1

* Survivalists1
* Rogue Soldiers2
* Mercs2
* Militia2

Hardest

## Notes

1 Survivalists and Predators are probably on the same level.

2 Militia, Rogue Soldiers and Mercs are on the same level.
Bat

**Bats** are great weapons for striking quickly while simultaneously trying to make it harder for your target to hit you next turn. Knockback is useful for pushing opponents away, while the Dizzy status makes it harder for human characters to land successful attacks. Bats don’t require the strength of most bludgeoning weapons, but still do decent amounts of damage for their AP cost.

## Pros

* AP cost in between heavy and light weapons
* Good knockback chance
* Very good dizzy chance

## Cons

* Low critical chance
* Low critical multipliers
* Average damage
Biker Bar

Biker Bar is a gas station with a diner and a board up house across the street. This location is Coyotes turf.

## Location

Biker Bar is about 40-50 miles northeast of the shelter.

## Enemies

* Coyotes

Coyotes are spread around, most in the bar.

### \*Spoilers\*

#### Behind boarded up house

* Coyote Brawler (Football Pads, Railroad Hammer, Paintball faceplate)

#### Inside the diner

* Coyote Scout(9 mm, bat, leather jacket)
* Coyote Scout(9 mm, bat, leather jacket)

#### Inside the Diner and Bar

* Coyote Enforcer357 Magnum, Sledgehammer, Riding Leathers, Motorcycle Helmet).
* Coyote Scout(9 mm, bat, leather jacket)
* Lady Coyote(9 mm, Riding Leathers, Claw Hammer)
* Coyote Brawler (Football Pads, Railroad Hammer, Paintball faceplate)
* Coyote Groupie(Snubnose, Machete, Motorcycl Helmet)
* Coyote Outlaw(Hunting Shotgun, Fireaxe, Football Pads)
I10 Rest Stop

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **I10 Rest Stop** is a rest stop located along the Interstate Highway 10 and contains a gas station, filling station, a Taco The Town restaurant, A Friggin Chikin restaurant. a public bathroom, a pic nic are and a massive parking lot.

## Location

The Rest Stop is located along Interstate Highway 10 and located South-East of where Route 290 meets the Highway 10.

## Resources

Food mostly, some data items also on the looters.

## Enemies

* Zombies
* Looters
* Dogs

### \*Spoilers\*

#### In the gas station

* Experienced Looter(Crowbar)
* SMG Looter(SMG, Claw Hammer)
* Outdoorsman(Hunting Shotgun, Hatchet)
* Serious Looter(sawed-off shotgun, screwdriver)
Relative to

The Relative to property of an object sets the reference point for the object's Distance, Position Vector, Speed, and Velocity Vector. There are two options for the Relative to property: the Simulation Origin, and the object's Orbital Parent. If the object has no Orbital Parent, the Relative to property will be automatically set to the Simulation Origin.

## Property Details

### Location

The Relative to property can be found at the top of the Motion tab in an object's properties panel. For Galaxy objects, the Relative to property is located in the Galaxy tab, and refers specifically to the Black Hole's Relative to property. For Galaxy Nebula objects, the Relative to property is located in the Motion section of the Nebula tab.
Area Map

The area map is the overland travel map. It looks like a road map.

The PC plus up to three other characters can travel. The PC must always be part of the traveling party.

Characters with higher levels of the Survival skill will be able to spot wild sources of food on the area map. If you know where they are, you can travel to them, harvest the food (automatic, not pick everything up manually), and come back if they pop up again.

Random encounters don't stay on the map, but actual locations are marked. You should have some indication on there to tell you if you've visited and possibly when you last visited the location.

You can stay out into the night, but you can only rest at the school, so you will have to return there eventually.

The groups travel is based on the player's skill plus a bonus derived from the survival skill of the allies.

Loot is location specific. Supermarkets have more food, hospitals more medicine, etc…
Loot is finite. The only reason to go back to a location is if you didn't get everything the first time.

It’s possible that a location could have fewer resources over time or the small chance that something else could have happened to clean out the area entirely. There are always urgent reasons to do almost everything in the game - that's part of the decision making process.
Mood

**Mood** is a type of game mechanic in *Dead State*. It represents how a character is feeling, and has a direct impact on shelter Morale.

Each ally loses Morale every day, no matter what their Mood – even under the best circumstances, the reality of living after society has broken down takes its toll on the survivors. There are several ranges of Mood, from Happy to Disgruntled, with the least amount of Morale being lost if they have a positive outlook on their survival. Mood is influenced by player actions and events that have affected the Shelter or that ally, both good and bad. Mood can be improved by giving characters special goods that they ask for, such as deodorant or sleeping pills (goods found in the Unique Items section of the Inventory/Shelter Storage). Mood is not necessarily tied to an ally’s respect for the player – for example, their Mood might drop because a loved one dies – but making people hate you is not going to do wonders for their Mood and the Shelter’s Morale.

Players can see their ally's mood. If they are in a Good mood, then they are only losing -1 Morale a day, which is not hard to compensate for. Worse moods lose more Morale per day. You don't know what their actual Mood score is, you just know that they seem to be "Good". (Note: In the final version of the game, the only place you see "Good" mood is the end of day report-here Good refers to characters with a "Happy" mood. There is no mood with -1 Morale loss now, all Morale loss is noted below. You can always see what mood a character has in the Goals Screen.)

Lower Moods may make the NPC more desperate and therefore more likely to either do something dangerous or stupid. Like panic in battle or even commit suicide, for example

Keep in mind that someone can dislike you and still have a positive Mood, though you will probably know what they think of you from their dialogue tone or previous dealings with them.

Generally, the more their Mood drops and Morale becomes negative, the more likely it is that they will be both unhappy with your leadership and more willing to do something about it. Depending on the mindset of the survivor they will threaten to leave, force you to execute them or leave on their own volition without saying a word.
Church Encampment

## Introduction

Church Encampment consists of a church. Unlike Menard graveyard the church is actually surrounded by graves.

## Location

Church Encampment is located at the eastern edge of the map a few miles south of Route 84.

## Resources

There is a small bit of fuel in the car on the street in front of the church and in the lawnmower in the shed behind the Church. There is a dead looter with a few items in front of the Church..
There is some food, luxuries and parts inside the church and on the survivors.

## Doors, locks and alarms

The church has unlocked front doors and indestructible and locked rear doors. The shed is locked with a rating 120 door.

## Allies & Neutrals

* Survivors (Neutral)

The survivors are inside the church and they will warn you off, telling you that they are prepared to kill you if you try to loot their stuff.

* Survivor (2 Kitchen Knives, Screwdriver, Mystery Can, Toilet Paper)
* Survivor (Machete, Mystery Can, Chips)
* Survivor (Hatchet, Snubnose .38[6 Bullets], Toilet Paper, Can of Soup)
* Survivor (Sickle, Pepper Spray, Bike Helmet, Basket Ball, Snack Cake, Potato, Crackers)
* Survivor (Snubnose .38[4 Bullets], 1 Bullet, Kitchen Knife, Bandages, Cigarettes, Chocolate Bar)
* Survivor (Shell, Kitchen Knife, Baseball Bat, Can of Chili, Soda)

Remarks: Zombies spawn at a medium rate when making loud noises.

**Warning:** Killing the Survivors will incur a -50 Morale at the End of the Day Details as they are considered as Neutrals.

**\*Spoiler:** Allies who are regarded as "will react negatively to killing neutral survivors" will be making remarks about how it was an unnecessary decision.

## Enemies

If attacked or you decided to break in will cause them to be immediately Hostile and will open fire.

* Survivors

The survivors are inside the church and they warn you off, telling you that they are prepared to kill you if you try to loot your stuff.

* Survivor(2 Kitchen Knives, Screwdriver, Mystery Can, Toilet Paper)
* Survivor(Machete, Mystery Can, Chips)
* Survivor(Hatchet, Snubnose(6 Bullets), Toilet Paper, Can of Soup)
* Survivor(Sickle, Pepper Spray, Bike Helmet, Basket Ball, Snack Cake, Potato, Crackers)
* Survivor(Snubnose(4 Bullets), 1 Bullet, Kitchen Knife, Bandages, Cigarettes, Chocolate Bar)
* Survivor(shell, Kitchen Knife, Baseball Bat, Can of Chili, Soda)

## Notes

~~It is very probably the survivors are meant to be neutral. They are however fitted out as looters.~~

The Survivors are Neutrals. They are armed but still considered as Neutrals.
Armor

**Armor** is a type of item in *Dead State*. Armor is generally looted from enemies, but can also be found in containers. Armor can be improved and it can also be crafted.

## General

Four types of armor exist. Each type can be equipped to a corresponding slot in the character inventory screen:

* ARMOR
* ACCESSORY (HEAD)
* ACCESSORY (LEGS)
* ACCESSORY (ARMS)

Shields are considered a a type of weapon and are equipped in the secondary weapon slot. They cannot be used with a two-handed weapon.

## Armor Class & Resistances

Armor Class (AC) is the defense value of all armor subtracted from any kind of damage. Specific protection values display the damage percentage absorbed from a specific source. Damage-specific protection is applied before subtracting the Armor Class from damage (in other words, AC is calculated before damage reduction). Armor can provide resistance to specific types of damage such as bites, ballistic, fire, slashing, bludgeoning, piercing, and chemical.

The following is an example of damage mitigation where Armor Class is 5 with a 10% resistance to Slashing damage. If an enemy attacks with a knife, dealing 10 points of damage, then the actual damage received would be 4:

**(base damage - damage type resistance in percent) - Armor Class = actual damage**
or
**(10 - 10%) - 5 = 4**
If the 10 points of damage had been from a hammer, the resulting damage would have been 5, because a hammer doesn't inflict slash damage.

Vigor grants additional Armor Class points at rank 4 and above.

## Trivia

* Dead State does not use any sort of durability system, so armor will never degrade or break.

## See Also

* Healing
* Weapons
* List of all armor items
Cleaver

Reason: "*Obsolete, updated version goes in Weapons*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Weapons*"

*This article is a stub. You can help Dead State Wiki by expanding it.*

A wide-blade kitchen cleaver meant for hacking through large sections of meat and bone. Powerful but unwieldy.

## Attacks

### Basic Attack

* The default attack
* AP Cost: 4
* Damage: 5-15
El Llano

El Llano es una pequeña ciudad de Texas que el jugador puede visitar al principio de la partida para obtener suministros, Dado que esta relativamente cerca de Splendid y Tiene varios recursos valiosos como la ferretería Diamondback y el Restaurante Burger Bar Diner.

## Ferretería Diamondback

Esta ferretería es una de las primeras de su tipo que el jugador visitará en el juego, buscando sobre todo materiales de construcción para reparar la verja del Refugio. Encontrarás varías cosas que saquear dentro y fuera:

* 6 Estanterías - 1 en una habitación cerrada, 2 el la parte de atrás, 3 en la zona de la tienda
* 1 Furgoneta de la tienda - En la parte de atrás en su plaza de aparcamiento
* 1 Bolsa de lona - En la esquina del parking

## Restaurante Burger Bar Diner

Este edificio tiene mucha comida, y un saqueador escondido dentro cerca de los baños.

* 1 Mesa - Cerca del final, al lado de los servicios
* 1 Despensa - En la pared cerca del almacén
* 1 Estante - En el almacén
* 1 Contenedor de basura - al final del mapa cerca del restaurante
* 1 Coche patrulla - Cerca de un grupo de zombis enfrente del restaurante.
Combat Knife

Reason: "*Obsolete, updated version goes in Weapons*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Weapons*"

*This article is a stub. You can help Dead State Wiki by expanding it.*

Made of stainless steel and blackened to prevent reflection, this knife was originally designed for trench warfare in WWI, but has been more commonly adapted for utility or tool use. Nonetheless, at close range, this knife remains a wickedly deadly weapon in the right hands.

## Attacks

### Basic Attack

* The default attack
* AP Cost: 3
* Damage: 12-18

### Slash

* A vicious slash.
* AP Cost: 5
* Damage: 12-19
* Modifier: +40% chance to cause Bleeding (Bleeding is almost a guarantee)

### Flurry

* A series of quick strikes
* AP Cost: 7
* Damage: 11-22
* Modifier: Accuracy -30% (Not very accurate)
Bison Street

## Introduction

Bison Street is a location that is on the edge of a suburban residential area and a dinner/shopping area. The residential area is sufficiently downtrodden.

## Layout

The area is split in two by a bricked wall. The first area, the one you enter, consist of a road with a house to each side. The houses have unfriendly messages.
The second area, beyond the wall, is a road with two shops, a Wicked Awesome Motorbikes store and a Kitchen Supply Store store. Must be an older chaps' fantasy; something for him and something to keep the wife busy.

## Location

Bison Street is not far from the Shelter. About 10 miles North along Route 190.

## Resources

The houses have their good share of food. The shops offer some tidbits. The diner a fair amount of food.

## Doors, locks and alarms

```
The house to the left has one locked door and one open door at the back. Both are rated 60. The house on the right has an unlocked door. The shops have no locked doors. The Diner has locked doors rate 30, except for the backdoor.

```

There are no alarms.

## Enemies

* Looters
* Zombies. mostly on the streets.

In the house on the left upon entry(the one with the flag)

* Fast Looter(9 mm pistols(6 bullets), combat knife, mystery can, coffee)
* Crazed Looter(Snubnose (4 bullets), bowie knife, goggles, candy, cigarettes, part, coffee)
* Female Looter(snubnose(6 bullets), hatchet, toilet paper, cab of soup)
* Tough Looter(brush Hook, paintball faceplate, mystery can, toilet paper, cigarettes)
* Angry Looter(wood axe, codeine, vitamine pills)

In the house on the right

* Zombies.

In the Mmm Bison Diner

* Nervous Looter(snubnose(3 x 38 mm bullets), 1 x 38 mm bullet, bandages, cigarettes, chocolate bar, kitchen knife)
Combate cuerpo a Cuerpo

Hay muchos tipos de armas y cualquiera puede usar las que encuentre, lo crucial es que a mayor habilidad de armas cuerpo a cuerpo o a distancia, mayores éxitos se obtendrán al usarlas.

El combate cuerpo a cuerpo no requiere de munición y es mucho más silencioso que pegar tiros, las armas a distancia pueden ser usadas desde muy lejos, pero necesitarás munición y harás mucho ruido. Cada arma tiene características propias que las hacen mejor para ser usadas en ciertos tipos de estilo de combate. Normalmente, el combate cuerpo a cuerpo es más efectivo contra zombis y enemigos sin armas de fuego, y las armas a distancia son mejores contra NPC's con armas a distancia y como apoyo para el combate cuerpo a cuerpo.
Jodie Hopkins

**Jodie Hopkins** is a mentally challenged young man with savant-level aptitude for cars and car mechanics. When the outbreak started, he was working in a garage outside Splendid. Jodie was told by his employer, Mr. Carmichael, to stay at his workshop until he's back with help. Due to Jodie's a mental issue, this seemed to be the best for him, but Mr. Carmichael never made it back.

## Recruitment

*Note: Jodie will die if he is not recruited before Day 30 (May 21st).*
Jodie can be found at "Carmichael's Garage", east of Splendid on Route 190. He'll follow circular logic, but if you ask him to come work for you and be persistent, he will eventually come along.

## Events

* The morning after joining the Shelter, Jodie will tell you he doesn't like the undead, and wants to work on cars. If you are polite to him and say you'll put him on a task, he'll let matter drop - if you insult him, he'll take a slight Mood penalty.
* Two weeks after joining the Shelter, Jodie will ask you where his brother and Mr. Carmichael are. If you have Negotiation or 2 or more, you can put him off by saying you talked to them. If you yell at him to get back to work, he'll take a Mood penalty and leave you alone. If you're careful to explain what death is, he'll drop the matter and leave.

## Stats

*See also Ally Stats.*
Survivors develop their skills over time, these stats represent their starting point.

Jodie's severe autism prevents him from developing any skills other than Mechanical - his Vigor stat will improve, but nothing else.

## Traits

*Initial*

* Scrawny: "Jodie's lanky frame means he can subsist on 1 less food per day."
* Master Mechanic: "Jodie's savant-level knowledge of mechanics allows him to finish projects on the car 50% more quickly if he's working on them."
* Parked: "This ally enjoys having a Garage in the Shelter, and will gain a one-time mood boost after it is completed."

## Play Style

Jodie and his skills are absolutely wasted in the field - keep him occupied in the Shelter, preferably in the Garage or the Workshop. However, his mechanical skills can be an asset in opening locked doors if you do not have any other survivors and planning to do a scavenge run. In addition, he has few morale improvement opportunities and the only way to truly raise his mood is through Todd and the Relaxation room.

Because he doesn't really understand death, Jodie will not react to killing neutral survivors.

## Trivia

* Age: 18
* Hometown: Burnet, TX
* Subleader Supported: Todd
* Shelter Location: Outside Shelter, near flag
* Jodie is one of the few people who does not seem to get sick.
* Jodie is severely autistic.
Miller's Stables

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Miller's Stables** is a place mentioned by Priscilla Butler and one of the farms that contains horses that can be used to travel overland. The stables can be accessed via a barn.

## Location

Miller's Stables is located to the north of Junction on Highway 10 and then to the east of Route 83. It is unavailable until Priscilla brings it up.

## Resources

The barn contains various loot-able spots, there is a young apple tree and a police car and burned wreck on the road that offer fuel.

Notable loot

* Seeds
* Horses(of course)!
* Construction boots

## Important

This location stays unavailable if you turn down Todd and Priscilla.
Hartz Hideout

## Introduction

Forsythe Hartz is the NCO who asks you for supplies on day 42. Some time later Lieutenant Adair will tell you that Hartz is a pretender. On Day 70 Adair will tell you about the place where Hartz hides out. Which is this place.

## Layout

This area is a street lined to each side with dilapidated buildings, all boarded up. There is only one building accessible, which must be the hideout.

## Location

This place is located far to the southwest on the map. It is about 10 miles west from Route 277 and around 80 miles from the Shelter.

## Resources

This place has not much to offer because Hartz and company are down and out. You can loot the place for some parts. Hartz and his crew have some tidbits.

## Doors, locks and alarms

There are two doors to the hideout, but while you can open the double doors at the front, you can't enter. The way in is via the back.

## Allies & Neutrals

* Forsythe Hartz
* Starved soldiers

## Enemies

* Forsythe Hartz(Combat Knife, Tactical Vest, Combat Boots, Sham)
* Starved Soldier(Fire Axe, Combat Mask, Camouflage)
* Starved Soldier (Snubnose(4 Bullets), Combat Knife, Combat Boots, Marksman Gloves, Mystery Can)
* Starved Medic (Sawed-Off Shotgun, Combat Knife, Screwdriver, Medic Satchel, Data Item, Bandage)

## Remarks

* No zombies seem to spawn when making noises.

## Stolen Valor

There isn't much of a conversation that you can have with Hartz. Your choices are to kill him, to kill him and his crew or to let them go. You even get the opportunity to be sadistic and kill Hartz slowly. There is no possibility to recruit him or give them supplies or encourage them to join the ranks. Or anything thing else more positive.
Memorial Park

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Memorial Park** is a location in *Dead State*. It is a park containing tennis-courts, a picknic area, a playground, a parking lot, a memorial and woods. There is a (toilet)booth and a shed.

## Location

Memorial Park is on the Route 87 to the west halfway in between Splendid and Fredricksburg1(which is where on the map route 87 crosses route 290.)

## Resources

This place contains mostly luxuries, food and fuel.

#### Tennis courts

Two sports bags with luxuries(tennis racket, tennis balls and a baseball bat among them2).

#### Notable Loot

* Multiple berry bushes and orange trees can be found throughout Memorial Park.
* Fuel in shed (4 gallons).
* Family photo(can be given to an Ally)

## Enemies

* Zombies

There are only zombies and they seem to gather mostly in the left and top left. There trees seems favored by the walking dead.

### \*Spoilers\*

#### Parking lot

The lot itself contains no zombies, but there is a Dead Cop on the grounds between the lot and the tennis courts and a Dessicated Female next to the water-tower.

#### Picnic ground & Playground & Woods

A host of zombies mostly hiding away from the sun in the shades of the trees. Most are in the top left.

Looter Corpse, Growling Zombie, Dead Cyclist, Leaky Woman, Male Corpse, Female Corpse, Failed Survivor, Gutted Man, Dead Firefighter, Dead Man, Battered Corpse, Rotten Looter, Crawling Looter, Physician Corpse, Bloody Girl, Rotting Woman, Two Pungent Corpses, Chewed Man, Gross Man.

#### Remarks

Loud noises, such as firing guns or breaking open a lock, will spawn zombies.

## Trivia

- Oak street and Hill street cross again, here.

There seems to be no memorial park in that place in real life. There is a Memorial Park in Houston(if we keep things in Texas) dedicated to the memory of the soldiers who lost their lives in the First World War, which has a golf course. The park also has facilities for tennis, softball, swimming, track, croquet, volleyball, skating, cycling, and a running course (2.93 miles (4.72 km)). (source: wikipedia). There is also a Fort Mason City Park in Mason which would be roughly in the same area as the Memorial Park in Dead State.

## Notes

1 Fredricksburg isn't mentioned in the game.

2 I distinctly recall getting my first aluminum bat in a previous game here, but perhaps I was wrong.
Parking Lot Shootout

*This article is a stub. You can help Dead State Wiki by expanding it.*

**Parking Lot Shootout** is a T-Junction where Main Street and Hills Street meet. There are three buildings, Tastee Ted's Family Restaurant, Bounty from the County Grocer and an office building. There is a parking lot. and a construction Site. It was the place for a shootout, hence the name and hence the crawling Zombies.

## Location

The place is located where Highway 10 and Route 290 meet.

## Enemies

* Zombies
* Looters

### \*Spoilers\*

#### Grocer

##### Grocer inside

Though Looter, Crazed Looter, Serious Looter.

##### Grocer outside

* Stumbling man to the side.
* Rotten Looter in front.

### Restaurant

Looter Marksman, Armed Looter, SMG Looter.

### Building under construction.

* Looter Thug, Angry Looter, Experienced Looter.

### Parking Lot

* Reeking Woman, Female Corpse, Dead Looter, Chewed Man.

### Road

* Dead Man, Failed Survivor, Slashed Woman, Smelling Corpse, Decomposing Woman, Gutless Corpse, Failed Survivor, Growling Woman, Dead Sheriff.
Football Helmet

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

This piece of sports equipment can take a lot of punishment, even if it isn't specifically made for combat. However, the helmet's design promotes safety, and as a result, impairs the wearer's vision substantially.

* Defense 2
* Weight 8.00

Resistance :
Motorcycle Helmet

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

Built to protect the skull from high speed impacts, the motorcycle helmet isn't the best defense out there, but it provides decent protection when there's nothing else available, and the visor helps keep foreign materials out of the eyes.

* Defense: 3
* Weight: 12

Resistance :

* Ballistic : 5%
* Bludgeoning : 10%
* Piercing : 10%
* Chemical : 5%
Galería de aliados

Esta es la lista de todos los aliados actualmente conocidos en **Dead State**. Haz clic en la imagen para ir a la página respectiva.

## Personajes especiales

### Brian Doublebear

Brian Doublebear en si mismo no es un personaje en el juego final; de todas formas, es el retrato y el modelo de Lloyd McCroskey. Brian es un personaje temporal usado por el jugador antes de la actualización #3 de acceso anticipado a Dead State.
Buckler

Reason: "*Obsolete, updated version goes in Armor List*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Armor List*"

Crafted from a hubcap, bungee cords, and other odds and ends, this shield is held in one hand and used to deflect blows. While the buckler restricts the user to one-handed weapons, the buckler itself can be used as a weapon in a pinch.

* Defense: 2
* Weight: 5

Resistance :

* Slashing : 15%
* Bludgeoning : 10%
* Piercing : 15%
Crowbar

*This article is a stub. You can help Dead State Wiki by expanding it.*

Crafted from medium carbon steel, this is an average-sized crowbar, sturdy and capable. While not flashy or especially efficient at dispatching enemies, it nonetheless is a solid weapon, and assists in opening sealed containers to boot. Somehow holding this weapon both makes you feel tough and slightly nerdy.

## Attacks

### Basic Attack

* The default attack, low chance to knock an enemy back or cause Dizzy status
* AP Cost: 5
* Damage: 12-20

### Push

* Knocks an enemy back one space
* AP Cost: 6
* Damage: 5-16

### Trauma

* Causes Dizzy status
* AP Cost: 4
* Damage: 8-21

## Shelter Uses

The crowbar is also a necessary tool for certain upgrades around the Shelter, such as the Well.
Fragment Appearance

The Surface property of a Fragment determines the source of the object's color. The property has two options: Default and Custom. When the Surface property is set to Custom, the color of the fragment's surface can be set by the user.

## Property Details

### Location

The Surface property is located in the Layers section of the Visuals tab of the object's properties panel.
Hunting Rifle

Reason: "*Obsolete, updated version goes in Weapons*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Weapons*"

 **Breakage** | 0

*This article is a stub. You can help Dead State Wiki by expanding it.*

This rifle could be used for bringing down big game or slightly modified to suit the needs of SWAT teams. While it does not feature the burst of an assault rifle, the hunting rifle more than makes up for it with its range. This is the closest thing to a sniper rifle you'd find in civilian hands. Because it requires great ability to fire accurately at its maximum range, only experienced marksman should even try to use it.
Menard Graveyard

## Introduction

Despite the name this place only does not have a graveyard. It consist of a church, a street, a playground and a parking. The church is where a new ally is camped up. Menard Graveyard is location of the residences type.

## Location

The Menard Graveyard is found west of your shelter at Route 190.

## Resources

Scavenging is not be very profitable as there is almost nothing to loot. What there is is luxuries and fuel mostly.

#### Parking lot

The two cars can be looted for fuel and luxuries.

#### Church

A few luxuries, food and some other times. Nothing special.

## Doors, lock alarms

Only the church has doors. All the doors are locked and they have a rating of 20 or 30. There are no alarms. Making noises doesn't seem to spawn zombies.

## Allies & neutrals

* Nathan Harris is camped up in the church. He will die if you don't rescue him before day 41 (June 2nd). He will be fairly happy to join you, so you won't need to convince him in any special way.

### Remarks

Loud noises like breaking open doors or shooting does not have any effect on Nathan nor spawn zombies.
Kathy Wen

Captain Kathy Wen is one of the last pilots left in the military - and she's not 100% there willingly. Spare her, and she might be able to help you out.

## Events

* Kathy Wen will only be available to talk to if you've attacked the military base and wiped out Lt. Wes Adair and all the troops (and you're looking for a way out of the area). If you spare her, she'll be able to help evacuate you and your allies (if there are less than 15).

## Combat

Wen isn't a difficult opponent - especially since you've already had to defeat a camp full of soldiers to get to her. She's got a tactical vest and 9MM pistol, but doesn't have high enough skills to be a real threat. You're best off either accepting her offer to fly you around, or letting her go.

## Trivia

* The carrying capacity of Wen's helicopter is a slightly more generous version of a modern-day Huey's weight limit.
Morale

**Morale** is a type of game mechanic in *Dead State*.

*Morale is the overall feeling of the Shelter - the aggregate of every individual's mood. Because it's the apocalypse, and civilization is but a shell of its former self, there is a drain on Morale every day. However, by keeping the Shelter secure and its denizens cared for, you can cancel out this drain and keep things running smoothly. However, if Morale gets too low, individuals may start to act out, leave, or potentially even rebel against you.*
Morale is what keeps people’s spirits up, preventing the pocket society they have created from breaking down. As long as Morale is positive, there is no reason for allies to become uncooperative. Story events, luxury items, and certain activities will increase Morale. Starvation, death of an ally, and killing neutral survivors out in the field will reduce Morale.

Morale is also affected by Mood, or the individual feeling of each ally. Regardless of how happy people are, Mood will always reduce Morale each day, because the reality of living after society has broken down takes its toll on each survivor. Shelter upgrades and certain ally traits provide daily Morale bonuses, which are displayed at the end of each day in the Shelter Summary.

Should Morale reach -300 at any time after day 30, Davis will express his regrets in choosing you to lead the shelter and kills you himself.

## Shelter Summary

*The Shelter Summary screen appears at the end of every game day, and presents a summary of the failures and successes of the day.*
Morale Bonuses and Morale Penalties are always displayed in the middle section of the Shelter Summary screen.

## Traits

Some Allies possess certain traits that will affect daily Morale Bonuses or Penalties.
Ghosttown2

*This article is a stub. You can help Dead State Wiki by expanding it.*

The **Ghosttown2** is a collection of boarded up houses along a empty street. There is an seeming abandoned truck in the middle of the road. There is nobody to be seen. Upon entry a message say: looks abandoned ... looks.

## Resources

A random encounter to allows you to add to your always depleting ammo supply. You can get weapons and ammo from the looters, some fuel from the truck and parts from the boardings.

## Enemies

* Looters

It is a trap of course.

\*Spoilers\*

Left side of the truck behind the house.

* Female Looter(snubnose, hatchet)
* Serious Looter(sawed-off shotgun, screwdriver, some food and luxuries, data item)
* Crazed Looter(snubnose, combat knife, parts)

Right side of the street near the television-set.

* Weird Looter(sickle, pepper spray)

## Remarks

It looks like the looters have been set up so you might be able to circumvent the ambush via the right side of the map, but you cannot escape being noticed by the Weird Looter, so you will have to fight that one at least.

Subsequent encounters do not refill the containers. The only loot can only be taken from the looters.
Illness

Reason: "*Integrated in Allies#Jobs & Availability. Not enough content for an own page.*"

**This page is a candidate for deletion.**
Reason: "*Integrated in Allies#Jobs & Availability. Not enough content for an own page.*"

Illness can happen randomly. Allies will tell you when they're sick. You can give them the day off or tell them to work through it. They will be upset at you if you tell them to work through their fever, migraine, diarrhea, etc. If your leadership or negotiation skill is high enough, you can work out a compromise. Usually the ally will consume less food the next day as compensation if you do this.
Nightstick

Reason: "*Obsolete, updated version goes in Weapons*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Weapons*"

*This article is a stub. You can help Dead State Wiki by expanding it.*

Standard police issue, this tonfa-style weapon is constructed of thick hardwood and reinforced with plastic. It may not look dangerous, but a solid hit can shatter bone.

## Attacks

### Basic Attack

* The default attack
* AP Cost: 4
* Damage: 12-20

### Arm Bash

* Causes Arm Sprain
* AP Cost: 5
* Damage: 5-16

### Trauma

* Causes Dizzy status
* AP Cost: 4
* Damage: 8-21
Combat Machete

Reason: "*Obsolete, updated version goes in Weapons*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, updated version goes in Weapons*"

*This article is a stub. You can help Dead State Wiki by expanding it.*

Titanium blade, carbon-fiber grip, and sharpened to a dangerous edge - this long knife is standard military issue and has been kept in excellent condition.

## Attacks

### Basic Attack

* The default attack
* AP Cost: 4
* Damage: 18-30

### Cripple

* Gives the cripple debuff to enemy
* AP Cost: 5
* Damage: 18-30

### Flurry

* Attack 3 times
* AP Cost: 6, -30% THC
* Damage: 10-30