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Bullseye Store

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The **Bullseye Store**...

## Introduction

The Bullseye Store is an early location in the game located to the northwest of the shelter.

## Layout

It only contains a large store in the north of the game map, the Bullseye Store itself and a big parking lot scattered with cars and shopping cars. There are is also some space around the mall allowing you to enter the mall from the back. The zombies are mostly gathered around the mall.

## Location

The Bullseye Store is located to the northwest of the shelter along route 87 almost exactly next to the northeast tip of the Route 87 symbol in the map.

## Resources

The parking lot contains a lot of lootable objects including the abundant zombies themselves. There is a shopping cart outside the mall full of goodies such as food and luxury items.

To rear of the mall there is car with some fuel, a dumpster with a few parts, and a box of parts(contain just one part).

The big price is the mall itself which contains one desk in the office room, three shelves in the stockroom, one fridge in the break room and about eleven spots in the main area which gets you luxury goods, food and some clothes and data. However no fuel, parts or weapons. There is however one leather jacket in the clothes department. Parts, ammo and weapons you have to get by clearing out the zombies. Killing them all gains you roughly 14 parts, a biker helmet, some 9 mm ammo and some 38 mm and some weapons, but no guns.

## Enemies

* Zombies(a lot of them..., like a lot.)

This place contains a lot of zombies for early in the game, most of them are inside the mall. The Parking lot and the pavement in front of the store about holds at sizable number and there are a few more to each side of the store and some one in the back.

### \*Spoilers\*

In front of the mall:

* Nine Zombies: dead cyclist, decomposing woman, dead biker, dead man, dead looter, stumbling man, gutless corpse, shuffling man, rotten looter.

To the right side of the mall(seen from the front).

* Two zombies: A decomposing woman and a dead cop(note that attacking the dead cop might draw in a putrid woman from the mall).

Behind the mall:

* One zombie: bloody girl.

To the left of the mall

* One Zombie: Gutted man.

Inside the mall

A total of 16 zombies.

* Group near the front entrance: Dead Clerk, Male Corpse, Physician Corpse, Staring Corpse, Putrid Woman.
* Group to the west side area: Female Corpse, Savaged Corpse, Old Body, Gross Man.
* In the center of the mall: Two Dead Cops, Rotting Female, Looter Corpse, Rotten Looter.
* In the stockroom of the mall: Smelling Corpse and Dead Clerk.

In all the place has 29 zombies.

## Trivia

There is no real life Bullseye store and the place this store seems located(called Pear Valley) directly to the north of route 87 halfway between Eden and Brady seems to contain mostly farms and wild lands. There is a Bullseyeshop online website that sells apparel and associated items and there is a store locator app that sells under the name Bullseye. No idea if those are related.
Baseball Bat

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

The Gatesville Slugger is 38 inches of ash wood excellent for hitting small things like baseballs a great distance. It also works suitably well against human-shaped targets.

## Attacks

### Basic Attack

* The default attack
* AP Cost: 4 (Decently fast for a fast character)
* Damage: 14-30 (Decent damage, especially if multiple hits are landed in one round)

### Push

* An attack to get some breathing room
* AP Cost: 5
* Damage: 9-25
* Modifier: Knockback 40%

### Swing

* A wide attack for when you’re surrounded
* AP Cost: 7
* Damage: 10-20 (Applied to all targets)
* Modifier: TriAttack 100% (TriAttack hits enemy and any targets to the right and left of target)
Combate a distancia

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.
Isolated Gas Station

A location consisting of a Gas Station, T-Rexaco filling station and a Taco The Town fast food restaurant.

## Location

The Isolated Gas Station is located on the junction of Route 183 and Route 84.

## Resources

Fuel,food and luxuries. Most food can be found tine the Taco restaurant.

## Doors, locks and alarms.

The few doors are all locked. Doors have rate 50 or 80. The only unlocked door gives access to the bathroom.

There are no alarms.

## Enemies

* Zombies
* Clerk

There is a horde of zombies(between 15 and 20 )outside the gas station shop. The shop is barricaded and only accessible from a level 8 locked door in the back. Inside there is a hostile clerk that will attack as soon as you enter the shop.
Isobel Dee

**Isobel Dee** was a chemistry teacher at a high school (who recently got her PhD), and while she's married, both her husband and her son are now far away in Vermont with her parents, apparently safe. She was saved by Ulysses Ford and Darlene Lumpkin from zombies, so she joined them.

## Recruitment

Isobel is recruited together with Ulysses Ford.

In order to recruit her, show up at the first meeting with Ford, and make sure to deal with him fairly. When Ford introduces himself, ask him to come back to the Shelter. Ford will be hesitant, but if you have a Negotiation skill of 8 or above, he can be talked into considering it - at that point, continue to be peaceful ("Give us a chance" or the other Negotiation-based comments). If you do, he'll give in and bring his team - Darlene, Harold, and Isobel - along.

## Events

* If Isobel is bit, she'll bring the matter up (and will gain or lose Mood depending on your tone). She'll also ask you for some Soothinum to help her with the stress. If you don't have any, she'll take a small Mood penalty (and a larger one if you refuse to give her some) - if you're able to give her some, she'll have a small Mood boost. Her death scene will be reactive to your choice here.
* If Anita is alive, after nearly a week in the Shelter, she and Isobel will talk about their kids (reactive to Renee being alive or not). If you've lost someone (or mention others who have), you can snap at them to be more considerate (Mood loss for both), be supportive of Anita (small Mood boost), supportive of Isobel (small Mood boost for her), walk away, or let the conversation continue.

## Special Requests

*Luxury Items*

* Bourbon
* Coffee Beans

*Upgrade*

* Science Lab

## Stats

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

Isobel puts a lot of her skill points into maxing her Science skill, with Negotiation and Melee as backups - after maxing Negotiation, she'll spread her skills out into Medical and Leadership. Her stats first focus on Agility, then Strength and Vigor.

## Traits

*Initial*

* Industrious: "Isobel's scientific skills have given her an advantage in creating an extra item each time she works on a project in the Science Lab."
* Workaholic: "Isobel's driven, work-focused nature is so inspiring that she creates an extra 2 Morale for the Shelter when she has any job."
* Science Nut: "This ally enjoys having a Science Lab in the Shelter, and will gain a one-time Mood boost after it is completed."

## Play Style

Isobel's chemistry PhD should be put to good use; build her a Science Lab, and she'll be very comfortable working there.

Isobel will react negatively to killing neutral survivors.

## Trivia

* Age: 51
* Hometown: Montpelier, VT
* Sick Event: menopause/hot flashes
* Subleader Supported: Paul
* Shelter Location: First floor, outside library
* Isobel's visual reference was actress Wendie Malick.
Lakes

## Introduction

This is the page that collectively describes all three lakes in the game. The lakes are not really places, but merely points on the map where one can get food by fishing just like harvesting events.

## Layout

There is no layout as there is no map. Like harvesting events you just go to a lake and click on it to get a menu that asks you how long you want to fish.

## Location

There are three lakes: Buchanan Lake, Proctor Lake and O. H. Ivie Lake. Buchanan is the closest to the Shelter and is about 20 miles to the southeast. Proctor Lake is the farthest away and can be found roughly 50 miles to the northwest. O. H. Ivie lake lies 30 miles northwest of the Shelter.

## Resources

These places are to fish, to get fresh food. A fish is worth 4 food. It is unknown if there are any differences between these places.
The difference with random harvesting events is that the lakes stay on the map and can be used again and again.
Ballistic Vest

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

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

This vest is used by police and private citizens to improve the odds of surviving an attack with a firearm. The synthetic fibers in this vest can prevent smaller caliber rounds from entering the body, but transfer the force onto the wearer. Unfortunately, it leaves most of the body exposed.

* Defense 3
* Weight 3.00

Resistance :

* Ballistic : 40%
Mine

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

The **Mine** is an improvised anti-personnel mine. When the mine is stepped on, the pressure triggers detonation, causing an explosion. The mine must be placed, and only goes off when walked on.

* Hands 1
* Range 1
* Damage 45-80
* Noise 40
* Weight 2
Paradise Apartments

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

The **Paradise Apartments**...

## Introduction

If you haven't found it on your own then this place gets mentioned by Lane Vibesit. The location is a sizable area with a Seven store, a Taco The Town diner, a row of three shops( E-Z Laundry, Sports shop, Tattoo parlor) and the Apartments mentioned by Lane. It is a large building with four apartments joined together under one roof.

## Location

Paradise Apartments is roughly 20 miles north-west from San Angelo on Route 87.

## Resources

Despite the presence of several shops and vehicles this place has not much loot as both the Diner and the Seven shop have been pilfered. The smaller shops, while locked, do not offer much either. The cars offer some fuel. The locked apartments seems to be the best bet.

#### Notable Loot

* Tattoo gun in the Tattoo parlor
* Fishing Pole in the Sports shop
* Aluminum Bat in the Sports shop
* Data Item in one of the apartments
* CD-Collection in one of the apartments
* DVD player in one of the apartments

## Doors, locks and alarms

There is a wide variance of doors at this place rating from 10 for bathroom doors to 50 for the backdoors of the Diner and the Seven store.. The main entry of the Seven store and the Taco The Town are open.

* The Seven store's front doors are burst open. The back door is locked and rated 50. There are two bathroom doors to the side which are unlocked.
* The Taco The Town diner's front doors are flung open. There is a locked back door rated 50 and a locked side door rated 40.
* The row of three shops doors are all locked. The front doors are rated 30, the back doors rated 50. The sport shop in the middle has an alarm.
* Three apartments have locked doors, rated 30. One apartment has an open door.

## Enemies

* Zombies
* Survivalists

A relative easy place to explore as the zombies are spread out and noises do not seem to spawn new ones.

The more serious opposition is in the back of the Seven store: a survivalist scout and a survivalist.
Firefighter 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 design may look older, but under the exterior it has been keeping up with the times. Since firefighters need to be protected from falling debris and fire, this helmet can take a lot of punishment.

* Defense 4
* Weight 5.00

Resistance :

* Ballistic : 10%
* Bludgeoning : 20%
* Fire : 20%
Dog

**Dogs** are animal NPCs that can be randomly encountered throughout Dead State. Some dogs are feral and will attack the player and the party in the field, but others are friendly and can be requited as allies for the Shelter if certain requirements are fulfilled.

## Known mechanics

Dogs can be taken into the field as a member of the party and take up a full party slot. Dogs are incapable of carrying items and weapons, but have superior senses and can more effectively detect threats and alert the party to them, making it possible to easily steer clear of dangerous random encounters and discover enemies. Dogs are also incapable of panicking in combat.

## Notable dogs

* Lightning
* Pepper
Luxuries

Luxury items are scavenged from houses, buildings, stores, etc. and are stored at the Shelter as a way to offset morale losses. They are creature comforts and distractions, items that make allies forget about the horrors of survival.

## Overview

All luxury items or morale bonuses contribute to a “stockpile” of positive morale that can balance any negative mood going around. Days where morale turns up negative can be offset by any “surplus” of good will from the player’s actions or collection of luxury items.

You can think of it like this – while having food should be enough to generate good will, it’s not – people expect to eat, it’s an imperative. As gross as it sounds, people don’t need to bathe to live, but after a few days of hiking to the nearest towns and being covered in zombie gore, a bar of soap is going to be more valuable to your allies than gold. However low the morale is at the Shelter that day, just having the small luxuries we’re used to can put things in perspective for the survivors – all might be lost, but at least you can still grab a cup of coffee and a hot shower, and that’s one less thing to worry about. Luxury items give people a way to forget about the horrors outside or their losses, so as long as they have toilet paper, a paperback, and a cigarette, their stress is kept to a minimum and the illusion of society is preserved for another day.

One great thing about luxury items is that if you have enough of them, you can take risks or make decisions that otherwise might cause people to get upset. In a way, they can “buy off” the negative reactions that people might have if someone you have a problem with “met an untimely end” in the field. As long as people have stuff, they generally placated and less likely to have a problem with your leadership. Of course, like all things, luxury items are going to take effort and risk to procure, and unlike food, they do not grow on trees. There are many types of luxury items with various levels of worth.

## Luxury Item List

All values should be updated to reflect the changes in the *Reanimated* update.

## Notes

1 Beer , Wine, Whiskey, Vitamins, Snack Cakes and Chocolate Bars have additional food values listed. Upon testing it is clear that the food value is not used.
Clawhammer

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 standard steel hammer with a plastic-coated grip, this tool's previous life consisted of driving in nails or prying apart sections of plywood. Still, its simplicity belies its effectiveness as a corpse-killing tool.

## Attacks

### Basic Attack

* The default attack
* AP Cost: 3
* Damage: 9-18
Alley

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

The **Alley**...

Despite the name this place isn't as cramped as you would expect. However it is hard to pass enemies without being noticed, although this can be used to your advantage. It consists of a small square with a tree, a baseball field, three shops, a Burger Bar Diner and a road.

### Shop with alarm

Luxuries, some food, data item and a gift.

### Shop closest to entry point.

This contains some goodies such as an aluminum bat, a crossbow, bullets and Data Items. Amongst other things.

### Street in the middle

#### Van and Motorcycle:

* fuel, parts and utilities.
* Crossbow.
* Aluminum bat.

### Notable loot

* There is a truck with gun rack that holds some special items, but one is a firecracker. This might come in handy...

## Enemies

* Coyotes
* Zombies

### \*Spoilers\*

What zombies there are are gathered in the baseball field. You can't get past them without being noticed. There are about eight of them. The coyotes, about four of them, are gathered in the central street in front of the shops. You might get past them if you use the combat mode to proceed'

Enemies

Two coyotes facing the stone garden wall.

* Coyote Enforcer (using a Magnum 357 and Sledgehammer when running out of ammo).
* Coyote Outlaw (Hunting Shotguns and Wood Axe)

One coyote near the shop with the alarm

* Coyote Scout (9 mm Pistol and baseball bat).

Remarks: loud noises will spawn zombies.

## Locks and alarms

All the doors are locked, with the back doors conveniently having a high rating(60) against the front doors having a lower rating(30 or 40). One house has an alarm.

The alarm can be turned off with science 3.

## Trivia

Interested in the signs that are displayed on the road. Visible are two poles with the following signs:

* a rectangle sign at the top, black letters and numbers on white stating 71 Texas. This is the sign for the Texas state Highway 71 that runs from Blessing in to Brady.
* a rectangle sign in the middle, black numbers on a white silhouette of Texas stating 652. White letters on black background stating Ranch Road. This is a sign for a road connecting a ranch to a market or distribution center. RM 652 : **RM(FM) 652** is a 58.6-mile-long (94.3 km) ranch to market road in West Texas near the Texas/New Mexico state line(wikipedia). A more logical road would have been been FM 45 near San Saba which seems to nearest to the area the game plays.
* a rectangle sign at the bottom, red letters on white background saying: Burn Ban in Effect.
Militia

## Introduction

The Militia in this game are a group of people who call themselves the Texas Sons of Liberty and they are led by a guy called Jefferson Claude.

You will be introduced to them via the radio, but if you are very enterprising you might run into them on your own.

The Militia is neutral towards you, unless you piss them off. They are hostile toward the US army so keep this in mind when dealing with them. They are also hostile towards a lot of others.. but that is something you'll have to find out yourself.

The army considers them to be nothing more than armed scum.

## Notable People

Below follows a list of notable people associated one way or another with the Militia.

* Jefferson Claude is the leader and based at the Militia HQ.
* Filmore Claude is his brother and right hand man and guards the gate the the Militia HQ. You will also meet him briefly in the encounter where you can recruit Troy Cooper.
* Ken Nash oversees the Oil Refinery.
* Parisa Sharazi is held by them.
* Troy Cooper is a former member.
* Vic Castillo is an associate of Ken Nash.

## Militia rank and file

* Militia Gate Guard(9 mm Pistol(8 bullets), 4 Bullets, Claw Hammer, Corrugated Tower, Swat gear, Welding Mast, Yard Gloves, Combat Boot, Molotov Cocktail, Protein Bar, Bandages, 4 Parts)

* Militia Lookout(Compound Bow, 11 Arrows, Combat Knife, Flare Gun, Gas Mask, Wrist Guards, Sneakers)
* Militia Lookout(Level-Action Rifle(4 bullets), Torch, Tree Trimmer, Bola, Firefighter Helmet, Weightlifting Gloves)
* Militia Archer(Compound Bow, 11 Arrows, Bowie Knife, Gas Mask, Tactical Arm Guard, Combat Boots, Jerky, Chewing Tobacco)
* Militia Sharpshooter (Sniper Rifle(4 bullets), 6 Bullets, Kukri, Ballistic Vest, Paintball Faceplate, Combat Boots, Candles, Purification Tablets)

* Militia Trapper(Crossbow(1 bolt), 8 bolts, Bola, Bowie Knife, Paintball Faceplate, Butcher Gloves, Snack Cake, Chewing Tobacco)
* Militia Member (Antique Revolver(6 bullets), Combat Machete, Bola, Combat Boots, Wild Berries, Toilet Paper)
* Militia Member (Hunting Shotgun(2 shells), 5 shells, Pitchfork, Yard Gloves, Can of Chili)
* Militia Commando (Crash Axe, Buckler, Swat Gear, Tactical Arm Guard, Gas Mask, Combat Boots, Molotov Cocktail, Bandages, Whiskey, 3 parts)
* Militia Chemist ( Combat Machete, Spear, Jar of Acid, Gas Mask, Ballastic Vest, Cleats, Herbs, Mushrooms)
* Militia Rifleman( AKA7(15 bullets), Snubnose(6 bullets), Combat Knife, Ballistic Vest, Marksman Gloves, Combat Boots, Potted Meat)
* Gates (9 mm Pistol(8 bullets), 4 Bullets, Claw Hammer, Corrugated Tower, Swat gear, Welding Mast, Yard Gloves, Combat Boot, Molotov Cocktail, Protein Bar, Bandages, 4 Parts)
* Militia Guard (Crossbow (1 bolt), 5 bolts, Telescopic Baton, Tyre Armor, Weightlifting Gloves, Football Helmet, Combat Boots, Adrenaline Shot, Codeine, Cigar)

* Militia Shotgunner(Police Shotgun( 5 shells), 2 shells, Claw Hammer, Tyre Armor, Paintball Faceplate)
Abandoned Farm

## Introduction

This location becomes unlocked after you meet Ford. There is a barn, a farmhouse, a water tower and a chicken coop. The main reason for this area to exist is meet Ford and his merry band., who take up position between a car wreck and a suv.

## Location

This location is north by north-west of the Shelter and roughly right in between route 283,route 67, route 87 and route 83.

## Resources

Bandages and such in the rusty truck and food in the stinky fridge inside the abandoned farmhouse. That is all folks..

## Doors, locks and alarms

All doors are unlocked. There are no alarms.

## Allies

Ford and three companions: Darlene, Isobel and Hank.

## Enemies

None, unless you attack Ford and his people.(and you'll be losing out the best archer in the game).

## Trivia

In the meeting it is suggested that you need to bring food. This requirement is dropped as you are not able to bring food from the shelter. However, the game assumes you have, so you can pick the option to show the food during the exchange with Ford, even if you did not arrange to bring food
Noise

Noise not only lures zombies in the area to the source of the noise, but if enough noise is made, new zombies will enter the area. The noise system is a big factor in the balance between melee and ranged, that is, while guns are powerful over a range, they also tend to be much, much louder than melee weapons. However, noise not only applies to the player's weapons/actions, but other humans as well. That means if a human enemy is making the most noise, the zombies will be attracted to them instead. Using certain items, the player could even lure zombies to their enemies.

Noise fades every round of combat, and so if the source of the noise stops, the area noise diminishes over time. Additionally, zombies (and human AI) are drawn to the site that the noise was made, not the person that made it. That means as long as the player can move out of visual range, their enemies may not even spot them. Eventually, if no new noise is created, the zombies (and possibly the human enemies) will wander off.

Noise ranges from 0-200 Decibels. At 0-25 Db it is indicated by a green number and thus only nearby enemies are alerted. At 50-99 Db (yellow warning) hostiles on the map are lured to the sound and finally at 100-200 db zombies from nearby areas are alerted and zombies will constantly spawn until the sound dies down.

Noise can also be used as a tactic. The player could set themselves up in a good position and use noise to lure zombies to them, or make noise to draw them out of buildings. Just remember that, if the area gets really loud for several rounds, the amount of zombies lured to the area can get dangerous real fast.

Area noise is derived from every single thing making noise in the area.

If you make a lot of noise, about 2-3 zombies will show up at the map entrances per turn assuming you are making the greatest amount of noise possible. If you reach the limit on the map, those zombies are queued up to spawn in as soon as other zombies are killed.

Noise is a local factor. If you leave the Combat Map, it's no longer an issue.
Gas Mask

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

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

A mask that filters out chemical agents and other harmful substances from the air, protecting the wearer's respiratory system. It also protects against chemicals getting into the eyes.

* Defense 1
* Weight 1.00

Resistance :

* Chemical : 50%
Antibiotics

Allies infected with the zombie virus die in three days unless given antibiotics.

Antibiotics can be scavenged or created in the Lab base upgrade (10 Antibiotics created).

In the Hardcore mode of the game, antibiotics only work for the Player, who will die and turn three days after the last dose. For all allies and NPC characters in this mode, a bite is a death sentence.
Football Pads

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

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

A set of standard professional football pads. The reinforced plastic outer shell and inner shock absorbing material provide sufficient armor to the neck, shoulder, and upper chest, especially where forceful blows are concerned. Not specifically designed for combat, it still offers more protection than leather for bashing or bite attacks.

* Defense: 4
* Weight: 5

Resistance :

* Bite : 30%
* Bludgeoning : 30%
Marksman Gloves

Gloves with a no slip grip that fit like a second skin.

* Defense: 0
* Weight: 0.5 lbs

**Bold text** Description**Bold text**

These gloves offer no protection, instead they offer a buff: "Marksman" that increases your chance to hit with ranged targets based on a percentage of your current ranged skill. These gloves see the most noticeable effect on ranged characters, with almost no positive effects for a melee character.

Bud using the sniper rifle and the marksman gloves with the +15% crit chance perk will have a 100% chance to hit and a 75% chance to crit at max range and 100% chance to hit 100% chance to crit at melee range.
Brady Pharmacy

## Introduction

The Brady Pharmacy will be pointed out to you very early in the game as a source for medicine. The Pharmacy is surrounded by a few shops and diners.

## Layout

The Pharmacy is part of the Giddy-Up Drugs Pharmacy chain and located at the center of the map and faces a parking lot. To the right of the pharmacy, when facing it, there is an E-Z Laundry and a OI' Scratch Pizza delivery. To the left is a Hannigan and Hartwell's Bookstore and a store that is for sale.

## Location

The Pharmacy is located about 10 miles to the North West from the Shelter along Route 87..

## Resources

The pharmacy is a place to get food, luxuries and, most of all, your first anti-biotics. The other buildings offer some luxuries and food.

## Doors, locks and alarms

The front doors of the pharmacy is open. The back is locked and rated 60. The front doors for the buildings on the left are locked with doors rated 30, the back doors are unlocked. The front door for the buildings on the right are unlocked, the back doors are locked and rated 50.

## Enemies

* Zombies
* Looters

### Zombies

The are zombies, mostly to the front of the Pharmacy.

### Looters

There are looters inside the Pharmacy and in the Pizza restaurant.

#### Pizza place

* Fast Looter(9 mm pistols(6 bullets), combat knife, mystery can, coffee)

#### Pharmacy

* Angry Looter(wood axe, codeine, vitamine pills)
* 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)
* Female Looter(snubnose(6 bullets), hatchet, toilet paper, cab of soup)
* Male Looter(machete, chips, mystery can).
Dogtag

**Dogtag** - is a basically a soldier dogtag, which can be looted from killed soldiers at various locations during the course of the game. After player meets with Militia faction, they will be able to trade dogtags for food and fuel. Depending of how much player will decimate rogue soldiers ranks, the amount of resources obtained through trading could be really enourmous.

(NOTE: Only alive soldiers and rogue soldiers will drop dogtags, undead ones won't. Mercs and Starved Soldiers also won't drop them)

## Locations

* Ballinger Hospital. Nine dogtags can be looted from the rogue soldiers ambush squad.
* Retirement Village. Ten dogtags on soldiers inside the village itself.
* Old Army Base. Eight dogtags on named soldiers inside the underground bunker.
* Fort Stockton Emergency Shelter. Four dogtags on soldier looting squad.
* Boone Circle. Seven dogtags.
* The Shops at the Willows. Six dogtags.
* Bear Arms Gun Store. Five dogtags.
* Safeheart Clinic. Nine dogtags.
* Soldier Encampment. Seventeen(!) dogtags.

**Total - 75 dogtags**

## Trading

During the course of the game the player will eventually meet Jefferson Claude, the leader of Militia. If during the discussion you bring up the trading topic, Jefferson will show his interest in trading dogtags for food and fuel. The trading options are:

* *One dogtag for 5 food*
* *Five dogtags for 8 food and 2 gallons of fuel*

But in case player has high enough Negotiation skill, two more options will appear:

* *One dogtag for 6 food and 1 gallon of fuel*
* *Five dogtags for 30 food and 5 gallons of fuel (equal to previous one)*

In result, by trading all possible dogtags, the player can get up to **450 food** and **75 gallons of fuel**, which are equal to **6 skillpoints** in addition to their base benefits.
Knife

## Pros

* Bladed weapons, which means that every attack they do has some chance to cause bleeding.
* Lighter, quicker weapons, giving all knives some chance to counter an enemy’s attack.
* All knives are one-handed weapons, which means there is no penalty to switch to them from other one-handed weapons.
* Good critical chance.
* AP cost for basic attack is on the lower side.

## Cons

* Knives do less damage than most other types of weapons.
* Despite higher crit rate, critical hit multiplier is low.
* Better models of knives are harder to find.
* Knives do significantly less damage to zombies than humans.
Forsythe Hartz

Sergeant Hartz claims to be part of a Civil Assessment and Reconnaissance team, and states he is doing his best to help survey the area and bring help. Whether or not you believe him is up to you...

## Events

* Hartz will show up on Day 42, asking for supplies (40 food and 20 gallons of fuel). If you listen to his request, a Crisis Event will follow, regarding whether or not to help him. If you tell him off immediately, all Subleaders will take a significant Respect loss and a major Morale hit. There is a Leadership Opportunity.
* Three days later (if you didn't tell him off), Hartz will return. Depending on what you decided, Hartz will either promise to return within three weeks, or take off entirely.

**\*Spoilers\***

* When Lt. Wes Adair shows up on Day 62, you can bring up Hartz - and he'll break it to you that Hartz was an impostor, and if you give him Hartz's name, Adair will try to track him down for you. If Adair respects you, you let Paul join the Military and the military is not hostile towards you, he'll tell you where Hartz is located (Day 70).
* If you track Hartz down, you can confront him and demand your stuff back, but he'll say there's nothing left. You can attack him and his allies and either let them all go, let his team go and make Hartz stay, or let his team go and kill him (quickly or slowly).

## Combat

Hartz is not impressive in combat - he and his troops are not well off and it shows. He's got decent stats and a Tactical Vest, but no real weapons to speak of. Killing him in combat and outside of conversation is somewhat less efficient, and less advised.

## Trivia

* Hartz's story arc was inspired by a story arc in the TV show *Jericho*.
Bag of Cement

Bag of Cement is a requirement for the Reinforced Fence upgrade for your shelter. There are multiple bags to be found in the game, each weighing a whopping 50 lbs. You only need 1 for the upgrade, and currently the bags can't be recycled or used for anything else. If you want to haul them all to your storage in case a future update makes them all relevant is up to you.

## Reported Locations of the bag

Note: the bag may not be at these locations, this is where others have found bags. You might not find any at these locations but they are still worth a look

* In a pile of construction equipment at the Pleasant Street Library south of the Shelter
* In a technical room cabinet inside the Lampasas Shelter
* At the Texas State Fair
* At the Renovated Farm
* In a warehouse, at the lathe in the Old Army Base
* At the Renovated Farmhouse in the Diamondback Hardware van.
* Alamo Way (NE of Shelter) pallet at the "gate"
* At both Supply Warehouses near the Lampasas Shelter (North along Rte. 281 and between Rtes. 190 and 183)
Foree Outlet Mall

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

The **Foree Outlet Mall** is a large shopping mall with five-teen shops and 4 bars and restrooms. There is a large parking place in front.

## Location

The mall is located 5 miles to the west from Junction on the Interstate 10.

## Resources

The mall offers a mixture of luxuries and food mostly, the vehicles outside offer fuel. Surprisingly there is a fair amount of parts too. Despite this all it would probably take you at the most two trips to get it all, leaving room to spare on the second trip.

#### Notable Loot

* Crossbow in a dufflebag of one of the shops.
* Fishing Pole
* Tactical Vest, MS4, Timed Explosive, Vintage Biker Helmet is a dufflebag.
* Dumbbell

## Doors, locks and alarms

This places has so many doors that it would take quite an effort to describe them all, there are doors that are open, some are just unlocked and some are locked.

## Enemies

* Zombies
* Bad Cops
	+ Bad Lieutenant
	+ Bad Cops(3)
* Thugs
	+ Thug Leader
	+ Watch1
	+ Thugs(3)
	+ Angel(dog)

Remarks: Zombies will spawn when making loud noises.

## Trivia

This location's name is likely a tribute to actor Ken Foree, who portrayed protagonist Peter in George Romero's original *Dawn of the Dead (1978)*. This becomes effectively a double reference given that the location bearing his name is in fact a barricaded mall, complete with opposing factions whose conflicts led to an apparent collapse of perimeter security.

## Notes

1 When encountered Watch shows a chat option, but immediately turns hostile without any conversation taking place. It might be conceivable that a more elaborate scenario was anticipated as the setup in the mall feels almost like it was a kind of Yojimbo setup, with the thugs on one side and the bad cops on the other and the zombies in between. The thugs have no name, except for the dog being called Angel, which seems peculiar as in many other places where dogs are encountered they are simply called attack dog or vicious dog.
Junkyard

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

The **Junkyard** is a car scrapyard that consists of the junkyard area made up by car wrecks and stripped down cars. There is a building in the back and a closed front gate that is partly protected by a semi-truck.

## Location

The junkyard is located about 60 miles to the south-west of the shelter and about 10 miles north of Interstate 10 and 15 miles south of Route 190.

## Resources

As can be expected this is a place for parts and fuel. However, due to the host of enemies this is also a place to get weapons and armors. There is also a welding torch. Furthermore some luxuries and some food.

### Notable Loot

* Welding Torch
* Electric Baton(Sanford)
* Corrugated Tower(Sanford)

## Doors, locks and alarms.

The front gate is unlocked. The front door of the building is unlocked. The side door is locked and the door has a rating of 80. There is no alarm.

## Enemies

* Looters
* Survivalists
* Predator
* Coyotes
* Sanford(Electric Baton, Molotov Cocktail, Corrugated Tower, Motorcycle Helmet, Motorcross Armor, Construction Boots, Dog Sleeve, Stuporax, Part, Tennis Ball, Sham)
* Attack Dogs(2)
* Vicious Dog

Your enemies have banded together! The are mostly located around stewpot in front of the building and the car hoist. The dogs are mostly around the building. There are no enemies inside the building.

* Though Looter
* Experienced Looter
* Looter Marksman
* Coyote Scout
* Coyote Outlaw
* Coyote Brawler
* Survivalist Sharpshooter
* Survivalist Commando
* Survivalist Rifleman
* Survivalist Trapper
* Predator Spearman
* 2 Attack dogs
* 1 Vicious dog
Diálogo

Existen unas 10,000 lineas de derivaciones de dialogo – para darte una perspectiva, una partida normal contiene unas 1000 lineas de historia. También hay gran variedad de historias y tramas en el juego. La mayoría de los personajes aliados en Dead State tienen más diálogos que los personajes más importantes en el juego "Vampiro: la mascarada lazos de sangre". Esto es una gran cantidad de diálogos en Dead State.

Habrá diferentes opciones de diálogo dependiendo de las opciones de creación de tu personaje.

Muchos personajes no jugadores tendrán diálogos especiales basados en los aliados que estén en tu grupo.

Hay personajes no jugadores con relaciones entre si y si algo le pasara a uno de ellos, habrá consecuencias. Esto puede significar que los aliados esperen un trato preferente sobre sus amigos o familiares, o tomarán medidas drásticas si estos sufren algún daño. Hay muchas formas en las que los aliados pueden estar relacionados entre sí - familias, parejas, compañeros que viajaban juntos antes de unirse al refugio... Algunos aliados se relacionaran dentro del refugio también.

Puedes mentir o manipular a la gente con ciertas habilidades. Los personajes no jugadores también pueden mentir, pero no sobre sus atributos o habilidades.

La interacción con los supervivientes depende de la personalidad de los mismos y de lo muchos que ellos se abran a ti. Puedes llevarte bien con la gente, hasta el punto de que te cubrirán las espaldas si tomas decisiones controvertidas.

No habrá romances para el jugador, pero algunas personas del refugio puede que se relacionen sentimentalmente con otras.

No hay tiradas para tener éxito en Negociación o Liderazgo. Teniendo una habilidad elevada tendrás más opciones de diálogo, pero no siempre representarán una victoria, y puede que a veces sea necesario hacer algún sacrificio sobre algún asunto para mantener una promesa que hiciste anteriormente.
Chainmail Coif

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

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

This is definitely not a standard item these days, but the interlocking metal rings in this armor protect the head and neck from slashing and piercing attacks that would otherwise be fatal.

* Defense 4
* Weight 10.00

Resistance :

* Bite : 10%
* Piercing : 10%
* Slashing : 10%
Freedom Lane Apartments

Freedom Lane Apartments is a residential area with two rows of houses.

## Location

Found south-west off the 377 about 60 miles south-west from the shelter at Splendid. About 20 miles south-west from Junction at Interstate 10.

## Resources

A place for luxuries in the apartments and fuel in the cars. Some other tidbits can be gotten here too.

#### Notable Loot

* Dumbbell
* Cricket Bat

## Enemies

* Zombies
* Looters

The enemies here consists of Zombies and Looters.

### Looters

Row of apartments left of the office building.

* Crazed Looter
* Angry Looter
* Fast Looter

Row of Apartments right of office building

* Female Looter
* Male Looter
* Experienced Looter
* Nervous Looter
* Though Looter
Mini-Golf Castle

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

The **Mini-Golf Castle**...

## Introduction

If you haven't found the Minigolf Castle on your own Priscilla will mention this place and ask you to take her to visit it. The Mini-Golf Castle is the location of a mini-golf playground themed as a medieval castle. The grounds are secured by a concrete wall with crenelations and a fence at the back. There is a parking lot for guests to the side. Upon arrival there are no enemies to be seen. Is it going to be that easy?

## Location

The Minigolf castle is located to the east of Route 277 ten miles south from the Interstate 10.

## Resources

This is a place that has not much to offer, a bit of luxuries, some food and some fuel, mostly in the cars.

## Doors, locks and alarms

The central building has a front entrance that is indestructible and locked. There is an alarm. There is a rear entrance that is locked with a door 60 rating.

The only way into the grounds and into the building is via broken fence to the side where the parking lot is and then opening the rear entrance.

## Enemies

* Zombies(21)

Almost all the zombies are on the grounds itself and seemed to besiege the main building.

Noise has a low chance to spawn zombies.

## Trivia

It is very likely that this place is just for humoring Priscilla.
Happy Boots Motel

## Introduction

The Happy Boots Motel is a small place for staying overnight during travel ling. The location has the motel, three buildings, and a veterinary across the road.

## Layout

Upon entering there is a road ahead that splits the place in two. To the right is the motel; one reception and administration building, with two small four room apartment buildings. To the left is a veterinary with dog pens in the back.
There of the area is open land.

## Location

The Motel is about 5 miles east from Abilene on the Interstate 20.

## Resources

The place doesn't offer that much. Mostly luxuries, some food and fuel.

#### Notable Loot

An apple tree can be found next to the apartments.

## Doors, locks and alarms

There are no locked doors. Except there is one on the motel reception building and on a shed. The reception has also an alarm.

## Enemies

* Zombies
* Looters
* Dogs

Zombies are sprinkled around the place, some are inside the apartments.

Looters
In the apartments to the right.

* Angry Looter(wood axe, codeine, vitamine pills)
* Female Looter(snubnose(6 bullets), hatchet, toilet paper, cab of soup)

Dogs
Two dogs, one to the back near the dog pens, the other closer to the road.
Getz Getz

Reason: "*Obsolete, Max Getz got another complete page.*"

**This page is a candidate for deletion.**
Reason: "*Obsolete, Max Getz got another complete page.*"

Getz joins the Shelter during the first week of the game. He is covered in blood, wielding an axe, and refuses to talk about what happened to him. Proficient in Melee and comes equipped with a powerful axe, but panics easily around zombies (this is a known bug). The smell of the undead disgusts him.

## Stats

Survivors develop their skills over time, these stats represent their starting point.

* Survival: 4
* Mechanical: 2
* Melee: 7
* Ranged: 0
* Science: 3
* Medical: 1
* Negotiation: 0
* Leadership: 0
Marshall Streeter

> Marshall Streeter is the new leader of the Coyotes - after killing Regina's lover and co-leader, NZ, and causing Regina to flee for her life. He rules the Coyotes like a savage warlord, with his favorite yes-man Sweaty Dave at his side.
>
>

Marshall is a violent, vicious psychopath: a man who can keep only a basic veneer of diplomacy for only as long as it doesn't bore or upset him. Once his eye falls on the Shelter and its inhabitants, it's bound to end badly.

## Events

* Two days after Regina arrives at the Shelter (if you haven't already taken out the Coyotes), Marshall and some of his men will arrive and ask for you to hand her (or a large amount of supplies) over within three days or they'll come back and destroy the fence.
* When Marshall returns to collect Regina, you can give her up (if you've decided to do so in the Crisis Event), or give them 100 food & 10 gallons of fuel (or all that you've got), and they'll ride away peacefully.
* If you capitulate to Marshall's initial demands, he'll return again and demand 50 food. If you have a Negotiation skill of 5 or more, you can talk them into taking 10 gallons of fuel instead.
* The fourth time Marshall returns, he won't be interested in trade or shakedowns - the Coyotes will be hostile towards you from then on.

## Combat

Marshall may not be the biggest or meanest character in the game, but he's got a lot of Strength and Vigor, and his Melee skill is pretty terrifying early on in the game. He's got a Sawed-Off Shotgun in one hand and the named weapon Mr. Stabby in the other. The one thing he doesn't have, however, is any body armor - so if you're able to fight through his goons and make it up to his room in the second floor of the Coyotes' hideout, be sure to hit him with everything you've got.

Note: Defcon soldier equals to Sweaty Dave be sure to bring a full loaded Ms4

## Trivia

* If you defeat Marshall with Regina in your party, there will be a special scene where Regina takes her particularly vicious revenge.
* Marshall's weapon, "Mr. Stabby," was named in tribute to the real-life weapon of choice for *Penny Arcade* friend/character Porkfry[[1]].
* Marshall's visual reference was musician Axl Rose
Coyotes

One of the warring factions that appear in the game. You'll recognize them by their bikes and clothes.

You will at some point have the option of recruiting Regina, who used to run with the Coyotes.

## Types

* Coyote Brawler(Railroad Hammer, Paintball Faceplate, Football Pads, Chewing Tobacco, Cigarettes, Porno Magazine)
* Coyote Outlaw(Hunting Shotgun, Wood Axe, Football Pads, Cigarettes, Wine)
* Coyote Enforcer(357 Magnum, Sledgehammer, Riding Leathers, Motorcycle Helmet).
* Lady Coyote(9 mm, Riding Leathers, Claw Hammer)
* Coyote Scout(9 mm Pistol(8 x 9 mm), Baseball Bat, Leather Jacket, Jerky, Cigarettes, Beer).
* Coyote Groupie(Snubnose, Machete, Motorcycle Helmet)
* Coyote Guard(AKA7(30 bullets), Nightstick, Weightlifting Gloves, Leather Jacket, Flashlight, Shame, Chewing Tobacco, Cigarettes)
Laser Power

The Laser Power property of an object represents the rate that energy from a laser is added to the object over time. Laser Power is a **read-only** property that is continually calculated by Universe Sandbox.

## Property Details

### Location

For Planetary Body object, the Laser Power property is located in the Energy Flow section of the object's Surface tab, when the Energy Absorption Rate property is expanded.

### Units

Laser Power can be viewed using the following units:

* Solar luminosity (L star) = 3.846×1026 W
* Watts (W) is the SI unit for luminosity.

## Simulation Effects

### Temperature

Laser Power is one of several sources of energy that can increase an object's Average Temperature. If no laser is hitting the surface of the object, the object's Laser Power will be zero.
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.*

Knife with a long, weighted blade usually for slicing through the brush. This one was probably used for yardwork.

## Attacks

### Basic Attack

* The default attack
* AP Cost: 4
* Damage: 11-23

### Flurry

* A rapid number of attacks
* AP Cost: 7
* Damage: 11-23