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"<Survivor's first name> might not make it."

Description[]

When a member of the player's community gets sick or becomes infected, he or she might reach the "SICK: GRAVELY ILL" or "SICK: BLACK FEVER" status and has a chance of dying and reanimation. This also applies to getting injured and reaching the "HURT: GRAVELY WOUNDED" status. When this occurs, the player might receive a notification from Lily that "something" needs to be done.

The player will be given three choices: (a) execute the survivor, (b) tell him/her to leave the base, or (c) delay their decision and hope things get better.

Options[]

Dying member: I know I might not make it.

Execute the member[]

Player character: "We can't take that risk."

START MISSION. Kill this community member before it's too late.
Objective #1: Go Somewhere Isolated
Objective #2: Kill your friend.

  • If the player opts to kill the dying survivor, the mission's first objective is triggered, and he/she will follow the player character to a randomly marked place (usually not that far from home). When the player gets near the marked location, the dying survivor will automatically continue limping on their own. Once at the isolated destination, they will kneel down and wait for the kill. At this point, he/she will make no attempt to self-defend, and any nearby zombies that are alerted will completely ignore them and only focus on the player character.
  • The dying survivor at this stage is so weak that even a simple kick attack from the player will instantly put them out of their misery. Once the survivor is killed, the mission is completed, and no Morale or Attitude penalties will occur. However, the dead survivor in this instance does not drop their rucksack of belongings since as soon as the second objective triggers and the dying member kneels down, everything in their inventory appears to clear out. Therefore, it is advisable that the player empties out the survivor's inventory or fills it with cheap items before the mission triggers, but this is only possible if they are a friend.
  • Note that the dying survivor in this mission are incapable of fighting zombies and will go into the "downed" state if there is even at least one zombie present nearby, effectively locking the survivor in place and allowing them to be torn apart by zombies and freaks if not careful. When this happens, the mission fails (which does not affect Morale or Attitudes), but he/she will drop a rucksack as a result.

Expel the member[]

Player character: "You can't stay here."

EXPEL FROM COMMUNITY. Or at least try to.

  • If the player decides to tell the survivor to leave, the he/she may agree or refuse. A player character with high Leadership skill increases the chance of successfully expelling the survivor. Expelling a survivor reduces -10 Morale, -15 Trust with everyone in the community, and worsens the Attitude of at least one survivor.
  • If the expelled survivors manage to stay alive and get far enough from the player's home site, they will set up their own Enclave called "Expelled Member(s)", though they will not be present in their base. It is not yet tested if this Enclave can be recruited like normal ones.

Wait[]

Player character: "Don't give up hope."

Delay your decision.

  • If the player decides to wait and see what happens, they run the risk of the sick survivor dying, turning, and then killing other members of the base. However, the survivor may also miraculously recover from their illness/wounds.

Triggering the Mercy Shot mission[]

To get this mission (in Breakdown, it is necessary to unlock Alan Gunderson), the player needs to get a survivor (friend, or non friend) infected and become gravely ill. It has been reported by a few players that the survivor does not need to be non-friend, a sick friend can be killed as well, though a sick non-friend almost always guarantees to trigger this mission due to the core mechanics of the Trust level of survivors.

The following can be done to increase the chance of getting the mission:

Remove cures[]

  • To prevent the sick characters from healing, make sure there is no Medical Area and no Medicine in the home site. Hence, this mission is best done after moving to a new home site, or at the beginning of a level.
  • Survivors with Medical skill only improves the healing chance if there is already a medical area at home. Therefore, if there is no medical area, these healers do no healing, and there is no need to get rid of them.

Injure and infect[]

  • To injure unwanted characters, try running them over with a vehicle, throwing incendiary grenades at them, shooting at propane tanks near them, friendly firing at them, etc. when on a mission that involves them becoming a follower. This will not work, however, if the survivor is instead a hired follower as the player will no longer be able to injure them this way.
  • To infect unwanted survivors, try to find a couple of Bloaters and lead these survivors to them. They will always rush in to melee attack it and subsequently inhale the Bloater gas. Usually getting hurt by one Bloater is enough to infect the survivors.
  • To simplify this step, one should use the Radio Room and select "Offer Shelter for survivors"; when they appear, simply drive to their place then get them injured and infected. Since these survivors will follow the player everywhere, finding a few Bloaters becomes much faster.

Wait[]

Exit the game and advance the computer clock by 1-2 hours, then load game and see if the injured character(s) are Gravely ill. If they already are but the mission doesn't appear, then the player has a few choices:

  • Advance the clock a few more times, and check each time for the mission.
  • Complete a few side missions.
  • Select the survivors and press the "Check-In" button, so Lily can call in their location. Get to that location, and select the "Send survivor home" dialogue option. Immediately after the survivor reaches the home site, the mission should pop up.
    • This will almost never work on friends as some of them are rarely away from home and will not be away for long. And even if the player deliberately controls a friend, lead them far away from home, and switch to another survivor to force the former to have the "AWAY FROM HOME" status, nothing will happen once they arrive home and they will just end up resting. Not having a Medical Area seems to increase the odds of the mission popping up as even if the survivor is home, they have nowhere to keep their condition stable.

Notes[]

  • The Achievement Gained for performing a Mercy Kill
    The survivor who is ill and wounded will be indicated as "ON A MISSION" and not be available until the situation has been resolved. They will remain as a map marker at the base until the player takes some action, or the infected one gets better.
  • In State of Decay, completing this mission once rewards the player with the "Mercy Shot" achievement.
  • It is not confirmed if the dead survivor not dropping a rucksack issue is an actual feature, or whether this issue has been patched in the YOSE version.
  • During this mission, the dying survivor becomes invulnerable to certain types of damage, such as all zombie attacks (normal zombies and freaks will also ignore them), fire damage from an incendiary weapon (such Firebomb or Petrol Bomb), and vehicular damage. Only melee damage, gunshot damage, and explosion damage from an explosive or mine (such as Frag Grenade or Box Mine) work on the dying survivor.
    • Interestingly, shooting at the propane tank will not kill the dying survivor and only merely cause the "Ally set on fire" Trust lost popup to appear despite the obvious explosion that ensues. On the other hand, a Flame Fougasse's initial explosion is capable of killing the survivor if placed directly under or close to them enough.
  • In Breakdown, completing this mission once unlocks the hero character Alan Gunderson. There is also a chance for survivors who get gravely ill to commit suicide by themselves instead of activating this mission, although it will not count towards unlocking the challenge "The Killer".

Dialog[]

Note: This is the unique dialog that is only available with Alan Gunderson if the player delays the decision.

Lily: (radio) Is Alan out there with you?
Player: <GenericResponse_No>
Lily: (radio) Crap. I think he wandered off on his own. He left this note on my desk... I don't know what it means.
Player: <GenericResponse_MoreInfo>
Lily: (radio) It says 'Heading to the Fork in the Road for a country fried steak. May be gone a while. -Alan.'
Lily: (radio) I think he might be delirious.
Player: I'll look into it.

At the Fork in the Road Diner

Alan: Shoulda suspected you'd come looking for me.
Player: What's going on, Alan?
Alan: I'm done for. You know it. I know it. Even that damn fool little girl knows it, she just won't say it.
Alan: Way I see it, I got three options. Die puking my guts out and turn into one of them, trust one of you pussies to do it for me, or come out here and do it myself.
Alan: Door number three it is.
Player: You don't have to do this. We can-
Alan: Only thing you can do for me is what I'm man enough to do myself. It's not a thing anyone else should have to live with.
Alan: Now get out of here. Give me some damn privacy at least.
Player: Sure. So long, Alan.

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