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Karen Landey

Karen Landey was an AirResponse pilot and flew a helicopter for a medical response team. She's in a relationship with Craig Sullivan and they both escaped a riot resulting in a horde attack at their last shelter.

Recruitment[ | ]

Note: Karen and Craig Sullivan can only be recruited before Day 25 (May 17th).

Karen can be found together with Craig Sullivan in a place located south of Route 190. To reach the aforementioned place the player must simply travel from Splendid Shelter to Lampasas Shelter and a message reporting two people at sight will be shown nearly the end of the way. After encountering Craig and Karen, the place will be erased from your map.

When meeting Craig and Karen, you can either attack them (they can't put up much of a fight, and don't really have any supplies), tell them to keep walking, or invite them back to the Shelter. They'll give some details about the Lampasas Shelter they escaped from - and Craig dodges a question about having Karen see a doctor - and you'll be able to ask them to come back with you.

Events[ | ]

*Spoilers*
After a couple weeks, Karen will mention that she is pregnant, and that she wants an abortion.

  • Agree to help - Karen will receive a Mood boost, and will let you know of a clinic (Small Clinic) where you can find Sensitive Medical Equipment that can be used to perform the abortion. Talk to Karen with the Sensitive Medical Equipment in your inventory and she'll agree to undergo the procedure.
    • If the Sensitive Medical Equipment isn't obtained within 5 days, Karen will remind you that it's very important. She gives you 2 days to find it, after which she'll take matters into her own hands. Davis will tell you shortly thereafter that she'd taken a bunch of pills to induce an abortion, but had gotten ill as a result. She will receive a Mood boost. Craig will also receive a Mood boost, but the two will break up and he will thereafter resent you.
      • The day after the procedure, Karen and Craig will be arguing - Craig is extremely upset, and partially blames the player. If the player has a Leadership skill of 6 or Negotiation of 5, they can convince Craig to listen to Karen, and that their relationship is more important than the fight. The player can try to defend their decision, which results in Karen breaking up with Craig (smaller Mood loss for Karen, big Mood loss for Craig). The player can also say that Karen doesn't love Craig, resulting in Craig breaking up with Karen, and Karen being upset at the player's betrayal of her trust (significant Mood loss for both).
        • If Karen and Craig have broken up, soon afterwards you'll find them arguing about having to share a room. If you take Craig's side, Karen will receive a Mood penalty while Craig receives a Mood boost, and vice-versa. If you have a Negotiation skill of 4 or above, you can tell them to both be strong. If you have a Leadership score of 3 or more, you can suggest sleeping in shifts. They will both receive a Mood boost, but makes Craig unavailable for the next six hours. If you leave the two alone, they'll both take Mood penalties.
  • Convince Karen to have the baby - Requires a skill of 8 or higher in either Medical, Negotiation or Leadership. Karen will be permanently blocked from the scavenging party.
    • A few days later, Karen & Craig will be arguing - Craig is flipping out a bit about the responsibility, while Karen is getting overwhelmed trying to calm him down. If you take Craig's side, Karen will receive a Mood penalty while Craig receives a Mood boost, and vice-versa. If you have a Negotiation skill of 4 or above, you tell Craig to calm down gently. If you have a Leadership skill of 5 or more, you can send Craig to do busywork for the day and he will receive a Mood boost. If you ignore the two, they will both receive a Mood penalty.
  • Refuse to help - Karen will receive a Mood penalty, and she will take matters into her own hands. Davis will tell you shortly thereafter that she'd taken a bunch of pills to induce an abortion, but had gotten ill as a result. She will receive a Mood boost. Craig will also receive a Mood boost, but the two will break up and he will thereafter resent you.

If Craig is killed, Karen will yell at you for letting it happen. If you're sorry, she will still receive a Mood penalty. If you have a Negotiation skill of 5 or greater, she won't receive the Mood penalty. If you use Leadership, she'll get angry at your tone and receive a Mood penalty. Threaten her, and she'll leave the Shelter.

If you ended up killing Craig (i.e. he threatened you after being bit), Karen will confront you about your actions. If you say he asked you to kill him, she'll receive a Mood penalty. If you say he attacked you first, she won't believe you - if you say you acted on instinct, she'll receive a Mood penalty and say she doesn't know if she can stay. If you have a Negotiation skill of 8 or greater, you can lie and say he wanted to attack her. However, she knew him better than that, and she'll deny it.

  • On Day 86, after Walter Addison shows up and triggers the End-Game Crisis Event, if you have 15 allies or less and Karen recruited, you can choose to the helicopter escape route. There is two helicopters available - One on the roof the of the Austin Mall Hotel and the other is located at the Military HQ. Bring Karen to either helicopter to complete the escape.

Special Requests[ | ]

Luxury Items

  • Deodorant

Upgrade

  • Garden

Stats[ | ]

See also Ally Stats.

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

Health Action Points Armor Class Strength Agility Vigor Perception Melee Ranged Leadership Negotiation Medical Science Survival Mechanical
100
10
1
3
6
4
8
3
4
2
0
4
0
4
6

Karen focuses on Ranged, Medical, and Mechanical skills at first, then gains the occasional point in Leadership and Science. Her first stat gain in Vigor, but thereafter focuses on Perception.

Traits[ | ]

Initial

  • Rattled: "Past experiences have made Karen nervous about lack of food, resulting in an additional -2 Morale Penalty at low food."
  • Relaxation: "Being able to relax and feel safe is important to Karen, and she gains an additional 1 Morale per day with the Rec Room upgrade."
  • Helicopter Pilot: "This character can pilot helicopters."
  • Greenhands: "This ally enjoys having a Greenhouse in the Shelter, and will gain a one-time mood boost after it is completed."

Play Style[ | ]

Karen has good Ranged skill and can be a solid choice for taking into the field, but in combat she can be outclassed by more specialized characters such as Vic or Bud. She is a good mechanic and has the unusual skill of being able to pilot a helicopter.

Karen will react negatively to killing neutral survivors.

Trivia[ | ]

  • Age: 30
  • Hometown: Woodway, TX
  • Sick Event: morning sickness/back issues
  • Subleader Supported: Sandy
  • Shelter Location: Second floor, near left stairs
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