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The Essential Max Brooks: The Zombie Survival Guide and World War Z

Page 8

by Max Brooks


  A. Strategies for Two-Story Homes

  1. Lock all your doors and windows. Although a pane of glass may not stop a zombie, the sound of its shattering will be the best warning you can get.

  2. Run upstairs and turn on the bathtub. Although this sounds foolish, there is no way of knowing when the water will be cut. After a few days, thirst will become your greatest enemy.

  3. Find the best weapons possible. (See previous chapter.) They should be light and, if possible, attachable to your body so you will have the full use of your hands. Those will be busy for the next hour.

  4. Begin stockpiling the second story. Use the list on pages 71–72 as your guide. Most households have at least 50 percent of the items listed. Do a quick inventory to see what you have. Don’t take everything, just the bare essentials: one or two weapons, some food (you already have a bathtub full of water), a flashlight, and a battery-powered radio. And since most families keep their medical chests upstairs, you won’t need anything more. Remember: Time could be short, so don’t spend it all gathering supplies when the most important job is still ahead.

  5. Demolish the staircase! As zombies are unable to climb, this method guarantees your safety. Many have argued that an easier solution would be to board up all the windows and doors. This method is self-defeating because it would take only a few zombies to break through any homemade barricade. No doubt destroying your staircase will take time and energy, but it must be done. Your life depends on it. Do not, under any circumstances, try to burn your stairs away with the hope of controlling the fire. Several people have attempted to save time in this way; their efforts have ended in either death by fire or the total destruction of their home.

  6. If you have a ladder, use it to continue to stock your upstairs refuge. If not, catalog what you do have, fill all sinks and other receptacles with water, and prepare for a long wait.

  7. Stay out of sight. If you listen to the radio, do it at a minimum volume. When the skies darken, do not turn on the lights. Do not go near the windows. Try to make it seem as if the house has been abandoned. This may not stop a random zombie intrusion, but it will help to discourage a mass congregation from descending upon your home.

  8. Do not use the phone. As in all disasters, the lines will probably be tied up. One more call only contributes to clogging the system. Keep the ringer on the lowest setting. If a call does come through, by all means answer it, but do so quietly.

  9. Plan an alternate escape. You may be safe from zombies but not from fire. If a gas line bursts, or some fool down the street goes crazy with a Molotov, you may have to abandon your home. Find a bag or other means of carrying essentials (see “On the Run”), and keep it at the ready.

  B. Strategies for Single-Story Homes

  If you do not live in a two-story house, the attic will be a less comfortable but equally secure substitute. Most can be secured by simply raising the retractable staircase or removing the temporary ladder. Zombies lack the cognitive ability to build a ladder of their own. If you stay quiet, they will not even know that an attic exists.

  Never use a basement as a shelter. Popular horror flicks have shown that, in a crunch, this subterranean chamber can protect the living from the dead. This is a dangerous fallacy. Burning, suffocating, or simply starving to death in basements have claimed hundreds of lives over the years.

  If you find yourself in a one-story home with no attic, grab whatever supplies you can, take hold of a weapon, and climb onto the roof. If the ladder is kicked away, and there is no direct access (a window or trapdoor), the undead will not be able to reach you. Keep still and keep silent to avoid attracting the undead. Zombies in the area will break into the house below you, search it for prey, then wander off. Remain on the roof for as long as you can, until supplies are exhausted or a rescue patrol arrives. It may not be comfortable, but it is your best chance for survival. Eventually, it will become inevitable to abandon this refuge. (See “On the Run,” for details.)

  PUBLIC SPACES

  As with private homes, safety can be found in public or nonresidential buildings. In some cases, their size and layout may afford more protection than the most secure domiciles. In other cases, the exact opposite is true. Because arming and equipping these structures should be done in the same manner as in private homes, albeit on a grander scale, this section focuses on the best and worst public sanctuaries.

  1. OFFICE BUILDINGS

  Many of the same rules regarding apartment houses can be applied to office buildings. Once the first floor has been abandoned, the staircases destroyed, and the elevators shut down, an office building can be a tower of safety.

  2. SCHOOLS

  As there is no generic layout, deciding whether a public school is a good place to hole up can be tricky. Keep in mind the general rules of defense (see “General Rules”). Unfortunately for our society but fortunately for a zombie siege, inner-city schools have taken on a fortress-like atmosphere. Not only are the buildings themselves built to withstand a riot, but chain-link fences surrounding them make these halls of education look more like military compounds. Food and medical supplies should be readily available from the cafeteria, the nurse’s station, or the physical-education office. Often, a school is your best bet—perhaps not for education but certainly for protection from an undead attack.

  3. HOSPITALS

  What would seem to be the safest, most logical place to flee to during an outbreak is actually one of the worst. Yes, hospitals may be stocked with food, medical supplies, and an expert staff. Yes, the structures themselves could be secured, as with any office or apartment building. Yes, they may have security, even a regular police presence. In any other disaster, a hospital should be first on your list of havens. Not so when the dead rise. Even with growing awareness about zombies, Solanum infections are still misdiagnosed. Humans with bites or newly murdered corpses are always brought to hospitals. The majority of first-wave zombies (in some cases 90 percent) consist of medical staff or those involved with the treatment of cadavers. Chronological maps of zombie outbreaks show them literally radiating from these buildings.

  4. POLICE STATIONS

  Unlike with hospitals, the reason for avoiding police stations has less to do with zombies than with humans. In all probability, the people living in your city or town will flock to the local police station, creating a nexus of chaos, bodies, and eventual blood. Imagine a packed, writhing crowd of frightened people, too many to control, all trying to force their way into the building they think best represents safety. One does not need to be bitten by zombies when beatings, stabbings, accidental shootings, and even tramplings are just as likely. So when the dead rise, locate your local police station—and head the other way.

  5. RETAIL STORES

  For Class 1 uprisings, many types of retail stores will provide adequate shelter. Those with roll-down gates, solid or otherwise, can stop up to ten zombies for several days. If the siege lasts any longer or if more zombies arrive, the situation may change dramatically. Enough rotting fists, enough heaving forms smashing against the gate will eventually break it down. Always have an alternate escape route planned, so that if the barricade is breached, you can quickly move on. If you can’t formulate a solid Plan B, do not consider this place a refuge. Stores without gates should not be considered. Their display windows will do nothing more than advertise you to the zombies.

  6. SUPERMARKETS

  Although they have enough food to sustain your group for years, supermarkets are also dangerous. Their huge glass doors, even when locked and gated, provide little protection. Reinforcement of these entrances would be difficult. Basically, the exterior of a supermarket is a giant display window, meant to show the fresh, delicious food within. With humans on the inside and zombies on the outside, that is exactly what it will do.

  Not all food stores are deathtraps, however. The smaller, family-owned markets and bodegas of the inner city can serve quite well as temporary havens. To protect against theft and, more recently,
riot, all have strong steel gates, some even solid roll-down shutters. As with stores, these small markets can provide adequate protection for short-term, low-intensity attacks. If you find yourself in one, remember to eat perishables first and be ready to dispose of the rest if (when) the electricity is cut.

  7. SHOPPING MALLS

  A practically indefensible structure. Large shopping centers are always targets for both humans and zombies. It is always the case with social disturbance: At the first sign of trouble, these concentrations of wealth swarm with private security, police, even overzealous shop owners. If the crisis occurs suddenly, a large number of shoppers may become trapped within the mall, creating problems of overcrowding, trampling, and suffocation, as well as attracting the dead. In an outbreak of any class, heading for a shopping mall would mean heading for a center of chaos.

  8. CHURCHES

  Forgive the expression, but places of worship are a mixed blessing. The main advantage of most churches, synagogues, mosques, and other houses of worship is that they are built to withstand forced entry. Most have heavy wood or metal doors. Windows tend to be high off the ground. A majority possess wrought-iron fences that, despite their aesthetic intent, can serve as added protection. When compared to many secular structures of equal size, your typical place of worship is surprisingly secure. However, the protection they offer during an outbreak will never be enough against the horde of zombies that are sure to come. The inevitable onslaught has, of course, nothing to do with the supernatural. Satan’s soldiers are not out to invade God’s house. Ultimate evil is not doing battle with ultimate good. The walking dead attack churches for one good reason: It’s where the food is. Despite their education, technical savvy, and professed disinterest in the spiritual world, urban Americans run, screaming to their gods, at the first sight of zombies. These places of worship, crammed with people loudly praying for their souls, have always served as beacons for the undead. Aerial photographs have shown zombies migrating, slowly, steadily, and with increasing numbers, toward their future slaughterhouse: the nearest church.

  9. WAREHOUSES

  Given their lack of windows, easily secured entrances, and generally spacious layouts, warehouses can be an ideal refuge for an extended period of time. Many warehouses have a security office, usually equipped with bathroom facilities and therefore an immediate source of water. If the merchandise that is stored there is both heavy and kept in large, durable crates, consider yourself lucky. These boxes can be used to reinforce doorways, create private rooms, or even, as many of us did when we were children, be used to build a secondary line of defense or “fort” within the main area. There is the possibility, however unlikely, that whatever goods are stored could be helpful to your survival. For all these reasons, rank warehouses among your most attractive hideouts. One caveat concerning location: 50 percent of the time, these buildings are close to shipyards, factories, or other industrial sites. If this is the case, be cautious, observant, and always ready to flee. Also, beware of refrigerated warehouses storing perishable goods. Once electricity is lost, their quick decomposition can become a severe health hazard.

  10. PIERS AND DOCKS

  With some modifications, adequate supplies, and the right location, any dock or pier can be made practically unreachable. Because zombies can neither swim nor climb, their only access would be from land. Destroying that one access point would leave you on an artificial island.

  11. SHIPYARDS

  Despite the fact that they frequently are the storage site for industrial waste and hazardous materials, shipyards do present undeniable possibilities for refuge. Like warehouses, their containers can be transformed into barriers or, in some cases, even weapons. (See “Mar. 1994 A.D., San Pedro, California.”) The ships themselves become ready havens once the gangway has been secured. But before boarding, make sure you check these waterborne fortresses for infected crew, particularly in smaller, recreational marinas. In the first stages of an outbreak, citizens will no doubt flock to the shoreline, hoping to use (or steal) any available cabin cruiser. Because many marinas are built in relatively shallow water, they are not deep enough to keep zombies completely submerged. More than once, an unwary, amateur sailor has climbed aboard his boat to find several ravenous, waterlogged zombies waiting for him.

  12. BANKS

  What could be safer than a stronghold already built to house the most valuable commodity on Earth? Wouldn’t a bank be a logical place to prepare a defense? Wouldn’t its security measures be more than enough to repel a horde of walking dead? Not in the least. Even the most cursory examination of banks reveals that a majority of their so-called “security” features require the deployment of police and/or outside security. With the police and all other special forces otherwise engaged during an outbreak, silent alarms, surveillance cameras, and waist-high locked gates will be useless when the dead smash through the plate-glass windows, hungry for human flesh. Of course, there is safety in the vault. These titanic constructions would stop even zombies armed with rocket launchers. (No, zombies do not know how to operate rocket launchers.) However, once inside the vault, what next? Given that there is no food, no water, and precious little oxygen, seeking refuge in a vault does little more than give you enough time to place a gun to your head, make peace with your god, and pull the trigger.

  13. CEMETERIES

  Ironically, and despite many popular myths, cemeteries are not the most dangerous place to be when the dead rise. In fact, they can be a place of temporary rest. As previously stated, infected bodies are more likely to end up in hospitals or morgues, reanimating long before they can be taken to cemeteries for conventional burials. And if by some miracle, a corpse did come to life inside its coffin, would it really “rise from the grave”? To answer this question, one must ask another: how? How would a body with normal human strength claw its way out of a coffin, possibly made of steel, possibly encased in a hermetically sealed box, six feet underground? If one looks at the preservation methods involved in standard American burials, the fact is obvious that any person, undead or otherwise, could not possibly scrape, scratch, and crawl his or her way to the surface. But what if the casket is not made of steel? Even a plain pine box would be prison enough to entomb the most tenacious zombie. What if the wooden casket has rotted? In that case, the body has been lying buried so long that its brain has rotted away as well. Remember: Bodies that reanimate have to be fresh, reasonably intact, and infected with the virus. Does this describe a long-dead corpse? Although it’s seen as an iconic vision of the living dead, like vampires drinking blood or werewolves howling at the full moon, the fact remains that zombies have not and never will rise from the grave.

  14. CAPITOLS AND CITY HALLS

  Apply the same principles regarding police stations, hospitals, and houses of worship to state, municipal, and federal government buildings. Most will be the focus of concentrated human activity, making them centers of chaos and zombie congregation. Avoid all government buildings if possible.

  GENERAL RULES:

  Buildings in poorer, inner-city neighborhoods tend to be more secure than others. Their reliance on high fences, razor wire, barred windows, and other anti-crime features make them readily defensible. Buildings in middle- or high-income areas tend to emphasize aesthetics. What rich city council wants an eyesore in its neighborhood? Instead of ugly, even tacky, safety features, these affluent people rely more heavily on law enforcement and private security (forces of proven unreliability). For these reasons, and if the situation permits, head away from the suburbs and toward the inner city.

  Avoid “accidents waiting to happen.” Many industrial structures of the sort commonly found in inner-city or “downtown” areas house explosive or flammable materials. They also may contain complicated machinery such as power generators and environmental regulators, mechanisms that require constant supervision. Put those two together, and disaster is guaranteed. The Khotan nuclear power plant is only one extreme example. More numerous if less dramati
c incidents usually occur with all Class 2 and 3 outbreaks. Do not seek refuge in or near industrial sites, fuel-storage facilities, airports, or any other place identified as high-risk.

  When choosing a refuge, consider these questions carefully:

  1. Is there a wall, fence, or other physical perimeter?

  2. How many potential entrances/exits are there?

  3. Can the people in your party simultaneously defend each fence and exit?

  4. Is there a secondary defensive position, multiple floors, or an attic?

  5. Can the building be secured?

  6. Is there a potential escape route?

  7. What is the supply situation?

  8. Is there a water line?

  9. If needed, are weapons or tools available?

  10. Are materials available to reinforce the entrances?

  11. What about means of communication: phone, radio, Internet, etc.?

  12. Given all these factors, how long could you or your group survive an extended siege?

  Make sure to consider all these questions when choosing where to make your stand. Resist the urge to dash into the nearest building. Remember, no matter how desperate the situation seems, time spent thinking clearly is never time wasted.

  THE FORTRESS

  In Class 3 outbreaks, private homes and even public structures prove insufficient to support human life. Eventually, the people inside will have either suffered the eventual degradation of their defenses, or simply run out of supplies. What is needed in a severe outbreak is a nearly impregnable structure with all the facilities of a self-sustaining biosphere. What is needed is a fortress. This does not mean you must search one out immediately. The first days, even weeks, of a Class 3 infestation will be marked by utter bedlam, an orgy of panicked violence that will make travel risky. When things have “quieted down,” humans in the area will have been organized, evacuated, or completely devoured. Only then should you begin your search for a fortress.

 

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