The Zombie Survival Guide: Complete Protection From the Living Dead

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The Zombie Survival Guide: Complete Protection From the Living Dead Page 14

by Max Brooks


  F. Integrated Attack

  Nothing is more frightening than surfacing from an underwater sweep to find zombies waiting on your boat! Always work in concert with surface units. If your team consists of ten people, take five underwater and leave the rest “on the roof.” This will allow for a quick rescue if the tide of battle turns. A surface group can also aid in scouting, killing, and calling in reinforcements from land. As a general rule of all combat strategies, the more dangerous the environment, the more support is necessary.

  G. Observe Wildlife

  We have already established that birds and animals can signal the approach of zombies. The same is true for fish. It has been proven that aquatic wildlife can detect even minute traces of Solanum-infected flesh as it floats off a zombie’s body. Once they do they consistently and immediately flee the area. Underwater hunters have always reported zones completely devoid of fish right before encountering an underwater zombie.

  H. Killing Methods

  Do not discount any of these tactics as fantastic or unreliable. As ludicrous as some of them may sound, all have been repeatedly tested in antizombie, underwater combat. All have shown remarkable success.

  1. Sniping: Substitute a speargun for a rifle and water for air, and it is basically the same tactic. As a speargun requires less range than a rifle, the diver will find himself in greater danger. If the first shot misses, never reload on the spot! Swim to a safe distance, lock in another spear, then re-engage your target.

  2. Spearfishing: This is used if a head shot proves too difficult. Attach a metal line to the end of the spear, and aim for the ribcage. Once the zombie is skewered, your surface team can haul it up for disposal. Keep in mind that these zombies still have the ability to attack. If possible, try for a head shot from a rifle the second they break the surface. This will require great coordination between a diver and the surface team. One past foul-up resulted in an unwary team hauling what they believed was a destroyed zombie to the surface. Their screams were not heard by the incompetent diver below.

  3. Hook and Line: Attach a harpoon to a section of rope. Use it to spear the targeted zombie, then have your surface team haul it up. Boat or meathooks, fastened to the end of the harpoon, decrease the chances of losing your target during the ascent. If the water is clear and shallow enough, the process of harpooning could be conducted entirely from aboard a boat. Again, as with the spearfishing, the “reeled-in” ghoul must be disposed of before it comes close enough to strike.

  4. Netting: Surface teams will be your primary source of attack, with divers acting only as scouts. Fish or cargo nets should be dropped on the targeted ghoul, then used to bring them to the surface. One major advantage of netting is that the zombies you haul aboard should be too tangled in the net to strike out at you. Of course, “should” is a very dangerous word. Many a hunter was fatally wounded by zombies that “should” have been easy kills.

  I. Specific Rules

  Think of bodies of water as different types of terrain. Each will have its own set of conditions and can be as different from one another as a desert is from a swamp. About the only thing some bodies of water have in common is the H2O that covers them. You already have one deadly enemy to contend with. Don’t make another one.

  1. Rivers: Constant currents can be both a blessing and a curse. Depending on the strength of its currents a river can wash any and all zombies well away from the initial infested area. Ghouls that fall into the Mississippi near Winona, Minnesota, could easily wash ashore a week later in downtown New Orleans. This creates a sense of urgency not found with landlocked pools. If possible, set up nets at the narrowest points. Monitor them carefully, and exercise extreme caution when sending divers in to investigate. A strong current can carry them right into the waiting arms and open mouths of their “targets.”

  2. Lakes and Ponds: Because they are landlocked (generally), there is little chance for zombies to escape from a lake or a pond. Any undead wandering back to shore could be sighted and killed. Those remaining submerged will be eventually fished out and destroyed. The lack of any current makes them an ideal location for divers. Lakes and ponds that freeze over present a multigenerational problem. If they freeze solid, the submerged will become entombed for the winter, making them almost impossible to find. If only the surface freezes, zombies could still prowl the water’s dark depths.

  3. Swamps: These are easily the most frustrating places for an underwater hunt. Their murky waters make diving next to impossible. Their root-riddled bottoms confound echo sounders. In most cases, their shallow bottoms make it easy for a zombie to simply reach up and either grab a hunter or capsize his boat. Hunting in large numbers with extensive use of searchlights and probing poles is the only proven method for sweeping this environment. After one of these arduous campaigns, you will know why so many tales of terror have their origin in the swamp.

  4. Oceans: Unless the area in question is a harbor or other semi-enclosed area, forget about any successful hunts in the open seas. There is simply too much space for a real sweep, with depths beyond the reach of all but the rarest and most expensive submersibles. As problematic as this is for aggressive hunting, the threat posed by these undersea undead will probably be negligible. Most will simply wander the ocean floor, never seeing dry land again, until they eventually decay to nothing. This does not mean, however, that the threat should be ignored. Once it has been confirmed that zombies have been washed out to sea, determine the deep-water currents in that area and if—and where—they might take the undead close to land. All coastal inhabitants should be warned and a system of surveillance maintained for some time after that. Unlikely as it sounds, zombies have been known to slouch out of the surf months after an outbreak and on beaches thousands of miles away.

  So let’s assume that you have followed all these instructions correctly. The battle is over, the area is secure, the victims have been mourned, the zombies have been burned. Hopefully, this will be the last time you will ever have to raise your hand to undead flesh. But what if it isn’t? What if your struggle was merely one small theater of a greater, all-out war between the living and the dead? What if, heaven forbid, it is a war humanity loses?

  LIVING IN AN UNDEAD WORLD

  What if the unthinkable happened? If zombie hordes grew large enough to dominate the entire planet? This would be a Class 4 or doomsday outbreak, in which humanity is driven to the brink of extinction. Improbable? Yes. Impossible? No. Governments of any type are nothing more than a collection of human beings—human beings as fearful, shortsighted, arrogant, closed-minded, and generally incompetent as the rest of us. Why would they be willing to recognize and deal with an attack of walking, bloodthirsty corpses when most of humanity isn’t? Of course, one could argue that logic such as this might stand up in the face of a Class 1 or even Class 2 outbreak, but the threat posed by even a few hundred zombies would surely be enough to galvanize our leaders into action. How could they not? How could those in power, especially in such a modern, enlightened age as ours, ignore the spread of a deadly disease until it reached plague proportions? Just look at the world governments’ response to the AIDS epidemic, and you will have your answer. But what if the “authorities” did recognize the threat for what it is—and were unable to control it? Massive economic recession, world war, civil unrest, or natural disasters could easily distract government resources from a rapidly growing outbreak. Even in perfect conditions, containing anything larger than a Class 2 outbreak is extremely difficult. Imagine trying to quarantine a large city like Chicago or Los Angeles. Of the millions attempting to escape, how many of those would already be bitten, spreading the infection far beyond the quarantined area?

  But wouldn’t the vast oceans that make up the majority of our planet save us? Wouldn’t those in Europe, Africa, Asia, and Australia be safe from a festering outbreak in North America? Perhaps. This is assuming all borders are sealed, all air traffic has ceased, and every world government is aware of and working to stop the outbrea
k. Even so, with the undead ranks already in the tens of millions, is it possible to stop every aircraft with an infected passenger, every ship with an infected crewman? Is it possible to patrol every inch of coastline to watch for a waterborne ghoul? At this point, sadly, the answer is no. Time is on the side of the undead. With each day, their ranks will swell, making containment and extermination more and more difficult. Unlike its human counterparts, an army of zombies is completely independent of support. It will not require food, ammunition, or medical attention. It will not suffer from low morale, battle fatigue, or poor leadership. It will not succumb to panic, desertion, or out-and-out mutiny. Like the virus that gave it life, this undead force will continue to grow, spreading across the body of this planet until there is nothing left to devour. Where would you go? What would you do?

  THE UNDEAD WORLD

  When the living dead triumph, the world degenerates into utter chaos. All social order evaporates. Those in power, along with their families and associates, hole up in bunkers and secure areas around the country. Secure in these shelters, originally built for the Cold War, they survive. Perhaps they continue the façade of a government command structure. Perhaps the technology is available to communicate with other agencies or even other protected world leaders. For all practical purposes, however, they are nothing more than a government-in-exile. With the total collapse of law and order, small bands of individuals emerge to assert their authority. Looters, bandits, and common thugs prey on the survivors, taking what they want and indulging in whatever pleasure they can find. It is common at the end of any civilization to have one last massive party. As perverse as it sounds, orgies of people believing that this day is their last spring up all around the nation.

  What police and military forces are left serve as protection for the government in hiding, desert in an attempt to save their families, or degenerate into bandits themselves. A total collapse in communication and transportation sweeps the globe. Isolated cities become open battlegrounds, with scattered groups of citizens fighting to defend barricaded areas from both ghouls and human renegades. Neglected machines eventually break down or, in some cases, blow up. Reactor meltdowns and other industrial accidents are common, polluting the landscape with toxic chemical by-products. The countryside flourishes with zombies. With cities picked clean of humans, the undead fan out in search of prey. Country homes and suburban neighborhoods are torn to shreds as citizens flee, attempt to stand and fight, or wait helplessly for the slouching multitudes to engulf them. The carnage is not limited to humans: The air is thick with the shrieks of farm animals trapped in pens, or even family pets trying bravely to protect their masters.

  As time passes, the fires die, the explosions cease, the screams fade. Fortified areas begin to run low on supplies, forcing the occupants to face their undead attackers during foraging missions, evacuations, or battles driven by desperate insanity. Casualties will continue to mount as many well-protected and well-supplied but weak-willed humans take their own lives out of sheer despair.

  The looters previously mentioned fare no better than any other human. These modern-day barbarians became such because of their disrespect for law, their hatred of organization, their choice of destruction over creation. Their nihilistic, parasitic existence feeds off the riches of others instead of producing their own. This mentality prevents them from settling down and building a new life. They are always on the run, fighting off the undead no matter where they stop. Even if they succeed in fending off this external threat, their need for anarchy eventually leads them to turn on each other. Many of these societies will be held together by the strong personality of a chieftain. Once he or she is gone, there will be nothing to hold the group together. A disbanded gang of thugs, wandering aimlessly through hostile ground, cannot survive forever. After several years, little will be left of these ruthless human predators.

  It is difficult to say what will happen to the remnants of government. This will depend greatly on which country we are talking about, what resources it had before the crisis, and what type of government it was. A society living for ideals such as democracy or religious fundamentalism stands a greater chance of survival. These survivors will not need to depend on the personal magnetism (or intimidation) of a single individual. Some Third World dictator might hold his minions together only as long as he survives. As with the barbarian gangs, his demise, or even a simple display of weakness, could spell the end for the entire “government.”

  But no matter what happens to the surviving humans, there will always be the walking dead. With glazed eyes and gawking mouths, their putrid forms will cover the earth, hunting all living things within their grasp. Some species of animals will undoubtedly face extinction. Others who are able to escape this fate may find ways to adapt and even thrive in a radically changed ecosystem.

  This post-apocalyptic world will appear as a devastated landscape: burned-out cities, silent roads, crumbling homes, abandoned ships rusting offshore, gnawed and bleached bones scattered over a world now ruled by machines of walking dead flesh. Fortunately, you will not see this, because before it happens, you will be nowhere near!

  STARTING OVER

  In “On the Defense,” you learned how to prepare a space for what could be a long siege until rescue. In “On the Run,” you learned how to travel for what could be great distances until reaching safety. Now it is time to imagine and prepare for a worst-case scenario. In this scenario, you and your closest friends and family must be able to escape all civilization, find a remote, uninhabited corner of our planet (there are more than you think), and rebuild your life from scratch. Imagine a group of shipwrecked survivors on an island, or a human colony on a new planet. This must be your mind-set to survive. No one is coming for you, no rescue planned. There are no friendly forces to run to, no battle lines to hide behind. The old life is gone forever! The new one, in terms of both quality and duration, will be entirely up to you. As horrifying as this prospect sounds, remember that humans have been adapting and rebuilding since the beginning of our history. Even today, when society appears to have softened us beyond redemption, the will to survive is deep within our genes. Ironically, in a worst-case scenario, your greatest challenge will be dealing with day-to-day life and not the living dead. In fact, if your survival strategy works perfectly, you may never even see a zombie. Your goal is to create a safe little microcosm of the world, equipped with everything you will need to not only survive but maintain a modicum of civilization.

  And when is the best time to start? Immediately! An all-out war might never happen. It might be years away. But what if it’s soon? What if a Class 1 outbreak has already begun and is going unchecked? What if a Class 2 or even Class 3 outbreak has begun in a totalitarian country where the press is highly censored? If so, an all-out war could be months away. In all probability, this is not the case. But is it any reason not to be prepared? Unlike stocking up for a siege, preparing to re-create a tiny corner of civilization takes a tremendous amount of time. The more you have, the better off you will be. Does this mean you should give up your entire life and do nothing but prepare for the end of the world? Of course not. This text was prepared to coincide with the average citizen’s conventional lifestyle. Minimum preparation, however, should take no less than 1,500 hours. Even if spread over the course of several years, this is a formidable amount of time. If you believe you can accomplish everything by “cramming” at the eleventh hour, by all means, don’t lift a finger now. But you may think twice about beginning to build your ark once it has already started raining.

  GENERAL RULES:

  1.

  ASSEMBLE A GROUP: As detailed in previous chapters, collective response is always preferable to an individual attempt. A group will extend your financial resources, allowing for the purchase of a greater amount of land and equipment. As with a siege, a greater variety of skills will also be available. Unlike a siege, in which you will be lucky with whatever talents you find, preparing for a worst-case scenario allo
ws the time to train members of your party in whatever skills are required. For example, how many blacksmiths do you know? How many doctors can find medicines in the wild? How many real urban dwellers know anything about farming? Specialization also allows for quicker preparation (a team scouts potential land while another acquires equipment, etc.). During the crisis, one or several members of your group could be sent ahead to the designated safe zone to prepare it if the situation gets worse. Of course, there are potential dangers. Unlike the relatively short sieges of protected areas, this long-term survival may lead to social problems unknown in modern society. People who believe help is eventually coming are much more likely to remain loyal than those who know the future is what they make it. Discontent, mutiny, even bloodshed are always a possibility. As is the mantra of this manual, be prepared! Take several classes on leadership and group dynamics. Books and lectures on basic human psychology are always a must. This knowledge will be instrumental in choosing your members and governing them later. To reiterate earlier statements, making a group of individuals cooperate over a long period of time is the hardest task on earth. However, when successful, this group will be capable of anything.

 

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