Unknown
B. Does it have a source of fresh water for not only you but any animals you decide to bring? Remember that you will require water for a multitude of purposes, including drinking, washing, cooking, and farming.
C. Does it have the capacity to produce food? Is the soil good enough for growing? What about animal grazing or fishing? Will foraging produce enoughconsistent sustenance without being depleted?
D. Does it have any natural defenses? Is it atop a high peak or surrounded by cliffs or rivers? During an attack by the living dead or human bandits, will the terrain aid you or your enemy?
E. What are its natural resources? Are there building materials such as wood, stone, or metal? What about fuel such as coal, oil, peat, or again, wood? How much building material would you need to bring with you in order to construct a compound? How much of the local flora has medicinal properties?
All these questions must be answered before you even begin to consider a permanent refuge. Building materials and natural defenses are negotiable. Food, water, and extreme distance arenot! Without any of those three essential elements, you seriously compromise your long-term survival. When choosing your new home, make a list of at least five possible places. Visit them all, preferably in their harshest season. Camp at least a full week with primitive gear and zero outside contact. Only then should you make your decision about which is best suited to your needs.
7. Become an Expert:Research your potential new home thoroughly. Read every book, every article, every sentence written about it. Examine every map and photograph. The type of terrain you choose will have its own specific survival manuals. Purchase and study them all. In addition, study the accounts of earlier, indigenous peoples who lived in similar environments. Again, visit the site many times, and during every season. Spend at least several weeks there, exploring and camping in every sector. Get to know each tree and rock; every sand dune or ice floe. Calculate the most efficient source of food production (farming, fishing, hunting, gathering) and how many humans the land can support with this method. The answer will be vital in choosing the size of your group. If legally possible, purchase the land. This will allow you (resources permitting) to begin
construction of an actual dwelling. It may not be your permanent domicile, but it should at least be something that can shelter you during construction of your future compound. If small and functional, it should serve as a storage shed for pre-stocked supplies. If large and comfortable, it could serve as a second home or vacation getaway. Many people during the Cold War built vacation homes that also served as potential escapes from nuclear holocaust. Familiarize yourself with the nearest local population. If they speak a different language, learn it, as well as local customs and personal history. Their knowledge and expertise should complement your book-learned education on the environment.Never tell the locals why you are there. (More on that later.)
8. Plan Your Route:Follow the rules relating to this section in “On the Run.” Then multiply them by a hundred. Not only will you face the dangers of closed roads and natural barriers, but you will be crossing a landscape crawling with zombies, bandits, and all the chaotic elements of an imploding society. And all this is before a state of emergency is declared! Once that happens, all your previous problems will pale next to the threat of your own military. Unlike simply fleeing a zombie-infested zone, you will not have the luxury of choosing from a variety of possible destinations. There can only be one, and you will have to reach it to survive. As has been stated many times before:Advance planning can never be taken for granted! It should even be a factor in choosing your location. For example, a remote oasis in the middle of the Sahara Desert sounds great, but how will you get there if the airlines stop flying? Even an island several miles off the coast could seem as far as the Sahara if you don’t have a boat. All the lessons of “On the Run” will apply to this scenario. What it does not cover is the international perspective. What if, say, you buy a piece of land in the wilds of Siberia, and the airlines are still flying—but Russia has closed its borders? This does not mean you shouldn’t choose a place in Siberia, but make sure you’ve set up the means (legal or otherwise) to enter the country.
9. Plans B-C-D-E!:What if your first means of transportation doesn’t work? What if the road or waterway is blocked? What if you discover that your safe haven has been overrun by zombies, bandits, the military, or other refugees? What if a thousand more things go wrong? Have backup plans. Map out potential hazards in your path and develop individual, tailor-made ways to counter them. Alternate vehicles, routes, even a backup safe area that, while it may not be as ideal or prepared as the first, will at least keep you alive long enough to think up a new strategy.
10. List Your Gear, be Ready to Shop:Any competent disaster-survival manual should catalog everything you will need to begin a new life. Always maintain three detailed and up-to-date lists: 1. What you absolutely need to survive. 2. Equipment to help build and expand your dwelling and surroundings. 3. If not all the comforts of home, at least a close
approximation. If finances permit, purchase all your items immediately. If not, know where to purchase them. Check prices and locations frequently. Keep track of suppliers that have moved and locate substitutes for those that have gone out of business. Always have at least two backup options in case your primary supplier runs out of stock. Make sure the suppliers are within several hours’ driving distance at most. Donot depend on catalogs or on-line purchases. So-called “express” freight is unreliable enough in normal circumstances. What would it be like in an emergency? Keep all this information with your list. Adjust it accordingly. Always have a cash reserve for the bare essentials (the total amount will depend on the prices of your gear). Even before the situation spirals out of control, checks and credit cards will not compare to the comfort of paper money.
11. Construct Defenses:Nothing is more important than those structures that aid in your protection. Once you have established your group in a quiet corner of the wilderness, begin fortifying it immediately. You never know when the odd zombie will stumble into your camp, attracting others with its moans. Formulate detailed plans for your defense. The layout should be scouted and building materials either purchased or designated from the terrain. Everything, including building materials, tools, and supplies, should already be in place by the time you arrive, so there is nothing left to do but build. Remember: Your defenses must protect you not only from zombies but from bandits as well. Also remember that those human attackers will, at least in the beginning, possess firearms and perhaps explosives. If they succeed in breaching your defenses, always have a fallback position prepared. This secondary defense could be a fortified house, a cave, or even another wall. Keep it maintained and ready for action. A strong fallback position could be the turning point in an otherwise hopeless battle.
12. Plan an Escape Route:What if during an attack, your defenses are breached? Make sure everyone knows the escape route’s location and can get there on his or her own. Ensure that emergency supplies and weapons are packed and ready at all times. Designate a rally point for your fleeing group, a place to reassemble if scattered during an attack. Deserting your new “home” will not be psychologically or emotionally simple, especially after all the time and energy you have spent building it. People around the world who live in precarious situations will tell you how hard this can be. As attached as you may become to this place you now call home, it will always be better to cut and run than die defending it. An alternate location should also be chosen well before you land in your new home. It should be far enough away that zombies or raiders cannot track you from one place to another. It should also be close enough that an overland trek is possible under the harshest conditions (you never know when you might have to abandon your first base). Again, it must be chosenbefore the outbreak. Scouting for a new home or anything else after an outbreak won’t be easy (see following section).
13. Be on Guard:Once you are settled in, defenses built, dwellings erected, crops planted, labor divided, by no means should you ever truly relax. Lookouts should be posted at all times. Keep them camouflaged and equipped with a reliable way to alert the others. Make sure the means of alarm will not alert the attackers as well. Designate a secure perimeter outside your fixed defenses. Keep that perimeter patrolled both day and night. People venturing outside the compound should never do so alone, and never unarmed. Those within camp should always be within several seconds of the weapons locker, ready for battle in case of attack.
14. Remain Concealed:Although the topography of your location should minimize the chances of discovery, you never know when a zombie or raider will venture close to your camp. Make sure no lights can be seen at night. Make sure the smoke from your fires is extinguished before daybreak. If the area’s natural elements do not already camouflage your compound, do so artificially. Practice “noise discipline” at all hours of the day and night. Yell only when necessary. Insulate your communal buildings so that music, conversion, and other sounds will not escape. During new construction and day-to-day maintenance, post additional scouts at the outer limit of the potential noise range. Remember that the slightest sound may be carried on the wind and can betray your position. Always determine which way the wind is blowing, either in the direction of possible inhabitants (the direction you came from) or across a known safe area (a large body of water, deep desert, etc.). If your power source is noisy (e.g., a fossil-fuel generator), make sure it is insulated and used sparingly. Such a constant state of heightened vigilance will be difficult at first. As time goes by, it will become second nature. Life was lived in this fashion for centuries from medieval Europe to the steppes of central Asia. Most of humanity’s history has been the story of small islands of order in an ocean of chaos, people scratching to survive with the constant threat of invasion always hanging above their heads. If they could survive in this manner for countless generations, then, with a little practice, so can you.
15. Remain Isolated:Donot give in to curiosity underany circumstances. Even an expert scout, highly trained in the art of stealth, can accidentally lead armies of undead back to the compound. If your scout is captured and tortured by brigands, the bandits may learn of your location. Beyond the more dramatic threat of zombies or bandits, there is always the risk of your scout contracting some conventional disease and infecting the rest of the population (with few medicines at your disposal, an epidemic of any kind could be devastating). Staying put does not mean staying ignorant of the outside world. Dynamoor solar-powered radios are a perfectly safe means of gathering information. But listen only! Transmitting will reveal your position to anyone with even the crudest directionfinding equipment. As much as you trust those in your group, it would not be a bad idea
to keep all transmitters, flares, and other signaling devices under lock and key. A moment’s weakness could doom your entire existence. Your leadership training will be the best instruction on how to handle such a delicate matter.
Terrain Types
Examine a map of the world and find the best land and mildest climate. Overlay it with the densest population, and you will see a perfect match-up. Early humans knew what to look for when they began to build communities: moderate weather, fertile soil, plentiful fresh water, and a bounty of natural resources. These prime spots became the first centers of humanity, expanding outward into the modern population centers we know today. It is this way of thinking, this perfectly logical thought process, that you will have to completely abandon when choosing your new home. Back to the map. Say you find a place that looks immediately attractive. Chances are that several million people will be thinking the same thing when their time comes to flee. Combat this thinking with the slogan “harsher is safer,” and to be as safe as possible, you will have to find the harshest, most extreme places on Earth. You will have to find an area that looks so unattractive, so inhospitable, that the last thing you would ever want to do is call it home. The following list of environments is provided to aid you in making an informed choice. Supplementary texts will give you more detailed information concerning their exact weather patterns, available food, water, natural resources, and so on. What this section demonstrates is how they relate to all the factors associated with an undead world.
1. Desert
Second only to the polar regions, this is one of the harshest and, therefore, safest environments in the world. Despite what we see in movies, deserts are rarely oceans of sand. Rocks can easily be broken and shaped for building comfortable homes and, more important, defensive walls. The more remote your camp is, the greater chance it will have of avoiding raiders. These renegade scavengers will not be interested in riding across any deep desert where they know no major outposts exist. What would be the point? Even if some tried, the intense heat and lack of water would probably kill them off before they even reached your camp. Zombies, on the other hand, would not suffer from this problem. Heat and thirst are not part of the equation. The dry air would retard their already-slowed decomposition. If the chosen desert is situated between populated areas, such as those in the American Southwest, there will be a very real chance of some discovering your compound. Unless you build your fortification on top of a hill or large rock formation, the flat terrain will increase the need for artificial defenses.
2. Mountains
Depending on their location and elevation, this environment offers excellent defense against the living dead. The steeper the slope, the harder it will be for them to climb. If the mountain in question has no roads or wide paths, human bandits might also be deterred. Although high elevation allows a better view of the surrounding countryside, it also makes camouflage more difficult. Visual-concealment measures must be a top priority, especially where lights and smoke are concerned. Another drawback of the strategic high ground is its distance from usable resources. Commuting to level ground for food, water, and building materials will compromise your security. Consequently, the mountaintop you choose may not be the highest or easily defended but must contain all you need to survive.
3. Jungle
The opposite of deserts, jungles or tropical rainforests will provide all the water, food, and building materials you need as well as a host of medicinal vegetation, burning fuel, and instant camouflage. The thick foliage acts as a noise buffer, insulating sounds that would travel miles in the open. Unlike what we saw in “On the Attack,” where the terrain will work against a team of hunters, the absence of visibility and muddy earth are perfectly suited for a defensive posture. Bandit groups can be easily ambushed and destroyed. Individual zombies can be dispatched without alerting others. There are, of course, negatives associated with this equatorial ecosystem. Moisture breeds life, which includes millions of species of bio-organisms. Disease will be a constant threat. Any cuts or scrapes could turn rapidly gangrenous. Food will decompose much more quickly than in drier climates. Metal gear must be watched for rust. Any clothing not rubberized or otherwise treated will rot, literally, off your back. Mold will be everywhere. The local insect population will be your most constant enemy. Some will be mere nuisances; some may have painful, even fatally venomous stings. Some will carry horrible diseases such as yellow fever, malaria, or dengue fever. One positive natural aspect of jungle survival is that the intense moisture, coupled with the multitude of microscopic organic life, accelerates undead decomposition. Field tests have shown at least a 10 percent higher decay rate in jungle-bound zombies. In certain cases, the percentage has been as high as 25! What all these factors equal out to is an environment with many natural hardships but one extremely well-suited to worst-case survival.
4. Temperate Forests
This worldwide zone is easily the most comfortable for long-term survival. However, with such attractive land will come a host of problems. The wilds of Northern Canada are sure to be crowded with refugees. Caught unprepared, these panicked mobs will surely flee north. For at least the first year, they will roam the wilderness, stripping the land of food, turning to violence to obtain equipment, perhaps even turning to cannibalism in the cold winter months. Brigands will no doubt be among them or will follow in the later years when some decide to attempt a safe settlement. And of course, there is always the zombie threat. Temperate forests are still relatively close to civilization, as well as being dotted with outposts of humanity. Ghoul encounters would be ten times as likely as under normal circumstances. With an influx of refugees, the chances of the undead simply following them north is almost a given. Remember also, the problem of zombies freezing in the winter and thawing in the summer. Choose an area only if it is isolated by natural boundaries: mountains, rivers, and so on. Anything less—even if it seems far from humanity—will be too much of a risk. Do not believe that the vast expanse of Siberia will be any safer than Northern Canada. Remember, to the south of this thinly peopled wilderness are both India and China, the two most populous nations on Earth.
5. Tundra
Refugees will not consider these seemingly barren lands capable of supporting life. Those who try will perish without large stores of supplies, elaborate equipment, or extensive knowledge of the environment. Bandits will also be hard-pressed to survive. In all probability, none will venture this far north. The living dead may reach your camp, however. Those that have migrated north following fleeing refugees, or former refugees now reanimated as zombies, may detect your presence and signal others. Their numbers will not be great and can be handled by those in your group. All the same, build your defenses strong and keep constant vigilance. As with temperate forests, be prepared for zombie activity to follow the seasons.
6. Polar
This environment is, without a doubt, the harshest on the planet. Extremely low temperatures with a high wind chill can kill an exposed human in seconds. Building materials will consist mainly of ice and snow. Fuel will be scarce. Medicinal or any other type of plants are unheard of. Food is plentiful but takes skill and experience to obtain. Even in summer, hypothermia will be a constant danger. Every day will be spent on the fringe of existence. One mistake regarding food, clothing, shelter, even hygiene could mean certain death. Many people have heard of Allariallak, the Inuit whose life in the frozen Hudson Bay region was documented in the filmNanook of the North. Few know that “Nanook” starved to death a year after that documentary was shot. This is not to say that life in the polar regions is an impossibility. People have been doing it successfully for thousands of years. What it will take is ten times the knowledge and determination to
even attempt a life at the top or bottom of the world. If you are not ready to spend at least one winter practicing under these conditions, donot try it when the time to flee comes. So why go? Why risk death from such a hostile environment when the goal is to stay alive? The truth is that the environment should be youronly worry. Refugees and bandits will never make it that far. The chance of zombies randomly wandering that far north are one in 35 million (a proven calculated statistic). As with temperate forests and tundra, you do run the risk of an odd ghoul freezing and thawing in its travels. If you are camped near a coastline, watch for one possibly brought ashore by the current or a derelict-infested ship. Coastlines also leave you vulnerable, in the beginning, to pirates. (More on this concerning islands.) Maintain some means of static defense and always keep alert, although the need for both is relatively less than for any other environment.
7. Islands
What could be safer than land surrounded on all sides by water? Zombies can’t swim. Doesn’t that mean living on an island is the obvious choice for a worst-case scenario? To some degree, yes. Its geographical isolation does negate the possibility of mass zombie migration, something that must be taken into account when billions will be prowling every continent on the globe. Even islands a few miles offshore will save you from the writhing, clamoring hordes. For this reason alone, islands are always a preferable choice. However, just because you decide to live on a rock surrounded by water does not guarantee your survival. Offshore islands will be the obvious choices for refugees. Anyone with a boat or raft will make for them. Ruffians will use them as bases from which to conduct raids on the mainland. Offshore islands may also be destroyed by industrial accidents, some well inland that dump pollution into nearby rivers. To avoid these immediate dangers, choose an island accessible only by a sturdy craft and expert navigation. Look for one without a good natural harbor or too many accessible beaches. This will make it less attractive to other seaborne refugees attempting the same strategy as you. (Remember, purchasing an island will keep people away onlybefore the crisis! No starving, frantic refugee ship is going to obey a “keep out” sign.) Look for islands with high cliffs and, if possible, wide, dangerous reefs.
Even with these natural boundaries, construct defenses and maintain concealment. Dangers are still out there! Pirates, in the beginning phases of the crisis, may cruise from island to island, hoping to scavenge what they can from survivors. Always keep a lookout for their ships on the horizon. Zombies, too, may come in many forms. With the world completely infested, many will certainly find themselves roaming the floors of our oceans. There is the possibility, slight though it may be, of one lumbering up the underwater slope that leads to your little coastline. Others still wearing lifejackets from mortal life may be carried to your island by the current. Then there is the chance of a zombie-infested ship, and in a worst-case scenario, there could be one wrecking on your shore and spilling its deadly cargo. No matter what, do not destroy your means of escape. Drag your boat onto the beach or keep it camouflaged offshore. Losing it will mean turning your fortress into a prison.
8. Living Bysea
It has been suggested that, with the right vessel and crew, a group could survive a worstcase scenario entirely at sea. Theoretically, this is possible, but the odds of its success are astronomical. In the short run, many people will take to water in everything from twoperson sailboats to 80,000-ton freighters. They will survive on what they have brought aboard, scavenging the world’s infested ports, catching fish, and distilling fresh water if possible. Pirates in fast, armed private boats will roam the seas. These modern-day buccaneers already exist today, robbing freighters and yachts along many Third World coastlines and even strategic choke points. In a worst-case scenario, their numbers will swell to several thousand, and their targets will not be exclusive. As military ports become overrun, warships not supporting ground operations will set sail for safer anchorage. In these remote atoll bases, the world’s navies will wait for the crisis to pass, and wait, and wait.
After several years, time and the elements will take their toll on these ad-hoc seaborne populations. Ships relying on fossil fuel will eventually run dry, doomed to drift helplessly. Some attempting to scavenge from abandoned ports and fuel depots may meet their end as zombie food. As medicines and vitamins run out, diseases such as scurvy will begin to take their toll. Rough seas will destroy many vessels. Pirates will eventually burn themselves out through infighting, clashes with victims who choose not to be victimized, and encounters with the occasional living dead. This last contingency will also lead to raider infection, increasing the danger of seaborne undead. Derelict, zombie ghost ships will float aimlessly across the world’s oceans, their moans carrying on salty wind. This wind will eventually erode delicate machinery, including those that purify water and generate power. Within several years, only a few dedicated sailing ships will ride the waves. All others will be sunk, wrecked, reanimated, or will have simply dropped anchor in some remote beach, determined to make a go of it on land.
Anyone even entertaining the idea of a seaborne existence must have the following assets:
A. At least ten years of experience at sea, either in commercial or military service. Simply owning a cabin cruiser for that amount of time does not qualify.
B. A sturdy, wind-powered craft, at least one hundred feet or more with equipment constructed mainly of nonorganic, noncorrosive material.
C. The ability to distill fresh water on a constant basis without relying on rain! Not only must your system and device be simple, easy to maintain, and resistant to rust, but you must also have a backup system aboard.
D. The ability to catch and prepare food without the use of non-renewable fuel. In other words, no propane stove.
E. Complete knowledge of every aquatic plant and animal. All vitamins and minerals obtained on land can be replaced by a seaborne substitute.
F. Full emergency equipment for everyone in your group should the need to abandon ship arise.
G. Knowledge of the location of a safe haven. All boats need a port, no matter how primitive. It could be a collection of rocks off Canada or some barren atoll in the Pacific. No matter what it is, unless you know where your port in a storm is, you are, literally and figuratively, sunk.
With all these in place, it might be easier to simply compromise your living conditions. Use your boat as a movable home as you forage from small island to island, or coastline to coastline. This will be a more comfortable, safer existence than on the open sea. Even so, keep a watch for zombies in shallow water, and always,always, watch your anchor line! Theoretically, this type of life is possible, but it is not recommended.
Duration
How long will you have to endure this primitive existence? How long before the walking dead simply crumble to dust? How long before life can return to even a semblance of normality? Sadly, there is no exact figure. The first zombie to rise will, unless it is frozen, embalmed, or otherwise preserved, completely decompose after five years. However, by the time the undead have world domination, ten years might have already passed. (Remember, you will be fleeing when the war begins, not at its end.) When zombies truly dominate the planet, and there are no more fresh humans to infect, it will truly take five years for the majority of them to rot away. Dry climate and freezing will preserve many, keeping them functional for, potentially, decades. Bandits, refugees, and other survivors like yourself may become further prey, adding a newer but smaller generation to the older, decaying horde. By the time these turn to dust, the only undead left will be those preserved artificially or constantly refrozen with each winter. These you will have to watch for decades to come. Your children and even your children’s children will have to be wary of them. But when will it be safe to come out?
Year 1: A state of emergency is declared. You flee. Your defenses are built; your compound is established. Labor is divided. A new life begins. All this time, you monitor radio and television broadcasts, keeping a close watch on the unfolding conflict.
Year 5–10: Somewhere within this time period, the war ends. The dead have won. The signals stop. You assume that the entire world is overrun. You continue your life, keeping a close eye on defense as bandits and refugees might begin to enter your zone.
Year 20: After two decades of isolation, you consider sending a scouting party. Doing so will risk discovery. If the party does not return by a fixed date, you assume they have been lost, perhaps even divulged your location. You stay hidden. Donot send out another search party, and prepare for battle. Another party will not be sent out for at least five years. If the scouts do return, their findings will determine your next course of action.
Your scouts will discover a new world in which one of three scenarios prevails:
1. Zombies still roam the earth. Between those artificially preserved and those freezing with each winter, millions continue to exist. Although they may be infrequent, one per two square miles, they are still the planet’s dominant predator. Almost all humanity is gone. Those who survive remain in hiding.
2. Few undead remain. Decomposition and constant warfare have taken their toll. Perhaps every hundred or so miles, a lone zombie will be spotted. Humanity has begun to make a comeback. Pockets of survivors have banded together and are striving to rebuild society. This could take many forms, from a harmonious collective of law-abiding citizens to the chaotic, feudal society of barbarians and warlords. The latter would be reason enough to stay hidden. There is the possibility, no matter how slight, that all or some governmentsin-exile will eventually show their faces. Armed with the remnants of military and police, equipped with stored technology and archived know-how, they attempt, successfully, to set humanity on a slow but steady course to re-establishing global dominance.
3. Nothing has survived. Before eventually rotting away, the living dead have cleaned out all vestiges of humanity. Refugees have been devoured. Bandits have either killed one another off or succumbed to ghoul attacks. Survivor camps have fallen to attack, disease, internal violence, or simple ennui. It is a silent world, devoid of zombie or human activities. Apart from the wind rustling in leaves, the surf breaking upon shore, and the chirps and calls of what wildlife remain, the earth has found an eerie peace not known for millions of years.
No matter what the human (or undead) situation, the animal kingdom will go through its own metamorphosis. Any creatures unable to escape will be devoured by the living dead. This will lead to the near-extinction of many species of grazing animals, the chief diet of large predators. Birds of prey will also face starvation, as will carrion birds (remember that even after a zombie is killed, the flesh remains poisonous). Even insects, depending upon their size and speed, may find themselves the target of roving zombies. It is difficult to say what forms of wildlife will inherit the earth. What can be said is that an undead world will have as much, if not a greater, impact on the global ecosystem as the last ice age.
Then What?
Post-apocalyptic fiction usually shows the survivors of a new age reclaiming their world in dramatic steps, such as retaking an entire city. While this makes for exciting imagery, especially in moving pictures, it does not represent a safe or efficient means of recolonization. Instead of marching across the George Washington Bridge to repopulate Manhattan, a safer, smarter, more conservative stance will be to either expand your existing living space or migrate to a better, if still relatively isolated area. For example, if you have made your home on a small island, the best choice would be to land on a larger, previously inhabited island, clean out what zombies are left, and reclaim the abandoned structures as your new home. On land, the equivalent would be to migrate from, for example, the deep desert or frozen tundra to the nearest abandoned town. Worst-case survival manuals, as well as many historical texts, will be your best guide to a complete rebuilding. What they may not instruct you to do, and what you must do, is make sure that your new, more civilized home is secure! Remember: Yours is the only government, the only police force, the only army around. Safety will be your responsibility, and although the immediate danger may have passed, it must never be taken for granted. No matter what you will find, and no matter what challenges you will face, take heart in the knowledge that you have survived a catastrophe not seen since the extinction of the dinosaurs, a world ruled by the living dead.
RECORDED ATTACKS
This is not a list of all zombie attacks throughout history. This simply chronicles all attacks for which the information has been recorded, survived, and been released to the author of this book. Accounts from societies with an oral history have been more difficult to acquire. Too often these stories have been lost when their societies have fragmented as
a result of war, slavery, natural disasters, or simply the corruption of international modernization. Who knows how many stories, how much vital information—perhaps even a cure—has been lost through the centuries. Even in a society as information-savvy as our own, only a fraction of total outbreaks is reported. This is due, in some part, to various political and religious organizations that have sworn to keep all knowledge of the living dead secret. It is also due to ignorance of a zombie outbreak. Those who suspect the truth but fear for their credibility will, in most cases, withhold the information. This leaves a short but well-documented list. Note: These events are listed in the chronological order of their occurrence, not discovery.
60,000 B.C., KATANDA, CENTRAL AFRICA
Recent archaeological expeditions discovered a cave on the banks of the Upper Semliki River that contained thirteen skulls. All had been crushed. Near them was a large pile of fossilized ash. Laboratory analysis determined the ash to be the remains of thirteen Homo sapiens. On the wall of the cave is a painting of a human figure, hands raised in a threatening posture, eyes fixed in an evil gaze. Inside its gaping mouth is the body of another human. This find has not been accepted as a genuine zombie incident. One school of thought argues that the crushed skulls and burned bodies were a means of ghoul disposal, while the cave drawing serves as a warning. Other academics demand some type of physical evidence, such as a trace of fossilized Solanum. Results are still pending. If Katanda’s authenticity is confirmed, it raises the question of why there was such a large gap between this first outbreak and the one that followed.
3000 B.C., HIERACONPOLIS, EGYPT
A British dig in 1892 unearthed a nondescript tomb. No clues could be found to reveal who the person who occupied it was or anything about his place in society. The body was found outside the open crypt, curled up in a corner and only partially decomposed. Thousands of scratch marks adorned every surface inside of the tomb, as if the corpse had tried to claw its way out. Forensic experts have revealed that the scratches were made over a period of several years! The body itself had several bite marks on the right radius. The teeth match those of a human. A full autopsy revealed that the dried, partially decomposed brain not only matched those infected by Solanum (the frontal lobe was completely melted away) but also contained trace elements of the virus itself. Debate now rages as to whether or not this case prompted late Egyptian specialists to remove the brains from their mummies.
500 B.C., AFRICA
During his voyage to explore and colonize the continent’s western coast, Hanno of Carthage, one of Western civilization’s most famous ancient mariners, wrote in his sea log:
On the shores of a great jungle, where green hills hide their crowns above the clouds, I dispatched an expedition inland in search of sweet water…. Our soothsayers warned against this action. In their eyes was a cursed land, a place of demons abandoned by the gods. I ignored their warnings and paid the highest price…. Of the thirty and five men sent, seven returned…. The survivors sobbed a tale of monsters from the jungles. Men with fangs of snakes, claws of leopards, and eyes burning with the fires of hell. Bronze blades cut their flesh but drew no blood. They feasted upon our sailors, their wails carried on the wind … our soothsayers warned of the wounded survivors, claiming they would bring sorrow on all they touched…. We hastened to our ships, abandoning those poor souls to this land of man-beasts. May the Gods forgive me.
As most readers know, much of Hanno’s work is controversial and debated among academic historians. Given that Hanno also describes a confrontation with large, ape-like creatures he dubbed “Gorillas” (actual gorillas have never inhabited that part of the continent), it can be inferred that both these incidents were a product either of his imagination or those of later historians. Even with this in mind, and disregarding the obvious exaggerations of snake’s fangs, leopard’s claws, and burning eyes, Hanno’s basic description does closely resemble the walking dead.
329 B.C., AFGHANISTAN
An unnamed Macedonian column built by the legendary conqueror Alexander the Great was visited many times by Soviet Special Forces during their own war of occupation. Five miles from the monument, one unit discovered the ancient remains of what is believed to be Hellenic Army barracks. Among other artifacts, there was a small bronze vase. Its inlaid pictures show: (1) one man biting another; (2) the victim lying on his deathbed; (3) the victim rising up again; and back to (1) biting another man. The circular nature of this vase, as well as the pictures themselves, could be evidence of an undead outbreak either witnessed by Alexander or related to him by one of the local tribes.
212 B.C., CHINA
During the Qin Dynasty, all books not relating to practical concerns such as agriculture or construction were ordered burned by the emperor to guard against “dangerous thought.” Whether accounts of zombie attacks perished in the flames will never be known. This obscure section of a medical manuscript, preserved in the wall of an executed Chinese scholar, might be proof of such attacks:
The only treatment for victims of the Eternal Waking Nightmare is complete dismemberment followed by fire. The patient must be bodily restrained, his mouth filled with straw then bound securely. All limbs and organs must be removed, avoiding contact with any bodily fluids. All must be burned to ash then scattered at least twelve li in all directions. No other remedy will suffice as the sickness has no cure … the desire for human meat, unquenchable…. If victims are encountered in numbers, with no hopes of restraining them, immediate decapitation must be used … the Shaolin spade being the swiftest weapon for this task.
There is no mention of the “Eternal Waking Nightmare” victims as actually being dead. Only the section about craving the flesh of the healthy, and the actual “treatment,” suggest a presence of zombies in ancient China.
121 A.D., FANUM COCIDI, CALEDONIA (SCOTLAND)
Although the source of the outbreak is unknown, its events are well-documented. The local barbarian chieftains, believing the undead to be simply insane, sent more than 3,000 warriors to “end this mad uprising.” The result: More than 600 warriors were devoured, the rest wounded and eventually transformed into walking dead. A Roman merchant named Sextus Sempronios Tubero, who was traveling through this province at the time,
witnessed the battle. Although not realizing that the walking dead were just that, Tubero was observant enough to notice that only the decapitated zombies ceased to be a threat. Barely escaping with his life, Tubero reported his findings to Marcus Lucius Terentius, commander of the nearest military garrison in Roman Britannia. Less than a day away were well over 9,000 zombies. Following the stream of refugees, these ghouls continued to migrate south, moving steadily toward Roman territory. Terentius had only one cohort (480 men) at his disposal. Reinforcements were three weeks away. Terentius first ordered the digging of two seven-foot-deep, inwardly narrowing ditches that eventually straightened to form a straight, mile-long corridor. The result looked similar to a funnel opening into the north. The bottoms of both trenches were then filled withbitumen liquidum (crude oil: common for heating lamps in this part of Britannia). As the zombies approached, the oil was ignited. All ghouls falling into the trench were trapped in its deep confines and incinerated. The remainder were forced into the funnel, where no more than 300 could stand abreast. Terentius ordered his men to draw swords, raise shields, and advance on the enemy. After a nine-hour battle, every zombie had been decapitated, the still-snapping heads rolled into the ditches for cremation. Roman casualties numbered 150 dead, no wounded (the legionnaires killed any bitten comrade).
Ramifications from this outbreak were both immediately and historically important. Emperor Hadrian ordered all information regarding the outbreak to be compiled in one comprehensive work. This manual not only detailed a zombie’s behavioral pattern and instructions on efficient methods of disposal, it recommended overwhelming numerical force “to deal with the inevitable panic of the general populace.” A copy of this document, known simply as “Army Order XXXVII,” was distributed to every legion throughout the empire. For this reason, outbreaks in areas under Roman rule never reached critical numbers again and were therefore never reported in detail. It is also believed that this first outbreak prompted the building of “Hadrian’s Wall,” a structure that effectively isolated Northern Caledonia from the rest of the island. This is a textbook Class 3 outbreak, and easily the largest on record.
140–41 A.D., THAMUGADI, NUMIDIA (ALGERIA)
Six small outbreaks among desert nomads were recorded by Lucius Valerius Strabo, Roman governor of the province. All outbreaks were crushed by two cohorts from the III Augusta Legionary base. Total zombies dispatched: 134. Roman casualties: 5. Other than the official report, a private journal entry by an army engineer records a significant discovery:
A local family remained imprisoned in their home for at least twelve days while the savage creatures scratched and clawed fruitlessly at their bolted doors and windows. After we dispatched the filth and rescued the family, their manner looked near to insane.
From what we could gather, the wails of the beasts, day after day, night after night, proved to be a merciless form of torture.
This is the first known recognition of psychological damage caused by a zombie attack. All six incidents, given their chronological proximity, make a credible case for one or more ghouls from earlier attacks “surviving” long enough to reinfect a population.
156 A.D., CASTRA REGINA, GERMANIA (SOUTHERN GERMANY)
An attack by seventeen zombies left a prominent cleric infected. The Roman commander, recognizing the signs of a newly turned zombie, ordered his troops to destroy the former holy man. Local citizens became enraged, and a riot ensued. Total zombies dispatched: 10, including the holy man. Roman casualties: 17, all from the riot. Civilians killed by Roman crackdown: 198.
177 A.D., NAMELESS SETTLEMENT NEAR TOLOSA, AQUITANIA (SW FRANCE)
A personal letter, written by a traveling merchant to his brother in Capua, describes the assailant:
He came from the wood, a man stinking of rot. His gray skin bore many wounds, from which flowed no blood. Upon seeing the screaming child, his body seemed to shake with excitement. His head turned in her direction; his mouth opened in a howling moan…. Darius, the old legionary veteran, approached … pushing the terrified mother aside, he grabbed the child with one arm, and brought his gladius around with the other. The creature’s head fell to its feet, and rolled downhill before the rest of his body followed… . Darius insisted they wear leather coverings as they pitched the body into the fire … the head, still moving in a disgusting bite, was fed to the flames.
This passage should be taken as the typical Roman attitude toward the living dead: no fear, no superstition, just another problem requiring a practical solution. This was the last record of an attack during the Roman Empire. Subsequent outbreaks were neither combated with such efficiency nor recorded with such clarity.
700 A.D., FRISIA (NORTHERN HOLLAND)
Although this event appears to have taken place on or about 700 A.D., physical evidence comes in the form of a painting recently discovered in the vaults of the Rijksmuseum in Amsterdam. Analyses of the materials themselves fix the date listed above. The picture itself shows a collection of knights in full armor, attacking a mob of ragged men with gray flesh, arrows and other wounds covering their bodies, and blood dripping from their mouths. As the two forces clash in the center of the frame, the knights bring their swords down to decapitate their enemies. Three “zombies” are seen in the lower right-hand corner, crouching over the body of a fallen knight. Some of his armor has been pulled off, one limb ripped from his body. The zombies feed on the exposed flesh. As the painting itself is unsigned, no one has yet to determine where this work came from or how it ended up in the museum.
850 A.D., UNKNOWN PROVINCE IN SAXONY (NORTHERN GERMANY)
Bearnt Kuntzel, a friar on his pilgrimage to Rome, recorded this incident in his personal diary. One zombie wandered out of the Black Forest to bite and infect a local farmer. The victim reanimated several hours after his demise and turned on his own family. From there, the outbreak spread to the entire village. Those who survived fled into the lord’s castle, not realizing that some among them had been bitten. As the outbreak spread even farther, neighboring villagers descended in a mob toward the infested zone. Local clergy believed that the undead had been infected by the spirit of the devil and that holy water and incantations would banish the evil spirits. This “holy quest” ended in a massacre, with the entire congregation either devoured or turned to living dead themselves.
In desperation, neighboring lords and knights united to “purify the devil’s spawn with fire.” This ramshackle force burned every village and every zombie within a fifty-mile radius. Not even uninfected humans survived the slaughter. The original lord’s castle, inhabited by people who had shut themselves in with the undead, had by then been transformed into a prison of more than 200 ghouls. Because the inhabitants had barred the gates and raised the drawbridge before succumbing, the knights could not enter the castle to purify it. As a result, the fortress was declared “haunted.” For over a decade afterward, peasants passing nearby could hear the moans of the zombies still within. According to Kuntzel’s figures, 573 zombies were counted and more than 900 humans were devoured. In his writings, Kuntzel also tells of massive reprisals against a nearby Jewish village, their lack of “faith” blamed for the outbreak. Kuntzel’s work survived in the Vatican archives until its accidental discovery in 1973.
1073 A.D., JERUSALEM
The story of Dr. Ibrahim Obeidallah, one of the most important pioneers in the field of zombie physiology, typifies the great strides forward and tragic steps back in science’s attempt to understand the undead. An unknown source caused an outbreak of fifteen zombies in Jaffa, a city on the coast of Palestine. Local militia, using a translated copy of Roman Army Order XXXVII, successfully exterminated the threat with a minimum of human casualties. One newly bitten woman was taken under the care of Obeidallah, a prominent physician and biologist. Although Army Order XXXVII called for the immediate decapitation and burning of all bitten humans, Obeidallah convinced (or perhaps bribed) the militia to allow him to study the dying woman. A compromise was reached in which he was permitted to move the body, and all his equipment, to the city jail. There, in a cell, under the law’s watchful eye, he observed the restrained victim until she expired—and continued to study the corpse while it reanimated. He performed numerous experiments on the restrained ghoul. Discovering that all bodily functions necessary to sustain life were no longer functioning, Obeidallah scientifically proved that his subject was physically dead yet functioning. He traveled throughout the Middle East, gathering information on other possible outbreaks.
Obeidallah’s research documented the entire physiology of the living dead. His notes included reports on the nervous system, digestion, even the rate of decomposition in relation to the environment. This work also included a complete study of the behavioral patterns of living dead, a remarkable achievement if actually true. Ironically, when Christian knights stormed Jerusalem in 1099, this amazing man was beheaded as a worshiper of Satan, and almost all of his work was destroyed. Sections of it survived in Baghdad for the next several hundred years, with only a fraction of the original text rumored to survive. Obeidallah’s life story, however, minus the details of his experiments, survived the crusaders’ slaughter, along with his biographer (a Jewish historian and former colleague). The man escaped to Persia, where the work was copied, published, and gained modest success in various Middle Eastern courts. A copy remains in the National Archives in Tel Aviv.
1253 A.D., FISKURHOFN, GREENLAND
Following the great tradition of Nordic exploration, Gunnbjorn Lundergaart, an Icelandic chieftain, established a colony at the mouth of an isolated fjord. There were reported to be 153 colonists in the party. Lundergaart sailed back to Iceland after one winter, presumably to procure supplies and additional colonists. After five years, Lundergaart returned to find the island compound in ruins. Of the colonists, he found just three dozen skeletons, the flesh picked clean from the bones. It is also reported that he encountered
three beings, two women and one child. Their skin was a mottled gray, and bones stuck through the flesh in places. Wounds were evident, but no traces of blood could be observed. Once sighted, the figures turned and approached Lundergaart’s party. Without responding to any verbal communication, they attacked the Vikings and were immediately chopped to pieces. The Norseman, believing the entire expedition was cursed, ordered the burning of all bodies and artificial structures. As his own family were among the skeletons, Lundergaart ordered his men to kill him as well, dismember his body, and add it to the flames. The “Tale of Fiskurhofn,” told by Lundergaart’s party to traveling Irish monks, survives in the national archives in Reykjavik, Iceland. Not only is this the most accurate account of a zombie attack within ancient Nordic civilization, it may also explain why all Viking settlements within Greenland mysteriously vanished during the early fourteenth century.