- Max Brooks
- The Zombie Survival Guide
- The_zombie_survival_guide_compl_split_006.html
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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.