by Roger Ma
ZCM: How was that received by your peers?
ES: They were . . . unenthusiastic, to put it politely. No one wants to hear their baby is ugly, and there isn’t a small amount of ego that goes into leading a fighting style. For a bunch of other instructors to sit around a table and hear that their techniques were worth bunk, well, you can imagine how well that was taken. As time went on, the egos started dissipating as more of us started falling victim. We would hear about this teacher and that teacher not being around anymore, and the students dwindled rapidly. Eventually I was able to get anyone who was left in my circle to come around.
Those were some tough nights. We tried to be as meticulous as possible, breaking down everything we knew about zombie anatomy, physiology, movement, anything that could help us develop a complete defensive style specifically around them. Plus, doing all of this while still trying to just keep our collective asses alive. Things got a lot easier when we all moved into the same western rescue station. We researched and trained furiously, pulling from this art and that. We even interviewed other civilians who were willing to describe some of their personal experiences and then tried to replicate them during training. After what felt like years of training and scribbling, we finally arrived at the foundation of the system you see today.
That’s when we also started trying to let the authorities in on what we were trying to do, and organizing classes in the rescue camp. We even started training the Guardsmen when they were off duty. That’s when some of the senior officials started to pay attention, and got us on a Pave Hawk to visit some of the other stations up the coast. We then made our way east to the other safety nexuses. The rest you already know—we were able to secure some funding through FECDA,18 pressed some palms at the new White House, and then set up shop again back here.
ZCM: How realistic is the training to actual combat?
ES: As real as it can be for the novices while keeping everyone safe, and once you reach a certain level, as real as stepping outside your house and finding one in your front yard. My goal is to not only train anyone who walks through that door, but to get their spouse and kids in here as well. Especially the kids. For guys like you and me, we can only do so much with our creaky old bones. But children, if you get them started early enough, we can build the muscle memory into their systems and give them a psychological edge as well. For the next generation, it’ll be like playing pat-a-cake to them. But I’m getting off track; you asked me how realistic the training is. Why don’t we go into the Advanced Sim room and I’ll show you.
We move into the space adjoining his office. The temperature is markedly colder in here than the other areas of the facility. Simonson guides me to a viewing area encased in Plexiglas and instructs me to stay inside.
ES: Sorry for the temperature, it’s necessary in here to slow down the rot. This is an advanced room, only open to those whom I’ve personally tested and passed through our initial program, which doesn’t take a long time. One thing we learned from the Israelis is getting people trained and combat-ready fast. We don’t have the luxury of toiling for years before being ready to deal with actual threats.
He picks up a short rattan stick and presses an intercom button on the wall.
ES: Tim, send in a quartet, please.
Simonson loosens his ponytail, allowing his hair to cascade over his shoulders. An amber warning light flashes as a gate buzzes and slides open on the opposite wall. The room grows silent. Simonson begins rapping the stick methodically against the concrete. A faint moan begins to fill the large chamber. Simonson clips a plug on his nostrils and stretches his limbs as the wail grows louder, joined by several other moans. Suddenly, four ghouls burst forth from the opened gate. They are in varying states of decomposition—one is nearly skeletal, its sex undeterminable. The others—two males and a female—are in a fresher state. The four begin lumbering toward him.
ES: You can see these trainers are in full battle mode—hands and mouth fully exposed. For those new to this room we’ll start by muzzling them or flex-tying their fingers.
Simonson moves slowly toward the group in a zigzag pattern. His movements seem to confuse the group, which begin to separate and spread across the hall. He takes two bounding steps toward the skeletal zombie and tucks himself into a ball, rolling forward past it and emerging slightly behind the ghoul. Without standing, he sweeps its legs, sending the creature crashing to the floor face first. Simonson is immediately on it and pulls a nylon handcuff from his gi pocket. He binds the zombie’s hands behind its back.
ES: The first thing we teach is evaluating the threat. Of the four, this trainer seemed to be the easiest to handle, given its size, weight, and current state.
He picks the ghoul up and with a single shove sends it careening into another two zombies, causing all three to tumble to the concrete.
ES: The second thing we teach is assessing engagement. If you can, run. If you just need to carve a path for your escape, knock a few down. Don’t waste your time and energy unnecessarily cracking skulls.
Simonson is on the other two fallen ghouls. He places his foot on the neck of one subject while securing the female corpse and then cuffs the remaining male. The only zombie left untethered is the largest—more than six feet tall. Given the state of decay, it appears to be recently infected and wears green digital-camouflage fatigues.
ES: The third thing we teach—use what’s between your ears before attacking what’s between theirs. The greatest advantage you have is up here [he taps his head with the stick] and their greatest disadvantage is here [he taps the uncuffed ghoul’s head]. Don’t make the mistake of playing their game. If you grapple with them, you’re playing their game. Play yours.
He circles the ghoul as it lurches out and lunges for him. As he circles, he strikes its skull with pinpoint strikes to the temples, nose, and back of the head. Simonson grabs another stick from a weapon rack and begins striking the zombie’s skull from all angles with both weapons at blinding speed. The strikes echo through the room with the staccato pattern of a marching band’s drumline.
As he spins around the ghoul, it manages to catch a handful of the instructor’s long mane in its fist, pulling his head sideways and knocking him off balance. The ghoul pulls him in close and opens its mouth. Simonson’s sticks clatter to the floor. I’m out of the viewer’s case running toward him when he extends his hand, telling me to stop, and then grabs the creature by the throat. His other hand quickly reaches inside his uniform to reveal a short, hooked blade. Simonson slices the strands of hair clenched in the ghoul’s fist while simultaneously sweeping its legs from under it, sending it rolling to the floor. He flips and cuffs the final zombie and leaves it writhing on the concrete, unable to rise, along with the others.
ES: Well, that was a bit of excitement, and a fine example of the fourth thing we teach—never, ever underestimate your opponent, even if it’s dead.
Simonson bows slightly to the group of bound, moaning ghouls and begins picking them up off the floor. He forces each one toward the doorway, and cuts their flexible cuffs just before pushing them through the electronic gate, which shuts after the last ghoul has passed through.
ZCM: So, you don’t . . .
ES: Finish them? No. My students, I leave the decision up to them, but I don’t. First of all, do you know how tough it is to corral these things in the wild? More important, I’m trying to live the true spirit of this style, even in training. Shigai-Jitsu is at its core a pure defensive art. The most important elements are not attacking, not crippling, and certainly not “killing.” They are escape, evasion, and defense. That’s what is most ironic about all that has happened. In a world that’s been turned completely inside out, we have finally been able to develop a style that is the quintessence of martial arts—the art of defensive survival.
We walk back through the dojo and stop to watch a group in session. The class is composed completely of children who look no older than ten.
ES: The other positive thing th
at’s come out of all this is a new respect from the younger generation—a generation raised on the misdirected reality of video games and action films. Kids from all over the world thought they could outfight those things, even if all the exercise they got was an hour of P.E. once a week. Their perspective was completely skewed. When you’re able to run, shoot, and swing a weapon all from your gaming chair and your life force resets at the next power-up, what do you expect?
Now everyone understands. Surviving isn’t as easy as it looks, and you’re never as indestructible as you think.
UNCONVENTIONAL ENVIRONMENTS
Combat with the living dead does not occur in a vacuum. In an ideal situation, you will face your undead attacker on a level field on a clear day with an unobstructed line of sight to your target while remaining out of hostile range. Unfortunately, reality will interfere with this model situation more often than not. Weather, terrain, and unique surroundings can dramatically influence your ability to survive an undead combat engagement. Although dozens of environmental variations can be evaluated, we will provide analysis on the most prevalent factors.
Weather
History is filled with examples of the event-altering impact Mother Nature can have on the field of battle. This potential impact is no different when confronting the living dead. Although some weather patterns have a more dramatic effect than others, it is important to keep in mind that strategies and techniques that work during one particular forecast, such as a bright, cloudless summer day, may not perform as effectively in another, such as an overcast, rainy spring evening. Be certain to consider your own weather-related vulnerabilities—for example, those who have severe seasonal allergies need to be dutifully aware that this could affect their ability in combat come springtime and fall.
IUCS researchers have analyzed some common weather patterns in relation to their effect on a zombie confrontation.
Precipitation
Precipitation can both positively and negatively effect a combat engagement with a flesh-eating corpse. The level of impact will largely depend on the severity and type of precipitation. Not only are warfare variables such as speed, mobility, and weapon retention affected by this type of climate, but basic sensory variables such as hearing and the ability to see your undead opponent may be impacted as well. Let’s examine the two most common forms of precipitation that you may encounter during an undead outbreak:• Rain: Fending off an attacking ghoul during a torrential downpour can be quite unpleasant. Retaining a strong grip on your weapon may become difficult, and your agility and clarity of vision may also be impaired. At the same time, a zombie may have a more difficult time grabbing hold of a rain-slicked arm or torso. Be aware that your ability to detect approaching ghouls during a rainstorm will also be hindered. Your typical cues—odor, moans, the sound of shuffling feet—will be dampened and harder to perceive as the droplets fall.
• Snow: Thankfully, this type of precipitation has more of a negative impact on the zombie than the defending human. Although a snowstorm can inhibit your visual acuity, it has a more severe effect on a ghoul’s maneuverability, given the slippery ice and snow crystals underfoot. This makes evasive action after a blizzard easier than during temperate weather. Should the temperature drop below freezing, the limbs of the walking dead will also begin to stiffen and solidify, making it even slower in its movements. As during a rainstorm, you may have difficulty picking up sounds of an oncoming corpse both during and after a snowfall. However, you should also use this natural resource to your advantage. Take note of any prints created in the snow. With practice, you should be able to quickly discern the tracks of the living from the lumbering gait of the undead.
Heat
When assessing the effects of heat on zombie combat, both temperature and humidity of the surrounding air must be taken into account. Both of these elements can have a profound influence on the body’s performance in combat. Although every person is uniquely affected by higher temperatures, it has been generally observed that the higher the temperature, the lower the performance level of the individual. This is particularly true for those engaged in highly strenuous activities, which include fighting off a flesh-hungry cadaver. Cramps, fainting, exhaustion, and heatstroke are some of the maladies that can result from being ill-prepared when facing a zombie in warmer climates.
The most important precaution to take when fighting the living dead in a sweltering environment is to ensure that the body is properly hydrated. It may be impossible for you to take a sip of water while embroiled in combat; make certain you do so immediately after delivering your final blow. Should you expect an approaching confrontation, prepare yourself in advance with a cup of water or juice, which you will inevitably lose by sweating during the heat of undead battle. Alcohol is not a recommended hydration fluid, as it will actually dehydrate your body in addition to impairing your performance.
Be sure to consider the impact of heat during evasive maneuvers. You may typically run at a certain steady pace in temperate climates. This rate of speed, however, may slow considerably as the mercury rises. Athletes have shown a differential of 10 to 20 percent off their typical pace in hotter climates. This difference is critical to account for when calculating the time required to reach a safe station or to elude a mass of ghouls. Also note that although excessively high temperatures seem to impact the speed of human movement, they do not at all affect the pace of the living dead.
Aquatic Combat
There may come a time when, for any number of reasons, you will confront a ghoul in a waterborne environment. You may need to cross a riverbed, traverse a flooded underpass, or swim toward a rescue vessel in the open sea. Fighting the living dead in any type of aquatic setting presents a unique set of challenges and negates some of the inherent advantages humans have over the undead on dry land. This negation of advantage is the reason it is important to understand the various types of marine combat and the limitations that each presents.
Slight Submersion
This level of aquatic engagement is defined by an immersion level at calf height or lower and presents the least amount of difficulty. At this submersion level, land is often a short distance away. Given the proximity to dry terrain, it is recommended that you avoid undead confrontation until you have safely exited the water. If you must begin an engagement while your feet are submerged, note that your leg speed and dexterity are vastly diminished, making any combat techniques you attempt more awkward to execute. This is especially true when facing off with a ghoul in a lake bed filled with slippery algae-covered rocks. Use extra caution to keep a safe distance, and take a wider stance so as not to accidentally lose your footing and slip, waiting to be pounced upon by your undead, water-logged assailant.
Partial Submersion
Engaging a ghoul when partially submerged up to your waist can be quite hazardous, as this effectively counteracts any speed advantage you have over your reanimated opponent. In addition, you must not only contend with the ghoul you can see, but also watch for ones you cannot. At this water level, a zombie can be completely submerged below the waterline and remain unnoticed until a set of moss-coated teeth sink into your ankle. If you absolutely must engage a ghoul at this submersion point, it is recommended that you do so with a partner. While you contend with the upright corpse, your cohort can stand at your back and sweep the water for any unseen attackers.
Full Submersion
Engaging an attacker while you both are entirely submerged in water is the most dangerous of all aquatic encounters. In a full-submersion scenario, your speed and maneuverability advantage is utterly negated, your eyesight is diminished, and any weapon that requires a swinging motion is completely useless. You are limited to using thrusting and piercing weapons, such as stakes, knives, and spears, in this type of aquatic combat. One advantage you do have is that regions on the undead skull that are normally difficult to target when on land, such as the eye sockets, can be somewhat easier to strike when fully submerged.
The atta
cking ghoul faces a disadvantage as well, as it will have a much tougher time grabbing hold of a submerged forearm. If at all possible and available, it is advised that you don swim goggles before entering a full-submersion encounter in order to improve your underwater vision. In a fully submerged situation, your best defense may be to simply swim away from your attacker, as the speed of your paddling will undoubtedly outpace a bloated, floating corpse.
Night Combat
What can be more frightening than being attacked by a walking corpse? Not being able to see the attack coming. Imagine opening your eyes to pitch blackness, knowing that a rotting cadaver is within striking distance, but being unable to spot it until its teeth rip into your flesh. This is what makes low-light undead combat so nerve-wrackingly intense.