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

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The Essential Max Brooks: The Zombie Survival Guide and World War Z Page 12

by Max Brooks


  ON THE ATTACK

  In July 1887, the South Island of New Zealand was the scene of a small outbreak at a farmhouse near Omarama. Although the initial stages of the attack are unknown, reports state that by dusk, a group of fourteen armed men dispatched three zombies in the surrounding countryside, then converged on the house for what was to be an easy mop-up. One man was sent to reconnoiter the house. He entered; screams, moans, and shots were heard; then nothing. Another man was sent in. At first all was quiet. He was seen leaning out of an upstairs window, shouting that he had found a half-eaten body but nothing else. Suddenly a decomposing arm appeared behind him, grabbed his hair, and pulled him inside. The others raced in to help him. No sooner had they entered the house when five zombies attacked from all directions. Long hand weapons such as axes and scythes were useless in tight quarters. The same was true of long-barreled rifles. Wild pistol shots accidentally killed three men outright and wounded another two. At the height of the melee, one of the survivors panicked, raced from the house, grabbed a lantern, and threw it through a window. A subsequent search found only charred skeletons.

  This chapter is designed to help plan a civilian search-and-destroy mission. As has been stated before, various government agencies will have their own equipment and doctrine (hopefully) for dealing with such unconventional warfare. If they show up, great. Sit back, relax, and watch your tax dollars hard at work. But as has also been stated before, what if those we pay and expect to protect us are nowhere to be found? In this case, responsibility for eradicating the undead menace is up to you and those you can convince to join you. Every rule, every tactic, every tool and weapon in this section have been carefully tailored for just such a contingency. All have been taken from actual combat. All have been tested and proven battle-ready for that moment when retreat has ended and the time has come to hunt the hunters.

  GENERAL RULES:

  1. COLLECTIVE RESPONSE: As with any other type of combat, undead warfare should never be a solo mission. As stated before, in Western—particularly American—culture, there is the myth of the individual superbeing. One man or woman, well-armed and highly skilled, with nerves of steel, can conquer the world. In truth, anyone believing this should simply strip naked, holler for the undead, then lay down on a silver platter. Not only will going it alone get you killed—it may also create one more zombie. Working together, always together, has shown to be the only successful strategy for annihilating an undead army.

  2. KEEP DISCIPLINE: If you take nothing else from this chapter, if correct armament, equipment, communication, and tactics seem a silly waste of time, if only one tool goes with you into battle against the living dead, let it be strict, unwavering, unquestionable discipline. A self-controlled group, regardless of numbers, can inflict infinitely more damage on an undead enemy than any well-armed mob. Since this book is written for civilians, not military personnel, discipline of this caliber is difficult to come by. When selecting your team, make sure that the men and women under your command understand your instructions. Use clear, concise language. Do not resort to military or other coded jargon unless your team are all familiar with its meaning. Make sure there is one leader, acknowledged and respected by the entire group. Make sure there are no personal differences or, at the very least, that they are left far behind. If these demands mean thinning your ranks, so be it. Your team should and must function as one. If not, a plethora of nightmarish possibilities awaits. Large, well-equipped groups have been utterly destroyed when their members have panicked, scattered, or turned on each other. Forget what you’ve seen in movies about loose bands of locals, beer and shotguns in hand, protecting humanity from the zombie menace. In real life, such a gaggle would be little more than a gun-toting buffet.

  3. BE ALERT: Maybe you’re elated from a successful fight; maybe you’re tired from days without sleep; maybe hours upon hours of fruitless searching have left you mind-numbingly bored. For whatever reason, never let your guard down. The undead could be anywhere, their sounds muffled, their signs ignored. No matter how safe the area seems, be alert, be alert, be alert!

  4. USE GUIDES: Not every battle will occur on home turf. Before entering an area unfamiliar to you or your group, recruit someone with local knowledge. He or she can point out all the hiding places, all the obstacles, all the escape routes, and so on. Groups without guides have been known to accidentally trigger disasters by failing to know that a gas main was within their firing line or that toxic chemicals were stored in the building they had set ablaze. Successful armies throughout history have always employed locals from the territory they sought to conquer. Armies that have entered blind have usually met with defeat.

  5. HAVE A BASE, HAVE SUPPORT: A team should never go into battle without having established a safe zone. This area should be well outside the target area. It should be manned by a support group with all the necessary facilities to keep you fighting. It should be easily defensible should the tide of battle turn. Fortress, hospital, supply dump, combat information center—all of these should spring to mind when you order your group to “return to base.”

  6. USE DAYLIGHT: It is no accident that most horror films take place at night. Darkness has always inspired horror for one simple reason: Homo sapiens are not designed for nocturnal activity. Our lack of night vision and poor hearing and sense of smell make us creatures of the day. Although zombies are no more skilled at night fighting than we are, it has been proven that the margin of safety always drops when confronting them after dark. Daylight not only allows greater visibility but also bestows a psychological lift upon your people.

  7. PLAN YOUR ESCAPE: How many zombies are you going up against? Unless you have an exact figure, make sure an escape route is always chosen, scouted, and under guard. Too often, overconfident hunters have sauntered into infested areas only to be overwhelmed by numbers they never considered. Make sure your escape path is clear, close by, and above all, clear of any obstacles. If numbers permit, leave several members of your group to keep this escape passage open. Retreating groups have sometimes been trapped when their escape route was blocked by a mass of walking dead.

  8. LET THEM COME TO YOU: More than any other, this tactic allows the living to fully exploit their advantage of intelligence. A human army, knowing an attack is coming, will wait patiently, and safely, on the defense. This is why in conventional human warfare, an attacker always needs at least a three-to-one numerical advantage to ensure success. Not so with the undead. Because zombies are driven simply by instinct, they will attack no matter what the situation. This gives you the advantage of simply waiting near an infested area and letting them come to you. Make as much noise as you can, light bonfires, even send one or two fast scouts in to lure them out. When the dead come, you will be in a position of “aggressive defense,” ready to kill the majority before going in to mop up. Because this tactic has been proven the most effective, different examples of its execution will be discussed later in this chapter.

  9. KNOCK!: Before entering a room, locked or otherwise, always listen for activity inside. A zombie could be on the other side of the door—docile, quiet, ready to move at the first sign of prey. How is this possible? Maybe bitten humans succumbed behind their locked doors. Maybe they were put there by other, uninformed humans who believed they were protecting their loved ones. For whatever reasons, the chances of this scenario are at least one in seven. If at first you hear nothing, make some noise. This will either galvanize any silent ghouls or confirm that the room is empty. No matter what, be on your guard.

  10. BE THOROUGH: In the early stages of an outbreak, people tend to capture, not kill, zombies they have known in mortal life. When the captors have either fled or been devoured, restrained zombies may remain for years, able to repeat the cycle if released. After an area has been swept for ghouls, sweep it again. Then, sweep it again. Zombies could be anywhere—in sewers, attics, basements, cars, air ducts, crawl spaces, even inside walls or under mounds of debris. Pay particular attention to bo
dies of water. Zombies wandering at the bottom of lakes, rivers, even reservoirs have been known to surface well after an area has been declared safe. Follow the instructions later in this chapter for proper aquatic search-and-destroy.

  11. MAINTAIN COMMUNICATION: Remaining linked to every member of your group is one of the most vital factors in a successful mission. Without proper communication, hunters can become separated, overrun, or accidentally shot by their own people (as in conventional warfare, this happens more than is generally acknowledged). Small, two-way radios—even the inexpensive brands marketed in electronics stores—are the best way to remain in contact. Walkie-talkies are also preferable to cell phones in that their signals do not depend on satellites, relays, or any other external aids.

  12. KILL AND LISTEN: After a skirmish, always be wary of secondary zombie groups. The moment a ghoul is put down, cease all activity and listen to the world around you. Chances are that if any zombies are within earshot, they have overheard the battle and are moving in on your position.

  13. DISPOSE OF ALL BODIES: Once the area is truly secure, burn both the bodies of the undead and those in your party who have fallen. First, this erases the chance of infected human corpses reanimating as zombies. Second, it prevents the health risk associated with any type of rotting flesh. Freshly slain humans provide an attractive meal for birds, scavenging animals, and, of course, other zombies.

  14. INCENDIARY CONTROL: When using fire, make sure you keep in mind the larger implications. Can you control the blaze? If not, the fire will endanger your group. Is the zombie threat serious enough to warrant destroying great amounts of personal property? The answer may seem obvious, but why burn down half a town to kill three zombies that could be destroyed by rifle fire? As stated previously, fire can be as powerful an enemy as it is an ally. Use it only when necessary. Make sure your team can easily escape a wild blaze. Make sure you know where all explosive and poisonous chemicals are stored and if their destruction could endanger your team. Make sure you practice with your incendiary tools (blowtorch, Molotov, flare, etc.) before entering a combat zone so you know what they are capable of. Be aware of flammable fumes such as a leaking gas main. Even without resorting to fire as a weapon, the danger of these fumes, spilled chemicals, leaking fuel tanks on automobiles, and a host of other hazards are enough to prohibit smoking during any search-and-destroy mission.

  15. NEVER GO OFF ALONE!: There may be times when it seems wasteful to send an entire team to do one person’s job. Wouldn’t five individuals cover more ground than a group all bunched together? In terms of time and efficiency, yes. For safety, the priority of any zombie sweep, staying together is mandatory. A separated individual could easily be surrounded and consumed. Even worse, hunters have come up against walking dead who only hours before were members of their own party!

  WEAPONS AND GEAR

  Arming and equipping a civilian, antizombie team should follow the same pattern as a military unit. Each person should have a standard “kit” in addition to certain items required for the whole team.

  Every member should carry:

  • Primary firearm (rifle or semiautomatic carbine)

  • Fifty rounds of ammunition

  • Cleaning kit

  • Secondary weapon (preferably a pistol)

  • Twenty-five rounds of ammunition

  • Hand-to-hand weapon (large or small)

  • Knife

  • Flashlight

  • Two emergency flares

  • Signaling mirror

  • Two-way radio

  • Two ways of making fire (matches, lighter, etc.)

  • Full quart canteen

  • Daily rations

  • Personal mess kit

  • Hiking or combat boots

  • Two pairs of socks

  • Bedroll or pad

  Each group (ten people or fewer) should have:

  • Two silent weapons (could be carried as secondary weapons)

  • Three explosive devices

  • Two grappling hooks

  • 500 feet of rope (nylon construction, 7⁄16" diameter, tensile strength 6,500 lbs., load absorption 1,450 ft./lb.)

  • Two pairs of binoculars (minimum 50mm lenses/10X power)

  • Two crowbars (could be carried as hand-to-hand weapons)

  • Two bolt cutters

  • Tool kit (must include: hammer-claw and ball-peen 4 oz., diagonal 4" pliers with spring, 4–6" longnose pliers with cutter, Phillips screwdrivers [3", 4", and stubby], slot screwdriver [4–5"], jeweler’s screwdrivers set, 12" × ½" hacksaw, 3M electrical tape, adjustable wrench, hand drill with 2–5mm bit set)

  • Ax or hand hatchet (could be carried as hand-to-hand weapon)

  • Medical kit (must include: bandages, cotton rolls/balls, two arm slings, scissors, medical tape, Merthiolate vials, antiseptic swab sticks, antiseptic and cleaning towelettes, bacterial soap, sterile gauze/eye pads, petrolatum, sterile lancets)

  • Three gallons extra potable water

  • Two maps (immediate zone/surrounding area)

  • Two compasses

  • Extra batteries for all electronic devices

  • Ten extra emergency flares

  • Four compact entrenching tools (could be carried as hand-to-hand weapons)

  TRANSPORTATION

  Unlike the scenario described in “On the Run,” the goal of this section is to help you not escape an area but sweep it. The undead are not to be avoided but attracted. Also, unlike the previous chapter, you will not be alone, and the support area should make fueling and servicing a vehicle much easier. With this in mind, using the noise from a car’s engine will act like a lure. (See “Strategies.”) In this instance, removing the rubber from a bicycle’s tires can accomplish the same result. Do not become too dependent on your vehicles. Unless applied to a specific strategy (see below), use them more as a means of getting to and from a battle site. Once in the target area, dismount and search on foot. This will allow for greater flexibility, particularly in urban areas.

  TERRAIN TYPES

  At first, this section might seem redundant. However, unlike “On the Run,” which teaches how to use terrain to escape, this will teach you how to use it to hunt. This time you are not simply passing through your environment as quickly, quietly, and easily as possible. As a hunter, you are here to reclaim this land—hold it, sweep it, cleanse it until every trace of the undead is gone. This section includes only information necessary to do just that.

  1. FOREST

  When hunting, watch for freshly eaten carcasses. Try to determine if the predator was an animal or a zombie. Also, use the trees to extend your visibility: Each one can serve as a lookout post or sniper platform. Set fires only as a last-ditch effort.

  2. PLAINS

  Vast, open areas provide great visibility, allowing full use of long-range sharpshooting weapons. One team of five with adequately sighted rifles and plenty of ammunition can clear several square miles in the course of a single day. Of course, great visibility allows the undead to see you as readily as you see them. Hunter groups operating on plains or prairie have reported being sighted and stalked by ghouls from as far as ten miles away. Another slight but still potential danger is posed by the odd zombie who may be lying in the tall grass. Undead who have lost their legs or had their spinal columns severed can remain undetected until it is too late. If your team is traveling through tall grass, travel slowly, watch the ground, and listen for any rustling or moans.

  3. FIELDS

  Unsuspecting hunters have chased zombies through a field only to be grabbed by another one lurking inches away! Unless you are ordered to protect the harvest, or the food itself is of vital importance, this is one case in which fire should be used first. Although almost every other word in this book stresses the control of incendiary warfare, common sense dictates that no human life is worth an acre or two of maize.

  4. TUNDRA

  One potential danger, not experienced in othe
r environments, is that of a multigenerational outbreak. Because of cold weather’s preservative ability, zombies may remain frozen for decades. When thawed, they will join the ranks of the recently reanimated and, in some cases, can re-infect an entire area. Frozen tundra, more than any other environment, requires not only a tireless search but a heightened alert status during the next year’s spring thaw.

  5. HILLS

  Rolling terrain can be as treacherous and pose as great a threat from zombies as it can from any human enemy. If possible, always take the high ground and hold it. This allows greater visibility for you. As crazy as this sounds, remember that ghouls have limited dexterity. Apply this fact to their climbing skills, and what you have is a mass of zombies struggling unsuccessfully to get up the slope while you pick them off one by one.

  6. DESERT

  The problems discussed in “On the Run” are doubled when operating in a desert. Unlike the escapee, your team of hunters will be out during the brightest, hottest, most excruciating part of the day. Make sure each hunter is well supplied with water and antisunstroke accessories. Combat, unlike travel, will require more energy and therefore increase the risk of dehydration. Do not ignore the signs. One incapacitated member can cripple an entire team, allowing the undead to quickly turn the tables on you. Losing touch with your supply base, becoming isolated even for a day, takes on a whole new meaning in this life-threatening environment.

  7. URBAN

  If the goal were only to kill zombies, an urban area could simply be bombed or burned to the ground. That would “secure” it, but where would the survivors live with their homes a pile of rubble? Urban combat is the most difficult for a variety of reasons. For starters, it takes the longest amount of time because every building, every room, every subway tunnel, every car, every sewer pipe, every nook and cranny of this massive maze must be searched. Chances are, given a city’s importance, your civilian group will be working side by side with government forces. If this is not the case, however, be extremely cautious. Always think conservatively when it comes to team members, time, and resources (food, water, ammo). Cities have a way of swallowing them all up.

 

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