Try my googygoogy!

Apr 04, 2005 07:45

Official Survivor
Congratulations! You scored 78%!
Whether through ferocity or quickness, you made it out. You made the
right choice most of the time, but you probably screwed up somewhere.
Nobody's perfect, at least you're alive.

My test tracked 1 variable How you compared to other people your age and gender:

You scored higher than 88% on survivalpoints
Link: The Zombie Scenario Survivor Test written by ci8db4uok on Ok Cupid

There is nothing more important than making sure you're prepared for the zombie holocaust. Here's some quotes I pulled from one of the most entertaining message board threads I've ever come across.

"People who rely on firearms might as well start shambling about now, because they're fodder. Limited ammo and no stopping power unless you can manage headshots, and unless you've spent a long time at a firing range you'll have to let them get close to have any chance of putting them down.

Blunt is your friend. You aren't a ninja, and you aren't decapitating anything. And you're making yourself very vulnerable to try.

The best solution is something long and blunt. You can use it to force them away from you, which is vital. You can knock them down. Thus, you can deal with multiple zombies without needing The Bride-esque skills. And I'd wager you'd find head-bashing far easier than actually hewing through the thick bone of a person's vertebrae.

Remember, these are fights where, canonically, the smallest bite functionally kills you. The opponent feels no pain and can only be disabled through critical damage to the head. Piercing and slicing are flat wrong. However, they aren't agile or coordinated. So ideally you need to 1) keep them at a safe distance, and 2) knock them off their feet so that a killing blow is entirely safe for you. A pole or bat is your best bet.

Shotguns are overrated just because the movies always show shotguns blowing people across rooms, and so for zombies in close quarters it seems awesome. But elementary physics demonstrates how silly this is, the shell can only knock a zombie back with the same force that the shotgun's recoil knocks you back. So if you shoot a zombie in the torso with a shotgun, it'll jiggle a little and keep coming. Not ideal.

Hospitals are a bad idea, as mentioned, since people with early zombie symptoms will no doubt be taken there in large numbers before all order breaks down. If you can clean one out it'd be safe, but the same can be said for anywhere.

As for what would be the ideal place to go in a zombie attack, it all depends on the zombies. If they're "pawns controlled by an evil power" sort of zombies, you'd better stay mobile since they'll get into anywhere. If they're "fast and still possessing a seed of intellect" zombies, then digging in somewhere would work, but the precautions would have to be extreme, since any barricade could eventually be worn down. For the slow stupid shamblers, pfft, just fill the stairs with junk and call it a night."

"Time to think instinctually, in terms of the heirarchy of needs.

You've got your basic needs, tier 1. You need potable water and edible food, and you'll need some type of shelter in order to rest. Access to a heat source could be critical, depending on your climate and types of food / water available.

Then you've got what might be considered "tier 2" needs, stuff that's really damn useful but not 100% necessary. This includes combat gear (which can be considered necessary if it aids in providing for a basic need), healthy food (to avoid sickness and disease), basic medical gear and a working disposal system for waste.

Then let's go for tier 3 needs, which basically covers useful stuff, particularly long-term planning. This would include human allies, communications equipment, heating or cooling,

Tier 4 needs are nice stuff, including entertainment, safe outdoors access, and the like.

Tier 1 stuff is readily available, luckily, and your primary concern would be relying on a system which could break down. Any major store will give you access to several years worth of food and water, but public places can be presumed to have a high concentration of zombies. Ideally, a survivor would be able to secure a medium-sized installation either of military design or a department store (remember, Wal-Mart carries shotguns, Target does not). Barring this type of setup, any mid-sized restaurant or even a school would provide large amounts of tier 1 needs and would likely be easy to secure.

Tier 2 is where the strategy comes in, as combat gear is going to be very important. Don't bother talking about katanas or sniper rifles or any such nonsense. You want versatile, reliable equipment that's easy to find and easy to use.

For melee combat, you'll want a combat style knife and a (gravedigger's) shovel. Both are multi-purpose tools which require virtually no training to use but can be exceptionally dangerous in any hands. The shovel's versatility as a swinging, thrusting, and polearm type weapon make it particularly useful, especially considering how easy it would be to find one. While heavier tools like a chainsaw might have considerable "fun factor", carrying them will likely wear out the bearer.

You'll also want some protective gear, I'm suprised more people haven't touched on this. The human jaw is powerful, but human teeth are NOT sharp. Multiple layers of shirts or winter coats with gloves could easily keep you bite-free in minor scuffles. Heavier leather coats or (if you're lucky enough to find some) combat body-armor would keep you extremely safe. If you manage to secure some full-body HAZMAT-SWAT armor, ignore what I said about not taking a chainsaw and just go hog-wild son, you're a walking anti-zombie tank, just don't get grappled. Speaking of which, look for a tank. You'll be glad if you find one. You could also consider applying an extra heavy leather glove or arm strap (essentially a heavy leather bracer) and using it the same way a dog trainer would use such equipment, shoving it in an attacking zombie's mouth as a protective measure while you cut out their throat.

Firearms should be rated for ammo availability, weight, and stopping power. Medium caliber handguns are likely your best bet, combining ease of use, stopping power and ammo acceptance into one nice package. Rifle-type weapons are excellent for stopping power, but can be difficult to carry, especially with sufficient ammo. Military-grade firearms should be taken as a matter of principle, but be cautious with automatic weaponry. Consider using incendiary devices (including homemade explosives) against hordes of zombies, but be extremely careful of their weight and potential for friendly damage.

Other tier 2 needs are likely best provided by a good location and decent combat gear used to secure said location. Don't underestimate handheld welders and duct tape, door locks are not always necessary.

Human contact and allies are easily overlooked, especially because of their high potential for liability. If you're in a zombie-heavy apocalypse, your best bet is likely to accept any assistance you are able, if for no other reason than to keep you sane and take shifts while sleeping. Also note that survivors receive a +3 bonus on their "hotness" rating (meaning if you're a 5 out of 10, but a survivor of a zombie holocaust, you can freely attempt to hook up with anyone rated up to 8 on said meter).

If you have a larger group to select from, group dynamics will be EXTREMELY important. You'll want to establish a leadership heirarchy as fast as possible to avoid wasted time and disputes. If you aren't a leadership type, try to find an individual with police or military experience, and attempt to encourage and then influence their leadership. Don't be above seperating from a group which displays unhealthy tendancies, but avoid drawn-out intra-human conflicts or paranoid battles, as the potential results from betrayal in such a high-stakes situation are truly grim.

It is also worth mentioning that you should be EXTREMELY careful with firearms assignments. Assigning firearms to untrained and frightening allies could greatly increase the chances for friendly fire. Attempt to keep your group organized to minimize such risks.

One last option not covered yet is the option to gather as much gear as possible and flee from civilization. Zombies likely lack the means for long-range travel, and spotting approaching zombies in a wide-open area would be extremely easy. Attempt to gauge your supplies and the aggressiveness of your zombie opponents and, if you feel that you are able, attempt to survive outside the bounds of normal society for as long as possible.

The combat knife is more an emergency or one-on-one weapon. Remember, if you take my advice regarding body armor, you can likely engage small groups of zombies in direct combat with minimal risks re: human losses, variances depending on your physical health and combat ability. While a knife isn't as good as a longer weapon like a shovel, if a zombie is grabbing you, you want something that inflicts a large amount of flesh trauma in close quarters. If nothing else, you could halfway cut off the zombie's head and just push it backwards, which should make it harder for the zombie to bite and also give you some laughs. Not an ideal weapon, a utility weapon that you'll need for emergencies.

Moats are great, although zombies in large enough numbers could simply climb one another. A good extra layer of defense if you can find it, but a conventional chokepoint (heavy locked doors and controlled entry / exit points) is more realistic. A moat filled with (zombie-eating) zombie alligators, well, that could work. Note to self: Investigate survival chances in city zoo. Beware zombie penguins.

You can feel free to hug me, but I've been adding body spikes to my Columbia winter jacket in preparation for the coming zombie-ocolpyse, so hug with care.

Oh yeah, last bit of advice: We've seen the movies, we should all know, but let's just reiterate for clarity. You NEVER trust politicians, priests, or 80's era hustlers. Low-level security guards and other individuals of low status with moderate combat capabilities make great allies, particularly thanks to their continued eagerness for martyrdom. Young male children are also a considerable risk, as they have a bad habit of turning into feral zombies or being possessed by evil spirits. Consider investing in day care."
Previous post Next post
Up