Surviving the Apocalypse 

Surviving the Apocalypse 

Strategy for when the fiction becomes reality

J. A. McCreery

There is something enchanting about society coming apart. Novels and movies abound on the subject, their success a tribute to a deep-seated fascination. In anarchism, society is laid bare, no laws or punitive system will enforce morality or protect the individual – each for his own.

How many times have you wished a protagonist would have made a different decision, had a shred of pragmatism. Well, with the help of a Robson House brainstorm, a strategy for surviving (and potentially beating) the most common dystopian realities awaits.

Zombies

World War Z, Zombieland, Dawn of the Dead. Zombies have appeared in literature as far back as 1697, making their film debut with the release of White Zombie in 1932 and although the genre has evolved over time a few key facets remain – undead, infectious, hungry – you know the drill. 

  • Early Game; Patient Zero has escaped and has wrought havoc through the capital, the news stations blare frantic warnings and you have just realized the end of the world. “When there’s no more room in Hell .. the dead will walk the Earth” (Dawn of the Dead).

The priority of this period is to not get caught up in the first wave, attain defences, and wait out the initial losses. There is an inevitable panic at first which consumes logic and creates destructive interference, the psychological strength to remain calm and assess the situation whilst still moving quickly is imperative. Forming a small, committed team early is incredibly valuable.

Strategy must be based on the threat and as such identification is key – it is folly to assume the strengths, weakness and capabilities of the foe – how do they spread the disease? What do they hunt? What can they withstand?

Immediate reaction falls into two schools of thought, to flee or to bunker.

To flee; get out of densely populated areas ASAP. High risk, high reward. To beat the flood out of cities is no small feat, the highways will be blocked and bridges impassable, not to mention the swathes of undead propagating outwards from patient zero. Access to resources and strategic sites is also yielded where they could be exploited in future. However, if one does manage to escape the cataclysm and reach a rural area, they are well on their way to surviving. Less population means less threat and farmland is optimal for long-term self-sufficiency and rebuilding.

To bunker; lockdown and avoid infection in a highly secure area. Less short-term risk, much higher long-term risk. You won’t get caught in the first wave but what good is it if you are pinned in a foxhole? Location choice is key, an underground supermarket is about the best you could ask for outside of a military compound. This promises initial defence, yet resources will inevitably dry up, and one must plunder local sites (which will be ample, a key benefit) and eventually venture out to seek a sustainable existence. 

  • Middle / Late Game; The world lies silent in an eerie stasis, punctuated only by the sounds of the few roving survivors and the shuffle of aimless, soulless herds. “Survival is the key word to remember—not victory, not conquest, just survival. Unlike its human counterparts, an army of zombies is completely independent of support. It will not require food,ammunition, or medical attention. It will not succumb to panic, desertion, or out-and-out mutiny.” Max Brooks 

The goal is to establish a base, rules and in the long run, find a cure/vaccine.

The threat from other humans peaks during this period, primitive clans are just as likely to help you as they are to steal your resources. Again, two schools of thought drive further strategy; (1) form a small isolated clan that relies on stealth and coordination; (2) form a large clan (most likely amalgamating smaller one) that exploits strength in number. Note a medium size is dangerous, big enough to draw attention yet not big enough to defend from rival clans and/or hordes.

A safe area must be established so that you can rest, re-arm and plan. Already restricted and fortified locations are desirable, Islands are optimal yet unrealistic, fenced farming complexes seem incredibly attractive – deer farms with their high-reaching fences provide at least a thin veil of security. That being said the size of the area one secures is of course dependent on clan size yet must always be conservative, the thinner defenses are spread, the more likely mistakes are made, and all the hard work is undone.

Maintaining control over those surrounding you, regulating behaviour and mitigating mistakes will allow one to survive indefinitely. Rules must be laid out. It is dangerous and volatile to act on whims and instincts. What is the procedure for leaving the base? How is the watch scheduled? How are food and water rationed?

Finally, attempting a fix. The disease you combat would require intensive medical expertise, resources and specialized equipment to defeat. In many ways, it is unrealistic to expect to find a fix. If you don’t happen to have on hand 100 or so of the world’s greatest scientists in a purpose-built medical facility, it’s probably best to kick up your feet and watch the sun set on humanity in peace.