I'd have no problems in a ZA situation. I have watched enough people screwing up in them to know how to handle myself.
Step 1: Report to nearest shopping mall for looting. Not generic looting of things like electronics that will have no value. Head straight to Excalibur Cutlery or its local equivalent, and get the sharpest, easiest to use, and longest blade you can handle. Be sure to sharpen it to the point that it can take off limbs, heads, torsos, etc. Fleeing morons in ZA movies NEVER have good close range weaponry, and usually resort to firearms that run out of ammunition at key moments.
Step 2: Procure a solid, heavy, vehicle for supply runs as necessary. Modify as able to zombie-proof. There may be a chance you feel the urge to go rescue someone or raid the local video store for something to watch during the ZA, and its best to do this in a vehicle that will reduce your exposure while in it. This may also require activating the childproof locks on some vehicles to keep stupid companions from getting out of the car before its clear to do so.
Step 3: Proceed to nearest prison and assist in a jail break. This has a couple purposes, as follows:
1 - The now free prisoner population will do what the morons in the ZA films do, go to the same locations, and either get eaten by zombies or kill them. Either way, two birds with one stone.
2 - The now relatively prisoner-free prison likely has a generator for emergencies, water supply, and most importantly, zombie-proof exterior walls, provided you keep the front gate secured.
3- With the assistance of the less-escape-inclined residence, you can convert the exercise yard into farmable soil, and start growing food safe inside the walls.
If said reluctant residence prove to be more annoying than the zombies, refer them to the item acquired back in step 1.
Step 4, assess your companions.
If you have the stereotypical, 'I dont want to die a virgin' type, feed them to the zombies at your first opportunity. If the ZA is short lived, you will have chlorinated the gene pool a bit, making it better for everyone.
If you have any ex or active military, verify rank. Usefulness is inversely proportional to the distance from approximately E4-E6 pay grade, or lower to mid-rank NCOs. Anything below lacks experience, and anything above starts spending too much time at a desk to be useful in the field anymore.
More generic companions, observe for priorities. If any priority other than survival of the group, or at least themselves is shown, direct them to the nearest zombie induction facility. They will wind up there anyway, but at least you and the others will not be dragged in with them.
If you have followed these steps, you are now safe from all but stupidity on the part of your companions, (which should be kept to a minimum if you followed step 4 at all), inside a mostly zombie proof facility, properly armed, and with a vehicle to escape in or perform rescue/food runs in to local stores that weren't cleared out by looters prior.
In defense of the films, the things in 28 Days/Weeks were not zombies. Closest equivalent for them would be rabies victims. All movies where they are genuinely zombies, they all shamble or move at a slow jog at fastest.
Step 1: Report to nearest shopping mall for looting. Not generic looting of things like electronics that will have no value. Head straight to Excalibur Cutlery or its local equivalent, and get the sharpest, easiest to use, and longest blade you can handle. Be sure to sharpen it to the point that it can take off limbs, heads, torsos, etc. Fleeing morons in ZA movies NEVER have good close range weaponry, and usually resort to firearms that run out of ammunition at key moments.
Step 2: Procure a solid, heavy, vehicle for supply runs as necessary. Modify as able to zombie-proof. There may be a chance you feel the urge to go rescue someone or raid the local video store for something to watch during the ZA, and its best to do this in a vehicle that will reduce your exposure while in it. This may also require activating the childproof locks on some vehicles to keep stupid companions from getting out of the car before its clear to do so.
Step 3: Proceed to nearest prison and assist in a jail break. This has a couple purposes, as follows:
1 - The now free prisoner population will do what the morons in the ZA films do, go to the same locations, and either get eaten by zombies or kill them. Either way, two birds with one stone.
2 - The now relatively prisoner-free prison likely has a generator for emergencies, water supply, and most importantly, zombie-proof exterior walls, provided you keep the front gate secured.
3- With the assistance of the less-escape-inclined residence, you can convert the exercise yard into farmable soil, and start growing food safe inside the walls.
If said reluctant residence prove to be more annoying than the zombies, refer them to the item acquired back in step 1.
Step 4, assess your companions.
If you have the stereotypical, 'I dont want to die a virgin' type, feed them to the zombies at your first opportunity. If the ZA is short lived, you will have chlorinated the gene pool a bit, making it better for everyone.
If you have any ex or active military, verify rank. Usefulness is inversely proportional to the distance from approximately E4-E6 pay grade, or lower to mid-rank NCOs. Anything below lacks experience, and anything above starts spending too much time at a desk to be useful in the field anymore.
More generic companions, observe for priorities. If any priority other than survival of the group, or at least themselves is shown, direct them to the nearest zombie induction facility. They will wind up there anyway, but at least you and the others will not be dragged in with them.
If you have followed these steps, you are now safe from all but stupidity on the part of your companions, (which should be kept to a minimum if you followed step 4 at all), inside a mostly zombie proof facility, properly armed, and with a vehicle to escape in or perform rescue/food runs in to local stores that weren't cleared out by looters prior.
In defense of the films, the things in 28 Days/Weeks were not zombies. Closest equivalent for them would be rabies victims. All movies where they are genuinely zombies, they all shamble or move at a slow jog at fastest.




Eric the Grey
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