In comments on my review of Mt. Takao as a zombie survival spot, commenter’s Claytonian and Paul raised the complex and controversial issue of Zombies and water. Claytonian even went so far as to raise the radical (but in my opinion very interesting and challenging) notion that zombies might retain some human instincts:
come to think of it babies can swim so zombies might have the instinct left
This raises a lot of issues for zombipocalypse survival planning, since there are a lot of benefits to establishing a water barrier. In this post I’ll describe these benefits (essentially rehashing my response in comments) and then look at some of the possible planning problems that arise from consideration of zombies and water barriers.
The benefit of water barriers
Water barriers aren’t just good because of their ability to keep out zombies. If the barrier has freshwater, it provides a potentially unlimited source of water and sewage for a small community (only the latter if its seawater). Water barriers offer an uninterrupted view which, while it may be useless against zombies on the sea floor, is very useful for identifying incoming human threats – and these are not to be discounted in the post zombie world. If the water is flowing, it offers the potential for long-term construction of energy systems (water wheels). But perhaps most importantly, a water barrier contains fish, which means that in addition to establishing a buffer zone, a community on an island can use this water barrier as a source of (potentially unlimited) protein, which can be obtained with limited skills and without needing to make a great deal of noise or effort. Furthermore, it’s fairly likely that fish don’t attract zombies, whereas mammals might, so as a protein source fish are a much much safer option than farming. By finding a suitable island within a reasonable distance of a city, it may be possible to establish a sustainable community, with easy access to valuable resources in the city, that is relatively well protected from zombie assault. The biggest problem the survivors are likely to face is then going to be marauding groups of survivors: islands will be in high demand after the zombiepocalypse, and people will kill to take them.
Can zombies swim?
Water barriers will be most successful if zombies can’t swim, but the definitive text (World War Z, 2006) suggests that they can walk underwater, and that they will slowly spread out under the sea as they seek human prey. This means that eventually zombies will arrive at your island, and that in the science of that textbook, they will appear randomly and intermittently without warning. This means at the very least you will need to keep a constant watch, though a random process of diffusion suggests that the further your island is from shore the lower the rate at which zombies will arrive. Obviously some system of inshore nets or wires may help in the watch process, but these may require a lot of work and be hazardous to establish. Claytonian’s swimming suggests that Zombies will have a more purposive process of attacking islands, choosing to swim towards them if they sense food but otherwise not swimming – if one assumes that zombies function according to some kind of basic laws of energy conservation, they will presumably prefer the least energy inefficient method of movement when there is no reason to use a more intensive one. Of course, it may be that zombies aren’t governed by such constraints, and that hordes or individuals will occasionally choose to swim and can potentially swim huge distances without effort. This problem can still probably be partially managed on an island, since if it is more than a few hours from shore the action of wind and water will likely disperse hordes sufficiently to render them much less threatening if they stumble on an island.
So then, an important question arises: can zombies communicate and form hordes underwater, and do they retain the ability to hone on prey when travelling by water?
Zombie hording patterns
It seems reasonable to suppose that zombies find movement underwater more difficult than on land -there are special obstacles and the water impedes movement, not to mention the issue of currents – and that they require some kind of sensory function to identify prey. This suggests that even if a horde encounters evidence of humans living in an island within sensory distance of shore (e.g., light on an island 300m out) they won’t necessarily be able to approach it as a horde. Seeing the light, they enter water as a horde but once underwater they are disoriented, blind, no longer able to see the light, and the horde begins to break apart. Walking along the bottom they will soon enter lightless zones, and won’t be able to communicate; presumably then the horde begins to disperse, but furthermore, in those zones they will have no knowledge of where their target is. This suggests that the horde will then behave as a random entity, with zombies heading in all directions. Assuming they entered on a straight line path to the island, some will likely wash up ashore, but their arrival must surely be staggered and incoherent. The only way they can arrive en masse is if they are both attuned to each other through a supernatural force, and attuned to supernatural emissions from quite distant life forms. But there is no evidence from any of the extensive research on zombies that this is the case: they seem to require some sign that a human is there, and can even be fooled by smell (The Walking Dead, 2011) or by convincing acting (Shaun of the Dead, 2oo4) or by various forms of stealth and silence (28 Days Later, 2002).
This suggests that even if they can walk underwater and cross very large distances under the sea, zombies will not be able to attack an island as a horde with the same ferocity as they can attack a survival spot on land. In remoter areas this may mean it may be possible to run lights and sound at night, with relatively little fear of intrusion, even on an island relatively close (say, 500m) to shore, because even a large horde will be broken up by water and arrive in a staggered and easily destroyed fashion.
Conclusion
The obvious benefits of islands as a long-term sustainable community setting, combined with the potential for a water barrier to disrupt zombie horde accretion even when located quite close to land, suggests that islands are ideal survival settings regardless of the particular level of aquatic adaptability of the undead, and that even islands quite close to land – within sight of occupied areas – may be suitable survival settings in a zombiepocalypse. Of course, this doesn’t mean that you will be safe on an island 30m from the shore in Tokyo bay, but it does mean that a reasonably well placed island with no direct land access provides a very strong base to establish a community of survivors in relative safety. The value of islands as a survival location increases significantly if the survivors are fleeing in an area of very dense population (e.g. Tokyo or New York) since even if ultimately the island is overrun, its facility in slowing down hordes will provide survivors a location to regroup and gather supplies before moving on to a more distant island.
The most significant problem in choosing an island to escape to is likely to be human survivors, who will defend their location ferociously precisely because of these benefits. The best advice is to get there first, and heavily armed.
February 27, 2012 at 11:00 am
Part of how a person views this depends on how focused on awareness of threats they are.
For example, when attacked by zombies I want to be in a well lit area with no blocked lines of sight, because I value awareness of the threat highly. To support an island base means you’re willing to trade of threat awareness in exchange for defence.
But if there is one thing that zombie movies have taught us it’s not the zombie horde you see coming that is the threat – it’s the unseen zombie that bites or grabs you. Well they taught us that, and that losing your virginity is certain death for women…
February 27, 2012 at 1:46 pm
The mind turns to ingenious underwater anti-zombie defences. How do zombies do against sharks?
February 27, 2012 at 3:32 pm
Is anyone here seriously suggesting that they are willing to risk zombie sharks? Haven’t we learned anything from Dwarf Fortress [1]? Undead carp are the terror of the world, given that they can LEAVE THE WATER (plus carp in Dwarf Fortres are totally op)!
[1] Other than bearded alcoholics are eternally one dead cat or missed drink away from a temper tantrum that will provoke an endless rage spiral of destruction. [2]
[2] They’re like the ALP like that.
February 28, 2012 at 9:55 am
Yeah, zombie sharks – whether factionalized or not – are a bad plan. Also, you can’t rely on sharks to be man-eaters consistently, let alone zombie-eaters, and they often can’t be bothered finishing the job, which is still deadly for ordinary mortals but maybe not for zombies. It would simply add to the horror as the partially-dismembered zombies start crawling up the beach to get you.
Paul’s point is important – most survival spots are going to offer a trade off between awareness of the threat and protection against hordes. This is a critical problem in establishing a camp, because on the one hand you want to be hidden from detection and in a setting that breaks up zombie hordes as they approach, but these same traits are going to make it harder to see lone zombies (or small groups) coming. I’m assuming though that the survivors are in a small group, so can set up a continuous watch against lone zombies. Their biggest concern is being overwhelmed by hordes. A very different problem pertains when one is going solo.
March 1, 2012 at 11:39 am
I don’t consider the continuous watch or lack of it the issue. Keeping watch can fail. In most zombie movies the characters know there a zombies trying to eat them, but someone still gets surprised and biten.
The key to success is to break the model and institute one that cannot fail. For example, a partially ruined castle needs to only have minimal walls left to be 100% zombie proof.
Alternatively, a tree house is zombie proof and would make a fantasic base if combined with 1. An effective way to break up a horde and eliminate it piecemeal, and 2. multiple widely separated exits. Such a tree house would allow one part of your team to dangle out of reach and make a noise to attract zombies (and kill them) while your gathering party silently left via a zombie proof rope ladder.
Both of these options are superior to islands due to the improved security. While castles are in limited supply, sufficiently large tree houses are only a supply of rope, planks and nails away.
I do concede that they’d work better on an island if you could manage that.
May 3, 2013 at 6:12 am
whilst i agree with paul with his opinion (especially a bad ass tree house) the main issue isnt necessarily the zombie attacks themselves. its the destruction of human lives and what the zombies force survivors to do. if movies have taught us anything, its that survivors will eventually get hungry and run out of food so the tree house and castle make it very difficult to maintain life for extended times without exposing themselves purposely to go and collect. on top of that places that offer the best chance for tinned food (only food option really in a city) is normally covered in hordes of zombies. people would stop farming so you cant get food easily.
another situation is animals. on one hand humans are considered the alpha species but lets face it. would you be more threatened by a human zombie or a quick moving animal already capable of death. on top of that all animals can be threatening.
mosquito’s wont necessarily stick to humans, they could swap the virus around like malaria after biting zombies but the zombie virus will be more threatening plus they can travel across water. dogs and cats youv seen the movies. small animals that you wont suspect like rats mice and birds that travel on the boats or already on the island. animals eat infected meat then become zombie like and go for you. the fish could get infected to.
in water surely the pressure would crush their bodies making it impossible to move.
my main issue would be seclusion. in a castle or tree house, or groups of people on a small island. it only takes one person to be biten and not tell people (cus they know they are going to get beheaded) and half the people are getting turned within a couple nights. escaping would be hard as well.
May 3, 2013 at 8:00 pm
“people would stop farming so you cant get food easily.”
This is another part where following any suggestions from a movie = eventual death. In a zombie-pocalyse everyone gets new job titles and the available options are “Food” and “Farmer”. Spam isn’t an eternal option.
Shamus Young had a good series of posts on end of the world survival at: http://www.shamusyoung.com/twentysidedtale/?p=18551
On a related note, one point he raised is how long shambers shamble for after death. Eternally breaks all sorts of laws of physics, but does raise an interesting story setting: A world where humanity survived the the zombies and civilisation has risen from the ashes powered by the ultimate in renewable energy – the zombie on a treadmill chasing a chunk of meat! Limitless energy! All of the low price of remembering never to take your protective gloves off around the power generator!
“in water surely the pressure would crush their bodies making it impossible to move.”
Not necessarily. Humans can go pretty deep, with nitrogen narcosis being the major problem [1]. Zombies wouldn’t have to worry about that, and logically any point where they’d be crushed should have so much water pressure that they’d float before sinking through it.
“it only takes one person to be biten and not tell people (cus they know they are going to get beheaded) and half the people are getting turned within a couple nights.”
This is another topic that Shamus Young covers. His suggestion that you’re group needs an open policy about how you treat potential infection is a really good one. Specifically a policy of “We keep an eye on you, try to help and don’t kill or abandon you” is likely to lead to people being willing to fess up, rather than the movie staple of everyone being a selfish asshole who hides it.
[1] That I’m aware of. And sharks also, cause Jaws scared the crap out of me.
May 3, 2013 at 8:53 pm
Thanks for the comments, liamdmc. I tend to agree with Paul on this, and I think it’s true that shamblers have to have a life span. LIke any infectious disease, they should eventually exhaust the available supply of susceptibles and then the epidemic will run its course. Though Paul’s alternative of infinite energy is quite entertaining.
Re: the handling exposed policy, this is a good example of why (in real life) anti-discrimination legislation (and action) was introduced early on in the AIDS epidemic in Australia. It’s a well-understood public health policy. But on the topic of open policies, I think it would be really good if your average post-apocalyptic team had a clear set of rules for handling zombie bites in the midst of a major zombie incursion. In this situation I think there should be a clear understanding that people who get bitten in the middle of the battle have to immediately switch to high-risk, high-value tactics, either taking down as many zombies as they can, being used as a distraction, or being placed at choke points on suicide missions. It’s an unpleasant idea, but it reduces the cost of lost members.
I like the idea of zombies floating eternally in a dark zone somewhere deep in the sea, just kind of waiting. Nasty.
May 5, 2013 at 7:54 am
“In this situation I think there should be a clear understanding that people who get bitten in the middle of the battle have to immediately switch to high-risk, high-value tactics, either taking down as many zombies as they can, being used as a distraction, or being placed at choke points on suicide missions. It’s an unpleasant idea, but it reduces the cost of lost members.”
This is a reasonable policy to discuss if you know that bites lead to certain death and zomb-fication. But you’re not going to know that initially, and there is no way I’d be throwing by slightly bitten ass on a sword to save your flabby one. At least not while there was some hope.
Also, everyone had better be nice to me, or else I deliberately get bitten and eat you all.
My last comment may suggest a policy of “No assholes or manic depressives” is also a sound policy.
May 5, 2013 at 4:02 pm
Yes, this is definitely a policy to be implemented once you know about the zombification process and are well past any hopes of extracting the world from the apocalypse. Also the policy should only be used in duress: if a person gets bitten by single zombie randomly then a non-stigmatizing palliative care response is appropriate; but if you’re mid battle or there is an urgent situation in need of resolution (e.g. an oncoming horde that need to be led astray) then the policy should be that the bitten get the job. If bitten in the middle of the situation it should be clear that the bitten are expected to take on this responsibility voluntarily. An option here could be to reward those who show cowardice in battle after being bitten with abandonment rather than mercy.
Of course in a tight-knit group no one can enforce such policies … except in role-playing…
December 4, 2016 at 8:37 pm
Babies CANNOT swim…wtf?
June 8, 2019 at 7:06 pm
Also, take into account water pressure. Once zombies get to a certain depth, they would essentially explode.