The Dublin Zombie Survival Guide (2 Viewers)

Deadly, your ma's sound!

What I'm looking for is things like:
places to get food (tinned food, fresh water, medical supplies, heating/clothing, weapons [Max Brook's zombie guide details the pros and cons of different weapons - apparently crossbows are the best, they're silent and you can reuse the ammo])

buildings and other strongholds in your area (based on defenses, accessibility, centrality/peripherality, facilities [important, like running water and electricity that is unlikely to be cut off in the event of an attack], access to the supply places, escape/entry routes, if possible a 'where not to go section', like places that would look like a winner, but turn out to be deathtraps)

if there's a number of good strongholds in your area, how you might connect these and begin to rebuild a community and a system of producing resources.
That's all I can think of for now.
 
Well, I can mail you some suggestions if you like? The layout for Dublin hasn't been finalised yet because I STILL HAVE NO CONTRIBUTIONS!!!

im guilty.sorry :eek:
ill have a quiet day in work tomorrow so ill try get something done then.got the zombie survival guide in hmv last week,good read if anyone wants to borrow it.and if anyone knows where wwz is available you let us know?danke schon.
 
When Z day happens I'll be straight arounf to Tescos Clare Hall, not even zombies could handle the left over hot food at the end of the day there
 
I have both books here in work. PM me with yer email address and ill mail them to you. Pretty small files. You need microsoft Ereader or someshit to read em
 
Go on then.
Here's tonights slightly drunk effort from memory.

Sandymount / Ringsend;





Navigating along train lines is a reasonable, direct, fast and relatively safe way travel during zombie outbreaks. Much of the DART line is fenced on both sides with approx 8 foot high wire fencing. This fencing will provide protection from Zombies who see you walking along the rails, zombies not being renowned for their climbing abilities.
For this reason, and others, the formerly exclusive suburbs of Sandymount, in wonderful Dublin 4 should not be overlooked.
If you are navigating towards this area from the Blackrock direction, you would be advised to leave the tracks at the Merion Gates, and progress along Sandymount Strand. The ground is firm, and you will move in a straight line to the Martello Tower, probably your safest destination for the time being. More on that later though. The point to aim for on the beach is the white concrete remains of the outdoor swimming pool visible about 100m off the shore.


If you are approaching from the North, or Dublin City side, you would be advised to stay along the tracks until you reach a large cricket ground on your left hand side shortly after you pass the Sandymount Dart Station, just before Syndey Parade Station. From either direction you can look over the cricket / Rugby grounds for evidence of the undead from the tracks and ,once satisfied the coast is clear, hop over the fence onto the pitch. If you are low on food a quick trip across the grounds to your left into the Cricket Pavilion may provide some joy, otherwise make your way directly across the pitch bearing slightly to your right, towards the gate in front of you, not the smaller gate to your left hand side. This gate will lead to a large church in the middle of the road, St John's Church, around which you must walk, and continue along the St John's Road. At the end of this road, approximately 400m away, you will be smelling the rotting seaweed, crossing the Strand Road, and seeing the Sandymount Martello Tower.


This tower is a fortress. You will not be attacked within this building from the outside. There should be running water and electricity available here if it is available in the surrounding areas, as the tower was briefly set up as a cafe. There will also probably be large pieces of timber and piping available here, which can be used to barricade any entrance. Most importantly though, you will have commanding views of a large area from the top turrets of the tower.


Should the situation require it and the infestation become overwhelming, or for whatever reason the Martello Tower is not amenable, another sanctuary is available. Known as The Reclaimed Land or more properly as Poolbeg, a peninsula exists that can be seen from the Martello Tower on the left hand side marked by two large red and white striped chimneys. At low tide it is possible to cross the strand directly towards the Pigeon House Road, though the direct “as the crow flies” route should only be attempted in emergency due to the small slow flowing streams along the beach that must be crossed (keeping dry is important, and the reader should remember that salt water takes longer to dry than fresh). A safer route would be to set off across the beach and keep the shore no more than a few meters to your left hand side as you can hug the boulders used as a breakwater keeping low and out of sight.




Once you have hit land again, and are setting foot on the small peninsula you have a couple of options. There exists The Pigeon House itself, a massive intimidating fawn granite building which can be seen on the far side of the peninsula, and the newer 60's Pigeon House further out to the right along the peninsula which acts (acted) as a power station. The author has not been inside either building, and cannot advise on their safety. It would be an interesting side project though. At one point should be noted however: there were massive piles of coal stockpiled in this area. It would seem unlikely that all of this coal is no longer in existence as the power station itself is coal fired. If coal is spotted, it would be wise to gather this along with some wood to start a fire to keep yourself warm in this relatively harsh area.


Should the traveler feel unsafe even out on the bleak. desolate and windswept hills of in the shadow of the old power station, one option is to follow the Pigeon House Road out to its conclusion; The South Wall.
The South Wall is a large Granite wall, about 10m wide, and a mile long. Where the road meets the wall there is immediately a black heavy squat building on your right hand side, boarded up and relatively impenetrable. Unlike the Martello Tower, this will have no amenities, and will provide nothing more for the traveler than shelter from the wind, a vantage point, and a strong smell of piss. If undead are sighted advancing to even this, it has to be said, remote area of Dublin one final option remains.
That is The South Wall Lighthouse.
Should the traveler feel the need to retreat, and realistically if the volume of zombies is such that even Poolbeg is not safe, retreating is all you can do, at the end of the mile long pier lies a solid red and white lighthouse. It is conceivable that the lighthouse will have power, although running water seems unlikely. This is very much the last bastion of hope. Short of abandoning the lighthouse, and diving into the snot green scrotum tightening Irish Sea there are no more options. Realistically though, this hide out would seem like a safe place to exist for a few days, assuming water and possibly some coal and fire were previously obtained. It would seem unlikely that zombies would travel the entire length of the South Wall unless they were in direct pursuit. It is also quite possible to barricade the width of the wall and fend undead into the sea to drown.
 
some form of Zombie Survival Guide is apparently gonna be on the Drainland/BOW359 7". Though as I've not seen it myself (sam and derek did it), I have no more information than that.
 

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Fixity/Meabh McKenna/Black Coral
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Portobello Harbour, Saint Kevin's, Dublin, Ireland

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