Quislings: Coined in Max Brooks' World War Z, Quislings are real people who have simply given up on living and instead decided to join the ranks of the undead—the only problem is that they haven't yet been infected.
Zombie: By "zombie," I mean the moaning, shambling, rotting husk of a human that wants nothing more than to grab a hold of you and start munching away. They're slow, can take a ton of damage before going down, and are particularly deadly in large groups. Also goes by: Gs, Zs, Ghouls, Zachs/Zacks, Zeds, Stiffs, Shufflers, Walkers, Biters, Shamblers, Grabbers (zombies trapped in broken-down cars that can grab you through the open windows), Crawlers (zombies without legs), and Mombies (zombie moms).
Infected: If the undead that come at us aren't of the Romero variety, they're probably going to be the Rage-style infected that are faster, more agile, and all about turning you into their very own piñata. These guys are equally as deadly in large groups as their less mobile siblings, but they can hold their own in one-on-one fights.
Mob/Horde: If you're lucky, you'll never come across one of these, as they're one of several possible names for a large group of infected/undead. By large, I don't mean a couple dozen. In this case, "large" means hundreds or possibly thousands. I don't care how much ammunition you've saved up, if someone runs by you with wide eyes yelling "Horde!" it's in your best interest to hightail after them.
Narrow Flow: Also referred to as a Choke Point, Narrow Flow is a path that's narrow enough to defend against a group of incoming enemies because the they have to file into a line to get to you. With the exception of tightly enclosed corridors that make it difficult to maneuver, this is usually a good thing. The next term however, is not.
Wide Flow: This is the opposite of a Narrow Flow/Choke Point. It's a wide open path that can accommodate many enemies at once, making it nearly impossible to defend against a group of incoming enemies. Highways, open streets, and parks would fall into this category, and they're all best left alone.
Holdout: If you find one of these, it's a very good thing. Think of them as the real world equivalent to Left 4 Dead's safe rooms, because they're an easily defensible spot, usually on high ground, and are ideal places to recuperate, reload, and take a breather.
There's bound to be quite a bit of chaos on the streets and all over the world, but I can only hope that some level of military control is maintained after the dead start getting back up. If you find yourself near or under the protection of the army/navy/air force/U.S. Spec Ops/or the Raccoon City S.T.A.R.S., here are a some terms you should remember:
Cavalry: Since vehicles can be loud and noise attracts hordes, a good way to combat this is by using horses as transportation. Cavalry is any military force that moves on horseback.
Heavies: These guys can save your life, because they're the go-to for suppressing fire. They're the machine gunners, and they can usually be found on large military vehicles, mowing down waves of the undead with high-caliber heavy machine guns.
That reminds me. You're going to need to know the basic pros and cons of the more common types of weapons:
Pistols: They're light, precise, easily concealable, and can be fired using one hand. Perfect for expert marksmen, those who have never fired a weapon before, and everyone in between.
Revolvers: Think of revolvers as pistols with a bit more of a kick to them. These are great for taking down larger enemies. They're heavier, inaccurate when fired in quick succession, and definitely not for the faint of heart (or weak-limbed).
Machine Guns: Ideal for suppressing fire so you can keep a group of enemies back to buy you some time and a little breathing room. Their light/medium weight will keep them from holding you down too much when you're running from the Zs too.
Rifles: Reserved for only the most experienced marksmen, these bad boys are all about precision. A talented marksman can even take down multiple targets with a single shot, thanks to the piercing, high velocity rounds.
Shotguns: Highly inaccurate unless fired at close range, very powerful, and extremely heavy. Probably not the best thing to take with you on a long journey, but their stopping power could definitely come in handy while defending a Narrow Flow.
Bows/Crossbows: Since gunfire is a fantastic way to attract nearby Zs, the smartest thing would be to either avoid confrontation with the enemy altogether, or take them out silently with an arrow or bolt.
Bludgeons: Sometimes ranged combat just isn't an option, and it's in these cases when a strong blunt instrument can be helpful. These are heavy melee weapons that cause blunt force trauma, are usually pretty durable, and tend to be a little on the heavy side. They can include baseball bats, pipes, crowbars, golf clubs, sledgehammers, and shovels.
Stabbing/Piercing Weapons: If you don't have a shovel close at hand, raiding the kitchen drawers is always an option. These are great for severing the spinal column, piercing the brain, or hacking limbs. Can include axes, machetes, saws, knives, and chainsaws.
You've done it; you've finished reading through our glossary of terms that will almost certainly save you from a premature death at the hands of a pack of feral children. Now I suggest scrolling back to the top of the page, reading through the list again, and repeating until you've memorized every word. Only then will you have guaranteed that when the zombies start coming, you won't have to deal with a case of Kinemortophobia caused by being unprepared for the zombie apocalypse.
Date: February 10, 2012
*The views expressed within this article are solely the opinion of the author and do not express the views held by Cheat Code Central.*