A thriller in which you, the listener, are the hero. The Walk begins in Inverness station, Scotland. Through a case of mistaken identity, you, "the walker," are given a vital package that must be couriered to Edinburgh. But as you're about to board the train, terrorists blow it up and set off an electromagnetic pulse! None of the cars or trains are working - you'll have to walk - but now the terrorists are on your trail because they want the device you're carrying, and the police are after you as a suspect in the bombing. To survive, you'll have to join up with other escapees from the city - but how many of them can you trust, and are they really who they say they are?
32 Available Episodes (32 Total)Average duration: 00:22:56
Apr 26, 2018
1.31 - Day of Reckoning
00:26:50
It’s the day of reckoning. Your plan to preserve the fate of humanity involves a lot of carnage, so when an alternate, less fatal option presents itself you decide to give it a shot. However, the plan must be executed perfectly or you won’t live to see the world you’ve risked your life to save. This is your last chance, and everything is on the line.
On this long, treacherous journey, too many people have destroyed their devices for your exit plan to work. But as the scope of Soleil’s play for world domination comes to light, you realize that failure is not an option. As determined as you are, there are others even more hellbent on Soleil’s demise, and they won’t let anything - or anyone - get in their way.
If there’s anything more terrifying than Soleil, it’s a whole army of her human avatars. Luckily, there’s a device access point a lot closer than you thought, but getting to it and carrying out the mission might require you to take a few lives.
You’re all sick and seeing things. In search of a cure, you realize you’re not the first to be infected and you definitely won’t be the last. A woman from Charlie’s past offers to help you put off Soleil’s plan while you scramble to find an antidote for all this madness.
There are some people you meet who you just can’t shake, and you certainly shouldn’t trust, but they might have information you need and you’re running out of options. Suddenly, your interpersonal conflicts are dwarfed by a monster robot and a swarm of mechanical snake grass. What the hell is going on?
A lost message from a deceased comrade casts doubt over your whole operation. You know you’re meant to stop Soleil, but what if it means killing Charlie, too? If only you had time to parse what it all means - but you have to make decisions fast, and you’re headed south to London.
Just when you think you know Soleil’s modus operandi, she shocks you with yet another deadly surprise. Is she after revenge? Hell hath no fury like Soleil’s scorn and her tactics are only getting more menacing - even Charlie can’t keep up with her.
A device carrying couple save you from a near-death scenario and reunite you with an old friend who almost lost her life, too. Debate continues around the methods and motives of the inscrutable Soleil, meanwhile her spies and traps may be leading you right into the enemy’s camp.
You can’t choose your family, but you can choose your victims. The sisters are still at odds, but it’s becoming clear they’re both looking out for themselves, not you. At least you’ve still got your device as life insurance, right?
A technical error forces you to confront your biggest enemy. Your survival may be mutually dependent, but how can you trust anything they say? There’s only one way to find out.