32 episodes

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?

The Walk Panoply

    • Arts

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?

    1.31 - Day of Reckoning

    1.31 - Day of Reckoning

    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. 

    • 26 min
    1.30 - World Domination

    1.30 - World Domination

    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.

    • 23 min
    1.29 - Avatars

    1.29 - Avatars

    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.

    • 23 min
    1.28 - Seeing Things

    1.28 - Seeing Things

    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.

    • 25 min
    1.27 - Robots

    1.27 - Robots

    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?

    • 26 min
    1.26 - A Lost Message

    1.26 - A Lost Message

    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.

    • 26 min

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