The Walk

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?

Arts
1
1.31 - 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.
24 min
2
1.30 - World Domination
The scope of Soleil’s play for world domination comes to light.
20 min
3
1.29 - Avatars
If there’s anything more terrifying than Soleil, it’s a whole army of her human avatars.
21 min
4
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.
22 min
5
1.27 - Robots
Suddenly, your interpersonal conflicts are dwarfed by a monster robot and a swarm of mechanical snake grass. What the hell is going on?
23 min
6
1.26 - A Lost Message
A lost message from a deceased comrade casts doubt over your whole operation.
23 min
7
1.25 - Soleil's Scorn
Just when you think you know Soleil’s modus operandi, she shocks you with yet another deadly surprise. Is she after revenge?
24 min
8
1.24 - Reunion
A device carrying couple save you from a near-death scenario and reunite you with an old friend who almost lost her life, too.
24 min
9
1.23 - The Sisters
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.
23 min
10
1.22 - No Gun
A technical error forces you to confront your biggest enemy. Your survival may be mutually dependent, but how can you trust anything they say?
22 min
11
1.21 - Trapped
Everything you’ve been through thus far has led you right into the The Burn’s cold embrace. Maybe if you’d paid more attention to Emma and her conspiracy theories, you’d have seen it coming.
22 min
12
1.20 - It's Personal
The Burn’s plans are more sinister and far-reaching than you could have imagined, and the damage is getting personal and seriously affecting team morale.
23 min
13
1.19 - The Treatment
You’re on a mission to destroy The Burn’s lethal technology, but an old enemy and a distressed civilian both desperately need your help.
23 min
14
1.18 - Commonality
You walk into a headquarters of a suspected terrorist group... and it turns out you have a lot more in common than you thought.
23 min
15
1.17 - The Town
You find a town with power, food, and the most generous people you’ve ever met. Either you’ve entered the twilight zone, or it's all a very elaborate trap. Either way, you can bet Soliel’s got something to do with it.
23 min
16
1.16 - Dogs
The police are on your trail again - and this time they’ve brought dogs.
22 min
17
1.15 - Skydiving
Someone who knows something about Charlie and her sister is a few steps ahead of you. And your helicopter ride to Geneva turns out to be more of a skydiving trip - but not everyone jumps voluntarily.
23 min
18
1.14 - Blood
Charlie isn’t much help when you’re in uncharted territory, and she also can’t explain the mysterious pictures you find or the blood on the floor. Meanwhile, Emma can’t forgive Charlie for the blood on her hands.
23 min
19
1.13 - An Old Acquaintance
Desperate times call for desperate measures. Charlie pulls the trigger in a last resort effort to get you out of a tight spot. An afternoon pit stop brings you an old acquaintance who’ll be your new traveling buddy - and you’re off to Geneva.
23 min
20
1.12 - The Enemy Within
You’re so close to Edinburgh, you can taste the grilled cheese! But Stanton is so close to figuring out exactly what happened on the day of the explosion that a trusted comrade reveals themselves to be an agent of the enemy.
23 min
21
1.11 - An Uninvited Guest
You still don’t know who's selling you out. Building anxieties, past allegiances, and doubts about the mission give everyone a motive to betray and a reason to lie.
23 min
22
1.10 - Face to Barrel
It was only a matter of time until you fell right into The Burn’s lap, and now you’re face to barrel with an old ally turned nemesis. Or could the traitor be among your own ranks? You’d better find out before The Burn finds you again.
22 min
23
1.09 - Jumping at Shadows
None of the “safe houses” Charlie keeps guiding you to seem to be that safe, and the paths in between them are even more perilous. Could this latest house be haunted?
22 min
24
1.08 - The American
While running an errand, you and Emma pick up a clueless American traveler running from a local gang. It might’ve been the right thing to do, but now he’s asking way too many questions.
20 min
25
1.07 - Capture
The threat of those flyers catches up with you sooner than expected. Your capture reunites you with some old friends, but one of them is in critical condition and your captors force you to keep moving.
21 min
26
1.06 - Alive or Dead
Charlie tells you about her sister, whom she suspects is a high-ranking member of The Burn.
23 min
27
1.05 - Wolves
As if evading The Burn isn’t enough stress, now blood-thirsty wolves are after you.
20 min
28
1.04 - Refuge
Somehow you find your way and some supplies, but The Burn is (literally) hot on your trail and willing to use any means necessary to stop you - even if it means sabotaging themselves.
21 min
29
1.03 - Beware of Good Fortune
There are traitors at every turn eager to take you down. Stanton was able to save you this time, but you can never be too careful. Everyone you meet is a potential enemy. Better to stay one step ahead.
22 min
30
1.02 - The City Limits
The city limits are controlled by military officers and checkpoints. How long can you keep your secret, and who can you trust?
22 min
31
1.01 - Your Mission
The entire city is on lockdown but you have to get out before they find you - the survival of the human race depends on it.
21 min
32
Introducing The Walk
A new immersive fiction podcast from Panoply created by award-winning author Naomi Alderman. Releases 18 January.
2 min