The Walk

<p>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?</p>

Introducing The Walk

A new immersive fiction podcast from Panoply created by award-winning author Naomi Alderman. Releases 18 January.

01-12
02:42

1.01 - Your Mission

You have one mission: transport a mysterious package on a train from Inverness to Edinburgh.  But when The Burn intervenes and a bomb goes off at the station, the police are on the hunt for a terrorist and you’re the number one suspect.  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.

01-18
21:53

1.02 - The City Limits

The city limits are controlled by military officers and checkpoints.  While you and your found cohort of survivors work together to create a distraction and slip through the barrier, alliances begin to form and questions of true identity arise.  How long can you keep your secret, and who can you trust?

01-18
22:57

1.03 - Beware of Good Fortune

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.

01-18
23:12

1.04 - Refuge

Charlie is doing her best to guide you to safe refuge on your dangerous journey, but the limitations of satellite technology make it harder and harder to communicate.  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.

01-23
22:29

1.05 - Wolves

As if evading The Burn isn’t enough stress, now blood-thirsty wolves are after you.  After so much running you need some rest, but just when you thought you could catch a break for a few days a surprise attack means you’ve got to get on the move again, and this time without your travel companions.  At least you’ve still got Charlie in your ear, but even she’s on the verge of a nervous breakdown.

01-25
21:00

1.06 - Alive or Dead

On your solo walk, Charlie tells you about her sister, whom she suspects is a high-ranking member of The Burn.  After finding Lawrence and getting back on track, you come across some conspicuous messages urging you to turn yourselves in to government forces and warning that there’s a bounty on your capture.

01-30
23:51

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.  With the likelihood death more palpable than ever, it’s hard to keep faith that you’ll make it through this journey together, or even at all.

02-01
22:27

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.  Lawrence has got some unanswered questions, too, and he doesn’t trust anyone but you to confide in.  Maybe he’s onto something.

02-05
21:22

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?  Everyone is trying keep a level head about a series of mysterious happenstances, but the challenges of uncertain terrain only magnify your constant state of dread.

02-08
23:33

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.

02-12
23:03

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.  An unwanted visitor interrupts your inquisition and surprises you with a bit of news from the real world: you’re all wanted criminals.  Might as well finish the job before you go down.

02-15
24:37

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.  Looks like you’re taking a detour.

02-19
24:01

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, but now it feels like you're back at square one.  An afternoon pit stop brings you an old acquaintance who’ll be your new traveling buddy - and you’re off to Geneva.

02-22
24:20

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. You’ve got an escape plan, but first, a funeral.

02-26
23:31

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. Where have you landed? And where’s Paul?

03-01
23:51

1.16 - Dogs

Charlie’s been holding out on you about yet another device carrier, but you’ve discovered him just in time to help bust Paul out of the slammer.  Nonetheless, you’re still wanted and it’s not long before the police are on your trail again - and this time they’ve brought dogs.

03-05
22:34

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.

03-08
23:57

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.  Or at least you both want to stop The Burn, albeit for different reasons.  If you choose to believe their story you’ll inherit a powerful ally and a whole new set of problems.

03-12
23:33

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.  Charlie insists you haven’t got time to save everyone, but you’ve left quite enough damage in your wake.  Shouldn’t you try to do some good, even if it means putting yourself at risk?

03-15
23:55

Trashed Eggnog

LAWRENCE!

04-06 Reply

Carey Murphy

I have tried to listen to this five times now... I just don't think I can handle the "invisible character" thing. It would've been really great if "Walker" were a REAL person.

05-15 Reply

Janet R

Oh my goodness. What an ending. Hope that means a sequel.

06-05 Reply

Karen Dalziel

For a story set in Scotland, the Scottish accents are bad.

05-11 Reply

ByZuLa

This podcast was awesome! So sad it’s over now. 😞

05-11 Reply

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