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    Arts

    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?

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    Latest Episodes:
    1.21 - Trapped Mar 22, 2018
    Show notes

    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. Doesn’t matter much now - you’re trapped and the future looks bleak.

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    1.20 - It's Personal Mar 19, 2018
    Show notes

    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. You may have located the source of their power, but that isn’t making it any easier to stop them. The stakes are only getting higher and you’re on the clock.

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    1.19 - The Treatment Mar 15, 2018
    Show notes

    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?

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    1.18 - Commonality Mar 12, 2018
    Show notes

    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.

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    1.17 - The Town Mar 08, 2018
    Show notes

    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.

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    1.16 - Dogs Mar 05, 2018
    Show notes

    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.

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    1.15 - Skydiving Mar 01, 2018
    Show notes

    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?

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    1.14 - Blood Feb 26, 2018
    Show notes

    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.

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    1.13 - An Old Acquaintance Feb 22, 2018
    Show notes

    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.

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    1.12 - The Enemy Within Feb 19, 2018
    Show notes

    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.

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