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Zombie Exodus: Aftermath, scene 28

Continued from scene 27 

When you mention the farming community, Megan perks up. “I’ve heard about that place. The West Pointers have an agreement not to attack them because they supply us with fresh fruits and vegetables. Shit, I want to go to the farming community. I already hate these fucking West Pointers. They take discipline to a whole new level. It’s like, dudes, it doesn’t have to be this way. We’re all trying to survive against the infected, but you want to add to the hardship by imposing rules on all of us. Whatever. I’ve been here for three days, and I’m over them. I’ll help you, but you’d better keep up your end of the deal. I’m coming with you.”

“I’ll stand by my word. We need to make a distraction big enough to drive all of your fellow soldiers away from the cages long enough for my friends to get free.”

Megan turns and peeks out of the tent. “We have a generator on the south side hooked up to a siren. They use it to alert all West Pointers in the area of an attack. The current captain wants us to take it down, and rightly so. Not only does it call other West Pointers, but it also draws zombies straight to camp. What if I go over there and set it off? The West Pointers will come running, and while they’re trying to get the siren off, you can free the prisoners. You need to make it to the trees and head west to lose your tracks in the river. I’ll meet up with you there. How does that sound?”

“Sounds good to me. Let’s do it.”

“By the way, why don’t you grab one of those M-16s in those crates? Magazines and ammo are in those boxes over there,” Megan points to several large wooden crates stacked on the side of the tent. “Good luck, and don’t forget our deal.”

As soon as Megan leaves the tent, you break open the crates to grab the rifle and ammo. Once your weapon is loaded, you peek through the tent and see Megan taking the direct path towards the southern tower. She looks around camp, hits a switch on the generator, and flips a lever on one leg of the tower. You hear the sudden crackle of speakers and a tremendous airhorn sound. It starts low and then pierces the area in a high-pitched, glaring tone that makes you want to cover your ears. Soldiers from around camp look in confusion at the sky and then move towards the southern tower hastily. The captain emerges from a tent close to yours and marches south.

Not wasting a moment, you slip out of the weapons tent and sneak to the north. You look around for Portland and Serena but see them nowhere. They should be freeing the prisoners by now. Jesse wiggles against her restraints as she stands tied to the pole near the prisoner cages. When you look towards the south, several guards hold Megan while the captain slaps her across the face. You can also see soldiers running up the southern hill along with several zombies in the distance.

From here, you have to make a hard decision. You can run over and free the prisoners, but that’s Portland’s and Serena’s job. You don’t see them, and you may lose the opportunity to free Cameron, Steven, and the others. You can also run over and free Jesse, who can help release the prisoners. Looking back at Megan, they have her on her knees, hands tied behind her back. She cannot meet you if she’s a West Point prisoner.

Continue to scene 29 


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