INFECTED (Click Your Poison) (3 page)

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Authors: James Schannep

Tags: #zombie, #Adventure, #Fiction

BOOK: INFECTED (Click Your Poison)
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MAKE YOUR CHOICE

Area One

T
he hallway lights buzz and flicker like a fluorescent nightmare. Evidently, Sims’ power re-route was only partially successful. The entry is completely dark; there’re no lights whatsoever around the barricade. Tyberius shines his flashlight over the rubble pile; no sign of tampering or entry by the undead.

“Area One, clear,” Tyberius reports in.

“Copy that, come on back. Hefty, are you in position?”

“Area Two, clear,” Hefty calls.

“All right, Hefty. Bring it home.”

“Sims, what’ve you got?”

“Area Three, clear.”

“Copy area three clear, hurry back.”


 
Head to the cafeteria.

MAKE YOUR CHOICE

Area Two

T
he hallway lights buzz and flicker like a fluorescent nightmare. Evidently, Sims’ power re-route was only partially successful. The entry is completely dark; there’re no lights whatsoever around the barricade. Hefty shines his flashlight over the rubble pile; no sign of tampering or entry by the undead. “Area One, clear,” Tyberius reports in over the radio.

“Copy that, come on back,” Deleon’s voice chirps in. “Hefty, are you in position?”

“Area Two, clear.”

“All right, Hefty. Bring it home.”

“Sims, what’ve you got?”

“Area Three, clear.”

“Copy area three clear, hurry back.”


 
Head to the cafeteria.

MAKE YOUR CHOICE

Area Three

T
he hallway lights buzz and flicker like a fluorescent nightmare. Evidently, Sims’ power re-route was only partially successful. The entry is completely dark; there’re no lights whatsoever around the barricade. You shine the flashlight over the rubble pile; no sign of tampering or entry by the undead.

“Area Three, clear,” you report over the radio. As you turn to leave, the crunch of broken glass underfoot gives you pause.

You turn the flashlight to the floor. Where did that broken glass come from? Something moves quickly in the shadows. You react by turning your flashlight at it, but it’s on top of you before you can do anything else.

You press the large flashlight up against the fiend’s neck, keeping him just far enough away to evade his bite. “Copy Area Three clear, hurry back,” Deleon says over the radio. A second zombie—a crawler—paws and bites at the radio.

Mustering all your strength, in one burst you roll the ghoul away and sprint off. After a few steps you turn back, your hatchet-axe raised. The flashlight beam is perpendicular to the school entrance and a pair of legs walks through. Then another, and another. They’ve broken through, and they’re filing in at regular intervals.


 
Run back to the cafeteria.

MAKE YOUR CHOICE

Armed and Dangerous

B
efore leaving, you stop by the armory. Though there’s an actual armory within the prison, this secure room has been gutted and transformed for a different use. Instead, the armory of Salvation is an Army trailer that may not be much to look at, but is filled to the brim with firepower.

There’s a US Army soldier ready to greet you; he’s slim, his hair is short-cropped in the Army’s high-and-tight fashion, and he has a thick, ruddy handlebar mustache. “Well, looky here,” he says. “The Three Musketeers, ready for their first mission. Well… you came to the right place to get outfitted. I see you got the sword already, how ‘bout the muskets?”

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