Zombie Tower Defense-tenoke -

The walls hum with a low, dying frequency. Three fusion cores left. Maybe four, if we cannibalize the backup relays in Sector 7. The last supply runner didn’t come back. No body. No static on the comms. Just silence — the kind that follows a horde.

TENOKE wasn’t supposed to fall. It was the tower — twenty-six floors of reinforced panic rooms, automated turret grids, and blast-proof shutters rated for siege-class swarms. The architect called it “Zombie Tower Defense certified.” We laughed back then. Called him paranoid.

I’m uploading this to the emergency beacon. If you’re listening — don’t come to TENOKE. But if you do, bring ammo. Bring fire. And pray the tower still stands. Zombie Tower Defense-TENOKE

Tonight, we make our stand on 13.

“Seismic vibrations detected. Multiple heavy-class signatures approaching from sublevel garage. Estimated time to breach: 12 minutes.” The walls hum with a low, dying frequency

I’ve rerouted power from life support to the last functioning plasma turret. It’ll cook for four minutes — just enough to clear the main stairwell if they breach the flood doors. Then we fall back to 19. Then 22. Then the roof.

Location: TENOKE Outpost – Sublevel 3 Armory The last supply runner didn’t come back

— Sgt. Mirra Kael, last defender, Floor 13. Would you like this adapted into a game design outline, a poem, or a script for a cinematic trailer?

Twelve minutes. I can hear them scratching now. A wet, rhythmic scrape against the blast doors.