Zombie: Tower Defense-tenoke

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.

Now? Paranoid keeps you breathing.

TENOKE isn’t just a tower. It’s a promise: No one gets past us. Zombie Tower Defense-TENOKE

Twelve minutes. I can hear them scratching now. A wet, rhythmic scrape against the blast doors. I’m uploading this to the emergency beacon

— 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? Bring fire

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.