6. Boomer's Plan

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Boomer: Alright you two. Listen damn good. I want you both to get onto Sodor one way or another. Ideally of the silent variety.

D10: Got it.

Boomer: From there, I want you two scouring for an old building with rails attached to it. I can't remember where it is but it shouldn't take too long to find. If they're still there, we'll be reuniting with some old acquaintances.

Subject 12: We should be able to find it within a couple nights, but what if we're caught?

Boomer: You two should easily overpower anyone who stands in your way. Take them to that building and hold them there. We can use them as bait if Plan A backfires, which it shouldn't.

D10: Good, anything else boss?

Boomer: No, now get to it.

D10: You got it. Come on, let's go.

THE TWO EXIT

Boomer: They'd better not disappoint me.

TRANSITION TO D10 AND SUBJECT 12 (S12) TRAVELLING TO SODOR.

D10: According to the schedule my driver has, the last train tonight is that green puffball on his fish train. If this is right he left Knapford Harbour around 5 minutes ago, meaning we should have time to find somewhere ti lay low for the night.

S12: How about Vicarstown sheds?

D10: Nah, too crowded. We don't need that

S12: You're right.

D10: Aha! I got it. There's a little siding covered up by bushes and stuff, we can hide there and use some branches and stuff to cover the entrance up.

S12: And where's that?

D10: Just north of Ballahoo, by an old manor.

S12: How do you know this, have you been here before?

D10: Yeah, once, it uh... didn't go well...

S12: Right then. How far are we from Ballahoo?

D10: Should be uh... 'bout 5 miles.

S12: Ok.

THE TWO ARRIVE IN THE SIDING AND THEIR CREWS COVER THE ENTRANCE.

D10: And now we wait...


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