You Awaken In Your Cubicle

Flamethrøwer

New Member
Rules:
The rules of this game are that you can give commands as if you were in the character's shoes. You cannot give commands outside of the character's control, such as: suddenly a bus crashes through the window! You must start each command with a '>', like the old text-based adventure games.

You awaken in your cubicle.

All is dark.

>
 
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Haha I remember the last one like this, that was epic. Here we go...

>Find light switch, flash light, or other light source
>Search cubicle area for useful objects
 
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> Wipe drool from face and desk?

You sit up and immediately regret it. Your head is pounding. You recline back into your original position in an attempt to improve the situation, which doesn't help. You begin to think resuming consciousness was a bad idea in the first place.

You have no idea what happened, but the bass drum diligently hammering in your head implies that either something disastrous happened, or that Tom's going away party went very well. The smell of smoke in the air implies that it was probably a mixture of the two.

Since reclining, the bass drum was joined by a persistent snare drum obviously played by someone who had no business wielding any rhythmic instrument. You decide if the pain isn't going to subside, you may as well sit up and survey the situation. You take a tissue and wipe from your chin and shoulder what you very much hope is drool. It's too dark to see for sure though.

>Find light switch, flash light, or other light source

You look around for a source of light to bring some semblance of order to this blackened chaos. You reach for the cubicle lamp. Click click click... nothing. Not to be discouraged, you reach for the computer monitor, fully aware that it is powered by the same source of electricity as the now-impotent cubicle lamp. Nothing. In fact, nothing electronic seems to be working in the office right now, except for the little red light on your phone notifying you that you have voicemails that need attending to. You recall that the little red voicemail light is free of the restrictions of the laws of nature and physics, and that, power or no power, there is never a scenario in which the light is not on, and as such, never a time when someone doesn't need calling back.

You stare at the light with disdain. This is probably the first and last time it will ever be useful to you.

>Search cubicle area for useful objects

As you sit in your cubicle, afraid to do anything, and more afraid to do nothing, your eyes grow accustomed to the darkness. The little red voicemail light provides a little insight as to what is in your cubicle. More insight than your currently fractured mind can recall.

Looking around your cubicle, you find an empty paper cup with a lid that smells of hot chocolate, a computer with all the accessories, two widescreen monitors, a phone and headset, a deck of cards, a surprising amount of change, and a few notes telling you things you already knew about people you didn't want to talk to, but probably should have days ago.

>Check to see if the office hottie needs help/protecting

You look around for anyone else in your same situation. Not having the ability to see past your cube, you call out for anyone, for which the drummer in your head immediately reprimands you. There doesn't seem to be anyone left in the area, or if there are, they seem to have had the sense to remain in their unconscious state.

>Check desk to see if you remembered your "Emergency Zombie Outbreak Kit" today.

You rummage through your desk, hoping to find an Emergency Zombie Outbreak Kit. You fail to find anything remotely close. Probably because you are a sane person.

>
 
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> check voicemail

A thought crosses your mind to check your voicemail. You think that perhaps someone left you a message, explained the whole situation, and asked if you would please lock the door on the way out. You hate to risk losing the light by checking it though. As soon as you think that you laugh - the voicemail light is never off. Finally, the one time in life you are glad to see that light burning bright!

Your fingers begin their familiar dance across the keypad, entering number and passwords as if they had done this 10,374 times before.

In fact, they had.

"Voice. Call. Received. Nine oh one. AM. Friday. June. Twenty-fourth. Thirty. Seconds. To listen to your message, press zero. Hi I was just..."

(Your fingers prepare for their encore)

"calling on my claim... Deleted."

"Voice. Call. Received. Nine oh two. AM. Friday. June. Twenty-fourth. Ninety. Seconds. To listen to your message, press zero. Ok, this is the fourth time I've called and I'm getting very... Deleted."

"Voice. Call. Received. Nine oh three. AM. Friday. June. Twenty-fourth. Forty-three. Seconds. To listen to your message, press zero. Good morning, I was just calling to check the status of my claim. It's been three weeks since I... Deleted."

Frustrated, you hang up. This is getting you nowhere. At least you know it's after June 24th.

> Use flashlight app on your phone.

You rummage around in your pockets to find your cell phone. Nothing. Suddenly you remember that it was dead so you put it on it's charger plugged... into... Crap. Your dead cell phone lies atop your desk.


I'm sorry, I don't know how to dir.

>
 
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>get up and walk out of your cubicle, looking around for more light.

Enough sitting around! You must get to the bottom of this situation! No longer will you be slave to the red voicemail light. You politely and quietly lie to the voicemail light, saying that you enjoyed your time with it, and explained that you would like to see other lights. Bigger, brighter lights that aren't tethered to a fabric wall by a curly cord. You're sure the voicemail light understands.

You stand up - a little too quickly. A few seconds later, you gather your composure and make another go of it. Slower, and more successfully this time. You can see over the wall of your cubicle. A faint light from somewhere to your left dimly illuminates the room.

Before you stretches an aisle of four cubicles, yours making the fifth all the way in the back.

Behind you is a wall. But not just any wall. This wall had been nominated for (and won) the award for most boring wall in existence. It stretches out from one end of the office to the other, proud and resolute in it's whiteness. It's flatness and straightness knows no bounds.

To the right is another aisle of five cubicles, with a row of windows occupying the wall behind them. The blinds are shut, but there does not appear to be a source of light trying to penetrate them.

To your left is the aforementioned light, which appears to be an emergency light. It is a well known fact that emergency lights obey the laws of nature and physics to the same extent that little red voicemail lights do, which is not at all.

>
 
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>search your surrounding for some armaments (because the logical choice is always to arm/armor yourself first, and ask questions later).
 
>search your surrounding for some armaments (because the logical choice is always to arm/armor yourself first, and ask questions later).

From your new vantage point, you survey both your cube and the others in the immediate area for any sort of armor or weaponry. This being an office, you're probably going to have to improvise. The cubicle next to you has been uninhabited since you started working here, and you choose that one first, as your intrusion will likely cause the least amount of legal action and/or hurt feelings.

The cube is littered with boxes, some open, some not, but all of them containing uninteresting white binders that were clearly made for a grander and more exciting destiny than what befell them in this cube. There is a rolling chair in this cube, identical to the chair in your cube, and in fact identical to every other chair in the office, save for the chairs in the executive conference room. No one may approach the chairs in the executive conference room. Inspecting the drawers and cabinet in this barren cube produce nothing.

You decide to break into occupied cubes, assuming the likelihood of finding something useful will dramatically increase. You justify this by the fact that you are terribly confused; a bass player has joined the drummer in your head and they are both competing with each other to see who can play the loudest; and the fact that it's really really dark.

You step into the cube in front of you. You would consider this girl your friend, and she would probably be fine with whatever you take from here, considering your confusion and the darkness and all. Aside from the same office equipment you have in your cube, you find a box of tissues, a small mirror, another...box...of...tissues, and a plastic travel mug. Invading her desk drawers produces a bag of assorted candy, a stapler, several rubber bands, some craft supplies (what..?), and a vinyl drawstring bag.

Her other drawer is LOCKED!

>Cast Magic Missile.

From the craft supplies, you take some glue and glitter. You apply these to the biggest and most formidable rubber band of the bunch, getting much of it on yourself in the process. After allowing it a few moments to dry, you playfully shoot the rubber band across the room.

You giggle to yourself.

>See if there is an exit by the emergency light.

Noting the items in your coworker's cubicle, you leave them be for now, and carefully creep over to the emergency exit. This is, in fact, a regular exit that doubles as an emergency exit. The office has enough regular exits that creating any additional exits for emergency purposes would have been wasteful and redundant, so this one served dual purpose to satisfy the needs of nosy Fire Inspectors with not enough to do. The door even displayed a map of itself with an arrow going through it, as if in an emergency the employees contained in the building would be in hysteria and suddenly forget what to do with the doorway when they got there. You then remember some of your coworkers and realize the map was probably a good idea.

This exit leads to a hallway containing no less than three bathrooms, an elevator, a stairwell and a doorway to another company's part of the building. You've never understood the need for the three bathrooms. As far as you knew, your office employed a maximum of two genders, and each had their needs for a separate bathroom. The keypad on this unlabeled third bathroom makes you wonder if this is where executives go, and if their toilets are as fancy as their conference room chairs. In all likelihood, this bathroom was identical to it's neighbors, although probably a little cleaner, but placing a keypad on a door can make even the janitor's closet seem exciting and mysterious.

>
 
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>Check the bathrooms for useful supplies. (Candles, matches, aerosol cans you can use as a flamethrower against the zombies)
 
>Check the bathrooms for useful supplies. (Candles, matches, aerosol cans you can use as a flamethrower against the zombies)

You enter the men's bathroom. It's a surprisingly clean bathroom. Three stalls inhabit the right side of the room, with two urinals adorning the wall beside them. To the left stands a counter with three sinks in it. You try a faucet, and water comes trickling out. You splash a little on your face to try and appease the band playing in your head. This seems to work, a little bit. You reach for a paper towel, and are surprised to find them available. You dry your face and discard the towel. The only other thing of note in this room are a box of seat covers, one for each stall.

>
 
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