>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!
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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