text: > Go downward
  From what little light there is, you can tell that the lightbulbs have all been smashed. Perhaps there used to be power here, but someone has made sure that this place would be dark. There are monstrous file cabinets that have been piled up in front of the door, leaving only a small opening to the furnace room. There are deep scuff marks leading from the Room of Records to the barricade.
  
  You can go north to the Janitor Closet, south to the Furnace Room, northeast to the Room of Records, or up to the First Floor Staircase.
  
  > look at the cabinets
  Stacks of rusted, ancient metal cabinets block the southern exit to the furnace room. They've been hauled out from the room of records that have been hauled up upon one another into a crude pyramid. There is a small opening at the top of the file cabinet barricade.
  
  > open the cabinets
  They're locked, and full of boring records anyway.
  
  > Go north
  Hospitals have to be sanitary, and that means plenty of janitors constantly cleaning and disinfecting. Not properly a closet, this thing is a full room. There is an arsenal of brooms, mops, cleaning supplies, and a floor waxer.
  
  You can go south to the Basement.
  
  > examine the waxer
  A beast of a machine, this baby looks like it could haul.
  
  > look at the mops
  The stereotypical heavy-duty industrial grade mop. It reeks of cleaning solutions, even after several days of drying and airing out.
  
  > look at the brooms
  A wide, fuzzy industrial-grade broom. This thing is pushed along corridors, and is quite different from the classic straw job you imagine you have at your home.
  
  > examine supplies
  You can see jugs of bleach, jugs of ammonia, standard glass, wood and stainless steel cleaners.
  
  > Ride waxer
  You can't bring it out; the thing runs on electricity and has lost its charge. There's no way to charge it either, with all of the electrical sockets down here not working.
  
  > examine the bleach
  A huge jug of bleach with an easy-to-grasp-handle.
  
  > take the bleach
  You grab the jug of bleach by its handle and toss it in your pockets.
  
  > examine the ammonia
  A huge jug of ammonia with an easy-to-grasp handle..
  
  > take the ammonia
  You grab the jug by the handle and toss the ammonia in your pockets.
  
  > open the bleach
  You completely remove the cap of the bleach.
  
  > Open ammonia
  You completely remove the cap of the ammonia.
  
  > Go south
  From what little light there is, you can tell that the lightbulbs have all been smashed. Perhaps there used to be power here, but someone has made sure that this place would be dark. There are monstrous file cabinets that have been piled up in front of the door, leaving only a small opening to the furnace room.
  
  You can go north to the Janitor Closet, south to the Furnace Room, northeast to the Room of Records, or up to the First Floor Staircase.
  
  > go to the north-east
  A massive room that was filled with shelves and file cabinets. It is evident that a large number of old file cabinets are simply not here any more; there is way too much space near the entrance of the room and you can see the indents on the floor where the file cabinets used to be. There are also huge scuff marks leading from various empty spaces and converging on the exit. You marvel at the amount of effort this must have taken. At the back of the room is an electrical panel.
  
  You can go southwest to the Basement.
  
  > examine the panel
  A standard grey electrical panel. It is securely screwed shut, for safety you'd imagine. You remember that you have a toolbox in the trunk of your car; that should come in handy.
  
  > Go south
  You cautiously climb the file cabinets towards the small opening at the top - making an awful racket of it. You are greeted with a cool and collected male disembodied voice, "Back away, or I'll shoot you."
  
  You hear a muffled cry coming from deep behind the opening; but you can't risk going in there. You carefully back away from the small opening, not getting a glimpse at the clearly crazed survivor.
  
  > talk to the survivor
  All you get is curses. He is quite determined to keep you out. You could always try asking him about something, but it doesn't
  
  > ask the survivor about himself
  "Get out of here with your crazy talk."
  
  > ask the survivor about the zombies
  "They're all going to be turned, into the darkness, into the abomination. Zombie. Ha! That word doesn't even begin to scratch the surface of the deep-seated evil of these creatures. Not to mention their ferocity. They never sleep, never rest, always come and are always hungry. They'll keep coming, nothing can stop them. Only people. Burn before the forest fire. You're already one. They are all already one. Go burn."
  
  > tell the survivor about the cancer
  He's safely on the other side of that barricade making most interactions a bit tricky. The only way through is that small hole. Maybe if you had some knockout gas, you could actually get in there.
  
  > throw the bleach into the hole
  You lob the bleach at the opening, and hear a bloink and splish as the liquid spills out. You hear a string of curses from the other side as the liquid glubs out of the jug.
  
  > throw the ammonia into the hole
  You lob the ammonia at the opening, and hear a bloink and splish as the liquid spills out. You hear a string of curses from the other side as the liquid glubs out of the jug.
  
  Fitful coughing and curses comes from the Furnace Room, followed a sharp thud and then silence. You expected to hear a hissing reaction or even smell something off, but there was no special noise, and no special smell from the toxic combination of the two cleaning liquids.
  
  > go south
  Well, you dispatched of the loon, but if you're not careful, you'll hoist yourself by your own petard. You're not going in there with that toxic gas, find a way to get rid of it.
  
  > throw the balloon
  You drop the balloon. You hope you remember where you put it.
  
  > wear the mask
  You're already wearing that!
  
  > Go east
  You've put a lot of effort into barricading up the outside doors; you'd have to move the bench and the coffee table back before being able to go outside.
  
  > move the table
  You remove the barricade, returning both the coffee table and the bench to the original spots. The coast looks clear enough outside.
  
  > go to the east
  You are outside again, for the first time in.... well, you are not sure how long. You wish you could feel the sun, but the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.
  
  You can go south to the Parking Lot or west to the Entry Hall.
  
  There seems to be an unusually large amount of stumbling towards you. Moans all around you fill the air. With panic, you realize they must be drawn to your light. You whimper as the increased shuffling of feet and moaning all point to them being attracted to you.
  
  > Go east
  You are outside again, for the first time in.... well, you are not sure how long. You wish you could feel the sun, but the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.
  
  You can go south to the Parking Lot or west to the Entry Hall.
  
  > Go south
  An open and sprawling patch of asphalt packed with cars. Many have been broken into and a few have crashed. The fog is so thick that you cannot see more than one area of the lot at a time. You can hear afflicted people shuffling around between rows of cars. You can see your Volvo with a zombified occupant trapped inside, clawing at the window, unsure how to open the door.
  
  It looks like somebody tried to take advantage of your habit of leaving the car unlocked, but turned before getting the chance to escape. It probably wouldn't have done her any good anyway, you have no idea where your keys ended up, and a car would attract lots of attention, until it ran out of gas.
  
  You can go north to The Hospital Exterior.
  
  > look at the car
  (the Volvo car)
  A rather normal looking Volvo wagon: it appears as if the car thief... turned while relaxing or hiding or trying to drive away in your car, you're not sure which. The occupant is now clawing at the window, staring through with glassy eyes, unable to figure a way out. It doesn't look like she has your keys, and they're not in the ignition. You worry about her being able to break the window or claw the door handle open, so you do your best to keep your distance and hide.
  
  Looking more closely, you can see a toolbox in the Volvo's trunk.
  
  > open the trunk
  The hinges on the door squeak loudly as you swing the trunk up and open. You notice that inside the trunk is a toolbox. More importantly at the moment, however is the fact that zombified occupant hears and twists her head to see. She hisses and claws at the seats. You feel confident that the seat belt will hold her in place until you hear a snap. It appears the woman was more injured than you initially assessed; she had a large part of her midsection missing. Lacking internal organs, or pesky connecting tissue, the change in pressure from her turning to look at you has snapped her spine.
  
  Leaving her legs in the seat and pulling up on the shoulders of the seats, she heaves her torso through the car. For a moment positions herself between the two seats, staring at you and the newly developed exit. She hesitates for a moment.
  
  > shoot zombie
  You steady your aim and fire. You haven't ever had much practice, but you apparently have great aim at such close range. You shoot the zombie square in the head. She reels back with a screech and flops down, completely incapacitated.
  
  The sound of the gunshot echoes loudly through the parking lot, breaking the silence. No birds fly up, but the sound of the vengeful dead does. You hear one moan, then another and another from the mist. The sound of aimless shuffling increases, only now it doesn't seem quite so aimless.
  
  > take the toolbox
  Taken.
  
  You hear deep and anguished moans fill the air from all around you. The sound drowns out everything else, or at least it would if there were any other sounds. The chorus of the undead harmonizes quite perfectly with your growing sense of despair.
  
  > go to the north
  You are outside and the thick fog carpets everything; you can barely tell that it is indeed daytime outside. You are now certain that you see shapes moving in the distance and feel hesitant to move much further from the safety of the hospital.
  
  You can go south to the Parking Lot or west to the Entry Hall.
  
  You can hear the gentle shuff of feet and limbs being dragged along the ground mixed with the occasional clomp of a heavy shoe or heel. There are occasional thuds of zombies dropping to the ground and raising themselves up again. The sound of massive amounts of undead lumbering towards you fills the air and echoes against the building structures.
  
  > go to the west
  The grand entrance to the Calypso Hospital, dead bodies hang from ropes tied to the previously majestic arches and pillars. There is a series of abandoned check-in counters. There are various benches along the hallway, as well as couches and a small table littered with magazines. The large glass sliding door to the outside displays a thick, ominous fog. You think you see figures moving in the fog, but then again, you might just be playing tricks on yourself.
  
  You can go north to the Gift Shop, south to the Pharmacy, east to the Hospital Exterior, west to the First Floor Hallway and northwest to the Physical Therapy room.
  
  The entrance doors of the hospital close behind you. Luckily, the horde seems too dumb to pursue you further. You breathe a sigh of relief. Still, it couldn't hurt to bolster your defenses.
  
  > open the toolbox
  Opening the toolbox, you see a screwdriver and a tire pressure reader. You immediately take out the screwdriver, as it will almost certainly come in handy.
  
  > look at the tire pressure reader
  Attach it to tires, read the pressure. While it might help you save gas mileage in normal situations, it's absolutely useless in a zombie invasion.
  
  > Go west
  A central hub of nondescript, pristinely sterile hospital hallway.
  
  You can go north to the Radiation Controls, south to the Elevator, east to the Hospital Entry, west to the Cafeteria or southwest to the First Floor Staircase.
  
  > go northeast
  It is pitch dark, and you can't see a thing.
  
  A collective moan arises from the rest of the city. It echoes and is joined by more moans until a distance or origin point is simply indeterminable. The voice of the despairing dead slowly peter out, but their message for you remains. They are determined, and they do not sleep, and they are always hungry, always desperate.
  
  > turn on the flashlight
  It emits a strong beam of light.
  
  A massive room that was filled with shelves and file cabinets. At the back of the room is an electrical panel.
  
  You can go southwest to the Basement.
  
  > Unscrew panel
  You loosen the screws on the panel and set them carefully on the floor. Your clumsy feet promptly manage to knock them under a nearby file cabinet. They are forever lost. Oh, well.
  
  Inside the electrical panel is a row of circuit breakers.
  
  > examine the breakers
  You see 10 circuit breakers. It appears that the emergency power was automatically engaged, and powered sections of the hospital were maintained manually with this panel.
  
  The circuit breakers are: air conditioning (off), east (off), emergency power (on), fire sprinklers (off), furnace (on), MRI machine (on), north (off), radiation chamber (on), south (off), west (off).
  
  > turn on the air conditioning
  You let it run for a bit, but then realize that the toxic liquids in the furnace room will continue to evaporate and fill the room with deadly gas. The furnace room is still deadly.
  
  > turn on fire sprinklers
  You turn on the fire sprinklers. You glance out into the basement and see water streaming down. You can only imagine that water is similarly raining down on the rest of the hospital as well. You let it run for 30 seconds before shutting off; there is only a small reserve of emergency water, and you imagine that piped water won't be working to replace it anytime soon. You are certain you have washed away the toxic ammonia and bleach, but you are still worried about the chlorine gas that remains.
  
  > turn on the fire sprinklers
  You turn on the fire sprinklers. You glance out into the basement and see water streaming down. You can only imagine that water is similarly raining down on the rest of the hospital as well. You let it run for 30 seconds before shutting off; there is probably only a small reserve of emergency water.
  
  > turn on the air conditioning
  The whirr of mechanical fans fills the air with an intense cold blast. After letting it run for 15 minutes, you are certain enough that the chlorine gas has been throughly dissipated.
  
  > Go south
  You climb through the barricade and survey the room. The room is softly lit by the lights from a huge heating furnace with plenty of pipes. The most salient feature of the room, however is a row of bodies, neatly laid from north to south. There is also a closet that is closed. There are muffled cries originating from the closet. You also see the fallen body of a grey-haired man in his late forties curled up on the floor.
  
  You can go north to the Basement.
  
  > examine man
  A kind-faced man, you have difficulty believing that this person could be a mass killer. He wears the uniform of a nurse; and you see a name tag with a smiley face. He is unmoving and unbreathing; if he's not dead yet, he will be dead soon. A set of keys is poking out from his jacket pocket.
  
  > take keys
  Taken.
  
  > examine the bodies
  A few of them look as though they were in the middle of turning, but most of them seemed to be just normal people who were killed. The freshly-killed bodies look like people posing for some sort of macabre photoshoot; they certainly all look happy enough. One of them has an odd smile, and you realize that the person who arrange their bodies also tweaked their facial muscles.
  
  > Shoot man
  Not taking any chances, you take the time to properly aim at the head and pull the trigger. You see the disgusting aftermath of bits of skull flying everywhere, and a lot of blood pooling. You feel sick, but much safer.
  
  > open the cabinet
  They're all locked.
  
  > look at the man
  A kind-faced man, you have difficulty believing that this person could be a mass killer. He wears the uniform of a nurse; and you see a name tag with a smiley face. He is unmoving and unbreathing; if he's not dead yet, he will be dead soon.