text: [Themes: Zombie, survival, zombies]
  
  > describe your surroundings
  You see shelves upon shelves of unprotected drugs. If you were unscrupulous you could steal and sell them all... if there was anyone left to sell them to that is. Some people have already had that idea, many of the medical supplies seem depleted.
  
  You can go north to The Entry Hall.
  
  > Go northwest
  Full of various exercising equipment, this place is designed to start people on the path to getting stronger, but you are certain that there is a larger place off-facility for when people are able to leave the hospital. You see exercise balls, stationary bicycles, massage tables and doctor chairs. This place is still bright and cheery looking - no blood, no bodies, just orange walls and brightly colored equipment.
  
  You can go southeast to the Entry Hall.
  
  > look at the bike
  A metal ancient monstrosity, not even electric. The difficulty of the bike is adjusted by a strap on the front wheel.
  
  > examine the strap
  The thick strap can be pulled or let out with a buckle to change the difficulty of the bicycle. The machine hardly looks safe, but it must have passed numerous safety inspections to still be around.
  
  > take the strap
  It's part of the bike.
  
  > cut the strap with scissors
  There's no reason to deface the hospital's property; they'll have enough to fix.
  
  > examine table
  A medical massage table, slightly different from massage tables for fun. There is heating and cooling packs and machinery.
  
  > examine the ball
  Bouncy, large rubber balls for doing yoga and various other kinds of exercise.
  
  > check your inventory
  You are carrying:
  some pain pills
  a flashlight
  a face mask (being worn)
  plastic light crap
  a pair of scissors
  a balloon
  some batteries
  a stretchy rubber rope
  empty can
  a water bottle
  a handgun (loaded)
  a security badge
  a compass
  a lab coat (being worn)
  thick rubber gloves (being worn)
  white boots (being worn)
  
  > Tie balloon to flashlight
  After sitting in the Gift Shop for so long, it's lost a lot of helium and is only barely afloat. It doesn't need to be anchored, and it definitely won't fly away with something, or even cause something else to fall slowly, so tying it to anything would be useless.
  
  > look at Staircase
  (the broken staircase)
  Concrete stairs with parts missing. It looks easily climbable, but only with light.
  
  > check your inventory
  You are carrying:
  some pain pills
  a flashlight
  a face mask (being worn)
  plastic light crap
  a pair of scissors
  a balloon
  some batteries
  a stretchy rubber rope
  empty can
  a water bottle
  a handgun (loaded)
  a security badge
  a compass
  a lab coat (being worn)
  thick rubber gloves (being worn)
  white boots (being worn)
  
  > examine the flashlight
  A handheld light-spewing device, perfect for illuminating the darkness of night or basements.. Luckily enough, it came with batteries already inside.
  
  The flashlight is off.
  
  > put the flashlight in the coat
  You put the flashlight into the lab coat.
  
  > tie the rope to Staircase
  (the broken staircase)
  The rope isn't strong enough to hold your weight if that's what you were thinking, and anyway the rope's too short to be tied to the stairs AND reach down into the basement. Your best bet would be to simply tie the rope to whatever you want to lower into the basement and then manually lower it.
  
  > Tie the flashlight
  What do you want to tie the flashlight to?
  
  > tie the rope to the flashlight
  Not a bad idea. Sadly, there's not a sturdy handle that you could tie the rope to, and a flashlight-on-a-rope would be too jiggly to do anything useful.
  
  > get flashlight
  You already have that.
  
  > go to the north
  An assortment of gifts and necessities, designed to milk more money out of patients and their visiting families. The place is quiet and poorly lit, lending to a dystopian atmosphere. There are rows and rows of low shelves containing gift cards, knick-knacks, flowers and balloons. The section containing flashlights, lamps and batteries.
  
  You can go south to the the Entry Hall.
  
  > examine the lamp
  A shelf with a few electric lamps. Neat.
  
  > take the lamp
  You stow one of the lamps away. It's wrapped in that annoyingly tough plastic wrapping.
  
  > cut the lamp wrapping
  You cut that annoying plastic crap off the lamp. You flick it on, then off. Looks like it came with batteries. Huh.
  
  > check your inventory
  You are carrying:
  plastic lamp crap
  an electric lamp
  a flashlight (providing light)
  some pain pills
  a face mask (being worn)
  plastic light crap
  a pair of scissors
  a balloon
  some batteries
  a stretchy rubber rope
  empty can
  a water bottle
  a handgun (loaded)
  a security badge
  a compass
  a lab coat (being worn)
  thick rubber gloves (being worn)
  white boots (being worn)
  
  > look at the lamp
  (the electric lamp)
  A modern version of the hand-held, swinging lamp with a handle. Luckily enough, it came with batteries already inside.
  
  The electric lamp is off.
  
  > tie the rope to handle
  You secure the stretchy rubber rope to the sturdy handle of the lamp.
  
  > tie the rope to the flashlight
  (the flashlight)
  You would achieve nothing by this.
  
  > turn on the lamp
  (the electric lamp (tied))
  The lamp radiates a low level of light in all directions.
  
  > Lower lamp
  (the electric lamp (tied))
  You slowly lower the lamp down, peering into the basement. The lamp illuminates the room; you can see that there are three rooms extending out from the basement. Even with the stretch of the rope, the lamp doesn't make it all the way down. Since it's only about half a foot from the ground, you let the lamp fall. It lightly clatters, and nothing happens. It must be safe to go down.