-- Lobby.txt
-> Room1
=> Assets/createEntryCode/LobbyPic.png
* 0
lvl 0
The main Lobby to the building is plain, A desk lies in the center where a receptionist would be if she were still there. It has a simple, black rolling office chair behind it. The lights are turned off, most likely a lack of power to the building.
\
To the north there's a glass door that leads to what seems to be offices
\
To the east there seems to be a blank metal door tucked away behind some potted plants
\
To the southeast there's what appears to be a break room.
==
lvl 1
The main Lobby to the building is plain, cold, and rusted. A desk lies in the center where a receptionist would be if her head wasn't faced down. It has a simple, black rolling office chair behind it. The lights are turned off, most likely a lack of power to the building.
\
To the north there's a glass door that leads to what seems to be offices, covered in a substance you can't identify.
\
To the east there seems to be a blank metal door tucked away behind some potted plants.
\
To the southeast there's what appears to be a break room.
==
lvl 2
The main Lobby to the building is plain, cold, and rusted.  A desk lies in the center where a receptionist would be if there was anyone in this damn building. It has a shitty, black rolling office chair behind it. The lights are turned off, most likely a lack of power to the building.
\
To the north there's a glass door that leads to what seems to be offices, covered in a red, dark blood.
\
To the east there seems to be a blank metal door tucked away behind some potted plants, dying slowly.
\
To the southeast there's what appears to be a break room.
==
lvl 3
The main Lobby to the building is plain, cold, and rusted.  
\
The bolts on the door are rusted as you enter the building.
\
A desk lies in the center where a receptionist would be if there was anyone in this damn building. It has a shitty, black rolling office chair behind it. The lights are turned off, most likely a lack of power to the building.
\
To the north there's a glass door that leads to what seems to be offices, covered in a red, dark blood.
\
To the east there seems to be a blank metal door tucked away behind some potted plants, dying slowly.
\
To the southeast there's what appears to be a break room.
==
lvl 4
The main Lobby to the building is plain, cold, and rusted.  
\
The bolts on the door are rusted as you enter the building. Blood oozes as you go in, and your breath quickens.
\
A desk lies in the center where a receptionist, dead, an unfortunate consequence of being in a place such as this. It has a shitty, black rolling office chair behind it. The lights are turned off, most likely a lack of power to the building.
\
To the north there's a glass door that leads to what seems to be offices, covered in a red, dark blood.
\
To the east there seems to be a blank metal door tucked away behind some potted plants, dying slowly.
\
To the southeast there's what appears to be a break room.
==
lvl 5
There is no hope. Metal Door, Blood, Plants, the sacrifice, help.
===
> Check Desk
> Open Desk
> Open Desk2
> Check Chair
> Open Chair
> Open Chair2
> Check Plants
> Open Plants
> Open Plants2
> Use Candybar
> Use Candybar2
> Check North Door
> Check West Door
> Check Southeast Door
> Open North Door
> Open West Door
> Open Southeast Door
BREAK
-- Lobby.txt
-> Check Desk
* 0
=> NULL
The desk itself is fairly modern, mostly made out of molded plastic and cheap painted metal. There are several drawers, no doubtedly containing documents and spare office supplies.
BREAK
-- Lobby.txt
-> Open Desk
=> NULL
* 0
There's office supplies and papers, just as suspected. Though you do find a spare candybar. Someone was planning on cheating on their diet.
BREAK
-- Lobby.txt
-> Open Desk2
=> NULL
* 0
Nothing unusual here...no really, it's just office supplies.
BREAK
-- Lobby.txt
-> Check Chair
=> NULL
* 0
The chair is made from a pleather material, obviously mass produced, but it seems pretty comfortable nonetheless.
BREAK
-- Lobby.txt
-> Open Chair
=> NULL
* 0
The chair is already taken apart...I really don't think there's anything in there.
BREAK
-- Lobby.txt
-> Open Chair2
=> NULL
* 0
The chair is already taken apart...I really don't think there's anything in there.
BREAK
-- Lobby.txt
-> Check Plants
=> NULL
* 0
They're fake, made out of some cloth and plastic material.
BREAK
-- Lobby.txt
-> Open Plants
=> NULL
* 0
After checking through the fake soil, you find nothing. Though you have created a bit of a mess.
BREAK
-- Lobby.txt
-> Open Plants2
=> NULL
* 0
I think you've done enough to those poor lifeless heaps of plastic already.
BREAK
-- Lobby.txt
-> Use Candybar
=> NULL
* 0
Although it's not real food, it's sweet and takes your mind off your situation for a moment.
BREAK
-- Lobby.txt
-> Use Candybar2
=> NULL
* 0
You lick the candybar wrapper, you feel like a pig for doing so.
BREAK
-- Lobby.txt
-> Check North Door
=> NULL
* 0
It's clearly to the offices of this building. It's made of glass though you can't see through it too well because of how wavy the glass is.
BREAK
-- Lobby.txt
-> Check West Door
=> NULL
* 0
It's blank, industrial, functional.
BREAK
-- Lobby.txt
-> Check Southeast Door
=> NULL
* 0
It's made of glass much like the office door, but you can clearly see through it. It seems to have a counter, some kitchen supplies and a fridge. There are tables and chairs tucked in the corner.
BREAK
-- BreakRoom.txt
-> Open Southeast Door
* 0 Room2
Move to Break Room
BREAK
