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The trap door leads you into a pitch-black room, with the sounds of dripping water nearby and the smell of mildew filling your nose. As soon as your hands are free, you cover your face and search for a light switch. Instead, you find a door knob and turn it. Light shines in through the sliver made by the open door. You stand in a closet, and from above, water drips through a crack in the ceiling. The smell from the mold nauseates you, though it's mixed with a harsher, chemical smell, and hearing nothing besides the near-silent water drops, you slip through the door into a classroom.

Your eyes adjust to the pale light, and you scan the room. Lab benches instead of desks and chairs fill the room. On several bench tops lie the remains of animal dissections. The smell must be the formaldehyde used to preserve the specimens. Numerous cabinets must hold supplies, and several doors lead into other rooms. You try the closest side door and find it locked, and as you cross the room to try the other, a shadow crosses the hallway door. A figure comes into view—a man with long whiskers stretched to the side and tattoos covering his gun arm. He carries a futuristic-looking submachine gun with a blunt barrel and top-mounted magazine. You recognize the weapon, an FN P90, or a variant, a Belgian-made Special Forces weapon. He swings the gun from side to side, as if searching for something.

You crouch behind a lab bench and listen as he steps through the hallway. He turns and peeks into your classroom, revealing a long-healed scar on his face, and smoke trails into the air from a long cigarette. As he walks away, he whistles a casual tune. You rush to the front door, which you now see is unlocked and ajar. Beside you sits an open cabinet of chemicals, Bunsen burners, and other lab gear you'd be excited to see in a less intense situation.

You stare through the window and spot the man, who you assume to be Dillan based on the bandit woman's statements, turning a corner at the end of a hall. You rush to follow him, listening for his whistle to know his distance. Reaching the end of the hall, you turn and gasp at the sight of a zombie swarm ahead. They stand behind a wall of glass in an observatory, all staring into an open hole in the ceiling. Jaime must be up there, which means you're facing two obstacles: a gun-toting bandit and half a dozen living dead.

Dillan stands just ahead, not more than twenty feet away, and stares through the glass at the group of zombies. They all seem oblivious to his presence and gaze at the hole in the ceiling, low idle moans rumbling in their throats. He takes the cigarette from his mouth and grinds the tip on the glass. With his other hand, he takes a wrapped object from his pocket, unfolds the paper to reveal a sandwich, and takes a bite.

Why isn't he killing the zombies? With that weapon, he could likely eliminate them in order to get to Jaime.

You need to end this. Attacking Dillan headlong will take care of the first obstacle. But he looks confident and fearless, and with that submachine gun by his side, this is a fight you might not win so easily. Even taking a wound could lead to death, since you can't exactly perform surgery on your own gunshot wound. With all of the science labs on this floor, you could rig some traps using all the chemicals, which could disable Dillan.

And then it hits you—what if you used the zombies against Dillan? You could take out two birds with one stone, leaving the path clear to rescue Jaime. Of course, this might be the riskiest solution, as the riled-up zombies could easily come after you.