As you leave the security office with Tim and John you make your way back to the south stairwell and down to the first floor. Jacob and Andrew are able to find small metal club-like instruments like Kel. Howard has his cutter blade that is also about a foot and a half long.
Getting down to the first floor it looks like this floor is actually a little more intact and most cubicles are in place.
Immediately to your left as you exit the stairwell you see down one hallway that leads down towards the lobby. It turns so there is no direct door to the lobby, but the entire lobby is surrounded with glass walls that allow you to see into it. All of the glass walls still seem well intact, though you can see some scattered glass from the front windows of the building itself. You don't see the dogs.
In front of you is a wide hall that runs between two rows of cubicles. There doesn't seem to be anything around and a few cubicles down you see a busted out window. This would allow you to hop out onto the side of the building that has the street that you parked across from, so it should be a fairly easy jog over to the cars. The broken window is about 5 feet up off the ground, you should be able to climb over the cubicle and out the window.
As the stairwell door shuts behind you you hear a clicking sound from the hallway that would lead you out to the lobby. It's an evenly paced clicking sound. John quiets everyone with a hush and in another few seconds you see a golden retriever, man's best friend, round the corner, his nails clack on the tile floor. It stops to look at you, and is about 40 feet down this hallway. It doesn't growl or bark, but from here you can see it baring it's teeth.
[ GM: We will enter structured time now. Your team heard the dog first so you will all go first, taking one combat turn (moving, and then doing some sort of action, usually requiring a check), once you have all gone once the dog will go. You can choose whatever order you want to go on your team, so unless something is really timing sensitive you can just post your turn whenever. So far without any equipment or situation modifying dice you are at 1 positive and 1 negative for a dexterity test to try climbing out the window. ]