Get the coffee
You leave him for a moment, and head back up the stairs to get your flask and pick up the packet of biscuits. You’re still determined to make Davy leave at some point, but this is probably the least you can do for him. You know you’re setting a precedent, you know you’re appearing to be a soft touch, you know what Metcalf said and if he finds out, you’ll be fired, but you look outside at the rain rattling the windows, and think you can’t send an old, drunk man out in weather like this.
But when you return, he’s gone. All the plastic, all the rags, have vanished. Your shoulders slump, and you spend the next ten minutes peering into every last corner of the carpark. He couldn’t have made it up the stairs behind you – you weren’t gone long enough for that. There’s a store room, which is locked, and a row of cabinets that hold the building’s junction boxes and main valves for the water, and there’s nowhere to hide in them. There’s also a couple of access hatches either side of the lift shafts, but they’re locked shut too.
The only way out is under the shuttered door. He must have left under his own steam. But if Davy can come and go as he pleases, you’re pretty sure anyone can.
So now you’re in a building that you’re supposed to keep secure, that you know isn’t. Metcalf will need to know about this first thing in the morning. There’s a lock on the bottom door, though, and after a few minutes with the keys, you find the right one, and turn it once you’re through.