code:
:: Widgets Museum [widget]
<<widget "museumdonate">><<nobr>>

<<if $antiquebox is "found">>
<<set $antiquebox to "talk">>
<</if>>

<<if $antiquesilverring is "found">>
<<set $antiquesilverring to "talk">>
<</if>>

<<if $antiquegoldnecklace is "found">>
<<set $antiquegoldnecklace to "talk">>
<</if>>

<<if $antiqueivorynecklace is "found">>
<<set $antiqueivorynecklace to "talk">>
<</if>>

<<if $antiquecrystal is "found">>
<<set $antiquecrystal to "talk">>
<</if>>

<<if $antiquehorn is "found">>
<<set $antiquehorn to "talk">>
<</if>>

<<if $antiquewatch is "found">>
<<set $antiquewatch to "talk">>
<</if>>

<<if $antiquedildo is "found">>
<<set $antiquedildo to "talk">>
<</if>>

<<if $antiquecandlestick is "found">>
<<set $antiquecandlestick to "talk">>
<</if>>

<<if $antiqueforestarrow is "found">>
<<set $antiqueforestarrow to "talk">>
<</if>>

<<if $antiqueforestdagger is "found">>
<<set $antiqueforestdagger to "talk">>
<</if>>

<<if $antiqueforestgem is "found">>
<<set $antiqueforestgem to "talk">>
<</if>>

<</nobr>><</widget>>

<<widget "museumtalk">><<nobr>>
<<if $antiquebox is "talk">>
<<link [[Ask about box|Museum Box]]>><<set $museumno += 1>><<set $antiquebox to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiquesilverring is "talk">>
<<link [[Ask about silver ring|Museum Silver Ring]]>><<set $museumno += 1>><<set $antiquesilverring to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiquegoldnecklace is "talk">>
<<link [[Ask about gold necklace|Museum Gold Necklace]]>><<set $museumno += 1>><<set $antiquegoldnecklace to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiqueivorynecklace is "talk">>
<<link [[Ask about ivory necklace|Museum Ivory Necklace]]>><<set $museumno += 1>><<set $antiqueivorynecklace to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiquecrystal is "talk">>
<<link [[Ask about crystal|Museum Crystal]]>><<set $museumno += 1>><<set $antiquecrystal to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiquehorn is "talk">>
<<link [[Ask about horn|Museum Horn]]>><<set $museumno += 1>><<set $antiquehorn to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiquewatch is "talk">>
<<link [[Ask about watch|Museum Watch]]>><<set $museumno += 1>><<set $antiquewatch to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiquedildo is "talk">>
<<link [[Ask about strange object|Museum Dildo]]>><<set $museumno += 1>><<set $antiquedildo to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiquecandlestick is "talk">>
<<link [[Ask about candlestick|Museum Candlestick]]>><<set $museumno += 1>><<set $antiquecandlestick to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiqueforestarrow is "talk">>
<<link [[Ask about arrowhead|Museum Arrow]]>><<set $museumno += 1>><<set $antiqueforestarrow to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiqueforestdagger is "talk">>
<<link [[Ask about dagger|Museum Dagger]]>><<set $museumno += 1>><<set $antiqueforestdagger to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>
<<if $antiqueforestgem is "talk">>
<<link [[Ask about gem|Museum Gem]]>><<set $museumno += 1>><<set $antiqueforestgem to "museum">><<set $winterlove += 1>><</link>><<glove>>

<</if>>

<</nobr>><</widget>>

:: Museum Lock [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

The museum is closed. A sign on the door reads.

"Open weekends

9:00 - 6:00"

<<link [[Leave|Oxford Street]]>><</link>>

:: Museum [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $museumintro isnot 1>><<set $museumintro to 1>><<set $phase to 0>>

<<winter>><<person1>>You enter the dim museum. Small windows peek down from just beneath the high ceiling, doing little to break the gloom. The other rooms are no better.

Winter stands polishing a brass pot. <<He>> regards you with a level stare. "Don't touch anything," <<he>> says. "I doubt you've washed your hands."

<<link [[Respond indignantly|Museum Intro]]>><<set $submissive -= 1>><<set $phase to 0>><</link>>

<<link [[Respond obediently|Museum Intro]]>><<set $submissive += 1>><<set $phase to 1>><<set $winterlove += 1>><</link>><<glove>>

<<link [[Respond flirtatiously|Museum Intro]]>><<set $phase to 2>><<set $winterlove -= 1>><</link>><<promiscuous1>><<llove>>

<<else>>
You are inside the museum. Items of historic value cover the walls and perch on pedestals.

<<museumtalk>>
	<<if $antiqueforestgem is "museum" and $museumgreengemtouch isnot 1>><<set $museumgreengemtouch to 1>>
	<<link [[Touch green gem|Museum Green Gem Touch]]>><<stress -3>><</link>><<lstress>>

	<</if>>
	<<if $antiquemoney gt 0>>
	<<link [[Sell antiques|Museum Sell]]>><<museumdonate>><</link>>

	<</if>>

<<link [[Leave|Oxford Street]]>><</link>>

<</if>>

:: Museum Intro [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $phase is 0>>
	<<if $submissive gte 1150>>
	"I-I thought you'd be happy I was showing interest," you say.
	<<elseif $submissive lte 850>>
	You put your hands on your hips. "Is that how you always greet people?" you ask. "I though you'd be happy I was showing interest."
	<<else>>
	"I expected you to be happy I was showing interest," you say.
	<</if>>

A vein twitches on <<his>> forehead as <<he>> stares at you. "You shouldn't speak to your elders that way," <<he>> says. "But that was rude of me."

<<elseif $phase is 1>>
	<<if $submissive gte 1150>>
	You nod, and keep your hands firm at your sides.
	<<elseif $submissive lte 850>>
	You clench your firsts and look away. "Sure," you say. "Why would I want to touch these dumb things anyway?"
	<<else>>
	"I will," you say, keeping your hands firm at your sides.
	<</if>>

"Good," <<he>> says. "Forgive my caution, but some of these are very old."

<<else>>
	<<if $submissive gte 1150>>
	"I am very dirty," you purr. "Would you help wash me?"
	<<elseif $submissive lte 850>>
	"That's okay," you purr. "You're the only antique I want to touch."
	<<else>>
	"The only thing I want to touch is you," you purr.
	<</if>>
<<promiscuity1>>

"What insolence," <<he>> sneers. "I suppose I should expect no better. Don't think I won't ban you from the premises."

<</if>>

<<He>> places the pot back on its pedestal. "It's a sorry collection for an area so rich in history. The mayor's office agrees, and has set aside funds to reward anyone who provides local antiques."

<<He>> starts polishing an ornate breastplate. "If you find anything, I'll appraise it. I won't hold my breath."

<<endevent>>
<<link [[Next|Museum]]>><</link>>

:: Museum Sell [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>
<<if $antiquemoney gte 1000>>

Winter dons a pair of gloves and appraises the goods. <<His>> scepticism fades as <<he>> works. "Where did you get this?" <<he>> asks. <<He>> doesn't wait for an answer, but places £$antiquemoney on the table.<<glove>><<set $winterlove += 1>>

<<He>> takes the goods into a back room.

<<elseif $antiquemoney gte 200>>

Winter dons a pair of gloves and appraises the goods. "Thank you," <<he>> says. "Your contribution is noted." <<he>> places £$antiquemoney on the table.

<<He>> takes the goods into a back room.

<<else>>
Winter dons a pair of gloves and appraises the goods. Without a word, <<he>> places £$antiquemoney on the table.

<<He>> takes the goods into a back room.

<</if>>
<<endevent>>

<<set $money += ($antiquemoney * 100)>><<set $antiquemoneyhistory += $antiquemoney>><<set $antiquemoney to 0>>

<<link [[Next|Museum]]>><</link>>

:: Museum Box [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>Winter picks up the small box you brought. "It's a jewellery case," <<he>> says. "They would have made thousands of these. Very few have survived. That the lock still works is a miracle."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Silver Ring [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>Winter holds the silver ring up to the light and examines it. "Common jewellery," <<he>> says. "And of enduring metal. There's a lot of these around. This one was worn by someone who lived here. There's value there, I think. Thanks for bringing it."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Gold Necklace [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>Winter turns the gold necklace in <<his>> palm. "This is magnificent," <<he>> says. "Worn by someone of note I imagine. Where did you find it?"

<<link [[Tell|Museum Tell]]>><<set $winterlakeknown to 1>><</link>>

<<link [[Keep secret|Museum Secret]]>><</link>>

:: Museum Tell [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

"The lake," <<he>> says. "Buried on the shore I suppose. Interesting. I've heard there's evidence of old structures there. Maybe I'll take a look."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Secret [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<He>> frowns and nods. "That's your right," <<he>> says. "Maybe I'll puzzle it out on my own."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Ivory Necklace [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>"The ivory necklace?" Winter says. "I have to send it away. Terrible shame, but I was told to inform the mayor's office should I acquire anything fitting that description. They've sent someone to pick it up." <<He>> shakes <<his>> head. "Best not interfere with those types."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Crystal [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>"I must admit," Winter says. "I have no idea what it is. There's a carving. Looks like writing, but I don't recognise it." <<He>> frowns. "A corporation is looking to buy the thing. They must know something I don't."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Horn [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>Winter runs <<his>> finger over the mouthpiece, and recoils as if hurt. <<His>> face shows no sign of pain. "A hunting trophy from abroad," <<he>> says. "They had it made into an instrument. Not what I would have done."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Candlestick [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>"Candlesticks are common enough," Winter says. "This one was made for a particular noble house that resided here." <<He>> shakes <<his>> head. "A pity what became of them."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Watch [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>"This is something special," Winter says. "A century and a half, yet still ticking away. Was made during the town's glory days."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Dildo [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>Winter blushes. "That's," <<he>> says. "That's a... medical aid. A very old fashioned one. It's not terribly interesting." <<He>> wants to change the subject.

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Arrow [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>"You can't take twenty steps in the forest without finding an old arrowhead," Winter says. "Not that I'm ungrateful. Most people wouldn't spot them."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Dagger [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>"A nice find," Winter says. "These would have been common in the distant past, but few have survived. I'm surprised you found it without any digging."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Gem [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<winter>><<person1>>Winter holds the gem up to the light. "Pretty," <<he>> says. "Similar to the ones they mine nearby." <<He>> frowns. "Except a different hue."

<<link [[Next|Museum]]>><<endevent>><</link>>

:: Museum Green Gem Touch[nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You touch the green gem. A calmness falls over you.

<<link [[Next|Museum]]>><<endevent>><</link>>


code:
:: Widgets Passout Park [widget]
<<widget "passoutpark">><<nobr>>
[[Everything fades to black...->Passout park]]
<</nobr>><</widget>>

:: Passout park [nobr]
You've pushed yourself too much.

<<log "I passed out in the park." $passoutimportance>>
<<passout>>
<<set $dangerpark to 0>>
<<set $safepark to 0>>
<<set $danger to random(1, 10000)>>

<<if $danger gte (9900 - $allure)>>
<<set $dangerpark to random(1, 100)>>

<<elseif $danger lt (9900 - $allure)>>
<<set $safepark to random(1, 100)>>
<</if>>

<<if $dangerpark gte 81>><<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangerpark gte 1>>
	<<if $bestialitydisable is "f">>
	<<link [[Wake up|Dog Park]]>><<set $molestationstart to 1>><</link>>
	<<else>>
	<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<</if>>

<<if $safepark gte 1>><<ambulance>><</if>>

<<pass 1 hour>>

<<set $trauma +=10>><<set $stress -= 2000>>

:: Dog Park [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpark">>
<<beast1init>><<set $beasttype to "dog">>
You awaken to find yourself being dragged behind a bush by a strange dog.
<</if>>

<<effects>>
<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>
		<<link [[Next->Dog Park Alarm]]>><</link>><<nexttext>>
		<<else>>
		No one comes to your aid.<<set $alarm to 0>>
		<<if $drugged gte 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

			<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next->Dog Park Ejaculation]]>><</link>><<nexttext>>
			<<elseif $enemyhealth lte 0>>
			<<link [[Next->Dog Park Escape]]>><</link>><<nexttext>>
			<<else>>
			<<link [[Next->Dog Park]]>><</link>><<nexttext>>
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next->Dog Park Ejaculation]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
	<<link [[Next->Dog Park Escape]]>><</link>><<nexttext>>
	<<else>>
	<<link [[Next->Dog Park]]>><</link>><<nexttext>>
	<</if>>

:: Park Woman [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "parkwoman">>
<<strangewoman1init>>
<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>
		<<link [[Next->Park Woman Alarm]]>><</link>><<nexttext>>
		<<else>>
		No one comes to your aid.<<set $alarm to 0>>
		<<if $drugged gte 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

			<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next->Park Woman Ejaculation]]>><</link>><<nexttext>>
			<<elseif $enemyhealth lte 0>>
			<<link [[Next->Park Woman Escape]]>><</link>><<nexttext>>
			<<else>>
			<<link [[Next->Park Woman]]>><</link>><<nexttext>>
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next->Park Woman Ejaculation]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
	<<link [[Next->Park Woman Escape]]>><</link>><<nexttext>>
	<<else>>
	<<link [[Next->Park Woman]]>><</link>><<nexttext>>
	<</if>>

:: Park Woman Ejaculation [nobr]
<<effects>>

<<He>> tenses and presses <<his>> mouth against your neck to muffle the sound of <<his>> climax.

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you a hard bite then leaves you without a word<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> gets up and leaves you lying on the grass.

<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> leaves you lying on the grass.<<set $money += 500>>

You've gained £5.

<</if>>

<<tearful>> you struggle to your feet. You know you're not out of danger yet.

<<clotheson>>

<<endcombat>>

<<parkeventend>>

:: Park Woman Escape [nobr]
<<effects>>

<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you run, giving little heed to prying eyes, before collapsing in a bed of flowers. You're safe.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>

<<parkeventend>>

:: Dog Park Ejaculation [nobr]
<<beastejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> bites you on the thigh, then leaves you lying on the grass.<<violence 3>>

<<elseif $enemyanger gte 1>>
<<He>> barks, then leaves you lying on the grass.

<<else>>
<<He>> licks your <<genitals>> then darts away.<<neutral 5>>

<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<destination>>

:: Dog Park Escape [nobr]
<<effects>>

The dog whimpers and flees into a bush. <<tearful>> you gather yourself.

<<clotheson>>

<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<destination>>

:: Widgets Park [widget]
<<widget "park">><<nobr>>

<<link [[Park (0:05)|Park]]>><<pass 5>><</link>>

<</nobr>><</widget>>

<<widget "parkquick">><<nobr>>

<<link [[Park|Park]]>><</link>>

<</nobr>><</widget>>

<<widget "parkeventend">><<nobr>>

<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

<<widget "parkrun">><<nobr>>

<<if $rng gte $famepark>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	<<generate1>><<person1>>You run past a <<personstop>> <<He>> smiles at you across a

		<<if $uppertype is "naked">>
		shoulder-high hedge separates you. <<He>> doesn't realise you're so exposed.
		<<else>>
		waist-high hedge separates you, keeping your <<undies>> concealed. <<He>> doesn't realise you're so exposed.
		<</if>>

	<<link [[Smile back|Park]]>><<set $eventskip to 1>><<endevent>><</link>>

	<<if $exhibitionism gte 15>>
	<<link [[Admit your secret|Park Run Secret]]>><</link>><<exhibitionist2>>

	<</if>>

	<<elseif $rng gte 61>>
	You encounter a stray dog. It runs at the sound of your footsteps.

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 51>>
	You hide behind a tree as a <<generate1>><<person1>><<person>> and <<generate2>><<person2>><<person>> run by.

	<<endevent>>

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 41>>
	You don't encounter anyone.

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 31>>
	You hear footsteps behind you. A <<generate1>><<person1>>crosses the path. <<He>> doesn't turn or notice you. You were so close to being seen.<<ltrauma>><<trauma -1>><<garousal>><<arousal 1>>

	<<endevent>>
	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 21>>
	You almost run straight into a group of teenagers smoking under an old shelter. You skirt around them.

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<else>>
	You sneak behind a <<generate1>><<generate2>><<person1>><<person>> and <<person2>><<person>> sat on a bench. You're so close they could reach out and grab you.<<garousal>><<arousal 6>>

	<<endevent>>
	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<</if>>
<<else>>
<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	<<generate1>><<person1>>A light flashes. A <<person>> lies beneath a bush, holding a camera pointed up at you. It flashes again, taking evidence of your <<nuditystop>> <<covered>>

	<<if $exhibitionism gte 75>>
	<<link [[Pose|Park Run Pose]]>><<fameexhibitionism 20>><</link>><<exhibitionist5>>

	<</if>>
	<<link [[Run away|Park Run Away]]>><<fameexhibitionism 10>><</link>>

	<<set $skulduggerydifficulty to 300>>
	<<link [[Steal Camera|Park Run Steal]]>><<crimeup 10>><</link>><<crime>><<skulduggerydifficulty>>

	<<elseif $rng gte 61>>
	<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> emerge from a bush up ahead. They walk toward you. <<covered>> "It's <<phimstop>>" the <<person1>><<person>> says. "The pervert."

	"We can do whatever we want to a <<girl>> like this," the <<person2>><<person>> says. "No one will believe <<phimstop>>" They quicken their pace.

	<<link [[Fight|Park Run Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>

	<<link [[Run|Park Run Escape]]>><</link>>

	<<elseif $rng gte 41>>
	A stray dog chases you for a while.<<gstress>><<stress 3>>

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

	<<elseif $rng gte 21>>
	You overhear a <<generate1>><<person1>><<person>> dressed as a police officer talking to a pedestrian on the other side of a bush. "That's right," <<he>> says. "A <<girl>> about this high. Being lewd in the park. You sure you haven't seen anything?" You run in the opposite direction.<<gstress>><<stress 3>>

	<<endevent>>
	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

	<<else>>
	The park is busy, despite the hour. You crouch low to keep your vulnerables hidden by the bushes.<<garousal>><<arousal 6>>

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

	<</if>>
<</if>>

<</nobr>><</widget>>

:: Men's Toilets [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "parkmens">>

You are in the men's toilets in the park.
<<if $storelocation is "parkmens">>
Your clothes are stored beneath the sinks.
<</if>>

<<if $stress gte 10000>><<passoutpark>>
<<else>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $playergenderappearance is "f" and $eventskip is 0>>
	<<eventstoilets>>

	<<else>>
	<<set $storelocationinit to "parkmens">><<stripstoreactions>>
	<<link [[Masturbate|Men's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>>

		<<if $storelocation isnot "parkmens">>
		<<link [[Leave|Park]]>><</link>>
		<<elseif $exposed gte 2 and $exhibitionism gte 35>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist3>>
		<<elseif $exposed is 1>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist1>>
		<<elseif $exposed lte 0>>
		<<link [[Leave|Park]]>><</link>>
		<</if>>
	<</if>>
<</if>>

<<set $eventskip to 0>>

:: Women's Toilets [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "parkwomens">>

You are in the women's toilets in the park.

<<if $storelocation is "parkwomens">>
Your clothes are stored beneath the sinks.
<</if>>

<<if $stress gte 10000>><<passoutpark>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $playergenderappearance is "m" and $eventskip isnot 1>>
	<<eventstoilets>>
	<<else>>
	<<set $storelocationinit to "parkwomens">><<stripstoreactions>>

		<<link [[Masturbate|Women's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>>

		<<if $storelocation isnot "parkwomens">>
		<<link [[Leave|Park]]>><</link>>
		<<elseif $exposed gte 2 and $exhibitionism gte 35>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist3>>
		<<elseif $exposed is 1>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist1>>
		<<elseif $exposed lte 0>>
		<<link [[Leave|Park]]>><</link>>
		<</if>>
	<</if>>
<</if>>

<<set $eventskip to 0>>

:: Widgets Events Toilets [widget]
<<widget "eventstoilets">><<nobr>>

<<generate1>><<person1>>You enter the toilets, and hear a voice shout behind you. "I saw you go in there, pervert!" A <<person>> storms in, eyes livid. "I'll give exactly what you deserve!"

<<link [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</link>>

<<if $playergenderappearance isnot $playergender>><<set $toiletsmistake to 1>><</if>>

<</nobr>><</widget>>

<<widget "eventstoiletssafe">><<nobr>>

<<if $weather is "rain">>
Rain hammers against the small windows.

<<else>>
Wind rattles the small windows.

<</if>>

<<if $bus is "parkmens">>
<<link [[Next|Men's Toilets]]>><<set $eventskip to 1>><</link>>

<<else>>
<<link [[Next|Women's Toilets]]>><<set $eventskip to 1>><</link>>

<</if>>

<</nobr>><</widget>>

:: Toilets Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemyanger += 150>>
<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $alarm is 1>>
Your cries echo against the tiles, but no one comes.

<</if>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gte 1>>
<<link [[Next|Toilets Molestation]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Toilets Molestation Finish]]>><</link>><<nexttext>>
<</if>>

:: Toilets Molestation Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<He>> falls back against the sinks, giving you the chance you need. <<tearful>> you flee the scene.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>

<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

<<if $playergender is $playergenderappearance and $toiletsmistake is 1>><<set $toiletsmistake to 0>>
"This is your fault for looking like <<if $playergender is "m">>a girl<<else>>a boy<</if>>." <<He>> shoves you out the door.

<<else>>
"Let that be a lesson for you." <<He>> shoves you out the door.

<</if>>

<<tearful>> you struggle to your feet.

<<clotheson>>
<<endcombat>>
<</if>>

<<parkquick>>

:: Park Toilets Sneak [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

You <<nervously>> poke your head outside. There's no one around. You leave the safety of the building, your <<lewdness>> on display.

<<if $phase is 1>>
<<exhibitionism1>>
<<elseif $phase is 2>>
<<exhibitionism3>>
<</if>>

<<link [[Next|Park]]>><</link>>

<<set $eventskip to 1>>

repo_name: Mauno/degrees


code:
:: Park Run [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $daystate is "night">>
	<<if $weather is "rain">>
	You run through the deserted park. Cold rain assails you.
	<<else>>
	You run through the deserted park. The cool night air caresses your skin.
	<</if>>
<<else>>
	<<if $weather is "rain">>
	You run through the park. Few others brave the rain.
	<<else>>
	You run through the park. Other runners wave as you pass.
	<</if>>
<</if>>
<<physique 3>>

<<link [[Next|Park]]>><</link>>

:: Park Run Exposed [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

You run through the dark and deserted park. The cool night air blows against your <<lewdnessstop>> Your heart pumps as much from the thrill as from exertion. <<physique 3>>

<<if $phase is 0>>
<<exhibitionism3>>
<<else>>
<<exhibitionism1>>
<</if>>

<<parkrun>>
<<set $famepark += 4>>

:: Park Run Pose [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

You move your arms in front of your <<lewdness>> in mock embarrassment, without actually covering anything.
<<if $lowertype is "naked">>
You can tell <<hes>> zooming in on your exposed bottom half.
<<else>>
You can tell <<hes>> zooming in on your exposed top half.
<</if>>

The camera flashes. You turn to give <<him>> a shot of your <<bottomstop>> You pose a few more times before moving on. <<He>> continues snapping pictures as you walk away.<<exhibitionism5>>

<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

:: Park Run Away [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

With a yelp, you turn and flee. <<He>> takes pictures of your <<bottom>> as you run.

<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

:: Park Run Steal [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $submissive gte 1150>>
"Oh, it feels so good to be looked at," you say. "Can I take a selfie with you?"
<<elseif $submissive lte 850>>
"Amateur," you tut. "Give it here. I'll capture my good side."
<<else>>
"Give me the camera," you say. "I have a naughty idea."
<</if>>
You hold your hand out.

<<skulduggerycheck>>
	<<if $skulduggerysuccess is 1>><<set $blackmoney += 20>>
	<<He>> passes you the camera. You give it a thoughtful look, stick your tongue out, and run. "Oi!" <<he>> shouts after you, but you're gone by the time <<hes>> stood. Looks like it's worth £20.

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
		<<else>>
		That was too easy. You didn't learn anything.

		<</if>>

	<<else>>
	"Nice try," <<he>> says. <<He>> takes a picture of your <<bottom>> as you walk away.

<<fameexhibitionism 10>>

		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
		<<else>>
		That was too easy. You didn't learn anything.

		<</if>>

	<</if>>

<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

:: Park Run Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
	<<if $phase is 1>>
	You stand your ground. The pair are surprised, and hesitate. You seize the chance and smack the <<person1>><<person>> in the face.<<defiance 5>>

	<</if>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Park Run Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Park Run Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Park Run Rape]]>><</link>><<nexttext>>
<</if>>

:: Park Run Rape Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"A pervert <<girl>> exposing <<pher>> body in the park," the <<person1>><<person>> says to <<himselfstop>> "What did <<pshe>> think would happen?" <<tearful>> you struggle to your feet as the pair walk away.

<<clotheson>>
<<endcombat>>

<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

<<else>>
You shove the assailants away from you. <<tearful>> you escape between the trees.

<<clotheson>>
<<endcombat>>

<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

<</if>>

:: Park Run Escape [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $physique gte $rng * 100 + 6000>>
You turn and run. They can't keep up, and you soon lose them between the trees.

<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>

<<else>>

You turn and run. They catch up and tackle you to the ground.

<<link [[Next|Park Run Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Park Run Secret [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

"I have a secret," you purr. The <<person>> frowns.
<<if $uppertype is "naked" and $lowertype is "naked" and $undertype is "naked">>
"I'm not wearing anything."
<<elseif $uppertype is "naked" and $lowertype is "naked">>
"I'm wearing nothing but underwear."
<<elseif $lowertype is "naked" and $undertype is "naked">>
"I'm naked from the waist down."
<<else>>
"I'm wearing nothing over my underwear."
<</if>>
<<He>> gasps as you break into a run.<<exhibitionism2>>

You glance back and see <<him>> leaning across the hedge to get a peek.

<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>


code:
:: Park Lichen [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

You approach the statue in the middle of the park. It's covered in white lichen. You could collect some for your science project, but the plinth is taller than you.

<<link [[Climb up (0:30)|Park Lichen Climb]]>><<pass 30>><<set $sciencelichenpark to 1>><<set $introavery to 1>><<pass 30>><</link>>

<<link [[Ask someone for help (0:30)|Park Lichen Help]]>><<set $sciencelichenpark to 1>><<set $introavery to 1>><<pass 30>><</link>>

<<link [[Leave|Park]]>><</link>>

:: Park Lichen Climb [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $physique gte $rng * 100 + 6000>>

You successfully climb onto the plinth. The lichen is attached firm, but you manage to pry it free with some effort. A few heads turn but no one bothers you until you hear a voice shout from across the park. "Oi!" It's a <<generate2>><<person2>><<person>> dressed as a police officer. "Get down from there or I'll have your hide."<<gstress>><<stress 3>>

<<link [[Explain yourself|Park Lichen Explain]]>><</link>>

<<link [[Run|Park Lichen Run]]>><</link>>

<<else>>

You reach up and try to lift your body, but your arms give way and you tumble to the ground.<<gstress>><<gpain>><<stress 3>><<pain 6>>

<<avery>><<person1>>You hear a <<if $pronoun is "m">>man's<<else>>woman's<</if>> laughter. Before you can recover a pair of arms picks you up by your shoulders. Not stopping there, <<he>> holds you by the hips and helps lift you with surprising strength. It's enough for you to clamber up.

	<<if $skirt is 1>>
	You feel your face flush as you realise <<he>> could have seen up your $lowerclothes. If <<he>> did <<he>> gives no sign.
	<</if>>

<<He>> smiles at you. "Why'd you want to go up there anyway?"

<<link [[Honest|Park Lichen Honest]]>><</link>>

<<link [[Evasive|Park Lichen Evasive]]>><</link>>

<</if>>

:: Park Lichen Help [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
You look around for someone who might help. You see a <<avery>><<person1>><<if $pronoun is "m">>man<<else>>woman<</if>> already watching you. <<He>> laughs and approaches you. <<He>> says nothing, but grabs you by the hips and helps lift you with surprising strength. It's enough for you to clamber up.

	<<if $skirt is 1>>
	You feel your face flush as you realise <<he>> could have seen up your $lowerclothes. If <<he>> did <<he>> gives no sign.
	<</if>>

<<He>> smiles at you. "Why'd you want to go up there anyway?"

<<link [[Honest|Park Lichen Honest]]>><</link>>

<<link [[Evasive|Park Lichen Evasive]]>><</link>>

:: Park Lichen Run [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<person2>>You turn away from the <<person>> and jump from the plinth. Right into the arms of a waiting <<avery>><<person1>><<if $pronoun is "m">>man<<else>>woman<</if>>. The <<person2>><<person2>><<person>> runs around the plinth, but stops when <<he>> sees the newcomer. "This your <<girl>> then?" <<he>> says. "<<pShe>> was defacing public property."

"<<pShes>> done no such thing," the <<person1>><<if $pronoun is "m">>man<<else>>woman<</if>> says, holding you tight. <<He>> glares at the <<person2>><<personstop>> "And you know it."

The <<person>> seems less confident. <<He>> sheathes <<his>> baton and turns away.

<<person1>>The newcomer releases you from <<his>> arms and smiles. "I hope you're okay," <<he>> says. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."

<<link [[Accept|Park Lichen Accept]]>><</link>>

<<link [[Refuse|Park Lichen Refuse]]>><</link>>

:: Park Lichen Explain [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $submissive gte 1150>>
"I-it's for my science project," you say.
<<elseif $submissive lte 850>>
"I need it to win the science fair," you say.
<<else>>
"I need lichen for my science project," you say.
<</if>>

"Is that right?" <<he>> says. "Looks like you're defacing a statue to me." <<He>> raises <<his>> baton and rubs <<his>> palm with it.

"<<avery>><<person1>><<pShes>> doing no such thing," a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice says from behind you. <<He>> walks around the statue and glares at the <<person2>><<personstop>> "And you know it."

The <<person>> seems less confident. "This your <<girl>> then? Tell <<phim>> to get down from there." <<He>> sheathes <<his>> baton and turns away.

<<person1>>The newcomer offers an arm and helps you climb down. "Did I hear you right," <<he>> says. "A scientist in the making?" <<He>> smiles. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."

<<link [[Accept|Park Lichen Accept]]>><</link>>

<<link [[Refuse|Park Lichen Refuse]]>><</link>>

:: Park Lichen Honest [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $submissive gte 1150>>
"I-it's for my science project," you say.
<<elseif $submissive lte 850>>
"I need it to win the science fair," you say.
<<else>>
"I need lichen for my science project," you say.
<</if>>

"A scientist in the making?" <<he>> says. "I'll help you down when you're done. I'm only out for a stroll, there's no rush."

The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."

<<link [[Accept|Park Lichen Accept]]>><</link>>

<<link [[Refuse|Park Lichen Refuse]]>><</link>>

:: Park Lichen Evasive [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $submissive gte 1150>>
"I-it's nothing," you say.
<<elseif $submissive lte 850>>
"None of your business," you say.
<<else>>
"School stuff," you say.
<</if>>

<<He>> nods. "I'll help you down when you're done. I'm only out for a stroll, there's no rush."

The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."

<<link [[Accept|Park Lichen Accept]]>><</link>>

<<link [[Refuse|Park Lichen Refuse]]>><</link>>

:: Park Lichen Accept [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<He>> leads you to a small cafe at the edge of the park. <<He>> orders a coffee for <<him>> and some fruit juice for you. The <<generate3>><<person3>><<if $pronoun is "m">>waiter<<else>>waitress<</if>><<person1>> thinks you're Avery's <<if $playergenderappearance is "m">>son<<else>>daughter<</if>>. <<He>> is old enough to be your <<if $pronoun is "m">>father<<else>>mother<</if>>, but <<hes>> in good shape. <<He>> smiles at you across the table.

You talk with Avery over the drinks. <<He>> asks a lot of questions, but is reluctant to answer yours. <<He>> doesn't take <<his>> eyes off you.

<<Hes>> asking if you're happy at school when interrupted by a buzzing in <<his>> pocket. "I'm sorry," <<he>> says. "It's work. I need to go." <<He>> stands up, then hesitates a moment before leaning close.

<<link [[Smooch|Park Lichen Smooch]]>><<set $averylove += 1>><</link>><<glove>><<promiscuous1>>

<<link [[Stay still|Park Lichen Still]]>><<set $averylove += 1>><</link>><<glove>>

<<link [[Move away|Park Lichen Move]]>><</link>>

:: Park Lichen Refuse [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<He>> frowns for a moment, but covers it with a smile. "Of course," <<he>> says. I'm sure you're busy. I'll see you around."

You can add the lichen you found to your project in your room or the school library.

<<if $scienceproject is "ongoing">>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
<<endevent>>
<<destinationeventend>>
<</if>>

:: Park Lichen Smooch [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You lean in and plant a kiss on <<his>> lips. <<He>> kisses back.<<promiscuity1>>

<<He>> pulls away and glances around the cafe as if concerned about who's watching. "I'll be in touch," <<he>> says, smiling.

You leave soon after <<himcomma>> but <<hes>> already gone.

<<if $scienceproject is "ongoing">>
You can add the lichen you found to your project in your room or the school library.

<<if $scienceproject is "ongoing">>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
<<endevent>>
<<destinationeventend>>
<</if>>

:: Park Lichen Still [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<He>> plants a kiss on your cheek and smiles. "I'll be in touch."

You leave soon after <<himcomma>> but <<hes>> already gone.

<<if $scienceproject is "ongoing">>
You can add the lichen you found to your project in your room or the school library.

<<if $scienceproject is "ongoing">>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
<<endevent>>
<<destinationeventend>>
<</if>>

:: Park Lichen Move [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<He>> tries to plant a kiss on your cheek, but you pull away. <<He>> raises <<his>> hand as if to pull you back, but catches <<himself>> and smiles. "I'll be in touch."

You leave soon after <<himcomma>> but <<hes>> already gone.

<<if $scienceproject is "ongoing">>
You can add the lichen you found to your project in your room or the school library.

<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>

<<else>>
<<endevent>>
<<destinationeventend>>
<</if>>


code:
:: Hospital Arrest [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<generate1>><<generate2>>Two police officers are sitting in the lobby. They stand when you approach. "You're under arrest. Please come quietly."

<<link [[Run|Hospital Arrest Run]]>><<crimeup 100>><</link>><<crime>>

<<link [[Go quietly|Hospital Arrest Journey]]>><</link>>

:: Hospital Arrest Run [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You turn and run from the hospital.<<physique>>

<<if $physique gte $rng * 100 + 6000>>
<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
With the police close on your heels you run down streets and alleys, but they're persistent. You succeed in gaining distance on them, but round a corner and find yourself facing a dead end.

<<endevent>>

You're about to give up when a small hatch opens at the base of a nearby wall. You have no idea what's inside, but it's that or face the police.

<<link [[Go through the Hatch|Hospital Arrest Molestation]]>><<set $molestationstart to 1>><</link>>

<<link [[Surrender to the police|Hospital Arrest Surrender]]>><<endevent>><</link>>

	<<else>>

With the police close on your heels you run down streets and alleys. The police aren't able to keep up, and you succeed in escaping them.

<<link [[Next|Industrial alleyways]]>><<endevent>><</link>>

	<</if>>

<<else>>

You try to run from the hospital, but fail to outrun the police. They tackle you to the ground.

<<link [[Next|Hospital Arrest Journey]]>><</link>>

<</if>>

:: Hospital Arrest Journey [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

They cuff you and lead you to their waiting car. They put you in the back, climb in the front and set off.<<set $leftarm to "bound">><<set $rightarm to "bound">>

<<if $crime gte 5000>>

The driver, a <<person1>><<personcomma>> looks back at you. "You've been a bad <<girl>> haven't you? Caused all sorts of problems."

<<His>> partner, a <<person2>><<personcomma>> interjects, "Watch the road."

The <<person2>><<person>> is about to say something, but thinks better of it and looks back at the road. No one says anything for awhile.

	<<if $promiscuity gte 15>>
<<link [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</link>><<promiscuous2>>

	<</if>>
<<link [[Sit quietly|Hospital Arrest Sit]]>><</link>>

<<else>>

The driver, a <<person1>><<personcomma>> looks back at you. "If you cooperate, everything will be fine."

	<<if $promiscuity gte 15>>
<<link [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</link>><<promiscuous2>>

	<</if>>
<<link [[Sit Quietly|Hospital Arrest Sit]]>><</link>>

<</if>>

:: Hospital Arrest Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<set $outside to 0>><<generate1>><<generate2>><<generate3>><<generate4>><<man1init>>
You crawl through the hole and into darkness. You hear the hatch shut behind you as the lights come on, revealing four people. <<person1>>"What do we have here?" says a <<personstop>> "Do you think they'd want <<phim>> below?"

"Dunno," responds a <<person2>><<personcomma>> who crouches beside you. "I think we should try <<phim>> ourselves first."

<<set $enemytrust -= 40>>
<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Hospital Arrest Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Hospital Arrest Molestation Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100 and $phase is 1>>
<<link [[Next|Hospital Arrest Molestation Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Hospital Arrest Molestation]]>><</link>><<nexttext>>
<</if>>

:: Hospital Arrest Surrender [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<generate1>><<generate2>>You decide against going through the strange hatch. The police arrive, panting. One of them threatens you with a taser. "We've got you," <<he>> says. "You're coming with us."

<<link [[Next|Hospital Arrest Journey]]>><</link>>

:: Hospital Arrest Offer [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $crime gte 5000>>

<<set $seductiondifficulty to 10000>>
<<seductioncheck>>

<<if $seductionskill lt 1000>>You feel more confident in your powers of seduction.<</if>><<seductionskilluse>>

	<<if $seductionrating gte $seductionrequired>>
	You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>>

	The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."

	"Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."

	The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."

	The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over."

	The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which <<he>> shoves you through with enough force that you almost fall over. You think you're in an empty warehouse.

	"Don't think you're getting off easy," <<he>> says. "Scum like you are treated far too leniently. No, you're getting what you deserve."

	<<link [[Next|Police Molestation]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>>

	The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."

	"Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."

	The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."

	"I said no," the <<person2>><<person>> responds, <<his>> tone quelling any further argument. It was worth a try.

	<<link [[Next|Hospital Arrest Sit]]>><</link>>

	<</if>>

<<else>>

<<set $seductiondifficulty to 6000>>
<<seductioncheck>>

<<if $seductionskill lt 1000>>You feel more confident in your powers of seduction.<</if>><<seductionskilluse>>

	<<if $seductionrating gte $seductionrequired>>
	You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>>

	The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."

	"Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."

	The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."

	The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over."

	The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which opens into a large open area. You think you're in an abandoned warehouse.

	<<link [[Next|Police Molestation]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>>

	The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."

	"Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."

	The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."

	"I said no," the <<person2>><<person>> responds, <<his>> tone quelling any further argument. It was worth a try.

	<<link [[Next|Hospital Arrest Sit]]>><</link>>

	<</if>>

<</if>>

:: Hospital Arrest Sit [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<pass 5>>You sit quietly for the remainder of the journey. Before long you're pulling up to the police station on Barb Street. Once out the car, they lead you inside. You walk down a flight of metal steps and down a grim-looking corridor. At the end they open one of the tiny cells, and shove you inside. "Sit tight," The <<person1>><<person>> says. "We'll soon decide what to do with you."

<<link [[Wait (1:00)|Police Cell]]>><<pass 1 hour>><<endevent>><</link>>

:: Police Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $outside to 0>>
	<<if $crime gte 5000>>
	<<set $enemytrust -= 120>><<set $enemyanger += 120>>
	<<else>>
	<<set $enemytrust -= 90>>
	<</if>>

<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Police Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Police Molestation Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Police Molestation]]>><</link>><<nexttext>>
<</if>>

:: Police Molestation Finish [nobr]
<<if $enemyhealth lte 0>>

You shove the <<person1>><<person>> into the <<person2>><<personcomma>> causing them to trip over each other and fall to the ground. <<tearful>> you flee from the warehouse.

<<clotheson>>
<<endcombat>>

<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>

<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>

"Come on," says the <<person2>><<person>> "Before we're missed." <<unbind>>They remove your cuffs and leave you lying on the warehouse floor. <<tearful>> you stand and stumble outside.

<<clotheson>>
<<endcombat>>

<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>

<</if>>

:: Police Cell [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You sit on the dingy bed and wait.

After an hour, a <<generate1>><<person1>><<person>> in a police uniform arrives beside the cell. "Come on, let's get you processed," <<he>> says, unlocking the cell door. "Turn around."

<<if $collared isnot 1>><<set $collared to 1>>

You comply, and hear <<him>> remove something from <<his>> belt. <<He>> fastens it around your neck, and you hear it click shut. "This collar has a shock function, just to ensure your continued cooperation. We'll remove it once you've served your sentence."

<<else>>

You comply. "Oh," <<he>> says. "You're already collared." <<He>> walks right up behind you and examines the collar more closely. "And the shock function appears to work. Everything is in order then. We'll remove it once you've served your sentence."

<</if>><<set $collaredpolice to 1>>

<<He>> leads you up another flight of stairs and into a small room. Three people in suits sit at a table on the far side. In the middle, a <<generate2>><<person2>><<person>> gestures at the chair in front of <<himstop>> "Take a seat," <<he>> says. "And don't tarry." The <<person1>><<person>> follows you in, and closes the door behind you.

Once seated, the <<person2>><<person>> continues. "You didn't think you'd get away with it did you? You've been leaving traces of yourself all over. These are only petty crimes however, so public humiliation is an appropriate punishment. Take <<phim>> to the pillory."

<<link [[Next|Police Pillory Start]]>><</link>>

:: Hospital Arrest Molestation Finish [nobr]
<<if $enemyhealth lte 0>>

They back off from you, surprised by your strength. <<tearful>> you open the hatch and escape outside before they can stop you.

<<clotheson>>
<<endcombat>>

<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>

<<elseif $enemyarousal gte $enemyarousalmax>>
	<<if $phase is 1>>
	<<ejaculation>>

	The second orgasm is a bit much for them, and gives you a chance to escape through the hatch.

<<clotheson>>
<<endcombat>>

<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>

	<<else>>
	<<ejaculation>>

	<<person2>>"<<pShe>> should be worth something," says the <<personstop>> "Be a good little fucktoy and come with us." <<He>> grabs your arm and tries to pull you deeper into the building.

	<<link [[Go quietly|Underground Intro]]>><</link>>

	<<link [[Resist|Hospital Arrest Molestation]]>><<set $phase to 1>><<set $enemyanger += 120>><<set $enemytrust -= 40>><<set $enemyarousal to 0>><</link>>

	<</if>>

<<elseif $phase is 1>>
You're too hurt to fight any longer. The <<person1>><<person>> and <<person2>><<person>> drag your limp body deeper into the building.

<<link [[Next|Underground Intro]]>><</link>>

<</if>>


code:
:: Police Station [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $pronoun1 is 0>>
<<generate1>>
<</if>>

You are stood in the police station lobby. A <<person1>><<person>> in an officer's uniform sits behind the front desk.

<<if $collared is 1>>
<<link [[Ask for collar removal|Police Station Collar]]>><</link>>

<</if>>

<<if $headdrive is 1 and $headpolice isnot 1>>
<<link [[Give evidence against Leighton|Police Leighton]]>><</link>>

<</if>>

<<link [[Leave|Barb Street]]>><<endevent>><</link>>

:: Police Station Collar [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You ask the <<person>> if you can have your collar removed.

<<if $collaredpolice is 1 and $communityservice is 1>>

<<else>>

"Sure," <<he>> says. "It'll cost £200. You really shouldn't go putting those things on for fun. They're government property for one thing, and a bitch to get off by design."

	<<if $promiscuity gte 15 and $policecollarseduceattempt isnot 1>>
	<<link [[Seduce|Police Station Seduce]]>><<set $policecollarseduceattempt to 1>><</link>><<promiscuous2>>

	<</if>>
	<<if $money gte 20000>>
	<<link [[Pay up|Police Station Collar Removal]]>><<set $money -= 20000>><</link>>

	<</if>>

<</if>>

<<link [[Leave|Police Station]]>><</link>>

:: Police Station Seduce [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<set $seductiondifficulty to 4000>>
<<seductioncheck>>

<<if $seductionskill lt 1000>>You feel more confident in your powers of seduction.<</if>><<seductionskilluse>>

<<if $seductionrating gte $seductionrequired>>

"I'll pretend I didn't hear that. If you can't pay up, I can't help you." As you turn to leave however, <<he>> whispers to you. "Meet me behind the station in five minutes, in that old ruin." <<promiscuity2>>

<<pass 5>>

You go to the ruin the <<person>> mentioned, which looks like the remains of an ancient wall. You wait in the hollow interior. You don't have to wait long.

"I'll remove your collar once we're done," <<he>> says, stooping through the arched entrance. "I think It'll make it more fun."

<<link [[Next|Police Station Sex]]>><<set $sexstart to 1>><</link>>

<<else>>

"I'll pretend I didn't hear that. If you can't pay up, I can't help you."

You can try again tomorrow.

<<link [[Next|Police Station]]>><</link>>

<</if>>

:: Police Station Collar Removal [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

"I'll be right round," The <<person>> says. <<He>> enters the lobby proper moments later, holding a strange-looking key. <<He>> holds it up to the collar, and the lock clicks open, releasing your neck. <<He>> takes the collar. "As I said, government property."

<<set $collared to 0>><<set $collaredpolice to 0>>

<<link [[Next|Police Station]]>><</link>>

:: Police Station Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 60>>

<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $finish is 1>>
<<link [[Next|Police Station Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Police Station Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Police Station Sex Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Police Station Sex]]>><</link>><<nexttext>>
<</if>>

:: Police Station Sex Finish [nobr]
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>

<<He>> takes a strange key from <<his>> belt and holds it up to your collar. Your collar comes loose with a click, falling to the ground. <<He>> picks it up. "Government property. Goes without saying you shouldn't tell anyone this happened." <<tearful>> you gather yourself as <<he>> leaves.

<<set $collared to 0>>

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

The <<person>> staggers backward, tripping over a tree stump. <<tearful>> you flee from the ruin.

<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>

"Fine," <<he>> says "I'm not taking the collar off though."

<<clotheson>>
<<endcombat>>
<</if>>

<<link [[Next|Residential alleyways]]>><</link>>

:: Police Leighton [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $submissive gte 1150>>
You walk up to the desk. "I have something," you say, and put the flash drive on the counter. "T-the head of the local school has been doing awful things to students."
<<elseif $submissive lte 850>>
You stride up to the desk. "I have evidence of a crime," you say, placing the flash drive on the counter. "The school head has been abusing students."
<<else>>
You walk up to the desk. "I have evidence of a crime," you say, and put the flash drive on the counter. "The school head has been abusing students."
<</if>>

The <<person>> takes the flash drive. "Alright. I'll add it to the pile," <<he>> says uninterested. "Is there anything else?"

You get the feeling the police aren't going to be helpful. At least you tried to do the right thing.<<ggcontrol>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>

<<set $headpolice to 1>><<control 25>>
<<link [[Next|Police Station]]>><</link>>


code:
:: Police Pillory Start [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<pass 5>>The <<person1>><<person>> holds you by your cuffs and pushes you outside. <<He>> hands you over to another officer, a <<endevent>><<generate1>><<person1>><<personcomma>> who pushes you down the street. The pillory sits outside the town hall, a short walk away. Onlookers gawk at you as you are led up to it, and the <<person>> removes your cuffs.

You have an opportunity to escape, but the <<person>> is aware of that, and keeps one hand gripping your arm. You'll have to fight to get away.

<<link [[Try to break free|Police Pillory Fight]]>><<set $fightstart to 1>><<crimeup 200>><</link>><<crime>>

<<link [[Let yourself be fixed in place|Police Pillory Start 2]]>><</link>>

:: Police Pillory Fight [nobr]
<<if $fightstart is 1>>
<<set $fightstart to 0>>

<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>

<</if>>

<<effects>>
<<effectsman>><<man>>

<<audience>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Police Pillory Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Police Pillory Fight Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100>>
<<link [[Next|Police Pillory Fight Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Police Pillory Fight]]>><</link>><<nexttext>>
<</if>>

:: Police Pillory Start 2 [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $crime gte 4500>>
<<set $pillorytime to 27>>
<<elseif $crime gte 4000>>
<<set $pillorytime to 24>>
<<elseif $crime gte 3500>>
<<set $pillorytime to 21>>
<<elseif $crime gte 3000>>
<<set $pillorytime to 18>>
<<elseif $crime gte 2500>>
<<set $pillorytime to 15>>
<<elseif $crime gte 2000>>
<<set $pillorytime to 13>>
<<elseif $crime gte 1500>>
<<set $pillorytime to 11>>
<<else>>
<<set $pillorytime to 9>>
<</if>>
<<set $crime -= 5000>>
<<if $crime lte 0>>
<<set $crime to 0>>
<</if>>

The <<person>> moves your arms and head into position before lifting the top into place, restraining you. <<He>> locks it shut and attaches the key to a chain on <<his>> belt. "Someone will be over to release you in $pillorytime hours." <<He>> leaves without looking back.

With <<him>> gone, some onlookers lose interest and return to their routines. Others still gawk however. If any tried to abuse you there'd be little you could do to stop them, but people seem hesitant to make the first move. You hope it stays that way.

<<endcombat>>

<<link [[Next|Pillory]]>><<endevent>><<set $pilloryaudience to 1>><</link>>

:: Police Pillory Fight Finish [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

The <<person>> looks mortified that <<he>> just came in public. Some people point and laugh, others whisper amongst themselves, but it's clear what they're talking about. "Th-that wasn't what it looked like!" <<he>> protests, having all but forgotten you. <<tearful>> you slink away.

<<clotheson>>
<<endcombat>>

<<cliffquick>>

<<elseif $enemyhealth lte 0>>

You knock the <<person>> down, giving you the chance you need. <<tearful>> you make your escape. Some people cheer for you.<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>

<<clotheson>>
<<endcombat>>

<<cliffquick>>

<<else>>

In too much pain to resist, you're helpless as the <<person>> continues <<his>> work.

<<link [[Next|Police Pillory Start 2]]>><</link>>

<</if>>

:: Pillory [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $pilloryaudience lte 1>>
<<set $pilloryaudience to 1>>
<</if>>

You are stuck in a pillory on Cliff Street, in front of the town hall.

<<if $pillorytime gte 1>>
You have $pillorytime hours left until release.
<<else>>
You should be released any moment from now.
<</if>>

<<if $pilloryaudience + $exposed is 1>>

A few people stop to look at you but most just glance then continue their business.

<<elseif $pilloryaudience + $exposed is 2>>

You've attracted a small crowd of onlookers.

<<elseif $pilloryaudience + $exposed is 3>>

You've attracted a growing crowd of onlookers.

<<elseif $pilloryaudience + $exposed is 4>>

A large group has gathered around you, big enough that the crowd itself is attracting more people to see what the fuss is about.

<<elseif $pilloryaudience + $exposed is 5>>

A large crowd has gathered around you. People throw jeers and insults your way.

<<else>>

A huge crowd has gathered around you. People jeer and insult you. Some throw litter.

<</if>>

<<if $exposed gte 1>>

You can do nothing about your <<lewdness>> displayed for everyone to see, humiliating you further.

	<<if $exposed is 1>>
		<<if $pilloryaudience is 1>>
		<<fameexhibitionism 1>>
		<<elseif $pilloryaudience is 2>>
		<<fameexhibitionism 2>>
		<<elseif $pilloryaudience is 3>>
		<<fameexhibitionism 3>>
		<<elseif $pilloryaudience is 4>>
		<<fameexhibitionism 4>>
		<<elseif $pilloryaudience is 5>>
		<<fameexhibitionism 5>>
		<<else>>
		<<fameexhibitionism 10>>
		<</if>>
	<</if>>
	<<if $exposed is 2>>
		<<if $pilloryaudience is 1>>
		<<fameexhibitionism 3>>
		<<elseif $pilloryaudience is 2>>
		<<fameexhibitionism 6>>
		<<elseif $pilloryaudience is 3>>
		<<fameexhibitionism 9>>
		<<elseif $pilloryaudience is 4>>
		<<fameexhibitionism 12>>
		<<elseif $pilloryaudience is 5>>
		<<fameexhibitionism 15>>
		<<else>>
		<<fameexhibitionism 30>>
		<</if>>
	<</if>>
<</if>>

<<if $pillorytime lte 0>>

A <<generate1>><<person1>><<person>> in a police uniform arrives. <<He>> removes your collar and unlocks the pillory, freeing you. The crowd boos its disappointment as the officer disperses them.

<<set $collared to 0>>
<<set $collaredpolice to 0>>
<<unbind>>
<<clotheson>>
<<set $stress -= 1000>>
<<endevent>>
<<cliffeventend>>

<<else>>

	<<set $rng to random(1, 5)>>
	<<if $pilloryaudience + $exposed + $rng gte 10>>
	<<set $rng to random(1, 100)>>
		<<if $bestialitydisable is "f" and $rng gte 51>>
		You feel something prod your <<bottomstop>> A dog is sniffing you curiously.

		<<link [[Next|Pillory Dog]]>><<set $molestationstart to 1>><</link>>

		<<else>>
		<<generate1>><<person1>>A <<person>> walks right up to the pillory.

		<<link [[Next|Pillory Molestation]]>><<set $molestationstart to 1>><<set $molestationstart to 1>><</link>>

		<</if>>

	<<elseif $pilloryaudience + $exposed + $rng gte 6>>
	<<set $rng to random(1, 100)>>

		<<if $rng gte 65>>
			<<if $skirtdown is 1>>
			A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $lowerclothes.

			<<link [[Kick them|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pilloryaudience += 1>><</link>><<ltrauma>><<lstress>> | Attracts attention

			<<link [[Stay still|Pillory Skirt]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

			<<elseif $lowerexposed lte 1 and $lowerset isnot "upperset" and $skirt isnot 1>>
			A <<generate1>><<person1>><<person>> walks behind you can grabs the hem of your $lowerclothes.

			<<link [[Kick them|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pilloryaudience += 1>><</link>><<ltrauma>><<lstress>> | Attracts attention

			<<link [[Stay still|Pillory Lower]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

			<<elseif $lowerexposed gte 2 and $underexposed is 0 and $undertype isnot "chastity">>
			A <<generate1>><<person1>><<person>> walks behind you can grabs the hem of your $underclothes.

			<<link [[Kick them|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pilloryaudience += 1>><</link>><<ltrauma>><<lstress>> | Attracts attention

			<<link [[Stay still|Pillory Under]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

			<<else>>

			A <<generate1>><<person1>><<person>> walks behind you and gives your exposed <<bottom>> a hard spank. The crowd cheers.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<set $pain += 20>>

			<<endevent>>
			<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

			<</if>>
		<<elseif $rng gte 30>>
		<<generate1>><<person1>>A <<person>> approaches you and presses <<his>> crotch against your helpless face.

		<<link [[Next|Pillory Oral]]>><<set $molestationstart to 1>><</link>>

		<<else>>
		A number of people disembark from a bus nearby. Some of them gather round to gawk. The crowd becomes larger and bolder.

		<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

		<</if>>

	<<else>>
	<<set $rng to random(1, 100)>>
		<<if $rng gte 65>>
		<<generatey1>><<generatey2>>A <<person1>><<person>> whispers something to <<his>> friend, a <<person2>><<personcomma>> who laughs and produces a piece of fruit from <<his>> bag.

		<<link [[Warn them off|Pillory Warn]]>><<set $pilloryaudience += 1>><</link>> | Attracts attention

		<<link [[Brace yourself|Pillory Brace]]>><</link>>

		<<elseif $rng gte 30>>
		<<generate1>><<person1>>A <<person>> takes picture of you with <<his>> phone.

		<<endevent>>
		<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

		<<else>>
		A number of people disembark from a bus nearby. Some of them gather round to gawk. The crowd becomes larger and bolder.

		<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

		<</if>>
	<</if>>

<</if>>

:: Pillory Dog [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "dog">>
<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<</if>>

<<effects>>
<<effectsman>>
<<beast>>

<<audience>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Pillory Dog Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Pillory Dog Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Pillory Dog]]>><</link>><<nexttext>>
<</if>>

:: Pillory Dog Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

The dog barks in satisfaction, and wanders into the crowd.

	<<if $pilloryaudience is 1>>
	<<famebestiality 10>>
	<<elseif $pilloryaudience is 2>>
	<<famebestiality 20>>
	<<elseif $pilloryaudience is 3>>
	<<famebestiality 30>>
	<<elseif $pilloryaudience is 4>>
	<<famebestiality 40>>
	<<elseif $pilloryaudience is 5>>
	<<famebestiality 50>>
	<<else>>
	<<famebestiality 60>>
	<</if>>

"Serves you right, bitch," you hear someone shout.

"<<pShe>> actually got that animal off."

"Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut.

The crowd becomes larger and bolder.<<set $pilloryaudience += 1>>

<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $enemyhealth lte 0>>

The $beasttype gives up and flees into the crowd.

"<<pShe>> beats innocent animals. <<pShe>> belongs up there." You hear someone shout.

The crowd becomes smaller and more cautious.
<<set $pilloryaudience -= 1>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<</if>>

<<effects>>
<<effectsman>><<man>>

<<audience>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Pillory Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Pillory Molestation Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Pillory Molestation]]>><</link>><<nexttext>>
<</if>>

:: Pillory Molestation Finish [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

The <<person>> slaps your <<bottom>> then steps away from the pillory.

	<<if $pilloryaudience is 1>>
	<<famerape 10>>
	<<elseif $pilloryaudience is 2>>
	<<famerape 20>>
	<<elseif $pilloryaudience is 3>>
	<<famerape 30>>
	<<elseif $pilloryaudience is 4>>
	<<famerape 40>>
	<<elseif $pilloryaudience is 5>>
	<<famerape 50>>
	<<else>>
	<<famerape 60>>
	<</if>>

"Serves you right, bitch," you hear someone shout.

"At least <<pshe>> can be of some use to society."

"Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut."

The crowd becomes larger and bolder.<<set $pilloryaudience += 1>>

<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $enemyhealth lte 0>>

The <<person>> steps away from the pillory.

"So violent. <<pShe>> belongs up there." You hear someone shout.

The crowd becomes smaller and more cautious.
<<set $pilloryaudience -= 1>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Kick [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

You kick the <<person>> in the shin. "Ow!" <<he>> says. "Fucking bitch." <<He>> hobbles away from you.

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Skirt [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $rng gte 51>>

<<He>> flips the hem of your skirt up, laying bare your <<undies>> for all to see. "Yes," <<he>> says. "I think this suits you better." <<He>> returns to the crowd, leaving you exposed.

<<set $skirtdown to 0>><<set $lowervaginaexposed to 1>><<set $loweranusexposed to 1>><<set $lowerexposed to 2>>
<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<else>>

<<He>> lifts the hem of your skirt slightly and peeks under.

	<<if $undertype is "naked">>
	"<<pShe>> isn't wearing anything under <<pher>> skirt!" the <<person>> announces loudly.

	"What a pervert," says someone in the crowd.

	<<elseif $undertype is "chastity">>
	"<<pShe>> is wearing a chastity belt!" the <<person>> announces loudly.

	"Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet."

	<<else>>
	"<<pShe>> is wearing $undercolour $underclothes!" the <<person>> announces loudly.

		<<if $playergenderappearance isnot $undergender and $undergender isnot "n">>
		"What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!"

		<</if>>
	<</if>>

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Lower [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $rng gte 51>>

<<He>> pulls your $lowerclothes down to your thighs, revealing your <<undies>> for all to see.

	<<if $undertype is "naked">>
	"No underwear!" <<he>> says. "What a perv."
	<<else>>

	<</if>>
<<He>> returns to the crowd, leaving you exposed and humiliated.

<<set $lowervaginaexposed to 1>><<set $loweranusexposed to 1>><<set $lowerexposed to 2>><<set $lowerstate to "thighs">>
<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $rng gte 1>>

<<He>> pulls your $lowerclothes down to your thighs, revealing your <<undies>> for all to see.

	<<if $undertype is "naked">>
	"No underwear!" the <<person>> announces loudly.

	"What a pervert," says someone in the crowd.

	<<elseif $undertype is "chastity">>
	"<<pShe>> is wearing a chastity belt!" the <<person>> announces loudly.

	"Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet."

	<<else>>
	"<<pShe>> is wearing $undercolour $underclothes!" the <<person>> announces loudly.

		<<if $playergenderappearance isnot $undergender and $undergender isnot "n">>
		"What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!"

		<</if>>
	<</if>>
<<He>> pulls up your $lowerclothes before returning to the crowd.

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Under [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $rng gte 51>>

<<He>> pulls your $underclothes down to your thighs, revealing your <<genitals>> for all to see.

<<He>> returns to the crowd, leaving you exposed and humiliated.

<<set $undervaginaexposed to 1>><<set $underanusexposed to 1>><<set $underexposed to 1>><<set $understate to "thighs">>
<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $rng gte 1>>

<<He>> pulls up your $underclothes, stretching them taut and emphasising your <<bottom>> cheeks. <<He>> gives you a firm spank before returning to the crowd.

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Warn [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $submissive lte 850>>

"Don't you dare. Or I'll find you when I get out," you say, glaring at the <<personstop>> <<He>> looks away from you and puts the fruit away.

<<elseif $submissive gte 1150>>

"P-please don't," you say, hanging your head. The <<person>> takes pity on you and puts the fruit away.

<<else>>

"Please don't," you say. <<He>> hesitates a moment. <<His>> friend pokes <<him>> and <<he>> throws the fruit, but it flies clear of the pillory.

<</if>>

<<endevent>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Brace [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

You brace for the impact as the fruit comes flying towards you.

	<<if $rng gte 81>>

	It smashes into your face, hurting more than you expected. Some people applaud.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<set $pain += 40>>

	<<else>>

	Their aim is off and it thuds into the pillory beside your head, smashing into pieces but leaving you mostly clean.

	<</if>>

<<endevent>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Oral [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>

<<set $anususe to "none">>
<<set $vaginause to "none">>
<<set $penisuse to "none">>
<<set $thighuse to "none">>
<<set $bottomuse to "none">>
<<set $feetuse to "none">>
<<set $chestuse to "none">>

<<set $enemyhealthmax to 5>><<set $enemyhealth to 5>>
<<set $enemyarousalmax to 150>>

<</if>>

<<effects>>
<<effectsman>><<man>>

<<audience>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Pillory Oral Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Pillory Oral Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Pillory Oral]]>><</link>><<nexttext>>
<</if>>

:: Pillory Oral Finish [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

The <<person>> pats your head then steps away from the pillory.

	<<if $pilloryaudience is 1>>
	<<famerape 10>>
	<<elseif $pilloryaudience is 2>>
	<<famerape 20>>
	<<elseif $pilloryaudience is 3>>
	<<famerape 30>>
	<<elseif $pilloryaudience is 4>>
	<<famerape 40>>
	<<elseif $pilloryaudience is 5>>
	<<famerape 50>>
	<<else>>
	<<famerape 60>>
	<</if>>

"Serves you right, bitch," you hear someone shout.

"At least <<pshe>> can be of some use to society."

"Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut.

The crowd becomes larger and bolder.<<set $pilloryaudience += 1>>

<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $enemyhealth lte 0>>

Pride wounded, the <<person>> leaves the pillory.

"So violent. <<pShe>> belongs up there." You hear someone shout.

The crowd becomes smaller and more cautious.
<<set $pilloryaudience -= 1>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>


code:
:: Widgets Pub [widget]
<<widget "landryoptions">><<nobr>>

<<if $blackmoney gte 1>>
<<link [[Sell Stolen Goods|Pub Sell]]>><</link>>

<</if>>
<<if $spray lt $spraymax and $money gte 250000>>
<<link [[Buy pepper spray charge (£2500)|Pub Spray]]>><<spray 1>><<set $money -= 250000>><</link>>
<</if>>
<<if $crime gte 500 and $pubtask isnot 1>>
<<link [[Ask for help covering your tracks|Pub Task]]>><</link>>

<</if>>
<<if $pubtask2 is 1>>
<<link [[Hand over the black box|Pub Box]]>><</link>>

<</if>>

<</nobr>><</widget>>

:: Pub [nobr]
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>

You enter the pub. It's busy as always.

<<if $pubwhore gte 10 and $pubattack isnot 1>><<set $pubattack to 1>>

A black sack is thrown over your head and two pairs of arms grab you from behind. They drag you out of the pub and into a waiting van.

<<link [[Next|Brothel Punishment]]>><</link>>

<<elseif $pubwhore gte 20>><<set $pubwhore to 10>>

<<generate1>><<generate2>><<person1>> A <<person>> shoves you against the wall. A <<person2>><<person>> stands beside <<person1>><<himstop>> The pub staff and clientele look away. "Boss sent us," the <<person1>><<person>> says. "Says you've been naughty. We're gonna bring you in." <<He>> glances at the bar. "And don't try nothing. No one's gonna help you."

	<<if $money gte 50000>>
<<link [[Bribe (£500)|Pub Accost]]>><<set $phase to 0>><</link>>

	<</if>>
<<link [[Fight|Pub Accost Fight]]>><<set $fightstart to 1>><</link>>

<<link [[Go with them|Pub Accost]]>><<set $phase to 1>><</link>>

<<else>>

<<link [[Ask for Landry|Pub Landry]]>><</link>>

<<generate1>><<person1>>You see a <<person>> sitting alone.

<<link [[Flirt (0:05)|Pub Flirt]]>><<pass 5>><<set $pubdrink to 0>><</link>><<promiscuous1>>

<<link [[Look for someone else (0:01)|Pub]]>><<endevent>><<pass 1>><</link>>

<<link [[Leave|Harvest Street]]>><<endevent>><</link>>

<</if>>

:: Pub Intro [nobr]
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>

You enter the pub. The interior has a cosy, rustic look. Old farm tools decorate the walls, a nod to the long-standing agricultural businesses nearby.

<<if $daystate is "night">>
Despite the hour, the place teems with activity. Getting a table must be difficult.
<<else>>
The place teems with activity. Getting a table must be difficult.
<</if>>

<<landry>><<person1>>

<<if $pronoun is "m">>

"I've not seen you around," says a man's voice beside you. <<He>> has short black hair, a grey sweater and dark trousers. Not someone you'd normally look twice at, least of all in a place like this. "Would you like to join me? I have a proposition for you."

<<else>>

"I've not seen you around," says a woman's voice beside you. <<He>> has shoulder-length black hair, a grey cardigan and dark trousers. Not someone you'd normally look twice at, least of all in a place like this. "Would you like to join me? I have a proposition for you."

<</if>>

Deciding there's no chance of danger in public like this, you agree. <<He>> leads you to a small area adjacent to the main room, partially shielded from view. Oddly the tables here are empty. <<He>> sits at a small table, and you follow suit. You realise <<he>> has a slender build, concealed by <<his>> somewhat plain and baggy clothing.

"I'll be frank," <<he>> says. "I know you need money. Don't ask me how I know, word gets around. I think I can help you. If you come across any jewellery or other items you don't know what to do with, I can take them off your hands. I'll pay well."

<<He>> looks over your shoulder, as if making sure you're still alone. "As well as can be expected, anyway. We might also be able to help each other out from time to time. That's all I had to say." <<He>> stands up and puts out <<his>> hand. "Keep me in mind at least. Ask one of the staff when you want to speak with me, they'll know where to find me. My name's Landry."<<set $pubintro to 1>>

<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Landry [nobr]
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>

<<landry>><<person1>>You ask the bartender for Landry, who nods and beckons you over to your usual table. You've barely sat down when Landry arrives and sits opposite you.

"What have you got for me?" <<he>> asks.

<<landryoptions>>

<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Spray [nobr]
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>

You put the money on the table. Landry swaps it with a small cannister. <<gspray>>

<<if $pubspray isnot 1>><<set $pubspray to 1>>
"Sorry about the cost," <<he>> says. "Ingredients are hard to find."

<</if>>

<<landryoptions>>

<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Sell [nobr]
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>

<<if $blackmoney lt 100>>
You put the goods on the table. Landry appraises them with the relaxed demeanour of someone accustomed to their work. "Good job. You know where to find me if you get anything else."

<<elseif $blackmoney lt 500>>
You put the goods on the table. Landry appraises them with the relaxed demeanour of someone accustomed to their work. "Quite the haul. You know where to find me if you get anything else."

<<else>>
You put the goods on the table. Landry appraises them with the relaxed demeanour of someone accustomed to their work. "This is quite the haul, I hope you haven't bitten off more than you can chew. You know where to find me if you need help covering your tracks."

<</if>>

You make £$blackmoney.
<<set $money += $blackmoney * 100>><<set $blackmoney to 0>>

<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Task [nobr]
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>

"I can help you," Landry says, reclining. "But I need you to do something for me. And no, It's not money related. I was expecting a package that never arrived, I need you to find it for me. Good thing I know exactly where to find it, it had a GPS tracker. It's deep in the forest beside the town."

"Get it for me and I'll prevent any of your past misdemeanours being pinned on you. It's a small black box. You shouldn't get it confused with any rocks or twigs. Oh, and do be careful. People disappear in there all the time."

<<set $pubtask to 1>>
<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Box [nobr]
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>

"That's it! You're a lifesaver." <<He>> examines the box more closely. "I hope it wasn't too much trouble. Don't worry, I'll fulfil my side of things. You'll be clean as can be." <<He>> stands. "Now if you'll excuse me, I've some favours to call in."

<<set $pubtask to 0>>
<<set $pubtask2 to 0>>
<<set $pubtasksetting to 0>>
<<set $crime to 0>>

<<link [[Leave|Pub]]>><<endevent>><</link>>