code:
:: Test [nobr]
<<robin>><<person1>><<link [[Robin Forest]]>><</link>><<set $weather to "overcast">>

:: Elk Compound Climb [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

You climb the fence and haul yourself over the top, landing on Elk Street proper. You don't think anyone saw you.

<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><</link>>

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

You are in the compound on Elk Street. Three red brick buildings stand surrounded by a chain link fence. The gate is guarded by security personnel. You are trespassing.

<<if $compoundstate is undefined>>
You've discovered the compound on Elk Street.

<<set $compoundstate to 0>>
<</if>>
<<if $compoundalarm gte 1>>
<<set $compoundstate to 1>>
<</if>>

<<if $compoundalarm is undefined>>
<<set $compoundalarm to 0>>
<</if>>
<<if $compoundalarm is 0>>
Security are relaxed.
<<elseif $compoundalarm is 1>>
Security are suspicious.
<<elseif $compoundalarm is 2>>
Security are aware of an intruder.
<<else>>
Security are on high alert.
<</if>>

<<if $stress gte 10000>><<passoutcompound>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger lte (3000 * $compoundalarm) and $eventskip isnot 1>>
	<<if $bestialitydisable is "f" and $rng gte 51>>
	A guard dog runs towards you. It stops a few feet away and starts barking.

		<<if $deviancy gte 15>>
		<<link [[Calm it|Elk Compound Bestiality]]>><<set $sexstart to 1>><</link>><<deviant2>>

		<</if>>
	<<link [[Fight|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>>

	<<link [[Escape the compound|Elk Compound Run]]>><<crimeup 30>><</link>><<crime>>

	<<else>>
	A hand rests on your shoulder. <<generate1>><<person1>>"Alright <<girlcomma>> playtime's over," <<he>> waves <<his>> baton in front of your face. "I found <<phim>> outside," <<he>> says into <<his>> radio. "Alright, I'll keep <<phim>> here until then."

		<<if $compoundbluff is 1>>
		Bluffing isn't going to work again.

		<<else>>
	<<set $skulduggerydifficulty to 600>>
	<<link [[Bluff|Elk Compound Bluff]]>><</link>><<skulduggerydifficulty>>

		<</if>>
	<<link [[Fight|Elk Compound Fight]]>><<set $fightstart to 1>><</link>>

	<<link [[Wait|Elk Compound Underground]]>><</link>>

	<</if>>
<<else>>

	<<if $compoundpipes isnot 1>>
<<link [[Investigate the building with storage tanks outside|Elk Compound Pipes]]>><</link>>

	<</if>>
	<<if $compoundsmoke isnot 1>>
<<link [[Investigate the building with smokestacks|Elk Compound Smoke]]>><</link>>

	<</if>>
	<<if $compoundcentre isnot 1>>
<<link [[Investigate the central building|Elk Compound Central]]>><</link>>

	<</if>>
<<link [[Climb the fence to safety|Elk Compound Climb]]>><</link>>

<</if>>
<</if>>
<<set $eventskip to 0>>

:: Elk Compound Pipes [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

The door to the building opens easily, and you enter. The inside is dominated by a pool of pink liquid. In the centre sits a pink crystal on a plinth, connected to the side by a thin walkway. It looks valuable.

<<link [[Take it|Elk Compound Crystal]]>><</link>><<crime>>

<<link [[Leave|Elk Compound]]>><</link>>

:: Elk Compound Smoke [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

The door opens easily and you enter the building. The inside is full of a sweet-smelling smoke. You can only see a few feet in front of you. The smoke makes you feel light-headed.

<<link [[Explore (0:10)|Elk Compound Explore]]>><<pass 10>><</link>>

<<link [[Leave|Elk Compound]]>><</link>>

:: Elk Compound Central [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $lock to 300>>

The door is locked tight.

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Break in (0:05)|Elk Compound Interior]]>><<pass 5>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Elk Compound]]>><</link>>

:: Elk Compound Bestiality [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $enemytrust -= 40>><<set $beasttype to "dog">><<set $enemyanger += 20>>

<<set $rescue to 1>>

<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "dog">><<set $enemytrust -= 40>>
You drop to the floor and adopt a mating posture. The dog stops barking, but now has something else in mind.<<deviancy2>>

<<set $rescue to 1>>

<</if>>

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

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Elk Compound Bestiality Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Elk Compound Bestiality Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1>>
<<link [[Next|Elk Compound Bestiality Finish]]>><</link>><<nexttext>>
<<elseif $finish is 1>>
<<link [[Next|Elk Compound Bestiality Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Elk Compound Bestiality]]>><</link>><<nexttext>>
<</if>>

:: Elk Compound Run [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

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

You successfully climb the fence and haul yourself over the top, landing on Elk Street proper. Dogs bark behind you and alert the guards who arrive in time to see you escape.

<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><</link>>

<<else>>
You try to run, but the dog chases you down.

<<link [[Next|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Elk Compound Bestiality Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Panting, the guard dog returns to where it came from.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

The beast whimpers and hides behind one of the buildings.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

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

<<elseif $alarm is 1 and $rescue is 1>>

<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> arrive to investigate the noise.

	<<if $beaststance is "top">>
	They see the dog humping you and laugh. "Good boy," the <<person1>><<person>> says.

	<<else>>
	They see what the dog wants from you and laugh. "Good boy," the <<person1>><<person>> says.

	<</if>>
	<<person2>>We should probably let the dog have its treat," says the <<person>> as <<he>> crouches for a closer look. <<He>> pulls out <<his>> phone and starts filming.

	<<link [[Next|Elk Compound Bestiality 2]]>><</link>>

<<else>>

The beast turns and darts away, barking.<<crime>><<set $compoundalarm += 1>>
<<crimeup 50>>

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

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

<</if>>

:: Elk Compound Bestiality 2 [nobr]
<<effects>>
<<effectsman>>
<<beast>>

The <<person2>><<person>> films you.

<<if $face is "covered">>
At least <<he>> can't see your face.
<<else>>
<<famebestiality 1>>
<</if>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Elk Compound Bestiality 2 Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Elk Compound Bestiality 2 Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Elk Compound Bestiality 2]]>><</link>><<nexttext>>
<</if>>

:: Elk Compound Bestiality 2 Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Panting, the guard dog returns to where it came from.

The <<person1>><<person>> grabs your arm. "Alright little <<girlcomma>> you've had your fun," <<he>> says, dragging you to the gate.

"Think we should tell them downstairs?" the <<person1>><<person>> asks.

"Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<pher>> longer."

They shove you out the gate, closing it behind you.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>

<<elseif $enemyhealth lte 0>>

The beast whimpers and hides behind one of the buildings.

The <<person1>><<person>> grabs your arm. "Alright little <<girlcomma>> you've had your fun," <<he>> says, dragging you to the gate.

"Think we should tell them downstairs?" the <<person1>><<person>> asks.

"Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<pher>> any longer."

They shove you out the gate, closing it behind you.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>

<</if>>

:: Elk Compound Bluff [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $submissive gte 1150>>
"I-I-," you stammer. "I kicked my ball over the fence. I just wanted it back." You look down in mock shame.
<<elseif $submissive lte 850>>
You turn to face <<him>> and place your hands on your hips. "Excuse me?" you say. "I have every right to be here. You'll stop bothering me if you value your job."
<<else>>
"I'm delivering something," you say. "Go ask your boss."
<</if>>

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

	<</if>>

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>><<set $compoundbluff to 1>>
	<<if $submissive gte 1150>>
	<<He>> sighs. "Stupid <<girlcomma>> you shouldn't enter places you don't understand. Go find your ball, but then leave straight away, alright?" You nod and skip away.
	<<elseif $submissive lte 850>>
	You've unnerved <<himstop>> "Wait a moment," <<he>> says. "Just let me confirm that with my supervisor." <<He>> turns away to talk into <<his>> radio. That's all you need. You slip away while <<his>> back is turned.
	<<else>>
	"You really shouldn't be skulking around then," <<he>> says. "Just do your job and leave. It's not safe for you around here." You nod and walk away.
	<</if>>

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

<<else>>
"Nice try," <<he>> says. "But you're not wriggling away." <<He>> grips your shoulder more tightly.

<<link [[Next|Elk Compound Underground]]>><</link>>

<</if>>

:: Elk Compound Fight [nobr]
<<if $fightstart is 1>>
<<set $fightstart to 0>>

<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
You smack <<his>> hand away from you. "If that's how you want it," <<he>> says.

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Elk Compound Underground [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

"We won't need to wait long," the <<person1>><<person>> says. As if in answer, the door to the central building opens. A <<generate2>><<person2>><<person>> in a lab coat exits.

"I'll take the <<girl>> from here," <<he>> says. "They want to speak to <<phim>> downstairs."

"If you say so."

As soon as the <<person>> touches your arm a jolt surges through you. You lose consciousness.

<<upperruined>><<lowerruined>><<underruined>>
<<link [[Next|Elk Compound Experiment]]>><<endcombat>><</link>>

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

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

<<He>> leans against the wall, panting. <<tearful>> you escape into the maze of storage tanks and pipes littering the compound.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

<<tearful>> you shove the <<person>> into the wall and run. <<He>> tries to chase, but you lose <<him>> among the storage tanks and pipes littering the compound.

<<clotheson>>
<<endcombat>>

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

<<else>>

<<tearful>> you fall to the ground. "I didn't like that," the <<person1>><<person>> says. "But it's my job."

<<clotheson>>

<<link [[Next|Elk Compound Underground]]>><</link>>

<</if>>

:: Elk Compound Experiment [nobr]
<<pass 1 hour>><<set $outside to 0>><<set $location to "town">><<effects>>

<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
You wake up, naked <<if $undertype is "chastity">>save for your chastity belt<</if>> and strapped to a metal board. Pipes and wires protrude from concrete walls. <<generate1>><<person1>>A <<person>> works at a console in the corner. <<He>> glances at you. "Aha," <<he>> says. "You're awake." <<He>> pushes <<himself>> towards you on <<his>> chair and produces a bundle of wires from <<his>> lab coat.

The wires have pads on one end. <<He>> starts sticking them to your body. <<He>> goes about <<his>> work with a clinical professionalism that makes you feel less humiliated by your <<lewdness>> than you'd expect. That is until <<he>> places one on each of your nipples.

<<if $undertype is "chastity">>
<<He>> places a whole bunch on your $underclothes. "We can turn up the frequency, this is no problem," <<he>> mutters to <<himselfstop>>
<</if>>

<<if $penisexist is 1 and $undertype isnot "chastity">>
<<He>> places one right on the tip of your <<penis>> and one on each teste. You tense at the sensation.
<</if>>

<<if $vaginaexist is 1 and $undertype isnot "chastity">>
<<He>> pushes one into your <<pussycomma>> then another. You tense at the sensation.
<</if>>

"There we go," <<he>> says, plugging the other end of the wires into a machine beside <<himstop>> "Now <<girlcomma>> tell me, who are you working for?"

If your pain or arousal max out, you'll tell <<him>> everything.

<<set $compoundmock to 0>>
<<set $compoundhonest to 0>>
<<set $compoundlie to 0>>
<<set $compoundbeg to 0>>
<<set $compoundflirt to 0>>

<<compoundoptions>>

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

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<if $rng gte 51 and $tentacledisable is "f" and $hallucinations gte 2>>
	As you cross the walkway several tentacles rise from the fluid beneath you.

	<<link [[Next|Elk Compound Tentacles]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	As you cross the walkway the fluid beneath you becomes agitated. Some splashes you, eating through your clothing.<<set $upperintegrity -= 10>><<set $lowerintegrity -= 10>>

	You continue to the centre and take the crystal. It's warm to the touch.

	<<set $compoundpipes to 1>>
	<<set $blackmoney += 50>>
	<<set $compoundalarm += 1>>
	<<crimeup 50>>
	<<link [[Next|Elk Compound]]>><</link>>

	<</if>>

<<else>>

	You cross the walkway and take the crystal. It's warm to the touch.

	<<set $compoundpipes to 1>>
	<<set $blackmoney += 50>>
	<<set $compoundalarm += 1>>
	<<crimeup 50>>
	<<link [[Next|Elk Compound]]>><</link>>

<</if>>

:: Elk Compound Tentacles [nobr]
<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<set $tentacleno to 7>>
<<set $tentaclehealth to 10>>
<<tentaclestart>>
<<set $$alltentacles[0].shaft to "waist">>

<</if>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>

<<if $activetentacleno lte ($tentacleno / 2)>>
<<link [[Next|Elk Compound Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Elk Compound Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Elk Compound Tentacles Finish [nobr]
<<effects>>

The creature loses interest in you, and disappears into the pink liquid. <<tearful>> you struggle to your feet and finish crossing to the crystal. It's warm to the touch.

<<clotheson>>
<<endcombat>>
<<set $compoundpipes to 1>>
<<set $blackmoney += 50>>
<<set $compoundalarm += 1>>
<<crimeup 50>>
<<link [[Next|Elk Compound]]>><</link>>

:: Elk Compound Explore [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You walk deeper into the building. The entrance is swallowed behind you. You make your way through a maze of pipes and machinery of unknown use. The smoke starts to make you feel warm.<<set $drugged += 60>>

You come to a plinth with a purple crystal sat atop it. It looks valuable.

<<link [[Take it|Elk Compound Purple]]>><</link>><<crime>>

<<link [[Leave|Elk Compound]]>><</link>>

:: Elk Compound Purple [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

	You take the crystal. It's warm to the touch. Finding your way out is much easier than getting here.

	<<set $compoundsmoke to 1>>
	<<set $blackmoney += 50>>
	<<set $compoundalarm += 1>>
	<<crimeup 50>>
<<link [[Next|Elk Compound]]>><</link>>

:: Elk Compound Honest [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $compoundhonest is 1>>
"I'm not working for anyone," you say. "I'm here alone."

<<He>> looks at a screen that you can only see the back of, then turns a dial. Soothing waves emanate from the pads attached to you, pleasuring every inch of your body. "Good. See, that wasn't so bad was it? Now then, why are you here?"

<<elseif $compoundhonest is 2>>
"I'm here to steal things," you say. "For money."

<<He>> turns the dial again, and you are once more assailed by the soothing waves. "Now," <<he>> says. "What did you steal?"

<<elseif $compoundhonest is 3>>
"I steal money or anything I can sell." you say.

<<He>> turns the dial again, and you are once more assailed by the soothing waves. "Where do you sell things?"

<<elseif $compoundhonest is 4>>
"I sell things on Harvest street," you say.

<<He>> turns the dial again, and you are once more assailed by the soothing waves. "Who do you sell things to?" If you're honest again, <<he>> will have everything <<he>> needs from you.

<<else>>
"I sell things to Landry," you say, ashamed.

<</if>>

<<compoundoptions>>

:: Elk Compound Lie [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $compoundlie is 1>>
"I work for the government," you say. "You better let me go."

<<He>> looks at a screen you can't see. "Liar." <<He>> turns a dial on the machine and an excruciating pain surges through you. It lasts only a moment, but leaves you shaking. "I don't want to do that again. So don't lie to me."

<<elseif $compoundlie is 2>>
"I got lost," you say. "I was just looking for a way out."

<<He>> turns the dial once more and the pain surges through you again. "This could be so much easier for you," <<he>> says.

<<elseif $compoundlie is 3>>
"I'm looking for my ball," <<he>> interrupts you with another surge of pain.

"I'm not falling for that one," <<he>> says.

<<elseif $compoundlie is 4>>
"I'm giving you the chance to let me go," you say. "Before I break out and kick your ass."

<<He>> laughs as <<he>> turns the dial. "I don't even need to check the screen this time."

<<else>>
"You've hurt me too much," you say. "I can't remember anything."

"That's bad news for you," <<he>> says, turning the dial. "I can be here a while."

<</if>>

<<compoundoptions>>

:: Elk Compound Mock [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $compoundmock is 1>>
"Sure, I'll tell you everything," you say. "I'm here to spank naughty lab assistants. Unbind me so I can get to work."

"You won't be laughing for long," <<he>> says, spinning a dial on the machine. Pain sears through you, but leaves your mind feeling clearer.

<<elseif $compoundmock is 2>>
"You think you can hurt me with your little toy?" you say through gritted teeth. "It barely tickles."

"Oh, then you won't mind this." <<He>> spins the dial again.

<<elseif $compoundmock is 3>>
"I bet you tie yourself to this thing for fun," you say. "It's okay. We all have our fetishes."

"I'm starting to think I've found yours." <<He>> spins the dial once more.

<<elseif $compoundmock is 4>>
"I could get used to this," you say. "If the science thing doesn't work out, you could have a shining career as a kinky whore."

"Is this thing even working?" <<he>> muses as <<he>> spins the dial again.

<<else>>
"You like hurting <<girls>> then?" you say. "Better keep your porno stash hidden, if the police fi-"

"Shut up," <<he>> interrupts, spinning the dial.

<</if>>

<<compoundoptions>>

:: Elk Compound Beg [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $compoundbeg is 1>>
"Please don't hurt me," you say.

"If you do as I say I won't have to. Here's a little taste." <<He>> spins a dial and a wave of pleasure emanates from the pads. The feeling soothes you to the core.

<<elseif $compoundbeg is 2>>
"I-I'm scared," you say.

"It's okay <<girlcomma>> just give me what I ask." <<He>> spins the dial again, soothing you once more.

<<elseif $compoundbeg is 3>>
"I didn't mean to do anything wrong," you say.

"I know you didn't, so tell me what I want to know." <<He>> spins the dial.

<<elseif $compoundbeg is 4>>
"Let me go, please," you say.

"Cooperate and I will." <<He>> spins the dial.

<<else>>
"Please just let me go," you say.

"For the last time, cooperate and I will." <<He>> spins the dial.

<</if>>

<<compoundoptions>>

:: Elk Compound Flirt [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $compoundflirt is 1>>
"You have me all tied up and exposed," you say. "Isn't there something else you'd rather do to me?"<<promiscuity1>>

<<He>> blushes, unsure how to respond. "D-don't joke around like that. You're in big trouble." You control your breathing and focus.

<<elseif $compoundflirt is 2>>
"Some people would pay good money for the treatment you're giving me," you say. "I should thank you properly."<<promiscuity2>>

<<He>> shifts uncomfortably. "Don't think you can sweet talk me. It won't work."

<<elseif $compoundflirt is 3>>
"The real torture here," you say. "Is being denied your touch."<<promiscuity3>>

<<He>> moves <<his>> hand away from the dials and rubs <<his>> temple. "Just stop it will you?"

<<elseif $compoundflirt is 4>>
"You're such a tease. I can't wait to see what you want for the main course." You wink.

"This is the main course," <<he>> says, blushing. "Where did you learn to talk like this?"

<<else>>
"I'm getting too hot here," you say. "Please help me. I'm at your mercy. Your fingers, your tongue, your..."

"Stop! Right now." <<He>> seems serious.

<</if>>

<<compoundoptions>>

:: Elk Compound Interior [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You successfully pick the lock and enter the building.<<set $compoundcentre to 1>><<set $compoundalarm += 1>>

<<if $skulduggery lt 400>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from locks this simple.
<</if>>

The inside is dominated by a large lift. You see no way to operate it, but a laptop sits on a table in the corner beside a small cannister.

<<if $compoundspray isnot 1>>
<<link [[Take them and leave|Elk Compound Interior Take]]>><<set $blackmoney += 100>><<crimeup 100>><<set $spraymax += 1>><<spray 5>><</link>><<crime>><<gspraymax>>

<<else>>
<<link [[Take them and leave|Elk Compound Interior Take]]>><<set $blackmoney += 100>><<crimeup 100>><<spray 1>><</link>><<crime>><<gspray>>

<</if>>
<<link [[Leave|Elk Compound]]>><</link>>

:: Elk Compound Interior Take [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $compoundspray is 1>>
You pick up the laptop and cannister then head for the exit.

<<else>><<set $compoundspray to 1>>
You pick up the laptop and cannister. It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in, then head for the exit.

<</if>>

<<link [[Leave|Elk Compound]]>><</link>>


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

You are in the dance studio. Here you can pay for lessons to improve your dancing skill. The instructor is said to be well-connected in the professional scene. Lessons cost £12.

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

<<if $closinghour is 1>>

It's closing time. The receptionist is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should you be found in this state of dress.<</if>>

<<elseif $openinghours is 0>>
You are alone in the darkness.

<<elseif $exposed gte 1>>
You are hiding in a cupboard to protect your dignity.

<</if>>

<<if $openinghours is 1 and $money gte 1200 and $exposed lt 1>>
<<link [[Take a lesson (1:00)|Dancing Lesson]]>><<set $phase to 0>><<set $money -= 1200>><<set $dancestage to 0>><</link>> Costs £12 <<gtiredness>>
<</if>>

<<if $openinghours is 0 and $closinghour isnot 1 and $dancestudiotheft isnot 1>>
<<link [[Examine the cash register|Dance Studio Register]]>><</link>>

<</if>>

[[Leave|Barb Street]]

<</if>>

:: Dance Studio Lock [nobr]
<<set $outside to 0>><<effects>><<set $lock to 200>>

<<openinghours>>

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Dance Studio]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

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

:: Dancing Lesson [nobr]
<<effects>>
<<if $dancestudiointro is 1 and $phase is 0>><<pass 20>><</if>><<set $outside to 0>><<set $location to "town">><<effects>>

<<if $dancestudiointro isnot 1>><<set $dancestudiointro to 1>>
<<charlie>><<person1>>You pay the receptionist who ushers you through the door to her left. You enter into a large room with wood panel floors and mirrors lining the walls. A dozen people are already inside. It's easy to pick out the instructor. Hands on hips, <<he>> stands addressing the class, explaining the importance of proper warm up exercises.

The door closes behind you, alerting <<him>> to your presence. <<He>> turns <<his>> emerald eyes to you and smiles. "We have a new student! Welcome." Short ginger hair crowns <<his>> freckled face. <<His>> skintight outfit shows off <<his>> toned and athletic body. <<if $pronoun is "m">>You can't help but notice the bulge of <<his>> penis pressing against <<his>> bottoms. <<elseif $pronoun is "f">><<His>> generous breasts are held close to <<his>> torso, giving <<him>> a slim outline.<</if>>

If <<he>> noticed your lewd gaze, <<he>> gives no sign. You should introduce yourself, but how?

<<link [[Timidly|Dancing Lesson]]>><<set $charlielove += 20>><<set $phase to 1>><</link>>

<<link [[Confidently|Dancing Lesson]]>><<set $phase to 2>><</link>>

<<link [[Flirtatiously|Dancing Lesson]]>><<set $charlielove -= 10>><<stress -12>><<trauma -6>><<set $phase to 3>><</link>><<promiscuous1>><<lstress>><<ltrauma>>

<<elseif $phase is 1>><<set $phase to 0>>
"H-hello..." you mumble, eyes transfixed on your feet.

Without saying anything, the instructor walks over to you and puts a protective arm around your shoulders. <<He>> whispers, "Don't worry, I don't bite. My name's Charlie. I'll help you out of your shell." <<He>> gently escorts you over to the rest of the class before commencing the lesson.

<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>

<<elseif $phase is 2>><<set $phase to 0>>
"Pleased to meet you! I can't wait to get started!"

The instructor responds, "Woah there, eagerness is all well and good, but too much will get your muscles strained." Despite <<his>> caution, <<he>> seems happy. "Come on over. I'm Charlie by the way. I'll be your teacher. Right then, where was I." You head over as the lesson commences.

<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>

<<elseif $phase is 3>><<set $phase to 0>>
<<promiscuity1>>"Nice outfit. Really shows off your assets." You let your eyes probe <<his>> body, letting <<him>> know exactly which assets you mean.

<<He>> shifts uncomfortably on the spot, as if suddenly self-conscious. <<He>> looks annoyed, "Would you like to take your place over here? My name's Charlie." <<He>> turns back to the rest of the class as you head over. The lesson soon commences.

<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>

<<elseif $dancestage gte 2>><<tiredness 4>><<set $danceskill += 15>><<danceskilluse>><<wearandtear>><<physique 2>>
The rest of the lesson passes uneventfully.

<<link [[Next|Dance Studio]]>><<endevent>><</link>>

<<else>>

<<if $exposed gte 1>>
You seem to be distracting the class somehow. Looking down, you immediately discover why. Yelping, you cover yourself as Charlie rushes over to you with some towels.<<towelup>><<garousal>><<gstress>><<gtrauma>><<arousal 1>><<stress 1>><<trauma 1>><<set $charlielove += 1>>

<</if>>

<<tiredness 4>><<set $dancestage += 1>><<set $danceskill += 15>><<danceskilluse>><<wearandtear>><<physique 2>><<charlie>><<person1>>

	<<if $rng lte 20>><<set $dancelesson to "barre">>
You stretch and work your muscles using a barre.
		<<if $danceskill lte 200>>
		It's hard work to stay balanced. You can see in the mirror that you look a bit silly, especially compared to the more experienced students.
		<<elseif $danceskill lte 800>>
		You're pretty good at staying balanced. You are able to practise more advanced techniques.
		<<else>>
		You are able to use it as a surrogate partner, supporting your weight as you practise airborne techniques. Some of the other students look on with envy.
		<</if>>

	<<elseif $rng lte 40>><<set $dancelesson to "duo">><<generate2>><<person2>>
	You partner up with a <<personstop>>
		<<if $danceskill lte 200>>
		<<He>> has more experience than you, so you let <<him>> take the lead.
		<<elseif $danceskill lte 800>>
		You practise techniques requiring a partner, taking turns supporting one another.
		<<elseif $danceskill lte 1000>>
		Being so experienced, you take the lead, careful not to push <<him>> too hard.
		<</if>>

	<<elseif $rng lte 60>><<set $dancelesson to "airbarre">>
	You stretch and work your muscles using an air barre.
		<<if $danceskill lte 200>>
		More experienced students use it to develop strength and poise. You just have fun swinging around.
		<<elseif $danceskill lte 800>>
		You work on developing your poise.
		<<elseif $danceskill lte 1000>>
		Held aloft, you are able to fully demonstrate your grace and skill.
		<</if>>

		<<if $skirt is 1>>
		You quickly realise it may have been a mistake to wear a skirt. Performing airborne exercises without displaying your <<undies>> for the whole class to see proves to be virtually impossible.<<garousal>><<gstress>><<gtrauma>>

		<</if>>

	<<elseif $rng lte 80>><<set $dancelesson to "instructor">>
	Charlie gives you some personal attention.
		<<if $danceskill lte 200>>
		<<He>> helps you with the basics.
		<<elseif $danceskill lte 800>>
		<<He>> demonstrates some new steps for you to try.
		<<elseif $danceskill lte 1000>>
		<<He>> helps you iron out some flaws in your posture.
		<</if>>

	<<elseif $rng lte 100>><<set $dancelesson to "noinstructor">>
	Charlie demonstrates some moves in front of the class, who do their best to emulate <<himstop>>

	<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsdance>>
	<<else>>

	<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>

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

:: Widgets Events Dance [widget]
<<widget "eventsdance">><<nobr>>
<<set $dangerevent to random(1, 100)>>
<<if $dancelesson is "barre">>
<<endevent>><<generate1>><<person1>>Charlie announces that they need to clear some room and asks you and a <<person>> to put the away the portable barre. You manage to carry it out of the studio and into a room filled with other equipment. As you put it down however, you hear the door shut behind you. You turn to find the <<person>> advancing on you, lust in <<his>> eyes.

<<link [[Next|Dance Studio Molestation]]>><<set $molestationstart to 1>><</link>>
<<elseif $dancelesson is "duo">>
You don't think <<he>> has to keep <<his>> hand that close to your butt. Or pull your body that close against <<his>> for that matter. You can feel <<his>> hardened <<if $penis2 is "clothed">>penis<<else>>nipples<</if>> pressing against you.

<<link [[Endure|Dance Studio Duo]]>><<set $phase to 0>><</link>><<garousal>>

<<link [[Push away|Dance Studio Duo]]>><<set $phase to 1>><</link>>

<<if $promiscuity gte 15>>
<<link [[Reciprocate|Dance Studio Duo]]>><<set $phase to 2>><</link>><<promiscuous2>>

<</if>>

<<elseif $dancelesson is "airbarre">>
The barre gives way slightly, enough to disrupt your delicate balance. Instinct causes you to twist in an attempt to save yourself from falling. You succeed, but the barre becomes wrapped around your waist.

	<<if $lowertype is "naked">>
		<<if $undertype isnot "naked" and $undertype isnot "chastity">>
		You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. As you regain your bearings, you see your $underclothes suspended in the air above you. Flustered at your <<undies>> being exposed in the middle of class like this, you hasten to recover your $underclothes as quickly as you can, conscious of the whispers and giggling all around you. <<gtrauma>><<gstress>><<garousal>>
		<<else>>
		You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. Your legs spread apart, giving the whole room a clear view of your <<undies>> and causing your face to flush red with embarrassment. You hasten to cover up as quickly as you can, conscious of the whispers and giggling all around you. <<gtrauma>><<gstress>><<garousal>>
		<</if>>
	<<elseif $danceskill gte 600>>
	You skilfully shift your weight and ride the momentum back into an upright position. That was close!
	<<else>>
	You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. As you regain your bearings, you see your <<bottoms>> suspended in the air above you. Flustered at your <<undies>> being exposed in the middle of class like this, you hasten to recover your <<bottoms>> as soon as you can, conscious of the whispers and giggling all around you. <<gtrauma>><<gstress>><<garousal>>
	<</if>>

<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>

<<elseif $dancelesson is "instructor">>
<<He>> presses <<his>> body against your back and holds your hands in <<his>> own so that <<he>> can more directly demonstrate to you. Despite <<him>> making no overtly sexual moves, you can't help but feel a little turned on with <<his>> toned body so intimately close to yours.<<garousal>><<arousal 3>>

<<link [[Meek Compliment|Dance Studio Instructor]]>><</link>>

<<link [[Confident Brag|Dance Studio Instructor]]>><<set $phase to 1>><</link>>

	<<if $promiscuity gte 15>>
<<link [[Flirt|Dance Studio Instructor]]>><<set $phase to 2>><</link>><<promiscuous2>>

	<</if>>

<<else>>
The receptionist peeks her head through the door and looks at Charlie, who seems to understand her meaning. "I need to take five." <<he>> announces. "Keep practising, I won't be long."

<<endevent>>
	<<if $dancestudioanger gte 10>><<set $dancestudioanger -= 10>>
	<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>The sound of the door shutting is more ominous than usual. You soon realise why, the rest of the room is all but silent. Everyone else is looking at you. A <<person>> speaks "We've had enough of your shit. Time for a real lesson." They rush toward you.

<<link [[Next|Dance Studio Strip]]>><<set $molestationstart to 1>><<set $timer to 10>><</link>>

	<<else>>
	How do you want to conduct yourself while Charlie is away?

	<<link [[Focus on practising|Dancing Lesson No Instructor]]>><</link>>

	<<link [[Help other students|Dancing Lesson No Instructor]]>><<set $phase to 1>><</link>>

		<<if $trauma gte 1 and $danceskill gte 200>>
		<<link [[Showboat your skills in front of less experienced students|Dancing Lesson No Instructor]]>><<set $phase to 2>><</link>><<lstress>>

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

<</if>>

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

:: Dance Studio Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<</if>>

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

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>

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

:: Dance Studio Molestation Ejaculation [nobr]
<<effects>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> punches you in the gut. "Don't you DARE tell anyone about this." Before leaving, <<he>> spits on you for good measure.<<violence 3>>

<<elseif $enemyanger gte 1>>
"Don't you dare tell anyone about this." With that, <<he>> leaves.

<<else>>
<<He>> smiles at you, "Let this be our little secret, okay?" <<He>> leaves you sprawled on the floor.

<</if>>

<<clotheson>>

<<tearful>> you struggle to your feet and make your way back to the studio. You hope you can put on a brave face.

<<endcombat>>

<<link [[Next|Dancing Lesson]]>><</link>>

:: Dance Studio Molestation Escape [nobr]
<<effects>>

<<He>> yells out and falls to the ground. <<tearful>> you use the opportunity to flee the room and escape back to the studio.

<<endcombat>>

<<charlie>><<person1>><<set $charlielove += 2>>Charlie immediately recognizes that something is wrong. <<He>> pulls you aside and gently inquires. Wanting to put your ordeal behind you, you tell <<him>> that everything is fine. Charlie continues the lesson, but still looks concerned.

<<clothesontowel>>
<<endevent>>

<<link [[Next|Dancing Lesson]]>><</link>>

:: Dance Studio Duo [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $phase is 0>>
Your reticence encourages <<him>> to be more bold. <<He>> takes every opportunity to grope and fondle you as you try your best to ignore <<him>> and focus. You breathe a sigh of relief when Charlie announces that it's time for something different.<<arousal 6>>

<<elseif $phase is 1>>
You push <<him>> away from you, causing <<him>> to trip over <<his>> feet and falls loudly to the floor. Cursing, <<he>> stands up as Charlie announces that it's time to change partners. The <<person2>><<person>> gives you one last angry look before being matched up with an elderly <<if $pronoun is "m">>woman<<else>>man<</if>>.<<set $dancestudioanger += 1>>

<<elseif $phase is 2>>
<<promiscuity2>>Not wanting to be outdone, you return <<his>> fondling with your own. Hiding the lewd touching under the veneer of dance practice, you grope each other right in the middle of the room, the rest of the class ignorant of the lechery occurring right in front of them. By the time Charlie calls for a stop, both you and the <<person>> are breathing far more heavily than anyone else.

<</if>>

<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>

:: Dance Studio Instructor [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $phase is 0>>
You turn your head to look at <<him>> "I hope to be as good as you someday." You avert your eyes meekly when <<he>> tries to meet your gaze.

<<He>> squeezes your hands slightly, "You will be, and sooner than you think." You swear <<he>> gives you more attention than the other students for the rest of the lesson.<<set $charlielove += 2>> <<danceskilluse>>

The other students notice too, some give you jealous looks.<<set $dancestudioanger += 1>>

<<elseif $phase is 1>>
"You'd better watch out." you announce, "I'll be bettering you soon!"

<<He>> laughs, "I hope so, means I've done my job right. Now, shut your yap a moment and watch closely..."

<<elseif $phase is 2>>
You rub your butt against <<his>> crotch. "You're so fit and well formed, I don't know how you do it."

<<He>> moves <<his>> pelvis away from you, blood rushing to <<his>> face. "Y-yes. I mean, no, I mean... you're doing OK, I need to go check on someone else." <<He>> avoids looking in your direction for the rest of the lesson.<<set $charlielove to $charlielove - 2>><<promiscuity2>>

<</if>>

<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>

:: Dance Studio Strip [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<npcstrip>>
<<set $timer to 5>>
<</if>>

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

<<stateman>>

<<actionsman>>

<<if $timer gte 1>>
<<link [[Next|Dance Studio Strip]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Dance Studio Strip Finish]]>><</link>><<nexttext>>
<</if>>

:: Dancing Lesson No Instructor [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $phase is 0>>
You practice as Charlie demonstrated. It's not long before <<he>> returns. <<danceskilluse>>
<<elseif $phase is 1>>
A <<generate2>><<person2>><<person>> near you loses their balance would have fallen to the floor had you not intervened. You spend some time helping them with their balance. You don't learn much yourself, but <<he>> is clearly grateful. Charlie soon returns.<<set $dancestudioanger -= 1>>
<<elseif $phase is 2>>
You flaunt your skill in front of the other students. It feels good to act superior, but the looks you receive suggest that the other students dislike being shown up like this. Charlie soon returns.<<stress -12>><<set $dancestudioanger += 1>>
<</if>>

<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>

:: Dance Studio Strip Finish [nobr]
You hear Charlie's voice growing louder above the jeers of your assailants. "There's more where this came from," the <<person2>><<person>> says as they cease their attack.

<<clotheson>>

<<endcombat>>

<<link [[Next|Dancing Lesson]]>><</link>>

repo_name: djnjsed/degrees


code:
:: Danube Meal [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>

<<upperruined>><<lowerruined>><<underruined>><<set $leftarm to "bound">><<set $rightarm to "bound">>

<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>You awaken in darkness, yet you hear muffled voices all around you. You can barely move; your arms and legs have been hogtied behind your back. There's something lodged in your mouth, gagging you. You think you smell roast vegetables.

You hear what sounds like metal clanging on metal, and you are blinded by a sudden light. Polite applause erupts around you before your eyes adjust. Once they do, you find that you're lying exposed and helpless on a platter in the middle of a table, surrounded by <<people>> in fancy dinner wear. You hear the clink of cutlery on glass and the applause tapers off.

<<person1>>A voice behind you speaks. "I hope everyone's enjoyed their evening so far. As you can see, we have something quite special for pudding." <<He>> claps <<his>> hands and you hear doors opening, followed by footsteps. Two pairs of arms grab you by the shoulders and hoist you up, positioning you on your shins and giving you a better view of the room. You see the speaker stood at one end of the table, glass in hand, a proud smile on <<his>> face. <<He>> nods at the pair who lifted you, a <<person2>><<person>> and <<person3>><<person>> each wearing servant's garb.

Without warning, both start pouring a cold white liquid on your chest with large wooden ladles. The sensation makes you gasp, eliciting mischievous whispers from some of the guests. It runs over your nipples, making them feel even more raw and sensitive, and doesn't stop there. When it reaches your <<genitals>> the speaker licks <<his>> lips. They aren't going to eat you, surely!

<<link [[Next|Danube Meal2]]>><</link>>

:: Danube Meal2 [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>

More servants enter, carrying baskets full of strawberries.

<<if $undertype is "chastity">>
The host caresses your chastity belt. "It has protection, but that won't matter." One of the servants tapes a pink plastic object to the belt.
<<else>>
One of the servants tapes a pink plastic object to your <<genitalsstop>>
<</if>>

A moment later the device fires into activity. The vibrations are powerful, saturating you to the core. You involuntarily jerk at the abrupt sensation and a muffled yelp escapes your gag. <<set $arousal += 4000>><<garousal>><<stress 1>><<gstress>><<trauma 1>><<gtrauma>>

<<if $arousal gte 10000>><<orgasmpassage>><<danubemeal>><</if>>

The guests take turns dipping their strawberries in the cream covering your body, which is steadily resupplied by the servants. The pool around your knees grows, but they're only interested in scooping the cream directly from your body. They have a particular interest in your nipples, and frequently tease them with fruit. <<set $arousal += 4000>><<garousal>><<stress 1>><<gstress>><<trauma 1>><<gtrauma>>

<<if $arousal gte 10000>><<orgasmpassage>><<danubemeal>><</if>>

This continues for a time, until another clinking interruption by the host. "I hope you found that enjoyable, it's not every day we can acquire something quite so delectably..." <<person1>>The servants push you face down into the cream before covering you with a lid, reducing the rest of the speech to an inaudible muffle. You feel yourself being lifted and carried, the sound of the host's voice growing fainter.

You hear a door opening, and then you fly through the air before landing on hard pavement. A rain of leftover food falls on top of you, and you hear a door close. Did they just dump you out with the trash? Fortunately, the impact loosened your bonds and you manage to struggle your legs free. Your arms remain bound however.

<<endevent>>
You have yet to recover your bearings when a growl sends a chill down your back. You realise why they would just dump food onto the ground like this. Three stray dogs advance on you, hunger in their eyes.

<<if $bestialitydisable is "t">>
You flee, dropping cream and strawberries as you go. You manage to escape them, but not without injury. <<beastescape>>

<<set $stress -= 1000>>
<<residentialquick>>

<<else>>

<<link [[Next|Danube Meal Dogs]]>><<set $molestationstart to 1>><</link>>
<</if>>

:: Widgets Danube Meal [widget]
<<widget "danubemeal">><<nobr>>

<<if $orgasmdown gte 1>><<set $orgasmdown to 0>>
<<if $orgasmcurrent lte 0>>
<<elseif $orgasmcurrent lte 1>>
The guests laugh and applaud at the sight of you writhing in climax. One of the servants quickly moves a basket of strawberries in front of your <<genitalsstop>>
<<if $orgasmcount lte 12>><<person2>><<He>> spins the basket, making sure the whole batch gets a hearty helping of your sexual fluids. The guests crowd around the basket. "Leave some for me!"

"Hey, no shoving!"

<<person1>>"Patience, my friends," says the host, stroking your chin. "There's plenty to go around, hmm?"

<<elseif $orgasmcount lte 23>><<person2>><<He>> spins the basket, making sure the whole batch gets a helping of your sexual fluids.
The guests seem disappointed in the amount you produce. "I thought there'd be more."

<<person1>>"Patience, my friends," says the host, stroking your chin. "There's plenty to go around, hmm?"
<<elseif $orgasmcount gte 24>><<person2>><<He>> waits expectantly. When no fluids emerge from you, <<he>> looks up at the host with a worried look on <<his>> face. The guests seem disappointed, and some angry. "Is that it?" "It's broken! Where did you get it anyway?"

The host raises <<his>> arms in exasperation. "I am dreadfully sorry. I promise you the supplier won't hear the end of this, mark my words." It seems to placate the guests to some extent. You wonder if they'll remove the instrument from your body, but they do not.
<</if>>
<<elseif $orgasmcurrent gte 2>>
<<if $orgasmcount lte 23>>
<<else>>
<</if>>
<</if>>

<</if>>

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

:: Danube Meal Dogs [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast3init>><<set $beasttype to "dog">>

<</if>>

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

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>

		<<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|Danube Meal Dogs Ejaculation]]>><</link>><<nexttext>>
			<<elseif $enemyhealth lte 0>>
			<<link [[Next->Danube Meal Dogs Escape]]>><</link>><<nexttext>>
			<<else>>
			<<link [[Next|Danube Meal Dogs]]>><</link>><<nexttext>>
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next->Danube Meal Dogs Ejaculation]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
	<<link [[Next->Danube Meal Dogs Escape]]>><</link>><<nexttext>>
	<<else>>
	<<link [[Next->Danube Meal Dogs]]>><</link>><<nexttext>>
	<</if>>

:: Danube Meal Dogs Ejaculation [nobr]
<<effects>>
<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the dog leaves you be. Another takes its place.<<set $beastno -= 1>>

[[Next|Danube Meal Dogs]]

<<elseif $beastno is 2>>
Satisfied, the dog leaves you be. The other takes its place.<<set $beastno -= 1>>

[[Next|Danube Meal Dogs]]

<<elseif $beastno is 1>>
Satisfied, the dog leaves you be.<<set $beastno -= 1>>

[[Next|Danube Meal Dogs End]]

<</if>>

:: Danube Meal Dogs Escape [nobr]
<<effects>>
<<beastwound>>

<<if $beastno gte 3>>
The dog recoils in pain and fear, but another takes its place.<<set $beastno -= 1>>

[[Next|Danube Meal Dogs]]

<<elseif $beastno is 2>>
The dog recoils in pain and fear, but the other takes its place.<<set $beastno -= 1>>

[[Next|Danube Meal Dogs]]

<<elseif $beastno is 1>>
The dog recoils in pain and fear.<<set $beastno -= 1>>

[[Next|Danube Meal Dogs End]]

<</if>>

:: Danube Meal Dogs End [nobr]
<<effects>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The dog whimpers and flees into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The dog leaves you lying on the pavement.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the dogs flee into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The dogs leave you spent and shivering on the pavement.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The dogs leave you spent and shivering on the pavement. One is slowed by a limp.
<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>>
<<residentialquick>>


code:
:: Danube House Lock [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $lock to 300>>

The door is locked tight.

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Break in (0:05)|Danube House Sneak]]>><<pass 5>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

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

:: Danube House Sneak [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>

You successfully pick the lock and enter the abode.

<<if $skulduggery lt 400>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from locks this simple.
<</if>>

You sneak around the mansion and look for anything of value.

<<if $rng gte 81>>
	<<if $bestialitydisable is "f">>
	A pair of yellow eyes pierce the darkness, and a large cat emerges. It prepares to pounce.

		<<if $deviancy gte 15>>
		<<link [[Try to calm it|Danube House Cat]]>><<set $sexstart to 1>><<generate1>><<generate2>><</link>><<deviant2>>

		<</if>>
	<<link [[Fight|Danube House Cat]]>><<set $molestationstart to 1>><<generate1>><<generate2>><<set $phase to 0>><</link>>

	<<link [[Run|Danube House Run]]>><</link>>

	<<else>>
	A pair of yellow eyes pierce the darkness, and a large cat emerges. It prepares to pounce.

	You flee out the house, the cat following. It doesn't chase you beyond the front door, content to watch you from the door.<<beastescape>>

	<<link [[Next|Danube Street]]>><</link>>

	<</if>>
<<elseif $rng gte 61>>

You find a safe with a combination lock.

<<link [[Try to open it|Danube House Safe]]>><</link>>

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

<<elseif $rng gte 41>>

<<generate1>><<person1>>You search an ornate fountain in the middle of a hall. You peer into the water looking for any valuables inside, but there's a large drain at the bottom that would've sucked any small items away. You're about to move on when you hear footsteps approaching. There's not much time to hide.

<<set $skulduggerydifficulty to 600>>
<<link [[Hide in the fountain|Danube House Fountain]]>><</link>>

<<link [[Try to bluff your way out|Danube House Bluff]]>><</link>><<skulduggerydifficulty>>

<<else>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 91>>

	You don't find much, just some loose change worth £2.

	<<link [[Take it|Danube Street]]>><<set $money += 200>><<crimeup 2>><</link>><<crime>>

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

	<<elseif $rng gte 81>>

	You don't find much, just some loose change worth £4.

	<<link [[Take it|Danube Street]]>><<set $money += 400>><<crimeup 4>><</link>><<crime>>

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

	<<elseif $rng gte 71>>

	You find £10 hidden in a drawer.

	<<link [[Take it|Danube Street]]>><<set $money += 1000>><<crimeup 10>><</link>><<crime>>

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

	<<elseif $rng gte 61>>

	You find a nice-looking brooch in a drawer.

	<<link [[Take it|Danube Street]]>><<set $blackmoney += 10>><<crimeup 10>><</link>><<crime>>

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

	<<elseif $rng gte 51>>

	You find £20 beneath a cushion.

	<<link [[Take it|Danube Street]]>><<set $money += 2000>><<crimeup 20>><</link>><<crime>>

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

	<<elseif $rng gte 41>>

	You find a necklace on a stool beside the coat stand.

	<<link [[Take it|Danube Street]]>><<set $blackmoney += 20>><<crimeup 20>><</link>><<crime>>

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

	<<elseif $rng gte 31>>

	You find £30 lying on the kitchen worktop.

	<<link [[Take it|Danube Street]]>><<set $money += 3000>><<crimeup 30>><</link>><<crime>>

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

	<<elseif $rng gte 21>>

	You find a set of silverware.

	<<link [[Take it|Danube Street]]>><<set $blackmoney += 30>><<crimeup 30>><</link>><<crime>>

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

	<<elseif $rng gte 11>>

	You find a pair of gold cufflinks in a coat pocket.

	<<link [[Take them|Danube Street]]>><<set $blackmoney += 40>><<crimeup 40>><</link>><<crime>>

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

	<<else>>

	You find £60 in a pot beside the front door.

	<<link [[Take it|Danube Street]]>><<set $money += 6000>><<crimeup 60>><</link>><<crime>>

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

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

:: Danube House Cat [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "cat">><<set $enemytrust -= 40>>

<<if $phase is 0>>
The cat pounces on you.

<</if>>
<<set $beaststance to "top">>

<<set $rescue to 1>>

<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "cat">><<set $enemytrust -= 40>>
You drop to the ground and adopt a mating posture. The cat raises its head and stares at you. It paces closer.<<deviancy2>>

<<set $phase to 0>>
<<set $rescue to 1>>

<</if>>

<<effects>>

<<if $phase is 1 and $orgasmdown gte 2>>
<<set $phase to 2>>
<<person1>>The <<person>> laughs and claps. "His dick is shaped to encourage ovulation in females," <<he>> says. "I'm glad it can satisfy human sluts too." You feel utterly humiliated.<<famebestiality 10>>

<<elseif $phase gte 1>>
<<person1>>The <<person>> reclines on the sofa, watching you.

<</if>>

<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

<<if $phase is 0>>
	<<if $rescue is 1 and $alarm is 1>>
<<link [[Next|Danube House Cat Finish]]>><</link>><<nexttext>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Danube House Cat Finish]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
<<link [[Next|Danube House Cat Finish]]>><</link>><<nexttext>>
	<<elseif $finish is 1>>
<<link [[Next|Danube House Cat Finish]]>><</link>><<nexttext>>
	<<else>>
<<link [[Next|Danube House Cat]]>><</link>><<nexttext>>
	<</if>>
<<else>>
	<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Danube House Cat Finish 2]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
<<link [[Next|Danube House Cat Finish 2]]>><</link>><<nexttext>>
	<<else>>
<<link [[Next|Danube House Cat]]>><</link>><<nexttext>>
	<</if>>
<</if>>

:: Danube House Run [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>

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

You turn and run. The cat pounces, but you succeed in evading it. You flee into the street.<<gstress>><<stress 6>>

<<link [[Next|Danube Street]]>><</link>>

<<else>>

You turn and run. The cat pounces and you fail to evade it. Its weight forces you to the ground.

<<link [[Next|Danube House Cat]]>><<set $molestationstart to 1>><<generate1>><<generate2>><<set $phase to 2>><</link>>

<</if>>

:: Danube House Cat Finish [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

The cat yawns in satisfaction and walks over to the window.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

The cat pacified, you notice its collar glinting. You look closer and see it's encrusted with jewels.

<<link [[Take It|Danube House Collar]]>><<crimeup 100>><</link>><<crime>>

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

<<elseif $enemyhealth lte 0>>

The cat cowers and rolls over in submission.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

The cat pacified, you notice its collar glinting. You look closer and see it's encrusted with jewels.

<<link [[Take It|Danube House Collar]]>><<crimeup 100>><</link>><<crime>>

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

<<elseif $alarm is 1>>

	<<if $beaststance is "top">>

	<<person1>>"What's the matter now?" says a <<personstop>>
	<<He>> laughs when <<he>> sees you. "An intruder?" <<He>> takes a seat. "How exquisite."

	<<link [[Next|Danube House Cat]]>><<set $phase to 1>><</link>>

	<<else>>

	<<endcombat>>
	<<generate1>><<person1>>"What's the matter now?" says a <<personstop>>

	<<He>> laughs when <<he>> sees you. "That's what you get for trespassing." <<He>> whistles and the cat ceases its attack. Before you can stand, <<he>> presses <<his>> foot against your <<genitalsstop>><<famebestiality 1>>

	<<link [[Next|Danube House Sneak Molestation]]>><<set $molestationstart to 1>><</link>>

	<</if>>

<<else>>

The cat backs away from you, where it stands still and stares. <<tearful>> you glance around. You see nothing of value.

<<clotheson>>
<<endcombat>>

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

<</if>>

:: Danube House Cat Finish 2 [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<person1>>The cat makes a satisfied noise and walks over to the window, where it lies down. "He'll sleep like a log after that," says the <<personstop>> <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you outside. "I'll overlook your trespass, this time." The door slams shut.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<link [[Next|Danube Street]]>><<endevent>><</link>>

<<elseif $enemyhealth lte 0>>

<<person1>>The cat cowers and rolls over in submission.

<<tearful>> you escape the room before the <<person>> can react.

<<clotheson>>
<<endcombat>>

<<link [[Next|Danube Street]]>><<endevent>><</link>>

<</if>>

:: Danube House Collar [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>

The cat makes no move as you remove it's collar. You leave the premises with your prize in hand.

<<set $blackmoney += 100>>

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

:: Danube House Sneak Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>

"It's best I use my foot. You might be dirty," <<he>> says.

	<<if $vagina isnot "none">>
	<<set $vagina to "footjob">>
	<<elseif $penis isnot "none">>
	<<set $penis to "footjob">>
	<</if>>
	<<if $penisexist is 1>>
	<<set $penisuse to "feet">><<set $speechpenisfoot to 1>>
	<<else>>
	<<set $vaginause to "feet">><<set $speechvaginafoot to 1>>
	<</if>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

:: Danube House Sneak Molestation Finish [nobr]
<<if $enemyhealth lte 0>>

You trip the <<person>> up. <<tearful>> you escape outside.

<<clotheson>>
<<endcombat>>

<<link [[Next|Danube Street]]>><</link>>

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

"Good <<girlcomma>>" <<he>> says, grabbing you by the neck. "I don't think it's fair to get the police involved, but don't you dare trespass again." <<He>> drags you to the front door and shoves you out, slamming the door behind you. <<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<link [[Next|Danube Street]]>><</link>>

<</if>>

:: Danube House Safe [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $lock to 600>>

The safe looks expensive, like it might contain something important.

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Break in (0:05)|Danube House Safe Open]]>><<pass 5>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

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

:: Danube House Safe Open [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>

<<if $skulduggery lt 700>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from locks this simple.
<</if>>

	<<if $rng gte 10>>

You successfully open the safe, and find £60 inside.

<<link [[Take it|Danube Street]]>><<set $money += 6000>><<crimeup 60>><</link>><<crime>>

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

	<<else>>

You successfully open the safe, and find an expensive-looking jewellery inside.

<<link [[Take it|Danube Street]]>><<set $blackmoney += 200>><<crimeup 200>><</link>><<crime>>

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

	<</if>>

:: Danube House Sneak 2 [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>

You burst from the water and gasp for air. The <<person>> runs and screams. "Help! Someone call the police!" You take that as your cue to leave.<<crime>><<crimeup 50>>

<<link [[Next|Danube Street]]>><<endevent>><</link>>

:: Danube House Fountain [nobr]
<<set $outside to 0>><<set $location to "town">><<water>><<effects>><<set $bus to "danube">>

You slip into the fountain and hide beneath the surface of the water. A <<person>> appears above you and sits on the rim. <<He>> doesn't look down, but you hope <<he>> doesn't plan on staying there long. You don't know how long you could hold your breath.<<pass 3>>

<<if $physique gte $rng * 100 + 4000>>

You succeed in holding your breath. After a few minutes <<he>> leaves. You come up to the surface and gasp for air. <<He>> left an unopened bottle of wine on the side of the fountain. It looks fancy.

<<link [[Take it|Danube Street]]>><<set $blackmoney += 30>><<crimeup 30>><<endevent>><</link>><<crime>>

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

<<else>>

A few minutes pass and <<he>> shows no sign of moving. You fail to hold your breath. You know you can't keep this up for much longer.

<<link [[Dive through the drain|Danube House Dive]]>><<endevent>><</link>>

<<link [[Come up for air|Danube House Sneak 2]]>><</link>>

<</if>>

:: Danube House Bluff [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>

<<skulduggerycheck>>
<<if $skulduggerysuccess is 0>><<pass 2>>

You stand your ground. A <<person>> walks in and freezes on the spot upon seeing you.

	<<if $submissive gte 1150>>
	"I-I'm the fairy of the fountain. I'm here to grant you a wish," you say, although it sounds less clever than it did in your head.
	<<elseif $submissive lte 850>>
	"I'm the spirit of the fountain, here to punish you for your sins," you say, although it sounds less clever than it did in your head.
	<<else>>
	"I seem to have taken a wrong turn and become lost," you say, although it sounds less clever than it did in your head.
	<</if>>

"Do you think I was born yesterday?" <<he>> says, recovered from <<his>> initial shock. "Stay there, I'm calling the police." You take that as your cue to flee the scene. <<crimeup 50>><<crime>>

<<skulduggeryskilluse>>

<<link [[Next|Danube Street]]>><<endevent>><</link>>

<<else>><<pass 10>>

You dunk yourself in the fountain, drenching you, then sit on the edge. A <<person>> walks in and freezes on the spot upon seeing you. You look at <<himcomma>> giving the best impression of confusion and hopelessness you can muster. "I fell down a drain," you say. "It was dark and scary. I just swam up, now I'm here. Where am I?"

The <<person>> runs over and wraps <<his>> dressing gown around you. "Oh you poor thing." <<he>> says. "We've had animals turn up that way, I never thought..." You keep your head bowed to conceal your smirk as <<he>> continues apologising and fussing over you.

"Are you sure you'll be okay?" <<he>> says once at the front door.

"I will now, thanks to you," you reply. <<He>> let you keep the gown. It looks valuable.

<<set $blackmoney += 60>>

<<skulduggeryskilluse>>

<<link [[Next|Danube Street]]>><<endevent>><</link>>

<</if>>

:: Danube House Dive [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>

You swim to the bottom of the fountain. As you approach the drain the pull becomes stronger, until you're being pulled along. You're sucked down into the dark and through a passage, before emerging in stale air somewhere underground.

<<link [[Next|Drain Water]]>><<set $bus to "residentialdrain">><</link>>