code:
:: Lake Mermaid [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<generatec1>><<person1>>
You wake up unable to move. You're up to your neck in sand.

"You're awake," says a <<personstop>> <<Hes>> not alone. "You looked so peaceful asleep on the beach. We decided to turn you into a mermaid. We are almost done, we just want a picture." They step back to admire their handiwork. The <<person>> looks up, and fear darkens <<his>> face. <<He>> and <<his>> friends run.

<<endevent>><<generatey1>><<generatey2>><<generatey3>> Seconds later a shadow is cast over you. It's a group of teenagers. "What do we have here?" A <<person1>><<person>> says. <<He>> drops to <<his>> knees in front of you.

<<if $submissive gte 1150>>
"P-please don't," you plead.
<<elseif $submissive lte 850>>
"Don't think I'm harmless," you say. "I'll rip you to pieces if you come near."
<<else>>
"Don't you dare," you say.
<</if>>

"Don't worry," <<he>> says. "We aren't gonna touch you, but," <<he>> grins at <<his>> friends. "I think this mermaid needs a makeover." <<His>> friends kneel beside <<himstop>>

<<if $penis isnot "none">>
They expose their penises and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first. It shoots all over your forehead and dribbles around your eyes. The others follow suit, and soon you're covered from the neck up.
<<else>>
They expose their pussies and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first, and squirts all over your forehead. It dribbles around your eyes. The others follow suit, and you're soon covered in pussy juice from the neck up.
<</if>><<set $facesemen += 5>>

"Aren't we nice?" the <<person>> says. They stand and leave, but not before taking pictures. Others along the shore watch.<<gtrauma>><<trauma 6>><<famerape 30>><<status -30>><<llcool>>

<<endevent>>
<<link [[Struggle (0:30)|Lake Mershame]]>><<pass 30>><</link>>

:: Lake Mershame [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

<<generatey1>>
You continue to struggle against the sand. A few people come for a closer look, and either laugh or take a picture. Or both. Until a <<person1>><<personcomma>> who kneels beside you digs you out. <<He>> at least suppresses <<his>> laughter.

<<endevent>>
<<log "I woke up almost buried in sand with the people burying me saying they wanted to make me into a mermaid but they got driven off by people that then decided to give me a \"makeover\" and leaving me to be laughed at and photgraphed by others. Eventually a nice person dug me out. " 3>>
<<logopinion "That was awful" "Could have gone much worse" "At least I got some rest" "That's what I get for \"sleeping\" in a place like this">>
<<link [[Next|Lake Shore]]>><<set $eventskip to 1>><</link>>

:: Lake Couple [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $lakecouple to 1>>
<<generate1>><<generate2>><<person1>><<person2>>
You walk into the light of the fire. You see them more closely now, a <<person1>><<person>> and <<person2>><<personstop>> "Hey," the <<person1>><<person>> says. "What are you doing out here alone? Come join us."

<<link [[Join them (0:10)|Lake Couple 2]]>><<pass 10>><</link>>

<<link [[Decline and go on your way|Lake Campsite]]>><<endevent>><<log "I met with a couple at the campsite but decided not join them when they invited me" 1>>
<<logopinion "No time for such things" "They seemed suspicious" "Wouldn't want to bother them">> /* assuming I'll change how logopinion behaves to somehow happen afterwards */
<</link>>

:: Lake Couple 2 [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You sit down beside them. "We're enjoying our time away from the city," the <<person2>><<person>> says while the <<person1>><<persons>> head rests on <<person2>><<his>> shoulder. You tell them a bit about yourself.<<lstress>><<stress -2>>

After chatting for a bit, the <<person1>><<person>> shivers. "It's chilly tonight," <<he>> says. <<He>> pats <<his>> lap. "Come on. We'll keep each other warm."

<<link [[Sit on lap (0:10)|Lake Couple 3]]>><<pass 10>><</link>>

<<link [[Decline and go on your way|Lake Campsite]]>><<endevent>><<log "I approached a couple at the campsite and hung out with them a bit but decided to leave when one of them wanted me to sit on their lap." 1>>
<<logopinion "That was nice" "It wasn't that cold" "Wouldn't want to become a third wheel">>
<</link>>

:: Lake Couple 3 [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You sit on the <<person1>><<persons>> lap. You hear the couple kiss each other. You sit together for several minutes, listening to the fire crackle and the gentle ripple of the water.<<stress -2>><<trauma -1>><<lstress>><<ltrauma>>

The <<person2>><<person>> leans over and kisses your cheek. <<He>> looks at the <<person1>><<person>> as if for approval. The <<person>> leans in and kisses you too.

<<link [[Return Kisses|Lake Couple 4]]>><</link>><<promiscuous1>>

<<link [[Pull away and leave|Lake Campsite]]>><<endevent>><<log "I approached a couple at the campsite and hung out with them but while sitting on one of their laps watching them kiss each other they tried to kiss me too so I left." 2>>
<<logopinion "That was nice" "That's a bit too much" "Wouldn't want to become a third wheel">>
<</link>>

:: Lake Couple 4 [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You kiss them back. One after the other, while the other kisses your cheek. Sometimes they kiss each other.<<promiscuity1>>

"I'm sorry," the <<person2>><<person>> pants. "I should have asked first." You're not sure who <<hes>> addressing.

<<person1>>"It's getting late," the <<person>> says. "The tent is waiting."

<<if $promiscuity gte 15>>
<<link [[Join them|Lake Couple 5]]>><</link>><<promiscuous2>>

<</if>>
<<if $exhibitionism gte 35>>
<<link [[Strip and join them|Lake Couple 5]]>><<uppernaked>><<lowernaked>><<undernaked>><<set $phase to 1>><</link>><<exhibitionist3>>

<</if>>
<<link [[Part ways|Lake Campsite]]>><<endevent>>
<<set $logprep to "I approached a couple at the campsite and hung out with them, sitting on one of their laps and kissing them. I left when they decided to retreat into their tent.">>
<<log $logprep 3>>
<<logopinion "That was nice" "Wouldn't want to become a third wheel">>
<</link>>

:: Lake Couple 5 [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

The <<person1>><<person>> holds your hand as you approach the tent. <<He>> lets go to enter and the <<person2>><<person>> follows <<person1>><<himstop>>

<<if $phase is 1>>
You take off your clothes and enter after them. You shuffle between the sheets and lie naked between two strangers.<<exhibitionism3>>
<<else>>
You enter the them and shuffle between the sheets, between the two strangers.<<promiscuity2>>

<</if>>

<<link [[Cuddle (0:30)|Lake Couple Cuddle]]>><<trauma -3>><<stress -6>><</link>><<ltrauma>><<lstress>>

<<if $promiscuity gte 35>>
<<link [[Embrace and kiss|Lake Couple Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>>

<</if>>
<<link [[Shuffle out and be on your way|Lake Campsite]]>><<clotheson>><<endevent>>
<<set $logprep to "I approached a couple at the campsite and hung out with them, sitting on one of their laps, kissing them and lied between them in their tent for a bit.">>
<<log $logprep 3>>
<<logopinion "That was nice">>
<</link>>

:: Lake Couple Cuddle [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You snuggle up to them and they cuddle back. You lie there for a while, feeling their warm bodies pressed against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep.

<<set $logprep to "I approached a couple at the campsite and hung out with them, sitting on one of their laps, kissing them and cuddled with them in their tent until it got too stuffy and I left.">>
<<log $logprep 3>>
<<logopinion "That was nice">>
<<link [[Next|Lake Campsite]]>><<clotheson>><<endevent>><</link>>

:: Lake Couple Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 200>>

You roll over and embrace the <<person1>><<personstop>> You kiss <<himstop>> You feel the <<person2>><<person>> shift closer over behind you.<<person1>><<promiscuity3>>

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Lake Couple Sex Finish [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

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

You lie with them a little longer, feeling the warmth of their bodies against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep

<<clotheson>>
<<endcombat>>
<<awarenesswords "them">>
<<set $logprep to "I approached a couple at the campsite and hung out with them, sitting on one of their laps, kissing them and lied with them in their tent after "+$aw_sexingx+".">>
<<log $logprep 3>>
<<logopinion "That was nice">>

<<elseif $enemyhealth lte 0>>

You shove them away from you and leave the tent.

<<clotheson>>
<<endcombat>>
<<awarenesswords "them">>
<<set $logprep to "I approached a couple at the campsite and hung out with them, sitting on one of their laps, kissing them and entered their tent and was about to "+$aw_sexx+" but changed my mind and ran away.">>
<<log $logprep 3>>
<<logopinion "That was nice">>
<<elseif $finish is 1>>

They stop touching you and let you leave the tent.

<<clotheson>>
<<endcombat>>
<<awarenesswords "them">>
<<set $logprep to "I approached a couple at the campsite and hung out with them, sitting on one of their laps, kissing them and entered their tent and was about to "+$aw_sexx+" but changed my mind and left.">>
<<log $logprep 3>>
<<logopinion "That was nice">>
<</if>>

<<link [[Next|Lake Campsite]]>><</link>>

:: Lake Journey [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

<<if $cool gte 160>>
They're eager to have you along. They form around you and vie for your attention. Everyone knows the forest is dangerous, but you should be safe in a group.<<status 1>><<gcool>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
	<<lakejourney>>
	<<else>>
	You arrive at the lake without a problem.

	<<set $logprep to "TBD lake journey cool">>
	<<log $logprep 1>>
	<<logopinion "That was interesting">>
	<<link [[Next|Lake Shore]]>><</link>>

	<</if>>

<<elseif $cool gte 40>>
They're happy to have you along. You chat as you travel, making sure to stay close. Everyone knows the forest is dangerous, but you should be safe in a group.<<status 1>><<gcool>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
	<<lakejourney>>
	<<else>>
	You arrive at the lake without a problem.

	<<set $logprep to "TBD lake journey sort of cool">>
	<<log $logprep 1>>
	<<logopinion "That was interesting">>
	<<link [[Next|Lake Shore]]>><</link>>

	<</if>>

<<else>>
They look at each other and smirk at your request, but they don't turn you down. Everyone knows the forest is dangerous, but you should be safe in a group.<<status 1>><<gcool>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
	<<lakejourney>>
	<<else>>
	You're nearing the lake when someone shoves you from behind. You fall to the ground. The group laughs, and leaves you alone in the forest.<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>

	<<set $logprep to "TBD lake journey uncool">>
	<<log $logprep 1>>
	<<logopinion "That was interesting">>
	<<link [[Next|Forest]]>><<set $forest to 30>><</link>>

	<</if>>

<</if>>

:: Lake Wolf Run [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You join the others in sprinting the rest of the way to the lake. You don't know if the wolf gave chase, but you all arrive safely.

<<set $logprep to "TBD lake journey wolf run">>
<<log $logprep 1>>
<<logopinion "That was interesting">>
<<link [[Lake|Lake Shore]]>><</link>>

:: Lake Wolf Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">>
You step towards the wolf. "Go," you say to the others. "It's not safe. I've got this." They must think you mad. You adopt an exaggerated combat stance. "Go!" you repeat. They they run towards the lake. Once alone, you drop to the ground and assume the position.<<deviancy2>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Lake Wolf Sex Finish [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Satisfied, the wolf wanders deeper into the forest.

<<tearful>> you continue to the lake.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD lake journey wolf sacrifice cum">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<elseif $enemyhealth lte 0>>

<<tearful>> you watch the wolf flee deeper into the forest.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD lake journey wolf sacrifice beat">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<else>>

The wolf wonders deeper into the forest.

<<tearful>> you continue to the lake.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD lake journey wolf sacrifice something">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<</if>>

<<link [[Next|Lake Shore]]>><</link>>

:: Lake Hang [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

<<if $rng gte 81>>
You skip rocks across the lake's surface with several others. Someone's skips six times.

<<set $logprep to "TBD lake skip rocks">>
<<log $logprep 2>>

<<elseif $rng gte 61>>
You help build a sandcastle, until it collapses under its own weight. You have a nice time regardless.

<<set $logprep to "TBD lake sandcastle">>
<<log $logprep 2>>

<<elseif $rng gte 41>>
You play catch with a Frisbee.<<physique 3>>

<<set $logprep to "TBD lake frisbee">>
<<log $logprep 2>>
<<elseif $rng gte 21>>
	<<if $cool gte 160>>
	You chat with some students you recognise from your classes. A <<generates1>><<person1>><<person>> tries to impress you by entering the forest alone. <<He>> doesn't get far before a strange noise scares <<him>> back.<<ltrauma>><<trauma -3>><<endevent>>

	<<set $logprep to "TBD lake cool chat">>
	<<log $logprep 2>>
	<<elseif $cool gte 40>>
	You chat with some students you recognise from your classes.

	<<set $logprep to "TBD lake sort of cool chat">>
	<<log $logprep 2>>
	<<else>>
	You try to chat with some students you recognise from your classes. You're mostly ignored.<<gtrauma>><<trauma 3>>

	<<set $logprep to "TBD lake uncool chat">>
	<<log $logprep 2>>
	<</if>>
<<else>>
An impromptu game of tag starts.
	<<if $physique gte (($physiquemax / 7) * 6)>>
	No one can catch you.<<gcool>><<status 1>><<physique 3>>
	<<set $logprep to "TBD lake tag win">>
	<<log $logprep 2>>
	<<elseif $physique gte (($physiquemax / 7) * 2)>>
	You give as good as you get.<<physique 3>>

	<<set $logprep to "TBD lake tag ok">>
	<<log $logprep 2>>
	<<else>>
	Once "it" you struggle to catch anyone.<<lcool>><<status -10>><<physique 3>>

	<<set $logprep to "TBD lake tag bad">>
	<<log $logprep 2>>
	<</if>>
<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $hour is 20>>
	It's getting late, and the shadows of the forest are lengthening. People are preparing to return to town. No one wants to be left to travel alone.

		<<if $exposed lte 0>>
		<<link [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass 30>><</link>>

		<</if>>
		<<link [[Stay|Lake Shore]]>><</link>>

	<<elseif $danger gte (9900 - $allure)>>
		<<if $cool gte 160>>
		A <<generates1>><<person1>><<person>> approaches you. "H-hi," <<he>> says. "Umm, c-can I ask you something?" <<He>> takes a deep breath. "Will you kiss me? They said they'd leave me alone if I could get a kiss from you." <<He>> looks down and blushes. The Teenagers <<hes>> referring to watch from a rock not far away. You've seen them bully the <<person>> before.

		<<link [[Kiss|Lake Kiss]]>><<status -10>><</link>><<promiscuous1>><<lcool>>

		<<link [[Refuse|Lake Refuse]]>><</link>>

		<<link [[Laugh|Lake Laugh]]>><<status 1>><</link>><<gcool>>

		<<else>>
		A <<generatey1>><<person1>><<person>> tackles you behind a rock and gropes you.

			<<if $promiscuity gte 15>>
			<<link [[Grope back|Lake Hang Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>

			<</if>>
		<<link [[Shove away|Lake Hang Shove]]>><</link>>

		<</if>>
	<<else>>
	<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

	<<link [[Stop|Lake Shore]]>><</link>>

	<</if>>

:: Lake Kiss [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You grip <<his>> collar and pull <<him>> close. <<His>> eyes widen in surprise, but then close. You feel <<him>> shiver. The bullies on the rock stare, dumbfounded. One throws an empty bottle to the ground in disgust. They drop from the rock and walk away.<<promiscuity1>>

You pull away from the <<personstop>> <<Hes>> blushing and tearing up. "Th-thank you." <<He>> turns and runs.<<famegood 20>>

<<endevent>>
<<set $logprep to "TBD lake kiss">>
<<log $logprep 2>>
<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

<<link [[Stop|Lake Shore]]>><</link>>

:: Lake Refuse [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You shake your head. <<He>> smiles. "I know. It's unfair of me to ask. Thanks anyway." <<He>> walks away. The bullies on the rock jeer and taunt <<himstop>>

<<endevent>>
<<set $logprep to "TBD lake kiss refuse">>
<<log $logprep 2>>
<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

<<link [[Stop|Lake Shore]]>><</link>>

:: Lake Laugh [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You burst into laughter. The bullies on the rock follow suit. The <<person>> looks down and runs into the forest.

<<endevent>>
<<set $logprep to "TBD lake kiss bully">>
<<log $logprep 2>>
<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

<<link [[Stop|Lake Shore]]>><</link>>

:: Lake Hang Shove [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

<<if $rng gte 81>>
You shove <<him>> off you. <<He>> sneers and climbs back on, gagging your mouth with <<his>> hand. "Don't try that again <<bitchcomma>>" <<he>> says. "This is happening."

<<link [[Next|Lake Hang Sex]]>><<set $molestationstart to 1>><</link>>

<<else>>
You shove <<him>> off you. <<He>> shrugs and leaves to find someone else to pester.

<<endevent>>
<<set $logprep to "TBD lake shove">>
<<log $logprep 2>>
<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

<<link [[Stop|Lake Shore]]>><</link>>

<</if>>

:: Lake Hang Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 100>>
<<promiscuity2>>
<</if>>

<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $consensual to 0>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<controlloss>>
<<molested>>
<<man1init>>
<<set $mouthuse to "lefthand">><<set $lefthand to "mouth">>

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Lake Hang Sex Finish [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

<<if $enemyhealth lte 0>>

<<He>> recoils in pain. <<tearful>> you run out into the open where <<he>> can't try that again.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD lake shove sex beat">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

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

<<He>> lies on <<his>> back and pants. <<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD lake shove sex cum">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<else>>
<<He>> hesitates, but climbs off you. <<tearful>> you struggle to your feet as <<he>> wanders off.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD lake shove sex stop">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<</if>>

<<link [[Next|Lake Shore]]>><</link>>

:: Lake Return Journey [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You join the others and enter the darkening forest. People don't talk much, until the lights of town can be seen between the trees.

<<set $logprep to "TBD lake return">>
<<log $logprep 1>>

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

:: Lake Wave [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

You wave at the <<personstop>> <<He>> waves back. <<Hes>> a distance away, but you think <<hes>> smiling.

<<set $logprep to "TBD lake waver">>
<<log $logprep 1>>

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

:: Lake Flash [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

<<if $upperexposed gte 2>>
You bare your <<breasts>> above the water and wave. The <<person>> whistles at you.
<<else>>
You <<pullup>> your $upperclothes, baring your <<breasts>> for the <<personstop>> <<He>> whistles at you.
<</if>>
<<exhibitionism3>>
<<set $logprep to "TBD lake flasher">>
<<log $logprep 1>>
<<link [[Next|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>>

:: Lake Vore [nobr]
<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>

<<set $vorestage to 1>>
<<set $vorecreature to "frog">>
<<set $vorestrength to 1>>
<</if>>

<<water>><<effects>><<voreeffects>>
<<vore>>
<<voreactions>>

<<if $stress gte 10000>>
<<link [[Next|Lake Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestage lte 0>>
<<link [[Next|Lake Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestomach gte 5>>
<<link [[Next|Lake Vore Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Lake Vore Finish [nobr]
<<water>><<effects>>

<<if $stress gte 10000 or $vorestomach gte 5>>

It's all just too much for you. You pass out.

<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underoff isnot 0>>
<<underruined>>
<</if>>

<<endcombat>>
<<set $logprep to "TBD lake vore passout">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<passoutlake>>

<<else>>

<<tearful>> you haul yourself out of the $vorecreature's maw. It disappears back into the depths.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD lake vore escape">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<link [[Next|Lake Depths]]>><</link>>

<</if>>

:: Lake Ritual [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>
<<set $forest to 10>>

<<set $leftarm to "bound">><<set $rightarm to "bound">>
<<upperruined>><<lowerruined>><<underruined>>
<<generate1>><<person1>>
<<if $pronoun is "m">>
<<generatem2>><<generatem3>><<generatem4>><<generatem5>><<generatem6>>
<<else>>
<<generatef2>><<generatef3>><<generatef4>><<generatef5>><<generatef6>>
<</if>>
You awaken naked on a stone slab with your arms tied down. All around you loom <<monks>> wearing ceremonial attire. They chant in a language you don't understand. They fall silent, then reach for you.

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

:: Lake Ritual Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $consensual to 0>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<controlloss>>
<<molested>>
<<man1init>>
<<npcidlegenitals>>
<<set $enemyarousalmax /= 2>>
<<set $enemyarousal /= 2>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Lake Ritual Molestation Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

They back away from you, not wanting to be the next one hit. They whisper amongst themselves for a moment, then disappear into the forest.

You struggle against the bonds holding you in place. You feel them become looser, and they soon snap.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD lake ritual beat">>

<<else>>
<<ejaculation>>

"The ritual is complete," the <<person1>><<person>> stammers. "We can return to the temple." They disappear into the forest. They don't untie you.

You struggle against the bonds holding you in place. You feel them become looser, and they soon snap.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD lake ritual cum">>

<</if>>
<<pass 20>>
<<set $stress -= 1000>>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

:: Lake Boar Stand [nobr]
<<set $outside to 1>><<effects>><<lakeeffects>>

You stand your ground. The boar doesn't consider long before charging you.

<<if $rng gte 51>>

Before it reaches you however, it runs in a semicircle and back towards the forest. You hear a splash in the lake behind you, but when you turn there's nothing there.

<<set $eventskip to 1>>
<<set $logprep to "TBD lake boar saved">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationlake>>
<<else>>
It knocks you to the ground with its first pass, and leaps on you with the second.

<<set $logprep to "TBD lake boar stood">>

<<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Lake Boar Run [nobr]
<<set $outside to 1>><<effects>><<lakeeffects>>
You sprint away from the boar. You hear it's paws breaking the dirt behind you.

<<if $physique gte $rng * 100 + 6000>>
You run fast enough that the boar gives up. You turn and see it returning to the litter by the tree.

<<set $eventskip to 1>>
<<set $logprep to "TBD lake boar outrun">>
<<log $logprep 3>>
<<logopinion "That was interesting">>
<<destinationlake>>
<<else>>
You're not fast enough. The boar knocks you to the ground and leaps on top of you.

<<set $logprep to "TBD lake boar fail ran">>

<<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Lake Boar Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">><<set $beasttype to "boar">>
<<beast1init>>
<<set $beaststance to "top">>
<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Lake Boar Rape Finish [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Satisfied, the boar returns to the litter by the tree.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD "+$logprep+" lake boar rape cum">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<set $eventskip to 1>>
<<destinationlake>>

<<elseif $enemyhealth lte 0>>

The boar squeals and flees into the trees.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>
<<set $logprep to "TBD "+$logprep+" lake boar rape beat">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<set $eventskip to 1>>
<<destinationlake>>
<</if>>


code:
:: Lake Shore [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 30>><<set $bus to "lakeshore">>
<<if $loglocations is 1>><<log "Was at the lake shore." $locationimportance>><</if>>

<<if $laketeenspresent is 1>>
You are at the shore of the lake. There are several people playing in the water. You can see the Swimmers Dock with a few teens sitting on it.
<<elseif $daystate is "night">>
	<<if $weekday is 7 or $weekday is 1>>
	You are at the shore of the lake. You can see faint light from a fire at the campsite across the water.
	<<else>>
	You are at the shore of the lake. Dark water ripples unseen.
	<</if>>
<<elseif $daystate is "dusk" or $daystate is "dawn">>
You are at the shore. Undulating waves splash against the sand and rocks. A bear eats fish on the opposite bank.
<<else>>
You are at the shore of the lake. You can see your reflection in its surface. The Swimmers Dock sits idle out on the water.
<</if>>
<<if $weather is "rain">>
The water is alive with motion as rain breaks its surface.
<<else>>
The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<<set $logprep to "I stayed low among the trees at lake shore to keep my "+$nakedness+" hidden.">><<log $logprep $exposureimportance>>
<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

<<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $storelocation isnot "lakeshore">>
<<link [[Change into school swimsuit|Lake Shore]]>><<storeclothes>><<set $storelocationinit to "lakeshore">><<storelocation>><<upperschoolswimsuit>><<lowerschoolswimsuit>><<log "Changed to swim wear at the lake" 1>><</link>>

<</if>>
<<if $schoolswimshortsno gte 1 and $storelocation isnot "lakeshore">>
<<link [[Change into school swim shorts|Lake Shore]]>><<storeclothes>><<set $storelocationinit to "lakeshore">><<storelocation>><<schoolswimshorts>><<log "Changed to swim wear at the lake" 1>><</link>>

<</if>>
<<if $upperbikinino and $lowerbikinino gte 1 and $storelocation isnot "lakeshore">>
<<link [[Change into bikini|Lake Shore]]>><<storeclothes>><<set $storelocationinit to "lakeshore">><<storelocation>><<upperbikini>><<lowerbikini>><<log "Changed to swim wear at the lake" 1>><</link>>

<</if>>
<<if $storelocation is "lakeshore">>
Your clothes are hidden in a rocky alcove.

<<link [[Get dressed|Lake Shore]]>><<undress>><<storeon>><<log "Got dressed at the lake" 1>><</link>>

<</if>>

	<<if $laketeenspresent is 1 and $exposed lte 0 and $hour isnot 20>>
	<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><<log "TBD lake hang out(log later?)" 1>><</link>><<gcool>><<lstress>>

	<</if>>
<<link [[Swim (0:02)|Lake Shallows]]>><<pass 2>><</link>>

	<<if $dev is 1>>
	<<link [[North to firepit (0:10)|Lake Firepit]]>><<pass 10>><</link>>

	<</if>>
<<link [[South to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>>

<<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

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

:: Lake Waterfall [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 40>><<set $bus to "lakewaterfall">>
<<if $loglocations is 1>><<log "Was at the waterfall." $locationimportance>><</if>>

<<if $laketeenspresent is 1>>
You are at the Waterfall. Some of the younger students are playing in the falling water. Teens sit in the pond above.
<<elseif $daystate is "night">>
You are at the waterfall. The moonlight turns the falling water into a curtain of silver.
<<else>>
You are at the Waterfall. Water is flowing down from the pond up on the rocks. A refreshing mist rolls out.
<</if>>
<<if $weather is "rain">>
The water is alive with motion as rain breaks its surface.
<<else>>
The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<<set $logprep to "I stayed low among the trees at the waterfall to keep my "+$nakedness+" hidden.">><<log $logprep $exposureimportance>>
<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

<<link [[North to shore (0:10)|Lake Shore]]>><<pass 10>><</link>>

<<link [[South to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>>

<<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

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

:: Lake Fishing Rock [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 50>><<set $bus to "lakefishingrock">>
<<if $loglocations is 1>><<log "Was on the Fishing Rock." $locationimportance>><</if>>

<<if $laketeenspresent is 1>>
You are on the Fishing Rock. You see people on the other side of the lake. Fish splash up to eat insects. It's peaceful, though the nearby trees are foreboding.
<<elseif $daystate is "night">>
You are on the Fishing Rock. Dark water ripples unseen.
<<elseif $daystate is "dusk" or $daystate is "dawn">>
You are on the Fishing Rock. Fish splash up to eat insects. It's peaceful, though the nearby trees are foreboding.
<<else>>
You are on the Fishing Rock. From here you have a clear view of the entire lake. You see fish swimming in the water.
<</if>>
<<if $weather is "rain">>
The water is alive with motion as rain breaks its surface.
<<else>>
The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<<set $logprep to "I stayed low among the trees near the Fishing Rock to keep my "+$nakedness+" hidden.">><<log $logprep $exposureimportance>>
<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

<<link [[North to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>>

<<link [[South to campsite (0:20)|Lake Campsite]]>><<pass 20>><</link>>

<<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

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

:: Lake Firepit [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 30>><<set $bus to "lakefirepit">>
<<if $loglocations is 1>><<log "Was at the lake firepit." $locationimportance>><</if>>

<<if $laketeenspresent is 1>>
You are at the Firepit. There are people sitting on the stone benches that circle the pit. You can see several people splashing in the water down on the shore.
<<elseif $daystate is "night">>
	<<if $laketeensfire is 1>>
	You are at the Firepit. People are sitting around the fire as it burns, talking and drinking. The reflection of the fire on the lake's surface is almost mesmerising.
	<<else>>
	You are at the Firepit. Dark water ripples unseen.
	<</if>>
<<elseif $daystate is "dusk" or $daystate is "dawn">>
You are at the Firepit. There are stone benches circling the pit.
<<else>>
You are at the Firepit. There are stone benches circling the pit.
<</if>>
<<if $weather is "rain">>
The water is alive with motion as rain breaks its surface.
<<else>>
The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1 or $laketeensfire is 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<<set $logprep to "I stayed low among the trees near the firepit to keep my "+$nakedness+" hidden.">><<log $logprep $exposureimportance>>
<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

<<link [[South to shore (0:10)|Lake Shore]]>><<pass 10>><</link>>

<<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

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

:: Lake Campsite [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 50>><<set $bus to "lakecampsite">>
<<if $loglocations is 1>><<log "Was at the lake campsite." $locationimportance>><</if>>

<<if $daystate is "night">>
	<<if $weather isnot "rain" and $hour gte 18 and $lakecouple isnot 1>>
	You are at the Campsite. A couple cuddle beside a small fire. There is a tent set up nearby.
	<<elseif $weather isnot "rain" and $hour lte 18>>
	You are at the Campsite. Embers burn beside a tent.
	<<else>>
	You are at the Campsite. An unlit fireplace sits in the centre of the clearing. The rain may have driven off campers.
	<</if>>
<<elseif $daystate is "dawn">>
You are at the Campsite. It looks like it was used recently.
<<else>>
You are at the Campsite. An unlit fireplace sits in the centre of the clearing.
<</if>>

<<if $weather isnot "rain" and $hour gte 18 and $exposed gte 1 and $lakecouple isnot 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<<set $logprep to "I stayed low among the trees near the campsite to keep my "+$nakedness+" hidden.">><<log $logprep $exposureimportance>>
<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

	<<if $weather isnot "rain" and $hour gte 18 and $exposed lte 0 and $lakecouple isnot 1>>
	<<link [[Approach the couple|Lake Couple]]>><</link>>

	<</if>>

<<link [[North to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>>

<<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>

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

:: Lake Shallows [nobr]
<<set $outside to 1>><<set $location to "lake">><<set $bus to "lakeshallows">><<water>><<effects>><<lakeeffects>>
<<if $loglocations is 1>><<log "Was in the lake near the shore." $locationimportance>><</if>>

<<if $laketeenspresent is 1>>
You are swimming in the lake near the shore. The beach is alive with activity. People play in the sand and water.
<<else>>
	<<if $weather is "rain">>
	You are swimming in the lake near the shore. The rain drowns out the sounds of the forest.
	<<else>>
	You are swimming in the lake near the shore. There is no one at the beach today. The sound of the forest fills the air.
	<</if>>
<</if>>
<<if $schoolday isnot 1 and $weather is "rain" and $daystate is "day">>
Someone is swimming further out, past the dock.
<</if>>

<<if $laketeenspresent is 1 and $exposed gte 1>>
You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.

<<set $logprep to "I carefully kept my body beneath the lake surface to keep my "+$nakedness+" hidden.">><<log $logprep $exposureimportance>>
<</if>>

<<if $lakeswim is 1>><<set $lakeswim to 0>>
You practice swimming in the lake.
	<<if $daystate is "night">>
		<<if $weather is "rain">>
		The dark water dances with the rain. It's exhilarating, if scary.
		<<else>>
		The black water is gentle.
		<</if>>
	<<elseif $daystate is "dusk">>
		<<if $weather is "rain">>
		Rain agitates the cool water.
		<<else>>
		The falls over the trees, casting its double in the water.
		<</if>>
	<<elseif $daystate is "dawn">>
		<<if $weather is "rain">>
		Rain agitates the cool water.
		<<else>>
		The morning sun rises over the trees, casting its double in the water.
		<</if>>
	<<else>>
		<<if $weather is "rain">>
		Rain agitates the warm water.
		<<else>>
		The water is warm and gentle.
		<</if>>
	<</if>>
<<physique 3>><<swimmingskilluse>>

<</if>>

<<if $phase is 1>><<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper>>

	<<if $rng gte 91 and $chestparasite is 0 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.<<set $chestparasite to 1>><<set $parasitestat += 1>><<garousal>><<arousal 6>>

		<<set $logprep to "TBD lake nipple parasite">>
		<<log $logprep 3>>
		<<logopinion "That was interesting">>
	<<else>>
		<<log "Made improvised clothing out of reeds and lilies." 1>>
	<</if>>
<</if>>

<<if $phase is 2>><<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower>>

	<<if $rng gte 91 and $penisparasite is 0 and $penisexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $penisparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

		<<set $logprep to "TBD lake penis parasite">>
		<<log $logprep 3>>
		<<logopinion "That was interesting">>

	<<elseif $rng gte 91 and $clitparasite is 0 and $vaginaexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $clitparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

		<<set $logprep to "TBD lake clit parasite">>
		<<log $logprep 3>>
		<<logopinion "That was interesting">>
	<<else>>
		<<log "Made improvised clothing out of reeds and lilies." 1>>
	<</if>>

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
<<eventlakewater>>
<<else>>
	<<link [[Practice swimming (0:30)|Lake Shallows]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><<log "Practiced swimming in the lake near the shore." 2>><</link>><<gswimming>><<lstress>><<gtiredness>>

	<<if $upperexposed gte 2 and $exposed gte 1 or $upperwetstage gte 3 and $exposed gte 1>>
	<<link [[Make a top out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 1>><</link>>

	<</if>>
	<<if $lowerexposed gte 2 and $underexposed gte 1 and $exposed gte 1 or $lowerwetstage gte 3 and $underwetstage gte 3 and $exposed gte 1 or $lowerwetstage gte 3 and $underexposed gte 1 and $exposed gte 1>>
	<<link [[Make a skirt out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 2>><</link>>

	<</if>>
	<<if $exposed gte 1 and $laketeenspresent is 1>>

	<<elseif $dev is 1>>
	<<link [[Swim to dock (0:10)|Lake Dock]]>><<pass 10>><</link>>

	<</if>>

<<link [[Swim further out (0:12)|Lake Depths]]>><<pass 12>><</link>>

	<<if $exposed gte 1 and $laketeenspresent is 1>>
	<<else>>
	<<link [[Shore (0:02)|Lake Shore]]>><<pass 2>><</link>>

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

:: Lake Depths [nobr]
<<set $outside to 1>><<set $location to "lake">><<set $bus to "lakedepths">><<water>><<effects>><<lakeeffects>>
<<if $loglocations is 1>><<log "Was in the middle of the lake." $locationimportance>><</if>>

<<if $laketeenspresent is 1>>
You are swimming in the middle of the lake near the dock. You see several teens hanging out on and around it.
<<else>>
	<<if $weather is "rain">>
	You are swimming in the middle of the lake near the dock. The rain is so thick you can't see the shore. An endless deluge surrounds you in all directions.
	<<else>>
	You are swimming in the middle of the lake near the dock.
	<</if>>
<</if>>
<<if $schoolday isnot 1 and $weather is "rain" and $daystate is "day">>
Mason swims nearby.
<</if>>

<<if $laketeenspresent is 1 and $exposed gte 1>>
You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.

<<set $logprep to "I carefully kept my body beneath the lake surface to keep my "+$nakedness+" hidden.">><<log $logprep $exposureimportance>>
<</if>>

<<if $lakeswim is 1>><<set $lakeswim to 0>>
You practice swimming in the lake.
	<<if $daystate is "night">>
		<<if $weather is "rain">>
		The dark water dances with the rain. It's exhilerating, if scary.
		<<else>>
		The black water is gentle.
		<</if>>
	<<elseif $daystate is "dusk">>
		<<if $weather is "rain">>
		Rain agitates the cool water.
		<<else>>
		The falls over the trees, casting its double in the water.
		<</if>>
	<<elseif $daystate is "dawn">>
		<<if $weather is "rain">>
		Rain agitates the cool water.
		<<else>>
		The morning sun rises over the trees, casting its double in the water.
		<</if>>
	<<else>>
		<<if $weather is "rain">>
		Rain agitates the warm water.
		<<else>>
		The water is warm and gentle.
		<</if>>
	<</if>>
<<physique 3>><<swimmingskilluse>>

<</if>>

<<if $phase is 1>><<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper>>

	<<if $rng gte 91 and $chestparasite is 0 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.<<set $chestparasite to 1>><<set $parasitestat += 1>><<garousal>><<arousal 6>>

		<<set $logprep to "TBD lake nipple parasite">>
		<<log $logprep 3>>
		<<logopinion "That was interesting">>
	<<else>>
		<<log "Made improvised clothing out of reeds and lilies." 1>>
	<</if>>
<</if>>

<<if $phase is 2>><<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower>>

	<<if $rng gte 91 and $penisparasite is 0 and $penisexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $penisparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

		<<set $logprep to "TBD lake penis parasite">>
		<<log $logprep 3>>
		<<logopinion "That was interesting">>

	<<elseif $rng gte 91 and $clitparasite is 0 and $vaginaexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $clitparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

		<<set $logprep to "TBD lake clit parasite">>
		<<log $logprep 3>>
		<<logopinion "That was interesting">>
	<<else>>
		<<log "Made improvised clothing out of reeds and lilies." 1>>
	<</if>>

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $danger gte (9900 - ($allure + 1000)) and $eventskip is 0 and $lakesurface is 1>>
Something followed you from the depths. <<eventlakewater>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
<<eventlakewater>>
<<else>>
	<<link [[Practice swimming (0:30)|Lake Depths]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><<log "Practiced swimming in the middle of the lake." 2>><</link>><<gswimming>><<lstress>><<gtiredness>>

	<<if $upperexposed gte 2 and $exposed gte 1 or $upperwetstage gte 3 and $exposed gte 1>>
	<<link [[Make a top out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 1>><</link>>

	<</if>>
	<<if $lowerexposed gte 2 and $underexposed gte 1 and $exposed gte 1 or $lowerwetstage gte 3 and $underwetstage gte 3 and $exposed gte 1 or $lowerwetstage gte 3 and $underexposed gte 1 and $exposed gte 1>>
	<<link [[Make a skirt out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 2>><</link>>

	<</if>>
<<link [[Dive (0:01)|Lake Underwater]]>><<pass 1>><</link>>

<<link [[Swim towards shore (0:12)|Lake Shallows]]>><<pass 12>><</link>>

	<<if $exposed gte 1 and $laketeenspresent is 1>>
	<<elseif $dev is 1>>
	<<link [[Swim to dock (0:02)|Lake Dock]]>><<pass 2>><</link>>

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

<<set $lakesurface to 0>>

:: Lake Dock [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $loglocations is 1>><<log "Was at the lake swimming dock." $locationimportance>><</if>>

<<if $laketeenspresent is 1>>
You are on the swimming dock. Several teens accompany you on the dock. There is a bikini sitting on the edge with no signs of its owner.
<<elseif $weather is "rain">>
You are on the swimming dock. The sound of the rain hitting the water surrounding you is almost deafening. <<if $hallucinations gte 1>>You can't see far, yet you feel like something watches you.<</if>>
<<elseif $daystate is "day">>
You are on the swimming dock. The lake looks placid. You feel like the only person in the entire world.
<<elseif $daystate is "night">>
	<<if $laketeensfire is 1>>
You are on the swimming dock. You can see the fire from the party a little ways in the distance. Stars dot the water. You feel like you are floating among them.
	<<else>>
You are on the swimming dock. Stars dot the water. You feel like you are floating among them. <<if $hallucinations gte 1>>You feel like you are being watched.<</if>>
	<</if>>
<<else>>
You are on the swimming dock. The only sounds you hear are waves crashing upon the sides of the dock.
<</if>>

<<link [[Go swimming|Lake Depths]]>><</link>>

repo_name: Mauno/degrees


code:
:: Lake Underwater [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte 10000>><<passoutlake>>
<<else>>
You are beneath the lake. You swim over dark silt and between tall weeds.
<<if $loglocations is 1>><<log "Was beneath the lake." $locationimportance>><</if>>

<<if $daystate is "night">>
	<<if $weather is "rain">>
	The water is black. It dulls the sound of the rain above.
	<<elseif $weather is "clear">>
	The plants glisten in moonlight.
	<<else>>
	The water is black.
	<</if>>
<<else>>
	<<if $weather is "rain">>
	The water is dark. It dulls the sound of the rain above.
	<<elseif $weather is "clear">>
	Sunlight pierces the gloom.
	<<else>>
	The water is dark.
	<</if>>
<</if>>

<<link [[Swim inside ruin|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<link [[Surface|Lake Depths]]>><<set $lakesurface to 1>><</link>>

<</if>>

:: Lake Ruin [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $loglocations is 1>><<log "Was in the ruins beneath the lake." $locationimportance>><</if>>

You are in the submerged ruin beneath the lake. Glowing purple lichen covers ancient walls.

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

<<if $sciencelichenknown is 1 and $sciencelichenlake isnot 1 and $scienceproject is "ongoing">>
<<link [[Retrieve lichen for your science project|Lake Lichen]]>><<set $sciencelichenlake to 1>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Swim deeper|Lake Ruin Deep]]>><<wateraction>><</link>><<loxygen>>

<<link [[Swim outside|Lake Underwater]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Ruin Deep [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $loglocations is 1>><<log "Was deep in the ruins beneath the lake." $locationimportance>><</if>>

<<if $ruinpots is undefined>><<potinit>><</if>>

You are deep in the submerged ruin beneath the lake. Pots of different sizes fill the room. There's an ancient door opposite the entrance.

<<if $lakeruinkey isnot 2>>
It's closed.
<<else>>
It's open.
<</if>>

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

<<ruinoptions>>

<</if>>

:: Lake Ruin Door [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<set $lakeruinkey to 2>>
<<set $logprep to "I used a bronze key I found to open the ancient door in the lake ruins, beyond the door I found a plinth with an ivory necklace atop it.">>
You hear the ancient mechanism creak and the door groans open. Beyond is a plinth, stood alone in a rubble-strewn room. Atop it sits an ivory necklace. It's studded with blue jewels.

<<link [[Take it|Lake Ruin Deep]]>><<set $antiquemoney += 2000>><<if $antiqueivorynecklace is undefined>><<set $antiqueivorynecklace to "found">><</if>><<set $logprep to $logprep+" I took the necklace.">><<log $logprep 3>><</link>>

<<link [[Leave|Lake Ruin Deep]]>><<set $logprep to $logprep+" I didn't take the necklace.">><<log $logprep 1>><</link>>

:: Lake Ruin Plinth [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $loglocations is 1>><<log "Was in the plinth room of ruins beneath the lake." $locationimportance>><</if>>

You are deep in the lake ruin, in a small room with a plinth.

<<if $antiqueivorynecklace is undefined>>
An ivory necklace sits atop it. It's studded with blue jewels.

<<link [[Take it|Lake Ruin Deep]]>><<set $antiquemoney += 2000>><<if $antiqueivorynecklace is undefined>><<set $antiqueivorynecklace to "found">><</if>><<log "I took the ivory necklace from the plinth room of ruins beneath the lake." 3>><</link>>

<<else>>

<</if>>

<<link [[Leave|Lake Ruin Deep]]>><</link>>

:: Lake Pots [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte 10000>><<passoutlake>>
<<else>>
/*<<set _r to $ruinpots.length/10>><<set $searchpot to random(_r)>>/* pick random pot from the 1st 10% */
<<set $searchpot to Math.round($rng/10)>>/* pick random pot from the 1st 10 */

<<if $ruinpots[$searchpot].i is "swarm">>/* 2% Should presence of swarms be separate from contents? */
<<if $swarmdisable is "f">>
You reach inside one of the pots. Swarms of small fish surge out, surrounding you.

<<link [[Next|Lake Swarm]]>><<set $molestationstart to 1>><</link>>

<<else>>
You reach inside one of the pots. School of small fish suddenly surge out of the otherwise empty pot surprising you.<<gstress>><<stress 3>>

<<log "I searched a pot in the lake ruins, school of small fish surged out of it." 1>>
<</if>>

<<elseif $ruinpots[$searchpot].i is "snapper">>/* 8% */
You reach inside one of the pots. Something inside snaps at you. You pull your hand away in time, but it was close.<<gstress>><<stress 3>>
<<log "I searched a pot in the lake ruins, something inside it tried to snap at me." 1>>

<<elseif $ruinpots[$searchpot].i is "box">>/* 20% */
You reach inside one of the pots, and find a small ivory box. It's sealed by a bronze lock.

<<if $ruinpots[$searchpot].t is "gold">>
<<run $boxdumps.push("gold necklace")>><<set $phase to 2>>
<<elseif $ruinpots[$searchpot].t is "silver">>
<<run $boxdumps.push("silver ring")>><<set $phase to 1>>
<</if>>

<<if $historytrait gte 4>>
	The box itself is very old. It must be valuable.

	<<link [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<run $boxdumps.pop()>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>>
	<<log "I searched a pot in the lake ruins and found a locked small ivory box in it that I took without trying to open it." 2>>
	<</link>>

<</if>>
<<set $skulduggerydifficulty to 300>>
<<link [[Open it|Lake Ruin Box]]>><<wateraction>><<set $logprep to "I searched a pot in the lake ruins, it had a small locked ivory box.">><</link>><<skulduggerydifficulty>><<loxygen>>

<<if $lakeruinkey gte 1>><<link [[Try to open it with bronze key|Lake Ruin Box Key]]>><<wateraction>><<set $logprep to "I searched a pot in the lake ruins, it had a small locked ivory box.">><</link>><<loxygen>>
<</if>>
<<ruinoptions "I searched a pot in the lake ruins and found a small ivory box but I ignored it " "Leave the box and:">>/*  */

<<elseif $ruinpots[$searchpot].i is "dust">>/* 28% */

You reach inside one of the pots. There's purple dust at the bottom. Your probing disturbs it, and it swirls around your arm. You feel heated.<<gstress>><<stress 3>><<garousal>><<arousal 6>>

<<log "I searched a pot in the lake ruins, there was purple dust in it." 1>>
<<set $ruinpots[$searchpot].i to "empty">>

<<elseif $ruinpots[$searchpot].i is "key">> /* 10% */
<<if $lakeruinkey is undefined>>
You reach inside one of the pots. You find a decaying bronze key.

<<set $lakeruinkey to 1>>
<<log "I searched a pot in the lake ruins, there was a bronze key in it." 2>>
<<set $ruinpots[$searchpot].i to "empty">>
<<else>>
You reach inside one of the pots. It's empty.
<<log "I searched a pot in the lake ruins, it was empty." 1>>
<<set $ruinpots[$searchpot].i to "empty">>
<</if>>

 /* 40% */
<<elseif $ruinpots[$searchpot].i is "ceramics">> /* 20% of 40% = 8% */
You reach inside one of the pots. It's full of broken ceramics.
<<log "I searched a pot in the lake ruins, it was empty." 1>>

<<elseif $ruinpots[$searchpot].i is "mud">>
You reach inside one of the pots. It's full of mud.
<<log "I searched a pot in the lake ruins, it was full of mud." 1>>

<<elseif $ruinpots[$searchpot].i is "pebbles">>
You reach inside one of the pots. It's full of pebbles.
<<log "I searched a pot in the lake ruins, it was full of pebbles." 1>>

<<elseif $ruinpots[$searchpot].i is "empty">>
You reach inside one of the pots. It's empty.
<<log "I searched a pot in the lake ruins, it was empty." 1>>

<<else>>

<</if>>

<<if $ruinpots[$searchpot].s is true>>
 You've already searched this pot.
<<else>>
<<set $ruinpots[$searchpot].s to true>>
<</if>>

<<if $ruinpots[$searchpot].i is "swarm">>
<<elseif $ruinpots[$searchpot].i is "box">><<set $ruinpots[$searchpot].i to "empty">>
<<else>>
<<ruinoptions>>
<</if>>
/* move pot to the back of array and select it*/
<<run $ruinpots.push($ruinpots[$searchpot])>>
<<run $ruinpots.deleteAt($searchpot)>>
<<set $searchpot to $ruinpots.length-1>>

<</if>>/*closes passout check*/

:: Lake Ruin Dumped Box [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $boxdumps[$boxdumps.length-1] isnot "open">>
<<if $boxdumps[$boxdumps.length-1] is "silver ring">><<set $phase to 1>><<elseif $boxdumps[$boxdumps.length-1] is "gold necklace">><<set $phase to 2>><</if>>
You pick up a box that is still locked.

<<set $skulduggerydifficulty to 300>>
<<link [[Open it|Lake Ruin Box]]>><<wateraction>><<set $logprep to "I picked up a still locked discarded box in the lake ruins,">><</link>><<skulduggerydifficulty>><<loxygen>>

<<if $lakeruinkey gte 1>><<link [[Try to open it with bronze key|Lake Ruin Box Key]]>><<wateraction>><<set $logprep to "I picked up a still locked discarded box in the lake ruins,">><</link>><<loxygen>>
<</if>>
<<ruinoptions "I picked up a discarded box that was locked but left it " "Leave the box and:">>

<<else>>
You take an opened old box with you. It belongs in a museum.<<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>>

<<run $boxdumps.pop()>>
<<log "I picked up a discarded box in the lake ruins." 1>>
<<ruinoptions>>

<</if>>

:: Lake Ruin Box Key [nobr]

<<if $rng gte 4 and $phase isnot 2>>/* combines to about 8% chance of working */
You tried to open the box with a bronze key but it doesn't fit.

<<link [[Open it|Lake Ruin Box]]>><<wateraction>><<set $logprep to $logprep+"">><</link>><<skulduggerydifficulty>><<loxygen>>

<<if $historytrait gte 4>>
<<link [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><<set $logprep to $logprep+" I tried using the key I had on it, it didn't fit so I took the box as is.">><<log $logprep 2>><</link>>

<</if>>
<<ruinoptions "I tried using the key I had on it, it didn't fit so I left it " "Leave the box and:">>
<<else>>
You tried to open the box with a bronze key and surprisingly it worked and
<<if $phase is 2>>you find a gold necklace <<set $antiquemoney += 500>><<if $antiquegoldnecklace is undefined>><<set $antiquegoldnecklace to "found">><</if>><<set $itemname to "a gold necklace">>
<<elseif $phase is 1>>you find a silver ring <<set $antiquemoney += 30>><<if $antiquesilverring is undefined>><<set $antiquesilverring to "found">><</if>><<set $itemname to "a gold necklace">>
<</if>> inside it that you
<<set $logprep to $logprep+" I somehow managed to open it using the bronze key I had and it had "+$itemname+" in it that I took along with the box.">>
<<if $historytrait gte 4>>
take along with the empty box.
<<else>>
take.
<</if>>

<<run $boxdumps.pop()>>
<<log $logprep 2>>
<<ruinoptions>>
<</if>>

:: Lake Ruin Box [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>

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

	<</if>>

	<<if $phase is 2>><<set $logprep to $logprep+" I unlocked it and found a gold necklace that I took">>
	You find a gold necklace.<<set $antiquemoney += 500>><<if $antiquegoldnecklace is undefined>><<set $antiquegoldnecklace to "found">><</if>>

	<<elseif $phase is 1>><<set $logprep to $logprep+" I unlocked it and found a silver ring that I took">>
	You find a silver ring.<<set $antiquemoney += 30>><<if $antiquesilverring is undefined>><<set $antiquesilverring to "found">><</if>>

	<</if>>

<<if $historytrait gte 4>><<set $logprep to $logprep+" along with the box">>
You take the empty box too. It belongs in a museum.<<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>>

<<run $boxdumps.pop()>>
<<else>>
<<set $boxdumps[$boxdumps.length-1] to "open">>
<</if>>

<<set $logprep to $logprep+".">>
<<log $logprep 2>>
<<ruinoptions>>

<<else>>

You fail to pick the lock.

<<if $historytrait gte 4>>
<<link [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><<set $logprep to $logprep+" I just took it as is after failing to open it.">><<log $logprep 2>><</link>>

<</if>>
<<link [[Try again|Lake Ruin Box]]>><<wateraction>><</link>><<skulduggerydifficulty>><<loxygen>>

<<if $lakeruinkey gte 1>><<link [[Try to open it with bronze key|Lake Ruin Box Key]]>><<wateraction>><</link>><<loxygen>>
<</if>>
<<ruinoptions " I left it after failing to open it">>
<</if>>

:: Lake Swarm [nobr]
<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $swarmname to "containers">>
<<set $swarmmove to "shaking">>
<<set $swarmcreature to "fish">>
<<set $swarmspill to "shatter">>
<<set $swarmsteady to "steady">>
<<set $swarmSteady to "Steady">>
<<set $swarmcount to 6>>
<<set $swarm1 to "active">>
<<set $swarm2 to "active">>
<<set $swarm3 to "active">>
<<set $swarm4 to "active">>
<<set $swarm5 to "contained">>
<<set $swarm6 to "contained">>
<<set $swarmactive to 4>>
<<set $swimdistance to 8>>
<<set $water to 1>>
<</if>>

<<if $swimdistance gte 8>>
You're caught in the middle of the swarm.
<<elseif $swimdistance gte 2>>
You're escaping the swarm.
<<else>>
You've almost escaped.
<</if>>

<<underwater>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>

<<if $stress gte 10000>>
<<link [[Next|Lake Swarm Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
<<link [[Next|Lake Swarm Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Lake Swarm Finish [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

<<if $stress gte 10000>>

It's all just too much for you. You pass out.

<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underoff isnot 0>>
<<underruined>>
<</if>>

<<endcombat>>
<<log "I searched a pot in the lake ruins, school of small fish surged out of it and swarmed around me until I passed out." 3>>
<<passoutlake>>

<<else>>

<<tearful>> you swim away from the swarms of fish, who stay near their pots. They disappear inside them.

<<clotheson>>
<<endcombat>>
<<log "I searched a pot in the lake ruins, school of small fish surged out of it and swarmed around me until I managed to escape." 3>>
<<ruinoptions>>

<</if>>

:: Lake Lichen [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

<<set $hallucinogen += 180>>
The lichen crumbles at your touch, but you collect enough for your science project.

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

A warmth spreads through your fingers, up your arm and into the rest of your body. You feel light-headed.

You've been afflicted by a hallucinogen. You'll have the Hallucinations and Severe Hallucinations traits until it wears off. High trauma or awareness will also cause hallucinations.

	<<if $tentacledisable is "f">>
	Tendrils rise from the dark. They dart towards you.

	<<link [[Next|Lake Underwater Tentacles]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	<<generates1>><<person1>>A <<person>> emerges from the dark, naked save a necklace of ivory around <<his>> neck. <<He>> shouts something unintelligible, then lunges for you.

	<<link [[Next|Lake Underwater Rape]]>><<set $molestationstart to 1>><</link>>

	<</if>>

:: Lake Underwater Tentacles [nobr]
<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<set $tentacleno to 6>>
<<set $tentaclehealth to 8>>
<<tentaclestart>>

<</if>>

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

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

:: Lake Underwater Tentacles Finish [nobr]
<<underwater>><<effects>>

The creature recoils from you and disappears into darkness. <<tearful>> you turn to the exit.

<<clotheson>>
<<endcombat>>
<<log "In the ruins beneath the lake I found lichen for my science project but was attacked by a strange creature." 3>>
<<logopinion "That was interesting">>

<<link [[Next|Lake Ruin]]>><</link>>

:: Lake Underwater Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $consensual to 0>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<controlloss>>
<<molested>>
<<man1init>>
<<if $penis isnot "none">><<set $penis to 0>><</if>><<if $vagina isnot "none">><<set $vagina to 0>><</if>>

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Lake Underwater Rape Finish [nobr]
<<set $outside to 1>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

<<if $enemyhealth lte 0>>

<<He>> recoils from you and disappears into darkness. <<tearful>> you turn to the exit.

<<clotheson>>
<<endcombat>>
<<log "In the ruins beneath the lake I found lichen for my science project but was attacked by a strange person who I defeated." 3>>
<<logopinion "That was interesting">>

<<else>>
<<ejaculation>>

<<He>> disappears into darkness. <<tearful>> you turn to the exit.

<<clotheson>>
<<endcombat>>
<<set $logprep to "In the ruins beneath the lake I found lichen for my science project but was attacked by a strange person who "+$aw_xedx+".">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<</if>>

<<link [[Next|Lake Ruin]]>><</link>>

:: Lake Depths Swarm [nobr]

<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $swarmname to "swarms">>
<<set $swarmmove to "moving towards you">>
<<set $swarmcreature to "fish">>
<<set $swarmspill to "encircle you">>
<<set $swarmsteady to "fend off">>
<<set $swarmSteady to "Fend off">>
<<set $swarmcount to 8>>
<<set $swarm1 to "active">>
<<set $swarm2 to "contained">>
<<set $swarm3 to "contained">>
<<set $swarm4 to "contained">>
<<set $swarm5 to "contained">>
<<set $swarm6 to "contained">>
<<set $swarm7 to "contained">>
<<set $swarm8 to "contained">>
<<set $swarmactive to 1>>
<<set $swimdistance to 12>>
<<set $water to 1>>
<</if>>

<<if $swimdistance gte 8>>
You're caught in the middle of the swarm.
<<elseif $swimdistance gte 2>>
You're escaping the swarm.
<<else>>
You've almost escaped.
<</if>>

<<water>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>

<<if $stress gte 10000>>
<<link [[Next|Lake Depths Swarm Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
<<link [[Next|Lake Depths Swarm Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Lake Depths Swarm Finish [nobr]
<<effects>>

<<if $stress gte 10000>>

It's all just too much for you. You pass out.

<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underoff isnot 0>>
<<underruined>>
<</if>>

<<endcombat>>
<<set $logprep to "While swimming in the middle of the lake swarms of fish surrounded me until I passed out.">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<passoutlake>>

<<else>>

<<tearful>> you escape the swarms of fish. They don't pursue.

<<clotheson>>
<<endcombat>>
<<set $logprep to "While swimming in the middle of the lake swarms of fish surrounded me until I managed to escape.">>
<<log $logprep 3>>
<<logopinion "That was interesting">>

<<link [[Next|Lake Depths]]>><</link>>

<</if>>


code:
:: Widgets Lake [widget]
<<widget "lakeeffects">><<nobr>>
<<if $schoolday is 1>>
	<<if $daystate is "day" or $daystate is "dusk">>
		<<if $hour gte 15 and $weather isnot "rain">>
		<<set $laketeenspresent to 1>>
		<<else>>
		<<set $laketeenspresent to 0>>
		<</if>>
	<<else>>
	<<set $laketeenspresent to 0>>
	<</if>>
<<else>>
	<<if $daystate is "day" or $daystate is "dusk">>
		<<if $weather isnot "rain">>
		<<set $laketeenspresent to 1>>
		<<else>>
		<<set $laketeenspresent to 0>>
		<</if>>
	<<else>>
	<<set $laketeenspresent to 0>>
	<</if>>
<</if>>

<<if $weather isnot "rain" and $hour gte 18>>
<<set $laketeensfire to 1>>
<<else>>
<<set $laketeensfire to 0>>
<</if>>

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

<<widget "destinationlake">><<nobr>>

<<if $bus is "lakeshallows">>
<<link [[Next|Lake Shallows]]>><</link>>

<<elseif $bus is "lakedepths">>
<<link [[Next|Lake Depths]]>><</link>>

<<elseif $bus is "lakefirepit">>
<<link [[Next|Lake Firepit]]>><</link>>

<<elseif $bus is "lakefishingrock">>
<<link [[Next|Lake Fishing Rock]]>><</link>>

<<elseif $bus is "lakecampsite">>
<<link [[Next|Lake Campsite]]>><</link>>

<<elseif $bus is "lakewaterfall">>
<<link [[Next|Lake Waterfall]]>><</link>>

<<else>>
<<link [[Next|Lake Shore]]>><</link>>

<</if>>

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

<<widget "passoutlake">><<nobr>>
<<log "I passed out at the lake." $passoutimportance>>
You've pushed yourself too much.

<<passout>>

<<set $danger to random(1, 10000)>>

<<if $danger gte (9900 - $allure)>>
	<<if $laketeenspresent is 1>>
	<<link [[Next|Lake Mermaid]]>><</link>>

	<<else>>
	<<link [[Next|Lake Ritual]]>><</link>>

	<</if>>
<<else>><<set $foresthunt to 0>>
<<ambulance>>
<</if>>

<<pass 1 hour>>

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

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

<<widget "lakejourney">><<nobr>>

Someone screams. Everyone turns and backs away from the newcomer, a wolf. It stands some way apart and watches.

<<if $deviancy gte 15 and $bestialitydisable is "f">>
<<link [[Deal with it|Lake Wolf Sex]]>><<set $sexstart to 1>><</link>><<deviant2>><<gcool>>

<</if>>

<<link [[Run away|Lake Wolf Run]]>><<stress 3>><</link>><<gstress>>

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

<<widget "lakereturnjourney">><<nobr>>

<<if $laketeenspresent is 1 and $hour is 20>>
It's getting late, and the shadows of the forest grow longer. People are preparing to return to town. No one wants to be left to travel alone.

	<<if $exposed lte 0>>
	<<link [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass 30>><</link>>

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

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

<<widget "eventlakewater">><<nobr>>

<<if $bus is "lakeshallows">>
	<<if $laketeenspresent is 1>>
	<<generatey1>><<person1>> A <<person>> watches you from the bank.

	<<link [[Wave (0:01)|Lake Wave]]>><<stress -2>><</link>><<lstress>>

	<<link [[Ignore|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><<log "TBD lake wave ignore" 1>><</link>>

		<<if $playergenderappearance is "f" and $exhibitionism gte 35>>
		<<link [[Flash|Lake Flash]]>><</link>><<exhibitionist3>>

		<</if>>
	<<else>>
	Your leg gets tangled in some weeds. It takes a few minutes of struggling to free yourself.<<gtiredness>><<tiredness 2>>

<<pass 3>>
	<<log "TBD tangled" 1>>
	<<link [[Next|Lake Shallows]]>><<set $eventskip to 1>><</link>>

	<</if>>
<<else>>
	<<if $rng gte 91 and $weather is "rain" and $bestialitydisable is "f" and $voredisable is "f" and $hallucinations gte 2 and $controlled is 0>>
	Something large surges through the water beneath you. A gaping maw grips your thighs.

	<<link [[Next|Lake Vore]]>><<set $molestationstart to 1>><</link>>

	<<elseif $rng gte 81 and $swarmdisable is "f">>
	The water is agitated. Swarms of small fish encircle you.

	<<link [[Next|Lake Depths Swarm]]>><<set $molestationstart to 1>><</link>>

	<<else>>
		<<if $daystate is "night" and $weather is "rain">>
		Something brushes your leg and startles you. You look beneath the dark and violent water, but can't see anything. You feel strange.<<garousal>><<arousal 6>><<gstress>><<stress 6>>

		<<log "TBD lake something brushes leg" 1>>
		<<else>>
		Something brushes your leg and startles you. You look beneath the water, but can't see anything.<<garousal>><<arousal 6>><<gstress>><<stress 6>>

		<<log "TBD lake something brushes leg" 1>>
		<</if>>

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

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

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

<<widget "eventlake">><<nobr>>

<<if $rng gte 81 and $bestialitydisable is "f">>
You see a boar rifling through litter at the base of a tree. It spots you.

<<link [[Stand your ground|Lake Boar Stand]]>><</link>>

<<link [[Run|Lake Boar Run]]>><</link>>

<<elseif $rng gte 51>>
You thought you heard someone call your name, but there's no one there.<<gtrauma>><<trauma 1>>

<<set $eventskip to 1>><<log "TBD name hear thought" 1>>
<<destinationlake>>
<<else>>
A pair of eyes stares at you from between the trees, then vanishes.<<gstress>><<stress 6>>

<<set $eventskip to 1>><<log "TBD lake stared at" 1>>
<<destinationlake>>
<</if>>

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

<<widget "ruinoptions">><<nobr>>
<<if $args[0] isnot undefined>>
	<<set $logprep to $logprep+$args[0]>>
	$args[1]

	<<link [[Search pots|Lake Pots]]>><<wateraction>><<set $logprep to $logprep+" and continued searching pots.">><<log $logprep 1>><<set $phase to 0>><</link>><<loxygen>>

	<<if $lakeruinkey is 1>>
		<<link [[Open door with bronze key|Lake Ruin Door]]>><<wateraction>><<set $logprep to $logprep+" and went to use bronze key on the door.">><<log $logprep 1>><<set $phase to 0>><</link>><<loxygen>>

	<</if>>
	<<if $lakeruinkey is 2>>
		<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><<set $logprep to $logprep+" and swum to the plinth room.">><<log $logprep 1>><<set $phase to 0>><</link>><<loxygen>>

	<</if>>
	/* option to take a discarded pot here would require checking that the current one isn't the last and be annoying to do in general*/

	<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><<set $logprep to $logprep+" and swum towards the exit.">><<log $logprep 1>><<set $phase to 0>><</link>><<loxygen>>

<<else>>
	<<link [[Search pots|Lake Pots]]>><<wateraction>><<set $phase to 0>><</link>><<loxygen>>

	<<if $lakeruinkey is 1>>
		<<link [[Open door with bronze key|Lake Ruin Door]]>><<wateraction>><<set $phase to 0>><</link>><<loxygen>>

	<</if>>
	<<if $lakeruinkey is 2>>
		<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><<set $phase to 0>><</link>><<loxygen>>

	<</if>>
	<<if $historytrait gte 4 and $boxdumps.length gte 1>>
		<<link [[Take a discarded box|Lake Ruin Dumped Box]]>><<wateraction>><<set $phase to 0>><</link>><<loxygen>>

	<</if>>

	<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><<set $phase to 0>><</link>><<loxygen>>

<</if>>

/*

debug stuff

@
$boxdumps[0]
$boxdumps[1]
$boxdumps[2]
$boxdumps[3]

<<if $ruinpots isnot undefined>>

<<for _ip to 0; _ip lt 20; _ip++>>
| <<if $searchpot is _ip>>!!<</if>>
_ip $ruinpots[_ip].i $ruinpots[_ip].s $ruinpots[_ip].t /% somehow this breaks if I try to put it inside an if %/
<<if $searchpot is _ip>>!!<</if>>
 |<</for>>

<</if>>
*/
<</nobr>><</widget>>

<<widget "potinit">><<nobr>> /* i=item s=searched t=type */
<<set $ruinpots to []>>
<<set _mult to 10>>/* make 100 pots multiplied by this */
<<for _i to 0; _i lt 28*_mult; _i++>><<run $ruinpots.push({i:"dust",s:false,t:"purple"})>><</for>>
<<for _i to 0; _i lt 19*_mult; _i++>><<run $ruinpots.push({i:"box",s:false,t:"silver"})>><</for>>
<<for _i to 0; _i lt 10*_mult; _i++>><<run $ruinpots.push({i:"key",s:false,t:"bronze"})>><</for>>
<<for _i to 0; _i lt 8*_mult; _i++>><<run $ruinpots.push({i:"snapper",s:false,t:"slow"})>><</for>>
<<for _i to 0; _i lt 8*_mult; _i++>><<run $ruinpots.push({i:"ceramics",s:false,t:""})>><</for>>
<<for _i to 0; _i lt 8*_mult; _i++>><<run $ruinpots.push({i:"mud",s:false,t:""})>><</for>>
<<for _i to 0; _i lt 8*_mult; _i++>><<run $ruinpots.push({i:"pebbles",s:false,t:""})>><</for>>
<<for _i to 0; _i lt 8*_mult; _i++>><<run $ruinpots.push({i:"empty",s:false,t:""})>><</for>>
<<for _i to 0; _i lt 2*_mult; _i++>><<run $ruinpots.push({i:"swarm",s:false,t:""})>><</for>>
<<for _i to 0; _i lt 1*_mult; _i++>><<run $ruinpots.push({i:"box",s:false,t:"gold"})>><</for>>

<<run $ruinpots.shuffle()>>
/*extras at the end*/
<<run $ruinpots.push({i:"swarm",s:false,t:""})>>
<<run $ruinpots.push({i:"box",s:false,t:"gold"})>>
<<run $ruinpots.push({i:"box",s:false,t:"gold"})>>

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