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>>

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 6>><</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>><</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>>

	<<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 12>>

		<<else>>
		Something brushes your leg and startles you. You look beneath the water, but can't see anything.<<garousal>><<arousal 6>><<gstress>><<stress 12>>

		<</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>>
<<destinationlake>>
<<else>>
A pair of eyes stares at you from between the trees, then vanishes.<<gstress>><<stress 12>>

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

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

:: Lake Shore [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 30>><<set $bus to "lakeshore">>

<<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.

<</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>><</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>><</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>><</link>>

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

<<link [[Get dressed|Lake Shore]]>><<undress>><<storeon>><</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>><</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 $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.

<</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 $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 forboding.
<<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 forboding.
<<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.

<</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 $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.

<</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 $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 center 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 center 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.

<</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 $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.

<</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>>

	<</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>>

	<<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>>

	<</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>><</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 $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 lake near the shore. 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.

<</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>>

	<</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>>

	<<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>>

	<</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>><</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 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 $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>>

You are in the submerged ruin beneath the lake. The stone walls look ancient. Glowing purple lichen covers the 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>>

You are deep in the submerged ruin beneath the lake. The stone walls look ancient. 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>>

<<if $lakeruinkey is 1>>
<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

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

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Ruin Door [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<set $lakeruinkey to 2>>
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>><</link>>

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

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

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>><</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>>

<<if $rng gte 81>>
You reach inside one of the pots, and find a small ivory box. It's sealed by a bronze lock.

<<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>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><</link>>

<</if>>
<<set $skulduggerydifficulty to 300>>
<<link [[Open it|Lake Ruin Box]]>><<wateraction>><</link>><<skulduggerydifficulty>><<loxygen>>

<<if $lakeruinkey is 1>>
<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

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

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<elseif $rng gte 78 and $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>>

<<elseif $rng gte 51>>

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 6>><<garousal>><<arousal 6>>

<<if $lakeruinkey is 1>>
<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

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

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<elseif $rng gte 41 and $lakeruinkey is undefined>>
You reach inside one of the pots. You find a decaying bronze key.

<<set $lakeruinkey to 1>>

<<link [[Open door with bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

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

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<else>>
<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	You reach inside one of the pots. It's full of broken ceramics.
	<<elseif $rng gte 61>>
	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 6>>
	<<elseif $rng gte 41>>
	You reach inside one of the pots. It's full of mud.
	<<elseif $rng gte 21>>
	You reach inside one of the pots. It's full of pebbles.
	<<else>>
	You reach inside one of the pots. It's empty.
	<</if>>

<<if $lakeruinkey is 1>>
<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

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

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<</if>>

<</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>>

<<passoutlake>>

<<else>>

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

<<clotheson>>
<<endcombat>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<</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 $rng gte 95>>
	You find a gold necklace.<<set $antiquemoney += 500>><<if $antiquegoldnecklace is undefined>><<set $antiquegoldnecklace to "found">><</if>>

	<<else>>
	You find a silver ring.<<set $antiquemoney += 30>><<if $antiquesilverring is undefined>><<set $antiquesilverring to "found">><</if>>

	<</if>>

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

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<<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>><</link>>

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

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<</if>>

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

<<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>>

:: 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>>

<<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>><</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>><</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>><</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>><</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>><</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.

<<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>>

<<elseif $enemyhealth lte 0>>

You shove them away from you and leave the tent.

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

They stop touching you and let you leave the tent.

<<clotheson>>
<<endcombat>>
<</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.

	<<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.

	<<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>>

	<<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.

<<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>>

<<elseif $enemyhealth lte 0>>

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

<<clotheson>>
<<endcombat>>

<<else>>

The wolf wonders deeper into the forest.

<<tearful>> you continue to the lake.

<<clotheson>>
<<endcombat>>

<</if>>

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

:: 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 lightheaded.

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>>

<<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>>

<<else>>
<<ejaculation>>

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

<<clotheson>>
<<endcombat>>

<</if>>

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

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

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

<<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>>

	<<elseif $cool gte 40>>
	You chat with some students you recognise from your classes.

	<<else>>
	You try to chat with some students you recognise from your classes. You're mostly ignored.<<gtrauma>><<trauma 3>>

	<</if>>
<<else>>
An impromptu game of tag starts.
	<<if $physique gte (($physiquemax / 7) * 6)>>
	No one can catch you.<<gcool>><<status 1>><<physique 3>>
	<<elseif $physique gte (($physiquemax / 7) * 2)>>
	You give as good as you get.<<physique 3>>

	<<else>>
	Once "it" you struggle to catch anyone.<<lcool>><<status -1>><<physique 3>>

	<</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>> refering to watch from a rock not far away. You've seen them bully the <<person>> before.

		<<link [[Kiss|Lake Kiss]]>><<status -1>><</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.<<famegood20>>

<<endevent>>
<<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>>
<<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>>
<<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>>
<<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>>

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

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

<<clotheson>>
<<endcombat>>

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

<<clotheson>>
<<endcombat>>

<</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.

<<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.

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

<<passoutlake>>

<<else>>

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

<<clotheson>>
<<endcombat>>

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

<</if>>

:: 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>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

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

<<passoutlake>>

<<else>>

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

<<clotheson>>
<<endcombat>>

<<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>>

<<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>>

<</if>>
<<pass 20>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>

<<set $stress -= 1000>>

:: 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>>
<<destinationlake>>
<<else>>
It knocks you to the ground with its first pass, and leaps on you with the second.

<<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>>
<<destinationlake>>
<<else>>
You're not fast enough. The boar knocks you to the ground and leaps on top of you.

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

repo_name: Sabot/degrees

license: unknown


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

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

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

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

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

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

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

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

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

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

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

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

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

"Open weekends

9:00 - 6:00"

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

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

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

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

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

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

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

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

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

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

<</if>>

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

<</if>>

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

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

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

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

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

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

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

<</if>>

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

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

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

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

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

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

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

<<elseif $antiquemoney gte 200>>

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

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

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

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

<</if>>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

<<passout>>
<<set $dangerpark to 0>>
<<set $safepark to 0>>
<<set $danger to random(1, 10000)>>

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

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

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

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

<<pass 1 hour>>

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

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

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

<<stateman>>

<<actionsman>>

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

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

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

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

<<stateman>>

<<actionsman>>

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

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

:: Park Woman Alarm
Double-click this passage to edit it.

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

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

<<ejaculation>>

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

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

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

You've gained £5.

<</if>>

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

<<clotheson>>

<<endcombat>>

<<parkeventend>>

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

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

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

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

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

<<clotheson>>
<<endcombat>>

<<parkeventend>>

:: Dog Park Alarm
Double-click this passage to edit it.

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

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

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

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

<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

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

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

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

<<clotheson>>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		<<if $storelocation isnot "parkmens">>
		<<link [[Leave|Park]]>><</link>>
		<<elseif $exposed gte 2 and $exhibitionism gte 55>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist4>>
		<<elseif $exposed is 1 and $exhibitionism gte 35>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist3>>
		<<elseif $exposed lte 0>>
		<<link [[Leave|Park]]>><</link>>
		<</if>>
	<</if>>
<</if>>

<<set $eventskip to 0>>

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

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

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

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

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

		<<if $storelocation isnot "parkwomens">>
		<<link [[Leave|Park]]>><</link>>
		<<elseif $exposed gte 2 and $exhibitionism gte 55>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist4>>
		<<elseif $exposed is 1 and $exhibitionism gte 35>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist3>>
		<<elseif $exposed lte 0>>
		<<link [[Leave|Park]]>><</link>>
		<</if>>
	<</if>>
<</if>>

<<set $eventskip to 0>>

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

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

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

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

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

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

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

<<else>>
Wind rattles the small windows.

<</if>>

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

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

<</if>>

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

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

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

<<stateman>>

<<actionsman>>

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

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

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

<<if $enemyhealth lte 0>>

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

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

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

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

<<clotheson>>
<<endcombat>>

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

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

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

<</if>>

<<tearful>> you struggle to your feet.

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

<<parkquick>>

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

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

<<if $phase is 1>>
<<exhibitionism3>>
<<elseif $phase is 2>>
<<exhibitionism4>>
<</if>>

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

<<set $eventskip to 0>>

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

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

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

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

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

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

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

You successfully climb onto the plinth. The lichen is attached firm, but you manage to pry it free with some effort. A few heads turn but no one bothers you until you hear a voice shout from across the park. "Oi!" It's a <<generate2>><<person2>><<person>> dressed as a police officer. "Get down from there or I'll have your hide."<<gstress>><<stress 6>>

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

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

<<else>>

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

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

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

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

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

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

<</if>>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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