code:
:: Sewers Descend [nobr]
<<effects>><<set $location to "sewers">>

You climb the ladder down into the dark. The weight is too much, and the ladder snaps free. You fall the rest of the way. It isn't far, but you're left sprawled on the cold stone.

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

:: Sewers Intro [nobr]
<<effects>><<set $location to "sewers">>
<<set $sewersintro to 1>>
<<sewersstart>>
<<morgan>><<person1>>
Lightheaded, you try and fail to stand up without collapsing. You hear footsteps. Odd, uneven footsteps nearing closer and closer until you see a figure in the darkness. The figure screams.

"<<charlescomma>> you're alive!" <<he>> says. "<<if $pronoun is "m">>Daddy<<else>>Mummy<</if>> has missed you so much!" <<He>> steps into the dim light. Unkempt ginger hair tumbles around <<his>> face. There's a badge on <<his>> ruined <<if $pronoun is "f">>gown<<else>>suit<</if>>, "Morgan."

<<link [[Say nothing|Sewers Intro Play Along]]>><</link>>

<<link [[Say that's not your name|Sewers Intro Refuse]]>><</link>>

:: Sewers Intro Play Along [nobr]
<<effects>><<set $location to "sewers">>

You nod. The figure outstretches <<his>> arms, and grabs you in a hug. "I knew it," <<he>> cries. "They lied to me," <<He>> runs <<his>> hands over your body.

<<link [[Allow|Sewers Intro Molestation]]>><<set $molestationstart to 1>><</link>>

<<link [[Push away|Sewers Intro Fight]]>><<set $fightstart to 1>><</link>>

:: Sewers Intro Refuse [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $submissive gte 1150>>
"T-that's not me," you say. "<<charles>> isn't my name."
<<elseif $submissive lte 850>>
"Don't touch me," you say. "You're crazy."
<<else>>
"That's not my name," you say. "You've got me confused with someone else."
<</if>>

<<He>> grabs your arm and pulls you closer. <<He>> examines your scalp. "Yes, yes, good, looks good." <<he>> babbles, running <<his>> fingers over your head. "My child, you're beginning to upset me. You didn't lose your memory, right?" <<He>> runs <<his>> hands over your body.

<<link [[Allow|Sewers Intro Molestation]]>><<set $molestationstart to 1>><</link>>

<<link [[Push away|Sewers Intro Fight]]>><<set $fightstart to 1>><</link>>

:: Sewers Intro Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<npcidlegenitals>>
<<set $timer to 10>>
<</if>>

<<effects>>

<<effectsman>>

<<if $timer is 9>>
"Good <<girlstop>>"
<<elseif $timer is 7>>
"You have a body befitting our family."
<<elseif $timer is 5>>
"This is for your own good darling."
<<elseif $timer is 3>>
"Such smooth, supple skin."
<</if>>

<<man>>

<<stateman>>

<<actionsman>>

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

:: Sewers Intro Molestation Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"Y-yes," <<he>> stammers. "Good <<girlstop>>"

<<tearful>> you try to crawl away, but <<he>> grips your waist.

<<clotheson>>
<<endcombat>>
<<morgan>><<person1>>
<<link [[Next|Sewers Feeding]]>><</link>>

<<elseif $enemyhealth lte 0>>

You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.

<<tearful>> you escape into another tunnel, chased by <<his>> howls.

<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>

<<clotheson>>
<<endcombat>>

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

<</if>>

:: Sewers Intro Fight [nobr]
<<if $fightstart is 1>>
<<set $fightstart to 0>>

<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $timer to 10>>
"Don't you dare refuse me," <<he>> snarls.

<<set $enemyhealthmax += 100>><<set $enemyhealth += 100>>
<</if>>

<<effects>>
<<effectsman>>

<<if $timer is 9>>
"Never refuse me again!"
<<elseif $timer is 7>>
"This is for your own good."
<<elseif $timer is 5>>
"The other students are a bad influence."
<<elseif $timer is 3>>
"You were never like this before."
<</if>>

<<man>>

<<stateman>>

<<actionsman>>

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

:: Sewers Intro Fight Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"Y-yes," <<he>> stammers. "Good <<girlstop>>"

<<tearful>> you try to crawl away, but <<he>> grips your waist.

<<clotheson>>
<<endcombat>>
<<morgan>><<person1>>
<<link [[Next|Sewers Feeding]]>><</link>>

<<elseif $enemyhealth lte 0>>

You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.

<<tearful>> you escape into another tunnel, chased by <<his>> howls.

<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Sewers Escape]]>><</link>>

<<else>>

<<tearful>> you collapse, too hurt to continue fighting. "Oh my child," <<he>> says, having vented the worst of <<his>> anger. "Look what you made me do. I know what will make you feel better."

<<clotheson>>
<<endcombat>>
<<morgan>><<person1>>

<<link [[Next|Sewers Feeding]]>><</link>>

<</if>>

:: Sewers Feeding [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewersfeeding to 1>>
<<if $breastfeedingdisable is "f" and $pronoun is "f">>

Morgan loosens <<his>> sash, and exposes <<his>> breast from underneath <<his>> tattered and discoloured gown. "Come, dear. I know you're a bit old for this, but it was always your favourite."

<<link [[Feed|Sewers Breastfeed]]>><<set $morganlove += 1>><<set $morgandom += 1>><</link>>

<<link [[Refuse|Sewers Breastfeed Refuse]]>><<set $morganlove -= 1>><<set $morgandom -= 1>><</link>>

<<else>>

"You must be hungry dear," Morgan says. "I have just the thing. Tea and scones." <<He>> disappears around a corner for a moment, before emerging with a basket in hand. <<He>> empties it in front of you. Three boiled rats, and a chipped teacup containing a tarry substance. <<if $penis isnot "none">>A mysterious white fluid floats on the surface.<</if>>

<<link [[Eat|Sewers Rats]]>><<trauma 6>><<stress 6>><<set $morganlove += 1>><<set $morgandom += 1>><</link>><<gtrauma>><<gstress>>

<<set $skulduggerydifficulty to 200>>
<<link [[Pretend to eat|Sewers Rats Pretend]]>><<set $morgandom -= 1>><</link>><<skulduggerydifficulty>>

<<link [[Refuse|Sewers Spank]]>><<set $morganlove -= 1>><<set $morgandom -= 1>><<set $molestationstart to 1>><</link>>

<</if>>

:: Sewers Breastfeed [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You wrap your lips around <<his>> breast and suckle while Morgan cradles your head. A sweet warmth fills your mouth. After a few minutes, <<his>> other hand traces down your torso. <<He>> fondles your groin.<<garousal>><<arousal 6>>

"There," <<he>> says after a few moments. "Did <<charles>> enjoy? I missed doing that with you. You're never too old for mummy's milk. Now maybe you won't be so grouchy." <<He>> laughs. "Now, there are chores you can help me with, or maybe we'll take a nap."

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Breastfeed Refuse[nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<He>> looks hurt. "Well, you must eat something," <<he>> says. "I have just the thing. Tea and scones." <<He>> disappears around a corner for a moment, before emerging with a basket in hand. <<He>> empties it in front of you. Three boiled rats, and a chipped teacup containing a tarry substance. <<if $penis isnot "none">>A mysterious white fluid floats on the surface.<</if>>

<<link [[Eat|Sewers Rats]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<<set $skulduggerydifficulty to 200>>
<<link [[Pretend to eat|Sewers Rats Pretend]]>><</link>><<skulduggerydifficulty>>

<<link [[Refuse|Sewers Spank]]>><<set $morganlove -= 1>><<set $morgandom -= 1>><<set $molestationstart to 1>><</link>>

:: Sewers Rats [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You feign the most polite smile you can muster, and manage to power through the first rat. The second rat proves challenging, and you gag after the third rat. Alarmed, Morgan pours the tea sludge down your throat, making it worse.

"There," <<he>> says after a few moments. "Now maybe you won't be so grouchy. There are chores you can help me with, or maybe we'll take a nap."

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Rats Pretend [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You wait for Morgan to become distracted.

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

You toss the rats and pour the sludge down a drain, while making exaggerated chomping and sipping noises. You force a burp.

"I hope you enjoyed the meal," Morgan says. "It has been quite a while since I've been able to cook for somebody else, much less my own flesh and blood. Now, there are chores you can help me with, or maybe we'll take a nap."

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

	<</if>>

<<link [[Next|Sewers Morgan]]>><</link>>

<<else>>

You try to toss the rats down a drain, but they splat against the bars. You lift the teacup to pour away, but the slimy handle slips from your hand and it shatters on the ground.

Morgan turns. "I made that for you!" <<he>> says. "You spoiled brat."

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

	<</if>>

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Sewers Spank [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<npcspank>><<set $enemyanger += 200>><<set $timer to 10>>
<<He>> lunges at you and bends you over <<his>> knee.

<</if>>

<<if $timer is 9>>
"What did <<if $pronoun is "m">>daddy<<else>>mummy<</if>> tell you about saying no."
<<elseif $timer is 7>>
"You dare disrespect our family."
<<elseif $timer is 5>>
"<<if $pronoun is "m">>Daddy<<else>>Mummy<</if>> only wants you to be the best you can."
<<elseif $timer is 3>>
"This hurts me more than you."
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Sewers Spank Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sewers Spank Finish]]>><</link>><<nexttext>>
<<elseif $enemyanger lte 40>>
<<link [[Next|Sewers Spank Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sewers Spank]]>><</link>><<nexttext>>
<</if>>

:: Sewers Spank Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"I can't stay mad at you," Morgan sighs. "But you have to work extra hard at your chores."

<<tearful>> you squirm from <<his>> grasp.

<<clotheson>>
<<endcombat>>
<<morgan>><<person1>>
<<link [[Next|Sewers Morgan]]>><</link>>

<<elseif $enemyhealth lte 0>>

You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.

<<tearful>> you escape into another tunnel, chased by <<his>> howls.

<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Sewers Escape]]>><</link>>

<<else>>
"That hurt me more than you," Morgan says. "Do as you're told in the future."

<<tearful>> you squirm from <<his>> grasp.

<<clotheson>>
<<endcombat>>
<<morgan>><<person1>>
<<link [[Next|Sewers Morgan]]>><</link>>

<</if>>

:: Sewers Morgan [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $hour lte 7>>

Morgan yawns, stretches and falls back on a pile of blankets. <<He>> snores.

Now could be your chance to escape.

<<link [[Sleep|Sewers Sleep]]>><</link>>

<<link [[Escape|Sewers Escape Night]]>><</link>>

<<elseif $hour is 18 and $sewersfeeding isnot 1>>

Morgan stares at you and smiles.

<<link [[Next|Sewers Feeding]]>><</link>>

<<elseif $hour is 9>>
"Now, sweetie," Morgan says. "It's important for people of our status to be educated about the finer things in life. Allow me to begin by telling you again of our family history." <<He>> prattles, gibbers, and mumbles<<his>> way through what <<he>> calls a history lesson.

<<link [[Pay attention (1:00)|Sewers History]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>| History?

<<link [[Daydream (1:00)|Sewers History Daydream]]>><<pass 60>><</link>>

<<link [[Resist (1:00)|Sewers History Resist]]>><<pass 60>><</link>>

<<elseif $hour is 12>>
"Mathematics," Morgan says. "My favourite subject." <<He>> licks <<his>> lips and hands you an old receipt to write on.

<<link [[Pay attention (1:00)|Sewers Maths]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>| Maths?

<<link [[Daydream (1:00)|Sewers Maths Daydream]]>><<pass 60>><</link>>

<<link [[Resist (1:00)|Sewers Maths Resist]]>><<pass 60>><</link>>

<<elseif $hour is 15>>
"Now pay attention," Morgan says. "You must be the quintessential socialite."

<<link [[Pay attention (1:00)|Sewers English]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>| English?

<<link [[Daydream (1:00)|Sewers English Daydream]]>><<pass 60>><</link>>

<<link [[Resist (1:00)|Sewers English Resist]]>><<pass 60>><</link>>

<<elseif $hour is 17>>
"Listen carefully <<charlescomma>>" Morgan says. "This is important." <<He>> instructs you on the nutritional value of food in the old sewers.

<<link [[Pay attention (1:00)|Sewers Science]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>| Science?

<<link [[Daydream (1:00)|Sewers Science Daydream]]>><<pass 60>><</link>>

<<link [[Resist (1:00)|Sewers Science Resist]]>><<pass 60>><</link>>

<<elseif $hour is 20 and $sewerssex isnot 1>><<set $sewerssex to 1>>
"I-It's time," Morgan says. "For special learning. Undress and lie down."

<<link [[Undress and lie down|Sewers Sex Ed]]>><<uppernaked>><<lowernaked>><<undernaked>><<trauma 6>><<stress 6>><<set $morganlove += 1>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Sewers Sex Ed Refuse]]>><<set $morganlove -= 1>><</link>>

<<elseif $rng gte 91 and $collared is 1>>

"<<charlescomma>>" Morgan says. "What's that around your neck? I can get that off for you." <<He>> produces a bobby pin, lubricant, and a crowbar. "Now, be a big <<girl>> and come here."

<<link [[Allow|Sewers Collar]]>><<set $collared to 0>><<trauma 6>><<stress 6>><<pain 6>><</link>><<gtrauma>><<gstress>><<gpain>>

<<link [[Refuse|Sewers Collar Refuse]]>><</link>>

<<elseif $rng gte 51>>
"I'm going to bake scones," Morgan says, clutching a number of rats by their tails. "You put the kettle on."

<<link [[Help (1:00)|Sewers Scones]]>><<trauma 6>><<stress 6>><<set $morganlove += 1>><<pass 60>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><<set $morganlove -= 1>><</link>>

<<elseif $rng gte 46>>

Morgan offers some advice. "Don't go swimming here without a top on," <<he>> says. "There are nasty parasites living in the water."

<<He>> turns away from you. "Help me search through these antiques," <<he>> says as <<he>> rummages through a pile of rubbish. "Don't be a bad <<girlcomma>> come help."

<<link [[Help (1:00)|Sewers Rummage]]>><<trauma 6>><<stress 6>><<set $morganlove += 1>><<pass 60>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><<set $morganlove -= 1>><</link>>

<<elseif $rng gte 41>>

"<<charlescomma>>" Morgan hesitates. "Since we've been reunited, darling, I've wanted you to have this." <<He>> hands you a pristine <<if $playergenderappearance is "m">>shirt and shorts<<else>>sundress<</if>>. "I-It's your favourite little outfit. W-would you wear it for me?"

<<link [[Wear|Sewers Outfit]]>><</link>>

<<link [[Refuse|Sewers Outfit Refuse]]>><</link>>

<<else>>

"Help me search through these antiques," Morgan says as <<he>> rummages through a pile of rubbish. "Don't be a bad <<girlcomma>> come help."

<<link [[Help (1:00)|Sewers Rummage]]>><<trauma 6>><<stress 6>><<set $morganlove += 1>><<pass 60>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><<set $morganlove -= 1>><</link>>

<</if>>

:: Sewers Scones [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You follow Morgan's recipe as best you can and prepare a fresh batch of "tea" while Morgan prepares the "scones." You're relieved that the tea has actual tea in it.

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Rummage [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You help Morgan search for salvage, doing your best to avoid anything too gross. A rat jumps out of a tin can and startles you. Morgan grabs it from the air. "Another scone," <<he>> laughs. "Still fresh."

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Sleep [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You lie down beside Morgan. <<He>> wraps an arm around you.

<<sewerssleep>>

You awaken some time later. A pair of hands grope you from behind. "I've seen how you've look at me," <<he>> whispers. "I remember how much of a struggle you would put up. I still have that scar."

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

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

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

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

<<if $phase is 1>>
Morgan leans over to give you a kiss on the cheek. "<<charles>>...that was spectacular. An A+ for sure."

<<elseif $phase is 2>>
"There's room for improvement, dear," <<he>> whispers. "But that was good." <<He>> kisses you on your forehead.

<<else>>
"You're a bad <<girlcomma>>" <<he>> says. "Provoking your <<if $pronoun is "m">>father<<else>>mother<</if>> like that."

<</if>>

<<tearful>> you squirm from <<his>> grasp.

<<clotheson>>
<<endcombat>>
<<morgan>><<person1>>
<<link [[Next|Sewers Morgan]]>><</link>>

<<else>>

You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.

<<tearful>> you escape into another tunnel, chased by <<his>> howls.

<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Sewers Escape]]>><</link>>

<</if>>

:: Sewers Escape [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>

There's no way out, except a river running along a canal into darkness. One side is blocked by a metal grate.

Morgan lurches after you, slowed by legs tangled in their decaying outfit. You drop into the water and swim.

You swim against the gentle current and emerge in a large room. You climb onto the shore. "I'm coming <<charlescomma>>" Morgan's voice shouts behind you. You hear a splash of water. You are being hunted.

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

:: Sewers Escape Night [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>

There's no way out, except a river running along a canal into darkness. One side is blocked by a metal grate. You lower yourself into the water and swim against the gentle current, emerging in a large room. You climb onto the shore.

<<set $sewersevent to random(5, 12)>>
<<link [[Next|Sewers Residential]]>><</link>>

:: Sewers History [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

Morgan explains your family origins. That you're of a proud and noble house.

<<if $rng gte 75>>
<<His>> take on things seems strange.<<lhistory>><<set $history -= 1>><<set $school -= 1>>

<<elseif $rng gte 50>>
<<His>> take on things seems strange.<<gghistory>><<historyskill>><<historyskill>>

<<else>>
<<He>> rambles a lot, but has moments of greater lucidity.<<ghistory>><<historyskill>>

<</if>>

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers History Daydream [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You watch Morgan's lips move, but your mind is elsewhere.

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers History Resist [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You put up with <<his>> rambling for a time, then blow a raspberry and tell <<him>> you don't care, and that <<hes>> crazy. <<He>> isn't amused.

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

:: Sewers Maths [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

Morgan inundates you with facts and formulae.

<<if $rng gte 75>>
<<His>> take on things seems strange.<<lmaths>><<set $maths -= 1>><<set $school -= 1>>

<<elseif $rng gte 50>>
<<His>> take on things seems strange.<<ggmaths>><<mathsskill>><<mathsskill>>

<<else>>
<<He>> rambles a lot, but has moments of greater lucidity.<<gmaths>><<mathsskill>>

<</if>>

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Maths Daydream [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You roll your eyes and go through the motions as Morgan tries to explain a theory to you. You nod, mumble, and doodle on the back of the receipt Morgan gave you.

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Maths Resist [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You put up with <<his>> rambling for a while, then crumble up the receipt and throw it in <<his>> face. <<He>> glares at you.

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

:: Sewers English [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You do your best to keep up with Morgan in conversation. <<He>> speaks of commoners with disdain.

<<if $rng gte 75>>
<<His>> take on things seems strange.<<lenglish>><<set $english -= 1>><<set $school -= 1>>

<<elseif $rng gte 50>>
<<His>> take on things seems strange.<<ggenglish>><<englishskill>><<englishskill>>

<<else>>
<<He>> rambles a lot, but has moments of greater lucidity.<<genglish>><<englishskill>>

<</if>>

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers English Daydream [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You don't put your heart into the lesson, and mumble vague affirmations to Morgan.

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers English Resist [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You tell <<him>> this is a stupid waste of your time, which infuriates <<himstop>>

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

:: Sewers Science [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

Morgan is delighted with your interest in scones.

<<if $rng gte 75>>
<<His>> take on things seems strange.<<lscience>><<set $science -= 1>><<set $school -= 1>>

<<elseif $rng gte 50>>
<<His>> take on things seems strange.<<ggscience>><<scienceskill>><<scienceskill>>

<<else>>
<<He>> rambles a lot, but has moments of greater lucidity.<<gscience>><<scienceskill>>

<</if>>

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Science Daydream [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You sit through the lecture. Rats good, tentacle creatures are okay too, you guess.

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Science Resist [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You tell Morgan that this is disgusting and that you hate <<his>> cooking. This enrages <<himstop>>

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

:: Sewers Sex Ed [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You do as you are instructed, blushing as you undress. Morgan strips too, and climbs on top of you. "Now, dear, stretch your legs back." <<He>> says. "Work hard and I'm sure you can get an A+."

<<link [[Next|Sewers Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>

:: Sewers Sex Ed Refuse [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You try to move away from Morgan, but <<he>> grasps your arm and pulls you to the cold stone floor.

<<link [[Next|Sewers Rape]]>><<set $phase to 2>><<set $molestationstart to 1>><</link>>

:: Sewers Outfit [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $playergenderappearance is "m">>

	<<set $tshirtnew to 1>><<set $tshirtno to 1>><<tshirt>>
	<<set $shortsnew to 1>><<set $shortsno to 1>>
	<<shorts>>

<<else>>

	<<set $uppersundressno to 1>>
	<<set $uppersundressnew to 1>>
	<<set $lowersundressno to 1>>
	<<set $lowersundressnew to 1>>
	<<uppersundress>>
	<<lowersundress>>

<</if>>

You turn away from Morgan to dress. You feel <<his>> eyes on your back.

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Outfit Refuse [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You push the clothes back at Morgan. <<He>> sighs and shakes <<his>> head.

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Collar [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

Morgan pulls you close, and sticks the greased bobby pin down between a gap between your neck and the collar. With a few swift motions, you feel it loosen. "Now that I've got the delicate parts exposed," Morgan lays you down. "I need to smash it! Now, be brave for <<if $pronoun is "m">>daddy<<else>>mummy<</if>>," The crowbar comes down on the collar, releasing it from your neck. <<tearful>> you rise to your feet as Morgan snatches and examines the remains.

<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Collar Refuse [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

Morgan shrugs. "Have it your way, dear."

<<link [[Next|Sewers Morgan]]>><</link>>


code:
:: Sewers Lizard Vore [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You walk forward, careful not to make any sudden movements. You grind your <<genitals>> against the beast's mouth. It pushes you onto your back, turning you over and grasping your crotch with its teeth.<<deviancy3>>

<<if $deviancy gte 55>>
<<link [[Give it more|Sewers Lizard Vore 2]]>><</link>><<deviant4>>

<</if>>
<<link [[Struggle|Sewers Lizard Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>

:: Sewers Lizard Vore 2 [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You thrust your <<genitals>> against the beasts tongue as it twists and folds underneath your crotch. <<if $penisexist is 1>>The tongue fondles your penis, squeezing and twirling around it, jerking you again and again.<<else>>The tongue fondles your clit, flicking it again and again.<</if>><<deviancy4>>

The beast continues its assault, and begins lowering your body into its mouth, swallowing you down.

<<if $deviancy gte 55>>
<<link [[Give it more|Sewers Lizard Vore 3]]>><</link>><<deviant4>>

<</if>>
<<link [[Struggle|Sewers Lizard Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>

:: Sewers Lizard Vore 3 [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

The tongue continues to move as you go deeper, caressing your nipples and sweeping your body, while the lizards tight throat squeezes and grinds your crotch. It rumbles, enjoying the feeling, as the throat clenches tight around your lower body.<<deviancy4>>

<<if $deviancy gte 75>>
<<link [[Let it swallow you|Sewers Lizard Vore 4]]>><</link>><<deviant5>>

<</if>>
<<link [[Struggle|Sewers Lizard Rape]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>

:: Sewers Lizard Vore 4 [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

The beast pushes you down its throat in a single, powerful, swallow. You land in a small, tight chamber, with pulsing walls. They press in on you, squeezing and caressing your body with each movement. Viscous fluids seep into the stomach, making your body slippery with slime.<<deviancy5>>

The lizard starts to move, and with each step the walls of the stomach compress your body, rubbing against your <<breasts>> and your slime-covered <<genitalsstop>> Your body arches from the pleasure, straining against the smothering flesh around you while your <<if $penisexist is 1>>penis<<else>>clit<</if>> presses into the folds of the lizard's stomach. The stomach tightens around your shaking body, as if responding to your thrashes.

The stimulation is too much for you. You pass out.<<passout>>

<<link [[Next|Sewers Lizard Vore 5]]>><</link>>

:: Sewers Lizard Vore 5 [nobr]
<<effects>><<set $location to "forest">><<set $outside to 1>>
<<swallowedstat>><<sewersend>><<outergoo>>
You awaken in the woods, lying inside the lizards mouth. It's sleeping. You wiggle out, shivering in pleasure as your <<genitals>> slides along its tongue once more.

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

:: Sewers Lizard Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "lizard">>
	<<if $phase is 1>>
	You struggle free of the beast's maw. It hisses.

	<<elseif $phase is 2>>
	You whack at the beast's mouth. It spits you out and hisses.

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

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

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

:: Sewers Lizard Rape Finish [nobr]
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Its seed deposited, the beast loses interest in you.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationsewers>>

<<else>>

It hisses and flees into the darkness.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationsewers>>

<</if>>

:: Sewers Return [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

Morgan drags you back to <<his>> lair. "I was worried, so worried," <<he>> says. "You're a bad <<girl>> <<charlesstop>> There's only one thing for it."

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

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

<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $enemyhealthmax += 100>><<set $enemyhealth += 100>><<set $enemyarousalmax += 100>>
<<npcidlegenitals>>
"Don't you dare," Morgan snarls. "Your bottom will be red when I'm done."
<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Sewers Fight Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<set $sewersevent to random(5, 12)>>
You seize the opportunity. <<tearful>> you escape into the tunnels.

<<clotheson>>
<<endcombat>>

<<destinationsewers>>

<<elseif $enemyhealth lte 0>>
<<set $sewersevent to random(10, 18)>>
Morgan recoils, giving you the chance you need. <<tearful>> you escape into the tunnels.

<<clotheson>>
<<endcombat>>

<<destinationsewers>>

<<else>>

<<tearful>> you fall to the ground, too hurt to continue.

<<clotheson>>
<<endcombat>>
<<morgan>><<person1>>
<<link [[Next|Sewers Return]]>><</link>>

<</if>>

:: Sewers Shackle Struggle [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $sewerschasedstep lte 0>>

<<morgan>><<person1>>"Oh, you poor little thing. This simply won't do," Morgan says, stepping out of the shadows. <<He>> twists a pin at the base of the shackle, freeing you. "Now <<charlescomma>> don't make things harder on yourself than they need to be." <<He>> grasps your arm and pulls.

<<set $sewerschased to 0>>
<<link [[Go quietly|Sewers Return]]>><</link>>

<<link [[Fight|Sewers Fight]]>><<set $fightstart to 1>><</link>>

<<elseif $physique gte $rng * 100 + 10000 and $phase is 0>><<set $phase += 1>>

You rip the shackle open and run.

You hear Morgan screech, and the clang of metal soon after.

<<destinationsewers>>
<<set $sewerschased to 0>>
<<elseif $physique gte $rng * 100 + 8000 and $phase is 1>><<set $phase += 1>>

You rip the shackle open and run.

You hear Morgan screech, and the clang of metal soon after.

<<destinationsewers>>
<<set $sewerschased to 0>>
<<elseif $physique gte $rng * 100 + 6000 and $phase is 2>><<set $phase += 1>>

You rip the shackle open and run.

You hear Morgan screech, and the clang of metal soon after.

<<set $sewerschased to 0>>
<<destinationsewers>>

<<else>>

You try to rip the shackle off. It gives a little, but remains stuck. Further attempts should be more likely to succeed. <<morganhunt>>

<<link [[Struggle|Sewers Shackle Struggle]]>><</link>>

<<set $skulduggerydifficulty to 600>>
<<link [[Pick the lock|Sewers Shackle Pick]]>><</link>><<skulduggerydifficulty>>

<</if>>

:: Sewers Shackle Pick [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<effects>>

You crouch and try to pick the lock.

<<if $sewerschasedstep gt 0>>
<<skulduggerycheck>>
<</if>>
<<if $sewerschasedstep lte 0>>

<<morgan>><<person1>>"Oh, you poor little thing. This simply won't do," Morgan says, stepping out of the shadows. <<He>> twists a pin at the base of the shackle, freeing you. "Now <<charlescomma>> don't make things harder on yourself than they need to be." <<He>> grasps your arm and pulls.

<<set $sewerschased to 0>>
<<link [[Go quietly|Sewers Return]]>><</link>>

<<link [[Fight|Sewers Fight]]>><<set $fightstart to 1>><</link>>

<<elseif $skulduggerysuccess is 1>>

You unlock the shackle and run.

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

	<</if>>

You hear Morgan screech, and the clang of metal soon after.

<<set $sewerschased to 0>>
<<destinationsewers>>

<<else>>

Your fingers fumble under the pressure. <<morganhunt>>

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

	<</if>>

<<link [[Struggle|Sewers Shackle Struggle]]>><</link>>

<<set $skulduggerydifficulty to 600>>
<<link [[Pick the lock|Sewers Shackle Pick]]>><</link>><<skulduggerydifficulty>>

<</if>>

:: Sewers Slime [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You try to pull yourself free. The muck, slimy and suspiciously warm, coats you from your hands to your elbows. It's a strange feeling, being unable to pull away from the stuff. To make matters worse, your feet, ankles, and calves are also stuck in the substance. You are trapped, unable to free yourself no matter how much you twist and turn.

The light down here is minimal, making it difficult to see. The fact that much of the blob is cast in the shadows is alarming as well, and you wonder just how big this mountain of goo really is. It could stretch out a dozen or more feet into the darkness, making you shiver at the thought. Something about this stuff gives you chills.

Suddenly, and without warning, the slime covering your arms and legs tighten around your appendages and lift you off the ground, your momentum pulling you above to the substance. Staring down, your eyes rise in horror as this new angle lets you see more of the slime. More of the creature.

<<link [[Next|Sewers Slime 2]]>><</link>>

:: Sewers Slime 2 [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

The wide mouth below you opens and you yell in alarm as you are pulled into it. Though you struggle, it makes no difference. First your thighs disappear. Then your waist. Then your stomach. Then your chest. Before you know it, all but your head is swallowed up and you close your eyes in terror, expecting to feel pain. Slime pushes against every part of you and you just know you are done for.

Your end doesn't come. Instead, air begins rushing past your ears as you and the creature move at a rapid pace down the tunnel, into the darkness. You exhale for a moment, cautiously optimistic.

<<if $uppertype isnot "naked" or $lowertype isnot "naked" or $undertype isnot "naked" and $undertype isnot "chastity">>
Your optimism only lasts a moment, though, as you shout in alarm while your clothing dissolves.

It happens so fast, you almost don't realise it. Within the span of a few heartbeats, every stitch of clothing you were wearing simply breaks apart and the goo comes crashing down onto your nude body.

Every bit of skin feels the slick warm substance pressed against it and you wonder if you will be dissolved next.<<upperruined>><<lowerruined>><<underruined>>
<</if>>

Then the slime begins to tease your body.

<<link [[Next|Sewers Slime 3]]>><</link>>

:: Sewers Slime 3 [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

It starts between your fingers and toes, the goo vibrating slightly as the slick stuff forces itself between your clenched digits. Next comes a gentle suckling of your underarms and the back of your knees. Then your nipples experience tingles as the slime pinches them softly, causing you to let out a low moan of appreciation.

Emboldened, the slime slides between you thighs, teasing your taint as your rear is parted and slime begins to lap at your hole. You groan, feeling your <<genitals>> react to the attention. This warmth spreads all across your skin, this creature playing with your body as you move through the darkness.

Then the slime pressed up against your <<if $penisexist is 1>>hard penis<<else>>twitching pussy<</if>> seems to come alive, the goo <<if $penisexist is 1>>feeling as if it is stroking you from your balls to the tip of your boycock<<else>>vibrating right on top of your excited clit as is aggressively rubs up, down, and between your pussy lips<</if>>. You let out a cry of surprise as the sharp pleasurable feelings run up your spine. You struggle weakly, causing the creature to redouble it's attentions.

Suddenly, you are in the middle of a lighted tunnel and you look down to see your nude body, engulfed almost entirely and being teased mercilessly, for the first time since being captured by the creature. It's too much. With a loud squeak, you cum. Hard.

<<set $arousal += 10000>><<orgasmpassage>>

<<link [[Next|Sewers Slime 4]]>><</link>>

:: Sewers Slime 4 [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $penisexist is 1>>
Your cum erupts from your throbbing cock, the blast firing deep into the slime before it is stopped. You watch in pleasurable fascination as your cum begins to dissolve into nothingness. Almost, you realise, as if the creature if feeding on it. The creature does not relent it assault as your climax fades, though, and you soon find yourself back in the darkness as you and the creature move through the tunnels at breakneck speed.

<<else>>
A powerful suction suddenly engulfs your spasming cunt, forcing any of your juices out and into the eager creature. It's almost as if it is feeding off your powerful orgasm, gorging on your wetness. The creature does not relent it assault as your climax fades, though, and you soon find yourself back in the darkness as you and the creature move through the tunnels at breakneck speed.

<</if>>

<<set $arousal += 10000>><<orgasmpassage>>

You cum again quickly, the pinching of your nipples and licking of your asshole merging with the stimulation of your <<genitals>> to send you over the edge once more. Your moans echo off the tunnels, filling your ears. Your third climax happens a short while later and you swoon. The stimulation is to much.

<<set $arousal += 10000>><<orgasmpassage>>

So disoriented by this point, you hardly register that you are back in the light and the slime creature is gently laying you on the ground. You watch through lidded eyes as it moves away, into the darkness. Several minutes pass, while you catch your breath and gain your strength. Then, you stand and brush off your nude body. Where are you?

<<destinationsewersrandom>>

:: Sewers Upper Struggle [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $upperclothes. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>

<<upperruined>>

<<endevent>>

<<destinationsewers>>

:: Sewers Lower Struggle [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $lowerclothes. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>

<<lowerruined>>

<<endevent>>

<<destinationsewers>>

:: Sewers Under Struggle [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $underclothes. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>

<<underruined>>

<<endevent>>

<<destinationsewers>>

repo_name: Host/degrees


code:
:: Sewers Residential [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersresidential">>
<<set $sewersevent -= 1>>
You are in the old sewers. A canal runs past, disappearing through a metal grate. Water rushes through gaps in the ceiling, carrying litter to join the river. The current looks gentle.

<<if $sewerschased is 1>>
There's a ladder leading up to the town's drain system, but it's retracted and out of reach.

<<else>>
There's a ladder leading up to the town's drain system.

<</if>>

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<</if>>
<<link [[Tunnel filled with scrap (0:05)|Sewers Scrap]]>><<pass 5>><</link>>

<<link [[Tunnel filled with Wood (0:05)|Sewers Wood]]>><<pass 5>><</link>>

<<link [[Swim against the current (0:05)|Sewers Residential Swim]]>><<pass 5>><<tiredness 1>><</link>><<gtiredness>>

	<<if $sewerschased isnot 1>>
	<<link [[Climb out of the sewers|Residential Drain]]>><<sewersend>><</link>>

	<</if>>

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

:: Sewers Commercial [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerscommercial">>
<<set $sewersevent -= 1>>
You are in the old sewers. A canal runs past, disappearing into the dark. Piles of rubbish line the sides. The current looks rough.

<<if $sewerschased is 1>>
There's a ladder leading up to the town's drain system, but it's retracted and out of reach.

<<else>>
There's a ladder leading up to the town's drain system.

<</if>>

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<</if>>
<<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>>

<<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>>

<<link [[Swim against the current (0:05)|Sewers Commercial Swim]]>><<pass 5>><<tiredness 1>><</link>><<gtiredness>>

<<link [[Swim with the current (0:01)|Sewers Residential]]>><<pass 1>><<water>><</link>>

	<<if $sewerschased isnot 1>>
	<<link [[Climb out of the sewers|Commercial Drain]]>><<sewersend>><</link>>

	<</if>>

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

:: Sewers Industrial [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersindustrial">>
<<set $sewersevent -= 1>>
You are in the old sewers. A canal runs past, disappearing into the dark. Much of the ceiling and walls have collapsed, almost damming the water. The current looks violent.

<<if $sewerschased is 1>>
There's a ladder leading up to the town's drain system, but it's retracted and out of reach.

<<else>>
There's a ladder leading up to the town's drain system.

<</if>>

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<</if>>
<<link [[Algae-coated tunnel (0:05)|Sewers Algae]]>><<pass 5>><</link>>

<<link [[Crumbling tunnel (0:05)|Sewers Rubble]]>><<pass 5>><</link>>

<<link [[Swim against the current (0:05)|Sewers Industrial Swim]]>><<pass 5>><<tiredness 1>><</link>><<gtiredness>>

<<link [[Swim with the current (0:01)|Sewers Commercial]]>><<pass 1>><<water>><</link>>

	<<if $sewerschased isnot 1>>
	<<link [[Climb out of the sewers|Industrial Drain]]>><<sewersend>><</link>>

	<</if>>

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

:: Sewers Waterfall [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswaterfall">>
<<set $sewersevent -= 1>>
You are in the old sewers. Torrents of water crash down from multiple breaches in the ceiling.

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<<link [[Hide behind the waterfalls|Sewers Waterfall Hide]]>><</link>>

	<</if>>
<<link [[Wet tunnel (0:05)|Sewers Lake]]>><<pass 5>><</link>>

<<link [[Swim with the current (0:01)|Sewers Industrial]]>><<pass 1>><<water>><</link>>

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

:: Sewers Waterfall Hide [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>

<<morgan>><<person1>>You hide behind the waterfalls. The noise masks the sound of Morgan's footsteps, but you see their shadow cast on the stone floor. You crouch and creep around the pillar of water, keeping it between you and where you hope Morgan walks. The shadow retracts as Morgan leaves. You're safe for now.<<lstress>><<stress -6>>

<<endevent>>

<<destinationsewers>>

:: Sewers Lake [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerslake">>
<<set $sewersevent -= 1>>
You are in a cavern near the old sewers, beside a pool of water. The pool stretches into darkness.

<<if $sewersantiquecrystal isnot 1>>
A rough crystal lies washed up on the shore.

<</if>>
<<if $sewersspray isnot 1>>
A strange cylinder lies on the shore, clutched by a glove.

<</if>>
<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>

	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<</if>>
	<<if $sewersspray isnot 1>>
	<<link [[Take the cylinder|Sewers Lake Cylinder]]>><<set $sewersspray to 1>><<set $spraymax += 1>><<spray 5>><</link>><<gspraymax>>

	<</if>>
	<<if $sewersantiquecrystal isnot 1>>
	<<link [[Take the crystal|Sewers Lake]]>><<arousal 6>><<set $sewersantiquecrystal to 1>><<set $antiquemoney += 200>><<if $antiquecrystal is undefined>><<set $antiquecrystal to "found">><</if>><</link>><<garousal>>

	<</if>>
<<link [[Wet tunnel (0:05)|Sewers Waterfall]]>><<pass 5>><</link>>

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

:: Sewers Lake Cylinder [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in.

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

:: Sewers Scrap [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersscrap">>
<<set $sewersevent -= 1>>
You are in the old sewers. The tunnel is full of metal scrap.

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<<link [[Hide under scrap|Sewers Scrap Hide]]>><</link>>

	<</if>>
<<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>>

<<link [[Tunnel filled with sculptures (0:05)|Sewers Workshop]]>><<pass 5>><</link>>

<</if>>

:: Sewers Scrap Hide [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>

<<morgan>><<person1>>You hide beneath some scrap and peek through a small hole. Morgan enters the tunnel, sweeping <<his>> gaze over the metal as <<he>> walks. <<He>> stops near you, has a loud sniff, but then moves on. You're safe for now.<<lstress>><<stress -6>>

<<endevent>>

<<destinationsewers>>

:: Sewers Wood [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswood">>
<<set $sewersevent -= 1>>
You are in the old sewers. Decaying logs litter the tunnel.

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<<link [[Hide in a log|Sewers Wood Hide]]>><</link>>

	<</if>>
<<link [[Tunnel covered in webs (0:05)|Sewers Webs]]>><<pass 5>><</link>>

<<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>>

<</if>>

:: Sewers Wood Hide [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>

<<if $rng gte 51>>

<<morgan>><<person1>>You crawl into a hollow log. Morgan enters the tunnel, creeping between the decaying wood. <<He>> disappears from view, and a few moments later you peek out. You're safe for now.<<lstress>><<stress -6>>

<<endevent>>

<<destinationsewers>>

<<else>>

<<morgan>><<person1>>You crawl into a hollow log. Morgan enters the tunnel, creeping between the decaying wood. <<He>> disappears from view, and you almost think you're in the clear, when <<his>> face appears at the entrance. <<He>> grasps your hair and tugs you from your hiding place.

<<morganoptions>>

<</if>>

:: Sewers Webs [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswebs">>
<<set $sewersevent -= 1>>
You are in the old sewers. The walls are covered in huge spider webs.

<<if $sewersantiquecandlestick isnot 1>>
An antique candlestick is suspended in one.

<</if>>

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<</if>>
	<<if $sewersantiquecandlestick isnot 1>>
<<link [[Take the candlestick|Sewers Candlestick]]>><</link>>

	<</if>>
<<link [[Tunnel filled with wood (0:05)|Sewers Wood]]>><<pass 5>><</link>>

<</if>>

:: Sewers Candlestick [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewersantiquecandlestick to 1>>
<<set $antiquemoney += 50>><<if $antiquecandlestick is undefined>><<set $antiquecandlestick to "found">><</if>>
You reach into the web and tug out the candlestick.

<<if $rng gte 81>>
It's covered with sticky web. You pull it off, but it sticks to your hand. You try to pull it off your hand, but get your hands stuck together.<<set $leftarm to "bound">><<set $rightarm to "bound">>
<</if>>

<<link [[Next|Sewers Webs]]>><</link>>

:: Sewers Shrooms [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersshrooms">>
<<set $sewersevent -= 1>>
You are in the old sewers. The walls and floor here are covered in fungus. Some of the mushrooms are larger than you.

<<if $sewersantiquedildo isnot 1>>
A strange antique glints from behind several mushrooms. You'll need to squeeze through to reach.

<</if>>

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<</if>>
	<<if $sewersantiquedildo isnot 1>>
<<link [[Take the antique|Sewers Dildo]]>><</link>>

	<</if>>
<<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>>

<</if>>

:: Sewers Dildo [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewersantiquedildo to 1>>
<<set $antiquemoney += 50>><<if $antiquedildo is undefined>><<set $antiquedildo to "found">><</if>>
You squeeze between the mushrooms and grasp the object. Even up close you've no clue what it is. A cucumber ornament?

You squeeze out of the mushroom forest and sneeze. You feel warm.<<set $drugged += 360>><<garousal>><<arousal 6>>

<<link [[Next|Sewers Shrooms]]>><</link>>

:: Sewers Hole [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewershole">>
<<set $sewersevent -= 1>>
You are in a cavern at the edge of the old sewers. A gaping pit has opened in the ground, dropping into an abyss. You can't see the other side.

<<if $sewersantiquehorn isnot 1>>
A white horn sits atop a pillar several metres away from the edge. A thin walkway leads to it. You should be able to cross, as long as you can stay focused.

<</if>>

A breeze emerges from the pit. It makes your <<genitals>> tingle.

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<</if>>
	<<if $sewersantiquehorn isnot 1>>
<<link [[Take the antique|Sewers Horn]]>><<arousal 18>><</link>><<ggarousal>>

	<</if>>
<<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>>

<</if>>

:: Sewers Horn [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $arousal gte 10000>>

Arms stretched out either side, you walk across the gap. A warm air gushes up from the pit and caresses you. It's too much. Your knees buckle.

<<orgasmpassage>>

You fall from the walkway, plunging into dark water below.

<<sewersend>>

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

<<else>>

<<set $sewersantiquehorn to 1>>
<<set $antiquemoney += 100>><<if $antiquehorn is undefined>><<set $antiquehorn to "found">><</if>>
Arms stretched out either side, you walk across the gap. A warm air gushes up from the pit and caresses you, but you make it to the other side.

You take the horn and walk back the way you came.

<<link [[Next|Sewers Hole]]>><</link>>

<</if>>

:: Sewers Algae [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersalgae">>
<<set $sewersevent -= 1>>
You are in the old sewers. You can't walk too fast, lest you slip on the algae covering the walls and floor.

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<<link [[Hide in the algae|Sewers Algae Hide]]>><</link>>

	<</if>>
<<link [[Muddy Tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>>

<<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>>

<</if>>

:: Sewers Algae Hide [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>

<<if $rng gte 51>>

<<morgan>><<person1>>You crawl beneath a pile of algae, just before Morgan enters the tunnel. <<He>> almost steps on you, but doesn't notice. You're safe for now.<<lstress>><<stress -6>>

<<endevent>>

<<destinationsewers>>

<<else>>

<<morgan>><<person1>>You crawl beneath a pile of algae, just before Morgan enters the tunnel. <<He>> steps on your arm, eliciting a muffled cry. Enough for <<him>> to hear. "<<charlescomma>>" <<he>> says. "What are you doing down there?" <<He>> grasps your hair and tugs you from your hiding place.

<<morganoptions>>

<</if>>

:: Sewers Mud [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersmud">>
<<set $sewersevent -= 1>>
You are in the old sewers. You're up to your ankles in mud.

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<<link [[Hide in the mud|Sewers Mud Hide]]>><</link>>

	<</if>>
<<link [[Fungus-coated tunnel (0:05)|Sewers Shrooms]]>><<pass 5>><</link>>

<<link [[Algae-coated tunnel (0:05)|Sewers Algae]]>><<pass 5>><</link>>

<<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>>

<</if>>

:: Sewers Mud Hide [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>

<<if $rng gte 51>>

<<morgan>><<person1>>The mud is deeper in places. You lie in one such place and await Morgan's arrival. <<He>> sloshes through. "Where are you <<charlescomma>>" <<he>> says. "I heard you." <<He>> passes through. You're safe for now.<<lstress>><<stress -6>>

<<endevent>>

<<destinationsewers>>

<<else>>

<<morgan>><<person1>>The mud is deeper in places. You lie in one such place and await Morgan's arrival. <<He>> stares straight at your hiding place. "I see you <<charlescomma>>" <<he>> cackles. You try to stand, but slip and fall back down. <<He>> grasps your hair and tugs you from your hiding place.

<<morganoptions>>

<</if>>

:: Sewers Ruins [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersruins">>
<<set $sewersevent -= 1>>
You are in the old sewers. The tunnels have collapsed here, revealing ancient stonework. A strange breeze blows.

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<<link [[Hide in the ruins|Sewers Ruins Hide]]>><</link>>

	<</if>>
<<link [[Crumbling tunnel (0:05)|Sewers Rubble]]>><<pass 5>><</link>>

<<link [[Follow the breeze (0:05)|Sewers Hole]]>><<pass 5>><</link>>

<<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>>

<</if>>

:: Sewers Ruins Hide [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>

<<morgan>><<person1>>You climb into the remains on an ancient building and crouch. Morgan walks by, <<his>> head scanning this way and that. "Insolent child," <<he>> says. "<<if $pronoun is "m">>Daddy<<else>>Mummy<</if>> has needs." <<He>> passes through. You're safe for now.<<lstress>><<stress -6>>

<<endevent>>

<<destinationsewers>>

:: Sewers Rubble [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersrubble">>
<<set $sewersevent -= 1>>
You are in the old sewers. Rubble is strewn throughout this tunnel. The stone is different to that which makes up the walls and floor.

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<<link [[Hide behind rubble|Sewers Rubble Hide]]>><</link>>

	<</if>>
<<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>>

<<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>>

<</if>>

:: Sewers Rubble Hide [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>

<<if $rng gte 51>>

<<morgan>><<person1>>You hide behind the rubble. Morgan enters the tunnel. <<He>> searches behind some of the rubble, but becomes impatient and walks away, babbling. You're safe for now.<<lstress>><<stress -6>>

<<endevent>>

<<destinationsewers>>

<<else>>

<<morgan>><<person1>>You hide behind the rubble. Morgan enters the tunnel. A piece of stone breaks and falls behind you, drawing <<his>> attention. <<He>> spots you, grasps your hair and tugs you from your hiding place.

<<morganoptions>>

<</if>>

:: Sewers Workshop [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersworkshop">>
<<set $sewersevent -= 1>>
You are in the old sewers. You are surrounded by metal scrap, twisted into a parody of famous sculptures. There are several tables covered in tools. A chute is built into one of the walls, leading down.

<<if $sewersantiquewatch isnot 1>>
You hear a faint ticking.

<</if>>

<<if $stress gte $stressmax>>

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

<<sewersend>>
<<sewerspassout>>

<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
	<<morganhunt>>

	<</if>>
	<<if $sewersantiquewatch isnot 1>>
	<<link [[Investigate the ticking|Sewers Ticking]]>><</link>>

	<</if>>

<<link [[Tunnel filled with scrap (0:05)|Sewers Scrap]]>><<pass 5>><</link>>

<<link [[Drop down the chute|Sewers Chute]]>><</link>>

<</if>>

:: Sewers Chute [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You lower yourself into the chute, and slide down. You roll out at the bottom onto soft ground. That was fun.<<lstress>><<stress -6>>

<<link [[Next|Sewers Shrooms]]>><</link>>

:: Sewers Ticking [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewersantiquewatch to 1>>
<<set $sewerswatchnumber to random(0, 9)>>
<<set $sewerscountdown to 3>>
You find a safe sat on one of the tables. Something inside is ticking. At your touch, lights spring into life. It's a countdown.

"40...39...38..."

There's a keypad and a note with the numbers <<print random(0, 999)>> beside the safe. The last number has been torn off.

You type in the three numbers, but what of the fourth?

<<sewerscountdown>>

:: Sewers Ticking Run [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown isnot 3>>
You peel off the slime, run and hide around the corner.
<<else>>
You run and hide around the corner.
<</if>>

You wait. Nothing happens. You peek, then walk back to the safe. It's still locked, and the numbers won't reappear. The ticking hasn't stopped.

<<link [[Next|Sewers Workshop]]>><</link>>

:: Sewers Ticking Number [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $sewerswatchattempt is $sewerswatchnumber>>
You press $sewerswatchattempt and the door swings open. Inside is an antique watch. You take it. <<set $antiquemoney += 200>><<if $antiquewatch is undefined>><<set $antiquewatch to "found">><</if>>

<<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown is 0>>
The slime spreads to your other arm.

<<link [[Next|Sewers Slime]]>><</link>>

<<else>>
	<<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown lt 3>>
	You peel the slime off your limbs.

	<</if>>
<<link [[Next|Sewers Workshop]]>><</link>>

<</if>>

<<elseif $sewerscountdown is 0>>
You brace yourself as the countdown reaches 0. The safe clicks, and the lights turn off. The ticking hasn't stopped, but the safe won't open.

	<<if $slimedisable is "f" and $hallucinations gte 1>>
	The slime spreads to your other arm.

	<<link [[Next|Sewers Slime]]>><</link>>

	<<else>>

	<<link [[Next|Sewers Workshop]]>><</link>>

	<</if>>

<<elseif $sewerscountdown is 1>>
Nothing happens. You're running out of time.

"10...9...8..."

	<<if $slimedisable is "f" and $hallucinations gte 1>>
	One of your arms gets caught up in the slime.

	<</if>>

<<sewerscountdown>>
<<elseif $sewerscountdown is 2>>

Nothing happens. You could try again.

"20...19...18..."

	<<if $slimedisable is "f" and $hallucinations gte 1>>
	The slime spreads to your other leg.

	<</if>>

<<sewerscountdown>>

<<else>>

Nothing happens. You could try again.

"30...29...28..."

	<<if $slimedisable is "f" and $hallucinations gte 1>>
	Something crawls up your leg. It's a tendril of slime. It trails off into the darkness. Its grip is firm, but you should be able to pry it off. If you weren't distracted.

	<</if>>

<<sewerscountdown>>

<</if>>
<<set $sewerscountdown -= 1>>

:: Sewers Residential Swim [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
<<set $swimmingdifficulty to random(1, 200)>>
You lower yourself into the water and try to swim against the current.
<<if $swimmingskill gte $swimmingdifficulty>>
You succeed, and climb onto the bank some way up.

<<link [[Next|Sewers Commercial]]>><</link>>

<<else>>
The water proves too violent, and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up.

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

<</if>>

:: Sewers Commercial Swim [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
<<set $swimmingdifficulty to random(1, 400)>>
You lower yourself into the water and try to swim against the current.
<<if $swimmingskill gte $swimmingdifficulty>>
You succeed, and climb onto the bank some way up.

<<link [[Next|Sewers Industrial]]>><</link>>

<<else>>
The water proves too violent, and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up.

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

<</if>>

:: Sewers Industrial Swim [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
<<set $swimmingdifficulty to random(1, 800)>>
You lower yourself into the water and try to swim against the current.
<<if $swimmingskill gte $swimmingdifficulty>>
You succeed, and climb onto the bank some way up.

<<link [[Next|Sewers Waterfall]]>><</link>>

<<else>>
The water proves too violent, and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up.

<<link [[Next|Sewers Commercial]]>><</link>>

<</if>>


code:
:: Widgets Industrial Drain [widget]
<<widget "industrialdrain">><<nobr>>

<<link [[Industrial Drain System (0:05)|Industrial Drain]]>><<pass 5>><</link>>

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

<<widget "industrialdrainquick">><<nobr>>

<<link [[Industrial Drain System|Industrial Drain]]>><</link>>

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

<<widget "industrialdraineventend">><<nobr>>

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

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

:: Widgets Commercial Drain [widget]
<<widget "commercialdrain">><<nobr>>

<<link [[Commercial Drain System (0:05)|Commercial Drain]]>><<pass 5>><</link>>

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

<<widget "commercialdrainquick">><<nobr>>

<<link [[Commercial Drain System|Commercial Drain]]>><</link>>

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

<<widget "commercialdraineventend">><<nobr>>

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

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

:: Widgets Residential Drain [widget]
<<widget "residentialdrain">><<nobr>>

<<link [[Residential Drain System (0:05)|Residential Drain]]>><<pass 5>><</link>>

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

<<widget "residentialdrainquick">><<nobr>>

<<link [[Residential Drain System|Residential Drain]]>><</link>>

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

<<widget "residentialdraineventend">><<nobr>>

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

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

:: Widgets Passout Drain [widget]
<<widget "passoutdrain">>
[[Everything fades to black...->Passout Drain]]
<</widget>>

:: Widgets Storm Drain Entrance [widget]
<<widget "stormdrain">><<nobr>>
<<link [[Manhole (0:05)|Storm Drain Entrance]]>><<pass 5>><</link>>
<</nobr>><</widget>>

:: Widgets Drain Exit [widget]
<<widget "drainexit">><<nobr>>

<<link [[Drain ocean exit (0:05)|Drain Exit]]>><<pass 5>><</link>>

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

<<widget "drainexitquick">><<nobr>>

<<link [[Drain ocean exit|Drain Exit]]>><</link>>

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

<<widget "drainexiteventend">><<nobr>>

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

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

:: Widgets Events Drain [widget]
<<widget "eventsdrain">><<nobr>>

<<set $rng to random(1, 100)>>
<<if $rng gte 80 and $hallucinations gte 2 and $tentacledisable is "f">>

Several tentacles rise from the water, blocking your path and trapping you on the walkway.

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

<<elseif $rng gte 30>>

A torrent of water rushes through a pipe to your right, colliding with you and knocking you into the canal!

<<set $upperintegrity -= 10>><<set $lowerintegrity -= 10>><<set $underintegrity -= 10>><<set $pain += 5>>

<<link [[Next|Drain Water]]>><</link>>

<<else>>

A torrent of water rushes through a pipe to your right, colliding with you and knocking you into the canal!

<<set $upperintegrity -= 10>><<set $lowerintegrity -= 10>><<set $underintegrity -= 10>><<set $pain += 5>>

You are sucked to the drain floor, and through a gap in the concrete. You are pulled deeper through the dark until you emerge in a dim light. The water leaves you sprawled on the stone floor.

<<sewersstart>>
	<<if $sewersintro is 1>>
		<<if $bus is "residentialdrain">>
		<<link [[Climb down|Sewers Residential]]>><</link>>

		<<elseif $bus is "commercialdrain">>
		<<link [[Climb down|Sewers Commercial]]>><</link>>

		<<else>>
		<<link [[Climb down|Sewers Industrial]]>><</link>>

		<</if>>
	<<else>>
	<<link [[Next|Sewers Intro]]>><</link>>

	<</if>>

<</if>>

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

:: Widgets Sewers [widget]
<<widget "sewerssleep">><<nobr>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<</nobr>><</widget>>

<<widget "sewerssleephour">><<nobr>>
<<if $hour lte 7>>
<<pass 60>><<tiredness -12>><<effectstime>>
<</if>>
<</nobr>><</widget>>

<<widget "sewerscountdown">><<nobr>>
<<link [[Run (0:01)|Sewers Ticking Run]]>><<pass 1>><</link>>

<<link [[Press 0|Sewers Ticking Number]]>><<set $sewerswatchattempt to 0>><</link>>

<<link [[Press 1|Sewers Ticking Number]]>><<set $sewerswatchattempt to 1>><</link>>

<<link [[Press 2|Sewers Ticking Number]]>><<set $sewerswatchattempt to 2>><</link>>

<<link [[Press 3|Sewers Ticking Number]]>><<set $sewerswatchattempt to 3>><</link>>

<<link [[Press 4|Sewers Ticking Number]]>><<set $sewerswatchattempt to 4>><</link>>

<<link [[Press 5|Sewers Ticking Number]]>><<set $sewerswatchattempt to 5>><</link>>

<<link [[Press 6|Sewers Ticking Number]]>><<set $sewerswatchattempt to 6>><</link>>

<<link [[Press 7|Sewers Ticking Number]]>><<set $sewerswatchattempt to 7>><</link>>

<<link [[Press 8|Sewers Ticking Number]]>><<set $sewerswatchattempt to 8>><</link>>

<<link [[Press 9|Sewers Ticking Number]]>><<set $sewerswatchattempt to 9>><</link>>

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

<<widget "sewerspassout">><<nobr>>
<<sewersend>>
<<link [[Next|Drain Water Passout]]>><</link>>

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

<<widget "morgancaught">><<nobr>>
<<set $sewerschased to 0>>
	<<morgan>><<person1>>Morgan lurches from the darkness, smiling in anger. "<<charles>> my sweet," <<he>> says. "Come home with <<if $pronoun is "m">>daddy<<else>>mummy<</if>>."

	<<morganoptions>>

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

<<widget "morganoptions">><<nobr>>

	<<if $lowertype isnot "naked">>
	<<He>> grasps your $lowerclothes.
	<<elseif $uppertype isnot "naked">>
	<<He>> grasps your $upperclothes.
	<<elseif $undertype isnot "naked">>
	<<He>> grasps your $underclothes.
	<<else>>
	<<He>> grasps your arm.
	<</if>>

	<<link [[Go quietly|Sewers Return]]>><</link>>

	<<if $lowertype isnot "naked">>
	<<link [[Struggle free|Sewers Lower Struggle]]>><</link>>

	<<elseif $uppertype isnot "naked">>
	<<link [[Struggle free|Sewers Upper Struggle]]>><</link>>

	<<elseif $undertype isnot "naked" and $undertype isnot "chastity">>
	<<link [[Struggle free|Sewers Under Struggle]]>><</link>>

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

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

<<widget "morgantext">><<nobr>>

<<if $morgantext is 0>><<set $morgantext += 1>>
"I'm sorry for hurting you, beloved."
<<elseif $morgantext is 1>><<set $morgantext += 1>>
"I promise I'll be gentle this time."
<<elseif $morgantext is 2>><<set $morgantext += 1>>
"I have a present for you."
<<elseif $morgantext is 3>><<set $morgantext += 1>>
"Where are you? I can smell you."
<<elseif $morgantext is 4>><<set $morgantext += 1>>
"Don't hide from me."
<<elseif $morgantext is 5>><<set $morgantext += 1>>
"I know you can hear me <<charlesstop>> Come here."
<<elseif $morgantext is 6>><<set $morgantext += 1>>
"I have sweets for you."
<<else>><<set $morgantext to 0>>
"Darling, please come home."
<</if>>

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

<<widget "morganhunt">><<nobr>>

<<if $sewerschasedstep is 3>>
Morgan is getting closer.<<morgantext>>
<<elseif $sewerschasedstep is 2>>
Morgan is getting closer.<<morgantext>>
<<elseif $sewerschasedstep is 1>>
Morgan is close.<<morgantext>>
<<else>>
<</if>>
<<set $sewerschasedstep -= 1>>
<</nobr>><</widget>>

<<widget "sewersend">><<nobr>>
<<set $sewerschasedstep to 0>>
<<set $sewerschased to 0>>
<<endevent>>
<</nobr>><</widget>>

<<widget "sewersstart">><<nobr>>
<<set $sewersevent to random(2, 5)>>
<</nobr>><</widget>>

<<widget "destinationsewers">><<nobr>>
<<if $bus is "sewersresidential">>
<<link [[Next|Sewers Residential]]>><</link>>

<<elseif $bus is "sewerscommercial">>
<<link [[Next|Sewers Commercial]]>><</link>>

<<elseif $bus is "sewersindustrial">>
<<link [[Next|Sewers Industrial]]>><</link>>

<<elseif $bus is "sewersalgae">>
<<link [[Next|Sewers Algae]]>><</link>>

<<elseif $bus is "sewersworkshop">>
<<link [[Next|Sewers Workshop]]>><</link>>

<<elseif $bus is "sewerswood">>
<<link [[Next|Sewers Wood]]>><</link>>

<<elseif $bus is "sewerswebs">>
<<link [[Next|Sewers Webs]]>><</link>>

<<elseif $bus is "sewersruins">>
<<link [[Next|Sewers Ruins]]>><</link>>

<<elseif $bus is "sewersshrooms">>
<<link [[Next|Sewers Shrooms]]>><</link>>

<<elseif $bus is "sewersrubble">>
<<link [[Next|Sewers Rubble]]>><</link>>

<<elseif $bus is "sewershole">>
<<link [[Next|Sewers Hole]]>><</link>>

<<elseif $bus is "sewersscrap">>
<<link [[Next|Sewers Scrap]]>><</link>>

<<elseif $bus is "sewersmud">>
<<link [[Next|Sewers Mud]]>><</link>>

<<elseif $bus is "sewerswaterfall">>
<<link [[Next|Sewers Waterfall]]>><</link>>

<<elseif $bus is "sewerslake">>
<<link [[Next|Sewers Lake]]>><</link>>

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

<<widget "destinationsewersrandom">><<nobr>>
<<set $rng to random(1, 100)>>
<<if $rng gte 90>>
<<link [[Next|Sewers Wood]]>><</link>>

<<elseif $rng gte 80>>
<<link [[Next|Sewers Webs]]>><</link>>

<<elseif $rng gte 70>>
<<link [[Next|Sewers Algae]]>><</link>>

<<elseif $rng gte 60>>
<<link [[Next|Sewers Rubble]]>><</link>>

<<elseif $rng gte 50>>
<<link [[Next|Sewers Waterfall]]>><</link>>

<<elseif $rng gte 40>>
<<link [[Next|Sewers Hole]]>><</link>>

<<elseif $rng gte 30>>
<<link [[Next|Sewers Lake]]>><</link>>

<<elseif $rng gte 20>>
<<link [[Next|Sewers Ruins]]>><</link>>

<<elseif $rng gte 10>>
<<link [[Next|Sewers Shrooms]]>><</link>>

<<else>>
<<link [[Next|Sewers Mud]]>><</link>>

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

<<widget "eventssewers">><<nobr>><<set $sewersevent to random(5, 12)>>
<<set $rng to random(1, 100)>>
<<if $bestialitydisable is "f" and $rng gte 91>>
An enormous lizard stalks out of the darkness in front of you, its mouth wide open.

<<if $deviancy gte 35 and $voredisable is "f">>
<<link [[Give it a taste|Sewers Lizard Vore]]>><</link>><<deviant3>>

<</if>>
<<link [[Fight|Sewers Lizard Rape]]>><<set $molestationstart to 1>><</link>>

<<elseif $rng gte 81>>
You hear a click as your feet sink into the ground. A metal shackle clamps round your ankle. The sound echoes down the tunnel. A chain ties it to the ground.<<gstress>><<stress 6>>

<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>

Morgan's voice echoes in response. "I'm coming <<charlescomma>>" followed by a clatter as the ladders leading up to the drains retract. You are being hunted.

<<set $phase to 0>>
<<link [[Struggle|Sewers Shackle Struggle]]>><</link>>

<<set $skulduggerydifficulty to 600>>
<<link [[Pick the lock|Sewers Shackle Pick]]>><</link>><<skulduggerydifficulty>>

<<elseif $rng gte 71>>
<<set $sewerschasedstep to 3>>
<<set $sewerschased to 1>>
You walk through a rope suspended a foot off the ground. A log hurtles out of the dark and collides with you, knocking you to the ground and leaving you winded.<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 6>>

"<<charlesstop>>" Morgan's voice rings out. "Are you hurt? Stay where you are." You are being hunted

<<destinationsewers>>
<<else>>
<<set $sewerschasedstep to 3>>
<<set $sewerschased to 1>>
A scream echoes through the tunnels. You are being hunted<<gstress>><<stress 6>>

<<destinationsewers>>
<</if>>

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

:: Widgets Destination Drain [widget]
<<widget "destinationdrain">><<nobr>>

<<if $bus is "nightingale">>
<<commercialdrainquick>>

<</if>>

<<if $bus is "domus">>
<<residentialdrainquick>>

<</if>>

<<if $bus is "elk">>
<<industrialdrainquick>>

<</if>>

<<if $bus is "high">>
<<commercialdrainquick>>

<</if>>

<<if $bus is "starfish">>
<<commercialdrainquick>>

<</if>>

<<if $bus is "barb">>
<<residentialdrainquick>>

<</if>>

<<if $bus is "connudatus">>
<<commercialdrainquick>>

<</if>>

<<if $bus is "wolf">>
<<residentialdrainquick>>

<</if>>

<<if $bus is "harvest">>
<<industrialdrainquick>>

<</if>>

<<if $bus is "oxford">>
<<commercialdrainquick>>

<</if>>

<<if $bus is "danube">>
<<residentialdrainquick>>

<</if>>

<<if $bus is "mer">>
<<industrialdrainquick>>

<</if>>

<<if $bus is "cliff">>
<<commercialdrainquick>>

<</if>>

<<if $bus is "industrial">>
<<industrialdrainquick>>

<</if>>

<<if $bus is "residential">>
<<residentialdrainquick>>

<</if>>

<<if $bus is "commercial">>
<<commercialdrainquick>>

<</if>>

<<if $bus is "park">>
<<commercialdrainquick>>

<</if>>

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