code:
:: Shopping Centre Top [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<if $daystate is "day">>
You are on the top level of the shopping centre. It's not so busy up here, but you can hear a throng on the level below.

<<elseif $daystate is "dusk">>You are on the top level of the shopping centre. The shops are still open, but there are fewer people around as it nears closing time.

<<elseif $daystate is "dawn">>
You are on the top level of the shopping centre. The shops are opening but it's not yet busy.

<<elseif $daystate is "night">>
The building is closed for the night and seemingly deserted. It's probably illegal to be here right now.
<</if>>

<<if $phase is 1>><<set $phase to 0>>
You search through the cart. The only thing that might help is a small waist apron.

<<link [[Take it|Shopping Centre Top]]>><<set $waistapronnew to 1>><<waistapron>><<set $waistapronno to 1>><</link>>

<<link [[Leave it|Shopping Centre Top]]>><</link>>

<<else>>

<<if $stress gte 10000>><<passoutshop>>
<<else>>
<<if $hour is 21>>
It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

<<if $exposed lte 0>>
<<link [[Go Outside|High Street]]>><</link>>

<<else>>
<<link [[Hide until it's over (1:00)|Shopping Centre Top]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if $exposed gte 2>>
You feel so vulnerable with your privates exposed.
	<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
	<</if>>
	<<if $daystate is "night">>
	You must admit though that standing unclad in this often-crowded space is exhilarating. Still, you must find a way to fix your predicament.

	<<link [[Clothing Shop (0:01)|Clothing Shop Sneak]]>><<pass 1>><</link>>

	<<link [[Main floor (0:02)|Shopping Centre]]>><<pass 2>><</link>>

	<<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>

	<<else>>
	You cower behind a maintenance door away from prying eyes. There's a staircase here leading to the roof. There's also a cart full of cleaning tools, perhaps you could find something to cover yourself in there?

	<<link [[Search cart (0:01)|Shopping Centre Top]]>><<pass 1>><<set $phase to 1>><</link>>

	<<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>
	<</if>>

<<elseif $exposed gte 1>>
You are dressed really inappropriately for public!
	<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
	<</if>>
	<<if $daystate is "night">>
	Fortunately there's no one around to see you in this state. Still, you must find a way to fix your predicament.

	<<link [[Clothing Shop (0:01)|Clothing Shop Sneak]]>><<pass 1>><</link>>

	<<link [[Main floor (0:02)|Shopping Centre]]>><<pass 2>><</link>>

	<<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>

	<<else>>
	You are hiding behind an ajar maintenance door. You know there's a clothing shop nearby. You could make a run for it, but you're bound to be seen. There's also a staircase to the roof.

	<<link [[Dash to the clothing Shop (0:01)|Clothing Shop]]>><<pass 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>

	<</if>>

<<else>>

	<<if $daystate is "night">>
	<<link [[Clothing Shop (0:01)|Clothing Shop Sneak]]>><<pass 1>><</link>>

	<<else>>
	<<link [[Clothing Shop (0:01)|Clothing Shop]]>><<pass 1>><</link>>

	<</if>>

	<<link [[Go onto the roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>

	<<link [[Go downstairs (0:02)|Shopping Centre]]>><<pass 2>><</link>>

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

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

:: Widgets Passout Shop [widget]
<<widget "passoutshop">><<nobr>>
[[Everything fades to black...|Passout Shop]]
<</nobr>><</widget>>

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

<<passout>>
<<set $dangershop to 0>>
<<set $safeshop to 0>>
<<set $danger to random(1, 10000)>>

<<if $danger gte (9900 - $allure)>><<set $dangershop to random(1, 2)>><</if>>

<<if $danger lt (9900 - $allure)>><<set $safeshop to 1>><</if>>

<<if $dangershop is 1>>[[Wake up|Abduction Shop]]
<<elseif $dangershop is 2>><<link [[Wake up|Molestation Shop]]>><<set $molestationstart to 1>><</link>><</if>>

<<if $safeshop is 1>><<ambulance>><</if>>

<<pass 1 hour>>

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

:: Abduction Shop [nobr]
<<set $outside to 0>><<effects>>

<<if $phase is 0>><<set $phase to 1>>
<<set $drugged += 180>>
<<lowerruined>>
<<upperruined>>
<<underruined>>

<<set $upperbikininew to 1>>
<<set $lowerbikininew to 1>>
<<upperbikini>>
<<lowerbikini>>
<<set $upperbikinino to 1>>
<<set $lowerbikinino to 1>>
<<generate1>>
You feel light-headed as you regain consciousness. Your vision clears, and you find yourself facing out a window onto the High Street. You cannot move an inch, but you're stood upright. You feel straps against your skin, they must be holding you steady. They're also contorting your limbs into a specific pose; your hands are resting on your hips and your head is cocked to one side.

Once your bewilderment subsides, you notice you are wearing nothing but a string bikini. The implication suddenly dawns on you when a young blond woman stops in front of the window and stares. You feel blood rush to your face at the humiliation, but she moves on without a flicker of realisation on her face.

<<link [[Next|Abduction Shop]]>><<pass 1 hour>><<set $trauma += 20>><</link>>

<<elseif $phase is 1>>

An hour passes without event. More people look at you through the window but none realise you aren't a mannequin. Most people just pass you by without a glance.

You feel less groggy now, and can even twitch a bit. You'll regain control of your body soon, but that still leaves the straps.

Your musing is interrupted by a gentle prod on your backside. A small boy, no older than three, walks into view. He stares up at you, then at your bikini bottoms. He reaches a hand out.

<<link [[Try to tell him to stop!|Abduction Shop]]>><<set $trauma += 20>><<set $phase to 2>><</link>>

<<link [[Remain silent|Abduction Shop]]>><<set $trauma += 20>><<set $phase to 3>><</link>>

<<elseif $phase is 2>>

You can barely murmur, but it's enough. Startled, the boy cries out and runs away. A moment later you hear the voice of a <<person1>><<person>> laugh and console him. "Don't cry. You just have an overactive imagination. Let me show you." A pair of hands clasp round your shoulders and spin you to face the inside of the shop. You see the boy watching you.

"See? It's just a doll," the <<person>> prods your waist in demonstration. Prods a little too hard; the force upsets your balance and you fall to the ground. The boy bursts into laughter.

Looking somewhat sheepish, the <<person>> picks you up and tries to put you back into position. It's not an easy job to get you stable. Thinking you an object, <<he>> callously manhandles you, gripping you by whichever part of your body <<he>> thinks will help until <<he>> gets you to stay upright.

<<set $arousal += 200>>

Satisfied, <<he>> takes the boy by the hand and leaves you.

<<link [[Next|Abduction Shop]]>><<pass 2 hours>><<set $trauma += 40>><<set $phase to 4>><</link>>

<<elseif $phase is 3>><<lowerstrip>><<lowernaked>>

He prods your <<genitals>> through the thin fabric of the bikini. Curiosity unsated, he yanks the bikini bottoms, which easily come loose and fall to the ground. With your <<genitals>> exposed for all to see, he recommences his investigation into your private area. Before he becomes too confident a voice calls out, "Jacob! What did I say about wandering away?" Startled, the boy ceases his adventure and moves away from you.

<<set $arousal += 400>>

<<link [[Next|Abduction Shop]]>><<pass 2 hours>><<set $trauma += 40>><<set $phase to 5>><</link>>

<<elseif $phase is 5>><<set $phase to 0>>

You continue waiting, only now with your <<genitals>> on display. People react much the same way as before, only eyes now linger on your exposed <<genitalsstop>> A few people giggle.

After two hours you feel your focus has returned, but the tight straps and forced position have made you physically sore. You are considering trying to loosen your bonds when you are lifted from behind and carried into a back room.

As you are placed on the ground your bearer is revealed to be a tall man in his thirties. He talks while undoing your bindings. "Sorry for the short notice! The missing mannequin has shown up, so your services are no longer needed. You did a fine job though! Your payment is on the table there. You can keep the bikini too, it looks good on you." After removing your bindings he leaves the room, shutting the door behind him.

True to his word, there's £15 on the table, along with a bottle of water, a muffin with some sort of fruit in it, and the bottoms that were stripped from you.

<<set $hunger -= 500>><<set $thirst -= 500>><<clotheson>><<endevent>>

<<commercialquick>>

[[Go into the shop|Clothing Shop]]

<<elseif $phase is 4>><<set $phase to 0>>

After two hours you feel your focus has returned, but the tight straps and forced position have made you physically sore. You are considering trying to surreptitiously loosen your bonds when you are lifted from behind and carried into a back room.

As you are placed on the ground your bearer is revealed to be a tall man in his thirties. He talks while undoing your bindings. "Sorry for the short notice! The missing mannequin has shown up, so your services are no longer needed. You did a fine job though! Your payment is on the table there. You can keep the bikini too, it looks good on you." After removing your bindings he leaves the room, shutting the door behind him.

True to his word, there's £15 on the table, along with a bottle of water and a muffin with some sort of fruit in it.

<<set $hunger -= 500>><<set $thirst -= 500>><<endevent>>

<<commercialquick>>

<<if $daystate isnot "night">>
[[Go into the shop|Clothing Shop]]

<</if>>

<</if>>

:: Molestation Shop [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationshop">>
<<generate1>><<generate2>><<tailorinit>>
<<upperruined>>
<<lowerruined>>
<<underruined>>
You awaken to find yourself suspended and naked in a small room. Your wrists are tied together by a thin rope which hangs on a hook attached to the ceiling. <<person1>>A <<person>> holds a tape measure up to your chest while<<person2>> a <<person>> fondles your <<bottomstop>><<set $phase to 1>>
<</if>>
<<if $phase is 1>>
"Be still now dear." <<person1>><<He>> wraps the tape around your torso just beneath your armpits.<<set $phase to 2>>
<<elseif $phase is 2>>
<<person1>><<He>> shifts the tape down your chest until it presses against your nipples. <<set $arousal += 50>><<set $phase to 3>>
<<elseif $phase is 3>>
<<person1>><<He>> shifts the tape further down and takes a measurement of your midriff.<<set $phase to 4>>
<<elseif $phase is 4>>
<<person1>><<He>> measures your <<bottom>>.<<set $phase to 5>>
<<elseif $phase is 5>>
<<person1>><<He>> prods your <<genitals>> with one end of the tape. You jerk in response to the sensation of metal touching such a sensitive area. <<He>> starts measuring your legs.<<set $arousal += 50>><<set $phase to 6>>
<<elseif $phase is 6>>
<<person1>>Satisfied, <<he>> drops the tape. "We have just the thing!"<<set $phase to 7>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Molestation Shop Alarm
Double-click this passage to edit it.

:: Molestation Shop Ejaculation [nobr]
<<effects>>

Their bodies shudder in unison as they reach orgasm.

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face.<<person1>> The <<person>> recovers quickly however. <<He>> speaks in a mocking tone as <<he>> unties you. "We were going to give you something nice to wear, but I don't see why we should if you're going to be so disrespectful." With that, <<he>> shoves you outside, slamming the door behind you.

<<elseif $enemyanger gte 1>>
<<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face. <<person1>> The <<person>> recovers quickly however. <<He>> throws a couple of towels at you then shoves you out outside, slamming the door behind you.

<<set $uppertowelnew to 1>>
<<set $lowertowelnew to 1>>
<<uppertowel>>
<<lowertowel>>
<<else>>
<<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face.<<person1>> The <<person>> recovers quickly however. <<He>> smiles, "We have just the thing." After a brief rummage through an assortment of garments <<he>> produces a sundress. <<He>> cuts your bonds and throws the dress over your head before shoving you through the door.

<<set $rightarm to 0>><<set $leftarm to 0>>
<<set $sundresscolourchoice to "pink">>
<<set $uppersundressno to 1>>
<<set $uppersundressnew to 1>>
<<set $lowersundressno to 1>>
<<set $lowersundressnew to 1>>
<<uppersundress>>
<<lowersundress>>

<</if>>

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

<<endcombat>>
<<set $stress -= 1000>>
<<commercialquick>>

:: Molestation Shop Escape [nobr]
<<effects>>

"You ungrateful little trollop!" Angry, they lower you off the hook and shove you outside, slamming the door behind you. <<tearful>> you struggle to your feet.

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

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

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

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

<<commercialquick>>

:: Shopping Centre [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<if $daystate is "day">>
You are on the main floor of the shopping centre. It's crowded with shoppers.

<<elseif $daystate is "dusk">>You are on the main floor of the shopping centre. The shops are still open, but there are fewer people around as it nears closing time.

<<elseif $daystate is "dawn">>
You are on the main floor of the shopping centre. The shops are opening but it's not yet busy.

<<elseif $daystate is "night">>
You are on the main floor of the shopping centre. It's probably illegal to be here right now.
<</if>>

<<if $stress gte 10000>><<passoutshop>>
<<else>>
<<if $hour is 21>>
It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

<<if $exposed lte 0>>
<<link [[Go Outside|High Street]]>><</link>>

<<else>>
<<link [[Hide until it's over (1:00)|Shopping Centre]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>

<<if $exposed gte 2>>
You feel so vulnerable with your privates exposed.
	<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
	<</if>>
	<<if $daystate is "night">>
	You must admit though that standing unclad in this often-crowded space is exhilarating. Still, you must find a way to fix your predicament.

	<<else>><<set $trauma += 20>>
	Your face aflame with embarrassment, you run into the women's restroom.

	<</if>>

<<elseif $exposed gte 1>>
You are dressed really inappropriately for public!
	<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
	<</if>>
	<<if $daystate is "night">>
	Fortunately there's no one around to see you in this state. Still, you must find a way to fix your predicament.

	<<else>><<set $trauma += 20>>
		Your face aflame with embarrassment, you run into the women's restroom.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<</if>>

<</if>>

<<if $daystate is "night">>
	<<link [[Hairdressers (0:01)|Hairdressers Lock]]>><<pass 1>><</link>>

	<<link [[Go upstairs (0:02)|Shopping Centre Top]]>><<pass 2>><</link>>

	<<link [[Go outside (0:02)|Shopping Centre Entrance Sneak]]>><<pass 2>><</link>>

<<elseif $exposed gte 1>>
	<<link [[Restroom|Shopping Centre Restroom]]>><</link>>

<<else>>
	<<if $edenshopping is 0 and $money gte 5000>>
	<<link [[Buy Eden's supplies (0:30) (£50)|Eden Supplies]]>><<pass 30>><<set $money -= 5000>><</link>>

	<</if>>
	<<link [[Hairdressers (0:01)|Hairdressers]]>><<pass 1>><</link>>

	<<link [[Go Upstairs (0:02)|Shopping Centre Top]]>><<pass 2>><</link>>

	<<link [[High Street (0:02)|High Street]]>><<pass 2>><</link>>

<</if>>

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

:: Shopping Centre Entrance Sneak [nobr]
<<set $outside to 0>><<effects>><<set $lock to 100>>

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

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

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

	<</if>>

<<link [[Leave|Shopping Centre]]>><</link>>

:: Shopping Centre Restroom [nobr]
You are alone in the women's restroom.

<<towelup>>
You find some towels. They make a poor substitute for actual clothing but it'll keep you covered. You need to find something more solid as soon as you can.

[[Leave|Shopping Centre]]

:: Shopping Centre Sneak [nobr]
<<set $outside to 0>><<effects>><<set $lock to 100>>

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

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

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

	<</if>>

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

:: Hairdressers Lock [nobr]
<<set $outside to 0>><<effects>><<set $lock to 0>>

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

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

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

	<</if>>

<<link [[Leave|Shopping Centre]]>><</link>>

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

You are in the hairdressers. Here you can have your hair cut or dyed.

<<if $daystate is "night">>
You are alone in the darkness.
<<elseif $exposed gte 1>>
You hide in a cupboard to protect your dignity.
<<else>>
There's a seat available.
<</if>>

<<if $stress gte 10000>><<passoutshop>>
<<else>>
<<if $hour is 21>>
It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

<<if $exposed lte 0>>
<<link [[Go Outside|High Street]]>><</link>>

<<else>>
<<link [[Hide until it's over (1:00)|Hairdressers]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>

<<if $daystate is "night" and $hour isnot 21 and $hairdresserstheft isnot 1>>
<<link [[Examine the cash register|Hairdressers Register]]>><</link>>

<</if>>

<<if $exposed lte 1 and $daystate isnot "night" and $hour isnot 21>>
[[Take a seat|Hairdressers Seat]]

<</if>>
[[Leave|Shopping Centre]]

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

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

<<if $phase is 0>>
<<generate1>><<person1>>You take a seat, and a hairdresser soon appears behind you. "What'll it be hun?" A sign by the mirror reads:
 "Hair cut: £30

Hair dye: £60"

<<elseif $phase is 1>>
The hairdresser snips away, locks floating to the ground all around you. After a short while, <<he>> stands back while brandishing a mirror for you to examine <<his>> handiwork. "Anything else dear?"

<<elseif $phase is 2>>
The hairdresser asks you to tilt your head back. <<He>> applies a liquid smelling of artificial chemicals to your hair, then begins rinsing it out in a small basin. <<He>> is soon blowing you dry and brandishing a mirror for you to see your hair back in its natural $naturalhaircolour colour.

<<elseif $phase is 3>>
The hairdresser begins carefully applying your chosen colour. It's not long before <<he>> brandishes a mirror for you to see your newly <<haircolourtext>> hair from all angles.

<</if>>

<<set $phase to 0>>
<<if $money gte 3000 and $hairlength gte 50>>
Have your hair cut to your:

	<<if $hairlength gte 100>>
	<<link [[Ears (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 0>><<set $money -= 3000>><</link>>

	<</if>>
	<<if $hairlength gte 200>>
	<<link [[Chin (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 100>><<set $money -= 3000>><</link>>

	<</if>>
	<<if $hairlength gte 300>>
	<<link [[Shoulders (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 200>><<set $money -= 3000>><</link>>

	<</if>>
	<<if $hairlength gte 400>>
	<<link [[Upper chest (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 300>><<set $money -= 3000>><</link>>

	<</if>>
	<<if $hairlength gte 500>>
	<<link [[Middle chest (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 400>><<set $money -= 3000>><</link>>

	<</if>>
	<<if $hairlength gte 600>>
	<<link [[Upper stomach (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 500>><<set $money -= 3000>><</link>>

	<</if>>
	<<if $hairlength gte 700>>
	<<link [[Navel (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 600>><<set $money -= 3000>><</link>>

	<</if>>
	<<if $hairlength gte 800>>
	<<link [[Thighs (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 700>><<set $money -= 3000>><</link>>

	<</if>>
	<<if $hairlength gte 900>>
	<<link [[Knees (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 800>><<set $money -= 3000>><</link>>

	<</if>>
	<<if $hairlength gte 1000>>
	<<link [[Ankles (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass 20>><<set $hairlength to 900>><<set $money -= 3000>><</link>>

	<</if>>

<</if>>

<<if $money gte 6000>>
Have your hair dyed:

	<<if $haircolour isnot "red" and $naturalhaircolour isnot "red">>
	<<link [[Red (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "red">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "black" and $naturalhaircolour isnot "black">>
	<<link [[Black (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "black">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "blond" and $naturalhaircolour isnot "blond">>
	<<link [[Blond (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "blond">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "platinumblond" and $naturalhaircolour isnot "platinumblond">>
	<<link [[Platinum blond (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "platinumblond">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "strawberryblond" and $naturalhaircolour isnot "strawberryblond">>
	<<link [[Strawberry blond (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "strawberryblond">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "brown" and $naturalhaircolour isnot "brown">>
	<<link [[Brown (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "brown">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "lightbrown" and $naturalhaircolour isnot "lightbrown">>
	<<link [[Light brown (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "lightbrown">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "ginger" and $naturalhaircolour isnot "ginger">>
	<<link [[Ginger (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "ginger">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "blue" and $naturalhaircolour isnot "blue">>
	<<link [[Blue (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "blue">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "green" and $naturalhaircolour isnot "green">>
	<<link [[Green (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "green">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "teal" and $naturalhaircolour isnot "teal">>
	<<link [[Teal (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "teal">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "pink" and $naturalhaircolour isnot "pink">>
	<<link [[Pink (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "pink">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "hotpink" and $naturalhaircolour isnot "hotpink">>
	<<link [[Hot pink (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "hotpink">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "softpink" and $naturalhaircolour isnot "softpink">>
	<<link [[Soft pink (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "softpink">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "crimson" and $naturalhaircolour isnot "crimson">>
	<<link [[Crimson (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "crimson">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "purple" and $naturalhaircolour isnot "purple">>
	<<link [[Purple (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "purple">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "white" and $naturalhaircolour isnot "white">>
	<<link [[White (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "white">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "snowwhite" and $naturalhaircolour isnot "snowwhite">>
	<<link [[Snow white (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "snowwhite">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>
	<<if $haircolour isnot "deepblue" and $naturalhaircolour isnot "deepblue">>
	<<link [[Deep Blue (0:30)|Hairdressers Seat]]>><<pass 30>><<set $haircolour to "deepblue">><<set $phase to 3>><<set $money -= 6000>><</link>>

	<</if>>

<</if>>

<<if $haircolour isnot $naturalhaircolour>>
<<link [[Have your hair dye removed (0:20)|Hairdressers Seat]]>><<set $phase to 2>><<pass 20>><<set $haircolour to $naturalhaircolour>><</link>>

<</if>>

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


code:
:: Barb Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "barb">>

You are on Barb Street. Silver blocks of flats tower all around you. You can hear the sea. The police station is located here. There's also a dance studio.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	The few braving the rain walk quickly.
	<<else>>
	Pedestrians fill the pavements, but the sound of traffic dominates.
	<</if>>
<<elseif $daystate is "dawn">>
The street is already busy, even so early.
<<elseif $daystate is "dusk">>
The sun has long since disappeared behind the towers, but the street remains busy.
<<elseif $daystate is "night">>
Voices and occasional shouting emerge from nearby buildings despite the hour.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>
<</if>>

<<if $stress gte 10000>><<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Places of Interest

<<if $openinghours is 1>><<link [[Dance Studio (0:01)|Dance Studio]]>><<pass 1>><</link>>

<<elseif $closinghour is 1>>
People are leaving the dance studio. It must be closing time.

<<else>>
<<link [[Dance Studio|Dance Studio Lock]]>><</link>>

<</if>>
		<<if $exposed lte 0>>
		<<link [[Police Station (0:02)|Police Station]]>><<pass 2>><</link>>

			<<if $dorenintro gte 1>>
			<<link [[Doren's Flat (0:02)|Doren Entrance]]>><<pass 2>><</link>>

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

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<domus>>

<<cliff>>

<<connudatus>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate Routes

<<residential>>

<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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

repo_name: Host/degrees


code:
:: Cliff Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>

You are on Cliff Street. Several civic buildings are located here, including the town hall. The Ocean Breeze cafe looks out over the sea. There's a path leading down to the beach.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	Wind howls in from the sea.
	<<else>>
	A gentle breeze blows in from the sea.
	<</if>>
<<elseif $daystate is "dawn">>
There's a lot of traffic. People are driving to work.
<<elseif $daystate is "dusk">>
There's a lot of traffic. People are driving home from work.
<<elseif $daystate is "night">>
The street is dark and quiet. Only the ocean can be heard.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>

<<if $exposed is 1 and $topless is 0>>
This outfit might be fine on the nearby beach, but here it's too lewd!

<</if>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

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

Places of interest

		<<if $scienceproject is "ongoing" and $scienceprojectdays is 0 and $daystate is "day" and $exposed lte 0>>
		<<link [[Attend Science Fair|Science Fair]]>><</link>>

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

	<<if $openinghours is 1>>
		<<if $exposed lte 0>>
	<<link [[Cafe (0:01)|Ocean Breeze]]>><<pass 1>><</link>>

		<<else>>
		<</if>>
	<<elseif $closinghour is 1>>
	People are leaving the cafe. It must be closing time.

	<<else>>
	<<link [[Cafe|Ocean Breeze Lock]]>><</link>>

	<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<barb>>

<<starfish>>

<<connudatus>>

<<high>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate Routes

<<commercial>>

<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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


code:
:: Connudatus Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>

You are on Connudatus Street. The numerous clubs, bars and restaurants make it the town's most lively locale by night. During the day the street is lined by hawkers selling various wares.

<<if $daystate is "day">>
The street is crowded with shoppers.
<<elseif $daystate is "dawn">>
Vendors are setting up their stalls.
<<elseif $daystate is "dusk">>
Vendors are taking down their stalls. The restaurants are packed.
<<elseif $daystate is "night">>
The nightlife is in full swing. Neon lights glow above.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $skulduggery gte 200 and $skulduggeryDintro isnot 1>><<set $skulduggeryDintro to 1>>
Your experience breaking the rules of society lets you look at the street in a new light. So many people with their valuables close at hand, and lightly guarded. You can now rob people on Connudatus Street.

<</if>>

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

Places of interest

<<if $daystate isnot "dawn" and $daystate isnot "day" and $exposed lte 1>>
<<link [[Strip Club|Strip Club]]>><</link>>

<</if>>
<<if $daystate isnot "dusk" and $daystate isnot "night" and $hour isnot 6>>
<<link [[Strip Club|Strip Club Lock]]>><</link>>

<<elseif $hour is 6>>
People are leaving the club. It must be closing time.

<</if>>
<<if $skulduggeryDintro is 1 and $exposed lte 0>>
<<link [[Look for a mark (0:20)|Connudatus Street Thievery]]>><<pass 20>><<crimeup 1>><</link>><<crime>>

<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<barb>>

<<danube>>

<<cliff>>

<<wolf>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<residential>>

<<commercial>>

<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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


code:
:: Danube Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>

You are on Danube Street. The houses here are spacious and stately.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	The rain has driven people indoors.
	<<else>>
	You hear activity from the walled gardens.
	<</if>>
<<elseif $daystate is "dawn">>
You see movement through the windows.
<<elseif $daystate is "dusk">>
They cast creepy shadows in the dimming light.
<<elseif $daystate is "night">>
Light from the windows does little to alleviate the darkness.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $stress gte 10000>><<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Places of interest

	<<link [[Forest (0:10)|Forest]]>><<pass 10>><<set $forest to 0>><<set $eventskip to 1>><</link>>

	<<if $exhibitionismrun is "danube" and $exposed lte 1>>
	<<link [[Oak behind spa|Danube Oak]]>><</link>>

	<</if>>
	<<if $daystate is "night">>
	<<link [[Approach one of the houses (0:02)|Danube House Lock]]>><<pass 2>><</link>>

	<<elseif $exposed lte 0>>
	<<link [[Knock on one of the houses (0:02)|Danube House Knock]]>><<pass 2>><</link>>

	<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<domus>>

<<wolf>>

<<connudatus>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<residential>>

<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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

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

You walk behind the spa, and find the oak the note mentioned. It stands at the edge of the forest. This is where you were told to strip. There's no one around.

<<if $exhibitionism gte 35>>
<<link [[Strip|Danube Oak Strip]]>><<set $phase to 0>><</link>><<exhibitionist3>>

<<else>>
<<link [[Strip|Danube Oak Strip]]>><<set $phase to 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<</if>>
<<link [[leave|Danube Street]]>><</link>>

:: Danube Oak Strip [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>
<<uppernaked>><<lowernaked>><<undernaked>>
<<if $phase is 0>>
You <<nervously>> remove your clothing as the note said, until you're stood naked, here on the outskirts of town.<<exhibitionism3>>
<<else>>
You take a deep breath and glance around. This is a lot of money. You <<nervously>> remove your clothing as the note said, until you're stood naked, here on the outskirts of town.
<</if>>

Something flashes in the oak's branches. A camera. <<covered>> You feel your face heat up, but notice something else above you. A small parachute floats down, carrying a little box. You catch it. There's a note inside.

It was nice working with you.

There's £100 behind the paper. You get dressed as fast as your shaking hands will allow. You don't think anyone saw you. Except the camera.

<<set $money += 10000>>
<<set $exhibitionismrun to "danubedone">>
<<set $exhibitionismrunon to 0>>
<<link [[leave|Danube Street]]>><<clotheson>><</link>>


code:
:: Domus Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>

You are on Domus Street. The orphanage is here. The street is dominated by small homes similar in appearance.
<<if $daystate is "day">>
	<<if $weather is "rain">>
	People walk quickly, driven by the rain.
	<<else>>
	People tend to their gardens and go about their business all along the street.
	<</if>>
<<elseif $daystate is "dawn">>
It's quite busy. People are on their way to work.
<<elseif $daystate is "dusk">>
People return to their homes, tired after a long day.
<<else>>
The street is dark and silent.
<</if>>

<<streeteffects>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $tutorial is 0 and $debug is 0>><<set $tutorial to 1>>
<<generate1>><<person1>>As you leave the orphanage you bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."

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

<<else>>
	<<if $stress gte 10000>><<passoutstreet>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventsstreet>>
		<<else>>
			<<if $averydate is 1 and $exposed lte 0 and $hour is 20>>
			Avery waits for you by their car.

			<<link [[Date (1:20)|Avery Date]]>><</link>>

			<</if>>
	Places of interest

	<<link [[Go home (0:01)->Orphanage]]>><<pass 1>><</link>>

		<<if $daystate is "night">>
		<<link [[Approach one of the houses (0:02)|Domus House Lock]]>><<pass 2>><</link>>

		<<elseif $exposed lte 0>>
		<<link [[Knock on one of the houses (0:02)|Domus House Knock]]>><<pass 2>><</link>>

		<</if>>
		<<if $exposed gte 2 and $daystate isnot "night" and $exhibitionism gte 75>>
		<<link [[Beg for clothing (0:02)|Domus House Nude]]>><<pass 2>><</link>><<exhibitionist5>>

		<</if>>

			<<if $exposed gte 1 and $daystate isnot "night">>
			<<else>>
	Travel

	<<barb>>

	<<danube>>

	<<if $exposed lte 0>>
	<<buswait>>
	<</if>>
			<</if>>

	Alternate Routes

	<<residential>>

	<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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


code:
:: Elk Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">>

You are on Elk Street. There are roads leading to several large industrial complexes.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	The sound of water hitting metal is constant.
	<<else>>
	You hear the sound of machinery all around.
	<</if>>
<<elseif $daystate is "dawn">>
You hear the sound of machinery all around.
<<elseif $daystate is "dusk">>
You hear the sound of machinery all around.
<<elseif $daystate is "night">>
You hear the sound of machinery even at this hour.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $stress gte 10000>><<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Places of interest

		<<if $compoundstate is 1>>
		The compound is prowled by guards. They'll be less agitated tomorrow.

		<<elseif $compoundstate is 0>>
		<<link [[Sneak into the compound|Elk Compound]]>><<crimeup 1>><</link>><<crime>>

		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<nightingale>>

<<oxford>>

<<harvest>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<industrial>>

<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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


code:
:: Gang [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<ganginit>>You feel something probing your nethers. Hands reach out from all around.

<</if>>

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

<<stateman>>

<<actionsman>>

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

			<<if $enemyarousal gte $enemyarousalmax>>
			[[Next->Gang]]
			<<elseif $enemyhealth lte 0>>
			[[Next->Gang]]
			<<else>>
			[[Next->Gang]]
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	[[Next->Gang]]
	<<elseif $enemyhealth lte 0>>
	[[Next->Gang]]
	<<else>>
	<<link [[Next|Gang]]>><</link>>
	<</if>>

:: StreetEx1 [nobr]
<<set $outside to 1>><<effects>>

<<if $phase is 0>>

You take cover under a parked car. The footsteps grow louder and you soon see a pair of feet march past. Heart racing, you wait for the footsteps to fade before continuing.<<garousal>>

<<set $arousal += 50>>
<<endevent>>
<<destinationeventend>>
<</if>>

<<if $phase is 1>>
	<<if $rng lte 80>><<set $arousal += 50>>

	You keep to the side of the road opposite the footsteps and soon see a <<person>> step into the glow of a street light. Fortunately they seem in a hurry and don't notice your skulking. Your heart continues to beat rapidly.<<garousal>>

<<endevent>>
<<destinationeventend>>

	<<else>><<set $arousal += 50>>

You keep to the side of the road opposite the footsteps and soon see a <<person>> step into the glow of a street light.

Unfortunately the darkness isn't as concealing as you hoped. <<He>> spots you in your embarrassing state of dress. Ashamed, you break into a run, followed by <<his>> whistling.<<trauma 2>><<garousal>><<gtrauma>>

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

:: StreetEx2 [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationresidential">>
<<strangeman2init>>
<</if>>

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

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>
		<<link [[Next->StreetEx2 Alarm]]>><</link>><<nexttext>>
		<<else>>
		No one comes to your aid.<<set $alarm to 0>>
		<<if $drugged gte 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

			<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next->StreetEx2 Ejaculation]]>><</link>><<nexttext>>
			<<elseif $enemyhealth lte 0>>
			<<link [[Next->StreetEx2 Escape]]>><</link>><<nexttext>>
			<<else>>
			<<link [[Next->StreetEx2]]>><</link>><<nexttext>>
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next->StreetEx2 Ejaculation]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
	<<link [[Next->StreetEx2 Escape]]>><</link>><<nexttext>>
	<<else>>
	<<link [[Next->StreetEx2]]>><</link>><<nexttext>>
	<</if>>

:: StreetEx2 Ejaculation [nobr]
<<effects>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> bashes your head against the pavement, then leaves you.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> saunters off.

<<else>>
<<He>> kisses you on the cheek, then saunters off.

<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>
<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: StreetEx2 Escape [nobr]
<<effects>>

<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you keep running until your legs give out and you collapse against a wall.

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

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

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

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: StreetEx3 [nobr]
<<set $outside to 1>>
<<if $phase is 0>><<effects>>
You run with all the speed you can muster. <<physique>>

	<<if $bestialitydisable is "t">>
You manage to escape, but not unscathed.<<set $trauma += 40>><<set $pain += 40>><<set $stress += 400>><<set $lowerintegrity -= 20>><<set $upperintegrity -= 20>><<set $underintegrity -= 20>><<bruise leftarm>><<bruise full>>

<<destinationeventend>>
	<<else>>
		<<if $physique gte $rng * 100 + 2000>>
You slowly gain distance on the dog and it eventually gives up the chase. You run a bit further, then stop to catch your breath.

<<destinationeventend>>
		<<else>>

The beast is faster than you however. It quickly catches up to you and, grabbing your arm in its teeth, drags you to the ground.

<<set $pain += 30>><<set $phase2 to 1>>

<<link [[Next|StreetEx3]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>

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

<<elseif $phase is 1>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpark">>
<<dog1init>><<set $beasttype to "dog">>
<<if $phase2 is 1>>
<<set $enemyanger += 120>>
<</if>>
<</if>>

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

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>
		<<link [[Next->StreetEx3 Alarm]]>><</link>><<nexttext>>
		<<else>>
		No one comes to your aid.<<set $alarm to 0>>
		<<if $drugged gte 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

			<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next->StreetEx3 Ejaculation]]>><</link>><<nexttext>>
			<<elseif $enemyhealth lte 0>>
			<<link [[Next->StreetEx3 Escape]]>><</link>><<nexttext>>
			<<else>>
			<<link [[Next->StreetEx3]]>><</link>><<nexttext>>
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next->StreetEx3 Ejaculation]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
	<<link [[Next->StreetEx3 Escape]]>><</link>><<nexttext>>
	<<else>>
	<<link [[Next->StreetEx3]]>><</link>><<nexttext>>
	<</if>>

<</if>>

:: StreetEx3 Ejaculation [nobr]
<<beastejaculation>>

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

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

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

<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: StreetEx3 Escape [nobr]
<<effects>>

Deciding that <<he>> might have bitten off more than <<he>> can chew, <<he>> flees back into the darkness. <<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Abduction [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<man1init>><<set $leftarm to "bound">><<set $rightarm to "bound">>You wake up on a moth-eaten mattress in a small room you've never seen before. Your arms are bound behind your back. You aren't alone.

<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Abduction Ejaculation [nobr]
<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<person1>>The <<person>> violently grabs your arms, drags you to the window and hurls you out. You fall a story before slamming against the ground.<<violence 30>>

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

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

<<if $underoff isnot 0>>
<<understeal>>
<</if>>
<<tearful>> you struggle to your feet.
<<clotheson>>

<<elseif $enemyanger gte 1>>
<<person1>>They carry you out the room and down a flight of stairs before unceremoniously dumping you outside.

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

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

<<if $underoff isnot 0>>
<<understeal>>
<</if>>
<<tearful>> you struggle to your feet.
<<clotheson>>

<<else>>
<<unbind>>
	<<if $brothelknown isnot 1>>
<<person1>>The <<person>> unties your bonds while the <<person2>><<person>> speaks, "There's a place for sluts like you." <<He>> seizes your arm and begins to write on it. <<He>> finishes quickly, it's the address of a building on Harvest Street.<<set $brothelknown to 1>> You can now access the suspicious building on Harvest Street.

	<<else>>
	<</if>>
<<clotheson>>
They escort you from the premises. <<tearful>> you try to work out your whereabouts. You think you're somewhere in the industrial district.

<</if>>

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

:: Abduction Escape [nobr]
<<effects>>

They recoil in pain. <<tearful>> you seize the opportunity and escape the room. You flee along a corridor, then down a flight of stairs before bursting through an exit door.

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

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

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

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

:: Catcall Ignore [nobr]
<<effects>>

You hasten your pace to escape the remarks.<<gtrauma>><<gstress>>

<<trauma 3>><<stress 3>>

<<endevent>>

<<destinationeventend>>

:: Catcall Skirt [nobr]
<<effects>>

Feeling daring, you twirl on the spot. Your skirt flares up, giving the <<person>> an eyeful of your
<<if $underclothes is "naked">>
<<genitalsstop>><<stress -6>><<arousal 3>>
<<exhibitionism5>>
<<elseif $undertype is "chastity">>
$underclothes.<<stress -6>><<arousal 3>>
<<exhibitionism5>>
<<else>>
$underclothes.<<stress -6>><<arousal 3>>
<<exhibitionism2>>
<</if>>

<<endevent>>

<<destinationeventend>>

:: Catcall Shorts [nobr]
<<effects>>
Feeling daring, you bend over and pull down your $lowerclothes. The <<person>> gets an eyeful of your
<<if $underclothes is "naked">>
<<bottomstop>><<stress -6>><<arousal 3>>
<<exhibitionism3>>
<<elseif $undertype is "chastity">>
$underclothes.<<stress -6>><<arousal 3>>
<<exhibitionism3>>
<<else>>
$underclothes.<<stress -6>><<arousal 3>>
<<exhibitionism2>>
<</if>>

<<endevent>>

<<destinationeventend>>

:: Street Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<if $daystate isnot "night">>
<<set $rescue to 1>>
<<Hes>> bold to attack you in public during daylight hours. If you were to scream, surely someone would help you?

<</if>>

<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Street Molestation Alarm [nobr]
<<effects>><<set $rescued += 1>>

<<He>> notices several heads turning in response to your cry, and relents in <<his>> assault before hurriedly making <<his>> escape. <<tearful>> you gather yourself.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Street Molestation Ejaculation [nobr]
<<effects>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> throws you against the pavement.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves.

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

You've gained £5.

<</if>>

<<understeal>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Street Molestation Escape [nobr]
<<effects>>

<<if $daystate isnot "night">>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the crowds.

<<else>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.

<</if>>

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

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

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

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: Street Pair [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<if $daystate isnot "night">>
<<set $rescue to 1>>
Attacking you during daylight hours is brazen of them. If only you could scream, someone would help.

<</if>>
<<man2init>>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">><<set $righthand to "arms">>
<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Street Pair Ejaculation [nobr]
<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> throws you against the pavement.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, they leave.

<<else>>
Smiling, <<he>> kisses you on the cheek. "That's a good <<girlstop>>" They get up and leave you lying on the ground.

<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Street Pair Escape [nobr]
<<effects>>

<<if $daystate isnot "night">>
They recoil in pain, giving you the chance you need. <<tearful>> you escape into the crowds.

<<else>>
They recoil in pain, giving you the chance you need. <<tearful>> you escape into the darkness.

<</if>>

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

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

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

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: Street Pair Alarm [nobr]
<<effects>><<set $rescued += 1>>

Your cries attract the attention of the people passing by the alley's entrance. The pair cease their attack on you and walk in the opposite direction.

<<tearful>> you gather yourself.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

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

<</if>>

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

<<stateman>>

<<actionsman>>

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

		<<else>>
		No one comes to your aid.<<set $alarm to 0>>
		<<if $drugged gte 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

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

:: Street Dogs Ejaculation [nobr]
<<effects>>
<<beastejaculation>>

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

[[Next|Street Dogs]]

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

[[Next|Street Dogs]]

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

[[Next|Street Dogs End]]

<</if>>

:: Street Dogs Escape [nobr]
<<effects>>
<<beastwound>>

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

[[Next|Street Dogs]]

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

[[Next|Street Dogs]]

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

[[Next|Street Dogs End]]

<</if>>

:: Street Dogs End [nobr]
<<effects>>

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

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: Street Panties [nobr]
<<effects>>

<<if $phase is 1>>

You agree to the transaction, and find a secluded spot in a nearby alley to conduct the exchange.

<<if $skirt is 1>>
The <<person>> stares at you, eyes wide, as you lift the sides of your skirt and slip your $underclothes down to your knees. You lift one leg out, then the other, and just like that you are naked beneath your skirt.

<<else>>
You ask the <<person>> to turn around while you take them off. When <<his>> back is turned, you remove your $lowerclothes and slip your $underclothes off your legs. Feeling exposed, you quickly put your $lowerclothes back on.

<</if>>
You hand <<him>> the garment, which <<he>> takes with trembling hands. "It's still warm," <<he>> says, holding it against <<his>> face. <<He>> hands you the money and departs.
<<exhibitionism3>>

<<underruined>>
<<set $money += 3000>><<fameexhibitionism 1>>
<<endevent>>

<<destinationeventend>>

<<elseif $phase is 2>>
You give the <<person>> a coy smile. "But I'd need to be wearing some first." You walk away, leaving <<him>> speechless.
<<exhibitionism2>>

<<endevent>>

<<destinationeventend>>

<<elseif $phase is 3>>

You hasten your pace to escape the pervert.

<<stress 3>>

<<endevent>>

<<destinationeventend>>

<</if>>

:: Street Car [nobr]
<<effects>>

<<if $phase is 1>>

You climb into the back of the car, and the <<person>> drives into a secluded alley. <<He>> joins you on the back seat.<<promiscuity2>>

<<link [[Next|Street Car Sex]]>><<set $sexstart to 1>><</link>>

<<elseif $phase is 2>>
	<<if $rng gte 81 and $upperset isnot $lowerset and $upperexposed lte 1>>
	You hasten your pace to escape the pervert. However, <<he>> keeps pace with you, and waves <<his>> wad of cash again. "Okay. How about you just give me a little show? Take your shirt off."

<<stress 6>>

		<<if $playergenderappearance is "m" and $breastsize lte 2>>
			<<link [[Take off your top|Street Car Strip]]>><<set $phase to 1>><</link>><<exhibitionist1>>

		<<else>>
			<<if $exhibitionism gte 55>>
			<<link [[Take off your top|Street Car Strip]]>><<set $phase to 2>><</link>><<exhibitionist4>>

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

	<<link [[Refuse again|Street Car]]>><<set $phase to 3>><</link>><<gstress>>

	<<else>>
	You hasten your pace to escape the pervert.

<<stress 3>>

	<<endevent>>

	<<destinationeventend>>
	<</if>>

<<elseif $phase is 3>>
You hasten your pace to escape the pervert. This time <<he>> doesn't follow you.

<<stress 3>>

<<endevent>>

<<destinationeventend>>
<</if>>

:: Street Car Strip [nobr]
<<effects>>

<<if $phase is 1>>

After taking a look around to see if anyone else is watching, you <<nervously>> remove your $upperclothes, exposing your <<breastsstop>> A chill breeze makes your nipples stand on end.<<exhibitionism1>>

<<He>> whistles at you. "Good slut. Here." <<He>> drops some notes out the window, then speeds away as you crouch to pick them up. You've earned £20.<<set $money += 2000>>

<<endevent>>
<<destinationeventend>>
<<elseif $phase is 2>>

After taking a look around to see if anyone else is watching, you <<nervously>> remove your $upperclothes. Your <<breasts>> <<if $breastsize gte 2>>flop out<<else>>are exposed<</if>> as you raise your shirt above your chest and a chill breeze makes your buds stand on end.<<exhibitionism4>>

<<He>> whistles at you. "Good slut. Here." <<He>> drops some notes out the window, then speeds away as you crouch to pick them up. You've earned £30.<<set $money += 3000>>

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

:: Street Car Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 40>>
<<set $tipmod to 2>><<tipset>>
<</if>>

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

<<stateman>>

<<actionsman>>

<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
<<link [[Next|Street Car Sex]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Car Sex Finish]]>><</link>><<nexttext>>
<</if>>

:: Street Car Sex Finish [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $consensual is 1>>

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

	"Here's your pay, whore." <<He>> drops some cash on you as <<he>> climbs back over to the driver's seat. <<tearful>> you leave the car, and hear <<him>> drive away.

	<<tipreceive>>

	<<else>>

	"Fine. I hope you don't expect anything." <<He>> shoves you out the car and drives away. <<tearful>> you struggle to your feet.

	<</if>>

<<else>>

	<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>><<fameprostitution 1>><<set $prostitutionstat += 1>>
	"Here's your pay, whore." <<He>> drops some cash on you as <<he>> climbs back over to the driver's seat. <<tearful>> you leave the car, and hear <<him>> drive away.

	<<tipreceive>>
	<<elseif $finish is 1>>
	"Fine. I hope you don't expect anything." <<He>> shoves you out the car and drives away. <<tearful>> you struggle to your feet.

	<<else>>
	You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you escape the car and flee down the alley.

	<</if>>

<</if>>

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Street Flirt [nobr]
<<effects>>

<<if $phase is 1>>

You wait until <<he>> looks at you again, then slowly trace your tongue across your upper lip. <<He>> looks at <<his>> feet and blushes.<<promiscuity1>>

<<endevent>>
<<destinationeventend>>

<<elseif $phase is 2>>

You look away from the <<personcomma>> and continue on your journey.

<<endevent>>
<<destinationeventend>>

<</if>>

:: Street Collar Dog [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">><<set $beasttype to "dog">>
<<beast1init>>
You drop to your knees, which the dog takes as an invitation.

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

<<effects>>

<<if $orgasmdown gte 1 and $phase is 1>><<set $phase to 0>>
"I knew it," the <<person1>><<person>> says, "You're a bitch, through and through." You feel utterly humiliated.<<combattrauma 3>><<famebestiality 10>><<famebestiality 10>>
<<else>>
The <<person1>><<person>> and <<person2>><<person>> stand beside you, looking down at the spectacle.
<</if>>

<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

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

:: Street Collar Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $outside to 0>>
	<<if $phase is 1>>
They seem taken aback and angered by your refusal. "You need to learn your place," says the <<person>> as <<he>> clenches <<his>> fist.

<<set $enemyanger += 100>>
	<<elseif $phase is 2>>

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

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

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>><<famebestiality 2>>

<<beastejaculation>>

<<person1>>"I hope your owner won't mind us breeding you like that," says the <<personstop>> They leave you lying on the pavement.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

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

<<tearful>> you escape into the darkness before anyone can react.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

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

The pair recoil in pain, giving you the chance you need. <<tearful>> you escape into the darkness.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

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

"Dress like a slut, get treated like one," says the <<personstop>> They leave you lying on the pavement. <<tearful>> you struggle to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $phase is 1 and $pain gte 100>>

You're too hurt to resist as they push you to the ground. The dog takes it as an invitation and mounts you. "That should do it," says the <<person1>><<personstop>> They walk some distance away to sit on a bench, where they sit to observe you.
<<endcombat>>

<<link [[Next|Street Collar Dog 2]]>><<set $molestationstart to 1>><</link>>

<</if>>

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

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

<<stateman>>

<<actionsman>>

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

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

Shocked by your aggression they back off for a moment, giving you the chance you need. <<tearful>> you escape into the darkness.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

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

"Dress like a slut, get treated like one," says the <<personstop>> They leave you lying on the pavement. <<tearful>> you struggle to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

:: Street Collar Dog 2 [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">><<set $beasttype to "dog">>
<<beast1init>>
<<set $beaststance to "top">>
<</if>>

<<effects>>

<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Street Collar Dog 2 Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Street Collar Dog 2 Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Collar Dog 2]]>><</link>><<nexttext>>
<</if>>

:: Street Collar Dog 2 Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>><<famebestiality 2>>

<<beastejaculation>>

<<tearful>> you rise to your feet and run.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

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

<<tearful>> you escape into the darkness before anyone can react.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

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

You wake up by the side of the road, leaning against a wall. A <<generate1>><<person1>><<person>> stands above you, holding a camera.

<<if $exposed gte 2>>

You don't remember your predicament until you look down, and feel your face flush. <<covered>> "Oh I wouldn't worry about that," <<he>> says. "I've taken so many pictures already. Can't wait to show the <<if $pronoun is "m">>guys<<else>>girls<</if>>. Anyway, I've places to be."<<gtrauma>><<trauma 6>>

<<fameexhibitionism 20>>
<<elseif $exposed gte 1>>

You don't remember your predicament until you look down, and feel your face flush. <<covered>> "Oh I wouldn't worry about that," <<he>> says. "I've taken so many pictures already. Can't wait to show the <<if $pronoun is "m">>guys<<else>>girls<</if>>. Anyway, I've places to be."<<gtrauma>><<trauma 6>>

<<fameexhibitionism 10>>
<<else>>

"You alright? I almost called an ambulance, but I thought it might look bad," <<he>> says, giving a sheepish smile.

	<<if $submissive gte 1150>>
	"I-I'm fine," you say, looking at the pavement.

	<<elseif $submissive lte 850>>
	"I'm fine. Stop gawking," you say.

	<<else>>
	"I'm fine," you say, not sure if you're right.

	<</if>>

	"Splendid. Now if you don't mind, I'll be on my way."

<</if>>

<<He>> leaves you to dust yourself off.

	<<endevent>>
<<destinationeventend>>

:: Street Follow [nobr]
<<set $outside to 1>><<effects>>

You follow the dog down the alley. It rounds a corner.

<<if $rng gte 99 and $bestialitydisable is "f">>
You find it stood in the middle of the alley, looking at you. You hear a growl to your right and left. You're surrounded.

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

<<elseif $rng gte 90>>
You find it stood beside a brown rug. The rug coughs and rolls over. <<generate1>><<person1>>It's a <<personcomma>> and <<he>> looks sick. The dog looks at you and whimpers.

You run from the alley. A <<generate2>><<person2>><<person>> stands nearby, reading something on <<his>> phone. You tug on <<his>> jacket. <<He>> turns. "What?" <<he>> asks, irritated.

You explain the situation and ask to borrow <<his>> phone. <<He>> eyes you with suspicion. "Alright. But you're gonna have to give me something of yours to hold so you won't run off." <<He>> steps back and beholds you. "Your <<bottoms>> will do."

You feel angry that <<he>> would ask such a thing. You don't know if the <<person1>><<person>> can afford a delay. <<person2>><<He>> waggles the phone in front of you.

<<link [[Strip (0:10)|Street Follow Strip]]>><<trauma 6>><<stress 6>><<lowernaked>><</link>><<gtrauma>><<gstress>>

<<link [[Snatch the phone (0:10)|Street Follow Snatch]]>><<crimeup 30>><<trauma -6>><</link>><<crime>><<ltrauma>>

<<else>>
You find it stood beside a ruined piece of leather. It's a wallet.

	<<set $rng to random(1, 100)>>
	<<if $rng gte 51>>
	There's no money or identification inside, just some faded receipts.
	<<elseif $rng gte 11>>
	There's a £5 note inside.<<set $money += 500>>
	<<else>>
	There's £100 inside!<<set $money += 10000>> You look further but there's no identification.
	<</if>>
The dog barks happily.

<<if $deviancy gte 15 and $bestialitydisable is "f">>
<<link [[Reward it|Street Follow Sex]]>><<set $sexstart to 1>><</link>><<deviant2>>

<</if>>
<<link [[Pet it|Street Follow Pet]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>

<</if>>

:: Street Follow Ignore [nobr]
<<set $outside to 1>><<effects>>

You turn away and continue your journey. You don't want to risk following dogs into strange alleys today.

<<destinationeventend>>

:: Street Follow 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 "dog">>
You drop to the ground and adopt a mating posture. Its tail wags with greater vigour.<<deviancy2>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Street Follow Pet [nobr]
<<set $outside to 1>><<effects>>

You pet the dog. It gives you one last happy bark then bounds away. You walk back to the street.

<<destinationeventend>>

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

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Street Follow Strip [nobr]
<<set $outside to 1>><<effects>>

The <<person2>><<person>> follows you into the alley where you <<nervously>> remove your clothing.

<<if $undertype is "naked">>
<<His>> eyes widen when <<he>> sees your lack of underwear.
<<elseif $undertype is "chastity">>
<<His>> eyes widen when <<he>> sees your chastity belt.
<</if>>

<<covered>> You make the exchange.

You phone an ambulance as the <<person>> leers at your body. You pass the phone back and hold your hand out for your clothes. <<He>> hesitates, but the dog barks behind <<him>> and <<he>> reconsiders betraying you.

<<He>> leaves you in the alley with the dog and the <<person1>><<personcomma>> where you wait for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the dog follows. It gives you one last grateful bark then leaps into the vehicle as the doors shut.<<ltrauma>><<trauma -6>>

<<famegood 10>>

<<endevent>>
<<clotheson>>
<<destinationeventend>>

:: Street Follow Snatch [nobr]
<<set $outside to 1>><<effects>>

The seize the phone from the <<person2>><<person>> and dash into the alley. "Thief! Someone!" You hear <<him>> chase after you as you dial emergency services. The dog appears in front of you and runs past. Then you hear the <<person>> cry out behind you. You glance back and see the dog holding the <<persons>> ankle in its mouth.

You call an ambulance as <<he>> struggles. You finish as <<he>> kicks the dog away and turns back to you, face red with anger. You throw <<him>> the phone, catching <<him>> off guard. <<He>> almost drops it. <<He>> starts marching towards you, but the dog growls at <<himstop>> <<He>> considers a moment, then spits in your direction and leaves.

You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the dog follows. It gives you one last grateful bark then leaps into the vehicle as the doors shut.

<<famegood 10>>

<<endevent>>
<<clotheson>>
<<destinationeventend>>

:: Street Follow Sex Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

The dog barks in satisfaction, and bounds away.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>
<<elseif $enemyhealth lte 0>>

The dog whimpers and runs away.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<else>>
The dog backs away from you, its ears down. It gives a quiet bark then bounds away.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>
<</if>>

:: Street Follow Rape Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno -= 1>>

[[Next|Street Follow Rape]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the last is eager for a go.<<set $beastno -= 1>>

[[Next|Street Follow Rape]]

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

<<link [[Next|Street Follow Rape Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype moves and another takes its turn.<<set $beastno -= 1>>

[[Next|Street Follow Rape]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype moves and the last takes its turn.<<set $beastno -= 1>>

[[Next|Street Follow Rape]]

<<elseif $beastno is 1>>
Satisfied, the $beasttype moves away from you.<<set $beastno -= 1>>

<<link [[Next|Street Follow Rape Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<else>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The $beasttype whimpers and flees deeper into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The $beasttype leaves you lying on the concrete.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the dogs flee deeper into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The dogs leave you spent and shivering on the concrete.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The dogs leave you spent and shivering on the concrete.
<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

:: Street Police Bribe [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $submissive gte 1150>>
"P-please don't," you whisper. "I have money."
<<elseif $submissive lte 850>>
"I know how this works," you whisper. "Just walk away."
<<else>>
"I know how this works," you whisper. "Just walk away."
<</if>>

You hold out the money. The <<person1>><<person>> takes it, glances around, then nods at the <<person2>><<personstop>> <<person1>>"Seems you're not who we're looking for after all," <<he>> announces. "Thank you for cooperating." The officers climb back into their car and drive away.

<<endevent>>
<<destinationeventend>>

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

<<if $physique gte $rng * 100 + 6000>>
You shake off their hands and run. You hear a whistle blow behind you. The <<person3>><<person>> tries to stop you, but you jump over <<his>> outstretched leg. You outpace the officers, and they soon give up.

<<endevent>>
<<destinationeventend>>
<<else>>
You shake off their hands and run. You hear a whistle blow behind you. The <<person3>><<person>> puts out <<his>> leg, and you trip.

<<link [[Next|Street Police]]>><<set $phase to 0>><</link>>

<</if>>

:: Street Police [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>
<<pass 3>>
<<if $phase is 1>>
You shake your head in the affirmative. It's a split second decision but, in your gut, you know it's the right one. If you protest, if you challenge, then the officers might just arrest you and take you somewhere private. Somewhere unsafe. Best to do what you're told and play along. Best to hope that they are telling the truth.

<</if>>

Before you know it, cold latex gloves are patting you down as your arms and legs are spread wide and pressed up against a fence. Through the chain links, you see people stop what they are doing to watch you and the officers. Glancing backwards, you catch other members of the public observing the search. You blush, feeling humiliated as many eyes linger upon you. The hands are soon cupping your rear and crotch, uncomfortable and invasive.

<<if $uppertype isnot "naked">>
	<<if $upperset is $lowerset>>
	With a tear, your $upperclothes <<upperplural>> pulled down to your waist.
	<<else>>
	Your $upperclothes <<upperplural>> torn from your body.
	<</if>><<upperruined>>
,leaving you nude from the waist up.
<</if>>
 The officers don't say anything as they feel your stomach and underarms, running their gloved hands through your hair and across your nipples.

A glance at one of them causes your stomach to fall. You close your eyes tight as you are stripped entirely. Murmurs from the onlookers reach your ears as you step out of your clothing, now nude in public.

<<if $exhibitionism gte 75>>
While you generally enjoy the naughtiness of exposing yourself, this is different. This is at the behest of these officers, not done for your own gratification.
<</if>>

<<lowerruined>><<underruined>>
<<link [[Next|Street Police 2]]>><</link>>

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

You burn with shame as gloved hands wander all over your body, pressing between your butt to fondle your ass. More hands find your <<genitalscomma>> stroking and teasing while nominally looking for anything illegal. You feel your body react.

"Do you like this?" the <<person1>><<person>> whispers to you.

<<if $penisexist is 1>>
"Your cock is so stiff!"
<<else>>
"Your pussy is getting all wet!"
<</if>>

You hang your head in humiliation, hearing the watching crowd make comments about your body. Then the <<person2>><<person>> grabs your foot and lifts, opening up your crotch so the onlookers can get a better view. The other officer pretends this is normal procedure. You inhale sharply as the cool breeze ghosts across your most private areas.

The officers soon remove their gloves, complaining theatrically that the latex is inhibiting them from feeling for any evidence on your skin. If one were to think about their words critically, none of what they were saying makes any sense. No one challenges them, however, as they stroke every inch of your body.

<<link [[Next|Street Police 3]]>><</link>>

:: Street Police 3 [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

The <<person1>><<person>> hops up onto a car hood while the <<person2>><<person>> shoves your face into the other's crotch. The <<person1>><<person>> explains to you and the crowd that your scalp needs a more detailed inspection. The <<person2>><<person>> presses their own crotch against your rear, using their hands to rub between your thighs. To the onlookers, it appears as if you are being spit-roasted by these members of law enforcement. This goes on for several minutes.

Then you find yourself and the <<person1>><<person>> on the ground in a classic sixty-nine pose, the officer fully clothed and carefully examining your <<genitals>> while the second officer rubs your shoulders and pushes your face into their partner's groin.

Finally, you find yourself lying on your back while holding onto the back of your knees, with the officers squatting near your backside as they rub one nightstick across your asshole while the other toys with your <<genitalsstop>> By this point, they have even pulled over some of the crowd to ask their opinion as to whether they see any signs of contraband.

You are mortified, desiring to be anywhere but here with these two lewd cops. When they scoop up your clothing and inform you and the crowd that they need it for evidence, all you can think is that your freedom is at hand. It isn't till a few moments later, as the officers disappear around a corner, that you realise you are standing naked in the middle of a crowd. Horrified, you sprint away.<<gtrauma>><<gstress>><<ggarousal>><<trauma 6>><<stress 3>><<arousal 18>>

<<fameexhibitionism 50>>
<<endevent>>
<<destinationeventend>>

:: Street Tentacle Hold [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $physique gte $rng * 100 + 6000>>
	<<if $skirt is 1 and $undertype isnot "naked" and $undertype isnot "chastity">>
	You hold on to your $underclothes as the tentacle thrashes around. The tentacle slips free, and retreats into the manhole.<<gstress>><<stress 1>>

	<<destinationeventend>>
	<<else>>
	You hold on to your $lowerclothes as the tentacle thrashes around. The tentacle slips free, and retreats into the manhole.<<gstress>><<stress 1>>

	<<destinationeventend>>
	<</if>>
<<else>>
	<<if $skirt is 1 and $undertype isnot "naked" and $undertype isnot "chastity">>
	You hold on to your $underclothes as the tentacle thrashes around. The tentacle tears it from your grip, and retreats into the manhole, still clutching the ruined fabric.<<gtrauma>><<gstress>><<stress 6>><<trauma 6>>

	You're left pantiless in the middle of the street. You press you hand between your legs and hold your $lowerclothes down, suddenly self-conscious.

	<<underruined>><<exposure>>
	<<destinationeventend>>
	<<else>>
	You hold on to your $lowerclothes as the tentacle thrashes around. The tentacle tears it from your grip, and retreats into the manhole, still clutching the ruined fabric.<<gtrauma>><<gstress>><<stress 6>><<trauma 6>>

	You're left bottomless in the middle of the street. <<covered>>

	<<lowerruined>><<exposure>>
	<<destinationeventend>>
	<</if>>
<</if>>

:: Street Tentacle Grab [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>
You grab the tentacle and try to hold it still.<<deviancy1>>
<<if $physique gte $rng * 100 + 6000>>

	It thrashes against you, then slows to a rhythmic, thrusting movement. Before you realize what it is doing, the tentacle ejaculates slime all over your hands. <<set $leftarmgoo += 1>><<set $rightarmgoo += 1>>

	Worn out, the slimy tentacle retracts as several more emerge from the manhole, wrapping around your limbs and waist and pulling you underground. You prove too heavy even for their combined strength, and plummet several feet through darkness.

	Your fall is broken by something slimy and soft. It flees before your eyes adjust to the dark, taking the tentacles with it. You're in the drains, surrounded by stolen clothing and handbags.

	<<set $eventskip to 1>>
	<<link [[Search for valuables (0:10)|Street Tentacle Search]]>><<pass 10>><</link>>

	<<destinationdrain>>

<<else>>
	<<if $skirt is 1 and $undertype isnot "naked" and $undertype isnot "chastity">>
	As it thrashes against your grip, it gets under your leg and trips you. It tears your $underclothes off your body and retreats into the manhole, still clutching the ruined fabric.<<gpain>><<pain 5>><<gtrauma>><<gstress>><<stress 6>><<trauma 6>>

	You're left pantiless in the middle of the street. You press you hand between your legs and hold your $lowerclothes down, suddenly self-conscious.

	<<underruined>><<exposure>>
	<<destinationeventend>>
	<<else>>
	As it thrashes against your grip, it gets under your leg and trips you. It tears your $lowerclothes off your body and retreats into the manhole, still clutching the ruined fabric.<<gpain>><<pain 5>><<gtrauma>><<gstress>><<stress 6>><<trauma 6>>

	You're left bottomless in the middle of the street. <<covered>>

	<<lowerruined>><<exposure>>
	<<destinationeventend>>
	<</if>>
<</if>>

:: Street Tentacle Search [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

You search among the stolen belongings. You find

<<if $rng gte 81>>
£5.<<set $money += 500>>
<<elseif $rng gte 61>>
£10.<<set $money += 1000>>
<<elseif $rng gte 41>>
£15.<<set $money += 1500>>
<<elseif $rng gte 21>>
£20.<<set $money += 2000>>
<<else>>
£25.<<set $money += 2500>>
<</if>>

<<destinationdrain>>

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

You pull away from the tentacle, hoping to shake it off.

<<if $skirt is 1 and $undertype isnot "naked" and $undertype isnot "chastity">><<set $underintegrity -= 30>>
	<<if $underintegrity lte 0>>
	It tears your $underclothes free as it retreats into the manhole, still clutching the ruined fabric.

	You're left pantiless in the middle of the street. You press you hand between your legs and hold your $lowerclothes down, suddenly self-conscious.

	<<underruined>><<exposure>>
	<<destinationeventend>>
	<<else>>
	It retreats into the manhole, leaving your $underclothes torn but intact.

	<<destinationeventend>>
	<</if>>
<<else>><<set $lowerintegrity -= 30>>
	<<if $lowerintegrity lte 0>>
	It tears your $lowerclothes free as it retreats into the manhole, still clutching the ruined fabric.

	You're left bottomless in the middle of the street. <<covered>>

	<<lowerruined>><<exposure>>
	<<destinationeventend>>
	<<else>>
	It retreats into the manhole, leaving your $lowerclothes torn but intact.

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

:: Street Fame Rape Run [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

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

You run, leaping over <<if $bus is "park">>bins and through bushes<<else>>bins and parked cars<</if>>. You hear the pair pursue, but their footsteps soon fade.

<<endevent>>
<<destinationeventend>>

<<else>>

You run, but you're not fast enough. The pair catch up and tackle you to the ground.

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

<</if>>

:: Street Fame Rape Stand [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

The figure gets closer.

<<if $famerape gte ($rng * 2)>>

<<person1>><<He>> stares at your face a moment, then looks over your shoulder and nods. "It's <<phimcomma>>" <<he>> says.

The other figure grasps your shoulder from behind.

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

<<else>>

<<person1>><<He>> stares at your face a moment, then looks over your shoulder and shakes <<his>> head. "Not <<phimcomma>>" <<he>> says. They leave together without another word.<<gstress>><<stress 6>>

<<endevent>>
<<destinationeventend>>

<</if>>

:: Street Fame Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemytrust -= 40>><<set $enemyanger += 30>>
<<if $daystate isnot "night">><<set $rescue to 1>><</if>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Street Fame Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Street Fame Rape Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
<<link [[Next|Street Fame Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Fame Rape]]>><</link>><<nexttext>>
<</if>>

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

They leave you lying in the gutter.

<<tearful>> you recover.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

The <<person1>><<person>> trips and falls into a gutter, grabbing the <<person2>><<person>> and pulling <<him>> down too.

<<tearful>> you seize the chance and run to safety.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<else>><<set $rescued += 1>>

A <<generate3>><<person3>><<person>> looks over and witnesses the struggle. <<He>> pulls out <<his>> phone and starts dialling. The <<person1>><<person>> grabs the <<person2>><<persons>> arm and points, then together they run down a nearby alleyway.

<<tearful>> you struggle to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>


code:
:: Harvest Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "harvest">>

You are on Harvest Street. There's a road leading out of town, and many of the buildings here deal with produce from the nearby farms. This part of town has a reputation for criminal activity.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	There's always at least one large vehicle moving down the road.
	<<else>>
	There's always at least one large vehicle moving down the road.
	<</if>>
<<elseif $daystate is "dawn">>
Vehicles are already arriving from outside town.
<<elseif $daystate is "dusk">>
The sun sets, but it will be a while before the workers here are done for the day.
<<elseif $daystate is "night">>
Even at night the street is busy.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $stress gte 10000>><<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Places of interest

<<if $brothelintro is 1 and $exposed lte 1>>
<<link [[Brothel (0:01)|Brothel]]>><<pass 1>><</link>>

<<elseif $brothelknown is 1 and $exposed lte 0>>
<<link [[Enter suspicious building (0:05)|Brothel Intro]]>><<set $brothelintro to 1>><<pass 5>><</link>>

<</if>>
	<<if $pubintro is 1 and $exposed lte 0>>
	<<link [[Pub (0:02)|Pub]]>><<pass 2>><</link>>

	<<elseif $exposed lte 0>>
	<<link [[Pub (0:02)|Pub Intro]]>><<pass 2>><</link>>

	<</if>>
	<<if $daystate is "night">>
<<link [[Bus Station (0:02)|Bus Station Entrance]]>><<pass 2>><</link>>
	<<else>>
<<link [[Bus Station (0:02)|Bus Station]]>><<pass 2>><</link>>
	<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<mer>>

<<elk>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<industrial>>

<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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


code:
:: High Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>

You are on the High Street, centre of the town's commercial activity. The shopping centre is located here, where you can buy new clothes.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	The street is busy despite the rain.
	<<else>>
	The street is packed with people, walking in all directions.
	<</if>>
<<elseif $daystate is "dawn">>
Some shops are open already.
<<elseif $daystate is "dusk">>
Some shops are closed, but others remain open.
<<elseif $daystate is "night">>
A few people still walk down the street, despite almost everything being closed.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $stress gte 10000>><<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Places of interest

<<if $daystate is "night" and $hour isnot 21>>
<<link [[Shopping Centre|Shopping Centre Sneak]]>><</link>>

<<elseif $hour is 21>>
People are leaving the shopping centre. It must be closing time.

<<else>>
<<link [[Shopping Centre (0:02)|Shopping Centre]]>><<pass 2>><</link>>

<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<cliff>>

<<wolf>>

<<starfish>>

<<nightingale>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<commercial>>

<<park>>

<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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


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

<<passout>>
<<set $safestreet to 0>>
<<set $dangerstreet to 0>>
<<set $danger to random(1, 10000)>>

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

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

<<if $whitneystate is "active" and $whitneydom lte 1 and $whitneyromance isnot 1 and $dangerstreet gte 1>>
<<link [[Wake up|Whitney Abduction]]>><</link>>
<<elseif $dangerstreet gte 91>>
<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>>
<</link>>
<<elseif $dangerstreet gte 45>><<link [[Wake up|Street Wake]]>><</link>>
<<elseif $dangerstreet gte 1>>
<<link [[Wake up|Molestation alley]]>><<set $molestationstart to 1>>
<</link>><</if>>

<<if $safestreet gte 51>>
<<ambulance>>
<<elseif $safestreet gte 1>>
<<ambulance>>
<</if>>

<<pass 1 hour>>

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


code:
:: Mer Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "mer">>

You are on Mer Street. The street is dominated by the docks and shipping industry.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	Part of the road is covered in wet sand.
	<<else>>
	There's a lot of noise coming from the dock.
	<</if>>
<<elseif $daystate is "dawn">>
You can already hear activity from the dock.
<<elseif $daystate is "dusk">>
The dock remains noisy, even at this hour.
<<elseif $daystate is "night">>
You hear nothing but the sea.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>

<<if $exposed is 1 and $topless is 0>>
This outfit might be fine on the nearby beach, but here it's too lewd!

<</if>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $stress gte 10000>><<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Places of interest

<<if $robindebtevent gte 1 and $docksrobinintro isnot 1>>
<<link [[Look for Robin (0:20)|Docks_Robin]]>><<pass 20>><</link>>

<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<starfish>>

<<oxford>>

<<harvest>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<industrial>>

<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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