code:
:: Prowler Nest Intro
<<generateProwler>>
<<set $ruins to 65>>
<<if $monster is 1>>
	The <<beasttype>> climbs into a ruined building, dropping you unceremoniously onto a pile of fabric. <<bHe>> lowers his tail over you, which spits an adhesive, web-like material over you, sticking you to the ground.

	<<bHe>> growls at you, before moving on.
<<else>>
	The <<beasttype>> climbs into a ruined building, dropping you unceremoniously onto a pile of fabric. <<bHe>> opens his mouth, spitting an adhesive, web-like material over you, sticking you to the ground.

	"Stay." <<bHe>> growls, before moving on.
<</if>>

<<if $hour gte 10 and $hour lte 11 or $hour gte 21 and $hour lte 22>>
	<<set $prowlerphase to 1>>
<<elseif $hour gte 13 and $hour lte 14 or $hour gte 1 and $hour lte 2>>
	<<set $prowlerphase to 2>>
<<else>>
	<<set $prowlerphase to 3>>
<</if>>

<<bind>><<set $prowlerweb to 50>>
<<link [[Next|Prowler Nest]]>><</link>>

:: Prowler Nest
<<effects>>
<<if $prowlerphase is 1>>
	<<if $hour is 12 or $hour is 0>>
		<<if $prowlersleep is 0>>
			<<if $monster is 1>>
				You feel something moving against you as you open your eyes.

				"Don't move," the <<beasttype>> snarls, and you realize <<bhe>>'s trying to take advantage of you.

				<<link [[Next|Prowler Sleep Molestation]]>><<set $molestationstart to 1>><</link>>
			<<else>>
				You feel something moving against you as you open your eyes. You hear a snarl and a feel a tentacle pressing against you as you realize the <<beasttype>> is trying to take advantage of you.

				<<link [[Next|Prowler Sleep Molestation]]>><<set $molestationstart to 1>><</link>>
			<</if>>
		<<else>>
			<<if $monster is 1>>
				<<if $rng gte 40>>
					The clattering of rubble alerts you to the <<beasttype>> awakening from <<bhis>> slumber. <<bHe>> regards you for a moment with <<bhis>> many eyes.

					"Stay." <<bHe>> looks away, and studies the foundations if the ruined building.

					<<link [[Next|Prowler Nest]]>><<set $prowlerphase 2>><</link>>
				<<else>>
					The clattering of rubble alerts you to the <<beasttype>> awakening from <<bhis>> slumber. <<bHe>> regards you for a moment with <<bhis>> many eyes, before stalking towards you, lust evident in <<bhis>> expression.

					"Stay still." <<bHe>> snarls.
					<<link [[Next|Prowler Sleep Molestation]]>><<set $molestationstart to 1>><</link>>
				<</if>>
			<<else>>
				<<if $rng gte 40>>
					The clattering of rubble alerts you to the <<beasttype>> awakening from <<bhis>> slumber. <<bHe>> regards you for a moment with <<bhis>> many eyes, but appears disinterested. <<bHe>> looks away, and studies the foundations if the ruined building.

					<<link [[Next|Prowler Nest]]>><<set $prowlerphase 2>><</link>>
				<<else>>
					The clattering of rubble alerts you to the <<beasttype>> awakening from <<bhis>> slumber. <<bHe>> regards you for a moment with <<bhis>> many eyes, before stalking towards you, lust evident in <<bhis>> expression.

					<<link [[Next|Prowler Sleep Molestation]]>><<set $molestationstart to 1>><</link>>
				<</if>>
			<</if>>
		<</if>>
	<<else>>
		<<if $monster is 1>>
			<<if $prowlersleep is 0>>
				The <<beasttype>> moves towards you, threateningly. You tense, preparing for a fight, before <<bhe>> flops onto the fabric next to you with a huff.

				<<link [[Kick|Prowler Sleep Fight]]>><<set $molestationstart to 1>><</link>>

				<<link [[Submit (3:00)|Prowler Sleep]]>><<set $sleephour to 3>><</link>>
			<<elseif $prowlersleep is 1>>
				The <<beasttype>> sleeps in the corner. <<bHe>>'s surprisingly quiet. If you want to weaken the webs, you'll have to be quiet, too.

				<<set $skulduggerydifficulty to 300>>
				<<link [[Struggle (0:30)|Prowler Nest Struggle]]>><<tiredness 16>><<pass 30>><</link>><<skulduggerydifficulty>><<gtiredness>>

				<<link [[Rest (1:00)|Prowler Nest]]>><<tiredness -160>><<pass 60>><</link>><<lltiredness>>
			<</if>>
		<<else>>
			<<if $prowlersleep is 0>>
				The <<beasttype>> moves towards you, threateningly. You tense, preparing for a fight, before <<bhe>> curls around you, with a huff.

				<<link [[Kick|Prowler Sleep Fight]]>><<set $molestationstart to 1>><</link>>

				<<link [[Submit (3:00)|Prowler Sleep]]>><<set $sleephour to 3>><</link>>
			<<elseif $prowlersleep is 1>>
				The <<beasttype>> sleeps in the corner. <<bHe>>'s surprisingly quiet for such a large creature. If you want to weaken the webs, you'll have to be quiet too.

				<<set $skulduggerydifficulty to 300>>
				<<link [[Struggle (0:30)|Prowler Nest Struggle]]>><<tiredness 16>><<pass 30>><</link>><<skulduggerydifficulty>><<gtiredness>>

				<<link [[Rest (1:00)|Prowler Nest]]>><<tiredness -160>><<pass 60>><</link>><<lltiredness>>
			<</if>>
		<</if>>
	<</if>>
<<elseif $prowlerphase is 2>>
	<<if $hour is 3 or $hour is 15>>
		<<if $monster is 1>>
			The <<beasttype>> leaps out of the ruined building via a hole in the roof, but after a moment, looks back at you from the roof.

			"Going... will scavenge. Be good. May bring gift." <<bHe>> explains, before leaving.

			<<set $prowlerphase to 3>>
			<<link [[Next|Prowler Nest]]>><</link>>
		<<else>>
			The <<beasttype>> hooks <<bhis>> talons into the wall of the ruined building and ascends out of a hole in the roof. <<bHe>> looks to you from above, chittering strangely, before leaving.

			<<set $prowlerphase to 3>>
			<<link [[Next|Prowler Nest]]>><</link>>
		<</if>>
	<<else>>
		<<if $monster is 1>>
			<<if $rng gte 10>>
				The <<beasttype>> stalks around the perimeter of the ruined building. <<bHis>> tentacles dart to and fro, apparently reinforcing the walls of the place. If you want to weaken the webs, Yyu'll have to be careful not to alert <<bhim>>.

				<<set $skulduggerydifficulty to 300>>
				<<link [[Struggle (0:30)|Prowler Nest Struggle]]>><<tiredness 16>><<pass 30>><</link>><<skulduggerydifficulty>><<gtiredness>>

				<<link [[Rest (1:00)|Prowler Nest]]>><<tiredness -160>><<pass 60>><</link>><<lltiredness>>
			<<else>>
				The <<beasttype>> sighs as <<bhe>> works. <<bHe>> turns <<bhis>> many eyes to you, smirking, and licking <<bhis>> lips.

				"Need a break..." <<bHe>> says, stalking over to you. "You will help."
				<<link [[Brace|Prowler Nest Molest]]>><<set $molestationstart to 1>><</link>>
			<</if>>
		<<else>>
			<<if $rng gte 10>>
				The <<beasttype>> skitters around the perimeter of the ruined building. <<bHis>> tentacles dart to and fro, apparently reinforcing the walls of the place. If you want to weaken the webs, you'll have to be careful not to alert <<bhim>>.

				<<set $skulduggerydifficulty to 300>>
				<<link [[Struggle (0:30)|Prowler Nest Struggle]]>><<tiredness 16>><<pass 30>><</link>><<skulduggerydifficulty>><<gtiredness>>

				<<link [[Rest (1:00)|Prowler Nest]]>><<tiredness -160>><<pass 60>><</link>><<lltiredness>>
			<<else>>
				The <<beasttype>> huffs as <<bhe>> works. <<bHis>> many eyes turn to you. <<bHe>> studies you for a moment, before climbing over to you, lustful intentions in its gaze.

				<<link [[Brace|Prowler Nest Molest]]>><<set $molestationstart to 1>><</link>>
			<</if>>
		<</if>>
	<</if>>
<<else>>
	<<if $hour is 9 or $hour is 21>>
		<<if $monster is 1>>
			<<if $rng gte 60>>
				You hear something large moving outside the nest. It's the <<beasttype>>, returning from <<bhis>> scavenging trip. <<bHe>> climbs in through the hole in the roof, and drops a bundle of plants and broken bricks onto the floor. <<bHe>> ignores you for now, setting to work on the walls of the ruined building.

				If you want to weaken the webs now, you'll have to be careful not to alert <<bhim>>.

				<<set $skulduggerydifficulty to 300>>
				<<link [[Struggle (0:30)|Prowler Nest Struggle]]>><<tiredness 16>><<pass 30>><</link>><<skulduggerydifficulty>><<gtiredness>>

				<<link [[Rest (1:00)|Prowler Nest]]>><<tiredness -160>><<pass 60>><</link>><<lltiredness>>
			<<else>>
				You hear something large moving outside the nest. It's the <<beasttype>>, returning from <<bhis>> scavenging trip. <<bHe>> climbs in through the hole in the roof, and drops a bundle of plants and broken bricks. <<bHe>> turns to you, a carnal goal evident in <<bhis>> many eyes.

				"Don't struggle." <<bHe>> snarls as he appraoches you.
				<<link [[Brace|Prowler Nest Molest]]>><<set $molestationstart to 1>><</link>>
			<</if>>
		<<else>>
			<<if $rng gte 60>>
				You hear something large moving outside the nest. It's the <<beasttype>>, returning from <<bhis>> scavenging trip. <<bHe>> climbs in through the hole in the roof, and drops a bundle of plants and broken bricks onto the floor that <<bhis>> tentacles were clutching. <<bHe>> ignores you for now, setting to work on the walls of the ruined building.

				If you want to weaken the webs now, you'll have to be careful not to alert <<bhim>>.

				<<set $prowlerphase to 1>>
				<<set $skulduggerydifficulty to 300>>
				<<link [[Struggle (0:30)|Prowler Nest Struggle]]>><<tiredness 16>><<pass 30>><</link>><<skulduggerydifficulty>><<gtiredness>>

				<<link [[Rest (1:00)|Prowler Nest]]>><<tiredness -160>><<pass 60>><</link>><<lltiredness>>
			<<else>>
				You hear something large moving outside the nest. It's the <<beasttype>>, returning from <<bhis>> scavenging trip. <<bHe>> climbs in through the hole in the roof, and drops a bundle of plants and broken bricks onto the floor that <<bhis>> tentacles were clutching. <<bHe>> turns to you, a carnal goal evident in <<bhis>> many eyes as <<bhe>> approaches you.

				<<set $prowlerphase to 1>>
				<<link [[Brace|Prowler Nest Molest]]>><<set $molestationstart to 1>><</link>>
			<</if>>
		<</if>>
	<<else>>
		You are alone in the prowler's nest. Webs keep you stuck to a pile of fabric. You might've been able to get comfortable on top of the pile if you could move, but instead you find your muscles growing tired in their rigid position. The <<beasttype>> has a pile of plants in another corner, and the walls are reinforced with various junk <<bhe>>'s found around the ruins. Things sparkle in the dirt. You can struggle freely while it's away.

		<<link [[Struggle (0:30)|Prowler Nest Struggle]]>><<tiredness 16>><<pass 30>><<silently>><<physiquedifficulty 0 16000>><</silently>><</link>><<gtiredness>>

		<<link [[Rest (1:00)|Prowler Nest]]>><<tiredness -160>><<pass 60>><</link>><<lltiredness>>
	<</if>>
<</if>>

:: Prowler Sleep Molestation
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<set $enemyanger += 100>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
<</if>>

<<effects>>
<<effectsabomination>><<abomination>>
<<stateabomination>>

<<actionsabomination>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prowler Sleep Molestation End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prowler Sleep Molestation End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prowler Sleep Molestation]]>><</link>><<nexttext>>
<</if>>

:: Prowler Nest Molest
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<set $enemyanger += 100>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
<</if>>

<<effects>>
<<effectsabomination>><<abomination>>
<<stateabomination>>

<<actionsabomination>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prowler Nest Molest End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prowler Nest Molest End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prowler Nest Molest]]>><</link>><<nexttext>>
<</if>>

:: Prowler Sleep Fight
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<set $enemyanger += 100>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
<</if>>

<<effects>>
<<effectsabomination>><<abomination>>
<<stateabomination>>

<<actionsabomination>>
<<if $pain gte $painmax>>
	<<link [[Next|Prowler Sleep Fight End]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prowler Sleep Fight End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prowler Sleep Fight End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prowler Sleep Fight]]>><</link>><<nexttext>>
<</if>>

:: Prowler Sleep Fight End
<<if $pain gte $painmax>>
	<<if $monster is 1>>
		<<bHe>> growls as you the pain grows too unbearable to fight back.

		"... Stop crying. We're sleeping." You feel <<bhis>> arms and tentacles wrap roughly around you as <<bhe>> lays with you on the fabric. After a moment, you can hear <<bhis>> breathing slow. <<bHe>>'s so warm. You can't move in <<bhis>> grip, and have no choice but to sleep as well.
	<<else>>
		<<bHe>> growls as you the pain grows too unbearable to fight back. You feel <<bhis>> tentacles hold you still as <<bhe>> curls around you. After a moment, you can hear <<bhis>> breathing slow. <<bHe>>'s so warm. You can't move in <<bhis>> grip, and have no choice but to sleep as well.
	<</if>>

	<<endcombat>><<clotheson>><<generateProwler>>

	<<link [[Sleep (3:00)|Prowler Sleep]]>><<set $sleephour to 3>><<clotheson>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<if $monster is 1>>
		"Nice..." The <<beasttype>> snarls as it orgasms atop you, before wrapping itself around your body. You can't manage to get it off with any mount of struggling, and you can't move enough to weaken the webs locking you in place. It seems you have no choice but to sleep as well.
	<<else>>
		The <<beasttype>> snarls as it orgasms atop you, before wrapping itself around your body. You can't manage to get it off with any amount of struggling, and you can't move enough to weaken the webs locking you in place. It seems you have no choice but to sleep as well.
	<</if>>

	<<endcombat>><<clotheson>><<generateProwler>>

	<<link [[Sleep (3:00)|Prowler Sleep]]>><<set $sleephour to 3>><</link>>
<<elseif $enemyhealth lte 0>>
	<<if $monster is 1>>
		You manage to kick the <<beasttype>> away from you.
		"Ungrateful stock... Fine." <<bHe>> snarls in frustration, before flicking <<bhis>> head away and marching to the corner, flopping onto the ground by <<bhim>>self.
	<<else>>
		You manage to kick the <<beasttype>> away from you. <<bHe>> snarls in frustration, before flicking <<bhis>> head away and stalking to the corner, curling up by <<bhim>>self.
	<</if>>
	<<set $prowlerphase to 1>>

	<<endcombat>><<clotheson>><<generateProwler>>

	<<link [[Next|Prowler Nest]]>><</link>>
<</if>>

:: Prowler Sleep Molestation End
<<if $enemyarousal gte $enemyarousalmax>>
	<<if $monster is 1>>
		The <<beasttype>> groans as it comes down from <<bhis>> orgasm, before standing straighter.

		"Good <<girl>>. Stay." <<bHe>> growls into your ear, before moving off of you and examining the walls of the nest.
	<<else>>
		The <<beasttype>> growls as it comes down from <<bhis>> orgasm, before standing straighter. <<bHe>> chitters at you, before moving off of you and examining the walls of the nest.
	<</if>>
<<elseif $enemyhealth lte 0>>
	<<if $monster is 1>>
		You manage to kick the <<beasttype>> off you. <<bHe>> roars in rage, lunging towards you, before stopping inches away from your face. <<bHis>> eyes pulse briefly, before <<bhe>> flicks away.

		"Not worth it," <<bhe>> snarls. <<bHe>> moves to examine the walls of the nest.
	<<else>>
		You manage to kick the <<beasttype>> off you. <<bHe>> roars in rage, lunging towards you, before stopping moments away from your pace. <<bHis>> eyes pulse briefly, before <<bhe>> flicks away with a snarl. <<bHe>> moves to examine the walls of the nest.
	<</if>>
<</if>>

<<set $prowlerphase to 2>>
<<endcombat>><<clotheson>><<generateProwler>>
<<link [[Next|Prowler Nest]]>><</link>>

:: Prowler Nest Molest End
<<if $prowlerphase is 2>>
	<<if $enemyarousal gte $enemyarousalmax>>
		<<if $monster is 1>>
			The <<beasttype>> groans as it comes down from <<bhis>> orgasm, before standing straighter.

			"Good. Stay. Must go... Scavenge." <<bHe>> growls, before moving off of you and jumping out of the hole in the roof.
		<<else>>
			The <<beasttype>> growls as it comes down from <<bhis>> orgasm, before standing straighter. <<bHe>> chitters at you, before moving off of you and climbing the wall of the nest and out a hole in the roof. It stops at the top of the ruined building, looking down at you and chittering before leaving.
		<</if>>
	<<elseif $enemyhealth lte 0>>
		<<if $monster is 1>>
			You manage to kick the <<beasttype>> off you. <<bHe>> roars in rage, lunging towards you, before stopping inches away from your pace. <<bHis>> eyes pulse briefly, before <<bhe>> flicks away.

			"Not worth it," <<bhe>> snarls. <<bHe>> moves away, and leaps out of the hole in the roof.
		<<else>>
			You manage to kick the <<beasttype>> off you. <<bHe>> roars in rage, lunging towards you, before stopping moments away from your face. <<bHis>> eyes pulse briefly, before <<bhe>> flicks away with a snarl. <<bHe>> climbs over the wall of the nest and out of the hole in the roof.
		<</if>>
	<</if>>

	<<set $prowlerphase to 3>>
	<<endcombat>><<clotheson>><<generateProwler>>

	<<link [[Next|Prowler Nest]]>><</link>>
<<else>>
	<<if $enemyarousal gte $enemyarousalmax>>
		<<if $monster is 1>>
			The <<beasttype>> growls as it comes down from <<bhis>> orgasm, before standing straighter. <<bHe>> chitters at you, before moving to curl around you for the night.
		<<else>>
			The <<beasttype>> groans as it comes down from <<bhis>> orgasm, before standing straighter.

			"Good..." <<bHe>> sighs, before flopping onto the fabric next to you.
		<</if>>

		<<set $prowlerphase to 1>>
		<<endcombat>><<clotheson>><<generateProwler>>

		<<link [[Kick|Prowler Sleep Fight]]>><<set $molestationstart to 1>><</link>>

		<<link [[Submit (3:00)|Prowler Sleep]]>><<set $sleephour to 3>><</link>>
	<<elseif $enemyhealth lte 0>>
		<<if $monster is 1>>
			You manage to kick the <<beasttype>> off you. <<bHe>> roars in rage, lunging towards you, before stopping inches away from your face. <<bHis>> eyes pulse briefly, before <<bhe>> flicks away with a snarl. <<bHe>> moves to the corner away from you.
		<<else>>
			You manage to kick the <<beasttype>> off you. <<bHe>> roars in rage, lunging towards you, before stopping inches away from your pace. <<bHis>> eyes pulse briefly, before <<bhe>> flicks away.

			"Not worth it," <<bhe>> snarls. <<bHe>> moves away, laying in the corner away from you.
		<</if>>

		<<set $prowlerphase to 1>>
		<<endcombat>><<clotheson>><<generateProwler>>

		<<link [[Next|Prowler Nest]]>><</link>>
	<</if>>
<</if>>

:: Prowler Nest Struggle

<<if $prowlerphase is 3>>
	<<if $prowlerweb lte 0>>
		<<unbind>>
		You feel the web come loose, and the prowler is nowhere to be seen.

		<<link [[Run|Ruins]]>><<endevent>><<set $ruins_hunt -= 50>><<set $eventskip to 1>><</link>>
	<<else>>
		<<if $physiqueSuccess is 1>>
			<<if $physique gte 15000>>
				<<set $prowlerweb -= 15>>
			<<elseif $physique gte 12000>>
				<<set $prowlerweb -= 10>>
			<<elseif $physique gte 9000>>
				<<set $prowlerweb -= 7>>
			<<elseif $physique gte 6000>>
				<<set $prowlerweb -= 5>>
			<<elseif $physique gte 3000>>
				<<set $prowlerweb -= 3>>
			<<else>>
				<<set $prowlerweb -= 2>>
			<</if>>
			You struggle against the <<beasttype>>'s web. You feel it weaken.

			<<link [[Next|Prowler Nest]]>><</link>>
		<<else>>
			<<if $physique gte 15000>>
				<<set $prowlerweb -= 10>>
			<<elseif $physique gte 12000>>
				<<set $prowlerweb -= 7>>
			<<elseif $physique gte 9000>>
				<<set $prowlerweb -= 5>>
			<<elseif $physique gte 6000>>
				<<set $prowlerweb -= 3>>
			<<elseif $physique gte 3000>>
				<<set $prowlerweb -= 2>>
			<<else>>
				<<set $prowlerweb -= 1>>
			<</if>>
			You struggle against the <<beasttype>>'s web. It's a struggle, but it still weakens slightly.

			<<link [[Next|Prowler Nest]]>><</link>>
		<</if>>
	<</if>>
<<elseif $prowlerphase is 2>>
	<<if $skulduggerysuccess is 1>>
		<<if $prowlerweb lte 0>>
			<<unbind>>
			You feel the web come loose, and the prowler doesn't notice you.

			<<link [[Sneak away|Ruins]]>><<endevent>><<set $ruins_hunt -= 30>><<set $eventskip to 1>><</link>>
		<<else>>
			<<if $physique gte 15000>>
				<<set $prowlerweb -= 10>>
			<<elseif $physique gte 12000>>
				<<set $prowlerweb -= 7>>
			<<elseif $physique gte 9000>>
				<<set $prowlerweb -= 5>>
			<<elseif $physique gte 6000>>
				<<set $prowlerweb -= 3>>
			<<elseif $physique gte 3000>>
				<<set $prowlerweb -= 2>>
			<<else>>
				<<set $prowlerweb -= 1>>
			<</if>>
			You try to quietly struggle against the <<beasttype>>'s web. <<bHe>> doesn't notice you, and you feel it weaken somewhat.

			<<link [[Next|Prowler Nest]]>><</link>>
		<</if>>
	<<else>>
		<<if $prowlerweb lte 0>>
			<<unbind>>
			The web comes loose, but the prowler notices you. <<bHe>> is immediately upon you.

			<<link [[Run|Prowler Nest Run]]>><<athleticsdifficulty 300 1000>><</link>>
			<<link [[Brace|Unbound Prowler Brawl]]>><<set $molestationstart to 1>><</link>>
		<<else>>
			<<if $monster is 1>>
				<<if $rng gte 80>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention.

					"Don't weaken my webs, stock." <<bHe>> snarls, before coughing up more web-like material and using it to strengthen your binds.
					<<set $prowlerweb += random(0, 3)>>
					<<bHe>> snarls at you, but moves away again.

					<<link [[Next|Prowler Nest]]>><</link>>
				<<elseif $rng gte 20>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. <<bHe>> stalks towards you, carnal desire evident in <<bhis>> viscious grin.

					"Need attention, <<girl>>? Allow me." <<bHe>> snarls, lust filling <<bhis>> voice.

					<<link [[Next|Prowler Molest Alternate]]>><<set $molestationstart to 1>><</link>>
				<<else>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention.

					"Be quiet." <<bHe>> snarls, before returning to what <<bhe>> was doing.

					<<link [[Next|Prowler Next]]>><</link>>
				<</if>>
			<<else>>
				<<if $rng gte 80>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. <<bHe>> skitters over to you with a growl, dipping <<bhis>> tail onto the web and ejecting more web-like material onto it.

					<<set $prowlerweb += random(0, 3)>>
					<<bHe>> snarls at you, but moves away again.

					<<link [[Next|Prowler Nest]]>><</link>>
				<<elseif $rng gte 20>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. <<bHe>> stalks towards you, carnal desire evident in <<bhis>> viscious grin.

					<<link [[Next|Prowler Molest Alternate]]>><<set $molestationstart to 1>><</link>>
				<<else>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. <<bHe>> snarls at you, but returns to what <<bhe>> was doing.

					<<link [[Next|Prowler Next]]>><</link>>
				<</if>>
			<</if>>
		<</if>>
	<</if>>
<<else>>
	<<if $skulduggerysuccess is 1>>
		<<if $prowlerweb lte 0>>
			<<unbind>>
			The web comes loose, and the prowler doesn't stir.

			<<link [[Sneak away|Ruins]]>><<endevent>><<set $ruins_hunt -= 50>><<set $eventskip to 1>><</link>>
		<<else>>
			<<if $physique gte 15000>>
				<<set $prowlerweb -= 10>>
			<<elseif $physique gte 12000>>
				<<set $prowlerweb -= 7>>
			<<elseif $physique gte 9000>>
				<<set $prowlerweb -= 5>>
			<<elseif $physique gte 6000>>
				<<set $prowlerweb -= 3>>
			<<elseif $physique gte 3000>>
				<<set $prowlerweb -= 2>>
			<<else>>
				<<set $prowlerweb -= 1>>
			<</if>>
			You try to quietly struggle against the <<beasttype>>'s web. <<bHe>> doesn't notice you, and you feel it weaken somewhat.

			<<link [[Next|Prowler Nest]]>><</link>>
		<</if>>
	<<else>>
		<<if $prowlerweb lte 0>>
			<<unbind>>
			The web comes loose, but the prowler stirs. <<bHe>> is immediately upon you.

			<<link [[Run|Prowler Nest Run]]>><<athleticsdifficulty 300 1000>><</link>>
			<<link [[Confront|Unbound Prowler Brawl]]>><<set $molestationstart to 1>><</link>>
		<<else>>
			<<if $monster is 1>>
				<<if $rng gte 90>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. You see <<bhis>> eyes peek open for a moment, but they close again.

					<<link [[Next|Prowler Nest]]>><</link>>
				<<elseif $rng gte 60>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. The <<beasttype>> slowly rises, glaring at you, before stalking over.

					"Stupid stock. Stop struggling, sleep," <<bHe>> mutters, before coughing up more web-like material and spending some time trying to fix your webs. <<bHe>> growls at you once more before going back to <<bhis>> corner.

					<<set $prowlerweb += random(0, 3)>>
					<<link [[Next|Prowler Nest]]>><</link>>
				<<else>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. <<bHe>> rises from <<bhis>> slumber, prowling over to you with lechery in <<bhis>> eyes.

					"Waking me for attention, <<girl>>? Allow me."

					<<link [[Next|Prowler Molest Alternate]]>><<set $molestationstart to 1>><</link>>
				<</if>>
			<<else>>
				<<if $rng gte 90>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. You see <<bhis>> eyes peek open for a moment, but they close again.

					<<link [[Next|Prowler Nest]]>><</link>>
				<<elseif $rng gte 60>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. The <<beasttype>> slowly rises, glaring at you, before stalking over and lowering <<bhis>> tail over your bindings, spewing a small amount of extra web-like material over you and returning to <<bhis>> corner.

					<<set $prowlerweb += random(0, 3)>>
					<<link [[Next|Prowler Nest]]>><</link>>
				<<else>>
					You try to quietly struggle against the <<beasttype>>'s web, but the sound attracts <<bhis>> attention. <<bHe>> rises from <<bhis>> slumber, prowling over to you with lechery in <<bhis>> eyes.

					<<link [[Next|Prowler Nest]]>><</link>>
				<</if>>
			<</if>>
		<</if>>
	<</if>>
<</if>>

:: Prowler Molest Alternate
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
<</if>>

<<effects>>
<<effectsabomination>><<abomination>>
<<stateabomination>>

<<actionsabomination>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prowler Molest Alternate End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prowler Molest Alternate End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prowler Molest Alternate]]>><</link>><<nexttext>>
<</if>>

:: Prowler Molest Alternate End
<<if $enemyarousal gte $enemyarousalmax>>
	<<if $prowlerphase is 1>>
		<<if $monster is 1>>
			"Good..." The <<beasttype>> growls as <<bhe>> orgasms. <<bHe>> looks at you, eyes glowing softly as he strokes your cheek.

			"Now let me sleep." <<bHe>> snarls, stalking back to <<bhis>> corner.
		<<else>>
			The <<beasttype>> growls in satisfaction as <<bhe>> orgasms. <<bHe>> strokes your cheek with a tentacle before skittering back to <<bhis>> corner.
		<</if>>
	<<else>>
		<<if $monster is 1>>
			"Good..." The <<beasttype>> growls as <<bhe>> orgasms. <<bHe>> looks at you, eyes glowing softly as he strokes your cheek.

			"Back to work." <<bHe>> mutters, eyes flickering briefly as he goes back to work on the nest's walls.
		<<else>>
			The <<beasttype>> growls in satisfaction as <<bhe>> orgasms. <<bHis>> eyes flicker before <<bhe>> goes back to work on the nest's walls.
		<</if>>
	<</if>>
<<elseif $enemyhealth lte 0>>
	<<if $prowlerphase is 1>>
		<<if $monster is 1>>
			You manage to push back the <<beasttype>> for now. <<bHe>> growls in frustration.

			"Ungrateful... Shut up and let me sleep, then." <<bHe>> snarls, stalking back to <<bhis>> corner.
		<<else>>
			You manage to push back the <<beasttype>> for now. <<bHe>> growls, tail beating the ground, but it skitters back to <<bhis>> corner with a glare.
		<</if>>
	<<else>>
		<<if $monster is 1>>
			"Ungrateful stock," The <<beasttype>> snarls as you beat <<bhim>> back. "Shut up and stay still."

			<<bHe>> continues to glare at you for a moment, before scoffing and returning to working on the nest's walls.
		<<else>>
			The <<beasttype>> growls in satisfaction as <<bhe>> orgasms. <<bHis>> eyes flicker before <<bhe>> goes back to work on the nest's walls.
		<</if>>
	<</if>>
<</if>>

<<endcombat>><<clotheson>><<generateProwler>>

<<link [[Next|Prowler Nest]]>><</link>>

:: Prowler Sleep
<<sleep>><<effects>>
<<sleepeffects>>
<<if $nightmares is 1 and $controlled is 0>>
<<wakingEffects $sleepHoursTotal>>
	<<if _wakingEffect isnot undefined>>
		You dreamt of
	<<else>>
		You dream you are
	<</if>>
	being hunted by something <<if $wraith and $wraith.state is "haunt" and $rng lte 25>>pale<<else>>dark<</if>> and terrible. You quickly forget the specifics, but the sense of dread lingers.

<<else>>
<<wakingEffects $sleepHoursTotal>>
	<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
		You slept soundly, but now feel a little rough. <<stress 5>><<gstress>>

	<<elseif $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
		Your sleep is plagued by dirty dreams.
		<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
		<<arousal `100 * $sleepHoursTotal`>>
		<<if $arousal gte $arousalmax>>
			They push you over the edge.
			<<orgasm>><<set _orgasm to true>>
		<<else>>

		<</if>>
	<<elseif _mildNausea>>
		You sleep soundly.

	<<else>>
		You sleep soundly, and dream of nothing.

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

<<set $prowlerphase to 2>>
<<link [[Next|Prowler Nest]]>><<clotheson>><</link>>

:: Prowler Nest Run
<<effects>>
<<if $athleticsSuccess is 1>>
	You sprint out of the nest and into the ruins, running through shattered buildings and dodging past rubble. You stop behind a crumbling wall, catching your breath. You've managed to make some distance between you and <<bhim>>, but you're still being hunted.

	<<link [[Next|Ruins]]>><<set $ruins_hunt -= 10>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
	You try to get away, but you feel <<bhis>> tentacles grab you and throw you against the wall of the nest.

	<<if $monster is 1>>
		"You can't run," <<bhe>> snarls in fury. "I was made for this."
	<<else>>
		<<bHe>> snarls in fury as <<bhe>> prepares to take you back.
	<</if>>

	<<link [[Brace|Unbound Prowler Brawl]]>><<set $molestationstart to 1>><</link>>
<</if>>

:: Unbound Prowler Brawl
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<set $enemyanger += 500>>
	<<beastCombatInit>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
<</if>>

<<effects>>
<<effectsabomination>><<abomination>>
<<stateabomination>>

<<actionsabomination>>
<<if $pain gte $painmax>>
	<<link [[Next|Unbound Prowler Brawl Lose]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Unbound Prowler Brawl Win]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Unbound Prowler Brawl Win]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Unbound Prowler Brawl]]>><</link>><<nexttext>>
<</if>>

:: Unbound Prowler Brawl Lose
<<if $monster is 1>>
	The <<beasttype>> throws you back on the pile of fabric and spits web-like material on you again.

	"Stop struggling. Do you know how hard it is to make that?" <<bhe>> growls. You'll have to struggle back out all over again, but it doesn't seem as strong this time.
<<else>>
	The <<beasttype>> throws you back on the pile of fabric and spews web-like material on you again. You'll have to struggle back out all over again, but it doesn't seem as strong this time.
<</if>>

<<endcombat>><<clotheson>><<generateProwler>>

<<set $prowlerweb to 30>>
<<link [[Next|Prowler Nest]]>><</link>>

:: Unbound Prowler Brawl Win
<<effects>>
The <<beasttype>> staggers away from you as the confrontation comes to an end. You sprint out of the nest and into the ruins, running through shattered buildings and dodging past rubble. You stop behind a crumbling wall, catching your breath. You've managed to make some distance between you and <<bhim>>, but you're still being hunted.

<<endcombat>><<clotheson>><<generateProwler>>
<<link [[Next|Ruins]]>><<set $ruins_hunt -= 15>><<set $eventskip to 1>><</link>>

repo_name: Area/degrees

license: mit


code:
:: Ruins
<<effects>><<set $location to "ruins">>
<<if $ruins_hunt gte 1>>
	<<set $rng to random(1, 60)>>
	<<if $rng lte 20>>
		You are being hunted. You hear something large skittering through the ruins.

	<<elseif $rng lte 40>>
		You are being hunted. You hear thrashing in the distance.

	<<else>>
		You are being hunted. Glittering eyes stare at you behind the wreckage of the ruins.

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

<<if $ruins lte 21>>
	<<set $ruins_hunt to 0>>
<</if>>

<<if $ruins lte 21>>
	The ruins around you are surprisingly well kept, as if someone has been trying to take care of them.

<<elseif $ruins lte 51>>
	This section of ruins isn't so well taken care of. Ruined buildings and rubble surround you as you venture deeper into the cavern.

<<elseif $ruins lte 81>>
	Most of this section is in disrepair. You can hear things scurry between rocks as you travel.

<<elseif $ruins lte 99>>
	The cavern stretches into the distance, filled with wreckage and rubble. It feels humid.

<<elseif $ruins is 100>>
	You've come to the end of the cavern.

<</if>>

<<switch $ruinsmove>>
	<<case "careful">>
		You move through the ruins, avoiding the darkest structures.

	<<case "quick">>
		You march through the ruins as directly as possible.

	<<case "normal">>
		You move through the ruins, navigating the complex landscape at a decent pace.

	<<case "careful_search">>
		You keep low, searching the ruined structures carefully.

	<<case "quick_search">>
		You climb a ruined building to get a better view of the landscape.

	<<case "normal_search">>
		You search the ruins for anything valuable.

	<<case "hobble">>
		You hobble across the ruins, trying not to stumble too much on its wrecked terrain.

	<<default>>
		You are in the ruins.

<</switch>>

<<if $stress gte $stressmax>>
	You've pushed yourself too much.

	<<passout_ruins>>
<<elseif $ruins_hunt gte 10>>
	<<ruins_hunt>>
<<elseif $eventskip is 0>>
	<<if $ruins gte 51>>
		<<eventsruinshigh>>
	<<elseif $ruins gte 21>>
		<<eventsruinsmid>>
	<<else>>
		<<eventsruinslow>>
	<</if>>
<<else>>
	<<if $ruins gte 100>>
		<<if $lever is undefined or $lever is 0>>
			Sparkling light comes from cracks in the ceiling, and you see the underground river flow out through a closed gate. The ruins ends here, you can't go any further.

		<<else>>
			Sparkling light comes from cracks in the ceiling, and you see the underground river flow out through an open gate.

			<<link [[Follow the river (0:20)|River Follow]]>><<pass 20>><</link>>
		<</if>>
	<</if>>
	<<if $ruins lt 100>>
		Go deeper into the ruins

		<<if $worn.feet.type.includes("heels")>>
			<<link [[Hobble (0:30)|Ruins]]>><<set $ruins += 5>><<set $forestmod to 3>><<set $ruinsmove to "hobble">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 2>><</if>><</link>><<gharass>>
		<<else>>
			<<if !$worn.feet.type.includes("shackle")>>
				<<runicon>><<link [[Quickly (0:05)|Ruins]]>><<set $ruins += 5>><<set $forestmod to 3>><<set $ruinsmove to "quick">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 0.5>><</if>><</link>><<gharass>>

			<</if>>
			<<walkicon>><<link [[Normally (0:10)|Ruins]]>><<bird_pass 10>><<set $ruins += 5>><<set $forestmod to 1>><<set $ruinsmove to "normal">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 1>><</if>><</link>>

			<<sneakicon>><<link [[Carefully (0:30)|Ruins]]>><<bird_pass 30>><<set $ruins += 5>><<set $ruinsmove to "careful">><<set $forestmod to 0.5>><<if $ruins_hunt gte 1>><<set $ruins_hunt += 2>><</if>><</link>><<lharass>>
		<</if>>
	<</if>>

	Search nearby <<gtreasure>>

	<<if !$worn.feet.type.includes("shackle")>>
		<<runicon>><<link [[Quickly (0:05)|Ruins]]>><<set $forestmod to 3>><<set $ruinsmove to "quick_search">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 0.5>><</if>><</link>><<gharass>>

	<</if>>
	<<walkicon>><<link [[Normally (0:10)|Ruins]]>><<set $forestmod to 1>><<set $ruinsmove to "normal_search">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 1>><</if>><</link>>

	<<sneakicon>><<link [[Carefully (0:30)|Ruins]]>><<set $forestmod to 0.5>><<set $ruinsmove to "careful_search">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 2>><</if>><</link>><<lharass>>

	<<if $ruins gte 1>>
		Go towards the Sanctuary

		<<if $worn.feet.type.includes("heels")>>
			<<link [[Hobble (0:30)|Ruins]]>><<set $ruins -= 5>><<set $forestmod to 3>><<set $ruinsmove to "hobble">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 2>><</if>><</link>><<gharass>>
		<<else>>
			<<if !$worn.feet.type.includes("shackle")>>
				<<runicon>><<link [[Quickly (0:05)|Ruins]]>><<set $ruins -= 5>><<set $forestmod to 3>><<set $ruinsmove to "quick">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 0.5>><</if>><</link>><<gharass>>

			<</if>>
			<<walkicon>><<link [[Normally (0:10)|Ruins]]>><<set $ruins -= 5>><<set $forestmod to 1>><<set $ruinsmove to "normal">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 1>><</if>><</link>>

			<<sneakicon>><<link [[Carefully (0:30)|Ruins]]>><<set $ruins -= 5>><<set $forestmod to 0.5>><<set $ruinsmove to "careful">><<if $ruins_hunt gte 1>><<set $ruins_hunt += 2>><</if>><</link>><<lharass>>
		<</if>>
	<</if>>
	<<if $ruins lte 0>>
		<<link [[Enter the Sanctuary (0:05)|Cult Side Passage]]>><<unset $ruins>><<unset $ruins_hunt>><<set $forestmod to 1>><</link>>

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

<<set $eventskip to 0>>
<<unset $ruinsmove>>


code:
:: Ruins Widgets [widget]
<<widget "ruins_hunt_start">>
	A shiver runs through your body as you get the terrible feeling you're being watched.

	<<if $ruins_hunt is undefined or $ruins_hunt is 0>>
		You are being hunted.<<ggstress>><<stress 12>>
		<<set $ruins_hunt to 1>>
	<</if>>

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

<</widget>>

<<widget "eventsruinslow">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if random(1, 8) is 8 or ($ruinsmove is "quick_search" or $ruinsmove is "normal_search" or $ruinsmove is "careful_search") and random(1, 4) is 4>>
	<<set $rng to random (1, 3)>>
	<<if $rng is 3>>
		Something shines between some shattered rubble. You carefully pull it out. It's an old brass coin. A collector might pay for it.

		<<set $antiquemoney += 10>><<museumAntiqueStatus "antiquecoin" "found">>
		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>

	<<else>>
		Prickly yellow flowers grow amidst the rubble. Their scent is disorienting. <<set $drugged += 10>>

		<<if $tending gte 600>>
			Immature tomato plants.

			<<if !$plants_known.includes("Tomato")>>
				<<link [[Harvest seeds (0:30)|Ruins Tomato]]>><<pass 30>><</link>><<tendingdifficulty 600 900>>

			<</if>>
		<<else>>
			You need a higher tending skill to identify them.

		<</if>>
		<<link [[Continue|Ruins]]>><<set $eventskip to 1>><</link>>

	<</if>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
	<<set $rng to random(1, 5)>>
	<<switch $rng>>
	<<case 1>>
		You hear a strange knocking sound. After a few moments of searching, you find a free-standing door surrounded by rubble. Something seems to be knocking on the door.

		<<link [[Open the door?|Ruins Door Open]]>><</link>>

		<<link [[Look around the door|Ruins Door Look]]>><</link>>

		<<link [[Ignore|Ruins]]>><<set $eventskip to 1>><</link>>
	<<case 2>>
		<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
			You hear scratches on rocks and something skitters towards you. Before it arrives, you hear the rubble shake behind you. Something lands on your <<bottom>> before you can turn.

			<<link [[Next|Ruins Struggle Low]]>><<set $struggle_start to 1>><</link>>
		<<else>>
			The rubble shakes as something rushes towards you. You turn and flee, but it catches up, landing on your back and knocking you to the ground.

			It's a struggle, but you manage to wrest it free and hurl it back against the rocks.<<beastescape>>

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

		<</if>>
	<<case 3>>
		You see a dark figure walking this way through the ruins.<<if $anxiety gte 1>><<gstress>><<stress 6>><</if>>

		<<link [[Keep walking|Ruins Cultist]]>><</link>>

		<<link [[Hide (0:05)|Ruins Cultist Hide]]>><<trauma 6>><</link>><<gtrauma>>

	<<case 4>>
		You stumble as something scurries beneath your feet.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

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

	<<default>>
		<<if random(1, 2) is 1>>
			<<set $moorFlower to "flower">>
		<<else>>
			<<set $moorFlower to "phallus plant">>
		<</if>>
		You smell a sweet fragrance. A <<if $moorFlower is "flower">>pink flower<<else>>odd plant<</if>> grows in the cracks of the ruins.

		<<if $moorFlower is "flower">>
			<<link [[Investigate|Ruins Flower]]>><<arousal 600>><<set $drugged += 60>><</link>><<garousal>>
		<<else>>
			<<link [[Investigate|Ruins Phallus Plant]]>><<arousal 600>><<set $drugged += 60>><</link>><<garousal>>
		<</if>>

		<<link [[Ignore|Ruins Flower Ignore]]>><</link>><<willpowerdifficulty 1 600>>

	<</switch>>
<<else>>
	<<set $rng to random(1, 6)>>
	<<switch $rng>>
	<<case 1>>
		You hear something clicking behind you, but when you turn to look, there's nothing there.<<gstress>><<stress 6>>

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

	<<case 2>>
		You see a dark shape move in the corner of your vision. It's gone before you can turn.<<gstress>><<stress 6>>

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

	<<case 3>>
		You think you can make out some whispering in the distance, but you're not sure what it's saying.

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

	<<case 4>>
		This part of the ruins is relatively empty of rubble, making the going a little easier.<<lstress>><<stress -6>>

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

	<<case 5>>
		You sneeze on some dust.

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

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

	<</switch>>
<</if>>
<</widget>>

<<widget "eventsruinsmid">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if random(1, 8) is 8 or ($ruinsmove is "quick_search" or $ruinsmove is "normal_search" or $ruinsmove is "careful_search") and random(1, 4) is 4>>
	<<set $rng to random(1, 2)>>
	<<if $rng is 2>>
		You spot a chunk of wood sticking out of the rubble. Upon closer inspection, it appears to be a chest.

		<<link [[Open|Ruins Chest]]>><</link>>

		<<link [[Ignore|Ruins]]>><<set $eventskip to 1>><</link>>

	<<else>>
		Green stalks grow in clusters through the rubble.

		<<set $rng to random(1,3)>>
		<<if $rng is 1>>
			They grow so tall and thick that you can't get past them. You'll have to find a way around. <<gtiredness>><<tiredness 12>>

		<<link [[Continue (0:30)|Ruins]]>><<set $eventskip to 1>><<pass 30>><</link>>
		<<else>>
			<<if $tending gte 400>>
				<<link [[Pick bamboo (0:30)|Ruins Bamboo]]>><<pass 30>><</link>><<tendingdifficulty 500 800>>

				<<link [[Continue|Ruins]]>><<set $eventskip to 1>><</link>>

			<<else>>
				You need a higher tending skill to identify them.

				<<link [[Continue|Ruins]]>><<set $eventskip to 1>><</link>>

			<</if>>
		<</if>>
	<</if>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
	<<set $rng to random(1, 8)>>
	<<switch $rng>>
	<<case 1>>
		<<if $hallucinations gte 1>>
			You find yourself walking along the underground river. Something moves beneath the water, and you spot a large fish staring at you- except where its face should be, you see only a mass of tentacles. They burst out of the water and grab at you.

			<<link [[Next|Ruins Swimmer]]>><<set $molestationstart to 1>><</link>>
		<<else>>
			You find yourself walking along the underground river. It's quite peaceful. <<lstress>><<stress -6>>

			<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<</if>>
	<<case 2>>
		Gravel tumbles from a tall boulder beside you. You look up. Something clings to the top. Limbs unfurl as it leaps towards you.

		<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
			<<dancedifficulty 1 1000 true>>
			<<if $danceSuccess>>
				You jump aside, and the creature lands on the rocks beside you.

				<<link [[Next|Ruins Struggle Mid]]>><<set $phase to 0>><<set $struggle_start to 1>><</link>>

			<<else>>
				It lands on your face before you can react. An appendage prods your lips.

				<<link [[Next|Ruins Struggle Mid]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>>

			<</if>>
		<<else>>
			It lands on your chest, knocking you to the ground. You manage to wrest it free and hurl it back against the boulder, but not without a struggle.<<beastescape>>

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

		<</if>>
	<<case 3>>
		You think you see a figure watching you from a rock some distance away. You blink, and they're gone.<<gstress>><<stress 6>>

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

	<<case 4>>
		A set of eyes stare at you amidst the darkness.<<gstress>><<stress 6>>

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

	<<case 5>>
		You spot a group of hooded figures walking in this direction ahead of you.

		<<link [[Hide|Ruins Cultists Hide]]>><</link>>

		<<link [[Keep Walking|Ruins Cultists]]>><</link>>
	<<case 6>>
		Your hairs stand on edge. You feel watched. You glance around. Anything could be hiding within the rubble of the ruins.<<gstress>><<stress 6>>

		<<link [[Take a detour (0:30)|Ruins]]>><<pass 30>><<trauma 6>><</link>><<gtrauma>>

		<<link [[Continue|Crawler Continue]]>><<set $molestationstart to 1>><</link>>

	<<case 7>>
		<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
			<<generatePlant1>><<person1>>
			"Hello there," comes a voice to your <<if $rng gte 51>>left<<else>>right<</if>>. A <<person "normal">> waves to you, <<plant_details>> shaking in <<his>> hair. <<He>>'s also entirely nude, despite the dangers lurking in the ruins.

			"What's a cutie like you doin' all the way down here? Don't you know it's dangerous?" <<He>> giggles, as though <<he>> knows something you don't. "In fact, why don't you come over here? I can keep you safe."

			<<link [[Approach|Ruins Plant Approach]]>><</link>>

			<<link [[Refuse|Ruins Plant Refuse]]>><</link>>
		<<else>>
			Something disturbs the dust on a nearby ruin. You can't see what it was.

			<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<</if>>
	<<default>>
		<<ruins_hunt_start>>
	<</switch>>
<<else>>
	<<set $rng to random(1, 7)>>
	<<switch $rng>>
	<<case 1>>
		<<if random(1, 2) is 2>>
			<<if !$worn.upper.type.includes("naked")>>
				Your $worn.upper.name gets caught between some rubble.

				<<link [[Just tear free|Ruins Tear]]>><<set $phase to 1>><</link>>

				<<link [[Carefully free yourself (0:05)|Ruins Careful]]>><<set $phase to 1>><<pain 4>><<pass 5>><</link>><<gpain>>

			<<elseif !$worn.under_upper.type.includes("naked")>>
				Your $worn.under_upper.name gets caught between some rubble.

				<<link [[Just tear free|Ruins Tear]]>><<set $phase to 2>><</link>>

				<<link [[Carefully free yourself (0:05)|Ruins Careful]]>><<set $phase to 2>><<pain 4>><<pass 5>><</link>><<gpain>>

			<<else>>
				You trip on some rocks, leaving you mildly scuffed.<<gpain>><<gstress>><<pain 4>><<stress 6>>

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

			<</if>>
		<<else>>
			<<if !$worn.lower.type.includes("naked")>>
				Your $worn.lower.name gets caught between some rubble.

				<<link [[Just tear free|Ruins Tear]]>><<set $phase to 3>><</link>>

				<<link [[Carefully free yourself (0:05)|Ruins Careful]]>><<set $phase to 3>><<pain 4>><<pass 5>><</link>><<gpain>>

			<<elseif !$worn.under_lower.type.includes("naked")>>
				Your $worn.under_lower.name gets caught in some rubble.

				<<link [[Just tear free|Ruins Tear]]>><<set $phase to 4>><</link>>

				<<link [[Carefully free yourself (0:05)|Ruins Careful]]>><<set $phase to 4>><<pain 4>><<pass 5>><</link>><<gpain>>

			<<else>>
				You trip on some wreckage, leaving you mildly scuffed.<<gpain>><<gstress>><<pain 4>><<stress 6>>

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

			<</if>>
		<</if>>
	<<case 2>>
		<<if $worn.feet.type.includes("naked")>>
			The terrain is rough and covered in sharp rocks. Your lack of proper footwear makes walking difficult.<<gpain>><<gstress>><<pain 4>><<stress 6>>

		<<else>>
			The terrain is rough and covered in sharp rocks. You're grateful for your $worn.feet.name.

		<</if>>

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

	<<case 3>>
		A strange breeze carries voices.
		<<if $hallucinations gte 2>>
			It whispers.
			<<set $rng to random(1, 5)>>
			<<switch $rng>>
				<<case 1>>
					"It fell before time."
				<<case 2>>
					"Don't forget them."
				<<case 3>>
					"It comes."
				<<case 4>>
					"Through the mirror."
				<<default>>
					"Leave this place."
			<</switch>>
			<<gtrauma>><<trauma 6>>

		<<else>>
			You shiver as it flows over you.

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

	<<case 4>>
		You see a trapdoor in the middle of what appears to be a ruined building.

		<<if $ruins_hunt gte 1>>
			Assuming nothing else is hiding in it, you could likely take refuge yourself.

			<<link [[Hide (0:30)|Ruins Prowler Hide]]>><<pass 30>><</link>>

			<<link [[Ignore|Ruins]]>><<set $eventskip to 1>><</link>>

		<<else>>
			You keep your distance.

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

		<</if>>
	<<case 5>>
		You see signs of other people. A firepit nearby, still warm, with some kind of altar nearby.

		<<link [[Investigate|Ruins Altar]]>><</link>>

		<<link [[Ignore|Ruins]]>><<set $eventskip to 1>><</link>>

	<<case 6>>
		You hear an echo of an unsettling roar in the distance.

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

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

	<</switch>>
<</if>>
<</widget>>

<<widget "eventsruinshigh">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if random(1, 8) is 8 or ($ruinsmove is "quick_search" or $ruinsmove is "normal_search" or $ruinsmove is "careful_search" or $ruinsmove is "fly_search") and random(1, 4) is 4>>
	<<set $rng to random(1, 2)>>
	<<if $rng is 2>>
		You find yourself in an area mostly clear of rubble, surrounded by walls with various openings. The floor here has a red carpet beyond ruined with tears and dirt. This must've been a house of some kind. There's something covered by a sheet in the corner.

		<<link [[Pull the cloth|Ruins Home Cloth]]>><</link>>

		<<link [[Carry on|Ruins]]>><<set $eventskip to 1>><</link>>
	<<else>>
		A stalagmite shudders, and tentacles suddenly burst from under it as it charges towards you.

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

	<</if>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
	<<set $rng to random(1, 7)>>
	<<switch $rng>>
	<<case 1>>
		There's a drip from above you, and you look up to see a crack widening on the roof of the cavern.

		<<dancedifficulty 500 1100 true>>
		<<if $danceSuccess>>
			Some water drips on your head, and you dodge out of the way as a torrent of water splashes onto the ruins floor.

			<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<<else>>
			You shudder as a torrent of water from above soaks you completely.

			<<set $upperwet to 200>><<set $lowerwet to 200>><<set $underlowerwet to 100>><<set $underupperwet to 100>>
			<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>

		<</if>>
	<<case 2>>
		You walk across an ancient bridge over a shadowed pit.

		<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
			A winged thing bursts from the darkness below, screeching at you and waving a phallic limb your way.

			<<link [[Next|Ruins Struggle High]]>><<set $struggle_start to 1>><</link>>

		<<else>>
			You hear something screech from the darkness below. You bat it away and sprint across the bridge as fast as you can.<<beastescape>>

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

		<</if>>
	<<case 3>>
		You see a dark figure in the distance. It doesn't move as you approach it. As you get close enough to make it out properly, you see that it's just a ruined statue of a person. Its visage is one twisted by fear.<<gstress>><<stress 6>>

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

	<<case 4>>
		You see sets of eyes staring at you from the darkness.

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

	<<case 5>>
		You feel a slight tremor, and dust falls from above. You look up to see a new crack on the surface, and light filters in from above.

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

	<<case 6>>
		<<ruins_hunt_start>>
	<<default>>
		As you walk past a couple crumbling walls, you feel your foot snag on something.

		<<dancedifficulty 1 1000 true>>
		<<if $danceSuccess>>
			You twirl on the spot and manage to catch yourself. Your foot is caught in some tripwire. You can't see who set such a trap, but you easily untangle your foot and carry on.

			<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<<else>>
			<<generateCultist1>><<generateCultist2>><<generateCultist3>>
			You topple to the ruined floor, foot caught in tripwire. Immediatly, cultists descend upon you.

			<<link [[Next|Tripwire Cultists]]>><</link>>
		<</if>>
	<</switch>>
<<else>>
	<<set $rng to random(1, 5)>>
	<<switch $rng>>
	<<case 1>>
		You find yourself walking along an underground river. You could probably bathe here, if you like.

		<<link [[Wash (0:20)|Ruins Wash]]>><<pass 20>><<strip>><<if $ruins_hunt gte 1>><<set $ruins_hunt += 1.5>><</if>><</link>>

		<<link [[Leave|Ruins]]>><<set $eventskip to 1>><</link>>

	<<case 2>>
		Some kind of effigy sits against a crumbling stone wall.
		<<set $rng to random (1, 7)>>
		<<if $rng is 1>>
			The effigy depicts some kind of angel. Half of its face has fallen away, but the other half shows a manic expression. It's kneeling, and an arm is half raised with its palm open. The other is missing. Something is wrong with its wings.
		<<elseif $rng is 2>>
			The effigy depicts a mass of tentacles and eyes. Looking at it gives you a headache.
		<<elseif $rng is 3>>
			The effigy depicts a familiar imposing masked figure in a cloak. You're not sure what it means.
		<<elseif $rng is 4>>
			The effigy depicts a heroic figure. It's surrounded by decaying roses.
		<<elseif $rng is 5>>
			The effigy depicts a lustful goat man. Its phallus has broken off. The demonic face leers at you with a rictus grin. You swear its eyes follow you.
		<<elseif $rng is 6>>
			The effigy depicts a crying mother. Several arrows pierce her breast. The left hand holds a heart. The right arm offers a warm embrace.
		<<else>>
			The effigy is ruined beyond recognition. You think part of it might've been a tentacle once.
		<</if>>

		You wonder who carved it.

		<<link [[Carry on|Ruins]]>><<set $eventskip to 1>><</link>>
	<<case 3>>
		You spot light filtering in from a crack in the cavern above catching on something metallic in the distance.
		<<set $rng to random(1, 2)>>
		<<if $rng is 1>>
			<<if $sord is undefined or $sord is 0>>
				It's a sword, with a golden encrusted hilt. Its blade is lodged into a stone podium. You could try to pull it out.

				<<link [[Pull|Sord Pull]]>><<willpowerdifficulty 800 $willpowermax>><<physiquedifficulty 5000 15000>><<gtiredness>><<tiredness 6>><</link>>

			<<else>>
				You find it, underneath some rubble. It's an old gold coin. A collector might pay for it.
				<<set $antiquemoney += 25>><<museumAntiqueStatus "antiquegoldcoin" "found">>

				<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
			<</if>>
		<<elseif $rng is 2>>
			<<if $lever is undefined or $lever is 0>>
				You have to navigate around some rubble, but you find it. It's a lever sticking out of some ruined floor tiles. It looks surprisingly intact. On a ruined wall, you see what looks to be a dusty map of what appears to be a sewer system.

				<<link [[Pull the lever|Lever]]>><<gtiredness>><<tiredness 6>><</link>>
			<<elseif $lever is 1>>
				You go to where you thought you saw the sparkle, but it's just a stalagmite. You're about to leave when tentacles burst from the stalagmite as it lunges at you.

				<<link [[Continue|Crawler Ambush]]>><<set $molestationstart to 1>><</link>>
			<<else>>
				You go to where you thought you saw the sparkle, but it's just a particularly shiny rock.

				<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
			<</if>>
		<</if>>
	<<case 4>>
		This area proves to be less littered with rubble than the rest, making the going easier.<<lstress>><<stress -6>>

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

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

	<</switch>>
<</if>>
<</widget>>

<<widget "ruins_hunt">>
<<generateProwler>>
You hear a roar. It's behind you.

<<if $monster is 1>>
	You turn, and see a towering beastman, powerful legs disturbing the rubble as it rushes towards you.
<<else>>
	You turn, and see a towering beast, talons digging into the rubble as it charges, maw agape.
<</if>>

Its many eyes peer into your very soul, filling you with a primal fear. It's coming for you.

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

<</widget>>

<<widget "prowler_health">>
<<set $enemyhealth to $NPCList[0].health>>
<<set $enemyhealthmax to $NPCList[0].health>>
<</widget>>


code:
:: Commercial alleyways

<<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "commercial">><<getTarget true>>
You are in an alleyway in the commercial district.
<<if $daystate is "day">>
	You can hear the commotion of the high street.
<<elseif $daystate is "night">>
	You hear laughter from a nearby building.
<<else>>
	Many doors stand open and you hear voices within.
<</if>>
There's a ladder to your left, you think it will take you to the rooftops.
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "alley">>
	<<if $daystate isnot "night">>
		Connudatus street is packed with stalls. You might be able to cross the street by hiding under them. If something went wrong however, you'd find yourself exposed in the middle of a busy public street.

	<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutalley>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "commercial">>

		<</if>>
		Places of interest

		<<if $daystate isnot "night" and $exposed gte 1>>
			<<link [[Sneak under the stalls (0:10)|Stalls Ex]]>><<pass 10>><</link>>

			<<if $exposed gte 2>>
				<<if $exhibitionism gte 75>>
					<<link [[Cross the High Street into the park (0:05)|Cream Ex Naked]]>><</link>><<if $ex_cream isnot 1>><<exhibitionist5>><</if>>

				<</if>>
			<</if>>
			<<if $exposed is 1>>
				<<if $exhibitionism gte 35>>
					<<link [[Cross the High Street into the park (0:05)|Cream Ex Undies]]>><</link>><<if $ex_cream isnot 1>><<exhibitionist3>><</if>>

				<</if>>
			<</if>>
		<</if>>
		<<link [[Climb the ladder (0:02)->Commercial rooftops]]>><<pass 2>><</link>>

		<<if $daystate isnot "night" and $exposed gte 1>>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<connudatus>>
			<<cliff>>
			<<wolf>>
			<<high>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">><<hideDisplay>>
		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<residential>>
			<<park>>
		<</if>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "commercial">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>


code:
:: Passout alley

You've pushed yourself too much.

<<passout>>
<<set $safealley to 0>>
<<set $dangeralley to 0>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>><<set $dangeralley to random(1, 100)>><</if>>
<<if $danger lt (9900 - $allure)>><<set $safealley to random(1, 100)>><</if>>
<<if $dangeralley gte 71>>
	<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangeralley gte 45>>
	<<link [[Wake up|Street Wake]]>><</link>>
<<elseif $dangeralley gte 1>>
	<<link [[Wake up|Molestation alley]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<if $safealley gte 1>><<ambulance>><</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>

:: Molestation Industrial

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<strangeman2init>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $alarm is 1>>

	No one comes to your aid.
	<<set $alarm to 0>>
	<<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>>

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

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

:: Industrial Ejaculation

<<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
	<<He>> gives you one last smack to the face, then leaves you lying on the ground.
	<<violence 3>>

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

<<else>>
	Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the ground.

	You've gained <<moneyGain 5>>.

<</if>>
<<stealclothes>>

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>
<<industrialeventend>>

:: Industrial Escape

<<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 in a heap.

<<clotheson>>
<<endcombat>>
<<industrialeventend>>

:: Molestation alley

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<generate1>><<strangeman2init>><<set $enemyanger += 60>>
	You awaken to find yourself being dragged behind a dumpster by a strange <<person1>><<person>>.
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $alarm is 1>>

	No one comes to your aid.
	<<set $alarm to 0>>
	<<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>>

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

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

:: Molestation Commercial

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<strangewoman1init>><<set $enemyanger += 60>><<set $NPCList[0].lefthand to "hair">>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $alarm is 1>>

	No one comes to your aid.
	<<set $alarm to 0>>
	<<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>>

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

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

:: Commercial Ejaculation

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

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

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

<<else>>
	Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> leaves you lying on the grass.

	You've gained <<moneyGain 5>>.

<</if>>
<<tearful>> you struggle to your feet.

<<clotheson>>
<<endcombat>>
<<commercialeventend>>

:: Commercial Escape

<<effects>>
<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you run round several corners before hiding behind a crate of fruit. No one follows you.

<<clotheson>>
<<endcombat>>
<<commercialeventend>>

:: Molestation Residential

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<strangeman2init>>
<</if>>
<<if $phase is 1>><<enable_rescue>><</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

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

:: Residential Alarm

<<effects>><<set $rescued += 1>>
The dumpster opens fully, someone heard your cry. <<generate2>><<generate3>>A <<person2>><<person>> and <<person3>><<person>> grab your shoulders and haul you out, slamming it shut behind you.

<<clothesontowel>>
The <<person1>><<person>> looks concerned. "Good thing we heard you. Are you OK?" <<tearful>> you nod and thank them for the rescue, before parting ways.

<<endcombat>>
<<residentialeventend>>

:: Residential Ejaculation

<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
	<<He>> bashes your head against the side of the dumpster, then drops you outside.
	<<violence 3>>

<<elseif $enemyanger gte 1>>
	Without a word, <<he>> pushes you outside the dumpster.

<<else>>
	<<He>> kisses you on the cheek, then lifts you out of the dumpster.

<</if>>
<<tearful>> you gather yourself.

<<stealclothes>>

<<clotheson>>
<<endcombat>>
<<residentialeventend>>

:: Residential Escape

<<effects>>
<<if $phase is 0>>
	<<He>> recoils in pain, giving you the chance you need to escape. You push the lid with all your might, creating an opening. <<He>> recovers before you're able to make good on your escape however, and pulls you back down.

	<<link [[Next|Molestation Residential]]>><<set $phase to 1>><</link>>
	<<set $enemyhealth to $enemyhealthmax>>
<<else>>
	<<He>> recoils in pain again. With the dumpster already ajar, you are able to climb out and escape. <<tearful>> you flee around the corner.

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

:: Home Fence

<<set $outside to 1>><<effects>>
<<if $stress gte $stressmax>>
	<<passoutalley>>
<<else>>
	You climb over the fence into the garden behind the orphanage.

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

<</if>>

:: Industrial rooftops

<<set $outside to 1>><<set $location to "town">><<effects>>
On are on the rooftop of an industrial building. Plumes of smoke rise all around you. Buildings are closely packed, crossing between them should be no problem.

<<if $stress gte $stressmax>>
	<<passoutalley>>
<<else>>
	<<if $exposed gte 1>>
		<<exhibitionismroof>>
		There is an industrial chute leading into the park which would allow you to avoid the road.

		<<link [[Climb down the ladder (0:02)->Industrial alleyways]]>><<pass 2>><</link>>

		<<link [[Climb in the chute (0:02)->Chute]]>><<pass 2>><</link>>

	<<else>>
		There is an industrial chute leading into the park.

		<<link [[Climb down the ladder (0:02)->Industrial alleyways]]>><<pass 2>><</link>>

		<<link [[Climb in the chute (0:02)->Chute]]>><<pass 2>><</link>>

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

:: Chute

<<set $outside to 0>><<effects>>
You slide down the chute to the park.

<<if $worn.over_upper.name isnot "naked">>
	<<set $worn.over_upper.integrity -= 20>>
	<<set _damage to true>>
<<elseif $worn.upper.name isnot "naked">>
	<<set $worn.upper.integrity -= 20>>
	<<set _damage to true>>
<</if>>
<<if $worn.over_lower.name isnot "naked">>
	<<if $worn.lower.name isnot "naked">>
		<<set $worn.lower.integrity -= 20>>
	<</if>>
	<<set $worn.over_lower.integrity -= 20>>
	<<set _damage to true>>
<<elseif $worn.lower.name isnot "naked">>
	<<if $worn.under_lower.name isnot "naked">>
		<<set $worn.under_lower.integrity -= 20>>
	<</if>>
	<<set $worn.lower.integrity -= 20>>
	<<set _damage to true>>
<</if>>
<<if _damage>>
	Your clothing snags on a rut.

<</if>>
<<set $danger to random(1, 10000)>><<set $dangerchute to 0>>
<<if $danger gte (9900 - ($allure * 3))>>
	<<set $dangerchute to random(1)>>
<</if>>
<<if $dangerchute is 1>>
	As the chute exit comes into view you see someone has left a cement mixer in front of it!

	<<link [[Dodge it at any cost!|Molestation Chute]]>><<set $molestationstart to 1>><</link>>

	<<link [[Brace for impact|Cement Mixer]]>><</link>>

<<else>>
	<<parkquick>>
<</if>>
<<set $dangerchute to 0>>

:: Molestation Chute

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<generate1>><<spankmaninit>>
	<<person1>>You avoid landing in the mixer, but collide with the edge and knock it over. It shatters against the ground.

	As you try to recover, a <<person>> storms over. "I'll show you what happens when you break things that aren't yours!" <<He>> grabs you by the arms, hauls you over to a chair and bends you over <<his>> lap.

<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Cement Mixer

<<set $outside to 1>><<effects>>
You curl up and slam into the mixer. Fortunately, the cement cushions your blow. Unfortunately, it's cement. You manage to struggle free,
<<if $worn.under_lower.name is "naked" and $worn.lower.name is "naked" and $worn.upper.name is "naked">>
	stumbling away without attractive notice.

<<else>>
	but lose your clothes in the process.

	<<underruined>>
	<<lowerruined>>
	<<upperruined>>
<</if>>
<<parkquick>>

:: Chute Done

<<effects>>
"I think you've had enough." <<He>> releases you and you slip to the ground in a heap.

<<He>> leaves you to sob.

<<clotheson>>
<<endcombat>>
<<parkquick>>

:: Chute Ejaculation

<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
	<<He>> gives you one last spank, then leaves you lying on the ground.
	<<violence 3>>

<<elseif $enemyanger gte 20>>
	Without a word, <<he>> gets up and leaves you lying on the ground.

<<else>>
	"I think you've learnt your lesson." <<He>> gets up and leaves you lying on the ground.

<</if>>
<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>
<<parkquick>>

:: Chute Escape

<<effects>>
<<He>> recoils in pain. You take the opportunity to squirm free and bolt away. <<tearful>> you run into an area dense with foliage.

<<clotheson>>
<<endcombat>>
<<parkquick>>

:: Commercial rooftops

<<set $outside to 1>><<set $location to "town">><<effects>>
You are on the rooftop of a commercial building. You can access the shopping centre from here. Buildings are closely packed, crossing between them should be no problem.

<<if $stress gte $stressmax>>
	<<passoutalley>>
<<else>>
	<<if $exposed gte 1>>
		<<exhibitionismroof>>

		<<link [[Climb down the ladder (0:02)->Commercial alleyways]]>><<pass 2>><</link>>

		<<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>>
			<<link [[Glide down|Commercial alleyways]]>><<set $eventskip to 1>><</link>><<flight_text>><<lharass>>

		<</if>>
		<<shoppingcentreicon>><<link [[Shopping centre (0:02)->Shopping Centre Top]]>><<pass 2>><</link>>

	<<else>>

		<<link [[Climb down the ladder (0:02)->Commercial alleyways]]>><<pass 2>><</link>>

		<<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>>
			<<link [[Glide down|Commercial alleyways]]>><<set $eventskip to 1>><</link>><<flight_text>><<lharass>>

		<</if>>
		<<shoppingcentreicon>><<link [[Shopping centre (0:02)->Shopping Centre Top]]>><<pass 2>><</link>>

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

:: Alley Ejaculation

<<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
	<<He>> gives you one last smack to the face, then leaves you lying on the hard concrete.
	<<violence 3>>

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

<<else>>
	Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the hard concrete.

	You've gained <<moneyGain 5>>.

<</if>>
<<underlowersteal>>
<<tearful>> you rise to your feet.

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

:: Alley Escape

<<effects>>
<<He>> falls to the ground, giving you the chance you need to escape. <<tearful>> you run round a few bends and take cover in a shadowed alcove.

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

:: Residential Dog

<<effects>>
<<if $noise is 2 and $combat is 0>>
	The youths are wondering aloud why the <<beasttype>> is so agitated. They'll find you soon if you don't do something!

<</if>>
<<if $timer is 1 and $combat is 0>>
	You hear the youths move away from the alley.
	<<if $combat is 0>>
		You take a peek and see that they are indeed gone. The <<beasttype>> looks dejected as you walk away.

		<<endevent>>
		<<residentialeventend>>
	<<else>>
		You try to take a peek but the <<beasttype>> tackles you to the ground.

		<<set $rescue to 0>>
		<<link [[Next|Residential Dog]]>><</link>><<nexttext>>
	<</if>>

<<elseif $noise gte 3>>
	Fed up with the racket, the pair make their way over.

	<<link [[Next|Residential Dog Alarm]]>><</link>><<nexttext>>
<<else>>
	<<switch $phase>>
		<<case 1>>
			<<bHe>> continues barking. You're afraid the youths will investigate if this continues.

			<<link [[Quietly tell it to shut up|Residential Dog]]>><<set $noise += 1>><</link>>

			<<link [[Stroke its head|Residential Dog]]>><<set $phase to 2>><</link>>

		<<case 2>>
			<<bHe>> quiets at your touch, runs in a small circle, then walks right up to you. You notice <<bhis>> genitals are ready and waiting. <<bHe>> looks at you expectantly.

			<<link [[Just keep stroking its head|Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>>

			<<link [[Take its genitals in your hand|Residential Dog]]>><<handskilluse>><<handstat>><<set $phase to 4>><</link>>

		<<case 3>>
			You continue to stroke <<bhis>> head, but <<bhe>> doesn't seem pleased and barks again.

			<<link [[Just keep stroking its head|Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>>

			<<link [[Take its genitals in your hand|Residential Dog]]>><<set $phase to 4>><<handskilluse>><<handstat>><</link>>

		<<case 4>>
			<<set $molestationstart to 1>><<set $phase to 6>>
			You take <<bhis>> genitals in your hand. <<bHe>> starts humping against your fingers.

			<<link [[Next|Residential Dog]]>><</link>><<nexttext>>

		<<case 5>>
			<<set $phase to 6>>
			The <<beasttype>>, still agitated, jumps up against your body.
			Your bindings leave you unable to keep yourself upright. You fall on your face. <<gpain>>

			As you regain your bearings, you notice the <<beasttype>> preparing to mount from behind you.

			<<if $deviancy gte 35>>
				<<link [["Goad the " + $NPCList[0].type|Residential Dog]]>><<set $sexstart to 1>><<deviancy3>><</link>><<deviant3>>

			<</if>>
			<<link [[Endure|Residential Dog]]>><<set $molestationstart to 1>><</link>>
		<<case 6>>
			<<if $sexstart is 1>>
				<<set $sexstart to 0>>
				<<consensual>>
				<<set $consensual to 1>>
				<<neutral 1>>
				<<beastCombatInit>>
				<<npc_attempt_sex>>
			<<elseif $molestationstart is 1>>
				<<set $molestationstart to 0>>
				<<controlloss>>
				<<violence 1>>
				<<neutral 1>>
				<<molested>>
				<<beastCombatInit>>
				<<npchand>>
			<</if>>
			<<if $timer gte 1>><<enable_rescue>><</if>>
			<<effectsman>>

			<<beast $enemyno>>

			<<stateman>>

			<<actionsman>>
			<<if $alarm is 1>>
				<<if $rescue is 1>>
					<<link [[Next->Residential Dog Alarm]]>><</link>><<nexttext>>
				<<else>>
					No one comes to your aid.
					<<set $alarm to 0>>
					<<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>>

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

:: Residential Dog Alarm

<<effects>>
<<if $alarm is 1>>
	Your scream alerts the pair.

<</if>>
At the sound of their approach, the <<beasttype>> ceases its adventure and bounds away.

<<endcombat>>
<<generatey1>><<generatey2>>Before you can recover, you are discovered by a <<person1>><<person>> and a <<person2>><<person>>.

<<set $danger to random(1, 10000)>><<set $dangerstreet to 0>>
<<if $danger gte (9900 - ($allure * 3))>>
	<<set $dangerstreet to random(1, 100)>>
	They take advantage of your vulnerability.

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

<<else>>
	Seeing you in distress, the <<person1>><<person>> and <<person2>><<person>> help you to your feet.

	<<set $rescued += 1>>
	<<clothesontowel>>
	The <<person1>><<person>> looks concerned. "Are you okay?" <<tearful>> you nod and thank them for their concern, before parting ways.

	<<residentialeventend>>
<</if>>

:: Residential Dog Ejaculation

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

<<elseif $enemyanger gte 1>>
	<<bHe>> barks then leaves you lying on the ground.

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

<</if>>
<<if $timer gte 1>>
	The youths leave shortly after.

<</if>>
<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>
<<residentialeventend>>

:: Residential Dog Escape

<<effects>>
Finally taking the hint, <<bhe>> whimpers and flees the alley.
<<if $timer gte 1>>After a short while the youths also leave.<</if>> <<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>
<<residentialeventend>>

:: Residential Pair

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $alarm is 1>>
	<<if $rescue is 1>>
	<<else>>
		No one comes to your aid.
		<<set $alarm to 0>>
		<<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>>

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

:: Residential Pair Ejaculation

<<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
	They bash you against the pavement, then leave.
	<<violence 3>>

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

<<else>>
	<<person2>>The <<person>> kisses you on the cheek, they then saunter off.

<</if>>
<<underlowersteal>>
<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>
<<destinationeventend>>

:: Residential Pair Escape

<<effects>>
The <<person1>><<person>> 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.

<<clotheson>>
<<endcombat>>
<<destinationeventend>>

:: Residential Kick
<<effects>>

<<if $athleticsSuccess>>
	You kick the ball, and it arcs over the fence. No one sends thanks, but they don't peek over either. <<tearful>> you continue.

	<<endevent>>
	<<destinationeventend>>
<<else>>
	<<if random(1, 2) gte 2>>
		You kick the ball, but it bounces off the fence with a thud.
	<<else>>
		You try to kick the ball, but miss. You lose your balance and fall to the ground.
		<<gpain>><<pain 6>>
	<</if>>

	A <<person2>><<persons>> head peeks over before you can try again. <<covered>> <<He>> stares at you, astonished.
	<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 1>>

	<<link [[Ask for help|Residential Kick Help]]>><</link>>

	<<link [[Run|Residential Kick Run]]>><</link>>

<</if>>

:: Residential Kick Help
<<effects>>

<<if $submissive gte 1150>>
	"P-please help me," you say, bowing your head.
<<elseif $submissive lte 850>>
	"Don't just stand there," you say. "Get me something to wear."
<<else>>
	"Could you help me please?" you say.
<</if>>

<<if random(1, 2) is 2>>
	The <<person>> drops back beneath the fence. A few moments pass, then a towel flies over.
	<<lstress>><<towelup>>

<<else>>
	The <<person>> drops back beneath the fence. A few moments pass, then <<he>> reappears. A <<person1>><<person>> appears next to <<him>>, along with several others.
	<<fameexhibitionism 9>>

	They burst into excitement as you turn and run.
	<<gstress>><<stress 6>>

	"I told you there was a naked <<girl>>."

	<<if random(1, 2) is 2>>
		"Hot."
	<<else>>
		"I can see everything."
	<</if>>

	<<if random(1, 2) is 2>>
		"Is <<pshe>> a pervert?"
	<<else>>
		"What is <<pshe>> thinking?"
	<</if>>

	<<if random(1, 2) is 2>>
		"I'm gonna tell everyone."
	<<else>>
		"Wait until the others hear."
	<</if>>

	<<if $worn.face.type.includes("mask")>>
		"I wonder who <<pshe>> is."
	<<else>>
		"I think I recognise <<phim>> from school."
	<</if>>

	Their voices fade behind you.

<</if>>

<<endevent>>
<<destinationeventend>>

:: Residential Kick Run
<<effects>>

<<fameexhibitionism 4>>
<<tearful>> you turn and run. "There's a naked <<girl>> over here!" you hear the <<person>> shout behind you. Several others stick their heads above the fence just as you round the corner, where you lean against a wall and pant.

<<endevent>>
<<destinationeventend>>

:: Residential Fence
<<effects>>

You clamber over a fence opposite. There's no time to check what's on the other side first. You land in a garden, and a moment later hear someone land in the alley.

<<if random(1, 5) is 5>><<fameexhibitionism 1>>
	<<generate3>><<person3>>You look around, and your heart sinks. A <<person>> stands near a bed of flowers, holding a camera. <<Hes>> staring at you, surprise on <<his>> face. <<He>> recovers quick, and points the camera in your direction.
	<<gstress>><<stress 6>>

	<<link [[Ask for help|Residential Fence Garden Ask]]>><</link>>

	<<link [[Escape|Residential Fence Garden Escape]]>><</link>>

	<<if $submissive gte 1500>>
		<<link [[Beg|Residential Fence Garden Beg]]>><><</link>><<submissivetext>>

	<</if>>
<<else>>
	You look around. The garden appears typical, and empty. You listen for the person you narrowly escaped to return to their own garden, then climb back over the fence.
	<<lstress>><<stress -6>>

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

:: Residential Fence Garden Ask
<<effects>>

<<if $submissive gte 1150>>
	"P-please don't take any pictures," you say. "I need help."
<<elseif $submissive lte 850>>
	"Don't you dare," you warn. "Give me something to cover with."
<<else>>
	"Please," you say. "I need help."
<</if>>

<<if random(1, 2) is 2>>
	"I got a towel for ya," <<he>> says as <<his>> camera clicks. "Just want some souvenirs. Not everyday a cute <<girl>> drops into my lap."
	<<fameexhibitionism 7>>

	<<He>> takes a few more pictures before throwing you a towel, and showing you to the gate.

<<else>>
	<<He>> pauses a moment, then lowers the camera.
	<<lstress>><<stress -6>>

	<<He>> hands you a towel before showing you to the gate.

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

:: Residential Fence Garden Escape
<<effects>>

<<fameexhibitionism 4>>
You climb back over the fence as the camera clicks behind you. A <<person2>><<person>> stands in the alley. <<He>> drops the football when <<he>> sees you.

<<tearful>> you run for safety. You round the corner just as the <<person3>><<person>> makes it to the fence, near where the <<person2>><<person>> remains stood, astonished.

<<endevent>>
<<destinationeventend>>

:: Residential Fence Garden Beg
<<effects>>

You drop to your knees and prostrate yourself on the grass. "P-please help," you begin, before explaining your situation within a broken stream of sobs.

The <<person>> hesitates, but lowers the camera. "Don't cry <<girl>>," <<he>> says. "I was only joking."

<<He>> gives you a towel to cover with, and shows you to the gate.
<<lstress>><<stress -6>>

<<towelup>>
<<endevent>>
<<destinationeventend>>


code:
:: Industrial alleyways

<<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "industrial">><<getTarget true>>
You are in an alleyway in the industrial district.
<<if $daystate is "day">>
	You hear machines operating in the buildings around you.
<<elseif $daystate is "night">>
<<else>>
	You hear the engines of heavy vehicles.
<</if>>
There's a ladder to your right, you think it will take you to the rooftops. The rear of the school protrudes into this area, separated by a spiked fence.
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "alley">>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutalley>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "industrial">>

		<</if>>
		Points of interest

		<<link [[Climb the ladder (0:02)->Industrial rooftops]]>><<pass 2>><</link>>

		<<link [[Back door to bus station (0:02)|Bus Station Back Entrance]]>><<pass 2>><</link>>

		<<link [[Climb over the fence into the school grounds (0:05)|School Rear Fence]]>><<pass 5>><</link>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<oxford>>
			<<mer>>
			<<elk>>
			<<harvest>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">><<hideDisplay>>
		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<park>>
		<</if>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "industrial">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>