code:
:: Prison Attention Quiet
<<effects>>

You walk closer. <<person2>><<tattooed_inmate 0 cap>> grabs your arm and pulls you against <<his>> body. <<He>> reaches straight for your groin.

<<if $player.penisExist>>
	<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
		"Your cock feels even better than it looks," <<he>> says. "I'll have fun with this."
	<<else>>
		<<if $player.gender_appearance is "f">>
			"This <<bitch>> has a secret," <<he>> says.
			<<if $penissize gte 4>>
				"A big secret."
			<<elseif $penissize gte 3>>
				"A big secret."
			<<elseif $penissize gte 2>>
				"I'll have fun with this."
			<<elseif $penissize gte 1>>
				"Just a little secret."
			<<else>>
				"Just a little secret."
			<</if>>
		<<else>>
			<<if $penissize gte 4>>
				"This <<bitch>> is huge," <<he>> says. "I'll have fun with this."
			<<elseif $penissize gte 3>>
				"Oh yeah," <<he>> says. "This is the one. I'll have fun with this."
			<<elseif $penissize gte 2>>
				"Feels healthy," <<he>> says. "We'll find out soon."
			<<elseif $penissize gte 1>>
				"Small and cute," <<he>> says. "I'll have fun with this."
			<<else>>
				"I found it," <<he>> says. "<<Hes>> tiny, but I think I'll have fun anyway."
			<</if>>
		<</if>>
	<</if>>
<<else>>
	<<if $player.gender_appearance is "m">>
		"This <<bitch>> has a secret," <<he>> says. "I'll have fun with this."
	<<else>>
		"Nice cunt," <<he>> says. "I'll have fun with this."
	<</if>>
<</if>>
<<He>> shoves you into a walk, and stays close behind.

<<person1>>"What have we here?" asks a unfamiliar voice from behind. <<tattooed_inmate 1 cap>> and <<his>> goons spin in alarm. <<scarred_inmate 0 cap>> walks closer, a <<person5>><<person>> and <<person6>><<person>> on either side.

<<link [[Next|Prison Attention Gangs]]>><</link>>

:: Prison Attention Refuse
<<effects>>

You turn away. "Are you deaf <<bitch>>?" <<tattooed_inmate 1>> snarls. "You're coming with us."

"No <<pshe>> ain't," says an unfamiliar voice from the side. <<tattooed_inmate 1 cap>> and <<his>> goons spin in alarm. <<scarred_inmate 0 cap>> walks closer, a <<person5>><<person>> and <<person6>><<person>> on either side.

<<link [[Next|Prison Attention Gangs]]>><</link>>

:: Prison Attention Gangs
<<effects>>

"I've had my eye on this one," <<scarred_inmate 1>> says. <<He>> pulls a length of cord from <<his>> trousers, and stretches it taut. "<<pShe>>'s mine."

"Fuck you," <<tattooed_inmate 1>> says. "I'll push your shit out your mouth."

<<endevent>>
<<generate_scarred_inmate 0>><<generate_tattooed_inmate 1>><<generate_methodical_guard 2>><<person3>>
They trade threats while their goons stare each other down, until they're interrupted. "Go back to your cells." It's <<methodical_guard 2>>. "Or should I involve the warden?"

<<tattooed_inmate 1 cap>> and <<scarred_inmate 0>> look away. "Visit my cell during free time," <<scarred_inmate 0>> snarls. "You're gonna need protection. I can give it."

"I said back to your cells" <<methodical_guard 2>> says. The inmates disperse. <<methodical_guard 2 cap>> nods in satisfaction and continues on <<person3>><<his>> way, seeming unconcerned with you.

Presenting yourself to <<scarred_inmate 1>> during free time will put you under their protection, shielding you from the next attention event.

<<destination_prison>>

:: Prison Shower Take
<<effects>>

You step into the shower proper. There's no privacy. Dozens of bodies are packed beneath rust-worn faucets. At least there's soap.

<<wash>>
<<if random(1, 9) is 9>>
	No one pays you attention as you wash yourself, until you squeeze the soap too hard. It flies into the air.

	<<link [[Catch|Prison Shower Catch]]>><</link>><<dancedifficulty 1 1000>>

	<<link [[Forget it|Prison Shower]]>><<clotheson>><<prison_inmates -1>><</link>><<lrespect>>

<<else>>
	No one pays you attention as you wash yourself.

	<<link [[Next|Prison Shower]]>><<clotheson>><</link>>

<</if>>

:: Prison Shower Catch
<<effects>>

You jump after the soap, and manage to catch it,
<<if $danceSuccess>>
	before making a graceful landing. Crisis averted.

<<else>>
	but skid as you land. You end up on your hands and knees.<<gpain>><<pain 4>>

	You slip again as you struggle to your feet, attracting more attention.<<gstress>><<stress 6>><<lrespect>><<prison_inmates -1>><<glewdity>><<prison_attention 1>>
<</if>>

<<link [[Next|Prison Shower]]>><<clotheson>><</link>>

:: Prison Shower Open
<<effects>>

<<clothesstrip>>
You strip with the other inmates, and leave your clothes on the bench. None of them pay you any mind.
<<if $prison.kylar is "active">>
	<<npc Kylar>><<person1>>Kylar looks down, and pretends to fiddle with <<his>> jumpsuit, but you can tell <<hes>> watching you through <<his>> hanging fringe.<<glust>><<npcincr Kylar lust 5>>
<</if>>

<<link [[Next|Prison Shower Take]]>><<pass 10>><<endevent>><</link>>

:: Prison Shower Private
<<effects>>

<<clothesstrip>>
There are pillars in the corners of the room. You strip behind one. It's hardly private, but no one can see you directly.

<<set _rng to random(1, 3)>>
<<if random(1, 3) is 3>>
	<<generate1>><<person1>>
	A <<person>> arrives as you're finishing up. <<He>> lifts the hem of <<his>> shirt, but then pauses and glances around. <<He>> pushes <<his>> forearm against your neck, forcing you against the pillar.<<gtrauma>><<gstress>>

	"You're in my spot," <<he>> says. "Apologise or I'll fuck you right here."

	<<link [[Apologise|Prison Shower Apologise]]>><<control -10>><><</link>><<lcontrol>>

	<<link [[Call for help|Prison Shower Help]]>><<prison_inmates -3>><</link>><<llrespect>>

	<<link [[Stomp on foot|Prison Shower Stomp]]>><<def 1>><</link>><<physiquedifficulty 1 16000>>

<<elseif random(1, 2) is 2 and $prison.kylar is "active">>
	You see Kylar peek around the pillar.

	<<link [[Just take a shower|Prison Shower Take]]>><<pass 10>><<npcincr Kylar lust 5>><</link>><<glust>>

	<<link [[Get angry|Prison Shower Kylar Angry]]>><<npcincr Kylar rage 1>><<prison_inmates 5>><</link>><<gksuspicion>><<grespect>>
<<else>>
	You take a deep breath, and walk to the shower.

	<<link [[Next|Prison Shower Take]]>><<pass 10>><</link>>

<</if>>

:: Prison Shower Kylar Angry
<<effects>>

<<npc Kylar>><<person1>>
<<if $worn.face.type.includes("blindfold")>>
	You can't speak with that gag, so you march around the pillar, and stare Kylar down.
<<else>>
	<<if $submissive gte 1150>>
		"D-don't be a pervert, Kylar!" you say.
	<<elseif $submissive lte 850>>
		"Piss off, you fucking pervert," you say.
	<<else>>
		"Don't be a pervert, Kylar," you say.
	<</if>>
<</if>>

<<He>> jumps, and backs away from the pillar with <<his>> eyes downcast. "I-I," <<he>> gulps. "I w-wasn't-" <<he>> trips over a bench, scrambles to <<his>> feet, and flees the room.

<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>

:: Prison Shower Apologise
<<effects>>

<<if $submissive gte 1150>>
	<<if $worn.face.type.includes("gag")>>
		"Mmmhr," you say. "Mmmmmhr."
	<<else>>
		"I-I'm very sorry for taking your place <<sir>>," you say. "It won't happen again."
	<</if>>
<<elseif $submissive lte 850>>
	<<gagged_speech "I-m... sorry" ,>> you manage, holding back your anger.
<<else>>
	<<gagged_speech "I'm sorry" ,>> you say. <<gagged_speech "I didn't know" .>>
<</if>>

"That'll do, slut," <<he>> says, releasing you. "Now fuck off."

You move your clothes to another bench.

<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>

:: Prison Shower Help
<<effects>>

You shout. The <<person>> shoves a hand over your mouth. "You'll regret that, slut," <<he>> whispers, barely audible. "I'll-"

<<generate_veteran_guard 1>>
<<if $prison.veteran gte 80>>
	<<Hes>> interrupted by a swing from a baton. <<He>> reels, releasing you. "I've told you once," <<veteran_guard 1>> says, delivering another blow to the <<persons>> stomach. "I've told you twice." The next blow lands on the inmate's back, knocking <<him>> prone.

	<<veteran_guard 1 cap>> continues the assualt. The other prisoners don't pay them any attention.

	<<link [[Intervene|Prison Shower Intervene]]>><<prison_rep veteran -3>><<prison_inmates 1>><<prison_guards -1>><</link>><<lllove>><<gsuspicion>><<grespect>>

	<<link [[Just take a shower|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>

<<else>>
	"What you sweethearts getting up to?" interrupts <<veteran_guard 1>>. <<person2>><<He>> walks around the pillar. "Prisoner <<print random(3, 143)>>. Let's have a word."

	The <<person1>><<person>> gives you a final glare, before releasing you and following <<veteran_guard 1>>.

	You leave your clothes on the bench.

	<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>

<</if>>

:: Prison Shower Intervene
<<effects>>

<<if $submissive gte 1150>>
	<<gagged_speech "Pl-please stop" ,>> you say. <<gagged_speech "I don't like this violence" .>>
<<elseif $submissive lte 850>>
	<<if $worn.face.type.includes("gag")>>
		"Mmmhrr!" you say. "Mmhhhrrr."
	<<else>>
		"Cut it out," you say. "You've fucked <<him>> up enough."
	<</if>>
<<else>>
	<<gagged_speech "Thanks for helping" ,>> you say. <<gagged_speech "But you can stop now" .>>
<</if>>

<<veteran_guard 1 cap>><<person2>> glares at you, then straps <<his>> baton and stomps off. The <<person1>><<person>> remains prone.

<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>

:: Prison Shower Stomp
<<effects>>

<<if $physiqueSuccess>>
	You stomp on the <<persons>> foot. <<He>> releases you at once, and cries out in pain. <<He>> hops away, drawing attention from other inmates.<<ggrespect>><<prison_inmates 3>>

	You leave your clothes on the bench.

	<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>

<<else>>
	You stomp on the <<persons>> foot. <<He>> doesn't budge. Instead, <<he>> leans in. "So that's how you want it," <<he>> whispers.

	<<He>> releases <<his>> arm from your neck, but tries to push you over a bench, skidding it across the floor in the process. The other inmates notice the commotion, and a circle of naked <<people>> forms around you.

	<<link [[Next|Prison Shower Fight]]>><<set $fightstart to 1>><</link>>

<</if>>

:: Prison Shower Fight
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

	<<maninit>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $enemytrust -= 100>>
	<<set $enemyanger += 100>>

	The commotion draws attention, and a tight circle of naked and nearly naked <<people>> forms around you.
	<<set $timer to random(3, 12)>>
<</if>>

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

<<audience>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Prison Shower Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prison Shower Fight Finish]]>><</link>><<nexttext>>
<<elseif $timer lte 1>>
	<<link [[Next|Prison Shower Fight Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prison Shower Fight]]>><</link>><<nexttext>>
<</if>>

:: Prison Shower Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<generate_veteran_guard 1>>
	<<He>> gives you <<bottom>> a final spank before swaggering away.<<lrespect>><<prison_inmates -1>>

	<<veteran_guard 1 cap>> pushes through the audience, and starts breaking them up. <<tearful>> you stagger away.

	<<endcombat>>
	<<link [[Next|Prison Shower Take]]>><<pass 10>><</link>>

<<elseif $enemyhealth lte 0>>
	<<generate_veteran_guard 1>>
	The <<person>> stumbles backwards, tripping over a bench. The audience make room for <<his>> fall, revealing <<veteran_guard 1>>, hands on hips.<<ggrespect>><<prison_inmates 3>>

	<<person2>>"Thought it was you," <<he>> says, unstrapping <<his>> baton. "Let's have a word."

	<<tearful>> you disappear into the crowd.

	<<endcombat>>
	<<link [[Next|Prison Shower Take]]>><<pass 10>><</link>>
<<else>>
	<<generate_veteran_guard 1>>
	<<veteran_guard 1 cap>><<person2>> pushes <<his>> way through the crowd. <<He>> smacks the <<person1>><<persons>> arm with <<person2>><<his>> baton. "Let's have a word," <<he>> says.

	<<tearful>> you disappear into the crowd.

	<<endcombat>>
	<<link [[Next|Prison Shower Take]]>><<pass 10>><</link>>

<</if>>

:: Prison Rape

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

	<<maninit>>
	<<enable_rescue>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<audience>>

<<stateman>>

<<actionsman>>

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

:: Prison Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<if $enemynomax gte 2>>
		They leave you lying on the floor.<<lrespect>><<prison_inmates -1>>
	<<else>>
		<<He>> leaves you lying on the floor.<<lrespect>><<prison_inmates -1>>
	<</if>>

	<<tearful>> you climb to your feet.

	<<clotheson>>
	<<endcombat>>
	<<destination_prison>>

<<elseif $enemyhealth lte 0>>
	<<if $enemynomax gte 2>>
		They turn and run from you.
	<<else>>
		<<He>> backs away from you and holds up <<his>> hands in surrender.
	<</if>>
	<<switch $enemynomax>>
		<<case 1>>
			<<grespect>><<prison_inmates 1>>
		<<case 2>>
			<<grespect>><<prison_inmates 2>>
		<<case 3>>
			<<ggrespect>><<prison_inmates 3>>
		<<case 4>>
			<<ggrespect>><<prison_inmates 4>>
		<<case 5>>
			<<ggrespect>><<prison_inmates 5>>
		<<default>>
			<<gggrespect>><<prison_inmates 6>>
	<</switch>>

	<<tearful>> you brush yourself down.

	<<clotheson>>
	<<endcombat>>
	<<destination_prison>>

<<else>>
	<<set $rescued += 1>>
	<<if $enemynomax gte 2>>
		They flee at the sound of a heavy pair of footsteps. <<tearful>> you climb to your feet.
	<<else>>
		<<He>> flees at the sound of a heavy pair of footsteps. <<tearful>> you climb to your feet.
	<</if>>

	<<clotheson>>
	<<endcombat>>

	<<generate_veteran_guard 0>><<person1>>
	"You're disturbing the peace and tranquility of this institution," <<veteran_guard 0>> says. <<He>> rests a hand on your shoulder. "You're coming with me."

	<<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>>

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

<</if>>

:: Prison Shove
<<effects>>

<<if $physiqueSuccess>>
	You shove the <<person>>, and <<he>> staggers away from you. <<He>> laughs it off.<<grespect>><<prison_inmates 1>>

	<<destination_prison>>
<<else>>
	You shove the <<person>>, but <<he>> grasps your arms and forces you to the ground. "I've been waiting for this."<<lrespect>><<prison_inmates -1>>

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

<</if>>

:: Prison Still
<<effects>>

<<if random(1, 2) is 2>>
	You let the <<person>> read the sign hanging from your neck. <<He>> grins, but doesn't take things further.

	<<destination_prison>>
<<else>>
	You let the <<person>> read the sign hanging from your neck. <<He>> grins, and yanks you to the ground. "I've been waiting for this."

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

<</if>>

:: Prison Kick
<<effects>>

<<if $athleticsSuccess>>
	With one leg, you propel yourself into the air, loosening the <<person1>><<persons>> grip. You deliver a kick to the <<person2>><<persons>> jaw with the other. <<He>> staggers away as you twist and knee the <<person1>><<person>> in the groin.

	Several other inmates are amused by the altercation, and come to your defence before the pair can recover.<<grespect>><<prison_inmates 3>>

	<<destination_prison>>
<<else>>
	You try to kick the <<person2>><<person>> away from you, but <<he>> grasps your ankle and pushes your leg into the air.

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

<</if>>

:: Prison Endure
<<effects>>

<<if $worn.face.type.includes("gag")>>
	The <<person2>><<person>> grasps your $worn.face.name with one hand, and gropes your body with the other.
<<else>>
	The <<person2>><<person>> pushes a finger into your mouth, while groping your body with <<his>> other hand.
<</if>>

<<if random(1, 10) lte 7>>

	It seems that's all they wanted. The <<person1>><<person>> shoves you forward, and you stumble to the ground.

	<<destination_prison>>
<<else>>
	The <<person1>><<person>> presses against you from behind.

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

<</if>>

:: Prison Hide
<<effects>>

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

	You slip into the shadows, and the group walk right past you.

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

	<</if>>

	<<destination_prison>>

<<else>>

	You crouch in the shadows, but the group walk right into you.

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

	<</if>>
	<<if random(1, 2) is 2>>
		"Speak of the devil," a <<person1>><<person>> says. "Or the devil's slut." They surround you.
	<<else>>
		"Just the whore we were looking for," a <<person1>><<person>> says. They surround you.
	<</if>>

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

<</if>>

:: Prison Confront
<<effects>>

You await them <<if $leftarm isnot "bound" and $rightarm isnot "bound">>with hands on hips,<</if>> and mentally prepare for a scrap.

<<if random(1, 2) is 2>>
	"Speak of the devil," a <<person1>><<person>> says. "Or the devil's slut." They surround you.
<<else>>
	"Just the whore we were looking for," a <<person1>><<person>> says. They surround you.
<</if>>

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

:: Prison Attention Fight Refuse
<<effects>>

<<if $submissive gte 1150>>
	"I-I don't want to!" you say.
<<elseif $submissive lte 850>>
	"Why don't you fucking make me?" you say.
<<else>>
	"No," you say. "I won't."
<</if>>

<<if $prison.shock is 1>>
	<<veteran_guard 0 cap>> reaches into <<his>> shirt pocket. A terrible jolt runs through you, emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>

	You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you behind <<him>>.
	<<bind>>

	<<link [[Next|Prison Attention 2]]>><</link>>

<<else>>
	<<veteran_guard 0 cap>> reaches into <<his>> shirt pocket, then frowns. The frown becomes a sneer, and <<he>> rushes at you.

	<<link [[Next|Prison Attention Fight]]>><<set $fightstart to 1>><</link>>

<</if>>

:: Prison Attention Fight
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

	<<maninit>>
	<<set $enemytrust -= 100>>
	<<set $enemyanger += 200>>
	<<npcidlegenitals>>

<</if>>

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

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Prison Attention Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prison Attention Fight Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
	<<link [[Next|Prison Attention Fight Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prison Attention Fight]]>><</link>><<nexttext>>
<</if>>

:: Prison Attention Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The inmates cheer bawdy jeers as <<he>> staggers away from you.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>>

	<<clotheson>>
	<<endcombat>>
	<<prison_revolt_options>>

<<elseif $enemyhealth lte 0>>
	<<He>> turns and runs, almost dropping <<his>> baton. The inmates cheer.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>><<greb>><<prison_reb 1>>

	<<clotheson>>
	<<endcombat>>
	<<prison_revolt_options>>

<<else>>
	You fall to the ground, too hurt to resist.
	<<clotheson>>
	<<if $leftarm is "bound" and $rightarm is "bound">>
		<<He>> crouches over you, and grasps your bindings, before hauling you to your feet.
	<<else>>
		<<He>> cuffs your hands behind your back, and hauls you to your feet.
		<<bind>>
	<</if>>

	<<tearful>> you are shuffled along.

	<<endcombat>>
	<<generate_veteran_guard 0>><<person1>>
	<<link [[Next|Prison Attention 2]]>><</link>>

<</if>>

:: Prison Attention
<<effects>>

<<if $leftarm is "bound" and $rightarm is "bound">>
	You lean against the wall as instructed. <<veteran_guard 0 cap>> pushes the baton between your thighs, and against your <<genitals>>.
<<else>>
	You put your arms against the wall as instructed. <<veteran_guard 0 cap>> runs the baton against your <<bottom>>. <<He>> produces a pair of cuffs, and binds your wrists.
	<<bind>>
<</if>>

"Time to put that ass to work," <<he>> says, pulling you away from the wall and pushing you along.

<<link [[Next|Prison Attention 2]]>><</link>>

:: Prison Attention 2
<<effects>>

<<veteran_guard 0 cap>> leads you through a thin door, and down a flight of steps. <<He>> pulls a torch from <<his>> pocket to light the way. The steps snake this way and that, before opening onto a stone hall. You hear the rush of water, but can't tell the direction.

<<if $prison_dungeon_intro isnot 1>>
	<<set $prison_dungeon_intro to 1>>
	"Here's what's gonna happen," <<he>> says. "Your <<if $NPCName[$NPCNameList.indexOf("Bailey")].pronoun is "m">>father<<else>>mother<</if>> and I made a deal. Some nice people have come for a piece of you. You satisfy them, we make a little cash, and I might deduct some time from your sentence. Fair?"

	You think <<hes>> referring to Bailey.

	<<if $worn.face.type.includes("gag")>>
		<<link [[Say that Bailey isn't your parent|Prison Attention Bailey]]>><</link>>

	<</if>>
	<<link [[Nod|Prison Attention Nod]]>><</link>>

<<else>>
	<<He>> pushes you through another door.

	<<link [[Next|Prison Pimp Start]]>><</link>>

<</if>>

:: Prison Attention Bailey
<<effects>>

<<if $submissive gte 1150>>
	"B-Bailey isn't my <<if $NPCName[$NPCNameList.indexOf("Bailey")].pronoun is "m">>father<<else>>mother<</if>>," you say.
<<elseif $submissive lte 850>>
	"That fuck isn't my <<if $NPCName[$NPCNameList.indexOf("Bailey")].pronoun is "m">>father<<else>>mother<</if>>," you say.
<<else>>
	"Bailey isn't my <<if $NPCName[$NPCNameList.indexOf("Bailey")].pronoun is "m">>father<<else>>mother<</if>>," you say.
<</if>>

"Whatever," <<veteran_guard 0>> says. "Just do as you're told." <<He>> pushes you through another door.

<<link [[Next|Prison Pimp Start]]>><</link>>

:: Prison Attention Nod
<<effects>>

You nod. <<veteran_guard 0 cap>> shoves you through another door.

<<link [[Next|Prison Pimp Start]]>><</link>>

:: Prison Pimp Start
<<effects>>
<<set $prison_pimp_serviced to 0>>
<<if random(1, 2) is 2>>
	The room is small and bare. There's nothing inside, except a hole in the wall. <<veteran_guard 0 cap>> bends you over, and pushes you inside. The other side is pitch black. <<He>> clamps your wrists in place, holding you still.

	<<endevent>>
	<<generate1>><<generate2>><<generate3>><<person1>>
	You hear a few unfamiliar voices in the room behind, muffled through the wall. Someone spanks your <<bottom>>.

	<<if $prison.attention_level is 1>>
		<<set $prison_pimp to 1>>
		<<link [[Next|Prison Pimp Wall]]>><<set $prison.attention_level to 2>><<set $molestationstart to 1>><</link>>
	<<elseif $prison.attention_level is 2>>
		<<set $prison_pimp to 2>>
		<<link [[Next|Prison Pimp Wall]]>><<set $prison.attention_level to 3>><<set $molestationstart to 1>><</link>>
	<<else>>
		<<set $prison_pimp to 3>>
		<<link [[Next|Prison Pimp Wall]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<<else>>
	The room is small and bare. There's nothing inside, except two iron manacles on the wall. <<veteran_guard 0 cap>> shoves your back between them, and clamps your wrists.

	<<endevent>>
	<<generate1>><<generate2>><<generate3>><<person1>>
	A <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>> enter, lust in their eyes. They're not dressed like inmates.

	<<if $prison.attention_level is 1>>
		<<set $prison_pimp to 1>>
		<<link [[Next|Prison Pimp Rape]]>><<set $prison.attention_level to 2>><<set $molestationstart to 1>><</link>>
	<<elseif $prison.attention_level is 2>>
		<<set $prison_pimp to 2>>
		<<link [[Next|Prison Pimp Rape]]>><<set $prison.attention_level to 3>><<set $molestationstart to 1>><</link>>
	<<else>>
		<<set $prison_pimp to 3>>
		<<link [[Next|Prison Pimp Rape]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<</if>>

:: Prison Pimp Wall
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>><<set $position to "wall">><<set $head to "bound">>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

:: Prison Pimp Wall Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<set $prison_pimp_serviced += 1>>
	<<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 3>>
	You hear their voices fade. <<tearful>> you brace yourself.

	<<endcombat>>

<<else>>
	You hear their angry voices fade. <<tearful>> you brace yourself.

	<<endcombat>>

<</if>>

<<set $prison_pimp -= 1>>

<<if $prison_pimp lte 0>>
	<<link [[Next|Prison Pimp End]]>><</link>>

<<elseif $stress gte $stressmax>>
	It's too much for you. Your consciousness fades.

	<<link [[Next|Passout Prison Pimp]]>><</link>>

<<else>>
	<<generate1>><<generate2>><<generate3>>
	More voices draw closer. Someone touches your <<bottom>>.

	<<link [[Next|Prison Pimp Wall]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Prison Pimp Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

:: Prison Pimp Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<set $prison_pimp_serviced += 1>>
	<<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 3>>
	They pay the guard on the way out. <<tearful>> you brace yourself.

	<<endcombat>>

<<else>>
	They back away from you, not wanting to risk your wrath further, and refuse to pay the guard on the way out. <<tearful>> you brace yourself.

	<<endcombat>>

<</if>>

<<set $prison_pimp -= 1>>

<<if $prison_pimp lte 0>>
	<<link [[Next|Prison Pimp End]]>><</link>>

<<elseif $stress gte $stressmax>>
	It's too much for you. Your consciousness fades.

	<<link [[Next|Passout Prison Pimp]]>><</link>>

<<else>>
	<<generate1>><<generate2>><<generate3>>
	A <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>> enter, eager for their turn.

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

<</if>>

:: Prison Pimp End
<<effects>>

<<generate_veteran_guard 0>><<person1>>
<<veteran_guard 0 cap>> unfastens your wrists, and pulls you from the wall.

<<if $prison_pimp_serviced gte 2>>
	<<set $prison.time -= $prison_pimp_serviced>>
	<<He>> counts a wad of cash. "Good work," <<he>> says. "I'll take <<number $prison_pimp_serviced>> days off your sentence. Now get moving."<<glove>><<prison_rep veteran 100>>
<<elseif $prison_pimp_serviced is 1>>
	<<set $prison.time -= 1>>
	<<He>> counts a wad of cash. "Good work," <<he>> says. "I'll take a day off your sentence. Now get moving."<<glove>><<prison_rep veteran 1>>
<<else>>
	<<He>> smacks your stomach with <<his>> baton. "You'd better play along next time," <<he>> says, smacking you again. "I'm not the only one you're pissing off. Now get moving."<<gpain>><<pain 4>>
<</if>>

You climb the snaking stairs, back to the prison block. <<veteran_guard 0 cap>> locks the door behind <<him>>.

<<prison_unbind>>

<<link [[Next|Prison Block]]>><<unset $prison_pimp_serviced>><<unset $prison_pimp>><<endevent>><</link>>

:: Passout Prison Pimp
<<effects>>

<<passout>>
<<link [[Wake up|Passout Prison Pimp 2]]>><</link>>

<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>

:: Passout Prison Pimp 2
<<effects>>

<<generate_veteran_guard 0>><<person1>>
You awaken to a baton in the stomach.<<ggpain>><<gtrauma>><<pain 8>><<trauma 6>>

"Get up you useless shit," <<veteran_guard 0>> says. "Get up." <<He>> hauls you to your feet. You're in the same room. There's no one else around, aside from <<veteran_guard 0>>.

"Customers weren't happy," <<he>> says. "Didn't pay to fuck a limp fish. Get moving."

<<clotheson>>
You climb the snaking stairs, back to the prison block. <<veteran_guard 0 cap>> locks the door behind <<him>>.

<<prison_unbind>>

<<link [[Next|Prison Block]]>><<unset $prison_pimp_serviced>><<unset $prison_pimp>><<endevent>><</link>>

:: Prison Warden
<<effects>>
<<set $hallucinogen += 180>>
You are near-weightless, high above the sea. Winds buffet you to and fro, then down, through the clouds. The ocean stretches beneath you, the horizon beyond. You soar towards it as the air around you becomes more agitated. You sweep over the town. The wind tears buildings from their foundations, trees from their roots.

The clouds darken. Rain falls, bloating the rivers. A deluge runs from the hills, battling the wind for victims, sweeping all aside.

A fell chanting emanates all around, as if beseeching whatever powers may listen, asking for salvation. The earth answers, cracking and breaking, feasting on the remains of the surface.

At last, the earth is at peace. You awaken amidst terrible panic.
<<if $awareness lt 600>>
	<<ggawareness>><<awareness 10>>
<</if>>
<<ggtrauma>><<ggstress>><<llcontrol>><<trauma -12>><<stress -12>><<control -25>>

<<link [[Next|Prison Warden 2]]>><<pass 60>><<set $prison.schedule to "free time">><</link>>

:: Prison Warden 2
<<effects>>

<<generate_methodical_guard 0>><<generate_veteran_guard 1>><<person2>>
You're in the medical room. <<methodical_guard 0 cap>> and <<veteran_guard 1>> stand over you.

"A right mess you made," the latter says. "Get up." Every bed is occupied. <<veteran_guard 0 cap>> pushes you forwards. You're too dazed to resist.

<<link [[Next|Prison Punishment]]>><<endevent>><</link>>


code:
:: Police Prison Intro
<<location "town">><<effects>>

<<pass 5>>The <<person1>><<person>> holds you by your cuffs and pushes you outside. Two more officers await. <<He>> hands you over to one officer, a

<<endevent>>
<<npc Bailey>><<generate2>>
<<if $prison_intro_officer>>
    <<loadNPC 2 "prison_intro_officer">>
<<else>>
    <<generate3>>
<</if>>

<<generate4>><<person2>>

<<person>>, who pushes you into a waiting car.

You're driven along the clifftop, past the town hall, and down towards the docks.

<<if $prison_intro_officer>>
    You recognise the second officer, a <<person3>><<person>>. <<Hes>> accompanied you to the docks before. <<He>> grins at you through the rearview mirror.
<<else>>
    The second officer, a <<person3>><<person>> watches you through the rearview mirror.
<</if>>

<<link [[Be silent|Police Prison Intro Silent]]>><</link>>

<<if $angel gte 6>>
    <<link [[Pray|Police Prison Intro Pray]]>><<stress -12>><<trauma -6>><</link>><<angel>><<llstress>><<ltrauma>>

<</if>>
<<if $wolfgirl gte 6>>
    <<link [[Growl|Police Prison Intro Growl]]>><<trauma -12>><</link>><<wolfgirl>><<lltrauma>>

<</if>>
<<if $cat gte 6>>
    <<link [[Hiss|Police Prison Intro Hiss]]>><<trauma -12>><</link>><<cat>><<lltrauma>>

<</if>>
<<if $promiscuity gte 15>>
    <<link [[Seduce|Police Prison Intro Seduce]]>><</link>>

<</if>>

:: Police Prison Intro Silent
<<effects>>

You remain silent. The <<person>> keeps <<his>> eyes fixed on you throughout the journey.

The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.

<<link [[Next|Police Prison Intro Docks]]>><</link>>

:: Police Prison Intro Pray
<<effects>>

You close your eyes and mutter a quick prayer. You hear the <<person>> scoff, but you pay <<him>> no mind.

The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.

<<link [[Next|Police Prison Intro Docks]]>><</link>>

:: Police Prison Intro Growl
<<effects>>

You bare your fangs and growl at the <<person>>. <<He>> averts <<his>> eyes at once, and coughs.

The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.

<<link [[Next|Police Prison Intro Docks]]>><</link>>

:: Police Prison Intro Hiss
<<effects>>

You bare your fangs and hiss at the <<person>>. <<He>> averts <<his>> eyes at once, and coughs.

The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.

<<link [[Next|Police Prison Intro Docks]]>><</link>>

:: Police Prison Intro Seduce
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "I-if you let me go" ,>> you coo. <<gagged_speech "I'll l-let you do anything you want to me" .>>
<<elseif $submissive lte 850>>
    <<gagged_speech "I know what you really want" ,>> you say. <<gagged_speech "Let me go, and you can have it" .>>
<<else>>
    <<gagged_speech "There must be something I can offer you in exchange for letting me go" ,>> you say.
<</if>>
<<promiscuity2>>

<<set $seductiondifficulty to 10000>>
<<seductioncheck>>

<<if $seductionskill lt 1000>>
	You feel more confident in your powers of seduction.

<</if>>
<<seductionskilluse>>

<<if $seductionrating gte $seductionrequired>>

	Lust glimmers in the <<persons>> eyes. "We wouldn't get away with 'losing' you," <<he>> laughs. "But I'll look for you during my next visit."

    <<set $prison_intro_officer to 1>>
    <<saveNPC 1 "prison_intro_officer">>

<<else>>

	"Nice try," the <<person>> laughs. "But we're not gonna get away with pretending we lost you somewhere between the station and the water."

<</if>>

<<if $prison_intro is undefined>>
    The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.

    <<link [[Next|Police Prison Intro Bailey]]>><</link>>

<<else>>
    The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by familiar guards.

    <<link [[Next|Police Prison Intro Docks]]>><</link>>

<</if>>

:: Police Prison Intro Bailey
<<effects>>

The <<person2>><<person>> shoves you aboard the boat, where you fall into a heap just as you hear the rev of an engine. You struggle to your knees, and see a familiar car approaching. It's Bailey.

"Shit," the <<person>> mutters, putting <<himself>> between the boat and approaching car as the crew rush to untie the mooring rope.

Bailey's car screeches to a halt, almost colliding with the <<person2>><<person>>. Bailey's eyes flicker over the police officers as <<person1>><<he>> emerges, then over the uniformed crew, before resting on you. <<He>> slams the car door.

<<link [[Next|Police Prison Intro Bailey 2]]>><</link>>

:: Police Prison Intro Bailey 2
<<effects>>

"This is police business <<person1>><<sir>>," the <<person2>><<person>> says. "Don't interfere."

"We had an agreement," Bailey spits. The mooring comes loose, and the boat begins to pull away.

"And we our orders," the <<person2>><<person>> responds, reaching for the baton at <<his>> side. The <<person3>><<person>> does likewise. "Please step away <<person1>><<sir>>."

Bailey takes a step closer, and the officers tense up. "There'll be blood to pay," <<he>> says. Then <<he>> laughs. The officers share a worried glance. "I'll make this work." <<He>> still watches you. "Be on your best behaviour."

Bailey drives away as the boat leaves the harbour. Even at this distance, you can see the officers relax their posture.

<<link [[Next|Prison Intro Boat]]>><<endevent>><</link>>

:: Police Prison Intro Docks
<<effects>>

The officers shove you into the boat. You struggle to your knees as the crew untie the mooring rope, and the boat sails from the harbour.

<<if $prison_intro is undefined>>
    <<link [[Next|Prison Intro Boat]]>><<endevent>><</link>>

<<else>>
    <<link [[Next|Prison Intro Repeat]]>><<endevent>><</link>>

<</if>>

:: Prison Intro Repeat
<<location "sea">><<effects>>

<<prison_init>>

<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>

<<if $weather is "rain">>
    They seat you on a bench towards the front, sheltered from the rain by a small canopy, though the wind often lashes water against your face.
<<elseif $weather is "clear">>
    They seat you on a bench towards the front.
<<else>>
    They seat you on a bench towards the front.
<</if>>

"Knew you'd be back," <<person1>><<relaxed_guard 0>> says.
<<if $prison.relaxed gte 80>>
    <<He>> sounds sad.
<<else>>
    <<He>> doesn't look up from <<his>> phone.
<</if>>

<<if $prison.anxious gte 80>>
    "Couldn't keep your nose clean?" <<person2>><<anxious_guard 1>> asks with a grin. "Or did you just miss us?"
<<else>>
    "Couldn't keep your ass clean?" <<person2>><<anxious_guard 1>> asks.
<</if>>

<<if $prison.veteran gte 80>>
    "Career criminals are like that," <<person3>><<veteran_guard 2>> replies.
<<else>>
    "Once a thief..." <<person3>><<veteran_guard 2>> replies while drying the deck.
<</if>>

<<link [[Next|Prison Intro Repeat 2]]>><<pass 60>><</link>>

:: Prison Intro Repeat 2
<<location "prison">><<effects>>

The boat sails into the mist, through the maze of stone spires, and emerges from before the prison.

<<person4>><<methodical_guard 3 cap>> greets you at the end of the tunnel. "Right on time," <<he>> says, taking a seat behind <<his>> desk. "You know the drill."

The other guards stand around you, watching.

<<link [[Strip|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>>

<<if $exhibitionism gte 55>>
    <<link [[Flaunt|Prison Intro Flaunt]]>><<prison_guards 3>><</link>><<exhibitionist4>><<llsuspicion>>

<</if>>
<<link [[Refuse|Prison Intro Refuse]]>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>>

:: Prison Intro Boat
<<location "sea">><<effects>>

<<prison_init>>

<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>

<<if $weather is "rain">>
    They seat you on a bench towards the front, sheltered from the rain by a small canopy, though the wind often lashes water against your face.
<<elseif $weather is "clear">>
    They seat you on a bench towards the front.
<<else>>
    They seat you on a bench towards the front.
<</if>>

One of your captors, a <<person1>><<personsimple>> with a relaxed posture, holds the helm with one hand while staring at <<his>> phone with the other. Beside <<him>> stands a <<person2>><<personsimple>> with a nervous expression.

"How long do you think <<pshe>>'ll last?" <<he>> says.

The <<person1>><<personsimple>> at the helm glances at you.

<<if $beauty gte ($beautymax * 0.9)>>
    "Hard to say with a beaut like <<pher>>," <<he>> says. "<<pShe>>'ll be alright if <<pshe>>'s smart, and becomes some strong fucker's bitch. If not," <<he>> pauses. "At least <<pshe>>'ll be too busy getting railed to do anything really stupid."
<<elseif $beauty gte ($beautymax * 0.4)>>
    "A pretty one like <<phim>> might do better than most," <<he>> says. "If <<pshe>> isn't a fool."
<<else>>
    "<<pShe>>'s cute," <<he>> says. "But <<pshe>> might be fine if <<pshe>> keeps <<pher>> head down."
<</if>>

<<if $physiquesize gte 16000>>
    <<if $physique gte 15000>>
        "<<pShes>> a big fucker <<pherself>>," interjects a <<person3>><<person>>, drying <<his>> hands on a towel. <<He>> looks older than the others. "Strong too. Might be trouble for us."
    <<else>>
        "<<pShes>> a big fucker <<pherself>>," interjects a <<person3>><<person>>, drying <<his>> hands on a towel. <<He>> looks older than the others. "Might end up calling the shots."
    <</if>>

"If <<pshe>> were older maybe," the <<person2>><<person>> replies.
<<elseif $physique gte ($physiquesize * 0.9)>>
    "<<pShe>> looks like a scrappy one," interjects a <<person3>><<person>>. <<He>> looks older than the others. "Might do better than you expect."

    "Until <<pshe>> scraps with the wrong person," replies <<person2>><<anxious_guard 1>>.
<<else>>
    "Don't fancy <<pher>> chances myself," interjects a <<person3>><<person>>, drying <<his>> hands on a towel. <<He>> looks older than the others. "Maybe a week."
<</if>>

They continue arguing in front of you as if you weren't there.

<<link [[Complain|Prison Intro Boat Complain]]>><<pain 4>><<def 1>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>>

<<link [[Remain silent|Prison Intro Boat 2]]>><<stress 6>><><<set $phase to 1>><</link>><<gstress>>

:: Prison Intro Boat Complain
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "I-I'm sorry to interrupt" ->>
<<elseif $submissive lte 850>>
    <<gagged_speech "Don't talk about me like" ->>
<<else>>
    <<gagged_speech "Please don't talk about me like" ->>
<</if>>
<<person2>><<anxious_guard 1 cap>> smacks you across the face with the back of <<his>> hand.

"No speaking unless spoken to, <<bitch>>."

"Forget what I said," <<person3>><<veteran_guard 2>> laughs. "<<pShe>> won't last a day."

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

:: Prison Intro Boat 2
<<effects>>
<<pass 60>>
<<if $phase is 1>>
You remain silent, and try to ignore the crew's discussion.
<</if>>
<<if $daystate is "night">>
    <<if $cat gte 2 or $harpy gte 2>>
        A mist rises around the boat, concealing the land behind you. You sail through the murk, until a spire of stone looms ahead. <<person1>><<relaxed_guard 0 cap>> steers the ship away, but it takes a moment for <<person2>><<anxious_guard 1>> to react, as if <<he>> only just saw it. <<He>> cries out in fright.<<sharp_eyes>>
    <<else>>
        A mist rises around the boat, thickening until even the crew are hidden from view. You sail through the murk, until <<person2>><<anxious_guard 1>> cries out in fright.<<gstress>><<stress 6>>
    <</if>>
<<else>>
    A mist rises around the boat, concealing the land behind you. The crew doesn't seem disturbed. You sail through the murk, until a spire of stone looms ahead. <<person2>><<anxious_guard 1 cap>> cries out in fright.
<</if>>

"You're gonna sink us!" <<he>> says.

"Don't piss yourself," <<person1>><<relaxed_guard 0>> replies. "I've made this trip a hundred times."

<<if $daystate is "night">>
    <<if $cat gte 2 or $harpy gte 2>>
        More spires loom ahead. The boat tilts as <<person1>><<relaxed_guard 0>> steers around them. <<person2>><<anxious_guard 1 cap>> clutches the side of the boat, <<his>> knuckles white.
    <<else>>
        You can't see through the gloom, but the boat tilts as <<person1>><<relaxed_guard 0>> steers this way and that.
    <</if>>
<<else>>
    More spires loom ahead. The boat tilts as <<person1>><<relaxed_guard 0>> steers around them. <<person2>><<anxious_guard 1 cap>> clutches the side of the boat, <<his>> knuckles white.
<</if>>

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

:: Prison Intro
<<location "prison">><<effects>>

<<person2>><<anxious_guard 1 cap>> sighs in relief as the mist clears. There's an island ahead, towering above any of the spires. A stone fortress sits on top, half-carved from the rock itself.

<<if $player.gender_appearance is "m">>
    <<if $malechance lte 0>>
        "Why they sending <<phim>> to a women's prison anyway?" asks <<anxious_guard 1>>.

        "Don't know," replies <<veteran_guard 2>>. "I'm not complaining."

    <</if>>
<<elseif $player.gender_appearance is "f">>
    <<if $malechance gte 100>>
        "Why they sending <<phim>> to a men's prison anyway?" asks <<anxious_guard 1>>.

        "Don't know," replies <<veteran_guard 2>>. "I'm not complaining."

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

They sail you towards the foot of the island, to a dock at the base of a sheer cliff. <<person3>><<veteran_guard 2 cap>> jumps ashore with a rope while <<person2>><<anxious_guard 1>> hauls you to your feet.

They push you ashore, and towards a cave lit by a trail of thin white lights.

<<link [[Next|Prison Intro 2]]>><</link>>

:: Prison Intro 2
<<effects>>

You come to an artificial stone wall with a metal door. <<person1>><<relaxed_guard 0 cap>> taps it. You hear a rattle before it opens, revealing a <<person4>><<person>>. <<He>> wears a uniform similar to the others, but a pair of glasses sits on <<his>> nose.

You're pushed through the door, into a small room. There's a desk, but the room is otherwise empty, save for an exit across from you.

<<if $prison_intro isnot 1>>
    "You're early," <<methodical_guard 3>> says.

    "Left in a hurry," <<person1>><<relaxed_guard 0>> responds. "There's no problem."

    <<person4>><<methodical_guard 3 cap>> nods.

<</if>>
The crew push you to the middle of the room, and stand around you, leaving a little space. <<person4>><<methodical_guard 3 cap>> sits behind the desk, and looks at a document in front of <<him>>.

"Name?" <<he>> asks without looking at you.

<<link [[Give name|Prison Intro Name]]>><><</link>>

<<link [[Spit|Prison Intro Spit]]>><<def 2>><<prison_guards 1>><</link>><<dancedifficulty 1 1000>><<gsuspicion>>

<<link [[Remain silent|Prison Intro Silent]]>><<def 1>><<pain 4>><</link>>

:: Prison Intro Name
<<effects>>

You tell <<person4>><<methodical_guard 3>> your name. <<He>> scribbles something down. "Take off your clothes." <<person2>><<anxious_guard 1 cap>> licks <<his>> lips. "Everything."<<gstress>><<stress 6>>

<<link [[Strip|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>>

<<if $exhibitionism gte 55>>
    <<link [[Flaunt|Prison Intro Flaunt]]>><<prison_guards 3>><</link>><<exhibitionist4>><<llsuspicion>>

<</if>>
<<link [[Refuse|Prison Intro Refuse]]>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>>

:: Prison Intro Spit
<<effects>>

You spit on the floor. <<person3>><<veteran_guard 2 cap>> takes a step closer, and

<<if $danceSuccess>>
    tries to smack you across the face. You duck beneath <<his>> blow.<<ltrauma>><<trauma -6>>

<<else>>
    smacks you across the face.<<gpain>><<pain 4>>

<</if>>

<<person4>><<methodical_guard 3 cap>> waves a hand. "It doesn't matter," <<he>> says as <<he>> scribbles something down. "Take off your clothes."  <<person2>><<anxious_guard 1 cap>> licks <<his>> lips. "Everything."<<gstress>><<stress 6>>

<<link [[Strip|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>>

<<if $exhibitionism gte 55>>
    <<link [[Flaunt|Prison Intro Flaunt]]>><<prison_guards 3>><</link>><<exhibitionist4>><<llsuspicion>>

<</if>>
<<link [[Refuse|Prison Intro Refuse]]>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>>

:: Prison Intro Silent
<<effects>>

You remain silent.

"Answer the question," <<person3>><<veteran_guard 2>> says. "If you don't want a smack."

<<person4>><<methodical_guard 3 cap>> waves <<his>> hand. "It doesn't matter," <<he>> says as <<he>> scribbles something down. "Take off your clothes." <<person2>><<anxious_guard 1 cap>> licks <<his>> lips. "Everything."<<gstress>><<stress 6>>

<<link [[Strip (0:01)|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>>

<<if $exhibitionism gte 55>>
    <<link [[Flaunt (0:03)|Prison Intro Flaunt]]>><<prison_guards 3>><<pass 3>><</link>><<exhibitionist4>><<llsuspicion>>

<</if>>
<<link [[Refuse (0:01)|Prison Intro Refuse]]>><<pass 1>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>>

:: Prison Intro Strip
<<effects>>
<<undress "prison intro">>
You remove your clothing, piece by piece. You feel their eyes as you reveal your body. You're left naked in the middle of the room.<<covered>>

<<link [[Next|Prison Intro Strip 2]]>><</link>>

:: Prison Intro Flaunt
<<effects>>
<<undress "prison intro">>
You remove your clothing, piece by piece, turning as you do. You draw it out, but the guards don't seem to mind. Even <<person4>><<methodical_guard 3>> looks up from the desk.

You're left naked in the middle of the room.<<covered>>

<<link [[Next|Prison Intro Strip 2]]>><</link>>

:: Prison Intro Refuse
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "Pl-please don't make me" ->> you manage, before the crew around you pounce.
<<elseif $submissive lte 850>>
    <<gagged_speech "I'm not stripping in front" ->> you manage, before the crew around you pounce.
<<else>>
    <<gagged_speech "I don't want to" ->> you manage, before the crew around you pounce.
<</if>>

<<link [[Next|Prison Intro Strip Molestation]]>><<set $molestationstart to 1>><</link>>

:: Prison Intro Strip Molestation

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

	<<maninit>>
	<<npcstrip>>
    <<person4>><<methodical_guard 3 cap>> calmly rises from the desk to help.<<person1>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $worn.upper.name is "naked" and $worn.lower.name is "naked" and $worn.under_lower.name is "naked" and $worn.under_upper.name is "naked">>
   <<link [[Next|Prison Intro Strip Molestation Finish]]>><<clotheson>><<undress "prison intro">><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prison Intro Strip Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prison Intro Strip Molestation Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prison Intro Strip Molestation]]>><</link>><<nexttext>>
<</if>>

:: Prison Intro Strip Molestation Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The guards fall away from you. <<tearful>> you steady yourself. You could make a break for it, but you don't know where you'd go. Maybe they'll let you keep your clothes if you agree to cooperate after humiliating them so.

	<<clotheson>>

    <<link [[Run|Prison Intro Strip Run]]>><<prison_guards 3>><</link>><<ggsuspicion>>

    <<link [[Bargain|Prison Intro Strip Bargain]]>><<set $prisonClothesBargain to 1>><<prison_guards -1>><</link>><<lsuspicion>>

<<elseif $enemyhealth lte 0>>
	The guards back away from you, shocked by your aggression. They don't think to stand between you and the entrance. <<tearful>> you steady yourself. You could make a break for it, but you don't know where you'd go. Maybe they'll let you keep your clothes if you agree to cooperate after humiliating them so.

	<<clotheson>>

    <<link [[Run|Prison Intro Strip Run]]>><<prison_guards 3>><</link>><<ggsuspicion>>

    <<link [[Bargain|Prison Intro Strip Bargain]]>><<set $prisonClothesBargain to 1>><<prison_guards -1>><</link>><<lsuspicion>>

<<else>>
    <<steal strip>>
	They snatch the last of your clothing, leaving you naked in the middle of the room. <<covered>>

	<<link [[Next|Prison Intro Strip 2]]>><</link>>

<</if>>

:: Prison Intro Strip Run
<<effects>>

You run back through the metal door, dodging <<person1>><<relaxed_guard 0 apo>> weak attempt to stop you. You follow the lights back to the dock, and find the boat waiting for you.

You hear an alarm sound from behind.

<<link [[Take the boat|Prison Intro Strip Boat]]>><</link>>

<<link [[Swim|Prison Intro Strip Swim]]>><</link>>

:: Prison Intro Strip Boat
<<effects>>

You unravel the mooring rope, and manage to cast off before the guards arrive. <<person2>><<anxious_guard 1 cap>> tries to jump the gap, only to fall into the sea.

<<if $daystate is "night">>
    You sail into the dark. A searchlight blooms to life far above, and scans the water.

    Mist rises around you, hiding the sky, and even the searchlight.
    <<if $cat gte 2 or $harpy gte 2>>
        A spire of rock looms from the murk. You narrowly pass. Then another looms right in front of you. You turn the helm as far as it'll go, but it's no use. The boat crunches as it comes to a halt, the force throwing you overboard.
    <<else>>
        You sail in silence for a few moments, barely able to see the front of the boat. You make out a dark shape ahead a moment before the boat collides with it. The force throws you overboard.
    <</if>>
<<else>>
    You sail towards the mist, until it engulfs you. A spire of rock looms from the murk. You narrowly pass. Then another looms right in front of you. You turn the helm as far as it'll go, but it's no use. The boat crunches as it comes to a halt, the force throwing you overboard.
<</if>>

<<water>>
You try to struggle to the surface, but a force pulls you deeper. Your consciousness fades.

<<link [[Next|Prison Intro Strip Wake]]>><<pass 60>><<passout>><<steal strip>><</link>>

:: Prison Intro Strip Swim
<<effects>>

You dive into the water, and swim away from the island.

<<water>>
<<if $daystate is "night">>
    A light blooms to life far above. It scans the water, searching for you. You dive to avoid its gaze, but it's no use. It lights you up despite the water. You've no choice but to swim as hard as you can as the light tracks you.

    A shadow passes, snuffing the light for a moment. Then you hear a terrible screech.<<gstress>>

    <<beastNEWinit 1 hawk>>
    A buffet of air is all the warning you get, before a pair of claws grasp your shoulders, and lift you from the water. A <<if $monster isnot 1>>giant<</if>> <<beasttype>> carries you. You hear other wings in the dark.
<<else>>
    You swim as hard as you can towards the encircling mist. A shadow passes overhead. You glance up, and see shapes circling overhead. One swoops towards you, a <<if $monster isnot 1>>giant<</if>> <<beasttype>>, talons outstretched.

    You dive, but it's no use. <<bHe>> clutches your shoulders and snatches you from the water.
<</if>>

<<if $monster is 1>>
    Rather than return you to the prison, the <<beasttype>> circles higher, a mischievous glint in <<bhis>> eyes. <<bHe>> releases you.
<<else>>
    Rather than return you to the prison, the <<beasttype>> circles higher, and releases you.
<</if>>
You plunge into the depths, deep enough that a current seizes you, and pulls you deeper. Your consciousness fades.

<<link [[Next|Prison Intro Strip Wake]]>><<pass 60>><<passout>><<steal strip>><</link>>

:: Prison Intro Strip Bargain
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "I-I didn't want to do that" ,>> you say. <<gagged_speech "I'll go quietly. J-just let me keep my clothes" .>>
<<elseif $submissive lte 850>>
    <<gagged_speech "I'm feeling generous" ,>> you say. <<gagged_speech "Don't want you to get in trouble for failing to do your jobs. I'll play along. If you let me keep my clothes" .>>
<<else>>
    <<gagged_speech "Let's make a deal" ,>> you say. <<gagged_speech "I'll cooperate, and you let me keep my clothes" .>>
<</if>>

They look to <<person4>><<methodical_guard 3>>, who steadies <<himself>> against the desk as <<he>> rises to <<his>> feet. "Fine," <<he>> says. "We'll make an exception. But don't push your luck."

<<link [[Next|Prison Intro Strip 2]]>><</link>>

:: Prison Intro Strip Wake
<<effects>>

You awaken on a hard mattress, and stare at the grey ceiling above. You feel a chill.

"Look who's awake," says a familiar voice. <<covered>> It's <<person2>><<anxious_guard 1>>. <<person4>><<methodical_guard 3 cap>> stands next to <<him>>. You're in a long room. There are other beds, occupied by bandaged figures.

"There's no escaping this island," <<person4>><<methodical_guard 3>> says. "Not until you've served your sentence. Get <<him>> up."

<<person2>><<anxious_guard 1 cap>> pulls you to your feet while <<person4>><<methodical_guard 3>> opens a cupboard next to the bed. <<He>> pulls out a bundle of fabric. "Your uniform." The clothes are thrust into your arms. They don't give you time to dress before shunting you to a walk.

<<link [[Next|Prison Intro Walk]]>><</link>>

:: Prison Intro Strip 2
<<effects>>

<<person1>><<relaxed_guard 0 cap>> opens the door on the far side of the room. A chill wind blasts you as you're led through. You shiver, and almost trip as your feet find a gentle slope. The room would be similar to the last, if not for the gaping hole at the foot of the ramp, opening onto a cavernous abyss.<<gstress>><<stress 6>>

"Can we get this over with?" <<person2>><<anxious_guard 1>> says. "The rut freaks me out." The others laugh.

<<if $control gte 80>>
    "You're more scared than the prisoner," <<person3>><<veteran_guard 2>> says. "Have some backbone."
<<else>>
    "Just hide in the corner then. Let us grown-ups do the work."
<</if>>

"Fuck off."

"Prisoner," <<person4>><<methodical_guard 3 apo>> voice cuts through the others'. "Stand between us and the far wall."

<<link [[Do as instructed|Prison Intro Wall]]>><</link>><<willpowerdifficulty 1 600>>

<<link [[Refuse|Prison Intro Wall Refuse]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>

:: Prison Intro Wall
<<effects>>

You take a step toward the hole, careful to keep your footing. Then another. You hear one of the guards keeping pace. The light closest buzzes and fails, and the dark seems to grasp at you.

<<if $willpowerSuccess>>
    You ignore the surge of anxiety, and keep walking. "That's far enough," <<person4>><<methodical_guard 3>> says. You turn. <<person3>><<veteran_guard 2 cap>> is stood at arm's reach. <<person1>><<relaxed_guard 0 cap>> and <<person2>><<anxious_guard 1>> remain on the other side, carrying a hose between them.

    <<link [[Next|Prison Intro Hose Speech]]>><<water>><</link>>

<<else>>
    Your body freezes. You can't do it.<<ggwillpower>><<willpower 3>><<lcontrol>><<control -10>><<gstress>><<stress 6>>

    You hear footsteps behind. A pair of hands grasp each of your shoulders, and force you towards the hole. You're too frightened to struggle, to risk falling.

    <<if $prison_intro is undefined>>
        Right at the edge, <<person3>><<veteran_guard 2>> grasps your hair and holds your head over the abyss. "Bad <<girl>>s go to prison," <<he>> hisses. "We have lots of ways to deal with bad <<girl>>s here, but really bad <<girl>>s get dumped in the rut. No one will give you a second thought. So be a good <<girl>>, and do as you're told."

    <</if>>

    <<link [[Next|Prison Intro Hose]]>><<water>><</link>>

<</if>>

:: Prison Intro Wall Refuse
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "I-I can't" ,>> you say. <<gagged_speech "It's too scary" .>>
<<elseif $submissive lte 850>>
    <<gagged_speech "You must think I'm insane" ,>> you say. <<gagged_speech "Fuck off" .>>
<<else>>
    <<gagged_speech "Please don't make me" ,>> you say
<</if>>

<<person1>><<relaxed_guard 0 cap>> and <<person3>><<veteran_guard 2>> march towards you, and grasp your shoulders. You struggle to keep your footing as they shove you towards the hole. The light closest buzzes and fails, and the dark seems to grasp at you.

<<if $prison_intro is undefined>>
    Right at the edge, <<person3>><<veteran_guard 2>> grasps your hair and holds your head over the abyss. "Bad <<girl>>s go to prison," <<he>> hisses. "We have lots of ways to deal with bad <<girl>>s here, but really bad <<girl>>s get dumped in the rut. No one will give you a second thought. So be a good <<girl>>, and do as you're told."

<</if>>

<<link [[Next|Prison Intro Hose]]>><<water>><</link>>

:: Prison Intro Hose Speech
<<effects>>

They blast you with icy water. The shock knocks you to your knees, but they keep blasting, until you tumble towards the hole.<<ggstress>><<stress 6>><<wash>>
<<if $prisonClothesBargain is 1>>
    <<unset $prisonClothesBargain>>
<<else>>
    <<upperruined>>
    <<lowerruined>>
    <<underupperruined>>
    <<underlowerruined>>
<</if>>

<<if $prison_intro is undefined>>
    Firm hands grasp you at the last moment. <<person3>><<veteran_guard 2 cap>> grips the back of your hair, and holds your head over the abyss. "Bad <<girl>>s go to prison," <<he>> hisses. "We have lots of ways to deal with bad <<girl>>s here, but really bad <<girl>>s get dumped in the rut. No one will give you a second thought. So be a good <<girl>>, and do as you're told."

<</if>>

<<link [[Next|Prison Intro Hose 2]]>><</link>>

:: Prison Intro Hose
<<effects>>

<<He>> releases you, and you turn away from the edge to find <<person1>><<relaxed_guard 0>> and <<person2>><<anxious_guard 1>> carrying a hose between them. They blast you with icy water. You'd fall, if not for <<person3>><<veteran_guard 2>> steadying you with one hand.<<wash>>
<<if $prisonClothesBargain is 1>>
    <<unset $prisonClothesBargain>>
<<else>>
    <<upperruined>>
    <<lowerruined>>
    <<underupperruined>>
    <<underlowerruined>>
<</if>>

<<link [[Next|Prison Intro Hose 2]]>><</link>>

:: Prison Intro Hose 2
<<effects>>

"You are prisoner 144," <<person4>><<methodical_guard 3>> says, thrusting a bundle of clothes into your arms.
<<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
    "Cell block A. You will get your name back when your sentence is served."

    They don't give you a chance to dry before shunting you through another metal door.
<<else>>
    "Cell block A. You will get your things back when your sentence is served."

    They don't give you a chance to dress before shunting you through another metal door.
<</if>>

<<link [[Next|Prison Intro Walk]]>><</link>>

:: Prison Intro Walk
<<effects>><<effects_prison>>

<<generate_scarred_inmate 4>>
<<generate_tattooed_inmate 5>>
You emerge on a walkway above a long hall, stretching in both directions. Three stories of cells line each side. <<person1>><<relaxed_guard 0 cap>> slams the metal door behind you, and the sound echoes through the hall.

<<if $prison_intro isnot 1>>
    <<if $prison.schedule is "lockdown">>
        "Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Hands and faces appear, ratting the bars. They taunt you, though only the closest can be heard above the din.
    <<else>>
        "Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Several <<people>> in prisoner's garb shuffle below. They look up, and taunt.
    <</if>>

    "Fresh meat," one <<person5>><<personsimple>> says.

    "Can't wait to break this one in," says another.

    <<if $NPCList[0].penis isnot "none">>
        "A new cumsock? Fantastic."
    <<elseif $player.gender_appearance is "m">>
        "A new dildo? Fantastic."
    <<else>>
        "A new sex toy? Fantastic."
    <</if>>

    <<if $beauty gte ($beautymax * 0.8)>>
        "Holy shit. This one's mine."

        "Fuck off, I saw <<phim>> first."

    <<elseif $beauty gte ($beautymax * 0.4)>>
        "What a cutie."

    <</if>>

    <<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
        <<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of fabric over your wet clothes.
    <<else>>
        <<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of clothes over your <<lewdness>>.
    <</if>>
    <<if $prison.schedule is "lockdown">>
        A <<person6>><<person>> reaches for you with a tattooed arm, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton.
    <<else>>
        One of the cells is occupied. A <<person6>><<person>> reaches for you with a tattooed arm, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton.
    <</if>>

    <<link [[Next|Prison Intro Cell]]>><</link>>

<<else>>
    <<if $prison.schedule is "lockdown">>
        "Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Hands and faces appear, ratting the bars.
    <<else>>
        "Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Several <<people>> in prisoner's garb shuffle below. They look up, and taunt.
    <</if>>
    <<if $prison.inmates gte 80>>
        They greet you, though only the closest can be heard above the din.

        "Welcome home," one <<person5>><<personsimple>> says.

        "I missed that ass."

        "Is it wrong if I hoped I'd see you again?"

        "Let's pick up where we left off."
    <<elseif $prison.inmates gte 40>>
        They taunt you, though only the closest can be heard above the din.

        "Nice. I'll make you my <<bitch>> this time," one <<person5>><<personsimple>> says.

        "I missed that ass."

        "Couldn't get enough of us, slut?"
    <<else>>
        They taunt you, though only the closest can be heard above the din.

        "It's that used up whore," one <<person5>><<personsimple>> says.

        "I'm gonna make you squeal."

        "Back where you belong, <<bitch>>."
    <</if>>

    <<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
        <<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of fabric over your wet clothes.
    <<else>>
        <<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of clothes over your <<lewdness>>.
    <</if>>
    <<if $prison.schedule is "lockdown">>
        <<person6>><<tattooed_inmate 5 cap>> gropes for you, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton.
    <<else>>
        One of the cells is occupied. <<person6>><<tattooed_inmate 5 cap>> gropes for you, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton.
    <</if>>

    <<link [[Next|Prison Intro Cell]]>><</link>>

<</if>>

:: Prison Intro Cell
<<effects>><<effects_prison>>

<<if $prison.schedule is "lockdown">>
    The cell door rattles shut.
    <<if $prison_intro is undefined>>
        "Welcome to your new home,"
    <<else>>
        "Welcome back,"
    <</if>>
    <<person1>><<relaxed_guard 0>> says. "Lights on at <<ampm 6 00>>. There's a schedule on the wall. You can read, right?"

    <<if $prison_intro isnot 1>>
        "Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<personsimple>> with a jagged scar across <<his>> face stares at you from <<his>> cell. <<He>> licks one of the bars.
    <<else>>
        "Quiet down!" <<he>> shouts as <<he>> walks away. <<person5>><<scarred_inmate 4 cap>> stares at you from <<his>> cell. <<He>> licks one of the bars.
    <</if>>

    The cell is almost as small as your room in the orphanage. There's a jagged crack in the wall. A bare mattress sits in one corner. There's a cupboard in another, with a sign above it. "God is watching" is emblazoned across the top. Beneath it is the schedule, but the lights die before you can read it.

<<else>>
    The cell door rattles shut.
    <<if $prison_intro is undefined>>
        "Welcome to your new home,"
    <<else>>
        "Welcome back,"
    <</if>> <<person1>><<relaxed_guard 0>> says. "Lights on at <<ampm 6 00>>. There's a schedule on the wall. You can read, right?"

    <<if $prison_intro isnot 1>>
        "Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<personsimple>> with a jagged scar across <<his>> face arrives to gawk at you for a few moments. <<He>> licks the bar before leaving.
    <<else>>
        "Quiet down!" <<he>> shouts as <<he>> walks away. <<person5>><<scarred_inmate 4 cap>> arrives to gawk at you for a few moments. <<He>> licks the bar before leaving.
    <</if>>

    The cell is almost as small as your room in the orphanage. There's a jagged crack in the wall. A bare mattress sits in one corner. There's a cupboard in another, with a sign above it. "God is watching" is emblazoned in red across the top. Beneath it is the schedule.

<</if>>

<<endcombat>>

<<link [[Next|Prison Cell]]>>
    <<set $prison.time to Math.trunc($crime / 250)>>
    <<set $crime to 0>>
    <<set $prison_intro to 1>>
<</link>>

:: Prison End
<<effects>>

<<endevent>>
<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>
<<generate_scarred_inmate 4>>
<<generate_tattooed_inmate 5>>

<<if $prison.inmates gte 80>>
    The other inmates pat your back as you pass.
<<elseif $prison.inmates gte 40>>
    The other inmates go about their business, unconcerned with you.
<<else>>
    The other inmates glare at you as you pass, but they won't try anything right under a guard's nose.
<</if>>

<<if $prison.scarred gte 80>>
    <<if $prison.tattooed gte 80>>
        <<scarred_inmate 4 cap>><<person5>> grasps your arm, and pulls you into <<him>>. "I'll miss that ass," <<he>> says, giving you a light spank. "Don't go slutting around too much."

        "Hands off my <<girl>>," shouts <<tattooed_inmate 5>><<person6>>, marching down the walkway. <<He>> grasps your other arm, and tries to wrest you away.

        A whistle pierces the hall. <<methodical_guard 3 capo>> eyes flick between the pair, and the release you.

        "I'll be lonely without you," <<tattooed_inmate 5>><<person6>> whispers. <<He>> sniffs your hair. "Have fun outside."
    <<else>>
        <<scarred_inmate 4 cap>><<person5>> grasps your arm, and pulls you into <<him>>. "I'll miss that ass," <<he>> says, giving you a light spank. "Don't go slutting around too much."

        <<tattooed_inmate 5 cap>><<person6>> watches you from the opposite walkway. <<He>> licks <<his>> teeth.
    <</if>>
<<else>>
    <<if $prison.tattooed gte 80>>
        <<scarred_inmate 4 cap>> grasps your arm, but releases you when <<person5>><<he>> sees <<tattooed_inmate 5>> walking this way. They stare each other down. <<scarred_inmate 4 cap>> bites the air, then returns to <<his>> cell.

        "I'll be lonely without you," <<tattooed_inmate 5>><<person6>> says. <<He>> sniffs your hair. "Have fun outside."
    <<else>>
        <<scarred_inmate 4 cap>> grasps your arm, but releases you when <<methodical_guard 3>> whacks the railing with <<person4>><<his>> baton. <<tattooed_inmate 5 cap>> watches you from the other side of the block. "You'll be back," <<person6>><<he>> mouths. "I'll be waiting."
    <</if>>
<</if>>

<<link [[Next|Prison End 2]]>><</link>>

:: Prison End 2
<<effects>>

<<if $leftarm is "bound" and $rightarm is "bound">>
    <<methodical_guard 3 cap>> leads you into the central tower.
<<else>>
    <<methodical_guard 3 cap>> cuffs you, and leads you into the central tower.
<</if>>
<<relaxed_guard 0 cap>>, <<anxious_guard 1>>, and <<veteran_guard 2>> await.

<<if $prison.guards gte 80>>
    "If only all inmates were like you," <<relaxed_guard 0>> says.
<<elseif $prison.guards gte 40>>
    "Keep out of trouble this time," <<relaxed_guard 0>> says.
<<else>>
    "Suspect you'll be our problem against soon enough," <<relaxed_guard 0>> says.
<</if>>

<<methodical_guard 3 cap>><<person4>> sits behind the desk, and rifles through the attached cupboard. "You are a free member of society once again," <<he>> says.

<<if $prison.methodical_guard gte 80>>
    "It was... a pleasure."
<<elseif $prison.methodical_guard gte 40>>
    "Thank you for cooperating."
<<else>>
    <<He>> stamps a sheet of paper without another word.
<</if>>

<<storeon "prison intro" check>>
<<if _store_check is 1>>
    "Here are your things," <<relaxed_guard 0>> says, handing you the clothes you arrived with.
    <<storeon "prison intro">>
    <<exposure>>
    <<if $exposed gte 1>>
        They don't give you anything else to cover with before pushing you through the next door.
    <<else>>
        They watch you dress, then push you through the next door.
    <</if>>
<<else>>
    <<if $exposed gte 1>>
        <<relaxed_guard 0 cap>> shoves you through the next door without giving you anything to cover with.
    <<else>>
        <<relaxed_guard 0 cap>> shoves you through the next door.
    <</if>>
<</if>>

<<link [[Next|Prison End 3]]>><</link>>

:: Prison End 3
<<effects>>

You walk through the cave, and emerge at the pier. The boat awaits. You sit beneath the canopy as <<anxious_guard 1>> and <<veteran_guard 2>> untie the moorings.

"We're off," <<relaxed_guard 0>> says from the helm.

<<link [[Next|Prison End 4]]>><</link>>

:: Prison End 4
<<set $location to "sea">><<effects>>

<<relaxed_guard 0 cap>> steers through the mist without difficulty.

<<if $daystate is "night">>
    <<if $weather is "clear" or $harpy gte 2 or $cat gte 2>>
        You see the light of town on the horizon ahead.
    <<else>>
        Though you can see little better.
    <</if>>
<<else>>
    You see the town on the horizon ahead.
<</if>>

<<if $prison.relaxed gte 80>>
    <<if $prison.anxious gte 80>>
        <<if $prison.veteran gte 80>>
            "I'll miss this one," <<relaxed_guard 0>> says. "Didn't bother me much."

            "Aye," replies <<veteran_guard 2>>. "Hardier than I thought, too."

            "A shame to lose <<phim>>," adds <<anxious_guard 1>>.

        <<else>>
            "I'll miss this one," <<relaxed_guard 0>> says. "Didn't bother me much."

            "Hardier than I thought," <<veteran_guard 2>> admits.

            "I'm glad of that," <<anxious_guard 1>> says. "Wouldn't have been so much help otherwise."

        <</if>>
    <<else>>
        <<if $prison.veteran gte 80>>
            "I'll miss this one," <<relaxed_guard 0>> says. "Didn't bother me much."

            "Aye," replies <<veteran_guard 2>>. "Hardier than I thought, too."

            "Could you two be quiet?" <<anxious_guard 1>> asks. "I'm listening for merfolk." The other two laugh, and spend the rest of the journey mocking <<person2>><<him>>.

        <<else>>
            "I'll miss this one," <<relaxed_guard 0>> says. "Didn't bother me much."

            "Hardier than I thought," <<veteran_guard 2>> admits.

            "Could you two be quiet?" <<anxious_guard 1>> asks. "I'm listening for merfolk." The other two laugh, and spend the rest of the journey mocking <<person2>><<him>>.

        <</if>>
    <</if>>
<<else>>
    <<if $prison.anxious gte 80>>
        <<if $prison.veteran gte 80>>
            "Ever miss your family?" <<relaxed_guard 0>> asks.

            <<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah. Even the odd inmate is good company. Like this one."

            "Gonna miss <<pher>> help," <<anxious_guard 0>> adds.

        <<else>>
            "Ever miss your family?" <<relaxed_guard 0>> asks.

            <<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah."

            "This one kept me company," <<anxious_guard 1>> says, gesturing at you. "Almost a shame to see <<phim>> go."

        <</if>>
    <<else>>
        <<if $prison.veteran gte 80>>
            "Ever miss your family?" <<relaxed_guard 0>> asks.

            <<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah. Even the odd inmate is good company. Like this one."

            "Could you two be quiet?" <<anxious_guard 1>> asks. "I'm listening for merfolk." The other two laugh, and spend the rest of the journey mocking <<person2>><<him>>.

        <<else>>
            "Ever miss your family?" <<relaxed_guard 0>> asks.

            <<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah."

            "Could you two be quiet?" <<anxious_guard 1>> asks. "I'm listening for merfolk." The other two laugh, and spend the rest of the journey mocking <<person2>><<him>>.

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

<<link [[Next|Prison End 5]]>><</link>>

:: Prison End 5
<<set $location to "docks">><<effects>>
<<earnFeat "Institutionalised">>
<<pass 60>>
<<relaxed_guard 0 cap>> steers the boat into port while <<veteran_guard 2>> removes your cuffs. A figure waits, leaning against a car. It's Bailey.
<<prison_bondage_removal>>

"Be good," <<veteran_guard 2>> says, shoving you onto the dock. "Or we'll see each other again."

<<link [[Next|Prison End 6]]>><<endevent>><<prison_end>><</link>>

:: Prison End 6
<<effects>>

<<npc Bailey>><<person1>>
Bailey opens the passenger door as <<he>> watches the guard depart. "Get in."

<<link [[Get in|Prison End Car]]>><</link>>

<<link [[Refuse|Prison End Refuse]]>><</link>>

:: Prison End Car
<<set $location to "town">><<effects>>
<<pass 5>>
You climb into the car. Bailey slams the door behind you.

Bailey pulls onto the main road before speaking. "Try not to be caught in the future," <<he>> says. "I was reimbursed, but it was a headache."

<<link [[Remain silent|Prison End Car Silent]]>><</link>>

<<link [[Thank|Prison End Car Thank]]>><</link>>

<<link [[Get angry|Prison End Car Angry]]>><</link>>

:: Prison End Car Silent
<<effects>>

You remain silent, and so does Bailey.

<<He>> stops the car outside the orphanage, and holds your arm as <<he>> pulls you inside.

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

:: Prison End Car Thank
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "Thank you for picking me up" ,>> you say.
<<elseif $submissive lte 850>>
    <<gagged_speech "Thanks for the lift" ,>> you say.
<<else>>
    <<gagged_speech "Thanks for picking me up" ,>> you say.
<</if>>
Bailey ignores you.

<<He>> stops the car outside the orphanage, and holds your arm as <<he>> pulls you inside.

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

:: Prison End Car Angry
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "I-it was horrible in there" ,>> you say. <<gagged_speech "Weren't you worried about me" ?>>
<<elseif $submissive lte 850>>
    <<gagged_speech "Thanks for thinking about me while I was locked in hell" ,>> you say.
<<else>>
    <<gagged_speech "Did you worry about me at all" ?>> you ask. <<gagged_speech "Or did you just worry about money" ?>>
<</if>>

"Watch your tone," Bailey says in a low voice. "There are worse places than that island."

Bailey stops the car outside the orphanage. <<He>> holds your arm, and walks you inside.

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

:: Prison End Refuse
<<effects>>

You turn and walk in the other direction. You hear the car door slam. You tense in anticipation of approaching footsteps, but hear another door open instead. Bailey drives away.

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

repo_name: Area/degrees

license: mit


code:
:: Prison Kylar Intro
<<effects>>

Kylar gazes at you in bewilderment. Another shove brings <<him>> back to reality. <<veteran_guard 2 cap>> marches <<him>> the rest of the way to <<his>> cell.

<<methodical_guard 1 cap>> snaps the ledger shut, annoyed by the interruption. A tall gate opens at the far end of the hall, and the prisoners march towards it.

<<link [[Next|Prison Kylar Intro 2]]>><<endevent>><<npc Kylar>><<person1>><</link>>

:: Prison Kylar Intro 2
<<effects>>

Kylar runs from <<his>> cell as soon as it opens, and climbs the stairs to the walkway. <<Hes>> coming this way.

<<He>> stops a few feet from you, and steadies <<himself>> with the railing. <<His>> mouth gapes as <<he>> watches you.

"I-is that really you?" <<he>> asks. "A-am I seeing things again?"

<<link [[Apologise|Prison Kylar Intro Apologise]]>><<npcincr Kylar rage -50>><<prison_inmates -1>><</link>><<lllksuspicion>><<lrespect>>

<<link [[Be polite|Prison Kylar Intro Polite]]>><<npcincr Kylar rage -10>><</link>><<llksuspicion>>

<<link [[Dismiss|Prison Kylar Intro Dismiss]]>><<npcincr Kylar rage 30>><<prison_inmates 1>><</link>><<gggksuspicion>><<grespect>>

:: Prison Kylar Intro Apologise
<<effects>>

<<if $worn.face.type.includes("gag")>>
    You can't speak with this gag in the way, so look at your feet and mumble apologetically. You think your point comes across.

<<else>>
    <<if $submissive gte 1150>>
        "I-I'm sorry," you say. "I didn't want you get arrested."
    <<elseif $submissive lte 850>>
        "Sorry you ended up in here," you say.
    <<else>>
        "I'm sorry you ended up in here," you say.
    <</if>>

<</if>>

Kylar drops to <<his>> knees and bows <<his>> head. Other inmates give you funny looks. "I-it was a mistake," <<he>> says. "I've gone over it in my head, over and over. The cake, the a-arrest. A misunderstanding."

<<He>> looks up, and clings to your knees. "I'll look after you. I'll get you things. Just give me time." <<He>> rises to <<his>> feet, and rushes along the walkway.

<<link [[Next|Prison Walkway]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>

:: Prison Kylar Intro Polite
<<effects>>

<<if $worn.face.type.includes("gag")>>
    You can't speak with this gag in the way, so you give <<him>> a polite nod before walking by.
<<else>>
    <<if $submissive gte 1150>>
        "I-It's good to see a familiar face," you say.
    <<elseif $submissive lte 850>>
        "Thank fuck I'm not alone in here," you say.
    <<else>>
        "I'm glad to see you," you say. "It's good to have someone familiar around."
    <</if>>

    Kylar nods with enthusiasm. "Y-yes," <<he>> says. "I'll look out for you. I'll get you things. Just give me time." <<He>> turns and rushes along the walkway.
<</if>>

<<link [[Next|Prison Walkway]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>

:: Prison Kylar Intro Dismiss
<<effects>>

<<if $worn.face.type.includes("gag")>>
    You can't speak with this gag in the way, so you stick your nose in the air and walk by Kylar without giving <<him>> another look. You think that got the point across.
<<else>>
    <<if $submissive gte 1150>>
        "Pl-please stay away from me," you say, walking by. "I don't need you."
    <<elseif $submissive lte 850>>
        "You're the last thing I need," you say, walking by. "Stay the fuck away from me."
    <<else>>
        "I don't need you," you say, walking by. "Please leave me alone."
    <</if>>
<</if>>

You look back towards your cell as you descend the stairs. Kylar is nowhere to be seen.

<<link [[Next|Prison Block]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>

:: Prison Kylar
<<effects>>
<<npc Kylar>><<person1>>
Kylar looks up as you enter, then jumps to <<his>> feet when <<he>> sees who it is. "I-I was hoping you'd visit," <<he>> says.

<<link [[Chat (up to an hour)|Prison Kylar Chat]]>><<set $prison_kylar_cell to 1>><<npcincr Kylar love 1>><<npcincr Kylar lust 5>><<npcincr Kylar rage -1>><</link>><<glust>><<glove>><<lsuspicion>>

<<link [[Leave|Prison Block]]>><<endevent>><</link>>

:: Prison Kylar Chat
<<effects>>

<<pass 1>><<advancetohour>>

You chat with Kylar.
<<set $rng to random(1, 10)>>
<<switch $rng>>
    <<case 1>>
        <<He>> talks about what <<he>> did to another inmate when <<he>> first arrived. "Th-that's why I was in solitary," <<he>> says. "When you got here."<<gstress>><<stress 6>>
    <<case 2>>
        "I've found lots of hideaways," <<he>> says. "People aren't clever about where they stash things."
    <<case 3>>
        "I avoid eye contact," <<he>> says. "People leave me alone."
    <<case 4>>
        "It's not so different from school here," <<he>> says.
    <<case 5>>
        "I dunno why people try to climb the walls," <<he>> says. "Those birds are huge."
    <<case 6>>
        "I'm surprised they don't serve fish in the canteen," <<he>> says. "Where'd they get all that food from, anyway?"
    <<case 7>>
        "There's a cupboard in medical," <<he>> says. "I wonder what's inside."
    <<case 8>>
        "That locked door in the yard must go somewhere interesting," <<he>> says.
    <<case 9>>
        "They wouldn't let me in the spire," <<he>> says. "I just wanted to explore."
    <<default>>
        "I've seen the way people look at you," <<he>> says. "Th-they won't try anything while I'm around."
<</switch>>

<<if $NPCName[$NPCNameList.indexOf("Kylar")].lust gte 20>>
    <<set _rng to random(6, 12)>>
    <<He>> grasps your wrist when you stand to leave. "I-I've got something for you." <<He>> thrusts a hand into <<his>> pocket, and pulls out a handful of shark's teeth. "H-here."
    <<prison_teeth_text _rng>><<prison_teeth _rng>><<lllust>><<npcincr Kylar lust -20>>

<</if>>

<<link [[Next|Prison Block]]>><<endevent>><</link>>

:: Prison Attention Kylar
<<effects>>

<<endevent>>
<<npc Kylar>><<generate_veteran_guard 1>>
"Kylar!" you shout.
<<if $submissive gte 1150>>
    "I-I need you."
<<elseif $submissive lte 850>>
    "Lend a hand."
<<else>>
    "Help me."
<</if>>

<<set _rng to random(1, 2)>>
<<switch _rng>>
    <<case 1>>
        <<person2>><<veteran_guard 1 cap>> stomps over to a nearby vent, and throws it open. <<Hes>> flashing <<his>> torch into the dark when a dart pierces <<his>> neck. <<He>> rips it out, and turns to find Kylar stood in the open, a makeshift blowgun in <<person1>><<his>> hand.

        Kylar tries to run, but <<veteran_guard 1>> is too fast. <<person2>><<He>> resists the dart's poison long enough to pin Kylar to the ground.

    <<case 2>>
        A dart pierces <<veteran_guard 1 cap>>'s neck. <<He>> spins on the spot, searching for the culprit. <<He>> stomps over to a nearby vent, reaches in, and pulls out a struggling Kylar.

        <<He>> resists the dart's poison long enough to pin Kylar to the ground.

    <<default>>
<</switch>>
Inmates crowd around to watch the spectacle, while the other guards push their way through. You slip away in the chaos.

Kylar will be in solitary for a while.

<<destination_prison>>