code:
:: Ruins Tomato
You find some grown tomatos and pull them from the ground,
<<if $tendingSuccess>>
	and have soon gathered a large number of saleable specimens.
	<<tending_pick tomato 10 30>>

	<<if !$plants_known.includes("tomatos")>>
		The fruits are full of seeds. You could plant them yourself. You can now grow tomatoes.<<set $plants_known.push("tomato")>>

	<</if>>

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

<<else>>
	but find none that would sell at market.<<gtending>><<tending 2>>

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

<</if>>

:: Ruins Bamboo
You try to find some shoots within the stalks of bamboo,
<<if $tendingSuccess>>
	and have soon gathered a number of saleable specimens.
	<<tending_pick bamboo 5 10>>

	<<if !$plants_known.includes("bamboo")>>
		You even manage to find some seeds within. You can now grow bamboo.<<set $plants_known.push("bamboo")>>

	<</if>>

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

<<else>>
	but find none that would sell at market.<<gtending>><<tending 2>>

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

<</if>>

:: Ruins Chest
<<set $rng to random(1, 7)>>
<<if $rng is 1>>
<<if $hallucinations gte 1>>
	You go to open the chest, but as your hand hovers close the chest hurls itself open and tentacles lunge for you. It's a mimic!

	<<link [[Next|Chest Mimic Fight]]>><</link>>
<<else>>
	This chest's lock appears to be broken, and you find nothing inside.
	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<</if>>
<<elseif $rng is 2>>
	You open the chest and pink mist sprays from within. Nothing else resides within its confines. <<garousal>><<arousal 6>><<set $drugged += 10>>

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<elseif $rng is 3>>
	You open the chest and hear a click as a dart impacts your shoulder. It doesn't hurt, but you immediately feel dizzy. Nothing else is inside the chest.
	<<set $hallucinogen += 10>>

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<elseif $rng is 4>>
	You open the chest. It's empty. Maybe somebody looted it already.

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<else>>
<<set $skulduggerydifficulty to 800>><<skulduggerycheck>>
	<<if $skulduggerysuccess>>
		You expertly pick the lock of the chest and pull it open.
		<<set $rng to random(1, 4)>>
		<<if $rng is 1>>
			In it resides a bunch of books, falling apart with age. They don't seem useful, but you find a couple brass coins below them. A collector might pay for the coins.
			<<set $antiquemoney += 100>><<museumAntiqueStatus "antiquecoin" "found">>

			<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<<elseif $rng is 2>>
			Within the chest resides numerous brass and gold coins. A collector might pay for them.
			<<set $antiquemoney += 250>><<museumAntiqueStatus "antiquecoin" "found">>
			<<set $antiquemoney += 250>><<museumAntiqueStatus "antiquegoldcoin" "found">>

			<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<<elseif $rng is 3>>
			It's empty.

		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<<else>>
			<<if $museumAntiques.antiques.antiquecarnelian is "notFound">>
				An orange gemstone seems to be pulsing in the center of the chest, but a strange device is holding it in. A collector might pay for it, but you're not sure what would happen if you tried to pull it out.

				The pulsing of the crystal makes you feel strange.<<garousal>><<arousal 6>>

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

				<<link [[Disarm|Carnelian Disarm]]>><<set $skulduggerydifficulty to 1000>><</link>>
			<<else>>
				It's empty.

				<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
			<</if>>
		<</if>>
	<<else>>
		You try to pick the lock, but it won't budge.

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

:: Ruins Door Open
<<set $rng to random(1, 4)>>
<<switch $rng>>
	<<case 1>>
		With an odd sense of foreboding, you pull open the door. There's nothing there. The knocking stops, and you can't find anything that could've made the sound.

		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
	<<case 2>>
		<<if $hallucinations gte 1>>
			With an odd sense of foreboding, you try to pull open the door. As you do, tentacles burst from the other side. It's a mimic!

			<<link [[Next|Door Mimic Fight]]>><</link>>
		<<else>>
			With an odd sense of foreboding, you pull open the door. A cool breeze caresses your skin as if bidden by the opening of the door, but nothing is on the other side. You can't find the source of the knocking.

			<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<</if>>
	<<case 3>>
		<<generate1>><<person1>>
		With an odd sense of foreboding, you pull open the door. On the other side is a <<personsimple>>. <<He>> has a tired look on <<his>> face as <<he>> regards you blankly.

		"May I... come in?"

		<<link [[Yes?|Ruins Door Yes]]>><</link>>
		<<link [[No?|Ruins Door No]]>><</link>>
	<<default>>
		<<if $hallucinations gte 2>>
			With an odd sense of foreboding, you pull open the door. On the other side, a fearsome shadow overtakes you, hands reaching to assault and grope you as a scream echoes through the ruins. After a brief struggle, you find yourself thrown to the ground by the phantasmal hands.

			You struggle to your feet in a hurry, but the phantasm is gone. So is the door.

		<<else>>
			With an odd sense of foreboding, you reach to open the door, but it creaks open by itself as you do and the knocking suddenly stops. There's nothing there.

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

:: Ruins Door No
<<He>> glares at you, before scoffing.

"People these days, I swear," <<he>> mutters, turning and walking to the <<if $rng gte 51>>left<<else>>right<</if>>. <<He>> vanishes as he crosses between the doorframe. <<gstress>><<stress 6>>

:: Ruins Door Yes
<<if $rng gte 55>>
	The <<personsimple>> smiles wide as you respond. "Much appreciated."

	<<He>> walks through the door, then through you. You shiver as the cold wind passes over you.<<gstress>><<stress 10>>

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><<endevent>><</link>>
<<else>>
	The <<personsimple>> smiles wide as you respod, just before lunging at you, arms raised.

	<<link [[Next|Ruins Door Assault]]>><<set $molestationstart to 1>><</link>>
<</if>>

:: Ruins Door Assault
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $enemyanger += 100>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<maninit>>
<</if>>

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

<<stateman>>

<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
	<<link [[Next|Ruins Door Assault]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Ruins Door Assault End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Ruins Door Assault End]]>><</link>><<nexttext>>
<</if>>

:: Ruins Door Assault End
<<if $enemyhealth lte 0>>
As you land the final blow, the <<personsimple>> turns to dust, which blows away into the ruins. When you look around, you can't find the door <<he>> came from. <<gstress>><<stress 6>>

<<link [[Next|Ruins]]>><<endevent>><<endcombat>><<clotheson>><</link>>
<<else>>
"That's better," whispers the <<personsimple>>. Without another word, <<he>> strolls off into the ruins.

<<link [[Next|Ruins]]>><<endevent>><<endcombat>><<clotheson>><</link>>
<</if>>

:: Door Mimic Fight
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 6 10>>
<</if>>
<<statetentacles>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Door Mimic Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Door Mimic Fight]]>><</link>><<nexttext>>
<</if>>

:: Chest Mimic Fight
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 6 10>>
<</if>>
<<statetentacles>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Chest Mimic Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Chest Mimic Fight]]>><</link>><<nexttext>>
<</if>>

:: Chest Mimic Finish
<<effects>>
With an odd squelching sound, the mimic's tentacles retract back into the chest as it slams shut. You can't get it to open again.

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

:: Door Mimic Finish
<<effects>>
With an odd squelching sound, the mimic's tentacles retract back into the door as it slams shut. The knocking has stopped, though.

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

:: Ruins Door Look
<<set $rng to random(1, 4)>>
<<if $rng is 1>>
	You peek around the door, and are surprised to see a small, white rabbit. It looks at you with a quizzical tilt of its head before turning around and hopping away, deeper into the ruins.

	<<link [[Chase|White Rabbit Chase]]>><</link>>

	<<link [[Ignore|Ruins]]>><<set $eventskip to 1>><</link>>
<<elseif $rng gte 2>>
	<<generate1>><<person1>>
	You walk around the door, and see a <<personsimple>> repeatedly banging <<his>> head on the door. <<He>> doesn't seem to be aware of your presence, or anything else for that matter.

	<<link [[Talk|Door Madness Talk]]>><<englishdifficulty 1 1000>><</link>>

	<<link [[Pull Away|Door Madness Pull]]>><</link>>

	<<link [[Ignore|Ruins]]>><<set $eventskip to 1>><</link>>
<<elseif $rng gte 3>>
	You walk around the door, and the knocking stops as soon as you reach the other side. There's nothing there.

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<else>>
	You peek around the door, and see a crawler knocking on the door with a tentacle.

	<<set $rng to random(1, 3)>>
	<<if $rng is 1>>
		It hides in its stalagmite-like shell as soon as it notices you.
		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng is 2>>
		It doesn't notice you, and you sneak away.
		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
	<<else>>
		It lunges for you, tentacles outstretched.
		<<link [[Next|Crawler Ambush]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<</if>>

:: Ruins Flower
<<effects>>

You approach the pink flower. The scent is alluring. The petals brush your nose as you sniff.

A heat travels down your spine, resting in your loins. You're filled with a desperate yearning.

<<link [[Masturbate|Ruins Flower Masturbation]]>><<set $masturbationstart to 1>><</link>>

<<link [[Leave|Ruins Flower Leave]]>><</link>><<willpowerdifficulty 1 1000>>

:: Ruins Phallus Plant
<<effects>>

You approach the odd phallus-shaped plant. The scent is alluring. You wonder why such a thing exists.

A heat travels down your spine, resting in your loins. You're filled with a desperate yearning.

<<link [[Masturbate|Ruins Phallus Plant Masturbation]]>><<set $masturbationstart to 1>><<set $moorPhallusPlant to 1>><</link>>

<<link [[Leave|Ruins Flower Leave]]>><</link>><<willpowerdifficulty 1 1000>>

:: Ruins Flower Masturbation
<<effects>>
<<if $masturbationstart is 1>>
	<<set $masturbationstart to 0>>
	<<set $masturbationstat += 1>>
	<<masturbationstart>>

	You drop to your knees, unable to contain your lust. You have to cum. Right now.<<garousal>><<arousal 600>>

<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<link [[Continue|Ruins Flower Masturbation]]>><</link>><<nexttext>>

<<if $corruptionMasturbation isnot true and random(0,3) gt $orgasmcurrent and $corruption_slime gt ($willpower / 10)>>
	<<link [[Stop|$passage]]>><<set $corruptionMasturbation to true>><</link>>
<<elseif $corruptionMasturbation isnot true>>
	<<link [[Stop|Ruins Flower Masturbation Finish]]>><<set $finish to 1>><</link>>
<<else>>
	The slime in your ear will not allow you to stop.
<</if>>

:: Ruins Flower Masturbation Finish

<<effects>>

<<if $masturbationorgasm is 0>>

	<<endmasturbation>>
	<<endcombat>>

	With great effort, you force your hands away from your body, burying your hands in rubble to keep them still. You crawl away from the flower, ignoring the ache.

	<<if $hallucinations gte 2>>
		Something snags your ankle. Roots erupt from the base of the flower. They whip around your waist, and drag you back.

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

	<<else>>
		You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>>

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

	<</if>>

<<else>>

	<<endmasturbation>>
	<<endcombat>>

	Satisfied, the scent's influence is lessened. <<tearful>> you continue your journey.

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

<</if>>
<<unset $moorFlower>>

:: Ruins Phallus Plant Masturbation
<<effects>>
<<if $masturbationstart is 1>>
	<<set $masturbationstart to 0>>
	<<set $masturbationstat += 1>>
	<<masturbationstart>>

	You approach the plant, unable to contain your lust. You have to cum while using it. Right now.<<garousal>><<arousal 600>>

<</if>>
<<masturbationeffects>>
<<masturbationactions>>

<<if $masturbationorgasm gte 3 and ($anususe is "mpenisflowerpenetrate" or $vaginause is "mpenisflowerpenetrate" or $mouth is "mpenisflowersuck")>>
	<<link [[Continue|Ruins Phallus Plant Masturbation Finish]]>><<set $finish to 1>><</link>>
<<else>>
	<<link [[Continue|Ruins Phallus Plant Masturbation]]>><</link>><<nexttext>>
<</if>>

<<if ($anususe is "mpenisflowerpenetrate" or $vaginause is "mpenisflowerpenetrate" or $mouth is "mpenisflowersuck")>>
	You can't stop.
<<elseif $corruptionMasturbation isnot true and random(0,3) gt $orgasmcurrent and $corruption_slime gt ($willpower / 10)>>
	<<link [[Stop|$passage]]>><<set $corruptionMasturbation to true>><</link>>
<<elseif $corruptionMasturbation isnot true>>
	<<link [[Stop|Ruins Phallus Plant Masturbation Finish]]>><<set $finish to 1>><</link>>
<<else>>
	The slime in your ear will not allow you to stop.
<</if>>

:: Ruins Phallus Plant Masturbation Finish

<<effects>>
<<if $anususe isnot "mpenisflowerpenetrate" and $vaginause isnot "mpenisflowerpenetrate" and $mouth isnot "mpenisflowersuck">>
	<<endmasturbation>>
	<<endcombat>>

	With great effort, you force your hands away from your body, burying your hands in rubble to keep them still. You crawl away from the flower, ignoring the ache.

	<<if $hallucinations gte 2>>
		Something snags your ankle. Roots erupt from the base of the flower. They whip around your waist, and drag you back.

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

	<<else>>
		You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>>

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

	<</if>>
<<else>>
	<<if $anususe is "mpenisflowerpenetrate">>
		<<purity -1>><<set $player.bodyliquid.anus.goo += 1>><<analejacstat>><<ejacstat>>
		Slimy fluid erupts from the tip, flooding your bowels with its warmth.
	<<elseif $vaginause is "mpenisflowerpenetrate">>
		<<purity -1>><<set $player.bodyliquid.vagina.goo += 1>><<vaginalejacstat>><<ejacstat>>
		Slimy fluid erupts from the tip, flooding your womb with its warmth.
	<<elseif $mouth is "mpenisflowersuck">>
		<<purity -1>><<set $player.bodyliquid.mouth.goo += 1>><<oralejacstat>><<ejacstat>>
		Slimy fluid erupts from the tip, flooding your mouth with its warmth.
	<</if>>
	You feel satisfied, and break out of the daze caused by the scent.

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

<</if>>
<<unset $moorPhallusPlant>>
<<unset $moorFlower>>

:: Ruins Flower Ignore
<<effects>>

You try to ignore the sweet scent,
<<if $willpowerSuccess>>
	and manage to tear yourself away. You continue your journey.

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

<<else>>
	but can't bring yourself to walk away.<<gwillpower>><<willpower 3>>

	<<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>>

<</if>>

:: Ruins Flower Leave
<<effects>>

You turn away,
<<if $willpowerSuccess>>
	and manage to ignore the scent's influence.

	You continue your journey.

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

<<else>>
	but the yearning is too much.<<gwillpower>><<willpower 3>>

	<<if $moorFlower is "flower">>
		<<link [[Next|Ruins Flower Masturbation]]>><<set $masturbationstart to 1>><</link>>
	<<else>>
		<<link [[Next|Ruins Phallus Plant Masturbation]]>><<set $masturbationstart to 1>><<set $moorPhallusPlant to 1>><</link>>
	<</if>>

<</if>>

:: Ruins Tentacles

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<molested>>
	<<controlloss>>

	<<tentaclestart 6 15>>

<</if>>

<<statetentacles>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>

<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Ruins Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Ruins Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Ruins Tentacles Finish
<<effects>>

The roots return to the earth. The sweet scent lingers in the air.

<<tearful>> you struggle to your feet.

<<clotheson>>
<<endcombat>>

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

:: Ruins Struggle Low
<<effects>>

<<if $struggle_start is 1>>
	<<struggle_init>>
	<<set $struggle.creature to "lurker">>/*Creature species*/
	<<struggle_creatures 1 2>>/*How many creatures will be involved, and their health.*/
	<<set $combat to 1>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<if $analdisable is "f">>
		<<set $struggle.anus.creature to "lurker">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">>
	<</if>>
	<<set $timer to 12>>
	<<unset $struggle_start>>
<</if>>

<<if $timer is 12>>
	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
	A second creature leaps from the rubble!

<<elseif $timer is 8 and random(1, 2) is 2>>
	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
	A third creature leaps from the rubble!

<</if>>

<<struggle>>

<<if $struggle.done gte $struggle.number>>
	<<link [[Next|Ruins Struggle Low End]]>><</link>>

<<else>>
	<<link [[Next|Ruins Struggle Low]]>><</link>>

<</if>>

:: Ruins Struggle Low End
<<effects>>

The creatures disappear into the wreckage.

<<clotheson>>
<<endcombat>>

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

:: Ruins Struggle Mid
<<effects>>

<<if $struggle_start is 1>>
	<<struggle_init>>
	<<set $struggle.creature to "lurker">>/*Creature species*/
	<<struggle_creatures 1 2>>/*How many creatures will be involved, and their health.*/
	<<set $combat to 1>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<if $phase is 1>>
		<<set $struggle.mouth.creature to "lurker">><<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
	<</if>>
	<<set $timer to 12>>
	<<unset $struggle_start>>
<</if>>

<<if $timer is 12>>
	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
	A second creature leaps from the rocks!

<<elseif $timer is 11>>
	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
	A third creature leaps from the rocks!

<<elseif $timer is 8 and random(1, 2) is 2>>
	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
	A fourth creature leaps from the rocks!

<</if>>

<<struggle>>

<<if $struggle.done gte $struggle.number>>
	<<link [[Next|Ruins Struggle Mid End]]>><</link>>

<<else>>
	<<link [[Next|Ruins Struggle Mid]]>><</link>>

<</if>>

:: Ruins Struggle Mid End
<<effects>>

The creatures disappear beneath the rocks.

<<clotheson>>
<<endcombat>>

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

:: Ruins Cultist
<<effects>>

<<set $rng to random(1, 4)>>
<<if $rng is 1>>
	You keep walking and the figure nods as you pass.

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<elseif $rng is 2>>
	You keep walking and pass by the figure quickly.

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<elseif $rng is 3>>
	You keep walking and the figure speaks as you pass. "Another acolyte? May the Elder One guide your steps."

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<else>>
	<<generateCultist1>><<person1>>
	You keep walking but you can't help but notice the figure's lecherous gaze. <<He>> lunges at you.

	<<link [[Next|Ruins Cultist Fight]]>><<set $molestationstart to 1>><</link>>
<</if>>

:: Ruins Cultist Fight

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $enemyanger += 100>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<maninit>>
<</if>>

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

<<stateman>>

<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
	<<link [[Next|Ruins Cultist Fight]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Ruins Cultist Fight End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Ruins Cultist Fight End]]>><</link>><<nexttext>>
<</if>>

:: Ruins Cultist Fight End
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The figure shoves you against the rocks. <<gpain>><<pain 6>>

	<<tearful>> you climb to your feet.

	<<clotheson>>
	<<endcombat>>
<<else>>
	You land a hit just under the figure's chest. <<He>> doubles over in pain before you.

	<<tearful>> you escape over the ridge.

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

:: Ruins Cultist Hide
<<effects>>
You duck behind a crumbling wall and wait for the figure to pass by.

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

:: Ruins Cultists Hide
<<effects>>
You duck behind a crumbling wall and wait for the figures to pass by.

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

:: Ruins Cultists
<<effects>>
<<set $rng to random(1, 4)>>
<<switch $rng>>
	<<case 1>>
		You keep walking and the figures quickly shuffle by.

		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
	<<case 2>>
		You keep walking and one of the figures nods as you pass.

		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
	<<case 3>>
		<<generateCultist1>><<person1>>
		You keep walking and one of the figures, a <<person>>, gently presses a hand to your shoulder. "May the Elder One guide your path, acolyte," <<he>> says, in a gentle voice. The other hooded figures echo this sentiment as they pass.

		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<<endevent>>
	<<default>>
		You keep walking but the lead figure blocks your path, and the others quickly surround you. "This one will do. Get <<phim>>."

		<<generateCultist1>><<generateCultist2>><<generateCultist3>><<generateCultist4>>
		<<link [[Next|Ruins Cultists Fight]]>><<set $molestationstart to 1>><</link>>
<</switch>>

:: Ruins Cultists Fight

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $enemyanger += 100>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<maninit>>
<</if>>

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

<<stateman>>

<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
	<<link [[Next|Ruins Cultists Fight]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Ruins Cultists Fight End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Ruins Cultists Fight End]]>><</link>><<nexttext>>
<</if>>

:: Ruins Cultists Fight End
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	One of the figures holds you against a crumbling wall while another collects the lewd fluids from your body into a vial. The leader nods. "That should be enough," <<he>> states, and you are unceremoniously dropped to the ground as the figures leave you.

	<<tearful>> you climb to your feet.

	<<clotheson>>
	<<endcombat>>
<<else>>
	You manage to beat the figures away from you and make an opening for yourself.

	<<tearful>> you escape over the ridge.

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

:: Ruins Altar
<<effects>>
<<switch random(1,5)>>
	<<case 1>>
		<<generateZealot1>><<generateCultist2>><<generateCultist3>><<generateCultist4>>
		You approach the campfire. You go to investigate the altar and find vials of a strange liquid, but as you try to appraise them, you see cultists slipping from the shadows. A <<person1>><<personsimple>> approaches you.

		"Ah, a supple vessel of flesh has been drawn to our fire. Just what we needed. Would you be a part of our ritual?"

		<<if $promiscuity gte 15>>
			<<link [[Yes|Ruins Altar Ritual Consensual]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
		<<else>>
			You are not promiscuous enough to take part in the ritual.
		<</if>>

		<<link [[No|Ruins Altar Fight]]>><<set $molestationstart to 1>><</link>>
	<<case 2>>
		You approach the campfire, and find it to be abandoned. On the altar rests a dark leather journal. You feel compelled to read the entry it's open to.

		<<link [[Read|Ruins Journal]]>><</link>>

		<<link [[Resist|Ruins Journal Resist]]>><<willpowerdifficulty 1 $willpowermax>><</link>>
	<<case 3>>
		You approach the campfire, still smoldering in the ruins. You don't find anything useful. A stray ember burns your hand as you touch the altar. It stings. <<gpain>><<pain 6>>

		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
		<<case 4>>
		You approach the campfire, still smoldering in the ruins. You don't find anything useful. Your hand touches the altar and you suddenly feel drained.

		<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
	<<default>>
		You approach the campfire. There are strange symbols on the altar that you swear move and glow whenever you look away. You feel compelled to lay atop it.

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

		<<link [[Resist|Ruins Altar Resist]]>><<willpowerdifficulty 1 $willpowermax>><</link>>
<</switch>>

:: Ruins Altar Ritual Consensual
<<if $sexstart is 1>>
	They lay you on the altar.
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $enemyanger += 300>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<maninit>>
<</if>>

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

<<stateman>>

<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
	<<link [[Next|Ruins Altar Ritual Consensual]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Ritual Consensual End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Ruins Consensual End]]>><</link>><<nexttext>>
<</if>>

:: Ruins Consensual End
As the cultists groan in ecstasy, the altar glows an eerie red.

<<if $analpreg is "f">>
	You feel an unsettling heat build inside of you. It scares you, but it's too late to do anything to stop it. The <<person1>><<personsimple>> smiles. "We spread the elder one's holy light... Enjoy your gift, vessel..."
	<<set _parasite to ["Lurker","Flier","Crawler","Swimmer","Tentacle","Mimic"]>>
	<<impregnate _parasite.pluck() 400>>

	<<He>> and the <<if $awareness gte 750>>other cultists<<else>>acolytes<</if>> slink back into the ruins, leaving you to pick yourself back up.
<<else>>
	<<if $hallucinations gte 1>>
	You feel an unsettling heat around you. Something bubbles forth from nothing in the air above you.
	<<set $rng to random(1, 6)>>
	<<switch $rng>>
	<<case 1>>
		A many limbed creature bursts from the hole in reality. It skitters off.
	<<case 2>>
		A screeching bat-like creature flies out of the hole in reality.
	<<case 3>>
		An oddly-shaped creature with tentacle-like limbs jumps out of the hole in reality. It skampers off into the ruins.
	<<case 4>>
		A fish with a face of tentacles falls out of the hole in reality. One of the cultists catches it.
	<<case 5>>
		A strange mass of tendrils tumbles out of of the hole in reality. It scuttles away, screeching.
	<<default>>
		An odd mass of shifting colors topples out of the hole in reality. In moments, it seems to change into a bundle of pointed sticks and rolls away.
	<</switch>>
	The <<person1>><<personsimple>> smiles.

	"We spread the elder one's light... Well done, vessel." <<He>> and the <<if $awareness gte 750>>other cultists<<else>>acolytes<</if>> slink back into the ruins, leaving you to pick yourself back up.
	<<else>>
		You feel an unsettling heat build around you. There's a flash of light, and the <<person1>><<personsimple>> smiles.

		"We spread the elder one's light... Well done, vessel." <<He>> and the <<if $awareness gte 750>>other cultists<<else>>acolytes<</if>> slink back into the ruins, leaving you to pick yourself back up.
	<</if>>
<</if>>

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

:: Ruins Altar Fight
<<effects>>
"You are... Misunderstood. We were not providing a choice." The cultists surround you. You'll have to fight.

<<generateZealot1>><<generateCultist2>><<generateCultist3>><<generateCultist4>>
<<link [[Next|Ruins Altar Noncon Fight]]>><<set $molestationstart to 1>><</link>>

:: Ruins Altar Noncon Fight
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $enemyanger += 300>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<maninit>>
<</if>>

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

<<stateman>>

<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
	<<link [[Next|Ruins Altar Noncon Fight]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Ruins Altar Noncon Win]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Ruins Altar Noncon Win]]>><</link>><<nexttext>>
<<elseif $pain gte $painmax>>
	<<link [[Next|Ruins Altar Noncon Lose]]>><</link>><<nexttext>>
<</if>>

:: Ruins Altar Noncon Win
The cultists stagger back from your powerful blows. You duck away and run back into the ruins as they try to regroup.

<<link [[Next|Ruins]]>><<endevent>><<clotheson>><</link>>

:: Ruins Altar Noncon Lose
<<tearful>> you collapse from the pain. The cultists seize your body and carry you to the altar, with you helpless to stop them as they tie you down. Your body can't help but respond to the rough treatment as the cultists strip you of the rest of your clothes.<<feetruined>><<bind>><<shackle_feet>><<garousal>><<arousal 6>>

The <<person1>><<personsimple>> approaches the end of the altar table where your legs have been shackled. "Let the ritual begin."

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

:: Ruins Ritual
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $enemyanger += 300>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<maninit>>
<</if>>

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

<<stateman>>

<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
	<<link [[Next|Ruins Altar Noncon Fight]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Ruins Ritual Complete]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Ruins Ritual Interrupted]]>><</link>><<nexttext>>
<</if>>

:: Ruins Ritual Complete
As the cultists groan in ecstasy, the altar glows an eerie red.

<<if $analpregdisable is "f">>
	You feel an unsettling heat build inside of you. It scares you, but it's too late to do anything to stop it. The <<person1>><<personsimple>> smiles. "We spread the elder one's holy light... Enjoy your gift, vessel..."
	<<set _parasite to ["Lurker","Flier","Crawler","Swimmer","Tentacle","Mimic"]>>
	<<impregnate _parasite.pluck() 400>>

	<<He>> and the <<if $awareness gte 750>>other cultists<<else>>acolytes<</if>> slink back into the ruins, leaving you to pick yourself back up.
<<else>>
	<<if $hallucinations gte 1>>
	You feel an unsettling heat around you. Something bubbles forth from nothing in the air above you.
	<<set $rng to random(1, 6)>>
	<<switch $rng>>
	<<case 1>>
		A many limbed creature bursts from the hole in reality. It skitters off.
	<<case 2>>
		A screeching bat-like creature flies out of the hole in reality.
	<<case 3>>
		An oddly-shaped creature with tentacle-like limbs jumps out of the hole in reality. It skampers off into the ruins.
	<<case 4>>
		A fish with a face of tentacles falls out of the hole in reality. One of the cultists catches it.
	<<case 5>>
		A strange mass of tendrils tumbles out of of the hole in reality. It scuttles away, screeching.
	<<default>>
		An odd mass of shifting colors topples out of the hole in reality. In moments, it seems to change into a bundle of pointed sticks and rolls away.
	<</switch>>
	The <<person1>><<personsimple>> smiles.

	"We spread the elder one's light... Well done, vessel." <<He>> and the <<if $awareness gte 750>>other cultists<<else>>acolytes<</if>> slink back into the ruins, leaving you to pick yourself back up.
	<<else>>
		You feel an unsettling heat build around you. There's a flash of light, and the <<person1>><<personsimple>> smiles.

		"We spread the elder one's light... Well done, vessel." <<He>> and the <<if $awareness gte 750>>other cultists<<else>>acolytes<</if>> slink back into the ruins, leaving you to pick yourself back up.
	<</if>>
<</if>>

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

:: Ruins Ritual Interrupted
The cultists stagger back in shock. They weren't expecting you to still have any fight in you. They scatter into the ruins, leaving you to put yourself back together.

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

:: Ruins Journal Resist
<<if $willpowerSuccess is 1>>
	You wrench your gaze away from the thing. Some secrets are best left unread.

	<<link [[Next|Ruins]]>><</link>>
<<else>>
	But curiousity gets the better of you.

	<<link [[Next|Ruins Journal]]>><</link>>
<</if>>

:: Ruins Journal
<<effects>>
<<switch random (1, 5)>>
<<case 1>>
	The journal is filled with pages upon pages of what looks to be strange sexual positions and instructions on how to best pleasure a partner of varying genders. <<garousal>><<arousal 10>>
<<case 2>>
	The journal appears to be a manual of monsters of sorts. Most defy what you know as physically possible, but you see some familiar ones. You hope they're not real. <<gstress>><<stress 6>>
<<case 3>>
	The journal is filled with strange symbols. Trying to make them out gives you a headache. For a moment, you think you read your own name. See your own face. <<gstress>><<stress 12>><<gtrauma>><<trauma 3>>
<<case 4>>
	<<if $purity gte 501>>
		The journal is open to a page that depicts a threatening mass of wings and golden rings. You turn the page, but it falls apart. The journal is wet. Water seems to be coming out of the altar, like it's crying. All the pages are too wet to read, and you feel an immense sadness for reasons you can't identify.

		You decide it's time to leave.
	<<else>>
		The journal is open to a page that depicts an eldritch mass of tentacles and eyes. You go to turn the page, but it turns to ashes at your touch. Smoke emanates from the journal, and as you step back, it ignites. You feel an intense rage invade your mind as the entire altar goes up in flames, and you kick the earth in anger, wrecking the campsite around you in a fit of rage.

		As the dust settles, you decide it's time to leave before someone notices the fire.
	<</if>>
<<default>>
	The journal depicts various rituals. They look lewd. <<garousal>><<arousal 3>>
<</switch>>

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

:: Ruins Altar Obey
<<effects>>
You climb atop the altar and immediately feel a heat spread within you as you touch it.

<<link [[Masturbate|Ruins Altar Masturbation]]>><<set $masturbationstart to 1>><</link>>

<<link [[Leave|Ruins Altar Leave]]>><</link>><<willpowerdifficulty 1 1000>>

:: Ruins Altar Masturbation
<<effects>>
<<if $masturbationstart is 1>>
	<<set $masturbationstart to 0>>
	<<set $masturbationstat += 1>>
	<<masturbationstart>>

	You feel a powerful urge to cum on the altar.<<garousal>><<arousal 600>>

<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<link [[Continue|Ruins Altar Masturbation]]>><</link>><<nexttext>>

<<if $corruptionMasturbation isnot true and random(0,3) gt $orgasmcurrent and $corruption_slime gt ($willpower / 10)>>
	<<link [[Stop|$passage]]>><<set $corruptionMasturbation to true>><</link>>
<<elseif $corruptionMasturbation isnot true>>
	<<link [[Stop|Ruins Altar Masturbation Finish]]>><<set $finish to 1>><</link>>
<<else>>
	The slime in your ear will not allow you to stop.
<</if>>

:: Ruins Altar Leave
<<effects>>

You turn away,
<<if $willpowerSuccess>>
	and manage to ignore the altar's influence.

	You continue your journey.

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

<<else>>
	but the altar calls you back.<<gwillpower>><<willpower 3>>

		<<link [[Next|Ruins Altar Masturbation]]>><<set $masturbationstart to 1>><</link>>

<</if>>

:: Ruins Altar Masturbation Finish

<<effects>>

<<if $masturbationorgasm is 0>>

	<<endmasturbation>>
	<<endcombat>>

	With great effort, you fling yourself off of the altar, collapsing in some rubble by the campfire. <<tearful>> you slowly pull yourself to your feet and return to your journey. <<gpain>><<pain 12>><<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>>

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

<<else>>

	<<endmasturbation>>
	<<endcombat>>

	Finally, you feel the altar's effects fade from your mind. <<tearful>> you continue your journey.

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

<</if>>
<<unset $moorFlower>>

:: Crawler Continue
You continue moving forward.
<<set $rng to random(1, 100)>>
	<<if $rng gte 51>>
	As you walk by a stalagmite, it bursts to life and tentacles reach toward you.

	<<link [[Continue|Crawler Ambush]]>><<set $molestationstart to 1>><</link>>
<<else>>
	It's just a feeling.

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

:: Tripwire Cultists
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $enemyanger += 100>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<maninit>>
<</if>>

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

<<stateman>>

<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
	<<link [[Next|Tripwire Cultists]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Tripwire Cultists End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Tripwire Cultists End]]>><</link>><<nexttext>>
<</if>>

:: Crawler Ambush
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 4 8 "tentacle" "crawler's" "desc">>
<</if>>
<<statetentacles>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Crawler Ambush Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Crawler Ambush]]>><</link>><<nexttext>>
<</if>>

:: Ruins Tear
<<effects>>

You tear free from the rubble.
<<if $phase is 1>>
	<<set $worn.upper.integrity -= 10>>
	<<if $worn.upper.integrity lte 0>>
		Your $worn.upper.name <<if $worn.upper.plural is 1>>rip<<else>>rips<</if>> as you move. The tatters remain dangling from the rocks.

		<<integritycheck no_text>><<exposure>>
		<<covered>>
	<<else>>
		Your $worn.upper.name is left worse for wear.
	<</if>>
<<elseif $phase is 2>>
	<<set $worn.under_upper.integrity -= 10>>
	<<if $worn.under_upper.integrity lte 0>>
		Your $worn.under_upper.name <<if $worn.under_upper.plural is 1>>rip<<else>>rips<</if>> as you move. The tatters remain dangling from the rocks.

		<<integritycheck no_text>><<exposure>>
		<<covered>>
	<<else>>
		Your $worn.under_upper.name is left worse for wear.
	<</if>>
<<elseif $phase is 3>>
	<<set $worn.lower.integrity -= 10>>
	<<if $worn.lower.integrity lte 0>>
		Your $worn.lower.name <<if $worn.lower.plural is 1>>rip<<else>>rips<</if>> as you move. The tatters remain dangling from the rocks.

		<<integritycheck no_text>><<exposure>>
		<<covered>>
	<<else>>
		Your $worn.lower.name is left worse for wear.
	<</if>>
<<else>>
	<<set $worn.under_lower.integrity -= 10>>
	<<if $worn.under_lower.integrity lte 0>>
		Your $worn.under_lower.name <<if $worn.under_lower.plural is 1>>rip<<else>>rips<</if>> as you move. The tatters remain dangling from the rocks.

		<<integritycheck no_text>><<exposure>>
		<<covered>>
	<<else>>
		Your $worn.under_lower.name is left worse for wear.
	<</if>>
<</if>>

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

:: Ruins Careful
<<effects>>

<<if $phase is 1>>
	You remove your $worn.upper.name from the rocks, careful not to cause any damage. It's difficult, but you manage to get free without damaging the fabric.
<<elseif $phase is 2>>
	You remove your $worn.under_upper.name from the rocks, careful not to cause any damage. It's difficult, but you manage to get free without damaging the fabric.
<<elseif $phase is 3>>
	You remove your $worn.lower.name from the rocks, careful not to cause any damage. It's difficult, but you manage to get free without damaging the fabric.
<<else>>
	You remove your $worn.under_lower.name from the rocks, careful not to cause any damage. It's difficult, but you manage to get free without damaging the fabric.
<</if>>

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

:: Ruins Prowler Hide
<<effects>>
You pull open the trapdoor and climb down a set of stairs, closing it behind you. Shortly after, you hear something skittering above. Dust falls from the ceiling as your eyes adjust.

<<switch 1, 4>>
	<<case 1>>
		Barrels and bottles line the walls, filled with a strongly-scented liquid. You could probably drink some, if you wanted. The skittering from above eventually stops.

		<<link [[Drink|Hide Drink]]>><</link>>

		<<link [[Leave|Ruins]]>><<endevent>><<set $eventskip to 1>><</link>>
	<<case 2>>
		<<generatev1>><<person1>>
		A group of hooded figures turn to regard you as you descend the stairs. Judging by the <<personsimple>> tied to an altar, it seems you've interrupted something. The figures descend upon you.
		<<endevent>><<generateCultist1>><<generateCultist2>><<generateCultist3>>
		<<link [[Continue|Hide Fight]]>><</link>>
	<<case 3>>
		You cough as a strange smoke fills your lungs. At the end of the room, you can see a lit stick of incense next to a terrarium of some sort.
		<<if $rng gte 91>>
			A tiny, many-limbed creature crawls around the inside of it.
		<<elseif $rng gte 81>>
			A tiny bat-like creature with a bulbous eye occasionally flitters around inside.
		<<elseif $rng gte 71>>
			A small shell crawls around on many tentacles.
		<<elseif $rng gte 61>>
			A tiny fish swims around with a mass of tendrils protruding out of its face.
		<<elseif $rng gte 51>>
			A tiny mass of tentacles undulates in the middle.
		<<elseif $rng gte 41>>
			A tiny corked bottle resides within. When you come near, tentacles peak around the cork.
		<<elseif $rng gte 31>>
			A strange flower blooms within, lit by odd lights.
		<<elseif $rng is 1>>
			A leathery egg takes most of the space in the terrarium. Several sets of eyes glow beneath the shell, tracking you as you move around the room.
		<<else>>
			A rotting skeleton of something unidentifiable rests within.
		<</if>>
		It's fascinating in an unsettling way. The walls of the room are lined with similar terrariums.

		The skittering from above eventually dies down.

		<<link [[Leave|Ruins]]>><<endevent>><<set $eventskip to 1>><</link>>
	<<default>>
		Nothing but you resides within this stone antechamber. You wait until the skittering above stops before leaving.

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

:: Hide Drink
You decide to try your luck and uncork one of the bottles, bringing it to your lips and taking a drink.
<<set $rng to random(1, 3)>>
<<switch $rng>>
<<case 1>>
	You retch as bitter fluid invades your mouth. Nothing has ever tasted as awful as this, but you can immediately feel the alcohol from it set in. <<set $drunk +=200>>
<<case 2>>
	You cough as the strange fluid fills your mouth. It tastes interesting. You feel odd as you prepare to return to the ruins. <<set $hallucinogen +=100>>
<<default>>
	You sigh as the warm liquid spreads heat throughout your body. <<set $drugged +=100>>
<</switch>>

:: Ruins Wash
<<water>><<effects>>

<<if random(1,3) is 3>>
	<<if $hallucinations gte 1>>
	You strip your clothes, and slip into the water. It's cool, but refreshing. Just as you start to relax, something moves beneath the water and you feel tentacles wrap around your body.

	<<link [[Continue|Swimmer Wash]]>><<set $molestationstart to 1>><</link>>
	<<else>>
	You strip your clothes, and slip into the water. It's cool, but refreshing. You think you see something move under the water, but nothing happens. <<gstress>><<stress 6>>
	<<wash>>

	<<link [[Next|Ruins]]>><<clotheson>><<set $eventskip to 1>><</link>>
	<</if>>
<<else>>
	You strip your clothes, and slip into the water. It's cool, but refreshing. You're able to relax for a little while.
	<<wash>>

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

:: Prowler Encounter
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<beastCombatInit>>
	<<promiscuity1>>
	<<prowler_health>>
	<<set _randomtentacles to random(4, 8)>>
	<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<set $enemyanger += 100>>
	<<beastCombatInit>>
	<<prowler_health>>
	<<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 Encounter End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prowler Encounter End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prowler Encounter]]>><</link>><<nexttext>>
<</if>>

:: Prowler Encounter End
<<if $enemyhealth lte 0>>
	<<if $monster is 1>>
		The <<beasttype>> staggers from your assault, but quickly gathers <<bhim>>self before you can run.
		"Mm... not bad," <<bhe>> growls, before bearing down on you once more.

		<<link [[Brace|Prowler Encounter Round 2]]>><</link>>
	<<else>>
		The <<beasttype>> staggers from your assault, but quickly gathers <<bhim>>self before you can run. <<bHe>> roars, a piercing sound that rattles your ears, bearing down on you once more.

		<<link [[Brace|Prowler Encounter Round 2]]>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<if $monster is 1>>
		"Nice..." The <<beasttype>> sighs as <<bhe>> calms from <<bhis>> orgasm. You think you're safe, before <<bhis>> many eyes lock with your own and they pulse with an odd glow.

		<<link [[Resist|Prowler Encounter Resist]]>><<willpowerdifficulty 250 $willpowermax>><</link>>

		<<link [[Submit|Prowler Encounter Submit]]>><</link>>
	<<else>>
		The <<beasttype>> growls as <<bhe>> calms from its orgasm. You think you're safe, before <<bhis>> many eyes lock with your own, and they pulse with an odd glow.

		<<link [[Resist|Prowler Encounter Resist]]>><<willpowerdifficulty 250 $willpowermax>><</link>>

		<<link [[Submit|Prowler Encounter Submit]]>><</link>>
	<</if>>
<</if>>

:: Prowler Encounter Resist
<<if $willpowerSuccess is 1>>
	<<if $monster is 1>>
		You feel weakness in your limbs, but you refuse to let <<bhim>> exert <<bhis>> will on your own. The <<beasttype>> stomps the earth with <<bhis>> powerful legs.

		"Damn strong-willed human. Let me take you!" <<bHe>> shouts, before charging you a second time.

		<<link [[Brace|Prowler Encounter Round 2]]>><<set $molestationstart to 1>><</link>>
	<<else>>
		You feel weakness in your limbs, but you refuse to let <<bhim>> exert <<bhis>> will on your own. The <<beasttype>>'s tail thrashes the rubble in a rage, before <<bhe>> throws <<bhis>> head back in a roar, charging you a second time.

		<<link [[Brace|Prowler Encounter Round 2]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<<else>>
	<<if $monster is 1>>
		Your limbs feel like noodles as the <<beasttype>>'s eyes fill your vision. It's only a moment before you feel <<bhis>> tentacles lift you into <<bhis>> arms. You're carried away, held tight to <<bhis>> chest as <<bhe>> rushes through the ruins.

		<<link [[Next|Prowler Nest Intro]]>><<endcombat>><<clotheson>><</link>>
	<<else>>
		Your limbs feel like noodles as the <<beasttype>>'s eyes fill your vision. It's only a moment before you feel <<bhis>> tentacles lift you onto <<bhis>> back. You're carried away, rocking on the back of the towering beast as <<bhe>> skitters through the ruins.

		<<link [[Next|Prowler Nest Intro]]>><<endcombat>><<clotheson>><</link>>
	<</if>>
<</if>>

:: Prowler Encounter Submit
<<if $monster is 1>>
	Your limbs feel like noodles as the <<beasttype>>'s eyes fill your vision. It's only a moment before you feel <<bhis>> tentacles lift you into <<bhis>> arms. You're carried away, held tight to <<bhis>> chest as <<bhe>> rushes through the ruins.

	<<link [[Next|Prowler Nest Intro]]>><<endcombat>><<clotheson>><</link>>
<<else>>
	Your limbs feel like noodles as the <<beasttype>>'s eyes fill your vision. It's only a moment before you feel <<bhis>> tentacles lift you onto <<bhis>> back. You're carried away, rocking on the back of the towering beast as <<bhe>> skitters through the ruins.

	<<link [[Next|Prowler Nest Intro]]>><<endcombat>><<clotheson>><</link>>
<</if>>

:: Prowler Encounter Round 2
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<set $enemyanger += 500>>
	<<maninit>>
<</if>>
<<set _randomtentacles to random(4, 8)>>
<<makeAbomination _randomtentacles 6 "tentacle" "tentacle" true>>

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

<<actionsabomination>>
<<if $pain gte $painmax>>
	<<link [[Next|Prowler Encounter Round 2 End]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prowler Encounter Round 2 End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prowler Encounter Round 2 End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prowler Encounter Round 2]]>><</link>><<nexttext>>
<</if>>

:: Prowler Encounter Round 2 End
<<if $pain gte $painmax>>
	<<if $monster is 1>>
		The <<beasttype>> wraps <<bhis>> arms around you as you collapse from the pain.

		"Got you," <<bhe>> whispers, before rushing into the ruins with you <<bhis>> in his arms.

		<<link [[Next|Prowler Nest Intro]]>><<endcombat>><<clotheson>><</link>>
	<<else>>
		The <<beasttype>> seizes you before you hit the ground as you collapse from the pain. <<bHe>> skitters into the ruins.

		<<link [[Next|Prowler Nest Intro]]>><<endcombat>><<clotheson>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<if $monster is 1>>
		"Ngh... Fuck..." The <<beasttype>> groans as it cums again, this time buying you enough time to get away.

		<<link [[Run|Prowler Encounter Run]]>><<endcombat>><<clotheson>><<athleticsdifficulty 0 1000>><</link>>
	<<else>>
		The <<beasttype>> lets out a fading growl as it cums again, this time buying you enough time to get away.

		<<link [[Run|Prowler Encounter Run]]>><<endcombat>><<clotheson>><<athleticsdifficulty 0 1000>><</link>>
	<</if>>
<<elseif $enemyhealth lt 0>>
	<<if $monster is 1>>
		"D-damn..." <<beasttype>> groans, collapsing. You gather yourself before <<bhe>> stirs again. You're not safe here.

		<<link [[Run|Prowler Encounter Run]]>><<endcombat>><<clotheson>><<athleticsdifficulty 0 1000>><</link>>
	<<else>>
		The <<beasttype>> lets out a groan as it collapses. You gather yourself before <<bhe>> stirs again. You're not safe here.

		<<link [[Run|Prowler Encounter Run]]>><<endcombat>><<clotheson>><<athleticsdifficulty 0 1000>><</link>>
	<</if>>
<</if>>

:: Prowler Encounter Run
<<effects>>
<<if $athleticsSuccess is 1>>
	You sprint through the ruins, running through shattered buildings and dodging past rubble. You stop behind a crumbling wall, catching your breath. You don't hear it pursue.

	<<link [[Next|Ruins]]>><<unset $ruins_hunt>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
	You sprint through the ruins, running through shattered buildings and dodging past rubble. You stop behind a crumbling wall, but your breath catches in your throat as you hear a skittering in the distance, and a rumbling. You're still being hunted.

	<<link [[Next|Ruins]]>><<set $ruins_hunt -=10>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>

:: Door Madness Talk
<<if $englishSuccess>>
	<<if $submissive gte 1150>>
		"H-hello? Are... are you okay?" you begin nervously, carefully approaching <<him>>. "Please, step away from the door..."
	<<elseif $submissive lte 850>>
		"Hey, you crazy fuck." You step towards the <<personsimple>>. "Stop trying to break your own skull, would ya?"
	<<else>>
		"Hey there," you begin, "you don't need to hurt yourself. Step away from the door, please."
	<</if>>

	The <<personsimple>> slowly raises <<his>> head again. Just when you think <<he>> hadn't heard you, <<he>> slowly looks around. After a moment, <<his>> dull eyes land on you.

	"You... You're right. Thank you." <<His>> voice is distant, but <<he>> steps away and shambles into the ruins. After watching <<him>> leave, you turn around. The door is gone.

	<<endevent>>
	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<else>>
	Nothing you say makes <<him>> stop. Eventually, you have to give up and leave. The entire situation leaves you disturbed.
	<<gstress>><<gtrauma>><<stress 12>><<trauma 6>>

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

:: Door Madness Pull
<<if $rng gte 51>>
	You pull <<him>> away from the door, and they provide no resistance. They fall on the ground in a daze, staring up at nothing. <<gstress>><<gtrauma>><<stress 6>><<trauma 3>>

	<<if $submissiveness lte 850>>
		<<link [[Slap|Door Madness Slap]]>><</link>><<defianttext>>
	<</if>>
	<<link [[Leave|Ruins]]>><<endevent>><</link>>
<<else>>
	You pull <<him>> away from the door, causing <<him>> to stumble slightly. <<He>> looks around with wild eyes. They land on you, and <<he>> seems to calm.

	"You... You- Thank you. I don't... I don't know what I was doing." <<He>> gives a mirthless laugh, and shakes his head. "I'm... going to go. Be... Be careful down here. It isn't safe." <<gstress>><<stress 3>>

<</if>>

:: Door Madness Slap
You pull <<him>> up by the collar, raise a hand, and give the fallen <<personsimple>> a hearty slap in the face. <<His>> eyes suddenly focus on you as <<his>> body jerks from the impact.

"Wh-what the shit!? Why did-" You slap <<him>> again. <<He>> curses in shock as you release <<his>> collar and <<he>> falls on <<his>> back.

"You looked like you were trying to crack your head like an egg on that door," you jerk a thumb towards the door you're refering to. "You should be thanking me for snapping you out of it."

"Fuck you!" The <<personsimple>> shouts, climbing to <<his>> feet. "I'm not gonna- Fucking- Fuck!"

<<He>> suddenly turns around and storms off into the ruins. Looks like another day saved.

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

:: Ruins Altar Resist
<<if $willpowerSuccess>>
	You turn away from the altar, and quickly find the urge fading. Silly, even.

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<else>>
	But the urge is too strong. The altar beckons you as the runes upon it glow an eerie red. As you lay down upon it, you feel an incessant urge to masturbate.
	<<link [[Next|Ruins Altar Masturbation]]>><</link>>
<</if>>

:: Lever
You pull the lever, grunting with the exertion. It eventually clicks, and you hear gears move under the tiles below you. After a moment, the sound stops. You wonder what that did.
<<set $lever to 1>>

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

:: Sord Pull
<<if $willpowerSuccess and $physiqueSuccess>>
	With all your might, you pull the sword's hilt. You feel it loosen, but it still doesn't come out. You take a deep breath, and with as much determination you can muster, pull even harder. You feel the podium pulse under you like a heart as you finally wrench the sword free from its stand once and for all, sending you sprawling onto the ground. <<gpain>><<pain 6>>

	<<tearful>> you stand up and examine the sword. It's unwieldy and poorly balanced, but it is gorgeous, and runes are etched into its blade. A collector might pay for it.
	<<set $sord to 1>>
	<<set $antiquemoney += 2000>><<museumAntiqueStatus "antiqueceremonialsword" "found">>

	<<link [[Next|Ruins]]>><<set $eventskip to 1>><</link>>
<<else>>
	You pull the hilt of the sword as hard as you can, gritting your teeth with the effort. After several long moments, you feel the podium pulse beneath you like a heart, causing you to slip and fall on your butt. It looks like you won't be getting that sword today. <<gpain>><<pain 6>>

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

:: Carnelian Disarm
<<skulduggerycheck>>
<<if $skulduggerysuccess>>
	You reach in and start fiddling with the device. Despite the complex mechanism and the pulsing of the crystal, you manage to satisfy the device with fast fingers and a faster wit. With a click, the gem comes loose. As you grab it, a rush of pure lust fills your body.<<gggarousal>><<arousal 120>>

	<<if $arousal gte $arousalmax>>
		<<orgasm>>
		Visions of tentacles caressing every inch of your skin sear themselves into your mind as you helplessly writhe in orgasm on the ground of the ruins, the power of the carnelian in your hands overpowering your thoughts. You see eyes in your mind, something beyond your understanding delighting in your helplessness. <<gstress>><<stress 6>><<ggtrauma>><<trauma 16>>

		<<tearful>> you get back up, orange gem still in your quaking palms.

	<</if>>
	You examine the gem. It's intricately carved, and the color has a hint of pink to it. It pulses in your hands, like a heartbeat. A collector would probably pay a good deal of money for it.

	<<set $antiquemoney += 2000>><<museumAntiqueStatus "antiquecarnelian" "found">>
	You continue your journey, shaken but determined.

<<else>>
	You reach in and start messing with the device, but a sudden electric jolt causes you to jump away as the chest snaps shut and sweet-smelling smoke hisses out of it. You start to feel dizzy. You'll have to try again later.
	<<set $hallucinogen += 10>><<set $drugged += 10>>

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

:: Ruins Swimmer
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 8 12 "tentacle" "swimmer's" "desc">>
<</if>>
<<statetentacles>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Ruins Swimmer Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Ruins Swimmer]]>><</link>><<nexttext>>
<</if>>

:: Swimmer Wash
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 8 12 "tentacle" "swimmer's" "desc">>
<</if>>
<<statetentacles>>

<<underwater>><<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Swimmer Wash Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Swimmer Wash]]>><</link>><<nexttext>>
<</if>>

:: Ruins Swimmer Finish
The tentacles retract, and the fish swims away into the river. <<tearful>> you compose yourself and return to your journey.

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

:: Crawler Ambush Finish
The tentacles retract into the stalagmite and it returns to its apparently lifeless form. <<tearful>> you compose yourself and return to your journey.

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

:: Swimmer Wash Finish
The tentacles retract, and the fish swims away. <<tearful>> you break through the surface of the water and gasp for breath.

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

:: River Follow
You pass through the gate and follow the river through a dark tunnel in the earth. Eventually, you come to an open, airy space, where the river becomes a waterfall into the darkness. You can't see through the darkness below, but the tunnel goes nowhere else.

<<link [[Jump|Waterfalling]]>><<gggpain>><<pain 120>><<gggstress>><<stress 120>><<unset $ruins>><<unset $ruins_hunt>><<set $forestmod to 1>><</link>>

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

<<if $harpy gte 6 or $angel gte 6 or $fallenangel gte 2 or $demon gte 6>>
<<link [[Glide (0:05)|Waterfall Glide]]>><<pass 5>><<unset $ruins>><<unset $ruins_hunt>><<set $forestmod to 1>><</link>>
<</if>>

:: Waterfalling
<<set $upperwet to 200>><<set $lowerwet to 200>><<set $underlowerwet to 200>><<set $underupperwet to 200>>
You gather your nerve, and jump into the darkness. Air rushes past you as you fall, and for the few seconds you're airborne, you come to regret everything you've ever done. Suddenly, all sound goes mute as you find yourself come to a sudden stop as water splashes around you. After flailing for awhile trying to figure out which way to swim, you breach the surface, gasping for breath. You've fallen into a lake of some kind.

<<tearful>> you swim to shore.

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

:: Waterfall Glide
You spread your wings and jump into the darkness. You feel your wings catch on the air, allowing you to slowly glide down the waterfall safely. After a few minutes, you see the waterfall careen into an underground lake within a cavern. You can see the sewers in the distance. You glide to the shore, and safely land.

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

:: Waterfall Fly
You spread your wings, and beat them against the air. With a grunt of exertion you leap into the air and slowly build height, making your way up the waterfall. It's tiring, but eventually you make it, landing back in the ruins.

<<link [[Next|Ruins]]>><<set $ruins to 100>><</link>>

:: Ruins Home Cloth
<<set $rng to random(1, 5)>>
<<switch $rng>>
<<case 1>>
	You pull the cloth. It was covering a strange, ruined chunk of marble. In its current state, it doesn't look very valuable.

	<<link [[Continue|Ruins]]>><<set $eventskip to 1>><</link>>
<<case 2>>
	You pull the cloth. There's nothing but a stalagmite under it. Tentacles burst from it, groping for you!

	<<link [[Continue|Crawler Ambush]]>><<set $molestationstart to 1>><</link>>
<<case 3>>
	You pull the cloth, and instinctually jump back as a humanoid form collapses before you.<<gstress>><<stress 6>><<gtrauma>><<trauma 3>>

	On closer inspection, it's just a mannequin.

	<<link [[Continue|Ruins]]>><<set $eventskip to 1>><</link>>
<<case 4>>
	You pull the cloth. There's nothing under it but a single brass coin.
	<<set $antiquemoney += 10>><<museumAntiqueStatus "antiquecoin" "found">>

	<<link [[Continue|Ruins]]>><<set $eventskip to 1>><</link>>
<<default>>
	<<generateDoppel>><<person1>>
	You pull the sheet in the corner, revealing a large, gilded mirror standing on its own. You can't help but peek at your own reflection on its immaculate surface.
	<<if $hallucinations gte 1 and $museumAntiques.antiques.antiquegildedmirror is "notFound">>
		Something glints in the way your reflection smiles at you. <<if $angel gte 6>>Your double's halo twists and warps. <</if>><<He>> begins to talk independently of you as a hand reaches to the surface, unbidden by you.

		<<if $submissive gte 1150>>
			"S-sorry, I... have to know what it's like..." the thing that looks like you speaks in your own voice as <<he>> reaches through the mirror for you.
		<<elseif $submissive lte 850>>
			"Sure can see why people go after an ass like that," the thing that looks like you sneers in your own voice as <<he>> lunges out of the mirror for you.
		<<else>>
			"I suppose I do wonder what it's like, on the other side..." You hear your own voice come from the thing that looks like you as <<he>> emerges from the mirror, reaching for you.
		<</if>>

		<<link [[Brace|Mirror Fight]]>><<set $molestationstart to 1>><</link>>
	<<else>>
		Despite the apparent clarity of the mirror, something seems off about your reflection. You can't seem to place it, though. Regardless, you get ready to take it back.

		<<set $museumAntiques.antiques.antiquegildedmirror to "found">>
		<<link [[Next|Ruins]]>><<set $eventskip to 1>><<endevent>><</link>>
	<</if>>
<</switch>>

:: Mirror Fight
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<set $enemytype to "doppel">>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<maninit>>
	<<set $enemytype to "doppel">>
<</if>>

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

<<stateman>>

<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Mirror Fight End]]>><</link>><<nexttext>>
<<elsif $enemyhealth lte 0>>
	<<link [[Next|Mirror Fight End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Mirror Fight]]>><</link>><<nexttext>>
<</if>>

:: Mirror Fight End
<<effects>><<endevent>>
<<generateDoppel>>
<<if $enemyarousal gte $enemyarousalmax>>
	The thing that looks like you contorts in ecstasy as <<he>> cums, your own visage distorting like a broken mirror. <<He>> lets out a laugh.
	<<if $submissiveness gte 1150>>
		"L-let me show you heaven,"
	<<elseif $submissiveness lte 850>>
		"Nice. Come with me and I'll show you heaven."
	<<else>>
		"Let me show you heaven."
	<</if>>

	<<He>> reaches for you.

	<<endcombat>><<clotheson>>

	<<generateDoppel>>
	<<link [[Submit|Doppel Plains 2]]>><</link>>

	<<link [[Resist|Mirror Round 2]]>><<set $molestationstart to 1>><</link>>
<<elseif $enemyhealth lte 0>>
	You manage to knock the thing that looks like you off balance, and before <<he>> can recover, you push <<him>> against the mirror. <<He>> screams as <<he>> starts to phase through.

	<<if $submissiveness gte 1150>>
		"W-wait! Please, I-I didn't mean any-"
	<<elseif $submissiveness lte 850>>
		"Fucking idiot! I'm you, you can't get rid of me withou-"
	<<else>>
		"Wait! I don't want to go ba-"
	<</if>>
	<<He>> fully phases through the mirror before <<he>> can finish. Your reflection twists and warps, and when you blink you're looking at yourself again.

	<<tearful>> you prepare to take back the mirror.

	<<endcombat>><<clotheson>>

	<<set $museumAntiques.antiques.antiquegildedmirror to "found">>
	<<link [[Next|Ruins]]>><<endevent>><</link>>
<</if>>

:: Mirror Round 2
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<set $enemytype to "doppel">>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>

	<<maninit>>
	<<set $enemytype to "doppel">>
<</if>>

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

<<stateman>>

<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Mirror Round 2 End]]>><</link>><<nexttext>>
<<elsif $enemyhealth lte 0>>
	<<link [[Next|Mirror Round 2 End]]>><</link>><<nexttext>>
<<elseif $pain gte $painmax>>
	<<link [[Next|Doppel Plains]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Mirror Round 2]]>><</link>><<nexttext>>
<</if>>

:: Doppel Plains
<<effects>><<endevent>>
<<generateDoppel>>
The thing that looks like you takes advantage of your weakness as you succumb to the pain. <<He>> grabs you with a cackle, dragging you through the mirror.

<<endcombat>><<clotheson>>
<<link [[Next|Doppel Plains Taken]]>><</link>>

:: Doppel Plains 2
<<effects>><<endevent>>
<<generateDoppel>>
The thing that looks like you drags you through the mirror.

<<link [[Next|Doppel Plains Taken]]>><<endevent>><</link>>

:: Mirror Round 2 End
<<effects>><<endevent>>
<<generateDoppel>>
You manage to knock the thing that looks like you off balance, and before <<he>> can recover, you push <<him>> against the mirror. <<He>> screams as <<he>> starts to phase through.

<<if $submissiveness gte 1150>>
	"W-wait! Please, I-I didn't mean any-"
<<elseif $submissiveness lte 850>>
	"Fucking idiot! I'm you, you can't get rid of me withou-"
<<else>>
	"Wait! I don't want to go ba-"
<</if>>
<<He>> fully phases through the mirror before <<he>> can finish. Your reflection twists and warps, and when you blink you're looking at yourself again.

<<tearful>> you prepare to take back the mirror.

<<endcombat>><<clotheson>>
<<set $museumAntiques.antiques.antiquegildedmirror to "found">>
<<link [[Next|Ruins]]>><<endevent>><</link>>

:: Ruins Plant Approach

You approach the <<person "normal">>. You catch a smirk flash across <<his>> face as he reaches out, wrapping you in a crushing embrace.

<<set $rng to random(1,3)>>
<<switch $rng>>
	<<case 1>>
		You hear a loud crash behind you. <<set $crawlassist to 1>>

		<<if $physique gte random(6000, 10000) and $submissiveness lte 850>>
			You push away from the <<person "normal">>'s grip, looking in the direction of the crash. You see a crawler restrained by vines, struggling fuitlessly against them. The <<person>> scoffs in annoyance.

			"What are you pushing me around for? I saved you from that crawler over there. The least you can do is give me a reward, don't you think?" <<He>> pouts at you, expectantly.

			<<link [[Embrace|Ruins Plant Sex]]>><<set $sexstart to 1>><</link>>

			<<link [[Refuse|Ruins Plant Crawler Refuse]]>><</link>>
		<<else>>
			You try to look around, but <<he>> holds you closer.

			"Shh, I got you. That crawler can't hurt you with me here. But while we're so close..." <<he>> smiles, lustful intentions evident in <<his>> eyes. "Why don't you give me a kiss?"

			<<link [[Kiss|Ruins Plant Kiss]]>><</link>><<promiscuous1>><<kissvirginitywarning>>

			<<link [[Refuse|Ruins Plant Refuse]]>><</link>>
		<</if>>
	<<case 2>>
		"I can't believe that was so easy!" <<He>> laughs, vines emerging around him.

		<<link [[Next|Ruins Plant Sex]]>><<set $molestationstart to 1>><</link>>
	<<default>>
		"Isn't this nice?" <<he>> whispers, breath tickling your ear. It smells sweet. "Why don't we take this further?"

		<<link [[Accept|Ruins Plant Sex]]>><<set $sexstart to 1>><</link>>

		<<link [[Refuse|Ruins Plant Refuse]]>><</link>>
<</switch>>

:: Ruins Plant Crawler Embrace

As you approach, vines emerge around him. You look to where the crawler was, only to see it scuttling away. This may be more than you bargained for.

"Oh, don't worry! <<if $rng gte 51>>He<<else>>She<</if>> won't bother us, we had an understanding. Now c'mere, cutie!"

<<link [[Next|Ruins Plant Sex]]>><<set $molestationstart to 1>><</link>>

:: Ruins Plant Crawler Refuse

<<if $rng gte 31>>
	You shake your head, and the <<person>> pouts.

	"Welp, that's a shame. Go get 'em, buddy!" You're confused, and look around to see who <<he>> means. You see the vines around the crawler retract. It bounces up before lashing out at you.

	<<link [[Next|Ruins Plant Crawler]]>><</link>>
<<else>>
	You shake your head, and the <<person>> scowls.

	"Ugh, fine. Humans like you really can be ungrateful, you know that?" <<He>> shakes <<his>> head in annoyance, before throwing <<his>> hands down in frustration. As you turn to leave, you see <<his>> vines snap up and throw the crawler into the ruins. You don't hear it hit the ground.

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

:: Ruins Plant Kiss

You nod, and the <<person "normal">> doesn't hesitate. The sweet taste invades your mouth, as does <<his>> tongue.

<<link [[Next|Ruins Plant Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>>

:: Ruins Plant Refuse

<<set $rng to random(1,3)>>
<<switch $rng>>
	<<case 1>>
		"What? No?" <<He>> tilts his head in confusion. He suddenly seems to realize something. "Oh! You must be doing that, uh, 'no-is-yes' thing, like that <<nnpc_gendery "Piper">> by the sanctuary!"
		<<stress 3>><<gstress>>

		<<He>> giggles. "No need to be dishonest with me. Come here!"

		<<link [[Next|Ruins Plant Sex]]>><<set $sexstart to 1>><</link>>
	<<case 2>>
		"Fine," <<he>> scowls, releasing you from <<his>> grip. <<He>> gives a thumbs up to something behind you. "Go get <<phim>>, buddy!" Confused, you turn around and are face-to-face with a crawler.

		<<link [[Next|Ruins Plant Crawler]]>><</link>>
	<<default>>
		"What? No? Why not?" <<He>> shakes his head, as though genuinely unable to understand. <<He>> suddenly lets go, leaving you to balance yourself unsteadily. "Ugh- fine, fine. I'm sure you have your reasons, or whatever."

		"Leave it to me to find the prudish ones..." You hear <<him>> mutter as <<he>> walks off.

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

:: Ruins Plant Sex
<<if $sexstart is 1 or $molestationstart is 1>>
	<<if $sexstart is 1>>
		<<set $sexstart to 0>>
		<<consensual>><<set $consensual to 1>>
		<<neutral 1>>
	<<elseif $molestationstart is 1>>
		<<set $molestationstart to 0>>
		<<controlloss>>
		<<violence 1>>
		<<neutral 1>>
		<<molested>>
	<</if>>
	<<maninit>><<npcexpose>>
	<<set $enemytype to "plant">><<set $enemyno to 1>>
	<<set $enemyhealthmax += 100>><<set $enemyhealth += 100>>
	<<set $enemyarousalmax += 200>>
	<<set _randomtentacles to random(8, 12)>>
	<<makeAbomination _randomtentacles 8 "vine" "vine" true>>
	<<if $hour gte 15 and $hour lte 17 and $ruins lte 21>>
		<<enable_rescue>>
	<</if>>
	<<if $phase is 1>>
		<<npckiss>>
	<</if>>
<</if>>

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

<<actionsabomination>>

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

:: Ruins Plant Crawler
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 4 8 "tentacle" "crawler's" "desc">>
<</if>>
<<statetentacles>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Ruins Plant Crawler Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Ruins Plant Crawler]]>><</link>><<nexttext>>
<</if>>

:: Ruins Plant Sex Finish

<<if $crawlerassist is 1>>
	<<if $enemyarousal gte $enemyarousalmax>>
		<<ejaculation>>
		"Damn, that was great. Way better than those hooded weirdos. I think I like you." The <<personsimple>> smiles, content, before a high-pitched squeak interrupts <<him>>. A crawler taps a tentacle on the stone beside you.

		"Yeah yeah, I remember our deal," grumbles the <<personsimple>>. <<He>> winks at you. "See you around, human."

		The crawler chitters in apparent frustration, the <<personsimple>> laughing in response as the two walk off into the ruins.

		<<link [[Next|Ruins]]>><<endcombat>><<clotheson>><<set $eventskip to 1>><<unset $crawlerassist>><</link>>
	<<elseif $enemyhealth lte 0>>
		"Ow- fuck!" The <<personsimple>> stumbles back, clutching <<his>> injuries. A screech sounds behind you, and you brace for the crawler to attack.

		<<if $rng gte 31>>
			"Down, bud!" The <<personsimple>> cries, and the crawler halts in its approach. "It's okay, pal. <<pHe>> doesn't wanna play. We'll get the next one, okay?"

			You sigh in relief as the pair decide to leave you alone, though the crawler doesn't seem enthused.

			<<link [[Next|Ruins]]>><<endcombat>><<clotheson>><<set $eventskip to 1>><<unset $crawlerassist>><</link>>
		<<else>>
			"Hell yeah! Get 'em!" The <<personsimple>> cries, and tentacles whip out from the crawler's shell.

			<<link [[Next|Ruins Plant Crawler]]>><<endcombat>><<set $phase to 2>><<set $molestationstart to 1>><</link>>
		<</if>>
	<</if>>
<<else>>
	<<if $enemyarousal gte $enemyarousalmax>>
		<<ejaculation>>
		<<if $consensual is 1>>
			The <<personsimple>> sighs, content. "You might be one of my favorite humans here. Better than those hooded weirdos, anyway..."

			<<He>> waits for a moment, seemingly content to just bask in the afterglow. <<He>> stands. "Welp, I gotta go- but we should definitely do this again sometime! Bye-bye now!"

			<<He>> disappears into the ruins.

			<<link [[Next|Ruins]]>><<endcombat>><<clotheson>><<set $eventskip to 1>><</link>>
		<<else>>
			The <<personsimple>> shudders. "That's better... Why'd you try fighting this, anyway? I'll never understand you humans."

			<<He>> stands, and starts to walk away. "Welp, I gotta go- Places to see, people to seed. Be seein' ya!"

			<<link [[Next|Ruins]]>><<endcombat>><<clotheson>><<set $eventskip to 1>><</link>>
		<</if>>
	<<else>>
		The <<personsimple>> staggers back, clutching <<his>> new injuries.

		"Wh-what the hell, human!? You could've just said no!" <<He>> huffs in frustration, and runs off into the ruins.

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

:: Plant Sex Rescue
<<npc Piper>><<person2>>

Your scream echoes through the ruins, as does a new set of rapid footsteps. Soon, you recognize the face of Piper turning past a crumbling wall. The <<person1>><<personsimple>> looks up from you in surprise.

"Oh, it's you! You're that <<nnpc_gendery Piper>> by that culty place! You want in on this?" <<He>> smiles at Piper, unashamed by <<his>> current course of action. Piper's face twists in some mix of shock and horror, but you note hints of something other in <<person2>><<his>> expression. <<glust>><<npcincr Piper 1>>

<<if $rng gte 31>>
	"L-let go of <<phim>>," <<He>> demands, oddly determined. The <<person1>><<personsimple>> drops you unceremoniously to the ground.

	"Fine, fine, I get it. You want <<phim>> to yourself, right?" <<He>> smiles, smug.

	"Wh-what!? No, I-" Piper begins to explain, but the <<personsimple>> interrupts.

	"Hey, it's alright! I know your no's mean yes. Have at <<phim>>!" <<He>> laughs, before running off into the ruins.

	<<link [[Next|Plant Rescued]]>><<endcombat>><<clotheson>><</link>>
<<elseif $rng lte 10 and $NPCName[$NPCNameList.indexOf("Piper")].love lte 10>>
	Piper and the <<person1>><<personsimple>> stare at each other for an uncomfortable amount of time. Piper's brow furrows, and the <<personsimple>> shakes you around for emphasis.

	"N-no, I'm- I'm sorry," Piper mutters, though it seems more directed at you than the <<person>>. <<person2>><<He>> shrugs.

	"More for me," <<he>> smiles, returning to you.

	<<link [[Next|Ruins Plant Sex]]>><<set $rescue to 0>><</link>>
<<else>>
	"L-let go of <<phim>>," <<He>> demands, oddly determined. The <<person1>><<personsimple>> frowns.

	"Hm. No, I don't think I will," <<He>> smirks. Piper flicks a lighter, and holds a canister just behind the tiny flame. The <<person>> raises an eyebrow.

	"Is this a threat? I bet I could blow out that tiny fire from h-" <<He>>'s interrupted as Piper briefly presses down on the nozzle of the canister, turning the lighter's flame into a massive gout of fire for just a moment. The <<person>> immediately drops you in shock.

	"By the elder fuck!" <<He>> screeches, jumping back several feet. "Take <<phim>>! <<pHe>>'s yours! Leave me outta this!"

	<<He>> runs off into the ruins at record speeds, leaving Piper to drop <<person2>><<his>> arms in relief.

	<<link [[Next|Plant Rescued]]>><<endcombat>><<clotheson>><</link>>
<</if>>

:: Plant Rescued
<<person2>>
Piper lets you get dressed before addressing you, fussing over you briefly to make sure you're okay.

"It's, uh, pretty dangerous out here... a-as you can... tell. If you want, I can walk you back to the sanctuary." <<He>> offers.

<<link [[Accept|Cult Side Passage]]>><<unset $ruins>><<endevent>><</link>>
<<link [[Refuse|Piper Ruins Refuse]]>><</link>>

:: Piper Ruins Refuse
"O-okay," Piper says, nodding. "Good luck out there, then. See you,"

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

:: Ruins Plant Crawler Finish

The tentacles retract back into the stalagmite, and it returns to an inert state. You don't see the <<personsimple>> anywhere. <<tearful>> you return to your travels.

<<link [[Next|Ruins]]>><<endcombat>><<unset $crawlerassist>><<clotheson>><</link>>