code:
:: Widgets Museum [widget]
<<widget "museumdonate">><<nobr>>

<<if $antiquebox is "found">>
<<set $antiquebox to "talk">>
<</if>>

<<if $antiquesilverring is "found">>
<<set $antiquesilverring to "talk">>
<</if>>

<<if $antiquegoldnecklace is "found">>
<<set $antiquegoldnecklace to "talk">>
<</if>>

<<if $antiqueivorynecklace is "found">>
<<set $antiqueivorynecklace to "talk">>
<</if>>

<<if $antiquecrystal is "found">>
<<set $antiquecrystal to "talk">>
<</if>>

<<if $antiquehorn is "found">>
<<set $antiquehorn to "talk">>
<</if>>

<<if $antiquewatch is "found">>
<<set $antiquewatch to "talk">>
<</if>>

<<if $antiquedildo is "found">>
<<set $antiquedildo to "talk">>
<</if>>

<<if $antiquecandlestick is "found">>
<<set $antiquecandlestick to "talk">>
<</if>>

<<if $antiqueforestarrow is "found">>
<<set $antiqueforestarrow to "talk">>
<</if>>

<<if $antiqueforestdagger is "found">>
<<set $antiqueforestdagger to "talk">>
<</if>>

<<if $antiqueforestgem is "found">>
<<set $antiqueforestgem to "talk">>
<</if>>

<<if $antiquesilverbrooch is "found">>
<<set $antiquesilverbrooch to "talk">>
<</if>>

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

<<widget "museumtalk">><<nobr>>
<<if $antiquebox is "talk">>
<<link [[Ask about box|Museum Box]]>><<set $museumno += 1>><<set $antiquebox to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiquesilverring is "talk">>
<<link [[Ask about silver ring|Museum Silver Ring]]>><<set $museumno += 1>><<set $antiquesilverring to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiquegoldnecklace is "talk">>
<<link [[Ask about gold necklace|Museum Gold Necklace]]>><<set $museumno += 1>><<set $antiquegoldnecklace to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiqueivorynecklace is "talk">>
<<link [[Ask about ivory necklace|Museum Ivory Necklace]]>><<set $museumno += 1>><<set $antiqueivorynecklace to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiquecrystal is "talk">>
<<link [[Ask about crystal|Museum Crystal]]>><<set $museumno += 1>><<set $antiquecrystal to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiquehorn is "talk">>
<<link [[Ask about horn|Museum Horn]]>><<set $museumno += 1>><<set $antiquehorn to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiquewatch is "talk">>
<<link [[Ask about watch|Museum Watch]]>><<set $museumno += 1>><<set $antiquewatch to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiquedildo is "talk">>
<<link [[Ask about strange object|Museum Dildo]]>><<set $museumno += 1>><<set $antiquedildo to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiquecandlestick is "talk">>
<<link [[Ask about candlestick|Museum Candlestick]]>><<set $museumno += 1>><<set $antiquecandlestick to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiqueforestarrow is "talk">>
<<link [[Ask about arrowhead|Museum Arrow]]>><<set $museumno += 1>><<set $antiqueforestarrow to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiqueforestdagger is "talk">>
<<link [[Ask about dagger|Museum Dagger]]>><<set $museumno += 1>><<set $antiqueforestdagger to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiqueforestgem is "talk">>
<<link [[Ask about gem|Museum Gem]]>><<set $museumno += 1>><<set $antiqueforestgem to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $antiquesilverbrooch is "talk">>
<<link [[Ask about silver brooch|Museum Silver Brooch]]>><<set $museumno += 1>><<set $antiquesilverbrooch to "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>

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

:: Museum Lock [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

The museum is closed. A sign on the door reads.

"Open weekends

9:00 - 18:00"

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

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

<<if $museumintro isnot 1>><<set $museumintro to 1>><<set $phase to 0>>

<<npc Winter>><<person1>>You enter the dim museum. Small windows peek down from just beneath the high ceiling, doing little to break the gloom. The other rooms are no better.

Winter stands polishing a brass pot. <<He>> regards you with a level stare. "Don't touch anything," <<he>> says. "I doubt you've washed your hands."

<<link [[Respond indignantly|Museum Intro]]>><<set $submissive -= 1>><<set $phase to 0>><</link>>

<<link [[Respond obediently|Museum Intro]]>><<set $submissive += 1>><<set $phase to 1>><<npcincr Winter love 1>><</link>><<glove>>

<<link [[Respond flirtatiously|Museum Intro]]>><<set $phase to 2>><<npcincr Winter love -1>><</link>><<promiscuous1>><<llove>>

<<elseif $museumhorseintro is undefined and $museumno gte 10>><<set $museumhorseintro to 0>>
<<npc Winter>><<person1>>You enter the dim museum. Winter stares at a brass pot sitting alone on a display. "I can't find a place for it," <<he>> sighs. <<He>> notices you. "I was hoping you'd visit. I have a favour to ask, seeing as you've been such a help already." <<He>> walks to the corner of the room, where something large hides beneath a dirty sheet. <<He>> tugs it off, revealing a wooden horse.

"It's genuine," <<he>> says with satisfaction. "And in good condition."

<<if $awareness gte 200>>
"It's a torture device," you say.

"I'm impressed." <<he>> responds. "That's exactly what it is. They would sit the victim on top, and weigh them down to put pressure on their crotch. They'd often be whipped at the same time.""
<<else>>
"What is it for?" you ask.

"Torture," <<he>> responds. "Modern examples exist for... other uses. They would sit the victim on top, and weigh them down to put pressure on their crotch. They'd often be whipped at the same time."
<</if>>

<<He>> rests a hand on the horse. "I want to stage a demonstration, to get people interested in history." <<He>> regards you. "I don't want you to feel pushed into it, but I'd like your help. Give it some thought."

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

<<else>>
You are inside the museum. Items of historic value cover the walls and perch on pedestals.
	<<if $museuminterest gte 100>>
	Visitors crowd the building, examining the antiques with interest. Winter looks overworked, but content.
	<<elseif $museuminterest gte 60>>
	The building is full of visitors, here to examine the antiques.
	<<elseif $museuminterest gte 20>>
	Several other visitors examine the displays.
	<<else>>
	The building is empty of visitors, save yourself.
	<</if>>

<<if $museumhorseintro is 0>>
<<link [[Agree to demonstration|Museum Horse Agree]]>><<set $museumhorseintro to 1>><</link>>

<<elseif $museumhorseintro is 1 and $museumhorse isnot 1>>
<<link [[Demonstrate wooden horse (1:00)|Museum Horse]]>><<pass 60>><<set $museumhorse to 1>><</link>><<gpain>><<exhibitionist1>>

<</if>>
<<museumtalk>>
	<<if $antiqueforestgem is "museum" and $museumgreengemtouch isnot 1>><<set $museumgreengemtouch to 1>>
	<<link [[Touch green gem|Museum Green Gem Touch]]>><<stress -3>><</link>><<lstress>>

	<</if>>
	<<if $antiquemoney gt 0>>
	<<link [[Sell antiques|Museum Sell]]>><<museumdonate>><</link>>

	<</if>>

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

<</if>>

:: Museum Horse Agree [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You find Winter trying to balance a brass pot on a pedestal. <<npc Winter>><<person1>>

<<if $submissive gte 1150>>
"I-I'd like to help demonstrate the horse," you say.
<<elseif $submissive lte 850>>
"That won't fit on there," you say. "Anyway, I'd like to help demonstrate your wooden horse."
<<else>>
"I've thought about it," you say. "I'd like to help demonstrate the wooden horse."
<</if>>

Winter smiles. "I'm glad to hear it," <<he>> says. <<He>> places the pot in a surer spot and disappears into a back room. When <<he>> emerges <<he>> holds a bundle of taut rags.

"This is the outfit." <<He>> holds the cloth out so you can see. They still just look like rags. You're not sure how you could wear them. Or how much they would cover. "They're sturdier than they look. Get dressed and I'll get the camera. We'll need to advertise. A picture of you looking the part should suffice."

Winter disappears once more. You undress and wrap one rag around your waist, where it almost feels like a skirt. The other you wrap around your chest. It's enough to cover your <<breastsstop>>

<<He>> returns with the camera, and smiles. "Perfect. Try to look scared." <<He>> takes a picture, but then pauses. "Would you mind sitting on the horse? We don't need to bother with the binds or anything, but I think that might work better."

You climb atop the wooden horse and ease yourself down. The hard wood pushes between your <<if $vaginaexist is 1>>labia<<else>>testes<</if>>. You try to push your short, taut skirt between your legs for protection, but it's no use. You're not going to be able to sit on this properly without discomfort.

Winter takes a final picture. <<He>> seems satisfied. "Thank you. This should do the trick." <<He>> leaves you to get dressed.

<<endevent>>

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

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

<<npc Winter>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>

Winter shows you to a small room. "You can get changed in here," <<he>> says. <<Hes>> smiling. "Forgive me. I can't wait to see the horse in use." <<He>> leaves to prepare the device.

<<upperstrip>><<lowerstrip>><<underlowerstrip>>

You wear the rags, as taut and revealing as you remember. You wonder how you look. You'll soon have an audience.<<exhibitionism1>>

Winter returns. <<He>> holds something at <<his>> side. "Perfect." <<He>> pauses. "I'd like to propose something. I don't want you to feel pressured." <<He>> holds the object out in front of you. It's a whip. "There are degrees of authenticity. If it's okay with you, I'd like to weigh you down as they would have in the past. And whip you. Not too hard, but enough to impress."

<<link [[Accept|Museum Horse Safe Word]]>><<bind>><<npcincr Winter love 3>><</link>><<gpain>><<garousal>><<ggwillpower>><<gglove>><<ltrauma>>

<<link [[Refuse|Museum Horse Light]]>><<bind>><<npcincr Winter love 1>><</link>><<glove>>

:: Museum Horse Safe Word [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

"I know I'm asking a lot," <<he>> says. "I appreciate it, and the audience will too. We'll need a safe word. So if I push things to a point you're uncomfortable with, you can let me know."

What should your safe word be? <<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>>
<<textbox "$wintersafeword" $wintersafeword>>

<<link [[Next|Museum Horse Extreme]]>><<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>><</link>>

:: Museum Horse Extreme [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

Winter nods. <<He>> peeks around the door. "Everyone's in. It's time. Wait for your cue." <<He>> returns to the museum proper.

"Ladies and gentlemen," Winter begins. <<He>> stands on a raised platform beside the horse, addressing an audience of around fifty people. "Our town has a rich history. Of great deeds and heroism yes, but also of tragedy and brutality. Take this <<girlcomma>>" <<He>> gestures at the door, and you <<nervously>> emerge into the museum. A <<person2>><<person>> stands closest to you. <<He>> licks <<his>> lips.

<<person1>>"Caught stealing bread for <<pher>> starving sibling," Winter continues. "<<pShe>> must now face the lord's justice." You climb atop the horse and ease yourself down. You feel it press into your crotch like before.<<masopain 5>><<arousal 12>>

Winter continues <<his>> speech, talking about the specifics of the horse. And how it was used. <<He>> steps behind you while doing so, and begins to tie your arms. <<He>> works fast, and before long your arms are bound and immobile.

The audience is enraptured by the spectacle. You feel their eyes on your barely-covered <<genitalsstop>> "Of course, humiliation was part of the punishment." <<He>> throws open a chest at <<his>> feet, and reaches in. <<He>> pulls out a metal weight. You see straps dangling from it before <<he>> kneels beside you. <<He>> ties one to your ankle, and gently releases it. It was uncomfortable before, but now it hurts. <<He>> walks around the horse and repeats the process. Your eyes water.<<masopain 20>>

<<He>> steps away from the horse, and glances at you. <<He>> looks unsure.

<<link [[Try to reassure|Museum Horse Extreme 2]]>><<set $phase to 0>><</link>>

<<link [[Safe word|Museum Horse Extreme 2]]>><<set $phase to 1>><</link>>

:: Museum Horse Extreme 2 [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if ($willpower / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>>
You grit your teeth and bear it. "I didn't do anything wrong!" you shout through tears. "The lord is a tyrant!"<<gwillpower>><<willpower 3>>

<<masopain 20>>
Winter smiles. "It wouldn't always end there," <<he>> says. "The particularly dastardly had yet more in store for them." <<He>> lifts <<his>> whip and holds it in front of the audience. Then, without a word, <<he>> steps behind you.

You scream as the whip lashes against your skin. Again and again. The audience gapes at the spectacle.

<<link [[Endure|Museum Horse Extreme 3]]>><<set $phase to 0>><</link>>

<<link [[Safe word|Museum Horse Extreme 3]]>><<set $phase to 1>><</link>>

<<else>>
The pain is too much for you. "$wintersafeword!" you shout."<<ggwillpower>><<willpower 10>>

It only takes Winter a moment to remove the straps tying the weights to your legs. <<He>> helps you off the horse and holds your hand for a moment. Once sure you're okay, <<he>> turns to the audience.

"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applaud politely, though many look like they wish it had gone further.

"You did very well," Winter says once you're back in the small room. "I'm blessed to have your assistance. Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest. <<He>> leaves you to get dressed.

Despite the pain, you feel a strong catharsis.<<trauma -12>>

<<endevent>><<unbind>>
<<set $museuminterest += 30>>
<<link [[Next|Museum]]>><<clotheson>><</link>>

<</if>>

:: Museum Horse Extreme 3 [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if ($willpower / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>>
You grit your teeth and bear it. "It hurts!" you shout through tears. "It hurts so much!"<<gwillpower>><<willpower 3>>

<<masopain 5>>
Winter doesn't stop. Again and again <<he>> lashes at your flesh. Some of the audience look disturbed, others shocked, and some are clearly enjoying it.

You feel like you're about to pass out, but then Winter stops. <<He>> walks in front of you, panting. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applaud. Some are crying themselves.

"You did very well," Winter says once you're back in the small room. "Let me see your back." You turn and feel <<him>> trace a finger over you skin. "I'm blessed to have your assistance," <<he>> says as <<he>> applies something soothing. "Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest. <<He>> leaves you to get dressed.

Despite the pain, you feel a strong catharsis.<<trauma -24>>

<<endevent>><<unbind>>
<<set $museuminterest += 50>>
<<link [[Next|Museum]]>><<clotheson>><</link>>

<<else>>
The pain is too much for you. "$wintersafeword!" you shout."<<ggwillpower>><<willpower 10>>

Winter ceases the assault. It only takes <<him>> a moment to remove the straps tying the weights to your legs. <<He>> helps you off the horse and holds your hand for a moment. Once sure you're okay, <<he>> turns to the audience.

"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applaud politely, though some look like they wish it had gone further.

"You did very well," Winter says once you're back in the small room. "I'm blessed to have your assistance. Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest. <<He>> leaves you to get dressed.

Despite the pain, you feel a strong catharsis.<<trauma -18>>

<<endevent>><<unbind>>
<<set $museuminterest += 40>>
<<link [[Next|Museum]]>><<clotheson>><</link>>

<</if>>

:: Museum Horse Light [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

Winter nods. <<He>> peeks around the door. "Everyone's in. It's time. Wait for you cue." <<He>> returns to the museum proper.

"Ladies and gentlemen," Winter begins. <<He>> stands on a raised platform beside the horse, addressing an audience of around fifty people. "Our town has a rich history. Of great deeds and heroism yes, but also of tragedy and brutality. Take this <<girlcomma>>" <<He>> gestures at the door, and you <<nervously>> emerge into the museum. A <<person2>><<person>> stands closest to you. <<He>> licks <<his>> lips.

<<person1>>"Caught stealing bread for <<pher>> starving sibling," Winter continues. "<<pShe>> must now face the lord's justice." You climb atop the horse and ease yourself down. You feel it press into your crotch like before.<<masopain 5>><<arousal 12>>

Winter continues <<his>> speech, talking about the specifics of the horse. And how it was used. <<He>> steps behind you while doing so, and begins to tie your arms. <<He>> works fast, and before long your arms are bound and immobile.

The audience is enraptured by the spectacle. You feel their eyes on your barely-covered <<genitalsstop>> "Of course, humiliation was part of the punishment. They would often have an audience, much like this. And when it was over, the victim would be given to the audience to do with as they please." A <<person3>><<persons>> eyes light up and <<he>> steps forward, but Winter blocks <<his>> path.<<person1>>

"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applaud politely, though many look like they wish it had gone further.

"You did very well," Winter says once you're back in the small room. "I'm blessed to have your assistance. Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest. <<He>> leaves you to get dressed.

<<endevent>>
<<set $museuminterest += 20>>
<<link [[Next|Museum]]>><<unbind>><<clotheson>><</link>>

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

<<if $phase is 0>>
	<<if $submissive gte 1150>>
	"I-I thought you'd be happy I was showing interest," you say.
	<<elseif $submissive lte 850>>
	You put your hands on your hips. "Is that how you always greet people?" you ask. "I though you'd be happy I was showing interest."
	<<else>>
	"I expected you to be happy I was showing interest," you say.
	<</if>>

A vein twitches on <<his>> forehead as <<he>> stares at you. "You shouldn't speak to your elders that way," <<he>> says. "But that was rude of me."

<<elseif $phase is 1>>
	<<if $submissive gte 1150>>
	You nod, and keep your hands firm at your sides.
	<<elseif $submissive lte 850>>
	You clench your firsts and look away. "Sure," you say. "Why would I want to touch these dumb things anyway?"
	<<else>>
	"I will," you say, keeping your hands firm at your sides.
	<</if>>

"Good," <<he>> says. "Forgive my caution, but some of these are very old."

<<else>>
	<<if $submissive gte 1150>>
	"I am very dirty," you purr. "Would you help wash me?"
	<<elseif $submissive lte 850>>
	"That's okay," you purr. "You're the only antique I want to touch."
	<<else>>
	"The only thing I want to touch is you," you purr.
	<</if>>
<<promiscuity1>>

"What insolence," <<he>> sneers. "I suppose I should expect no better. Don't think I won't ban you from the premises."

<</if>>

<<He>> places the pot back on its pedestal. "It's a sorry collection for an area so rich in history. The mayor's office agrees, and has set aside funds to reward anyone who provides local antiques."

<<He>> starts polishing an ornate breastplate. "If you find anything, I'll appraise it. I won't hold my breath."

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

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

<<npc Winter>><<person1>>
<<if $antiquemoney gte 1000>>

Winter dons a pair of gloves and appraises the goods. <<His>> scepticism fades as <<he>> works. "Where did you get this?" <<he>> asks. <<He>> doesn't wait for an answer, but places £<<print $antiquemoney>> on the table.
<<glove>><<npcincr Winter love 1>>

<<He>> takes the goods into a back room.

<<elseif $antiquemoney gte 200>>

Winter dons a pair of gloves and appraises the goods. "Thank you," <<he>> says. "Your contribution is noted." <<he>> places £<<print $antiquemoney>> on the table.

<<He>> takes the goods into a back room.

<<else>>
Winter dons a pair of gloves and appraises the goods. Without a word, <<he>> places £<<print $antiquemoney>> on the table.

<<He>> takes the goods into a back room.

<</if>>
<<endevent>>

<<set $money += ($antiquemoney * 100)>><<set $antiquemoneyhistory += $antiquemoney>><<set $antiquemoney to 0>>

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

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

<<npc Winter>><<person1>>Winter picks up the small box you brought. "It's a jewellery case," <<he>> says. "They would have made thousands of these. Very few have survived. That the lock still works is a miracle."

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

:: Museum Silver Ring [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<npc Winter>><<person1>>Winter holds the silver ring up to the light and examines it. "Common jewellery," <<he>> says. "And of enduring metal. There's a lot of these around. This one was worn by someone who lived here. There's value there, I think. Thanks for bringing it."

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

:: Museum Gold Necklace [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<npc Winter>><<person1>>Winter turns the gold necklace in <<his>> palm. "This is magnificent," <<he>> says. "Worn by someone of note I imagine. Where did you find it?"

<<link [[Tell|Museum Tell]]>><<set $winterlakeknown to 1>><</link>>

<<link [[Keep secret|Museum Secret]]>><</link>>

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

"The lake," <<he>> says. "Buried on the shore I suppose. Interesting. I've heard there's evidence of old structures there. Maybe I'll take a look."

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

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

<<He>> frowns and nods. "That's your right," <<he>> says. "Maybe I'll puzzle it out on my own."

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

:: Museum Ivory Necklace [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<npc Winter>><<person1>>"The ivory necklace?" Winter says. "I have to send it away. Terrible shame, but I was told to inform the mayor's office should I acquire anything fitting that description. They've sent someone to pick it up." <<He>> shakes <<his>> head. "Best not interfere with those types."

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

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

<<npc Winter>><<person1>>"I must admit," Winter says. "I have no idea what it is. There's a carving. Looks like writing, but I don't recognise it." <<He>> frowns. "A corporation is looking to buy the thing. They must know something I don't."

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

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

<<npc Winter>><<person1>>Winter runs <<his>> finger over the mouthpiece, and recoils as if hurt. <<His>> face shows no sign of pain. "A hunting trophy from abroad," <<he>> says. "They had it made into an instrument. Not what I would have done."

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

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

<<npc Winter>><<person1>>"Candlesticks are common enough," Winter says. "This one was made for a particular noble house that resided here." <<He>> shakes <<his>> head. "A pity what became of them."

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

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

<<npc Winter>><<person1>>"This is something special," Winter says. "A century and a half, yet still ticking away. Was made during the town's glory days."

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

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

<<npc Winter>><<person1>>Winter blushes. "That's," <<he>> says. "That's a... medical aid. A very old fashioned one. It's not terribly interesting." <<He>> wants to change the subject.

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

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

<<npc Winter>><<person1>>"You can't take twenty steps in the forest without finding an old arrowhead," Winter says. "Not that I'm ungrateful. Most people wouldn't spot them."

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

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

<<npc Winter>><<person1>>"A nice find," Winter says. "These would have been common in the distant past, but few have survived. I'm surprised you found it without any digging."

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

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

<<npc Winter>><<person1>>Winter holds the gem up to the light. "Pretty," <<he>> says. "Similar to the ones they mine nearby." <<He>> frowns. "Except a different hue."

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

:: Museum Green Gem Touch [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You touch the green gem. A calmness falls over you.

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

:: Museum Silver Brooch [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<npc Winter>><<person1>>"Sterling silver," Winter says. "The design was popular several decades ago. I imagine it was hidden away in a loft somewhere."

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


code:
:: Widgets Passout Park [widget]
<<widget "passoutpark">><<nobr>>
[[Everything fades to black...->Passout park]]
<</nobr>><</widget>>

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

<<passout>>
<<set $dangerpark to 0>>
<<set $safepark to 0>>
<<set $danger to random(1, 10000)>>

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

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

<<if $dangerpark gte 81>>
<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangerpark gte 1>>
	<<if $bestialitydisable is "f">>
	<<link [[Wake up|Dog Park]]>><<set $molestationstart to 1>><</link>>
	<<else>>
	<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<</if>>

<<if $safepark gte 1>><<ambulance>><</if>>

<<pass 1 hour>>

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

:: Dog Park [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpark">>
<<beast1init>><<beasttype dog>>
You awaken to find yourself being dragged behind a bush by a strange dog.
<</if>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

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

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

:: Park Woman [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "parkwoman">>
<<strangewoman1init>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Park Woman Ejaculation [nobr]
<<effects>>

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

<<ejaculation>>

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

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

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

You've gained £5.

<</if>>

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

<<clotheson>>

<<endcombat>>

<<parkeventend>>

:: Park Woman Escape [nobr]
<<effects>>

<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you run, giving little heed to prying eyes, before collapsing in a bed of flowers. You're safe.

<<clotheson>>
<<endcombat>>

<<parkeventend>>

:: Dog Park Ejaculation [nobr]
<<beastejaculation>>

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

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

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

<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

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

:: Dog Park Escape [nobr]
<<effects>>

The dog whimpers and flees into a bush. <<tearful>> you gather yourself.

<<clotheson>>

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

:: Widgets Park [widget]
<<widget "park">><<nobr>>

<<add_link "<<parkicon>><<link [[Park (0:05)|Park]]>><<pass 5>><</link>>
">><<hideDisplay true>>

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

<<widget "parkquick">><<nobr>>

<<link [[Park|Park]]>><</link>>

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

<<widget "parkeventend">><<nobr>>

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

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

<<widget "parkrun">><<nobr>>

<<if $rng gte $famepark>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 91>>
		While running, you have to pass through some bushes.
		<<if $worn.lower.type.includes("naked")>>
			As you push through, a branch whips back into your <<undiescomma>> stinging you.
		<<else>>
			As you push through, a clump of thorns catch on your exposed <<if $breastsize is 0>>chest<<else>>breasts<</if>>.<<gpain>>
		<</if>><<set $pain += 20>>

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 81>>
	<<generate1>><<person1>>You run past a <<personstop>> <<He>> smiles at you across a

		<<if $worn.upper.type.includes("naked")>>
		shoulder-high hedge separates you. <<He>> doesn't realise you're so exposed.
		<<else>>
		waist-high hedge separates you, keeping your <<undies>> concealed. <<He>> doesn't realise you're so exposed.
		<</if>>

	<<link [[Smile back|Park]]>><<set $eventskip to 1>><<endevent>><</link>>

	<<if $exhibitionism gte 15>>
	<<link [[Admit your secret|Park Run Secret]]>><</link>><<exhibitionist2>>

	<</if>>

	<<elseif $rng gte 71>><<generate1>><<generate2>>
	<<print either("Under a tree,","Between some bushes,","In plain view of the entrance,","In a park gazebo,","Right under a streetlight,","On a swing, in the empty children's play area,")>>
	a <<person1>><<person>> is <<if $NPCList[1].pronoun is "m">>sucking off <<his>> boyfriend.<<else>>eating out <<his>> girlfriend.<</if>>
	The receiver, <<if $NPCList[0].description == $NPCList[1].description && $NPCList[0].pronoun == $NPCList[1].pronoun>>another<<else>>a<</if>> <<person2>><<personcomma>> gazes at you as you run past. <<He>> has look of blissful satiation on <<his>> face as <<his>>
	<<if $NPCList[0].pronoun is "m">>boyfriend's<<else>>girlfriend's<</if>> <<if $pronoun is "m">>head bobs between his legs.<<else>>head nuzzles between her legs.<</if>>

	<<endevent>>
	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 61>>
	You encounter a stray dog. It runs at the sound of your footsteps.

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 51>>
		<<if $weather is "rain">>
			<<generatef1>><<person1>>In the heavy rain, a <<person>> slips and falls into a puddle. The water instantly soaks through <<his>>
			<<print either("t-shirt","casual blouse","summer dress","top","tank-top")>> exposing <<his>> $NPCList[0].breastsdesc to all.

			<<if $rng % 2>>
			Humiliated, <<he>> covers up with <<his>> arms and runs from the park.
			<<else>>
			<<He>> either doesn't notice or doesn't care. The <<person>> carries on with <<his>> run, to the entertainment of all nearby.
			<</if>>
		<<else>>
			You hide behind a tree as a <<generate1>><<person1>><<person>> and <<generate2>><<person2>><<person>> run by.
		<</if>>
		<<endevent>>

		<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 41>>
		<<if $weather is "rain">> /*10% chance if running naked in the park at night during rain.*/
			As you pass <<print either("near a storm-drain","the bridge over the lake","the lake","some trees by the lake","some bushes by the storm-drain")>>
			something grabs your leg, dragging you down.
			<<if $bestialitydisable is "f">>

				Before you can react, a giant sewer lizard has clambered upon you.

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

			<<else>>
				It's a giant lizard.

				You narrowly manage to squirm free from the giant lizard's claws and dash away. Glancing behind, you can just make it out scurrying back toward the sewer.

				<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
			<</if>>
		<<else>>You don't encounter anyone.

		<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
		<</if>>
	<<elseif $rng gte 31>>
	You hear footsteps behind you. A <<generate1>><<person1>><<person>>crosses the path. <<He>> doesn't turn or notice you. You were so close to being seen.<<ltrauma>><<trauma -1>><<garousal>><<arousal 1>>

	<<endevent>>
	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 21>>
	You almost run straight into a group of teenagers smoking under an old shelter. You skirt around them.

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<elseif $rng gte 15>>
		<<set $rng to random(1, 100)>>
		<<if ndef $park_run_seen_by>><<set $park_run_seen_by to []>><</if>>
		<<if $rng gte 81 and ($NPCName[$NPCNameList.indexOf("Whitney")].init is 1) and ($NPCName[$NPCNameList.indexOf("Whitney")].state isnot "dungeon")>>
			You almost run straight into a group of teenagers smoking under an old shelter. As the central figure lights up, you recognise them. It's Whitney.

			<<npc Whitney>><<person1>>Eyes closed, <<he>> exhales a cloud of smoke.
			<<set $phase to 1>>
		<<elseif $rng gte 61 and $NPCName[$NPCNameList.indexOf("Leighton")].init is 1>>
			A figure lurks in the shadows near some kind of gazebo. As they move near a light you recognise them. It's Leighton.

			<<npc Leighton>><<person1>><<He>> seems to be looking for something. Or someone.
			<<set $phase to 2>>
		<<elseif $rng gte 41 and $NPCName[$NPCNameList.indexOf("Doren")].init is 1>>
			Another runner passes under a streetlight ahead. It's Doren.

			<<npc Doren>><<person1>><<set $phase to 3>>
		<<elseif $rng gte 21 and $NPCName[$NPCNameList.indexOf("Harper")].init is 1>>
			As you pass through the area near the hospital, you recognise Dr Harper sat on a bench ahead.

			<<npc Harper>><<person1>>Deep in thought, <<he>> reads through some paperwork.
			<<set $phase to 4>>
		<<elseif $NPCName[$NPCNameList.indexOf("Bailey")].init is 1>>
			You skid to a halt hearing a familiar voice nearby.

			"... back in one piece. Understood?"

			Bailey.

			"Sure," Another voice. "And thanks, <<print either("this one's cute. But it's okay,","this is quite a treat. But don't worry,","this one's feisty, but")>> we'll be gentle."

			"The money."

			"Oh yes. Yes, here you go. It's all there."

			"Good."

			<<npc Bailey>><<person1>>Bailey emerges from some nearby bushes counting money.
			<<set $phase to 5>>
		<<else>>/*Here in case Bailey is ever dropped out of the intro scene.*/
			For a heart-stopping moment you think you see a familiar face. It turns out to be a random stranger.

			<<set $phase to 6>>
		<</if>>
		<<if $phase isnot 6>>
			<<He>> hasn't seen you. Yet.

			<<link [[Stay hidden|Park Run NPC Hide]]>><</link>>

			<<if $exhibitionism gte 15>>
				<<link [[Show yourself|Park Run NPC Show]]>><</link>><<exhibitionist2>>

			<</if>>
		<<else>>
		<<endevent>>
			<<link [[Continue|Park]]>><<set $eventskip to 1>><</link>>
		<</if>>
	<<elseif $rng gte 7>>
	An old couple up ahead walk slowly, hand-in-hand through the park. You pass quietly behind them. You wonder how they'd respond if they knew you were there.

	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<<else>>
	You sneak behind a <<generate1>><<generate2>><<person1>><<person>> and <<person2>><<person>> sat on a bench. You're so close they could reach out and grab you.<<garousal>><<arousal 6>>

	<<endevent>>
	<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
	<</if>>
<<else>>
<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	<<generate1>><<person1>>A light flashes. A <<person>> lies beneath a bush, holding a camera pointed up at you. It flashes again, taking evidence of your <<nuditystop>> <<covered>>

	<<if $exhibitionism gte 75>>
	<<link [[Pose|Park Run Pose]]>><<fameexhibitionism 20>><</link>><<exhibitionist5>>

	<</if>>
	<<link [[Run away|Park Run Away]]>><<fameexhibitionism 10>><</link>>

	<<set $skulduggerydifficulty to 300>>
	<<link [[Steal Camera|Park Run Steal]]>><<crimeup 10>><</link>><<crime>><<skulduggerydifficulty>>

	<<elseif $rng gte 61>>
	<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> emerge from a bush up ahead. They walk toward you. <<covered>> "It's <<phimstop>>" the <<person1>><<person>> says. "The pervert."

	"We can do whatever we want to a <<girl>> like this," the <<person2>><<person>> says. "No one will believe <<phimstop>>" They quicken their pace.

	<<link [[Fight|Park Run Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>

	<<link [[Run|Park Run Escape]]>><</link>>

	<<elseif $rng gte 41>>
	A stray dog chases you for a while.<<gstress>><<stress 3>>

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

	<<elseif $rng gte 21>>
	You overhear a <<generate1>><<person1>><<person>> dressed as a police officer talking to a pedestrian on the other side of a bush. "That's right," <<he>> says. "A <<girl>> about this high. Being lewd in the park. You sure you haven't seen anything?" You run in the opposite direction.<<gstress>><<stress 3>>

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

	<<else>>
	The park is busy, despite the hour. You crouch low to keep your vulnerables hidden by the bushes.<<garousal>><<arousal 6>>

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

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

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

:: Men's Toilets [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "parkmens">>

You are in the men's toilets in the park.
<<storeon "parkmens" "check">>
<<if _store_check is 1>>
Your clothes are stored beneath the sinks.
<</if>>

<<if $stress gte 10000>>
<<passoutpark>>
<<else>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $player.appearance is "f" and $eventskip is 0>>
	<<eventstoilets>>

	<<else>>
	<<storeactions "parkmens">>
	<<link [[Masturbate|Men's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>>

		<<if _store_check isnot 1>>
		<<link [[Leave|Park]]>><</link>>
		<<elseif $exposed gte 2 and $exhibitionism gte 35>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist3>>
		<<elseif $exposed is 1>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist1>>
		<<elseif $exposed lte 0>>
		<<link [[Leave|Park]]>><</link>>
		<</if>>
	<</if>>
<</if>>

<<set $eventskip to 0>>
<<storecleanup>>

:: Women's Toilets [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "parkwomens">>

You are in the women's toilets in the park.

<<storeon "parwomens" "check">>
<<if _store_check is 1>>
Your clothes are stored beneath the sinks.
<</if>>

<<if $stress gte 10000>>
<<passoutpark>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $player.appearance is "m" and $eventskip isnot 1>>
	<<eventstoilets>>
	<<else>>
	<<storeactions "parkwomens">>

		<<link [[Masturbate|Women's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>>

		<<if _store_check isnot 1>>
		<<link [[Leave|Park]]>><</link>>
		<<elseif $exposed gte 2 and $exhibitionism gte 35>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist3>>
		<<elseif $exposed is 1>>
		<<link [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist1>>
		<<elseif $exposed lte 0>>
		<<link [[Leave|Park]]>><</link>>
		<</if>>
	<</if>>
<</if>>

<<set $eventskip to 0>>
<<storecleanup>>

:: Widgets Events Toilets [widget]
<<widget "eventstoilets">><<nobr>>

<<generate1>><<person1>>You enter the toilets, and hear a voice shout behind you. "I saw you go in there, pervert!" A <<person>> storms in, eyes livid. "I'll give exactly what you deserve!"

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

<<if $player.appearance isnot $player.gender>><<set $toiletsmistake to 1>><</if>>

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

<<widget "eventstoiletssafe">><<nobr>>

<<if $weather is "rain">>
Rain hammers against the small windows.

<<else>>
Wind rattles the small windows.

<</if>>

<<if $bus is "parkmens">>
<<link [[Next|Men's Toilets]]>><<set $eventskip to 1>><</link>>

<<else>>
<<link [[Next|Women's Toilets]]>><<set $eventskip to 1>><</link>>

<</if>>

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

:: Toilets Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemyanger += 150>>
<</if>>

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

<<stateman>>

<<actionsman>>

<<if $alarm is 1>>
Your cries echo against the tiles, but no one comes.

<</if>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gte 1>>
<<link [[Next|Toilets Molestation]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Toilets Molestation Finish]]>><</link>><<nexttext>>
<</if>>

:: Toilets Molestation Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<He>> falls back against the sinks, giving you the chance you need. <<tearful>> you flee the scene.

<<clotheson>>
<<endcombat>>

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

<<if $player.gender is $player.appearance and $toiletsmistake is 1>><<set $toiletsmistake to 0>>
"This is your fault for looking like <<if $player.gender is "m">>a girl<<else>>a boy<</if>>." <<He>> shoves you out the door.

<<else>>
"Let that be a lesson for you." <<He>> shoves you out the door.

<</if>>

<<tearful>> you struggle to your feet.

<<clotheson>>
<<endcombat>>
<</if>>
<<set $eventskip to 1>>
<<parkquick>>

:: Park Toilets Sneak [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

You <<nervously>> poke your head outside. There's no one around. You leave the safety of the building, your <<lewdness>> on display.

<<if $phase is 1>>
<<exhibitionism1>>
<<elseif $phase is 2>>
<<exhibitionism3>>
<</if>>

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

<<set $eventskip to 1>>

:: Park Lizard Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<beasttype lizard>>
<</if>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>>
<<set _itsgender to $beastpronoun>> /*beastpronoun gets over-written in "beastejaculation" widget*/
<<beastejaculation>>

<<if _itsgender is "m">>Its seed deposited,<<else>>Its needs satisfied,<</if>> the beast loses interest in you and shuffles back toward the sewer.

<<tearful>> you gather yourself.

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

<<else>>

It hisses and flees toward the sewer.

<<tearful>> you gather yourself.

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

<</if>>

repo_name: thermal/degrees

license: mit


code:
:: Park Run [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $daystate is "night">>
	<<if $weather is "rain">>
	You run through the deserted park. Cold rain assails you.
	<<else>>
	You run through the deserted park. The cool night air caresses your skin.
	<</if>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 33>>/*2/3 of time, do nothing*/
	<<elseif $rng gte 22>>

		There is a large queue at one of the toilet entrances. <<if $weather is "rain">>The queue wraps closely around the building where people are sheltered from the rain.<</if>>
		<<if $awareness lte 100>>It's strange. You have no idea why so many <<if $rng % 2>>men<<else>>women<</if>> would queue up at one toilet when the one next to it is empty. Maybe someone made a mess.

		<<elseif $awareness lte 300>>You can tell something sleazy is happening. You don't need details.

		<<else>>It looks like someone is running a gloryhole out of one of the cubicles.

		<</if>>You run by.
	<<elseif $rng gte 11>>

		In a secluded part of the park, you enter a clearing. A large group of people stand <<if $weather is "rain">>naked in the pounding rain<<else>>half-naked in silence<</if>> surrounding some kind of altar.
		All eyes fix on you.

		You speed up and run quickly by.
	<<elseif $rng gte 6>>
		<<generate1>><<person1>>

		There is a small crowd in a secluded <<if $weather is "rain">>park gazebo, sheltered from the rain.<<else>>grass clearing.<</if>>
		<<if $awareness lte 100>>You are shocked to see a <<person>> in the middle having sex with random strangers from the crowd while everyone watches. Some are even touching themselves.<<gawareness>><<awareness 2>>
		<<elseif $awareness lte 300>>In the middle a <<person>> is having sex with random people from the crowd while onlookers throw in money.
		<<else>>Except for being in a public park, it's a standard sex-show. A <<person>> is having sex with 'random people' - obvious stooges - from the crowd while the punters stuff money in a hat and beg to be next.
		<<if $brothelintro is 1>>You recognise the <<person>> as a worker from the Harvest Street brothel.<</if>>
		<</if>>

		You run <<if $awareness lte 100>>quickly <</if>>by.<<endevent>> /*tidy up people generated in this fork*/
	<<else>>

		You hear a sharp squeal nearby followed by some muffled cries. Slowing down, you glance around.
		Thanks to the shadows you can't tell where the noises came from. Somewhere behind is a heavy thud. You spin around. The hairs on your neck rise with the strong and sudden feeling of being watched.

		<<if $submissive lte 850>>
			<<if $physique gte ($physiquesize / 7) * 4>>Sure you're tough, trim and pretty much fearless,
			<<else>>Sure you're not one to back down from a fight,<</if>>
			but you're also not stupid. You're not going alone into the shadows to investigate a 'funny noise.'

			"Nope."

			You run on.
		<<else>>
			You're no hero and it's not like you could help if you wanted.

			You run.

			It was probably nothing anyway. Just someone trying to scare you. That's all it was.
		<</if>>
	<</if>>

<<else>>
	<<if $weather is "rain">>
	You run through the park. Few others brave the rain.
	<<else>>
	You run through the park. Other runners wave as you pass.
	<</if>>
<</if>>
<<physique 3>>

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

:: Park Run Exposed [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

You run through the dark and deserted park. The cool night air blows against your <<lewdnessstop>> Your heart pumps as much from the thrill as from exertion. <<physique 3>>

<<if $phase is 0>>
<<exhibitionism3>>
<<else>>
<<exhibitionism1>>
<</if>>

<<parkrun>>
<<set $famepark += 4>>

:: Park Run Pose [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<flaunting>> you move your arms in front of your <<lewdness>> in mock embarrassment, without actually covering anything.
<<if $worn.lower.type.includes("naked")>>
You can tell <<hes>> zooming in on your exposed bottom half.
<<else>>
You can tell <<hes>> zooming in on your exposed top half.
<</if>>

The camera flashes. You turn to give <<him>> a shot of your <<bottomstop>> You pose a few more times before moving on. <<He>> continues snapping pictures as you walk away.<<exhibitionism5>>

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

:: Park Run Away [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

With a yelp, you turn and flee. <<He>> takes pictures of your <<bottom>> as you run.

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

:: Park Run Steal [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $submissive gte 1150>>
"Oh, it feels so good to be looked at," you say. "Can I take a selfie with you?"
<<elseif $submissive lte 850>>
"Amateur," you tut. "Give it here. I'll capture my good side."
<<else>>
"Give me the camera," you say. "I have a naughty idea."
<</if>>
You hold your hand out.

<<skulduggerycheck>>
	<<if $skulduggerysuccess is 1>><<set $blackmoney += 20>>
	<<He>> passes you the camera. You give it a thoughtful look, stick your tongue out, and run. "Oi!" <<he>> shouts after you, but you're gone by the time <<hes>> stood. Looks like it's worth £20.

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

		<</if>>

	<<else>>
	"Nice try," <<he>> says. <<He>> takes a picture of your <<bottom>> as you walk away.

	<<fameexhibitionism 10>>

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

		<</if>>

	<</if>>

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

:: Park Run Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
	<<if $phase is 1>>
	You stand your ground. The pair are surprised, and hesitate. You seize the chance and smack the <<person1>><<person>> in the face.<<defiance 5>>

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

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

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

"A pervert <<girl>> exposing <<pher>> body in the park," the <<person1>><<person>> says to <<himselfstop>> "What did <<pshe>> think would happen?" <<tearful>> you struggle to your feet as the pair walk away.

<<clotheson>>
<<endcombat>>

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

<<else>>
You shove the assailants away from you. <<tearful>> you escape between the trees.

<<clotheson>>
<<endcombat>>

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

<</if>>

:: Park Run Escape [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $physique gte $rng * 100 + 6000>>
You turn and run. They can't keep up, and you soon lose them between the trees.

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

<<else>>

You turn and run. They catch up and tackle you to the ground.

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

<</if>>

:: Park Run Secret [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

"I have a secret," you purr. The <<person>> frowns.
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
"I'm not wearing anything."
<<elseif $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
"I'm wearing nothing but underwear."
<<elseif $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
"I'm naked from the waist down."
<<else>>
"I'm wearing nothing over my underwear."
<</if>>
<<He>> gasps as you break into a run.<<exhibitionism2>>

You glance back and see <<him>> leaning across the hedge to get a peek.

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

:: Park Run NPC Hide [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

You stay out of sight, but close enough to watch.
<<if $phase is 1>>Whitney
<<elseif $phase is 2>>Leighton
<<elseif $phase is 3>>Doren
<<elseif $phase is 4>>Harper
<<elseif $phase is 5>>Bailey
<</if>>has no idea you are in this state so nearby.

Your heart is pounding with the thrill as you quietly move on.
<<endevent>>

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

:: Park Run NPC Show [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

<<if $phase is 1>><<npcincr Whitney lust 5>>
	You run in front of Whitney's group and make a show of yelping in shock and ineffectually trying to 'cover up.'
	Once everyone has had a good look, you run away.
	<<if $park_run_seen_by.includes("whitney")>>

		"Look," Whitney jeers.
		<<if ($goocount + $semencount) is 0>>
			"The poor slut's that horny and noone will even rape <<pherstop>>"
		<<else>>
			<<if ($vaginasemen + $vaginagoo) gte 4>>"That cunt has been wrecked
			<<elseif ($anussemen + $anusgoo) gte 4>>"That ass has been ruined
			<<elseif $famebestiality gte 600 and ($mouthsemen + $facesemen + $vaginasemen + $anussemen) gte 3>>"That's probably animal cum
			<<elseif ($mouthsemen + $mouthgoo + $facegoo + $facesemen) gte 5>>"<<pHer>> face! Sucked off every teacher
			<<elseif ($semenoutsidecount + $goooutsidecount) gte 6>>"Covered in cum
			<<elseif $famerape gte 600>>"Half the town's raped <<pher>> already
			<<elseif $famebestiality gte 600>>"<<pShe>> probably fucked five dogs already
			<<elseif ($vaginasemen + $vaginagoo + $anussemen + $anusgoo) gte 2>>"You can see the cum dripping out
			<<elseif $famesex gte 400>>"Half the town has <<pher>> fuck-vids
			<<else>>"Fucked at least once already tonight
			<</if>>and this little slut is still running around begging for more!"
			<<if $physique gte ($physiquesize / 7) * 4>>

			"Amazing body," someone says.<</if>>
		<</if>>
	<<else>>
		The last time you glance back, Whitney is still <<print either("staring after you.", "choking on inhaled smoke.","smiling.","staring at the 'cigarette' in disbelief.")>>
		<<set $park_run_seen_by.pushUnique("whitney")>>
	<</if>>
<<elseif $phase is 2>><<npc Leighton>><<person1>>
	<<if $hour gte 21>>"Evening,<<else>>"Morning,<</if>> <<if $pronoun is "m">>Sir<<else>>Miss<</if>>," you cheerily call out as you pass.

	<<if $park_run_seen_by.includes("leighton")>>
		Leighton jerks upright. "You again? Why don't you come a little closer? I've got something for you."

	<<else>>
		Leighton jerks upright. <<He>> looks guilty as <<he>> snaps toward you. "I was only... I... You? Why are you..?"

		<<set $park_run_seen_by.pushUnique("leighton")>>
	<</if>>
	You wave and casually run on.
<<elseif $phase is 3>><<npc Doren>><<person1>>
	<<if $park_run_seen_by.includes("doren")>>
		This time Doren spots you approaching and averts <<his>> eyes, shaking <<his>> head in disbelief.

		<<if $hour gte 21>>"Evening,<<else>>"Morning,<</if>> <<if $pronoun is "m">>Sir,"<<else>>Miss,"<</if>> you call out.

		"Aye," <<he>> says. "You be careful now <<lassstop>>"
	<<else>>
		A few steps away, Doren seems to notice the exposed runner approaching and looks away, moving to avoid you. You're not sure, but you don't think <<he>> recognised you.

		<<if $hour gte 21>>"Evening,<<else>>"Morning,<</if>> <<if $pronoun is "m">>Sir,"<<else>>Miss,"<</if>> you cheerily call out as you pass.

		Doren double-takes, staring back at you in disbelief. <<if $player.appearance is "m">>"Lad?<<else>>"Lass?<</if>> Is that..? What are you doing?!"

		You run on. As you go around the next corner, you look back to see Doren clutching <<his>> face and looking troubled.
		<<set $park_run_seen_by.pushUnique("doren")>>
	<</if>>
<<elseif $phase is 4>><<npc Harper>><<person1>>
	Harper seems utterly absorbed in <<his>> paperwork, staring at it intently.

	<<if $park_run_seen_by.includes("harper")>>
		<<if $hour gte 21>>"Evening,<<else>>"Morning,<</if>> Doctor," you call out.

		"Hello," Harper looks up. You wave as you run past.

		"Great work," the doctor reaches for something in <<his>> bag. "Excellent to see someone taking health seriously."

		You faintly see your silhouette light up in the bushes ahead. Camera flash?<<fameexhibitionism 1>>
	<<else>>
		<<if $hour gte 21>>"Evening,<<else>>"Morning,<</if>> Doctor," you call out.

		"Hello," Harper continues to stare at the page. "I'm busy now, but if you need an appointment the..."

		"I'm fine."

		Harper looks up. "Stay heal-"

		Harper stares after you as you run into the night.
		<<set $park_run_seen_by.pushUnique("harper")>>
	<</if>>
<<elseif $phase is 5>><<npc Bailey>><<person1>>
	Bailey is tucking away some money when <<he>> sees you run past.

	<<if $park_run_seen_by.includes("bailey")>>
		<<if $renttime lte 0>>
			"Don't you dare run. You owe me-"

			You dash swiftly away.

		<<else>>
			"You know you can get paid for stripping? Don't they teach anything at school?"

			You run on.

			"You better have my money on time."
		<</if>>
	<<else>>
		<<if $renttime lte 0>>
			"I've been looking for you. Time to pay-"

			You dash swiftly away.
		<<else>>
			Bailey nods. "Good industry. Hope you're getting paid for this."

			You run on.
		<</if>>
		<<set $park_run_seen_by.pushUnique("bailey")>>
	<</if>>
<</if>>

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


code:
:: Park Lichen [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
You approach the statue in the middle of the park. It's covered in white lichen. You could collect some for your science project, but the plinth is taller than you.

<<link [[Climb up (0:30)|Park Lichen Climb]]>><<pass 30>><<set $sciencelichenpark to 1>><<set $NPCName[$NPCNameList.indexOf("Avery")].init to 1>><<pass 30>><</link>>

<<link [[Ask someone for help (0:30)|Park Lichen Help]]>><<set $sciencelichenpark to 1>><<set $NPCName[$NPCNameList.indexOf("Avery")].init to 1>><<pass 30>><</link>>

<<link [[Leave|Park]]>><</link>>

:: Park Lichen Climb [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
<<if $physique gte $rng * 100 + 6000>>
	You successfully climb onto the plinth. The lichen is attached firm, but you manage to pry it free with some effort. A few heads turn but no one bothers you until you hear a voice shout from across the park. "Oi!" It's a <<generate2>><<person2>><<person>> dressed as a police officer. "Get down from there or I'll have your hide."
	<<gstress>><<stress 3>>

	<<link [[Explain yourself|Park Lichen Explain]]>><</link>>

	<<link [[Run|Park Lichen Run]]>><</link>>

<<else>>
	You reach up and try to lift your body, but your arms give way and you tumble to the ground.
	<<gstress>><<gpain>><<stress 3>><<pain 6>>

	<<npc Avery>><<person1>>You hear a <<if $pronoun is "m">>man's<<else>>woman's<</if>> laughter. Before you can recover a pair of arms picks you up by your shoulders. Not stopping there, <<he>> holds you by the hips and helps lift you with surprising strength. It's enough for you to clamber up.
	<<if $worn.lower.skirt is 1>>
		You feel your face flush as you realise <<he>> could have seen up your $worn.lower.name. If <<he>> did <<he>> gives no sign.
	<</if>>
	<<He>> smiles at you. "Why'd you want to go up there anyway?"

	<<link [[Honest|Park Lichen Honest]]>><</link>>

	<<link [[Evasive|Park Lichen Evasive]]>><</link>>

<</if>>

:: Park Lichen Help [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
You look around for someone who might help. You see a <<npc Avery>><<person1>><<if $pronoun is "m">>man<<else>>woman<</if>> already watching you. <<He>> laughs and approaches you. <<He>> says nothing, but grabs you by the hips and helps lift you with surprising strength. It's enough for you to clamber up.
<<if $worn.lower.skirt is 1>>
	You feel your face flush as you realise <<he>> could have seen up your $worn.lower.name. If <<he>> did <<he>> gives no sign.
<</if>>
<<He>> smiles at you. "Why'd you want to go up there anyway?"

<<link [[Honest|Park Lichen Honest]]>><</link>>

<<link [[Evasive|Park Lichen Evasive]]>><</link>>

:: Park Lichen Run [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
<<person2>>You turn away from the <<person>> and jump from the plinth. Right into the arms of a waiting <<npc Avery>><<person1>><<if $pronoun is "m">>man<<else>>woman<</if>>. The <<person2>><<person2>><<person>> runs around the plinth, but stops when <<he>> sees the newcomer. "This your <<girl>> then?" <<he>> says. "<<pShe>> was defacing public property."

"<<pShes>> done no such thing," the <<person1>><<if $pronoun is "m">>man<<else>>woman<</if>> says, holding you tight. <<He>> glares at the <<person2>><<personstop>> "And you know it."

The <<person>> seems less confident. <<He>> sheathes <<his>> baton and turns away.

<<person1>>The newcomer releases you from <<his>> arms and smiles. "I hope you're okay," <<he>> says. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."

<<link [[Accept|Park Lichen Accept]]>><</link>>

<<link [[Refuse|Park Lichen Refuse]]>><</link>>

:: Park Lichen Explain [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
<<if $submissive gte 1150>>
	"I-it's for my science project," you say.
<<elseif $submissive lte 850>>
	"I need it to win the science fair," you say.
<<else>>
	"I need lichen for my science project," you say.
<</if>>

"Is that right?" <<he>> says. "Looks like you're defacing a statue to me." <<He>> raises <<his>> baton and rubs <<his>> palm with it.

"<<npc Avery>><<person1>><<pShes>> doing no such thing," a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice says from behind you. <<He>> walks around the statue and glares at the <<person2>><<personstop>> "And you know it."

The <<person>> seems less confident. "This your <<girl>> then? Tell <<phim>> to get down from there." <<He>> sheathes <<his>> baton and turns away.

<<person1>>The newcomer offers an arm and helps you climb down. "Did I hear you right," <<he>> says. "A scientist in the making?" <<He>> smiles. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."

<<link [[Accept|Park Lichen Accept]]>><</link>>

<<link [[Refuse|Park Lichen Refuse]]>><</link>>

:: Park Lichen Honest [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
<<if $submissive gte 1150>>
	"I-it's for my science project," you say.
<<elseif $submissive lte 850>>
	"I need it to win the science fair," you say.
<<else>>
	"I need lichen for my science project," you say.
<</if>>

"A scientist in the making?" <<he>> says. "I'll help you down when you're done. I'm only out for a stroll, there's no rush."

The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."

<<link [[Accept|Park Lichen Accept]]>><</link>>

<<link [[Refuse|Park Lichen Refuse]]>><</link>>

:: Park Lichen Evasive [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
<<if $submissive gte 1150>>
	"I-it's nothing," you say.
<<elseif $submissive lte 850>>
	"None of your business," you say.
<<else>>
	"School stuff," you say.
<</if>>

<<He>> nods. "I'll help you down when you're done. I'm only out for a stroll, there's no rush."

The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."

<<link [[Accept|Park Lichen Accept]]>><</link>>

<<link [[Refuse|Park Lichen Refuse]]>><</link>>

:: Park Lichen Accept [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<He>> leads you to a small cafe at the edge of the park. <<He>> orders a coffee for <<him>> and some fruit juice for you. The <<generate3>><<person3>><<if $pronoun is "m">>waiter<<else>>waitress<</if>><<person1>> thinks you're Avery's <<if $player.appearance is "m">>son<<else>>daughter<</if>>. <<He>> is old enough to be your <<if $pronoun is "m">>father<<else>>mother<</if>>, but <<hes>> in good shape. <<He>> smiles at you across the table.

You talk with Avery over the drinks. <<He>> asks a lot of questions, but is reluctant to answer yours. <<He>> doesn't take <<his>> eyes off you.

<<Hes>> asking if you're happy at school when interrupted by a buzzing in <<his>> pocket. "I'm sorry," <<he>> says. "It's work. I need to go." <<He>> stands up, then hesitates a moment before leaning close.

<<link [[Smooch|Park Lichen Smooch]]>><<npcincr Avery love 1>><</link>><<glove>><<promiscuous1>>

<<link [[Stay still|Park Lichen Still]]>><<npcincr Avery love 1>><</link>><<glove>>

<<link [[Move away|Park Lichen Move]]>><</link>>

:: Park Lichen Refuse [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<He>> frowns for a moment, but covers it with a smile. "Of course," <<he>> says. I'm sure you're busy. I'll see you around."

<<if $scienceproject is "ongoing">>
	You can add the lichen you found to your project in your room or the school library.

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

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

:: Park Lichen Smooch [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
You lean in and plant a kiss on <<his>> lips. <<He>> kisses back.<<promiscuity1>>

<<He>> pulls away and glances around the cafe as if concerned about who's watching. "I'll be in touch," <<he>> says, smiling.

You leave soon after <<himcomma>> but <<hes>> already gone.

<<if $scienceproject is "ongoing">>
	You can add the lichen you found to your project in your room or the school library.

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

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

:: Park Lichen Still [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<He>> plants a kiss on your cheek and smiles. "I'll be in touch."

You leave soon after <<himcomma>> but <<hes>> already gone.

<<if $scienceproject is "ongoing">>
	You can add the lichen you found to your project in your room or the school library.

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

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

:: Park Lichen Move [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<He>> tries to plant a kiss on your cheek, but you pull away. <<He>> raises <<his>> hand as if to pull you back, but catches <<himself>> and smiles. "I'll be in touch."

You leave soon after <<himcomma>> but <<hes>> already gone.

<<if $scienceproject is "ongoing">>
	You can add the lichen you found to your project in your room or the school library.

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

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


code:
:: Hospital Arrest [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<generate1>><<generate2>>Two police officers are sitting in the lobby. They stand when you approach. "You're under arrest. Please come quietly."

<<link [[Run|Hospital Arrest Run]]>><<crimeup 100>><</link>><<crime>>

<<link [[Go quietly|Hospital Arrest Journey]]>><</link>>

:: Hospital Arrest Run [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
You turn and run from the hospital.<<physique>>

<<if $physique gte $rng * 100 + 6000>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
		With the police close on your heels you run down streets and alleys, but they're persistent. You succeed in gaining distance on them, but round a corner and find yourself facing a dead end.

		<<endevent>>
		You're about to give up when a small hatch opens at the base of a nearby wall. You have no idea what's inside, but it's that or face the police.

		<<link [[Go through the Hatch|Hospital Arrest Molestation]]>><<set $molestationstart to 1>><</link>>

		<<link [[Surrender to the police|Hospital Arrest Surrender]]>><<endevent>><</link>>

	<<else>>
		With the police close on your heels you run down streets and alleys. The police aren't able to keep up, and you succeed in escaping them.

		<<link [[Next|Industrial alleyways]]>><<endevent>><</link>>

	<</if>>
<<else>>
	You try to run from the hospital, but fail to outrun the police. They tackle you to the ground.

	<<link [[Next|Hospital Arrest Journey]]>><</link>>

<</if>>

:: Hospital Arrest Journey [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
They cuff you and lead you to their waiting car. They put you in the back, climb in the front and set off.
<<set $leftarm to "bound">><<set $rightarm to "bound">>

<<if $crime gte 5000>>
	The driver, a <<person1>><<personcomma>> looks back at you. "You've been a bad <<girl>> haven't you? Caused all sorts of problems."

	<<His>> partner, a <<person2>><<personcomma>> interjects, "Watch the road."

	The <<person2>><<person>> is about to say something, but thinks better of it and looks back at the road. No one says anything for awhile.

	<<if $promiscuity gte 15>>
		<<link [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</link>><<promiscuous2>>

	<</if>>
	<<link [[Sit quietly|Hospital Arrest Sit]]>><</link>>

<<else>>
	The driver, a <<person1>><<personcomma>> looks back at you. "If you cooperate, everything will be fine."

	<<if $promiscuity gte 15>>
		<<link [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</link>><<promiscuous2>>

	<</if>>
	<<link [[Sit Quietly|Hospital Arrest Sit]]>><</link>>

<</if>>

:: Hospital Arrest Molestation [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<set $outside to 0>><<generate1>><<generate2>><<generate3>><<generate4>><<man1init>>
	You crawl through the hole and into darkness. You hear the hatch shut behind you as the lights come on, revealing four people. <<person1>>"What do we have here?" says a <<personstop>> "Do you think they'd want <<phim>> below?"

	"Dunno," responds a <<person2>><<personcomma>> who crouches beside you. "I think we should try <<phim>> ourselves first."

	<<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Hospital Arrest Surrender [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<generate1>><<generate2>>You decide against going through the strange hatch. The police arrive, panting. One of them threatens you with a taser. "We've got you," <<he>> says. "You're coming with us."

<<link [[Next|Hospital Arrest Journey]]>><</link>>

:: Hospital Arrest Offer [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<if $crime gte 5000>>
	<<set $seductiondifficulty to 10000>>
	<<seductioncheck>>

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

	<<if $seductionrating gte $seductionrequired>>
		You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>>

		The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."

		"Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."

		The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."

		The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over."

		The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which <<he>> shoves you through with enough force that you almost fall over. You think you're in an empty warehouse.

		"Don't think you're getting off easy," <<he>> says. "Scum like you are treated far too leniently. No, you're getting what you deserve."

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

	<<else>>
		You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>>

		The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."

		"Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."

		The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."

		"I said no," the <<person2>><<person>> responds, <<his>> tone quelling any further argument. It was worth a try.

		<<link [[Next|Hospital Arrest Sit]]>><</link>>

	<</if>>
<<else>>
	<<set $seductiondifficulty to 6000>>
	<<seductioncheck>>

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

	<<if $seductionrating gte $seductionrequired>>
		You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>>

		The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."

		"Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."
		The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."

		The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over."

		The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which opens into a large open area. You think you're in an abandoned warehouse.

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

	<<else>>
		You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>>

		The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."

		"Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."
		The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."

		"I said no," the <<person2>><<person>> responds, <<his>> tone quelling any further argument. It was worth a try.

		<<link [[Next|Hospital Arrest Sit]]>><</link>>

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

:: Hospital Arrest Sit [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<pass 5>>You sit quietly for the remainder of the journey. Before long you're pulling up to the police station on Barb Street. Once out the car, they lead you inside. You walk down a flight of metal steps and down a grim-looking corridor. At the end they open one of the tiny cells, and shove you inside. "Sit tight," The <<person1>><<person>> says. "We'll soon decide what to do with you."

<<link [[Wait (1:00)|Police Cell]]>><<pass 1 hour>><<endevent>><</link>>

:: Police Molestation [nobr]

	<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<set $outside to 0>>
	<<if $crime gte 5000>>
		<<set $enemytrust -= 120>><<set $enemyanger += 120>>
	<<else>>
		<<set $enemytrust -= 90>>
	<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Police Molestation Finish [nobr]

<<if $enemyhealth lte 0>>
	You shove the <<person1>><<person>> into the <<person2>><<personcomma>> causing them to trip over each other and fall to the ground. <<tearful>> you flee from the warehouse.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
	"Come on," says the <<person2>><<person>> "Before we're missed." <<unbind>>They remove your cuffs and leave you lying on the warehouse floor. <<tearful>> you stand and stumble outside.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
<</if>>

:: Police Cell [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
You sit on the dingy bed and wait.

After an hour, a <<generate1>><<person1>><<person>> in a police uniform arrives beside the cell. "Come on, let's get you processed," <<he>> says, unlocking the cell door. "Turn around."

<<if $worn.neck.collared isnot 1>>
	<<neckwear 1>>
	You comply, and hear <<him>> remove something from <<his>> belt. <<He>> fastens it around your neck, and you hear it click shut. "This collar has a shock function, just to ensure your continued cooperation. We'll remove it once you've served your sentence."

<<else>>
	You comply. "Oh," <<he>> says. "You're already collared." <<He>> walks right up behind you and examines the collar more closely. "And the shock function appears to work. Everything is in order then. We'll remove it once you've served your sentence."

<</if>>
<<set $worn.neck.collaredpolice to 1>>
<<He>> leads you up another flight of stairs and into a small room. Three people in suits sit at a table on the far side. In the middle, a <<generate2>><<person2>><<person>> gestures at the chair in front of <<himstop>> "Take a seat," <<he>> says. "And don't tarry." The <<person1>><<person>> follows you in, and closes the door behind you.

Once seated, the <<person2>><<person>> continues. "You didn't think you'd get away with it did you? You've been leaving traces of yourself all over. These are only petty crimes however, so public humiliation is an appropriate punishment. Take <<phim>> to the pillory."

<<link [[Next|Police Pillory Start]]>><</link>>

:: Hospital Arrest Molestation Finish [nobr]

<<if $enemyhealth lte 0>>
	They back off from you, surprised by your strength. <<tearful>> you open the hatch and escape outside before they can stop you.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<if $phase is 1>>
		<<ejaculation>>
		The second orgasm is a bit much for them, and gives you a chance to escape through the hatch.

		<<clotheson>>
		<<endcombat>>
		<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
	<<else>>
		<<ejaculation>>
		<<person2>>"<<pShe>> should be worth something," says the <<personstop>> "Be a good little fucktoy and come with us." <<He>> grabs your arm and tries to pull you deeper into the building.

		<<link [[Go quietly|Underground Intro]]>><</link>>

		<<link [[Resist|Hospital Arrest Molestation]]>><<set $phase to 1>><<set $enemyanger += 120>><<set $enemytrust -= 40>><<set $enemyarousal to 0>><</link>>
	<</if>>
<<elseif $phase is 1>>
	You're too hurt to fight any longer. The <<person1>><<person>> and <<person2>><<person>> drag your limp body deeper into the building.

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

<</if>>


code:
:: Police Station [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<if $NPCList[0].pronoun is 0>>
	<<generate1>>
<</if>>
You are stood in the police station lobby. A <<person1>><<person>> in an officer's uniform sits behind the front desk.

<<if $worn.neck.collared is 1 or $worn.neck.name is "collar">>
	<<link [[Ask for collar removal|Police Station Collar]]>><</link>>

<</if>>
<<if $headdrive is 1 and $headpolice isnot 1>>
	<<link [[Give evidence against Leighton|Police Leighton]]>><</link>>

<</if>>

<<link [[Leave|Barb Street]]>><<endevent>><</link>>

:: Police Station Collar [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
You ask the <<person>> if you can have your collar removed.
<<if $worn.neck.collaredpolice is 1 and $communityservice is 1>>
<<else>>
	"Sure," <<he>> says. "It'll cost £200. You really shouldn't go putting those things on for fun. They're government property for one thing, and a bitch to get off by design."

	<<if $promiscuity gte 15 and $policecollarseduceattempt isnot 1>>
		<<link [[Seduce|Police Station Seduce]]>><<set $policecollarseduceattempt to 1>><</link>><<promiscuous2>>

	<</if>>
	<<if $money gte 20000>>
		<<link [[Pay up|Police Station Collar Removal]]>><<set $money -= 20000>><</link>>

	<</if>>
<</if>>
<<link [[Leave|Police Station]]>><</link>>

:: Police Station Seduce [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>

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

<<if $seductionrating gte $seductionrequired>>
	"I'll pretend I didn't hear that. If you can't pay up, I can't help you." As you turn to leave however, <<he>> whispers to you. "Meet me behind the station in five minutes, in that old ruin." <<promiscuity2>>

	<<pass 5>>
	You go to the ruin the <<person>> mentioned, which looks like the remains of an ancient wall. You wait in the hollow interior. You don't have to wait long.

	"I'll remove your collar once we're done," <<he>> says, stooping through the arched entrance. "I think It'll make it more fun."

	<<link [[Next|Police Station Sex]]>><<set $sexstart to 1>><</link>>

<<else>>
	"I'll pretend I didn't hear that. If you can't pay up, I can't help you."

	You can try again tomorrow.

	<<link [[Next|Police Station]]>><</link>>

<</if>>

:: Police Station Collar Removal [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
"I'll be right round," The <<person>> says. <<He>> enters the lobby proper moments later, holding a strange-looking key. <<He>> holds it up to the collar, and the lock clicks open, releasing your neck. <<He>> takes the collar. "As I said, government property."

<<set $worn.neck.cursed to 0>><<neckruined>><<set $worn.neck.collaredpolice to 0>>
<<link [[Next|Police Station]]>><</link>>

:: Police Station Sex [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<set $enemytrust += 60>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Police Station Sex Finish [nobr]

<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
	<<He>> takes a strange key from <<his>> belt and holds it up to your collar. Your collar comes loose with a click, falling to the ground. <<He>> picks it up. "Government property. Goes without saying you shouldn't tell anyone this happened." <<tearful>> you gather yourself as <<he>> leaves.

	<<set $worn.neck.cursed to 0>><<neckruined>>
	<<clotheson>>
	<<endcombat>>
<<elseif $enemyhealth lte 0>>
	The <<person>> staggers backward, tripping over a tree stump. <<tearful>> you flee from the ruin.

	<<clotheson>>
	<<endcombat>>
<<elseif $finish is 1>>
	"Fine," <<he>> says "I'm not taking the collar off though."

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

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

:: Police Leighton [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<if $submissive gte 1150>>
	You walk up to the desk. "I have something," you say, and put the flash drive on the counter. "T-the head of the local school has been doing awful things to students."
<<elseif $submissive lte 850>>
	You stride up to the desk. "I have evidence of a crime," you say, placing the flash drive on the counter. "The school head has been abusing students."
<<else>>
	You walk up to the desk. "I have evidence of a crime," you say, and put the flash drive on the counter. "The school head has been abusing students."
<</if>>

The <<person>> takes the flash drive. "Alright. I'll add it to the pile," <<he>> says uninterested. "Is there anything else?"

You get the feeling the police aren't going to be helpful. At least you tried to do the right thing.<<ggcontrol>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>

<<set $headpolice to 1>><<control 25>>
<<link [[Next|Police Station]]>><</link>>

:: Police Back Office [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<if ndef $police_access_card>><<set $police_access_card to 0>><</if>>
<<if ndef $police_hack>><<set $police_hack to 0>><</if>>
<<if $daystate is "night">>
	<<if $police_intro is 0>>
	You find yourself in a small passage between a set of administrative back offices.
	The rooms nearby are dark and empty. Further along the corridor a few offices glow with light, however a thick, glass door bars entry.
	You hear distant voices, strange cries and grunts and the occasional burst of laughter.

	The door to a nearby office is wide open. The office is dim, lit by the glow from a computer screen. Slipping inside,
	you find a locked police computer.
	<<set $police_intro to 1>>
	<<else>>
	The office is dim, lit by the glow from the locked computer screen.
	<<print either("A sound like a whip-crack echoes down the hallway.","A muffled voice can be heard through the wall.","Drunken singing can be heard from further in the building.",
		"Sinister laughter echoes through the halls.", "Sobbing can be heard from further in the building.","A door slams alarmingly nearby.")>>
	<</if>>
	<<if $police_hack lte 2>>
		The login prompt taunts you. You know no way to access the computer, you'll need help from a hacker or a professional thief.
		<<if $police_hack is 0>><<set $police_hack to 1>><</if>>

	<</if>>
	<<if $police_access_card is 0 and ($rng % 3) is 0>>

A police access card lies on the desk. A note on it says "external access only."

		<<link [[Steal Access card|Police Back Office]]>><<set $police_access_card to 1>><</link>>

	<<else>>

	<</if>>
	<<if $police_hack is 4>>
		<<link [[Access Police Computer (0:10)|Police Computer]]>><<pass 1>><<set $phase to 0>><</link>>

	<<elseif $police_hack is 5>>
		<<link [[Access Police Computer (0:10)|Police Computer]]>><<pass 10>><<set $phase to 1>><</link>>

	<</if>>
<<else>>
	You find yourself amid a set of administrative back offices. There are police everywhere. You cannot go anywhere or access anything. About to be discovered you have no choice but to slip away.

	It would probably be quieter at night.

<</if>>

<<link [[Leave|Barb Street]]>><<set $police_intro to 0>><</link>>

:: Police Computer [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase is 0>>
	The password you have no longer works. It must have been changed.
	Landry can get you the new password.
<<elseif $phase is 1>>
	You access the police computer.
	<<police_computer_action>>
<<elseif $phase is 10>>
	You delete a number of crimes from your record, and randomly change several evidence reference numbers.
<<elseif $phase is 11>>
	A messagebox tells you the software installed correctly. It should lock out everything within the next few hours.
	<<set $police_hack to 4>>
<<elseif $phase is 12>>
	You transfer all the evidence of crimes to Whitney's profile. You are now squeaky clean.
	<<set $police_hack to 4>><<set $framed to "whitney">>
<<elseif $phase is 13>>
	You transfer all the evidence of crimes to Leighton's profile. You are now squeaky clean.
	<<set $police_hack to 4>><<set $framed to "leighton">>
<<else>>/*invalid phase*/
	The police computer has started updating. It's at 3%. Shouldn't take too long...

	<<link [[Wait (12:00)|Police Back Office]]>><<pass 720>><</link>>(Don't wait! This is an error, please report!)
<</if>>

<<link [[Leave|Police Back Office]]>><</link>>