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

<<museumAntiqueStatus "antiquebox" "talk">>
<<museumAntiqueStatus "antiquesilverring" "talk">>
<<museumAntiqueStatus "antiquegoldnecklace" "talk">>
<<museumAntiqueStatus "antiqueivorynecklace" "talk">>
<<museumAntiqueStatus "antiquecrystal" "talk">>
<<museumAntiqueStatus "antiquehorn" "talk">>
<<museumAntiqueStatus "antiquewatch" "talk">>
<<museumAntiqueStatus "antiquedildo" "talk">>
<<museumAntiqueStatus "antiquecandlestick" "talk">>
<<museumAntiqueStatus "antiqueforestarrow" "talk">>
<<museumAntiqueStatus "antiqueforestdagger" "talk">>
<<museumAntiqueStatus "antiqueforestgem" "talk">>
<<museumAntiqueStatus "antiquesilverbrooch" "talk">>
<<museumAntiqueStatus "antiquetrashcup" "talk">>
<<museumAntiqueStatus "antiquetrashburner" "talk">>
<<museumAntiqueStatus "antiquebrassstatuette" "talk">>
<<museumAntiqueStatus "antiquegoldchastitybelt" "talk">>
<<museumAntiqueStatus "antiquecoppercompass" "talk">>
<<museumAntiqueStatus "antiquegrenade" "talk">>
<<museumAntiqueStatus "antiquestonetalisman" "talk">>
<<museumAntiqueStatus "antiquesilvermask" "talk">>
<<museumAntiqueStatus "antiquediamond" "talk">>
<<museumAntiqueStatus "antiquesilvercompass" "talk">>
<<museumAntiqueStatus "antiquesilverdagger" "talk">>
<<museumAntiqueStatus "antiquerustedcutlass" "talk">>
<<museumAntiqueStatus "antiquecutlass" "talk">>
<<museumAntiqueStatus "antiqueleathermap" "talk">>
<<museumAntiqueStatus "antiquebell" "talk">>
<<museumAntiqueStatus "antiquebullet" "talk">>
<<museumAntiqueStatus "antiqueshell" "talk">>
<<museumAntiqueStatus "antiquegoldring" "talk">>
<<museumAntiqueStatus "antiquecoin" "talk">>
<<museumAntiqueStatus "antiquegoldcoin" "talk">>
<<museumAntiqueStatus "antiqueceremonialsword" "talk">>
<<museumAntiqueStatus "antiquecarnelian" "talk">>
<<museumAntiqueStatus "antiquegildedmirror" "talk">>
<</widget>>

<<widget "museumtalk">>
<<if $museumAntiques.antiques.antiquebox is "talk">>
	<<link [[Ask about box|Museum Box]]>><<museumAntiqueStatus "antiquebox" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquesilverring is "talk">>
	<<link [[Ask about silver ring|Museum Silver Ring]]>><<museumAntiqueStatus "antiquesilverring" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquegoldnecklace is "talk">>
	<<link [[Ask about gold necklace|Museum Gold Necklace]]>><<museumAntiqueStatus "antiquegoldnecklace" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquegoldchastitybelt is "talk">>
	<<link [[Ask about gold chastity belt|Museum Gold Chastity Belt]]>><<museumAntiqueStatus "antiquegoldchastitybelt" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiqueivorynecklace is "talk">>
	<<link [[Ask about ivory necklace|Museum Ivory Necklace]]>><<museumAntiqueStatus "antiqueivorynecklace" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquecrystal is "talk">>
	<<link [[Ask about crystal|Museum Crystal]]>><<museumAntiqueStatus "antiquecrystal" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquehorn is "talk">>
	<<link [[Ask about horn|Museum Horn]]>><<museumAntiqueStatus "antiquehorn" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquewatch is "talk">>
	<<link [[Ask about watch|Museum Watch]]>><<museumAntiqueStatus "antiquewatch" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquedildo is "talk">>
	<<link [[Ask about strange object|Museum Dildo]]>><<museumAntiqueStatus "antiquedildo" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquecandlestick is "talk">>
	<<link [[Ask about candlestick|Museum Candlestick]]>><<museumAntiqueStatus "antiquecandlestick" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiqueforestarrow is "talk">>
	<<link [[Ask about arrowhead|Museum Arrow]]>><<museumAntiqueStatus "antiqueforestarrow" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiqueforestdagger is "talk">>
	<<link [[Ask about dagger|Museum Dagger]]>><<museumAntiqueStatus "antiqueforestdagger" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiqueforestgem is "talk">>
	<<link [[Ask about gem|Museum Gem]]>><<museumAntiqueStatus "antiqueforestgem" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquesilverbrooch is "talk">>
	<<link [[Ask about silver brooch|Museum Silver Brooch]]>><<museumAntiqueStatus "antiquesilverbrooch" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquetrashcup is "talk">>
	<<link [[Ask about the cup|Museum Cup]]>><<museumAntiqueStatus "antiquetrashcup" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquetrashburner is "talk">>
	<<link [[Ask about the incense burner|Museum Burner]]>><<museumAntiqueStatus "antiquetrashburner" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquebrassstatuette is "talk">>
	<<link [[Ask about the brass statuette|Museum Brass Statuette]]>><<museumAntiqueStatus "antiquebrassstatuette" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquecoppercompass is "talk">>
<<link [[Ask about the copper compass|Museum Copper Compass]]>><<museumAntiqueStatus "antiquecoppercompass" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquegrenade is "talk">>
<<link [[Ask about the grenade|Museum Grenade]]>><<museumAntiqueStatus "antiquegrenade" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquestonetalisman is "talk">>
<<link [[Ask about the stone talisman|Museum Stone Talisman]]>><<museumAntiqueStatus "antiquestonetalisman" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquesilvermask is "talk">>
<<link [[Ask about the silver mask|Museum Silver Mask]]>><<museumAntiqueStatus "antiquesilvermask" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquediamond is "talk">>
<<link [[Ask about the diamond|Museum Diamond]]>><<museumAntiqueStatus "antiquediamond" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquesilvercompass is "talk">>
<<link [[Ask about the silver compass|Museum Silver Compass]]>><<museumAntiqueStatus "antiquesilvercompass" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquesilverdagger is "talk">>
<<link [[Ask about the silver dagger|Museum Silver Dagger]]>><<museumAntiqueStatus "antiquesilverdagger" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquerustedcutlass is "talk">>
<<link [[Ask about the rusted cutlass|Museum Rusted Cutlass]]>><<museumAntiqueStatus "antiquerustedcutlass" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquecutlass is "talk">>
<<link [[Ask about the cutlass|Museum Cutlass]]>><<museumAntiqueStatus "antiquecutlass" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiqueleathermap is "talk">>
<<link [[Ask about the leather map|Museum Leather Map]]>><<museumAntiqueStatus "antiqueleathermap" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquebell is "talk">>
<<link [[Ask about the sonorous bell|Museum Bell]]>><<museumAntiqueStatus "antiquebell" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquebullet is "talk">>
<<link [[Ask about the bullet|Museum Bullet]]>><<museumAntiqueStatus "antiquebullet" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiqueshell is "talk">>
<<link [[Ask about the artillery shell|Museum Shell]]>><<museumAntiqueStatus "antiqueshell" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquegoldring is "talk">>
<<link [[Ask about the gold ring|Museum Gold Ring]]>><<museumAntiqueStatus "antiquegoldring" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquecoin is "talk">>
<<link [[Ask about the brass coin|Museum Coin]]>><<museumAntiqueStatus "antiquecoin" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquegoldcoin is "talk">>
<<link [[Ask about the gold coin|Museum Gold Coin]]>><<museumAntiqueStatus "antiquegoldcoin" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiqueceremonialsword is "talk">>
<<link [[Ask about the sword|Museum Sord]]>><<museumAntiqueStatus "antiqueceremonialsword" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquecarnelian is "talk">>
<<link [[Ask about the carnelian|Museum Carnelian]]>><<museumAntiqueStatus "antiquecarnelian" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>
<<if $museumAntiques.antiques.antiquegildedmirror is "talk">>
<<link [[Ask about the mirror|Museum Mirror]]>><<museumAntiqueStatus "antiquecarnelian" "museum">><<npcincr Winter love 1>><</link>><<glove>>

<</if>>

<</widget>>

:: Museum Lock
<<set $outside to 1>><<set $location to "museum">><<effects>>

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

"Open weekends

<<ampm 9 00>> - <<ampm 18 00>>"

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

:: Museum
<<set $outside to 0>><<set $location to "museum">><<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 $bell_timer lte 0>>
	<<unset $bell_timer>>
	<<if $worn.feet.type.includes("shackle")>>
		A hooded figure barges through as you open the doors. You trip over your $worn.feet.name, and together tumble to the ground. The figure jumps to <<his>> feet, but yelps in pain, and hurries away with a limp. You get your bearings, but the figure's already gone.

		<<if $cultdiscovered is 1>>
			They seemed familiar.
		<</if>>
	<<else>>
		A hooded figure barges through as you open the doors, almost knocking you to the pavement. You get your bearings, but the figure's already gone.

		<<if $cultdiscovered is 1>>
			They seemed familiar.
		<</if>>
	<</if>>

	<<npc Winter>><<person1>>
	You enter the musem, and find Winter lying on the ground. <<His>> eyes are shut. Antiques litter the floor, knocked from pedestals. The leather map still rests on the wall, but a great tear runs through it.

	Winter coughs as you approach. "No respect," <<he>> manages, opening <<his>> eyes. "I'll be fine. I'm just old. They heard you coming, and it scared them. They grabbed the bell and ran. I suspect they wanted more."

	<<link [[Stay with Winter|Museum Attack Stay]]>><<museumAntiqueStatus "antiquebell" "stolen">><<npcincr Winter love 1>><<npcincr Winter dom -5>><</link>><<lldom>><<glove>>

	<<link [[Chase the culprit|Museum Attack]]>><</link>>

<<elseif $museumhorseintro is undefined and $museumAntiques.museumCount 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>>

<<elseif $museumduckintro is undefined and $museumAntiques.museumCount gte 20>>
	<<set $museumduckintro to 0>>
	<<npc Winter>><<generate2>><<person2>>You enter the dim museum. A <<person>> brushes past you.

	<<person1>>
	"Just who I wanted to see," Winter says, looking up from a dark brown wooden chair. "I've been speaking with an interesting <<person2>><<if $pronoun is "m">>gentleman<<else>>lady<</if>>. You might have passed <<him>> on the way in."<<person1>>

	<<person1>>Winter places a finger on the chair beside <<him>>. "I've received a donation. Something rather special."

	<<if $awareness gte 300>>
		You look closer. The chair has a hook at the back, as if it were meant to be tied to something. "It's a ducking stool," you say. "They'd use it to suffocate people underwater."

		"I'm very impressed," <<he>> responds. "That's it precisely. They'd tie the chair to a... crane of sorts. Then dunk the victim in a river. It could be fatal, depending."
	<<else>>
		"What is it for?" you ask.

		"Punishment," <<he>> responds. "It's called a ducking stool. See this hook at the back? They'd tie it to a crane with a victim strapped to the seat. Then suffocate said victim in water. It could be fatal."
	<</if>>

	"I want to demonstrate it in public," <<he>> continues. "I've found someone who can provide the rest of the apparatus, and there's a river nearby. I don't presume anything, but I would 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 $arousal gte $arousalmax>>
		<<orgasmLocation "museum">>
	<</if>>

	<<if $museumhorseintro is 0>>
		<<link [[Agree to wood horse 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>>
	<<if $museumduckintro is 0>>
		<<link [[Agree to ducking stool demonstration|Museum Duck Agree]]>><<set $museumduckintro to 1>><</link>>

	<<elseif $museumduckintro is 1 and $museumduck isnot 1>>
		<<link [[Demonstrate ducking stool (1:00)|Museum Duck]]>><<pass 60>><<set $museumduck to 1>><</link>><<exhibitionist1>>

	<</if>>
	<<if $museumAntiqueJournalHints is undefined>>
		<<set $museumAntiqueJournalHints to []>>
	<</if>>
	<<museumtalk>>
	<<if $worn.feet.type.includes("shackle")>>
		<<link [[Ask to have your shackles removed (0:10)|Museum Shackle]]>><<pass 10>><</link>>

	<</if>>
	<<if $museumAntiques.antiques.antiqueforestgem is "museum" and $museumgreengemtouch isnot 1>>
		<<link [[Touch green gem|Museum Green Gem Touch]]>><<stress -9>><<set $museumgreengemtouch to 1>><</link>><<lstress>>

	<</if>>
	<<if $antiquemoney gt 0>>
		<<link [[Sell antiques|Museum Sell]]>><<if $museumAntiques.antiques.antiquesilvermask is "found">><<set $phase to 1>><<else>><<set $phase to 0>><</if>><<museumdonate>><</link>>

	<</if>>
	<<link [["Look around the Museum"|Museum Look around]]>><</link>>

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

<</if>>

:: Museum Shackle
<<effects>>

<<npc Winter>><<person1>>

Winter examines the $worn.feet.name. "I have just the thing," <<he>> says.

<<He>> leads you into a small room behind reception. A broken pot sits on a counter, the fragments ordered by size and shape. There's a table not far from it. Winter directs you to lie down.

You do so as <<he>> retrieves a set of black iron keys from a hook on the wall, each a different size and shape. <<He>> separates one without looking, and inserts it into the keyhole on your $worn.feet.name. Nothing happens.

<<He>> tries another key. <<He>> continues without expression, trying key after key, until at last you feel a click, and the metal around your ankles comes loose.

<<remove_shackle>>

<<link [[Thank|Museum Shackle Thank]]>><</link>>

<<link [[Ask why Winter has so many keys|Museum Shackle Ask]]>><</link>>

:: Museum Shackle Thank
<<effects>>

<<if $submissive gte 1150>>
	"Th-thank you," you say. "I felt so vulnerable."
<<elseif $submissive lte 850>>
	"Thanks," you say. "They were annoying."
<<else>>
	"Thank you," you say. "That was troublesome."
<</if>>

"You're welcome," Winter says, already examining the lock. "I'll keep the shackles. They might have... historical value."

You return to the museum proper.

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

:: Museum Shackle Ask
<<effects>>

<<if $submissive gte 1150>>
	"Wh-where did you get so many old keys?" you ask.
<<elseif $submissive lte 850>>
	"What are you doing with so many old keys?" you ask.
<<else>>
	"Why do you have so many old keys?" you ask.
<</if>>

"I collect them," Winter replies after brief hesitation. "People bring in antique lockboxes and the like now and then. It's fun to match the lock and key. There are more brute methods, of course, but some things ought be done properly."

You return to the museum.

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

:: Museum Attack Stay
<<effects>>

You crouch beside Winter, and ask if you should call an ambulance. <<He>> shakes <<his>> head. "I'll be up in no time. Just winded."

When <<he>>'s ready, you help <<him>> to <<his>> feet. <<He>> steadies <<himself>> against a pedestal. "Thank you. The police will bring our culprit to justice." <<He>> notices the slash across the leather map, and sighs.

<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>

<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>

:: Museum Attack Help
<<effects>>

You restore the antiques to their pedestals while Winter phones the police. Once the scuff marks are removed from the floor, the museum looks almost as good as ever.

"There doesn't seem to be any lasting damage," Winter says, relieved. <<He>> points at the map. "Except that. Could have been a lot worse. Thank you for the help."

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

:: Museum Attack
<<effects>>

You turn towards the exit. "Wait," Winter asks. "It's not worth-" <<He>> coughs. "It's not worth getting into danger. The police will-" <<He>> can't stop coughing.

<<link [[Stay|Museum Attack Stay]]>><<museumAntiqueStatus "antiquebell" "stolen">><<npcincr Winter love 1>><<npcincr Winter dom -5>><</link>><<lldom>><<glove>>

<<link [[Chase the culprit|Museum Attack 2]]>><</link>><<athleticsdifficulty 1 800>>

:: Museum Attack 2
<<effects>>

<<endevent>>
<<if $cultist gte 1>>
	<<generateCultist1>><<person1>>
<<else>>
	<<generate1>><<person1>>
<</if>>
You run out onto Oxford Street, just in time to see the hooded figure rush around the corner. You give chase,

<<if $athleticsSuccess>>
	<<set $outside to 1>><<set $location to "alley">><<set $bus to "industrial">>
	round the corner, and see <<him>> duck into an alley. You follow through an industrial maze, until you trap <<him>> against a brick wall.

	<<if $cultist gte 1>>
		<<He>> turns and plants <<his>> feet, staring at you with the bell tucked under his arm.

		"You're an acolyte, like me," <<He>> accounces, glaring accusations. "You have no right to stop the fallen heaven! We need this! Turn around and go, else Raylan will hear about your insubordination."

		He's shaking.

		<<link [[Advance|Museum Attack 2.5]]>><</link>>
		<<link [[Return to the museum|Museum Attack Return Let Go]]>><</link>>
	<<else>>

		<<He>> turns and plants <<his>> feet, holding the bell in front of <<him>>. <<He>> shakes <<his>> hand, but not to test the sound as you and Winter did. <<His>> movements are deliberate.

		<<link [[Next|Museum Attack 3]]>><</link>>

	<</if>>
<<else>>
	<<museumAntiqueStatus "antiquebell" "stolen">>
	but they've already vanished by the time you make it to the end of the street.

	<<endevent>><<npc Winter>><<person1>>
	You return to the museum. Winter is on <<his>> feet, steadying <<himself>> against a pedestal.

	"Don't you dare do anything so stupid again," <<he>> says. "The police will bring our culprit to justice." <<He>> notices the slash through the leather map, and sighs.

	<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>

	<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>

<</if>>

:: Museum Attack Return Let Go
<<endevent>><<npc Winter>><<person1>>
You return to the museum. Winter is on <<his>> feet, steadying <<himself>> against a pedestal.

"Don't you dare do anything so stupid again," <<he>> says. "The police will bring our culprit to justice." <<He>> notices the slash through the leather map, and sighs.

<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>

<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>

:: Museum Attack 2.5
<<He>> holds the bell out in front of <<him>> as you approach.

"Fine." <<He>> shakes the bell, but not to test the sound as you and Winter did. <<His>> movements are deliberate.

<<link [[Next|Museum Attack 3]]>><</link>>

:: Museum Attack 3
<<effects>>

The bell tolls, and the familiar dread washes into you. Birds take flight from the surrounding rooftops, and a rat scurries from beneath a dumpster, running right past you.<<gstress>><<stress 6>>

You step forward. The bell tolls a second time. Your muscles seize. It's an effort to move again.<<ggstress>><<stress 12>>

The <<persons>> hood conceals <<his>> eyes, but not <<his>> mad grin.

<<link [[Walk closer|Museum Attack 4]]>><</link>><<willpowerdifficulty 1 300>>

<<link [[Give up|Museum Attack Retreat]]>><</link>>

:: Museum Attack Retreat
<<effects>>
<<museumAntiqueStatus "antiquebell" "stolen">>
You back away. The <<person>> grasps the bell with <<his>> other hand, stilling it. A relieved sigh escapes <<his>> lips.

<<endevent>><<npc Winter>><<person1>>
You return to the museum. Winter is on <<his>> feet, steadying <<himself>> against a pedestal.

"Don't you dare do anything so stupid again," <<he>> says. "The police will bring our culprit to justice." <<He>> notices the slash through the leather map, and sighs.

<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>

<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>

:: Museum Attack 4
<<effects>>

You force your muscles to move, and walk closer to the <<person>>. Another toll. The dread builds, urging you to turn back.

<<if $willpowerSuccess>>
	You ignore it. You brave worse threats every day.<<gwillpower>><<willpower 3>>

<<else>>
	Your heart races.<<llcontrol>><<gtrauma>><<gstress>><<control -25>><<trauma 6>><<stress 6>><<ggwillpower>><<willpower 10>>

<</if>>

<<link [[Walk closer|Museum Attack 5]]>><</link>><<willpowerdifficulty 1 600>>

<<link [[Give up|Museum Attack Retreat]]>><</link>>

:: Museum Attack 5
<<effects>>

Another toll. A terrible fear strikes you. Your pulse races. You're certain something is about to lunge from that manhole, or that window, or from that dumpster. You want to turn and run.

<<if $willpowerSuccess>>
	You take deep breaths. You're imagining things. You're not in danger. The <<person>> grimaces.<<gwillpower>><<willpower 3>>

<<else>>
	You can't breathe.<<llcontrol>><<ggtrauma>><<ggstress>><<ggwillpower>><<control -25>><<trauma 12>><<stress 12>><<willpower 10>>

<</if>>

<<link [[Walk closer|Museum Attack 6]]>><</link>><<willpowerdifficulty 1 900>>

<<link [[Give up|Museum Attack Retreat]]>><</link>>

:: Museum Attack 6
<<effects>>

The <<person>> holds the bell with both hands. It tolls again. The sky opens. The shadows grow, skittering across the tarmac. Heading for you, and the <<person>>.

<<if $willpowerSuccess>>
	You stay focused. Shadows can't hurt you. With a thought, they return to nothingness.

	The <<person>> is less fortunate. <<He>> lies on <<his>> back, <<his>> face contorted as <<he>> clutches at <<his>> neck, gasping for every breath. The bell rolls in front of you.

	<<link [[Take it and leave|Museum Attack Take]]>><</link>>

	<<link [[Help the thief|Museum Attack Thief]]>><<famegood 2>><</link>>

<<else>>
	They speed up as they close in. You back away, throwing your arms in front of your face. The shadows pierce your limbs as if they weren't there, but feel quite corporeal as they tangle around your throat. You drop to your knees, gasping for air. You claw at the shadows. Your fingers find only skin.

	You hear a clatter as your consciousness fades.

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

<</if>>

:: Museum Attack Take
<<effects>>

You grab the bell, and leave the <<person>> to <<his>> struggle.

<<link [[Next|Museum Attack Return Bell]]>><</link>>

:: Museum Attack Return Bell
<<set $location to "museum">><<effects>>

<<endevent>><<npc Winter>><<person1>>
You return to the museum. Winter is on <<his>> feet, busy returning antiques to their pedestals.

"Don't you ever do something so stupid again. The police will-" <<he>> sees the bell in your hand, and fails to conceal <<his>> surprise.

<<if $submissive gte 1150>>
	"I-I was careful," you say.
<<elseif $submissive lte 850>>
	"I can handle myself," you say.
<<else>>
	"I didn't take any risks," you say.
<</if>>

Winter returns the bell to its resting place, and throws a sheet over it. "Not much lasting damage. Except that," <<he>> points at the slashed leather map. "I'll contact the police." <<He>> steadies <<himself>> against the pedestal. "I won't thank you for putting yourself in danger," <<he>> pauses. "But I'm grateful for your help."

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

:: Museum Attack Thief
<<set $location to "museum">><<effects>>

You ignore the bell for now, and approach the <<person>>. You try pulling <<his>> hands away from <<his>> throat, but <<he>> won't budge.
<<if $submissive gte 1150>>
	"P-please listen to me," you plead. "There's no danger. You need to relax."
<<elseif $submissive lte 850>>
	"Idiot," you say. "Stop hurting yourself and relax."
<<else>>
	"You have to listen to me," you say. "You're hurting yourself. You need to relax."
<</if>>

Whether through your words, or lack of oxygen, <<his>> arms weaken enough for you to pull them away. You pin them to <<his>> side.

<<if $submissive gte 1150>>
	"J-just breath in and out slowly. Please trust me."
<<elseif $submissive lte 850>>
	"Control your fucking breathing. You're a mess."
<<else>>
	"Take deep breaths. In and out."
<</if>>

Gradually, the <<persons>> breathing slows. <<He>> stares at you a moment. With a newfound strength, <<he>> shoves you aside and jumps to <<his>> feet. <<if $cultist is 0>><<He>><<else>>"Traitor!" <<He>> shouts, before <<he>><</if>> <<He>> runs down the alley, giving the bell a wide berth.

You pick up the bell, and hold it steady.

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

:: Museum Attack Passout
<<set $location to "town">><<set $outside to 0>><<effects>>
<<pass 60>>
<<passout>><<endevent>><<npc Winter>><<person1>>
You awaken to the sight of a concerned face. "Here," Winter says, offering you a glass of water. You sit up. <<He>> sounds relieved.<<gcontrol>><<control 10>>

You're in a small, old fashioned room. It could be one of the backrooms at the museum, if not for the bed. "A Doctor checked you out. A young <<if $NPCName[$NPCNameList.indexOf("Harper")].pronoun is "f">>blonde lady<<else>>blond fellow<</if>>. Said you'd be up soon, and there was no need to worry. Wanted to keep an eye on you, though."

<<He>> leans back. "Forgive me," <<he>> says. "This is my home. It was here or your orphanage. This was more convenient."

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

:: Museum Attack Up
<<effects>>

Winter helps you off the bed, and leads you down a thin flight of stairs. "The bell is back on its pedestal," <<he>> says. "But I'm afraid the thief gave me the slip. I found you lying alone, and the bell nearby."

You emerge from the cottage, into a tidy garden on the edge of Domus Street. "I need to return to the museum," Winter says. "I won't thank you for putting yourself in danger." <<He>> pauses. "But I'm grateful for your help."

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

:: Museum Intro
<<set $outside to 0>><<set $location to "museum">><<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 thought 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 fists 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
<<set $outside to 0>><<set $location to "museum">><<effects>>

<<npc Winter>><<person1>>
<<if $phase is 1>><<set $phase to 0>>
Winter dons a pair of gloves and appraises the goods. "Aha," <<he>> says. "The mask. I'm glad you've decided to put it under my care." <<He>> places £<<print $antiquemoney>> on the table.
<<glove>><<npcincr Winter love 1>>

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

<<elseif $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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquebox")>>
	<<run $museumAntiqueJournalHints.delete("antiquebox")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquesilverring")>>
<<run $museumAntiqueJournalHints.delete("antiquesilverring")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquegoldnecklace")>>
<<run $museumAntiqueJournalHints.delete("antiquegoldnecklace")>>
<</if>>

<<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 Gold Chastity Belt
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquegoldchastitybelt")>>
<<run $museumAntiqueJournalHints.delete("antiquegoldchastitybelt")>>
<</if>>

<<npc Winter>><<person1>>
<<if $worn.genitals.origin is "Underwater Temple" and $gold_chastity_held isnot true>>
	<<strip>>
	You tell Winter about a gold chastity belt that you found and decided to wear. "How intriguing, can you strip for me?" <<he>> says.

	You strip and allow <<him>> to examine it.
<<else>>
	Winter holds the gold chastity belt.
<</if>>

"This is ancient," <<he>> says. "There are religious inscriptions. This would have been worn by a priestess for a particular ritual or ceremony."
<<if $worn.genitals.origin is "Underwater Temple" and $gold_chastity_held isnot true>>

	"Let me take a couple of close up photos," <<he>> continues as <<he>> takes out a small camera. "I'm sure I can get a replication set up, try not to get it locked on you next time."
<</if>>

<<unset $gold_chastity_held>>

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

:: Museum Tell
<<set $outside to 0>><<set $location to "museum">><<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
<<set $outside to 0>><<set $location to "museum">><<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiqueivorynecklace")>>
	<<run $museumAntiqueJournalHints.delete("antiqueivorynecklace")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquecrystal")>>
	<<run $museumAntiqueJournalHints.delete("antiquecrystal")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquehorn")>>
	<<run $museumAntiqueJournalHints.delete("antiquehorn")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquecandlestick")>>
	<<run $museumAntiqueJournalHints.delete("antiquecandlestick")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquewatch")>>
	<<run $museumAntiqueJournalHints.delete("antiquewatch")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquedildo")>>
	<<run $museumAntiqueJournalHints.delete("antiquedildo")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiqueforestarrow")>>
	<<run $museumAntiqueJournalHints.delete("antiqueforestarrow")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiqueforestdagger")>>
	<<run $museumAntiqueJournalHints.delete("antiqueforestdagger")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiqueforestgem")>>
	<<run $museumAntiqueJournalHints.delete("antiqueforestgem")>>
<</if>>

<<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
<<set $outside to 0>><<set $location to "museum">><<effects>>

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

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

:: Museum Silver Brooch
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquesilverbrooch")>>
	<<run $museumAntiqueJournalHints.delete("antiquesilverbrooch")>>
<</if>>

<<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>>

:: Museum Cup
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquetrashcup")>>
	<<run $museumAntiqueJournalHints.delete("antiquetrashcup")>>
<</if>>

<<npc Winter>><<person1>>"This style was popular among the middle-classes some hundred years ago," Winter says. <<He>> curls <<his>> nose. "I wouldn't drink from it now. I think it's had quite an adventure."

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

:: Museum Burner
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquetrashburner")>>
	<<run $museumAntiqueJournalHints.delete("antiquetrashburner")>>
<</if>>

<<npc Winter>><<person1>>"They still use these," Winter says. "At the temple. Got them in trouble with the greater church in the past."

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

:: Museum Brass Statuette
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquebrassstatuette")>>
	<<run $museumAntiqueJournalHints.delete("antiquebrassstatuette")>>
<</if>>

<<npc Winter>><<person1>>"This wasn't made locally," Winter says, examing the statuette through a magnifying glass. "Possibly brought by foreign conquerers over a thousand years ago."

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

:: Museum Copper Compass
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquecoppercompass")>>
	<<run $museumAntiqueJournalHints.delete("antiquecoppercompass")>>
<</if>>

<<npc Winter>><<person1>>"Remarkable," Winter says, turning the compass and observing the spin. "You found it out at sea? We're fortunate it survived so intact."

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

:: Museum Grenade
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquegrenade")>>
	<<run $museumAntiqueJournalHints.delete("antiquegrenade")>>
<</if>>

<<npc Winter>><<person1>>"This one might be younger than me," Winter laughs. You assume <<hes>> joking. "I'm not surprised you found it in the countryside. I hear of some impressive collections."

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

:: Museum Stone Talisman
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquestonetalisman")>>
	<<run $museumAntiqueJournalHints.delete("antiquestonetalisman")>>
<</if>>

<<npc Winter>><<person1>>"I wasn't sure about this one," Winter says. "Had to phone an old colleague, but it's genuine. Ancient, and engraved with symbols of the old religion."

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

:: Museum Silver Mask
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquesilvermask")>>
	<<run $museumAntiqueJournalHints.delete("antiquesilvermask")>>
<</if>>

<<npc Winter>><<person1>>"It was serendipitous," Winter says. "That you found this where you did. Or sinister. We don't know much about its origins, but it was used by the old religion. The myths are colourful."

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

:: Museum Diamond
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquediamond")>>
	<<run $museumAntiqueJournalHints.delete("antiquediamond")>>
<</if>>

<<npc Winter>><<person1>>"I did some digging," Winter says. "That rock you found was reported stolen almost two centuries ago. The authorities are content to let us hang on to it for now."

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

:: Museum Silver Compass
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquesilvercompass")>>
	<<run $museumAntiqueJournalHints.delete("antiquesilvercompass")>>
<</if>>

<<npc Winter>><<person1>>"Silver doesn't tarnish," Winter says. "But a tool like this wouldn't be made of pure silver. It's in remarkably good condition."

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

:: Museum Silver Dagger
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquesilverdagger")>>
	<<run $museumAntiqueJournalHints.delete("antiquesilverdagger")>>
<</if>>

<<npc Winter>><<person1>>"It would have been worn as an accessory," Winter says. "But do be careful around it. It's still a sharp blade."

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

:: Museum Rusted Cutlass
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquerustedcutlass")>>
	<<run $museumAntiqueJournalHints.delete("antiquerustedcutlass")>>
<</if>>

<<npc Winter>><<person1>>"A sailor's weapon," Winter says. "I looked into having it restored, but it's too far gone. We're lucky it hasn't crumbled."

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

:: Museum Cutlass
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquecutlass")>>
	<<run $museumAntiqueJournalHints.delete("antiquecutlass")>>
<</if>>

<<npc Winter>><<person1>>"A sailor's weapon," Winter says, testing the straps. "It's in good condition, but there are notches on the blade." <<He>> runs a finger along the surface. "It saw use."

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

:: Museum Leather Map
<<set $outside to 0>><<set $location to "museum">><<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiqueleathermap")>>
	<<run $museumAntiqueJournalHints.delete("antiqueleathermap")>>
<</if>>
<<set $treasure_map to 1>>
<<npc Winter>><<person1>>"An actual treasure map," Winter laughs. "The coastline matches other depictions from the time. This is our town here, with the forest right here." <<His>> finger trails across, and taps on a rendition of a castle. A dragon perches on top. Winter rubs the paper, and a red X appears.

"As a younger <<personsimple>> I'd have gone on such an adventure." The old historian continues. "But the moor is treacherous, and there's likely nothing there." <<He>> glances at you. "Don't get any ideas. I mean it."

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

:: Museum Bell
<<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquebell")>>
	<<run $museumAntiqueJournalHints.delete("antiquebell")>>
<</if>>

<<set $bell_timer to 2>>

<<npc Winter>><<person1>>"An exceptional find." Winter shakes the bell. The deep toll fills you with a familiar dread. "And a unique sound," <<he>> muses. <<He>> seems affected as well, and places it back upon the pedestal. <<He>> throws a sheet over it. "Should put it behind glass. This'll do for now."<<gstress>><<stress 6>>

"Not surprised it had religious significance," <<he>> continues. "But I never want to hear it again."

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

:: Museum Bullet
<<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquebullet")>>
	<<run $museumAntiqueJournalHints.delete("antiquebullet")>>
<</if>>

<<npc Winter>><<person1>>Winter examines the bullet through a magnifying glass. "Over a century old, but you can still make out the manufacturer," <<he>> says. "Some careless volunteer dropped it during training, perhaps."

<<link [[Tease|Museum Bullet Tease]]>><<npcincr Winter love -1>><</link>><<llove>>

<<link [[Be polite|Museum Bullet Polite]]>><</link>>

:: Museum Bullet Tease
<<effects>>

<<if $submissive gte 1150>>
	"M-maybe it was you," you say.
<<elseif $submissive lte 850>>
	"I bet it was you," you say.
<<else>>
	"Maybe it was you," you say.
<</if>>

"I'm not that old," Winter snaps. "And I'd remind you to treat your elders with respect." <<He>> collects <<himself>>. "Could have been my grandfather, though."

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

:: Museum Bullet Polite
<<effects>>

Winter goes off on a tangent, but you remain polite, and nod along.

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

:: Museum Shell
<<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiqueshell")>>
	<<run $museumAntiqueJournalHints.delete("antiqueshell")>>
<</if>>

<<npc Winter>><<person1>>Winter taps the artillery shell. "It's not live," <<he>> says. "Not after all this time. It might never have worked. Not sure why else they'd cast it aside."

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

:: Museum Gold Ring
<<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquegoldring")>>
	<<run $museumAntiqueJournalHints.delete("antiquegoldring")>>
<</if>>

<<npc Winter>><<person1>>"Magnificent," Winter says, turning the ring in <<his>> palm. "To think something this valuable has remained hidden for so long. This would have been worn by nobility, or someone very wealthy."

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

:: Museum Coin
<<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquecoin")>>
	<<run $museumAntiqueJournalHints.delete("antiquecoin")>>
<</if>>

Winter holds the coin to the light. "Something like this would be used as a currency in ancient times. We don't use so much metal in our coins anymore. Likely better that way."

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

:: Museum Gold Coin
<<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquegoldcoin")>>
	<<run $museumAntiqueJournalHints.delete("antiquegoldcoin")>>
<</if>>

Winter examines the gold coin carefully. "In ancient times, a coin like this would denote quite a bit of money. We don't use material nearly as extravegant as this for currency anymore. A shame, really."

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

:: Museum Sord
<<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiqueceremonialsword")>>
	<<run $museumAntiqueJournalHints.delete("antiqueceremonialsword")>>
<</if>>

Winter holds the sword carefully, though you can see a sparkle in <<his>> eyes. If you didn't know any better, it'd look like <<he>> wanted to take a swing. "A ceremonial sword like this was never used for combat." <<He>> explains. "It was used to make royalty look better. It's lost a bit of its sheen now, but I think I can find someone to restore it."

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

:: Museum Carnelian
<<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiqueceremonialsword")>>
	<<run $museumAntiqueJournalHints.delete("antiqueceremonialsword")>>
<</if>>

"It has an interesting feeling to it." Winter closes the glass case as <<he>> speaks. "I didn't expect it to feel so warm. Luckily it doesn't seem to exhibit any effect under a case like this. It's probably just some kind of placebo anyway, with all those myths about it."

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

:: Museum Mirror
<<effects>>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes("antiquegildedmirror")>>
	<<run $museumAntiqueJournalHints.delete("antiquegildedmirror")>>
<</if>>

"It's really just silver polished so fine you can see your reflection," Winter says aloud as <<he>> looks over the gilded mirror. "But the placement of the runes and gemstones on the side make it almost look like a window more than a mirror. Like you could reach out and feel your reflection."

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


code:
:: Museum Look around
<<set $outside to 0>>
<<museumAntiqueText>>
<<npc Winter>><<person1>>
You look around the museum. The pedestals are grooved, as if awaiting specific objects.

<<if $museumAntiques.museumCount is 0>>
	The museum is empty.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 3>>
	The museum is almost empty.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 2>>
	The museum looks better than it did.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 1.5>>
	The museum has a reasonable collection.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 1.25>>
	The museum has a good collection.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount>>
	The museum has an amazing collection.
<<elseif $museumAntiques.museumCount is $museumAntiques.maxCount>>
	Every spot is full.
<</if>>

<<set _possibleHints to []>>

<<for _labelM, _valueM range $museumAntiques.antiques>>
	<<switch _valueM>>
		<<case "museum">>
<<print _museumAntiqueText[_labelM].museum>>

		<<case "stolen">>
<<print _museumAntiqueText[_labelM].stolen>>

		<<case "recovered">>
<<print _museumAntiqueText[_labelM].recovered>>

		<<case "found" "talk">>
You should show the <<print _museumAntiqueText[_labelM].name>> to Winter.

		<<case "notFound">>
Empty. <<run _possibleHints.push(_labelM)>>

		<<case "cult">>
Elsewhere.
	<</switch>>
<</for>>

<<if _possibleHints.length gt 0>>
	<<if $winterHint is "notGiven">>
		<<set $winterHint to _possibleHints[random(0,_possibleHints.length - 1)]>>
		As you look around, Winter approaches.

		<<print _museumAntiqueText[$winterHint].hint>>
		<<if $museumAntiqueJournalHints is undefined>>
			<<set $museumAntiqueJournalHints to []>>
		<</if>>
		<<run $museumAntiqueJournalHints.delete($winterHint)>>
		<<run $museumAntiqueJournalHints.push($winterHint)>>

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

<<link [["Go back to the entrance"|Museum]]>><<endevent>><</link>>

:: MuseumAntiques [widget]
<<widget "museumAntiqueStatus">>
<<if $args[0] and $args[1]>>
	<<if ($museumAntiques.antiques[$args[0]] is "notFound" and $args[1] is "found")
	or ($museumAntiques.antiques[$args[0]] is "found" and $args[1] is "talk")
	or ($museumAntiques.antiques[$args[0]] is "talk" and $args[1] is "museum")
	or $args[1] is "stolen" or $args[1] is "recovered">>
		<<set $museumAntiques.antiques[$args[0]] to $args[1]>>
		<<switch $args[1]>>
			<<case "museum">><<set $museumAntiques.museumCount++>>
			<<case "stolen">><<set $museumAntiques.stolenCount++>>
			<<case "recovered">><<set $museumAntiques.recoveredCount++>>
		<</switch>>
	<</if>>
<</if>>
<</widget>>

<<widget "museumAntiqueText">>
<<if _museumAntiqueText is undefined>>

	<<unset $museumAntiqueText>>
	<<set _museumAntiqueText to {
		"antiquebox":{
			hint:`"For a jewellery case," Winter says while gesturing at an empty pedestal. "People around here used <<printTo>> keep their valuables in ornate boxes, sculpted of the finest ivory <<printAnd>> hewn from wood found right outside town.
				I'd imagine they don't look like anything you'd find today."

 <<He>> turns away. "If you had paid attention in my class, you might know what <<printTo>> look for."`,
			museum:"The Ivory Box sits on a pedestal.",
			name:"Waterlogged Ivory Box",
			journal: `"A jewellery case. People around here used <<printTo>> keep their valuables in ornate boxes, sculpted of the finest ivory <<printAnd>> hewn from wood found right outside town. I'd imagine they don't look like anything you'd find today. If you had paid attention in my class, you might know what <<printTo>> look for."`
		},
		"antiquesilverring":{
			hint:`"For a simple silver band," Winter says while gesturing at an empty pedestal. "Silver was common in jewellery like this. Hardy enough <<printTo>> outlive its owner, so it was often buried with them."

<<He>> turns away. "Silver is even known <<printTo>> hold up well underwater, compared <<printTo>> most other metals."`,
			museum:"The Worn Silver Ring sits on a red pillow on top of a pedestal.",
			name:"Worn Silver Ring",
			journal: `"A simple silver band. Silver was common in jewellery like this. Hardy enough <<printTo>> outlive its owner, so it was often buried with them. Silver is even known <<printTo>> hold up well underwater, compared <<printTo>> most other metals."`
		},
		"antiquegoldnecklace":{
			hint:`"For a gold necklace. This would be quite the rare find," Winter says while gesturing at an empty pedestal. "Usually worn by people of a higher class."

<<He>> turns away. "Did you know that Gold never rusts? You could keep it submerged until the end of time."`,
			museum:"The Ornate Gold Necklace sits on a red pillow on top of a pedestal.",
			name:"Ornate Gold Necklace",
			journal: `"A gold necklace. This would be quite the rare find. Usually worn by people of a higher class. Did you know that Gold never rusts? You could keep it submerged until the end of time."`
		},
		"antiqueivorynecklace":{
			hint:`"I'm not certain that this one exists," Winter says while gesturing at an empty pedestal. "There's an old poem mentioning something like it. 'Great beast's tusks, carved anew. Starlight sapphire, midnight blue. Cut <<printTo>> perfection, lustre <<printAnd>> hue. Immaculate vanity, known by the few. Locked away forever, the writhing ensue. Locked away forever, in lake creature's slew. Cast away forever, the waves <<printTo>> chew. Cast away forever, <<printTo>> be found by...'" <<he>> turns on the spot, flicking you on the nose. "You."

<<He>> turns away. "You would most likely find something like this surrounded by lesser jewellery. Good luck."`,
			museum:"The spot for the Immaculate Ivory Necklace is bare, as it was taken away.",
			name:"Immaculate Ivory Necklace",
			journal: `"An ivory necklace. I'm not certain that this one exists, there's an old poem mentioning something like it. 'Great beast's tusks, carved anew. Starlight sapphire, midnight blue. Cut <<printTo>> perfection, lustre <<printAnd>> hue. Immaculate vanity, known by the few. Locked away forever, the writhing ensue. Locked away forever, in lake creature's slew. Cast away forever, the waves <<printTo>> chew. Cast away forever, <<printTo>> be found by...' You. You would most likely find something like this surrounded by lesser jewellery. Good luck."`
		},
		"antiquecrystal":{
			hint:`"I received a call about the object meant for this one," Winter says while gesturing at an empty pedestal. "A small pinkish crystal with an engraving. How unusual."

<<He>> turns away. "Whoever called about it mentioned losing something down a drainage pipe."`,
			museum:"The Arousing Crystal sits on a red pillow on top of a pedestal.",
			name:"Arousing Crystal",
			journal: `"I received a call about the object meant for this one, a small pinkish crystal with an engraving. How unusual. Whoever called about it mentioned losing something down a drainage pipe."`
		},
		"antiquehorn":{
			hint:`"For a hunting trophy of some kind," Winter says while gesturing at an empty pedestal. "A hollowed out horn. Hunters in the old town loved their trophies."

<<He>> turns away. "Sadly, most remains of the old town are buried."`,
			museum:"The Hunting Horn sits on a red pillow on top of a pedestal.",
			name:"Hunting Horn",
			journal: `"A hunting trophy of some kind, a hollowed out horn. Hunters in the old town loved their trophies. Sadly, most remains of the old town are buried."`,
		},
		"antiquewatch":{
			hint:`"For old clockwork, most likely non-functional," Winter says while gesturing at an empty pedestal. "You'd be surprised how valuable a simple wristwatch could be."

<<He>> turns away. "Sometimes they were even locked in specialised safe boxes with a matching timer."`,
			museum:"The Old Watch sits in a specially prepared case on top of a pedestal.",
			name:"Old Watch",
			journal: `"Old clockwork of some sort, you'd be surprised how valuable a simple wristwatch could be. Sometimes they were even locked in specialised safe boxes with a matching timer."`
		},
		"antiquedildo":{
			hint:`"Let's call this one a medical aid," Winter says while gesturing at an empty pedestal. "Beyond obsolete. Often unsanitary."

<<He>> turns away. "Speaking of unsanitary, I heard that someone managed <<printTo>> stumble into the old sewers."`,
			museum:"The Odd Medical Aid sits on a pedestal.",
			name:"Odd Medical Aid",
			journal: `"A 'medical aid.' Beyond obsolete. Often unsanitary. Speaking of unsanitary, I heard that someone managed <<printTo>> stumble into the old sewers."`
		},
		"antiquecandlestick":{
			hint:`"For a humble candle, turned into a symbol of power for a house of nobles," Winter says while gesturing at an empty pedestal. "With how many were made, there must be some still around."

<<He>> turns away. "The old sewers are the most likely place <<printTo>> find one."`,
			museum:"The Noble Candle Stick sits in a mockup of a sconce hanging from the wall.",
			name:"Noble Candle Stick",
			journal: `"A humble candle, turned into a symbol of power for a house of nobles. With how many were made, there must be some still around. The old sewers are the most likely place <<printTo>> find one."`,
		},
		"antiqueforestarrow":{
			hint:`"For an arrowhead. A very common find," Winter says while gesturing at an empty pedestal. "Little more than a curiosity, but having one <<printTo>> display would be valued nonetheless."

<<He>> turns away. "They're strewn about everywhere just outside of town."`,
			museum:"The Mossy Forest Arrow sits on a green pillow on top of a pedestal.",
			name:"Mossy Forest Arrow",
			journal: `"An arrowhead. A very common find, little more than a curiosity, but having one <<printTo>> display would be valued nonetheless. They're strewn about everywhere just outside of town."`
		},
		"antiqueforestdagger":{
			hint:`"For an old weapon," Winter says while gesturing at an empty pedestal. "Most likely buried under a few metres of dirt, <<printAnd>> a good distance away from town."

<<He>> turns away. "Watch where you step out there, just in case."`,
			museum:"The Rusted Forest Dagger sits on a green pillow on top of a pedestal.",
			name:"Rusted Forest Dagger",
			journal: `"An old weapon, most likely buried under a few metres of dirt, <<printAnd>> a good distance away from town. Watch where you step out there, just in case."`,
		},
		"antiqueforestgem":{
			hint:`"Someone from the same class as you reported this one <<printTo>> me," Winter says while gesturing at an empty pedestal. "They spun a tale of a verdant gemstone with shifting patterns that made them feel unnaturally calm. If it is indeed real, there's a decent reward for bringing it <<printTo>> me."

<<He>> turns away. "They used <<printTo>> mine gems like this deep in the forest."`,
			museum:"The Pulsing Forest Gem sits on a green pillow on top of a pedestal.",
			name:"Pulsing Forest Gem",
			journal: `"Someone from the same class as you reported this one <<printTo>> me, they spun a tale of a verdant gemstone with shifting patterns that made them feel unnaturally calm. If it is indeed real, there's a decent reward for bringing it <<printTo>> me. They used <<printTo>> mine gems like this deep in the forest."`
		},
		"antiquesilverbrooch":{
			hint:`"I'm at a loss," Winter says while gesturing at an empty pedestal. "For a brooch made from sterling silver. Something like this should be more common. The design was popular just a few decades ago."

<<He>> turns away. "It's likely hidden away in a loft somewhere. Someone with a rebellious streak is bound <<printTo>> find one digging through their parents' old belongings eventually."`,
			museum:"The Silver Brooch sits on a pedestal.",
			name:"Silver Brooch",
			journal: `"A brooch made from sterling silver. Something like this should be more common. The design was popular just a few decades ago. It's likely hidden away in a loft somewhere. Someone with a rebellious streak is bound <<printTo>> find one digging through their parents' old belongings eventually."`
		},
		"antiquetrashcup":{
			hint:`"Such a shame," Winter says while gesturing at an empty pedestal. "For a simple drinking cup. These were common barely a century ago. No one thinks <<printTo>> keep them around."

<<He>> turns away. "Most people toss them away like common rubbish."`,
			museum:"The Discarded Cup sits on a pedestal.",
			name:"Discarded Cup",
			journal: `"A simple drinking cup. These were common barely a century ago. No one thinks <<printTo>> keep them around. Most people toss them away like common rubbish."`,
		},
		"antiquetrashburner":{
			hint:`"For an incense burner used in religious ceremonies," Winter says while gesturing at an empty pedestal. "The temple still has some laying around. Don't think you can just take one, though."

<<He>> turns away. "They threw away a batch of these not too long ago. I suspect they burn through after too much use."`,
			museum:"The Incense Burner sits on a pedestal. It seems <<printTo>> have been cleaned <<printAnd>> restored recently.",
			name:"Incense Burner",
			journal: `"An incense burner used in religious ceremonies, the temple still has some laying around. Don't think you can just take one, though. They threw away a batch of these not too long ago. I suspect they burn through after too much use."`
		},
		"antiquebrassstatuette":{
			hint:`"For an exotic statuette, cast in brass. These particular ones were never produced here," Winter says while gesturing at an empty pedestal. "Truly ancient. It might have spiritual significance <<printTo>> whoever brought it here."

<<He>> turns away. "I'm sure you could find something like this if you dug through enough religious areas."`,
			museum:"The Forgotten Brass Statuette sits on a pedestal.",
			name:"Forgotten Brass Statuette",
			journal: `"An exotic statuette, cast in brass. These particular ones were never produced here, truly ancient. It might have spiritual significance <<printTo>> whoever brought it here. I'm sure you could find something like this if you dug through enough religious areas."`,
		},
		"antiquegoldchastitybelt":{
			hint:`"I have a particular interest in this one," Winter says while gesturing at an empty pedestal. "Priestesses of old would wear special... protection, for ceremonies. Higher quality than what the temple gives out today. I imagine it could be used for more than just protection, however."

<<He>> turns away. "The word 'Gilded' comes up in the translation multiple times. Reminds me of a tale of tainted religious objects being cleansed in a holy lake."`,
			museum:"The Golden Chastity Belt is wrapped around a feminine mannequin.",
			name:"Golden Chastity Belt",
			journal: `"Priestesses of old would wear special... protection, for ceremonies. Higher quality than what the temple gives out today. I imagine it could be used for more than just protection, however. The word 'Gilded' comes up in the translation multiple times. Reminds me of a tale of tainted religious objects being cleansed in a holy lake."`
		},
		"antiquecoppercompass":{
			hint:`"For a copper compass," Winter says while gesturing at an empty pedestal. "Many were made, <<printAnd>> they saw frequent use."

 <<He>> turns away. "I heard one washed ashore a few towns over. There must be more out there, lost at sea."`,
			museum:"The Copper Compass sits on a pedestal. It points north, as appropriate.",
			name:"Copper Compass",
			journal: `"A copper compass. Many were made, <<printAnd>> they saw frequent use. I heard one washed ashore a few towns over. There must be more out there, lost at sea."`
		},
		"antiquegrenade":{
			hint:`"For something left over from the great war," Winter says while gesturing at an empty pedestal. "Something that never saw its intended use."

 <<He>> turns away. "People out in the countryside sometimes find war relics, <<printAnd>> build collections of their own."`,
			museum:"The grenade sits on a pedestal. You assume it isn't live.",
			name:"Old Grenade",
			journal: `"Something left over from the great war. Something that never saw its intended use. People out in the countryside sometimes find war relics, <<printAnd>> build collections of their own."`
			},
		"antiquestonetalisman":{
			hint:`"For an ancient holy necklace," Winter says while gesturing at an empty pedestal. "It would have been used in rituals far from the town proper."

 <<He>> turns away. "Not sure where you'd find one, I'm afraid. Somewhere no person has thought to look."`,
			museum:"The stone talisman sits on a pedestal.",
			name:"Stone Talisman",
			journal: `"An ancient holy necklace, it would have been used in rituals far from the town proper. Not sure where you'd find one, I'm afraid. Somewhere no person has thought <<printTo>> look."`,
		},
		"antiquesilvermask":{
			hint:`"For something peculiar," Winter says while gesturing at an empty pedestal. "Ancient religious garb. Or perhaps jewellery."

 <<He>> turns away. "No idea where you'd find one. Perhaps one will turn up as you search for other things."`,
			museum:"The silver mask rests on the wall.",
			name:"Silver Mask",
			journal: `"Something peculiar, like ancient religious garb. Or perhaps jewellery. No idea where you'd find one. Perhaps one will turn up as you search for other things."`
		},
		"antiquediamond":{
			hint:`"For a jewel," Winter says while gesturing at an empty pedestal. "Or gemstone."<br><br> <<He>> turns away. "Smugglers used <<printTo>> traffic such objects through town. A long time ago."`,
			museum:"The diamond rests on a pillow.",
			name:"Diamond",
			journal: `"A jewel, or gemstone. Smugglers used <<printTo>> traffic such objects through town. A long time ago."`
		},
		"antiquesilvercompass":{
			hint:`"For a compass," Winter says while gesturing at an empty pedestal. "But not just any. Something used by a person of class."

 <<He>> turns away. "Not the sort of item <<printTo>> be misplaced. Not willingly."`,
			museum:"The silver compass rests on a pedestal.",
			name:"Silver Compass",
			journal: `"A compass, but not just any. Something used by a person of class. Not the sort of item <<printTo>> be misplaced. Not willingly."`
		},
		"antiquesilverdagger":{
			hint:`"For an ornamental weapon," Winter says while gesturing at an empty pedestal. "Something not meant for combat, but worn as an accessory."

 <<He>> turns away. "Sailors used <<printTo>> wear them."`,
			museum:"The silver dagger rests on the wall.",
			name:"Silver Dagger",
			journal: `"An ornamental weapon. Something not meant for combat, but worn as an accessory. Sailors used <<printTo>> wear them."`
		},
		"antiquerustedcutlass":{
			hint:`"For a cutlass," Winter says while gesturing at an empty pedestal. "Something rusted would do."

 <<He>> turns away. "They were used by sailors. I'd be surprised if some weren't hidden in their old haunts."`,
			museum:"The rusted cutlass hangs on the wall.",
			name:"Rusted Cutlass",
			journal: `"A cutlass, even a rusted one would do. They were used by sailors. I'd be surprised if some weren't hidden in their old haunts."`
		},
		"antiquecutlass":{
			hint:`"For a cutlass," Winter says while gesturing at an empty pedestal. "A well-preserved example. The ones I've seen have all been rusted <<printAnd>> worn."

 <<He>> turns away. "Thousands must have passed through town. Some should have survived intact."`,
			museum:"The cutlass hangs on the wall.",
			name:"Cutlass",
			journal: `"A cutlass, preferably a well-preserved example. The ones I've seen have all been rusted <<printAnd>> worn. Thousands must have passed through town. Some should have survived intact."`,
		},
		"antiqueleathermap":{
			hint:`"For a pirate map," Winter says while gesturing at an empty pedestal. "A legend says they hid treasure in the nearby countryside."

 <<He>> turns away. "Sounds far-fetched, but pirates <<printAnd>> smugglers did use a secret passage <<printTo>> enter town. Perhaps some of their effects are still there."`,
			museum:"The leather map rests on the wall.",
			name:"Leather Map",
			journal: `"A pirate map, legend says they hid treasure in the nearby countryside. Sounds far-fetched, but pirates <<printAnd>> smugglers did use a secret passage <<printTo>> enter town. Perhaps some of their effects are still there."`
		},
		"antiquebell":{
			hint:`"For a bell," Winter says while gesturing at an empty pedestal. "A relic of the old religion. Only one was made. They used <<printTo>> keep it at the temple, but it was stolen."

 <<He>> turns away. "Not been seen since. Surprised it hasn't turned up in a museum elsewhere."`,
			museum:"A sheet has been drawn over the bell's pedestal, concealing its contents.",
			stolen:"The bell's pedestal is empty, save a note from Winter, apologising that the intended display is unavailable.",
			recovered:"",
			name:"Sonorous Bell",
			journal: `"A bell, a relic of the old religion. Only one was made. They used <<printTo>> keep it at the temple, but it was stolen. Not been seen since. Surprised it hasn't turned up in a museum elsewhere."`
		},
		"antiquebullet":{
			hint:`"For a bullet," Winter says while gesturing at an empty pedestal. "Left over from the Great War. They'd practise with live ammunition. Ramblers find them on occasion."

 <<He>> turns away. "They used <<printTo>> drill volunteers out on the moor."`,
			museum:"The bullet rests on a pedestal.",
			name:"Bullet",
			journal: `"A bullet, left over from the Great War. They'd practise with live ammunition. Ramblers find them on occasion. They used <<printTo>> drill volunteers out on the moor."`,
		},
		"antiqueshell":{
			hint:`"For an explosive," Winter says while gesturing at an empty pedestal. "Left over from the Great War. Ammunition would go missing, <<printAnd>> turn up on the black market."

 <<He>> turns away. "They used <<printTo>> practise with live ammunition out on the moor."`,
			museum:"The artillery shell rests on a pedestal.",
			name:"Artillery Shell",
			journal: `"An explosive, left over from the Great War. Ammunition would go missing, <<printAnd>> turn up on the black market. They used <<printTo>> practise with live ammunition out on the moor."`,
		},
		"antiquegoldring":{
			hint:`"For an ancient gold ring," Winter says while gesturing at an empty pedestal. "Something worn by nobility."<br><br> <<He>> turns away. "It would be somewhere no one's looked. Perhaps buried."`,
			museum:"The gold ring rests on a pedestal.",
			name:"Gold Ring",
			journal: `"An ancient gold ring, something worn by nobility. It would be somewhere no one's looked. Perhaps buried."`
		},
		"antiquecoin":{
			hint:`"For old currency." Winter gestures to a small display case. "The sort only used in ancient times. I doubt any would be on the surface, but I've heard rumors of underground ruins outside town."`,
			museum:"Brass coins rest in a small display case.",
			name:"Brass Coin",
			journal:`"Old currency, the sort only used in ancient times. I doubt any would be above ground, but I've heard rumors of underground ruins outside town."`
		},
		"antiquegoldcoin":{
			hint:`"For rare currency." Winter gestures to a small display. "The particularly extravagent sort. I doubt any would be on the surface, but I've heard rumors of underground ruins outside town."`,
			museum:"A gold coin rests on a small display.",
			name:"Gold Coin",
			journal:`"Rare currency, the particularly extravagent sort. I doubt any would be above ground, but I've heard rumors of underground ruins outside town."`
		},
		"antiqueceremonialsword":{
			hint:`"For the sword of a king," Winter says while gesturing to a notched pedestal. "Though never meant for actual combat. An old legend claims that only those of the strongest wills can pull it from its resting place." <<He>> turns away. "Likely nonsense, but maybe you can some find truth in that."`,
			museum:"The ceremonial sword rests in a pedestal.",
			name:"Ceremonial Sword",
			journal:`"The sword of a king, never meant for actual combat. An old legend claims that only those of the strongest wills can pull it from its resting place. Likely nonsense, but maybe you can some find truth in that."`
		},
		"antiquecarnelian":{
			hint:`"Supposedly," Winter begins, gesturing at an empty pedestal. "There's an ancient relic that's meant to be a tear of a fallen god. An orange gemstone with intricate carvings. Supposedly it was quite the sight to behold," <<He>> turns. "Something so special would likely be at the heart of the place that revered it. And definitely trapped."`,
			museum:"The carnelian sits on a pedestal, enclosed in glass.",
			name:"Carnelian",
			journal:`"An ancient relic that's meant to be a tear of a fallen god. An orange gemstone with intricate carvings. Supposedly it was quite the sight to behold. Something so special would likely be at the heart of the place that revered it. And definitely trapped."`
		},
		"antiquegildedmirror":{
			hint:`"For a mirror," Winter says while gesturing at an empty stand. "Made with old techniques, then gilded with ancient sigils. It'd probably be in some old ruin, hopefully somewhere it wouldn't degrade. But who knows really."`,
			museum:"The gilded mirror rests on a stand.",
			name:"Gilded Mirror",
			journal:`"A mirror, made with old techniques, then gilded with ancient sigils. It'd probably be in some old ruin, hopefully somewhere it wouldn't degrade. But who knows really."`
		}
	}>>
<</if>>
<</widget>>

<<widget "updateMuseumAntiques">>
<<if $museumAntiques is undefined>>
	<<set $museumAntiques to {
		antiques:{
			"antiquebox":"notFound",
			"antiquesilverring":"notFound",
			"antiquegoldnecklace":"notFound",
			"antiqueivorynecklace":"notFound",
			"antiquecrystal":"notFound",
			"antiquehorn":"notFound",
			"antiquewatch":"notFound",
			"antiquedildo":"notFound",
			"antiquecandlestick":"notFound",
			"antiqueforestarrow":"notFound",
			"antiqueforestdagger":"notFound",
			"antiqueforestgem":"notFound",
			"antiquesilverbrooch":"notFound",
			"antiquetrashcup":"notFound",
			"antiquetrashburner":"notFound",
			"antiquebrassstatuette":"notFound",
			"antiquegoldchastitybelt":"notFound",
			"antiquecoppercompass":"notFound",
			"antiquegrenade":"notFound",
			"antiquestonetalisman":"notFound",
			"antiquesilvermask":"notFound",
			"antiquediamond":"notFound",
			"antiquesilvercompass":"notFound",
			"antiquesilverdagger":"notFound",
			"antiquerustedcutlass":"notFound",
			"antiquecutlass":"notFound",
			"antiqueleathermap":"notFound",
			"antiquebell":"notFound",
			"antiquebullet":"notFound",
			"antiqueshell":"notFound",
			"antiquegoldring":"notFound",
			"antiquecoin":"notFound",
			"antiquegoldcoin":"notFound",
			"antiqueceremonialsword":"notFound",
			"antiquecarnelian":"notFound",
			"antiquegildedmirror":"notFound"
		},
		museumCount:0
	}>>
	<<for _labelM, _valueM range $museumAntiques.antiques>>
		<<print '<<if $'+_labelM+' isnot undefined>>'+
			'<<set $museumAntiques.antiques.'+_labelM+' to $'+_labelM+'>>'+
		'<</if>>'>>
		<<if $museumAntiques.antiques[_labelM] is "museum" or $museumAntiques.antiques[_labelM] is "stolen" or $museumAntiques.antiques[_labelM] is "recovered">>
			<<set $museumAntiques.museumCount++>>
		<</if>>
	<</for>>
<</if>>
<<if $winterHint is undefined>>
	<<set $winterHint to "notGiven">>
<</if>>
<<if $bell_stolen is 1>>
	<<unset $bell_stolen>>
	<<museumAntiqueStatus "antiquebell" "stolen">>
<</if>>
<<if $museumAntiques.stolenCount is undefined>>
	<<set $museumAntiques.stolenCount to 0>>
	<<set $museumAntiques.recoveredCount to 0>>
<</if>>
<<if $museumAntiques.antiques.antiquecoppercompass is undefined>>
	<<set $museumAntiques.antiques.antiquecoppercompass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquegrenade is undefined>>
	<<set $museumAntiques.antiques.antiquegrenade to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquestonetalisman is undefined>>
	<<set $museumAntiques.antiques.antiquestonetalisman to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilvermask is undefined>>
	<<set $museumAntiques.antiques.antiquesilvermask to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquediamond is undefined>>
	<<set $museumAntiques.antiques.antiquediamond to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilvercompass is undefined>>
	<<set $museumAntiques.antiques.antiquesilvercompass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilverdagger is undefined>>
	<<set $museumAntiques.antiques.antiquesilverdagger to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquerustedcutlass is undefined>>
	<<set $museumAntiques.antiques.antiquerustedcutlass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquecutlass is undefined>>
	<<set $museumAntiques.antiques.antiquecutlass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueleathermap is undefined>>
	<<set $museumAntiques.antiques.antiqueleathermap to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquebell is undefined>>
	<<set $museumAntiques.antiques.antiquebell to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquebullet is undefined>>
	<<set $museumAntiques.antiques.antiquebullet to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueshell is undefined>>
	<<set $museumAntiques.antiques.antiqueshell to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquegoldring is undefined>>
	<<set $museumAntiques.antiques.antiquegoldring to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquecoin is undefined>>
	<<set $museumAntiques.antiques.antiquecoin to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquegoldcoin is undefined>>
	<<set $museumAntiques.antiques.antiquegoldcoin to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueceremonialsword is undefined>>
	<<set $museumAntiques.antiques.antiqueceremonialsword to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquecarnelian is undefined>>
	<<set $museumAntiques.antiques.antiquecarnelian to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquegildedmirror is undefined>>
	<<set $museumAntiques.antiques.antiquegildedmirror to "notFound">>
<</if>>

/*Should be the last to always run*/
<<set $museumAntiques.maxCount to Object.keys($museumAntiques.antiques).length>>
<</widget>>

repo_name: Area/degrees

license: mit