code:
:: Farm Assault
<<set $outside to 1>><<set $location to "alex_farm">><<effects>>
<<farm_work_update>>
<<if $farm_assault.movement is "field">>
	You keep low as you hurry across the farm.
<<elseif $farm_assault.movement is "tower">>
	You keep low as you hurry towards the watchtower.
<<elseif $farm_assault.movement is "climb">>
	You enter the watchtower. The stairs creak as you climb.
<<elseif $farm_assault.movement is "wait">>
	You wait in the shadows, watching for intruders.
<<elseif $farm_assault.movement is "struggle">>
	<<if $farm_assault.bindings lte 0>>
		You struggle against your bindings. They come loose. You tear the gag from your mouth.
		<<if $farm_assault.alex is "bound">>
			<<npc Alex>><<person1>>
			You find Alex not far away, remove the gag from <<his>> mouth, and untie <<his>> bonds. "Fuckers," <<he>> says. "There's no time to waste."
			<<set $farm_assault.bindings_alex to 0>>
			<<set $farm_assault.alex to "patrol">>
			<<endevent>>
		<</if>>
		<<farm_assault_unbind>>
	<<else>>
		You struggle against your bindings. They feel a little looser.
	<</if>>
<</if>>
<<set $farm_assault.movement to "none">>

<<farm_assault_progress>>

<<farm_assault_alex>>

<<if _smoke>>
	You smell smoke on the breeze.

<</if>>

<<if $farm_assault.tower is "manned" or $farm_assault.tower is "attacked" or _guard_won is true or _guard_lost is true>>
	<<farm_assault_info guard>>
<<elseif $farm_assault.tower is "defeated">>
	$farm.tower_guard has been defeated, and can't help for the remainder of the assault.

<</if>>

<<if $bus is "tower_top">>
	<<farm_assault_info>>
<</if>>

<<if _dogs_status is "victorious">>
	You hear a triumphant howling.

<<elseif _dogs_status is "defeated">>
	You hear a panicked howling.

<</if>>

<<if $farm_destroyed is true>>
	<<farm_assault_unbind>>
	<<if $fields_damaged is 0>>
		With no fields to burn, the thugs flee the field.<<lcontrol>><<gtrauma>><<control -10>><<trauma 6>>

		<<npc Remy>><<person1>>
		Remy watches from a nearby hill. <<He>> turns <<his>> steed and rides away.

		<<endevent>>
		<<link [[Next|Farm Assault Victory]]>><</link>>

	<<else>>
		Their job done, the thugs flee the fields, leaving a smoldering waste behind them.
		<<lllcontrol>><<gggtrauma>><<control -50>><<trauma 24>>

		<<npc Remy>><<person1>>
		Remy watches from a nearby hill. <<He>> turns <<his>> steed and rides away.

		<<endevent>>
		<<link [[Next|Farm Assault Defeat]]>><</link>>

	<</if>>
<<elseif _farm_assault_active isnot true>>
	<<farm_assault_unbind>>
	Driven back, the thugs flee the farm.
	<<if $fields_damaged gte 2>>
		They managed to torch <<number $fields_damaged>> fields.<<llcontrol>><<ggtrauma>><<control -25>><<trauma 12>>
	<<elseif $fields_damaged gte 1>>
		They managed to torch a field.<<lcontrol>><<gtrauma>><<control -10>><<trauma 6>>
	<<else>>
		They failed to torch a single field.<<ggcontrol>><<lltrauma>><<control 25>><<trauma -25>>
		<<if $farm_stage gte 12>>
			<<earnFeat "Heroic Victory">>
		<</if>>
	<</if>>

	<<npc Remy>><<person1>>
	Remy watches from a nearby hill. <<He>> turns <<his>> steed and rides away.

	<<endevent>>
	<<link [[Next|Farm Assault Victory]]>><</link>>

<<else>>

	<<farm_assault_actions>>

<</if>>

:: Farm Assault Defeat
<<effects>>

<<npc Alex>><<person1>>
You find Alex lying on <<his>> face, an empty bottle beside <<him>>. <<Hes>> unconscious.<<llldom>><<npcincr Alex dom -15>>

<<if $farm_assault.tower is "defeated">>
	You carry <<him>> back to the cottage, and lay <<him>> in <<his>> bed, before returning to search for $farm.tower_guard.
	<<endevent>>
	<<loadNPC 0 "farm_tower_guard">><<person1>>
	You find <<him>> sitting at the base of the watchtower,
	<<if $NPCList[0].traits.includes("relaxed")>>
	   trying to light a cigarette butt. "That was rougher than I expected," <<he>> says. "Could you help me up?"
	<<elseif $NPCList[0].traits.includes("sociable")>>
		chatting on <<his>> phone. "-boss is here. Call you back." <<He>> smiles at you. "You should have seen how many I took on before they got me."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		gazing at the sky. "Sorry kid," <<he>> says. "I like to think I gave as good as I got."
	<<else>>
		watching you. "Are you an angel come to take me away?" <<he>> laughs.
	<</if>>
	You help <<him>> to <<his>> feet.
	<<if $NPCList[0].traits.includes("relaxed")>>
	   "I'll be alright" <<he>> continues. "Just need to stretch."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"There's a stool just inside," <<he>> continues. "A little rest would do me good."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Don't worry about me," <<he>> continues. "I'll walk it off."
	<<else>>
		"Your touch has me feeling better already," <<he>> continues. "I think I can limp back to my post."
	<</if>>

	You return to the cottage. Remy won this round, but the war continues.

<<elseif $farm_assault.tower is "manned" or $farm_assault.tower is "attacked">>
	$farm.tower_guard limps over.

	<<endevent>>
	<<loadNPC 0 "farm_tower_guard">><<person1>>

	<<if $NPCList[0].traits.includes("relaxed")>>
	   "Let's get <<nnpc_him Alex>> inside," <<he>> says, nodding at Alex. "Then I need a smoke."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"Is <<nnpc_he Alex>> alright?" <<he>> asks, then notices the bottle. "Ah."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Sorry kid," <<he>> says. "You're handling this better than Alex at least. Let's get <<nnpc_him Alex>> inside."
	<<else>>
		"That was a mess," <<he>> says. "Alex has the right idea. Odd choice of bed though."
	<</if>>

	<<endevent>>
	<<npc Alex>><<person1>>
	Together, you carry Alex back to the cottage, and lay <<him>> in <<his>> bed. Remy won this round, but the war continues.

<<else>>
	You carry <<him>> back to the cottage, and lay <<him>> in <<his>> bed. Remy won this round, but the war continues.

<</if>>

<<unset $fields_damaged>>
<<unset $farm_destroyed>>
<<farm_assault_end>>

<<link [[Next|Farm Bedroom]]>><<endevent>><</link>>

:: Farm Assault Victory
<<effects>>

<<npc Alex>><<person1>>

<<if $farm_destroyed is true>>
	"You better stay the fuck away," Alex shouts after them. <<He>> turns to you. "I'm glad they wasted their time, but we shouldn't let them run rampant through the farm."

<<elseif $fields_damaged gte 1>>
	"You better stay the fuck away," Alex shouts after them. <<He>> turns to you, then to the smoldering field behind <<him>>. "We limited the damage," <<he>> says. "We'll be more prepared next time."

<<else>>
	"You better stay the fuck away," Alex shouts after them. <<He>> turns to you. Mud coats <<his>> body, but <<his>> smile is broad. "We did it. And we can do it again!"

<</if>>

<<if $farm_assault.tower is "defeated">>
	<<He>> looks at the watchtower. "Fuck, is $farm.tower_guard okay?"

	<<endevent>>
	<<loadNPC 0 "farm_tower_guard">><<person1>>
	You find the lookout sat at the base of the tower,
	<<if $NPCList[0].traits.includes("relaxed")>>
	   trying to light a cigarette butt. "That was rougher than I expected," <<he>> says. "Could you help me up?"
	<<elseif $NPCList[0].traits.includes("sociable")>>
		chatting on <<his>> phone. "-bosses are here. Call you back." <<He>> smiles at you. "You should have seen how many I took on before they got me."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		gazing at the sky. "Sorry kids," <<he>> says. "I like to think I gave as good as I got."
	<<else>>
		watching you. "Have the angels come to take me away?" <<he>> laughs.
	<</if>>
	You and Alex help <<him>> to <<his>> feet.
	<<if $NPCList[0].traits.includes("relaxed")>>
	   "I'll be alright" <<he>> continues. "Just need to stretch."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"There's a stool just inside," <<he>> continues. "A little rest would do me good."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Don't worry about me," <<he>> continues. "I'll walk it off."
	<<else>>
		"Your touch has me feeling better already," <<he>> continues. "I think I can limp back to my post."
	<</if>>

<<elseif $farm_assault.tower is "manned" or $farm_assault.tower is "attacked">>
	$farm.tower_guard approaches.
	<<endevent>>
	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<if $NPCList[0].traits.includes("relaxed")>>
	   "Glad you guys are alright,"<<he>> says. "That was almost too exciting."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"That livened things up," <<he>> says. "I think I need a breather."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Good job," <<he>> says. "Hope I helped."
	<<else>>
		"You should've seen me up there," <<he>> says. "Three-" <<He>> pauses. "I mean, five, burly monsters came climbing the side of the tower, but I sent them packing."
	<</if>>

<<else>>

<</if>>

<<endevent>>
<<npc Alex>><<person1>>
You walk back to the cottage. Alex pats your shoulder. "We won, but Remy will be back. We'll be ready."

Remy will attack again in <<number $farm_attack_timer>> days.

<<unset $fields_damaged>>
<<unset $farm_destroyed>>
<<farm_assault_end>>

<<link [[Next|Farm Cottage]]>><<endevent>><</link>>

:: Farm Assault Intro
<<effects>>
<<set $bus to "yard">>
<<farm_assault_init>>

You rush outside, and find Alex stood in the yard.

<<set $farm_attack_timer to random(17, 24)>>
<<npc Alex>><<person1>>
"They're not coming through here," <<he>> says, nodding at the road. "They'll try to sneak in." <<He>> hands you a walkie talkie. "There's a lot of ground to cover, so we'll need to split up. We'll be stronger if we team up to fight them though."

<<if $farm.tower gte 2 and $farm.tower_guard>>
	<<He>> waves at the watchtower, and $farm.tower_guard flashes the searchlight in response.
<<elseif $farm.tower and $farm.tower_guard>>
	<<He>> waves at the watchtower, and you make out $farm.tower_guard wave in response.
<<elseif $farm.tower>>
	<<He>> points at the watchtower. "We can climb it if we need a better view."
<</if>>

<<if $leftarm is "bound" or $rightarm is "bound">>
	Alex slices through your bindings. You're not defending the farm like that.
	<<unbind>>

<</if>>

<<link [[Next|Farm Assault]]>><<endevent>><</link>>

:: Farm Assault Wardrobe
<<effects>>

<<if $phase is 2>>
	You enter the cottage, climb the stairs, and throw open the rustic wadrobe.
<<elseif $phase is 1>>
	You climb from your bed, and throw open the rustic wardrobe.
<<elseif $phase is 3>>
	You enter your room, and throw open the rustic wardrobe.
<<else>>
	You look through the rustic wardrobe.
<</if>>
<<set $phase to 0>>
You hear shouting outside.

<<set $wardrobe_location to "alexFarm">>
<<wardrobeSelection>>
<<wardrobewear>>

<<wardrobeExits>>

<<wardrobe>>

:: Farm Assault Widgets [widget]
<<widget "farm_assault_init">>
<<set $farm_assault to {}>>
<<set $farm_assault.no to [0, 1, 2, 3]>>
<<if $farm_stage gte 8>>
	<<set $farm_assault.no.push(4)>>
<</if>>
<<if $farm_stage gte 9>>
	<<set $farm_assault.no.push(5)>>
<</if>>
<<if $farm_stage gte 10>>
	<<set $farm_assault.no.push(6)>>
<</if>>
<<if $farm_stage gte 11>>
	<<set $farm_assault.no.push(7)>>
<</if>>
<<if $farm_stage gte 12>>
	<<set $farm_assault.no.push(8)>>
<</if>>
<<set $farm_assault.teams to {}>>

<<if $farm_stage gte 12>>
	<<set $farm_assault.teams.team_1 to {}>>
	<<set $farm_assault.teams.team_2 to {}>>
	<<set $farm_assault.teams.team_3 to {}>>
	<<set $farm_assault.teams.team_4 to {}>>
	<<set $farm_assault.teams.team_5 to {}>>
	<<if $bailey_encroach>>
		<<set $farm_assault.teams.team_6 to {}>>
		<<set $farm_assault.teams.team_6.type to "bailey">>
	<</if>>
<<elseif $farm_stage gte 10>>
	<<set $farm_assault.teams.team_1 to {}>>
	<<set $farm_assault.teams.team_2 to {}>>
	<<set $farm_assault.teams.team_3 to {}>>
	<<set $farm_assault.teams.team_4 to {}>>
	<<if $bailey_encroach>>
		<<set $farm_assault.teams.team_5 to {}>>
		<<set $farm_assault.teams.team_5.type to "bailey">>
	<</if>>
<<elseif $farm_stage gte 8>>
	<<set $farm_assault.teams.team_1 to {}>>
	<<set $farm_assault.teams.team_2 to {}>>
	<<set $farm_assault.teams.team_3 to {}>>
	<<if $bailey_encroach>>
		<<set $farm_assault.teams.team_4 to {}>>
		<<set $farm_assault.teams.team_4.type to "bailey">>
	<</if>>
<<else>>
	<<set $farm_assault.teams.team_1 to {}>>
	<<set $farm_assault.teams.team_2 to {}>>
	<<if $bailey_encroach>>
		<<set $farm_assault.teams.team_3 to {}>>
		<<set $farm_assault.teams.team_3.type to "bailey">>
	<</if>>
<</if>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
	<<set $farm_assault.teams[_assault_keys[_s]].wall_progress to 0>>
	<<set $farm_assault.teams[_assault_keys[_s]].field_progress to 0>>
	<<set $farm_assault.teams[_assault_keys[_s]].number to 3>>
	<<if !$farm_assault.teams[_assault_keys[_s]].type>>
		<<set $farm_assault.teams[_assault_keys[_s]].type to "remy">>
	<</if>>
<</for>>
<<set $fields_damaged to 0>>
<<if $farm.kennel gte 1>>
	<<set $farm_assault.dogs to 2>>
<<else>>
	<<set $farm_assault.dogs to 1>>
<</if>>
<<set $farm_assault.dogs_state to "guarding">>
<<if $farm.tower_guard>>
	<<set $farm_assault.tower to "manned">>
<<else>>
	<<set $farm_assault.tower to "empty">>
<</if>>
<<set $farm_assault.alex to "patrol">>
<</widget>>

<<widget "farm_assault_end">>
<<unset $farm_assault>>
<<unset $fields_damaged>>
<<unset $farm_destroyed>>
<</widget>>

<<widget "farm_assault_progress">>
<<set $farm_assault_done to 0>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $farm_assault.teams[_assault_keys[_s]].state is undefined>>
		<<set $farm_assault.teams[_assault_keys[_s]].state to "wall">>
	<</if>>
	/*Fleeing checked before and after other actions. */
	<<farm_assault_flight>>
	<<if $farm_assault.teams[_assault_keys[_s]].location isnot "done">>
		/*Assaulting the tower. */
		<<if $farm_assault.teams[_assault_keys[_s]].location is "tower">>
			<<if $farm_assault.teams[_assault_keys[_s]].state is "approach">>
				<<set $farm_assault.teams[_assault_keys[_s]].state to "climb">>
			<<elseif $farm_assault.teams[_assault_keys[_s]].state is "climb">>
				<<set $farm_assault.teams[_assault_keys[_s]].state to "fight">>
			<<elseif $farm_assault.teams[_assault_keys[_s]].state is "fight">>
				<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
					<<if $farm.tower_guard_skill gte random(1, 2000)>>
						<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
						<<if $farm_assault.teams[_assault_keys[_s]].number lte 0>>
							<<set $farm_assault.tower to "manned">>
						<</if>>
						<<set _guard_won to true>>
					<<else>>
						<<set $farm_assault.tower to "defeated">>
						<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
						<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
						<<set _guard_lost to true>>
					<</if>>
				<<else>>
					<<if $farm.tower_guard_skill gte random(1, 1000)>>
						<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
						<<if $farm_assault.teams[_assault_keys[_s]].number lte 0>>
							<<set $farm_assault.tower to "manned">>
						<</if>>
						<<set _guard_won to true>>
					<<else>>
						<<set $farm_assault.tower to "defeated">>
						<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
						<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
						<<set _guard_lost to true>>
					<</if>>
				<</if>>
			<</if>>
		<</if>>
		/*Successfully burning. */
		<<if $farm_assault.teams[_assault_keys[_s]].state is "celebrate">>
			<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
			<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
			<<if $farm_assault.teams[_assault_keys[_s]].location is undefined>>
				<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
			<</if>>
		<</if>>
		/*Burning a field. */
		<<if $farm_assault.teams[_assault_keys[_s]].state is "field">>
			<<if $farm_assault.teams[_assault_keys[_s]].field_progress gte 4>>
				<<set $farm_assault.teams[_assault_keys[_s]].field_progress to 0>>
				<<set $farm_assault.teams[_assault_keys[_s]].state to "celebrate">>
				<<set _smoke to true>>
				<<damage_farm 1>>
			<<else>>
				<<set $farm_assault.teams[_assault_keys[_s]].field_progress += 1>>
			<</if>>
		<</if>>
		/*Responding to hounds. */
		<<if $farm_assault.teams[_assault_keys[_s]].state is "dogs_recover">>
			<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
				<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
				<<if $farm_assault.tower is "manned">>
					<<set $farm_assault.no.push($farm_assault.teams[_assault_keys[_s]].location)>>/*Add their location back to the pool.*/
					<<set $farm_assault.teams[_assault_keys[_s]].location to "tower">>
					<<set $farm_assault.teams[_assault_keys[_s]].state to "approach">>
					<<set $farm_assault.tower to "attacked">>
				<<else>>
					<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
				<</if>>
			<<else>>
				<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
			<</if>>
			<<set $farm_assault.dogs -= 1>>
			<<if $farm_assault.dogs gte 1>>
				<<set $farm_assault.dogs_state to "guarding">>
				<<set _dogs_status to "victorious">>
			<<else>>
				<<set $farm_assault.dogs_state to "defeated">>
				<<set _dogs_status to "defeated">>
			<</if>>
			<<set $farm_assault.dogs_target to _assault_keys[_s]>>
		<</if>>
		/*Intercepted by hounds. */
		<<if $farm_assault.teams[_assault_keys[_s]].state is "dogs">>
			<<set $farm_assault.teams[_assault_keys[_s]].state to "dogs_recover">>
		<</if>>
		/*Entering. */
		<<if $farm_assault.teams[_assault_keys[_s]].state is "entry">>
			<<if $farm_assault.dogs gte 1 and $farm_assault.dogs_state is "guarding">>
				<<set $farm_assault.teams[_assault_keys[_s]].state to "dogs">>
				<<set $farm_assault.dogs_state to "fighting">>
			<<elseif ($farm_assault.teams[_assault_keys[_s]].type is "bailey" or random(1, 2) is 2) and $farm_assault.tower is "manned">>
				<<set $farm_assault.no.push($farm_assault.teams[_assault_keys[_s]].location)>>/*Add their location back to the pool.*/
				<<set $farm_assault.teams[_assault_keys[_s]].location to "tower">>
				<<set $farm_assault.teams[_assault_keys[_s]].state to "approach">>
				<<set $farm_assault.tower to "attacked">>
			<<else>>
				<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
			<</if>>
		<</if>>
		/*Breaking in. */
		<<if $farm_assault.teams[_assault_keys[_s]].state is "wall">>
			<<if $farm_assault.teams[_assault_keys[_s]].wall_progress gte $farm.wall>>
				<<set $farm_assault.teams[_assault_keys[_s]].state to "entry">>
				<<set $farm_assault.teams[_assault_keys[_s]].wall_progress to 0>>
			<<else>>
				<<if $farm.wall gte 4 and $farm_assault.teams[_assault_keys[_s]].type isnot "bailey">>
					<<if random(1, 3) is 3>>
						<<set $farm_assault.teams[_assault_keys[_s]].wall_progress += 1>>
					<</if>>
				<<elseif $farm.wall gte 3 and $farm_assault.teams[_assault_keys[_s]].type isnot "bailey">>
					<<if random(1, 3) gte 2>>
						<<set $farm_assault.teams[_assault_keys[_s]].wall_progress += 1>>
					<</if>>
				<<else>>
					<<set $farm_assault.teams[_assault_keys[_s]].wall_progress += 1>>
				<</if>>

			<</if>>
		<</if>>
	<</if>>
	/*Fleeing. */
	<<farm_assault_flight>>
	/*Alex. */
	<<if $farm_assault.alex is "patrol">>
		<<if $farm_assault.teams[_assault_keys[_s]].location isnot "done">>
			<<set $farm_assault.alex to _assault_keys[_s]>>
		<</if>>
	<<elseif $farm_assault.alex is _assault_keys[_s]>>
		<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
			<<if random(1, 100) gte 80>>
				<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
				<<set _alex_success to true>>
			<</if>>
		<<else>>
			<<if random(1, 100) gte 60>>
				<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
				 <<set _alex_success to true>>
			<</if>>
		<</if>>
	<</if>>
	/*Fleeing. */
	<<farm_assault_flight>>
<</for>>
<</widget>>

<<widget "farm_assault_flight">>
<<if $farm_assault.teams[_assault_keys[_s]].number lte 0>>/*Flee if numbers reduced to 0.*/
	<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
	<<if $farm_assault.alex is _assault_keys[_s]>>/*Alex patrols again. */
		<<set $farm_assault.alex to "patrol">>
	<</if>>
<</if>>
<<if $farm_assault.teams[_assault_keys[_s]].location isnot "done">>/*Assault ends when !_farm_assault_active.*/
	<<set _farm_assault_active to true>>
<<elseif $farm_assault.teams[_assault_keys[_s]].location gte 0>>
	<<set $farm_assault.no.push($farm_assault.teams[_assault_keys[_s]].location)>>/*Add their location back to the pool.*/
	<<if $farm_assault.alex is  _assault_keys[_s]>>/*Alex patrols again. */
		<<set $farm_assault.alex to "patrol">>
	<</if>>
<<elseif $farm_assault.alex is _assault_keys[_s] and $farm_assault.teams[_assault_keys[_s]].location is "done">>
	<<set $farm_assault.alex to "patrol">>
<</if>>
<</widget>>

<<widget "farm_assault_info">>
<<if $args[0] is "guard">>
	<<set _skill to $farm.tower_guard_skill>>
<<else>>
	<<set _skill to 0>>
<</if>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $farm_assault.teams[_assault_keys[_s]].location is "tower" and $farm_assault.teams[_assault_keys[_s]].state is "fight">>
		<<set _fighting to true>>
	<</if>>
<</for>>

<<if _fighting is true or _guard_won is true or _guard_lost is true>>
	Your walkie talkie picks up another signal. You hear a struggle, punctuated by static.
	<<if _guard_won is true>>
		You peer at the watchtower. A body falls from the top. It's not $farm.tower_guard. Seems they got the better of one of their attackers.
	<<elseif _guard_lost is true>>
		You peer at the watchtower. A body falls from the top. It's $farm.tower_guard. They won't be helping for the rest of the assault.
	<</if>>

<<else>>
	<<if $args[0] is "guard">>
		Your walkie talkie picks up another signal. It's $farm.tower_guard, keeping you informed of enemy activity:
	<<else>>
		You look across the farm, trying to spot enemy movements:
	<</if>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $farm_assault.teams[_assault_keys[_s]].location is "done">>
			The <<farm_assault_no>> group of <<farm_assault_thugs>> are running for the hills.
		<<elseif $farm_assault.teams[_assault_keys[_s]].state is "dogs">>
			You hear barking from <<farm_assault_location>>.
		<<elseif $farm_assault.teams[_assault_keys[_s]].location is "tower">>
			<<switch $farm_assault.teams[_assault_keys[_s]].state>>
			<<case "approach">>
				The <<farm_assault_no>> group of <<farm_assault_thugs>> are approaching the watchtower.
			<<case "climb">>
				The <<farm_assault_no>> group of <<farm_assault_thugs>> are climbing the watchtower.
			<</switch>>
		<<else>>
			<<if _skill gte random(1, 1000)>>
				<<switch $farm_assault.teams[_assault_keys[_s]].state>>
				<<case wall>>
					The <<farm_assault_no>> group of <<farm_assault_thugs>> are
					<<if $farm.wall gte 3>>
						cutting through the fence at <<farm_assault_location>>.
					<<else>>
						climbing the wall near <<farm_assault_location>>.
					<</if>>
				<<case entry>>
					The <<farm_assault_no>> group of <<farm_assault_thugs>> are rushing into <<farm_assault_location>>.
				<<case field>>
				   <<switch $farm_assault.teams[_assault_keys[_s]].field_progress>>
				   <<case 0>>
						The <<farm_assault_no>> group of <<farm_assault_thugs>> are entering <<farm_assault_location>>.
				   <<case 1>>
						The <<farm_assault_no>> group of <<farm_assault_thugs>> are opening petrol canisters at <<farm_assault_location>>.
				   <<case 2>>
						The <<farm_assault_no>> group of <<farm_assault_thugs>> are pouring petrol over <<farm_assault_location>>.
				   <<case 3>>
						The <<farm_assault_no>> group of <<farm_assault_thugs>> are lighting matches at <<farm_assault_location>>.
				   <</switch>>
				<<case celebrate>>
					The <<farm_assault_no>> group of <<farm_assault_thugs>> are reveling as the field burns.
				<</switch>>
			<<else>>
				There's movement at <<farm_assault_location>>.
			<</if>>
		<</if>>

	<</for>>

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

<<widget "farm_assault_alex">>

<<if _farm_assault_active isnot true or $farm_destroyed is true>>
<<elseif $farm_assault.alex is "bound">>
	<<if $farm_assault.bindings_alex gte 1>>
		<<set $farm_assault.bindings_alex -= 1>>
	<<else>>
		<<set $farm_assault.alex to "patrol">>
	<</if>>
<<elseif $farm_assault.alex is "patrol">>
	Your walkie talkie picks up a signal. "I'm looking for intruders," Alex says. "Just checking in."
<<else>>
	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location and $farm_assault.alex is _assault_keys[_s]>>
			Alex crouches beside you. "What's the plan?"
		<<elseif $farm_assault.alex is _assault_keys[_s]>>
			Your walkie talkie picks up a signal.
			<<set _rng to random(1, 5)>>
			<<switch _rng>>
			<<case 1>>
				"I'm pursuing
			<<case 2>>
				"I'm stalking
			<<case 3>>
				"I'm following
			<<case 4>>
				"I'm hunting
			<<default>>
				"I'm harrying
			<</switch>>
			<<farm_assault_thugs>> at <<farm_assault_location>>." Alex says in a hushed voice.
			<<if _alex_success>>
				<<set _rng to random(1, 5)>>
				<<switch _rng>>
				<<case 1>>
					"Knocked one out."
				<<case 2>>
					"They'll feel this in the morning."
				<<case 3>>
					"Wonder when they'll realise they're missing a colleague."
				<<case 4>>
					"One thug down."
				<<default>>
					"Took one down."
				<</switch>>
			<<else>>
				<<set _rng to random(1, 5)>>
				<<switch _rng>>
				<<case 1>>
					"Can't get them alone."
				<<case 2>>
					"They're too watchful."
				<<case 3>>
					"Can't get close."
				<<case 4>>
					"Just waiting for my moment."
				<<default>>
					"I won't take any risks."
				<</switch>>
			<</if>>
		<</if>>
	<</for>>
<</if>>

<</widget>>

<<widget "farm_assault_location">>
<<switch $farm_assault.teams[_assault_keys[_s]].location>>
	<<case 0>>
		<<set _text_output to "the first field">>
	<<case 1>>
		<<set _text_output to "the second field">>
	<<case 2>>
		<<set _text_output to "the third field">>
	<<case 3>>
		<<set _text_output to "the fourth field">>
	<<case 4>>
		<<set _text_output to "the fifth field">>
	<<case 5>>
		<<set _text_output to "the sixth field">>
	<<case 6>>
		<<set _text_output to "the seventh field">>
	<<case 7>>
		<<set _text_output to "the eighth field">>
	<<case 8>>
		<<set _text_output to "the ninth field">>
	<<case tower>>
		<<set _text_output to "the watchtower">>
	<<default>>
		<<set _text_output to "the fields">>
<</switch>>
<<print _text_output>>
<</widget>>

<<widget "farm_assault_thugs">>
<<switch $farm_assault.teams[_assault_keys[_s]].type>>
	<<case "bailey">>
		Bailey's thugs
	<<default>>
		Remy's thugs
<</switch>>
<</widget>>

<<widget "farm_assault_options">>

<<link [[Wait (0:05)|Farm Assault]]>><<pass 5>><<set $farm_assault.movement to "wait">><</link>>

<<if $bus is "tower" and _tower isnot "threatened" and $farm_assault.tower isnot "manned">>
	<<link [[Climb the watchtower|Farm Assault]]>><<pass 5>><<set $bus to "tower_top">><<set $farm_assault.movement to "climb">><</link>>

<</if>>
<<if $bus isnot 0>>
	<<link [[First field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 0>><<set $farm_assault.movement to "field">><</link>>

<</if>>
<<if $bus isnot 1>>
	<<link [[Second field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 1>><<set $farm_assault.movement to "field">><</link>>

<</if>>
<<if $bus isnot 2>>
	<<link [[Third field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 2>><<set $farm_assault.movement to "field">><</link>>

<</if>>
<<if $bus isnot 3>>
	<<link [[Fourth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 3>><<set $farm_assault.movement to "field">><</link>>

<</if>>
<<if $bus isnot 4 and $farm_stage gte 8>>
	<<link [[Fifth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 4>><<set $farm_assault.movement to "field">><</link>>

<</if>>
<<if $bus isnot 5 and $farm_stage gte 9>>
	<<link [[Sixth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 5>><<set $farm_assault.movement to "field">><</link>>

<</if>>
<<if $bus isnot 6 and $farm_stage gte 10>>
	<<link [[Seventh field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 6>><<set $farm_assault.movement to "field">><</link>>

<</if>>
<<if $bus isnot 7 and $farm_stage gte 11>>
	<<link [[Eighth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 7>><<set $farm_assault.movement to "field">><</link>>

<</if>>
<<if $bus isnot 8 and $farm_stage gte 12>>
	<<link [[Ninth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 8>><<set $farm_assault.movement to "field">><</link>>

<</if>>
<<if $bus isnot "tower" and $bus isnot "tower_top" and $farm.tower gte 1>>
	<<link [[Watchtower (0:05)|Farm Assault]]>><<pass 5>><<set $bus to "tower">><<set $farm_assault.movement to "tower">><</link>>

<</if>>

<</widget>>

<<widget "farm_assault_actions">>

<<switch $bus>>
<<case "tower">>
	The watchtower looms above you.
<<case 0>>
	You are near the first field.
<<case 1>>
	You are near the second field.
<<case 2>>
	You are near the third field.
<<case 3>>
	You are near the fourth field.
<<case 4>>
	You are near the fifth field.
<<case 5>>
	You are near the sixth field.
<<case 6>>
	You are near the seventh field.
<<case 7>>
	You are near the eighth field.
<<case 8>>
	You are near the ninth field.
<</switch>>

<<if $farm_assault.bindings gte 1>>
	You lie in the dirt, unable to move much.

	<<link [[Struggle (0:05)|Farm Assault]]>><<pass 5>><<set $farm_assault.bindings -= 1>><<set $farm_assault.movement to "struggle">><</link>>

<<else>>
	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<if $bus is "tower">>
				<<if $farm_assault.teams[_assault_keys[_s]].state is "approach">>
					<<farm_assault_thugs>> approach.

					<<farm_assault_attack_options>>
				<<elseif $farm_assault.teams[_assault_keys[_s]].state is "climb">>
					You see <<farm_assault_thugs>> entering the tower.

					<<link [[Defend the watchtower (0:05)|Farm Assault Tower Defend]]>><<pass 5>><</link>>

				<<elseif $farm_assault.teams[_assault_keys[_s]].state is "fight">>
					You hear $farm.tower_guard fighting <<farm_assault_thugs>> at the top of the tower!

					<<link [[Defend the watchtower (0:05)|Farm Assault Tower Defend]]>><<pass 5>><</link>>

				<</if>>
			<<elseif $farm_assault.teams[_assault_keys[_s]].state is "wall">>
				<<if $farm.wall gte 3>>
					You see <<farm_assault_thugs>> sawing through the fence.
				<<else>>
					You see <<farm_assault_thugs>> climbing over the wall.
				<</if>>
				<<if $farm_assault.teams[_assault_keys[_s]].number is 1>>
					There's only one here.
				<<else>>
					There are <<number $farm_assault.teams[_assault_keys[_s]].number>> of them.
				<</if>>
				<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
					They move with surety.
				<</if>>

				<<if $farm_assault.alex is _assault_keys[_s]>>
					<<link [[Throw rocks with Alex (0:05)|Farm Assault Rocks Alex]]>><<pass 5>><</link>>

				<<else>>
					<<link [[Throw rocks (0:05)|Farm Assault Rocks]]>><<pass 5>><</link>><<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">><<physiquedifficulty 6000 20000>><<else>><<physiquedifficulty 1 16000>><</if>>

					<<link [[Threaten (0:05)|Farm Assault Threaten]]>><<pass 5>><</link>><<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">><<skill_difficulty famescrap "Combat Fame" 3000 3000>><<else>><<skill_difficulty famescrap "Combat Fame" 200 1000>><</if>>

				<</if>>
			<<elseif $farm_assault.teams[_assault_keys[_s]].state is "entry">>
				<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
					<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
						You see <<number $farm_assault.teams[_assault_keys[_s]].number>> of <<farm_assault_thugs>> rush into the farm. They ignore you, instead heading into the fields.

						<<farm_assault_attack_options>>
					<<else>>
						You see one of <<farm_assault_thugs>> rush into the farm.

						<<farm_assault_attack_options>>
					<</if>>
				<<else>>
					<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
						You see <<number $farm_assault.teams[_assault_keys[_s]].number>> of <<farm_assault_thugs>> rush into the farm. They ignore you, instead heading into the fields.

						<<farm_assault_attack_options>>
					<<else>>
						You see one of <<farm_assault_thugs>> rush into the farm.

						<<farm_assault_attack_options>>
					<</if>>
				<</if>>
			<<elseif $farm_assault.teams[_assault_keys[_s]].state is "dogs">>
				Your <<farm_text_many dog>> emerge from the dark, and set upon <<farm_assault_thugs>>!

			<<elseif $farm_assault.teams[_assault_keys[_s]].state is "dogs_recover">>
				<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
					<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
						<<if $farm_assault.dogs gte 2>>
							<<farm_assault_thugs>> seem unperturbed, and meet the hounds head-on. The first <<farm_text dog>> receives a solid kick to the face, and rolls away, whimpering, but the others manage to sink teeth into arms and legs. The thugs shake them free, but are left bloodied. A <<generate1>><<person1>><<person>> limps from the field, too hurt to continue the assault.

						<<else>>
							<<farm_assault_thugs>> seem unperturbed, and meet the hounds head-on. The first <<farm_text dog>> receives a solid kick to the face, and rolls away, whimpering, but the others manage to sink teeth into arms and legs.

							The thugs punch and kick at the hounds, scaring them away, but are left bloodied. A <<generate1>><<person1>><<person>> limps from the field, too hurt to continue the assault.

						<</if>>
					<<else>>
						<<if $farm_assault.dogs gte 2>>
							<<generate1>><<person1>>
							The thug, a <<person>>, startles the hounds by barking back. One growls before lunging, grabbing the <<persons>> forearm between <<his>> teeth. <<He>> shakes the <<farm_text dog>> off, but is in no condition to continue the assault. <<He>> runs from the field, cradling one arm in the other.

						<<else>>
							<<generate1>><<person1>>
							The thug, a <<person>>, startles the hounds by barking back. One growls before lunging, grabbing the <<persons>> forearm between <<his>> teeth. punches the <<farm_text dog>> in the nose, freeing <<his>> arm, but is in no condition to continue the assault. <<He>> runs from the field, cradling one arm in the other.

						<</if>>
					<</if>>
				<<else>>
					<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
						<<if $farm_assault.dogs gte 2>>
							<<farm_assault_thugs>> panic, and run. The hounds pursue them to the <<farm_fence>>, and howl triumphant into the night.
						<<else>>
							<<farm_assault_thugs>> panic, and run. The hounds pursue a little too eagerly, and chase their quarry into the night, leaving the farm unguarded. They'll be too tired to help when they make it back.
						<</if>>

					<<else>>
						<<generate1>><<person1>>
						<<if $farm_assault.dogs gte 2>>
							The lone <<person>> panics, and runs. The hounds pursue <<him>> to the <<farm_fence>>, and howl triumphant into the night.
						<<else>>
							The lone <<person>> panics, and runs. The hounds pursue a little too eagerly, and chase their quarry into the night, leaving the farm unguarded. They'll be too tired to help when they make it back.
						<</if>>

					<</if>>
				<</if>>
				<<endevent>>
				<<farm_assault_attack_options>>
			<<elseif $farm_assault.teams[_assault_keys[_s]].state is "field">>
				<<if $farm_assault.teams[_assault_keys[_s]].field_progress gte 4>>
					You see <<farm_assault_thugs>> lighting matches!
				<<elseif $farm_assault.teams[_assault_keys[_s]].field_progress gte 3>>
					You see <<farm_assault_thugs>> covering the field in petrol.
				<<elseif $farm_assault.teams[_assault_keys[_s]].field_progress gte 2>>
					You see <<farm_assault_thugs>> opening petrol canisters.
				<<else>>
					You see <<farm_assault_thugs>> prowling through the field.
				<</if>>

				<<farm_assault_attack_options>>
			<</if>>
		<</if>>
	<</for>>

	<<farm_assault_options>>
<</if>>

<</widget>>

<<widget "farm_assault_intruders">>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
	<<set _text_output to "intruders">>
<<else>>
	<<set _text_output to "intruder">>
<</if>>
<<print _text_output>>
<</widget>>

<<widget "farm_assault_no">>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
	vicious
<<else>>
	<<switch _s>>
	<<case 0>>
		first
	<<case 1>>
		second
	<<case 2>>
		third
	<<case 3>>
		fourth
	<<case 4>>
		fifth
	<</switch>>
<</if>>
<</widget>>

<<widget "farm_assault_unbind">>
<<unbind>>
<<set $farm_assault.bindings to 0>>
<<if $worn.face.type.includes("gag")>>
	<<set $worn.face.type.push("broken")>>
	<<faceruined>>
<</if>>
<<clotheson>>
<</widget>>

<<widget "farm_assault_attack_options">>
<<if $farm_assault.alex is _assault_keys[_s]>>
	<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
		<<link [[Work with Alex to pick one off (0:05)|Farm Assault Pick Alex]]>><<pass 5>><</link>>

		<<if $pain gte 100>>
			You are in too much pain to fight them head on.
		<<else>>
			<<link [[Charge with Alex (0:05)|Farm Assault Charge]]>><<pass 5>><</link>>

		<</if>>
	<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 1 and $farm_assault.teams[_assault_keys[_s]].location isnot "done" and $farm_assault.teams[_assault_keys[_s]].state isnot "dogs_recover">>
		The intruder is alone.

		<<link [[Overpower|Farm Assault Overpower]]>><</link>>

	<</if>>
<<elseif $pain gte 100>>
	You're in too much pain to fight them head-on.

<<else>>
	<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
		<<link [[Fight them head-on (0:05)|Farm Assault Intercept Bailey]]>><<pass 5>><</link>>

		<<set $skulduggerydifficulty to 1000>>
		<<link [[Pick one off (0:05)|Farm Assault Pick Bailey]]>><<pass 5>><</link>><<skulduggerydifficulty>>

	<<else>>
		<<link [[Fight them head-on (0:05)|Farm Assault Intercept]]>><<pass 5>><</link>>

		<<set $skulduggerydifficulty to 600>>
		<<link [[Pick one off (0:05)|Farm Assault Pick]]>><<pass 5>><</link>><<skulduggerydifficulty>>

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

:: Farm Assault Rocks
<<effects>>

<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
		<<if $physiqueSuccess>>
			<<generate1>><<person1>>
			You and Alex pelt the <<farm_assault_intruders>> from the shadows. Most miss, but one lands true, hitting the <<person>> right on the noggin. <<He>> tumbles away from the <<farm_fence>>.

			<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
		<<else>>
			<<generate1>><<person1>>
			You pelt the <<farm_assault_intruders>> from the shadows. They've chosen a sheltered spot to break in, shielded by earth from most angles, and trees by others. You fail to hit any.

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

<<link [[Next|Farm Assault]]>><<endevent>><</link>>

:: Farm Assault Rocks Alex
<<effects>>

<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
		<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey" and random(1, 2) is 2>>
			<<generate1>><<person1>>
			You and Alex pelt the <<farm_assault_intruders>> from the shadows. They've chosen a sheltered spot to break in, shielded by earth from most angles, and trees by the others. You fail to hit any.

		<<else>>
			<<generate1>><<person1>>
			You and Alex pelt the <<farm_assault_intruders>> from the shadows. Most miss, but one lands true, hitting the <<person>> right on the noggin. <<He>> tumbles away from the <<farm_fence>>.

			<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
		<</if>>
	<</if>>
<</for>>

<<link [[Next|Farm Assault]]>><<endevent>><</link>>

:: Farm Assault Threaten
<<effects>>

You march into the open.
<<if $submissive gte 1150>>
	"I-I won't be bullied," you say. "Stop this at once, or you'll be sorry."
<<elseif $submissive lte 850>>
	"Get the fuck off my property," you say. "Before I feed you to the pigs."
<<else>>
	"If you leave now," you say. "I won't follow."
<</if>>

<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
		<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
			<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
				<<generate1>><<person1>>
				The intruders laugh. "Very scary," a <<person>> says. "But there's scarier behind us." They continue forcing their way in.
			<<else>>
				<<generate1>><<person1>>
				The <<person>> laughs. "Very scary," the <<person>> says. "But there's scarier behind me." <<He>> continues forcing their way in.
			<</if>>
		<<elseif $famescrap gte random(200, 1000)>>
			<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
				<<generate1>><<person1>><<generate2>>
				The intruders glance at each other.

				"Is that the one they call <<underworld_nickname>>?" a <<person>> asks.

				"Aye. That's why we're paid so well," a <<person2>><<person>> responds.

				"I'm not getting paid to get my shit kicked in. I'm out." They turn and run.

				<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
			<<else>>
				<<generate1>><<person1>>
				The intruder, a <<person>>, stares at you. "I'm just getting paid to clear some fields," <<he>> says. "I don't want no trouble." <<He>> turns and leaves.

			   <<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
			<</if>>
		<<else>>
			<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
				<<generate1>><<person1>><<generate2>>
				The intruders glance at each other, and laugh. "This <<girl>> thinks <<pshes>> tough or something," a <<person>> says. "About to learn a hard lesson."

				They continue forcing their way in.

			<<else>>
				<<generate1>><<person1>>
				The intruder laughs. "Who do you think you are?" <<he>> says. "Some <<girl>> is all I see, about to learn a hard lesson." <<He>> continues to enter.

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

<<link [[Next|Farm Assault]]>><<endevent>><</link>>

:: Farm Assault Intercept
<<effects>>

<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
		<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
			<<generate1>><<generate2>><<generate3>>
			You charge Remy's thugs, a <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>>. They plant their feet, ready to face you.

		<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>>
			<<generate1>><<generate2>>
			You charge Remy's thugs, a <<person1>><<person>> and <<person2>><<person>>. They plant their feet, ready to face you.

		<<else>>
			<<generate1>>
			You charge Remy's thug, a <<person1>><<person>>. <<He>> seems startled by your boldness, but plants <<his>> feet as you approach.

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

<<link [[Next|Farm Assault Fight]]>><<set $fightstart to 1>><</link>>

:: Farm Assault Intercept Bailey
<<effects>>

<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
		<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
			<<generate1>><<generate2>><<generate3>>
			You charge Bailey's thugs, a <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>>. They turn to meet you. The <<person1>><<person>> cracks <<his>> knuckles.

		<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>>
			<<generate1>><<generate2>>
			You charge Bailey's thugs, a <<person1>><<person>> and <<person2>><<person>>. They turn to meet you. The <<person1>><<person>> cracks <<his>> knuckles.

		<<else>>
			<<generate1>>
			You charge Bailey's thug, a <<person1>><<person>>. <<He>> turns to meet you, and cracks <<his>> knuckles.

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

<<link [[Next|Farm Assault Fight Bailey]]>><<set $fightstart to 1>><</link>>

:: Farm Assault Fight
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

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

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Farm Assault Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<if $enemynomax gte 2>>
		Remy's thugs are too dazed and exhausted to continue, and stagger from the field.
	<<else>>
		The <<person1>><<person>> is too dazed and exhausted to continue, and staggers from the field.
	<</if>>

	<<tearful>> you plan your next move.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Farm Assault]]>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
<<elseif $enemyhealth lte 0>>
	<<if $enemynomax gte 2>>
		Remy's thugs flee the field, throwing worried glances over their shoulders to make sure you're not pursuing.
	<<else>>
		The <<person1>><<person>> flees the field, throwing worried glances over <<his>> shoulder to make sure you're not pursing.
	<</if>>

	<<tearful>> you plan your next move.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Farm Assault]]>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>

<<else>>
	You fall to the earth, too hurt to continue fighting.

	The <<person1>><<person>> crouches over you, and gropes your <<breasts>>. "Shame I got a job to do," <<he>> says.

	You can't stop <<him>> binding your arms and legs together, and tying a gag around your mouth. "Later <<girl>>."

	<<tearful>> you struggle against the rope. It was a rough job, and you should be able to work free.

	<<endcombat>>
	<<set $farm_assault.bindings to 3>>
	<<bind>>
	<<facewear 4>>
	<<link [[Next|Farm Assault]]>><</link>>

<</if>>

:: Farm Assault Fight Bailey
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

	<<maninit>>
	<<set $enemytrust -= 100>>
	<<set $enemyanger += 200>>
	<<npcidlegenitals>>
	<<set $enemyhealthmax *= 1.3>>
	<<set $enemyhealth *= 1.3>>
	<<set $enemyarousalmax *= 1.3>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Farm Assault Fight Bailey Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"You'll go far," the <<person1>><<person>> mutters.
	<<if $enemynomax gte 2>>
		Bailey's thugs are too dazed and exhausted to continue, and stagger from the field.
	<<else>>
		<<Hes>> too dazed and exhausted to continue, and staggers from the field.
	<</if>>

	<<tearful>> you plan your next move.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Farm Assault]]>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
<<elseif $enemyhealth lte 0>>
	"Shit," the <<person1>><<person>> says. "Bailey's not gonna be happy."
	<<if $enemynomax gte 2>>
		Bailey's thugs flee the field, disappearing into the night.
	<<else>>
		<<He>> flees the field, disappearing into the night.
	<</if>>

	<<tearful>> you plan your next move.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Farm Assault]]>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>

<<else>>
	You fall to the earth, too hurt to continue fighting.

	The <<person1>><<person>> crouches over you. "Sorry kid," <<he>> says. "But this is the way of the world."

	You can't stop <<him>> binding your arms and legs together, and tying a gag around your mouth. "Later <<girl>>."

	<<tearful>> you struggle against the rope. It was a rough job, and you should be able to work free.

	<<endcombat>>
	<<set $farm_assault.bindings to 3>>
	<<bind>>
	<<facewear 4>>
	<<link [[Next|Farm Assault]]>><</link>>

<</if>>

:: Farm Assault Pick Bailey
<<effects>>

<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>

		<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
			You keep to the shadows as you stalk the intruders, waiting for an opening.
		<<else>>
			You keep to the shadows as you stalk the intruder, waiting for an opening.
		<</if>>

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

			<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
				You find one. A <<generate1>><<person1>><<person>> strays too far from <<his>> fellows. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious.

				<<endevent>>
				<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
			<<else>>
				You find one. The <<generate1>><<person1>><<person>> stands too close to a hedge, letting you sneak right behind <<him>>. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious.

				<<endevent>>
				<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
			<</if>>

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

			<</if>>

			<<link [[Next|Farm Assault]]>><<endevent>><</link>>

		<<else>>

			<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
				<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
					<<generate1>><<generate2>><<generate3>>
				<<else>>
					<<generate1>><<generate2>>
				<</if>>
				A <<person1>><<person>> strays apart from the others, and you make your move, sneaking closer. You lunge from the dark, but the <<person>> spins and catches your arm.

				"Found the <<girl>>," <<he>> says as <<he>> shunts you away. You hear footsteps from behind.

			<<else>>
				You keep to the shadows as you stalk the intruder, waiting for an opening.
			<</if>>

			<<link [[Next|Farm Assault Fight Bailey]]>><<set $fightstart to 1>><</link>>

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

:: Farm Assault Pick
<<effects>>

<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>

		<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
			You keep to the shadows as you stalk the intruders, waiting for an opening.
		<<else>>
			You keep to the shadows as you stalk the intruder, waiting for an opening.
		<</if>>

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

			<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
				You find one. A <<generate1>><<person1>><<person>> strays too far from <<his>> fellows. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious.

				<<endevent>>
				<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
			<<else>>
				You find one. The <<generate1>><<person1>><<person>> stands too close to a hedge, letting you sneak right behind <<him>>. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious.

				<<endevent>>
				<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
			<</if>>

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

			<</if>>

			<<link [[Next|Farm Assault]]>><<endevent>><</link>>

		<<else>>

			<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
				<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
					<<generate1>>
				<<else>>
					<<generate1>>
				<</if>>
				You can't find one. The thugs stay too close together. Attacking one would alert the others.

				<<link [[Next|Farm Assault]]>><<endevent>><</link>>

			<<else>>
				<<generate1>><<person1>>
				You keep to the shadows as you stalk the intruder, a <<person>>, waiting for an opening. You creep up while <<his>> back is turned, but trip in the dark, stumbling to the ground and alerting <<him>>.

				<<He>> turns and plants <<his>> feet, though you're not sure <<he>> knows quite where you are.

				<<link [[Fight|Farm Assault Fight]]>><<set $fightstart to 1>><</link>>

				<<link [[Flee|Farm Assault Flight]]>><</link>>

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

:: Farm Assault Flight
<<effects>>

You turn and flee into the darkness.

<<link [[Next|Farm Assault]]>><<endevent>><</link>>

:: Farm Assault Pick Alex
<<effects>>
You and Alex stalk the intruders, waiting for one to stray too close to the dark.
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
		<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
			<<generate1>><<person1>>
			One, a <<person>>, stands with <<his>> back to a hedge, seeming to think it impenetrable.

			You emerge from the undergrowth to strike, but the <<person>> spins and grasps your arm. <<He>> doesn't notice Alex until it's too late. One blow lays <<him>> on the ground.

			Alex resists the urge to cheer.

			<<link [[Next|Farm Assault]]>><<endevent>><</link>>

		<<else>>
			They don't seem like they'll play along, until Alex emerges into the light, and taunts them, before vanishing into tall grass.

			<<generate1>><<person1>>
			<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
				Two rush after, leaving a <<person>> behind.
			<<else>>
				One rushes after, leaving a <<person>> behind.
			<</if>>
			Now's your chance. You creep behind <<him>>, and strike. <<He>> doesn't utter a sound as <<he>> falls.

			You regroup with Alex, and plot your next move.

			<<link [[Next|Farm Assault]]>><<endevent>><</link>>

		<</if>>
		<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
	<</if>>
<</for>>

:: Farm Assault Charge
<<effects>>

You charge the intruders, Alex at your side.
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
		<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
			<<generate1>><<generate2>><<person1>>
			There are three of them. One splits off to intercept Alex, leaving the <<person>> and <<person2>><<person>> to you.

			<<person1>>
		<<else>>
			<<generate1>><<person1>>
			There are two of them. One intercepts Alex, leaving the <<person>> to you.

		<</if>>
		<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>

			<<link [[Next|Farm Assault Alex Fight Bailey]]>><<set $fightstart to 1>><</link>>

		<<else>>
			<<link [[Next|Farm Assault Alex Fight]]>><<set $fightstart to 1>><</link>>

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

:: Farm Assault Overpower
<<effects>>

<<generate1>><<person1>>You rush the lone intruder, a <<person>>, while Alex circles around.
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
		<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
			<<He>> turns to face you, planting <<his>> feet. Alex rushes <<him>> from behind. The <<person>> swivels and deflects the blow with <<his>> arms, but this leaves <<him>> open to you. You whack <<him>> over the head, and <<he>> slumps to the ground.<<glove>><<npcincr Alex love 1>>

			<<link [[Next|Farm Assault]]>><<endevent>><</link>>

		<<else>>
			<<He>> turns to face you, planting <<his>> feet. <<He>> notices Alex too late. <<He>> slumps to the ground.<<glove>><<npcincr Alex love 1>>

			<<link [[Next|Farm Assault]]>><<endevent>><</link>>

		<</if>>
		<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
	<</if>>
<</for>>

:: Farm Assault Alex Fight
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

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

<</if>>

You hear Alex fighting the other intruder.

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

<<stateman>>

<<actionsman>>

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

:: Farm Assault Alex Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<if $enemynomax gte 2>>
		Remy's thugs are too dazed and exhausted to continue. They stagger from the field.
	<<else>>
		The <<person1>><<person>> is too dazed and exhausted to continue. <<He>> staggers from the field.
	<</if>>

	<<clotheson>>
	<<endcombat>>
	<<npc Alex>><<person1>>
	<<tearful>> you rush to Alex's aid. You arrive in time to see <<him>> drive the intruder away. <<He>> turns to you, sweaty and triumphant. "We showed em." You don't think <<he>> realises how you subdued yours.

	<<link [[Next|Farm Assault]]>><<endevent>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
<<elseif $enemyhealth lte 0>>
	<<if $enemynomax gte 2>>
		Remy's thugs flee the field, throwing worried glances over their shoulders to make sure you're not pursuing.
	<<else>>
		The <<person1>><<person>> flees the field, throwing worried glances over <<his>> shoulder to make sure you're not pursing.
	<</if>>

	<<clotheson>>
	<<endcombat>>
	<<npc Alex>><<person1>>
	<<tearful>> you rush to Alex's aid. You arrive in time to see <<him>> drive the intruder away. <<He>> turns to you, sweaty and triumphant. "We showed em. No time to rest. Let's go."

	<<link [[Next|Farm Assault]]>><<endevent>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
<<else>>
	You fall to the earth, too hurt to continue fighting.

	The <<person1>><<person>> crouches over you, and gropes your <<breasts>>. "Shame I got a job to do," <<he>> says. <<He>> produces a length of rope.<<gstress>><<stress 6>>

	"Leave <<phim>> alone!" shouts Alex, rushing over and leaving the other intruder slumped in the mud.

	Alex slams into the <<person>> before <<he>> can rise, and helps you to your feet. <<tearful>> you limp away, supported by Alex at your side.
	<<endcombat>>
	<<clotheson>>
	<<npc Alex>><<person1>>
	"That was too dangerous," Alex says once safely hidden away. The intruders don't pursue, perhaps concerned with their own injured. "You can sit out if you need to," <<he>> says. "I've got this."<<ggdom>><<npcincr Alex dom 1>>

	<<link [[Next|Farm Assault]]>><<endevent>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
		<</if>>
	<</for>>
<</if>>

:: Farm Assault Alex Fight Bailey
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

	<<maninit>>
	<<set $enemytrust -= 100>>
	<<set $enemyanger += 200>>
	<<npcidlegenitals>>
	<<set $enemyhealthmax *= 1.3>>
	<<set $enemyhealth *= 1.3>>
	<<set $enemyarousalmax *= 1.3>>
<</if>>

You hear Alex fighting the other intruder.

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

<<stateman>>

<<actionsman>>

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

:: Farm Assault Alex Fight Bailey Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"You'll go far," the <<person1>><<person>> mutters.
	<<if $enemynomax gte 2>>
		Bailey's thugs are too dazed and exhausted to continue, and stagger from the field.
	<<else>>
		<<Hes>> too dazed and exhausted to continue, and staggers from the field.
	<</if>>

	<<endcombat>>
	<<clotheson>>
	<<npc Alex>><<person1>><<generate2>>
	<<tearful>> you rush to Alex's side. You find <<him>> wrestling with the remaining intruder, a <<person2>><<person>>. The intruder has the upper hand, until you smack <<him>> over the head from behind.<<person1>><<npcincr Alex dom 1>>

	"You showed em," Alex says as you help <<him>> to <<his>> feet. You don't think <<he>> realises how you subdued yours.

	<<link [[Next|Farm Assault]]>><<endevent>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
<<elseif $enemyhealth lte 0>>
	"Shit," the <<person1>><<person>> says. "Bailey's not gonna be happy."
	<<if $enemynomax gte 2>>
		Bailey's thugs flee the field, disappearing into the night.
	<<else>>
		<<He>> flees the field, disappearing into the night.
	<</if>>

	<<endcombat>>
	<<clotheson>>
	<<npc Alex>><<person1>><<generate2>>
	<<tearful>> you rush to Alex's side. You find <<him>> wrestling with the remaining intruder, a <<person2>><<person>>. The intruder has the upper hand, until you smack <<him>> over the head from behind.<<person1>><<npcincr Alex dom 1>>

	"You showed em," Alex says as you help <<him>> to <<his>> feet.

	<<link [[Next|Farm Assault]]>><<endevent>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
<<else>>
	You fall to the earth, too hurt to continue fighting.

	The <<person1>><<person>> crouches over you. "Sorry kid," <<he>> says. "But this is the way of the world." <<He>> produces a length of rope, and a gag.

	<<endcombat>>
	<<npc Alex>><<person1>><<generate2>>
	"Don't you dare!" shouts Alex. <<He>> runs closer, but a <<person2>><<person>> tackles <<person1>><<him>> from behind.

	"Your friend is spirited. Not a problem. Always bring plenty of rope." You can't stop them binding your arms and legs together, and tying a gag around your mouth. You hear Alex's muffled voice nearby. "Later <<girl>>."

	<<tearful>> you struggle against the rope. It was a rough job, and you should be able to work free.

	<<endevent>>
	<<set $farm_assault.bindings to 3>>
	<<set $farm_assault.bindings_alex to 3>>
	<<bind>>
	<<facewear 4>>
	<<link [[Next|Farm Assault]]>><</link>>

<</if>>

:: Farm Assault Tower Defend
<<effects>>

You arrive at the base of the tower. You already hear a struggle at the top. The stairs creak as you climb.

<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
	<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
		You emerge to find <<farm_assault_thugs>> besetting $farm.tower_guard.
		<<endevent>>
		<<loadNPC 0 "farm_tower_guard">><<person1>>

		<<if $NPCList[0].traits.includes("relaxed")>>
			"Come on," <<he>> says, backed into a corner, but defiant. "Make it count."
		<<elseif $NPCList[0].traits.includes("sociable")>>
			"I've handled worse than you lot," <<he>> says. "Bring it. See what happens."
		<<elseif $NPCList[0].traits.includes("brooding")>>
			"Time to earn my pay," <<he>> spits.
		<<else>>
			"I'm popular tonight," <<he>> laughs. "Everyone wants a dance."
		<</if>>
		<<endevent>>

		<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
			<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
				<<generate1>><<generate2>><<person1>><<set $skulduggerydifficulty to 1200>>
				The three thugs step closer, wary. They haven't noticed you.
			<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>>
				<<generate1>><<person1>><<set $skulduggerydifficulty to 1000>>
				The three thugs step closer, wary. They haven't noticed you.
			<<else>>
				<<generate1>><<person1>><<set $skulduggerydifficulty to 600>>
				The thug, a <<person>>, steps closer, wary. <<He>> hasn't noticed you.
			<</if>>

			<<if $skulduggerydifficulty gte 1>>
				<<link [[Charge|Farm Assault Charge Bailey]]>><</link>>

			<</if>>
			<<link [[Sneak up|Farm Assault Sneak Bailey]]>><</link>><<skulduggerydifficulty>>

		<<else>>
			<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
				<<generate1>><<generate2>><<person1>><<set $skulduggerydifficulty to 800>>
				The three thugs walk closer, smiling and unthreatened. They haven't noticed you.
			<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>><<set $skulduggerydifficulty to 600>>
				<<generate1>><<person1>>
				The three thugs step closer, seeming unthreatened. They haven't noticed you.
			<<else>><<set $skulduggerydifficulty to 0>>
				<<generate1>><<person1>>
				The thug, a <<person>>, steps closer, wary. <<He>> hasn't noticed you.
			<</if>>

			<<if $skulduggerydifficulty gte 1>>
				<<link [[Charge|Farm Assault Charge]]>><</link>>

			<</if>>
			<<link [[Sneak up|Farm Assault Sneak]]>><</link>><<skulduggerydifficulty>>

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

<<link [[Climb down|Farm Assault]]>><<endevent>><</link>>

:: Farm Assualt Charge
<<effects>>

You charge the thugs. They spin to face you, giving $farm.tower_guard an opening.

<<link [[Next|Farm Assault Tower Fight]]>><<set $fightstart to 1>><</link>>

:: Farm Assault Tower Fight
<<effects>>
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

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

<</if>>

$farm.tower_guard fights nearby.

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

<<stateman>>

<<actionsman>>

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

:: Farm Assault Tower Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<if $enemynomax gte 2>>
		The thugs stagger away from you. They need a breather, but look ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. They turn and run down the stairs.
	<<else>>
		<<He>> staggers away from you. <<He>> needs a breather, but looks ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. <<He>> turns and runs down the stairs.
	<</if>>

	<<tearful>> you rest against the railing.

	<<clotheson>>
	<<endcombat>>

	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"That's a strange way to fight," $farm.tower_guard says. "If it works, it works.
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"I've some friends who want to get into sex work," $farm.tower_guard says. "They could learn from you."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"That's one way to do it," $farm.tower_guard says. "I don't judge. We survive the way we can."
	<<else>>
		"Wish you gave me that treatment," $farm.tower_guard laughs.
	<</if>>
	<<gstress>><<stress 6>>
	<<endevent>>

	<<link [[Next|Farm Assault]]>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
	<<set $farm_assault.tower to "manned">>

<<elseif $enemyhealth lte 0>>
	<<if $enemynomax gte 2>>
		You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit. The <<person2>><<person>> turns and runs, almost falling down the stairs.
	<<else>>
		You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit.
	<</if>>

	<<tearful>> you rest on the railing.

	<<clotheson>>
	<<endcombat>>

	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"Couldn't end any other way," $farm.tower_guard laughs. "We'll send the next ones packing too."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"That was almost fun," $farm.tower_guard laughs. "Maybe next time we'll break a sweat."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Job done, but there might be more coming," $farm.tower_guard says. "Thanks for the assist."
	<<else>>
		$farm.tower_guard holds out <<his>> hand for a high five. "We showed em," <<he>> says. "Maybe you'll reward me later? A <<if $pronoun is "m">>boy<<else>>girl<</if>> can dream."
	<</if>>

	<<endevent>>

	<<link [[Next|Farm Assault]]>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
	<<set $farm_assault.tower to "manned">>

<<else>>
	You fall against the railing, too hurt to continue fighting.
	<<if $enemynomax gte 2>>
		The thugs turn their attention to $farm.tower_guard, and rush to their colleague's aid.
	<<else>>
		The <<person1>><<person>> turns <<his>> attention to $farm.tower_guard, and rushes to <<his>> colleague's aid.
	<</if>>

	<<endcombat>>

	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			There's a struggle, until
			<<if $farm.tower_guard_skill gte random(1, ($farm_assault.teams[_assault_keys[_s]].number * 500))>>
				$farm.tower_guard punches one assailant off the tower.
				<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
					The other thugs turn and flee down the stairs.
				<<else>>
					The other thug turns and flees down the stairs.
				<</if>>

				$farm.tower_guard helps you to your feet.

				<<if $NPCList[0].traits.includes("relaxed")>>
					"You alright?" <<he>> asks. "Sit the rest of this out if you need to. I'll keep Alex up to speed."
				<<elseif $NPCList[0].traits.includes("sociable")>>
					"Take it easy for a bit," <<he>> says. "Hope the others haven't gotten up to much mischief while I've been distracted."
				<<elseif $NPCList[0].traits.includes("brooding")>>
					"Don't take so many risks," <<he>> says. "Pace yourself."
				<<else>>
					"You don't look so good," <<he>> says. "Good thing there are no perverts around to take advantage. Except me, but I'm on your payroll."
				<</if>>

				<<tearful>> you climb down the stairs.

				<<set $farm_assault.tower to "manned">>
				<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
			<<else>>
				<<farm_assualt_thugs>> overpower $farm.tower_guard, and knock <<him>> from the tower. They cheer before rushing down the stairs, paying you no heed.

				<<tearful>> you climb to your feet, then down the tower.

				<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
				<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
				<<set $farm_assault.tower to "defeated">>
			<</if>>
		<</if>>
	<</for>>

	<<clotheson>>

	<<link [[Next|Farm Assault]]>><<endevent>><</link>>

<</if>>

:: Farm Assault Charge Bailey
<<effects>>

You charge the thugs. They spin to face you, giving $farm.tower_guard an opening.

<<link [[Next|Farm Assault Tower Bailey Fight]]>><<set $fightstart to 1>><</link>>

:: Farm Assault Tower Bailey Fight
<<effects>>
<<if $fightstart is 1>>
	<<set $fightstart to 0>>

	<<neutral 1>>

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

	<<set $enemyhealthmax *= 1.3>>
	<<set $enemyhealth *= 1.3>>
	<<set $enemyarousalmax *= 1.3>>
<</if>>

$farm.tower_guard fights nearby.

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

<<stateman>>

<<actionsman>>

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

:: Farm Assault Tower Bailey Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<if $enemynomax gte 2>>
		The thugs stagger away from you. They need a breather, but look ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. They turn and run down the stairs.
	<<else>>
		<<He>> staggers away from you. <<He>> needs a breather, but looks ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. <<He>> turns and runs down the stairs.
	<</if>>

	<<tearful>> you rest against the railing.

	<<clotheson>>
	<<endcombat>>

	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"That's a strange way to fight," $farm.tower_guard says. "If it works, it works.
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"I've some friends who want to get into sex work," $farm.tower_guard says. "They could learn from you."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"That's one way to do it," $farm.tower_guard says. "I don't judge. We survive the way we can."
	<<else>>
		"Wish you gave me that treatment," $farm.tower_guard laughs.
	<</if>>
	<<gstress>><<stress 6>>
	<<endevent>>

	<<link [[Next|Farm Assault]]>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
	<<set $farm_assault.tower to "manned">>

<<elseif $enemyhealth lte 0>>
	<<if $enemynomax gte 2>>
		You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit. The <<person2>><<person>> smirks, before turning and running down the stairs.
	<<else>>
		You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit.
	<</if>>

	<<tearful>> you rest on the railing.

	<<clotheson>>
	<<endcombat>>

	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"Couldn't end any other way," $farm.tower_guard laughs. "We'll send the next ones packing too."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"That was almost fun," $farm.tower_guard laughs. "Maybe next time we'll break a sweat."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Job done, but there might be more coming," $farm.tower_guard says. "Thanks for the assist."
	<<else>>
		$farm.tower_guard holds out <<his>> hand for a high five. "We showed em," <<he>> says. "Maybe you'll reward me later? A <<if $pronoun is "m">>boy<<else>>girl<</if>> can dream."
	<</if>>

	<<endevent>>

	<<link [[Next|Farm Assault]]>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
	<<set $farm_assault.tower to "manned">>

<<else>>
	You fall against the railing, too hurt to continue fighting.
	<<if $enemynomax gte 2>>
		The thugs turn their attention to $farm.tower_guard, and rush to their colleague's aid.
	<<else>>
		The <<person1>><<person>> turns <<his>> attention to $farm.tower_guard, and rushes to <<his>> colleague's aid.
	<</if>>

	<<endcombat>>

	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			There's a struggle, until
			<<if $farm.tower_guard_skill gte random(1, ($farm_assault.teams[_assault_keys[_s]].number * 1000))>>
				$farm.tower_guard punches one assailant off the tower.
				<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
					The other thugs laugh, then turn and flee down the stairs.
				<<else>>
					The other thug laughs, then turns and flees down the stairs.
				<</if>>

				$farm.tower_guard helps you to your feet.

				<<if $NPCList[0].traits.includes("relaxed")>>
					"You alright?" <<he>> asks. "Sit the rest of this out if you need to. I'll keep Alex up to speed."
				<<elseif $NPCList[0].traits.includes("sociable")>>
					"Take it easy for a bit," <<he>> says. "Hope the others haven't gotten up to much mischief while I've been distracted."
				<<elseif $NPCList[0].traits.includes("brooding")>>
					"Don't take so many risks," <<he>> says. "Pace yourself."
				<<else>>
					"You don't look so good," <<he>> says. "Good thing there are no perverts around to take advantage. Except me, but I'm on your payroll."
				<</if>>

				<<tearful>> you climb down the stairs.

				<<set $farm_assault.tower to "manned">>
				<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
			<<else>>
				<<farm_assualt_thugs>> overpower $farm.tower_guard, and knock <<him>> from the tower. They cheer before rushing down the stairs, paying you no heed.

				<<tearful>> you climb to your feet, then down the tower.

				<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
				<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
				<<set $farm_assault.tower to "defeated">>
			<</if>>
		<</if>>
	<</for>>

	<<clotheson>>

	<<link [[Next|Farm Assault]]>><<endevent>><</link>>

<</if>>

:: Farm Assault Sneak
<<effects>>

You move as fast as you think you can get away with. $farm.tower_guard tries to keep the thugs' attention.

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

	You make it right up to a <<person>>, and shove. <<He>> cries out in surprise as <<he>> flips over the railing, plummeting from the tower.
	<<if $enemynomax gte 2>>
		<<His>> colleagues turn in surprise. $farm.tower_guard seizes the opening, and smacks a <<person2>><<person>> in the face. <<He>> staggers back, then trips and tumbles down the stairs.

		The remaining thug runs after <<him>>.

	<<else>>
		<<His>> colleague turns in surprise. $farm.tower_guard seizes the opening with a punch, and sends the remaining thug tumbling down the stairs.

	<</if>>

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

	<</if>>
	<<endevent>>
	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"You can think on your feet," $farm.tower_guard says. "I'm glad you were here."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"That's what you get," $farm.tower_guard shouts off the tower. <<He>> turns to you. "Thanks for the backup. I'll get back to spotting."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Nice one," $farm.tower_guard says. "I'll get back to work."
	<<else>>
		"We make a good team," $farm.tower_guard says. "Maybe we'll team up in other ways later." <<He>> laughs."
	<</if>>

	<<link [[Next|Farm Assault]]>><<endevent>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
	<<set $farm_assault.tower to "manned">>

<<else>>

	The floorboards creak, and the thugs swivel to face you. $farm.tower_guard capitalises on the distraction, and punches the closest.

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

	<</if>>

	<<link [[Next|Farm Assault Tower Fight]]>><<set $fightstart to 1>><</link>>

<</if>>

:: Farm Assault Sneak Bailey
<<effects>>

You move as fast as you think you can get away with. $farm.tower_guard tries to keep the thugs' attention.

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

	You make it right up to a <<person>>, and shove. <<He>> cries out in surprise as <<he>> flips over the railing, plummeting from the tower.
	<<if $enemynomax gte 2>>
		<<His>> colleagues turn in surprise. $farm.tower_guard seizes the opening, and smacks a <<person2>><<person>> in the face. <<He>> staggers back, then trips and tumbles down the stairs.

		The remaining thug flashes you a smile, then runs after <<him>>.

	<<else>>
		<<His>> colleague turns in surprise. $farm.tower_guard seizes the opening with a punch, and sends the remaining thug tumbling down the stairs.

	<</if>>

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

	<</if>>
	<<endevent>>
	<<loadNPC 0 "farm_tower_guard">><<person1>>
	<<if $NPCList[0].traits.includes("relaxed")>>
		"You can think on your feet," $farm.tower_guard says. "I'm glad you were here."
	<<elseif $NPCList[0].traits.includes("sociable")>>
		"That's what you get," $farm.tower_guard shouts off the tower. <<He>> turns to you. "Thanks for the backup. I'll get back to spotting."
	<<elseif $NPCList[0].traits.includes("brooding")>>
		"Nice one," $farm.tower_guard says. "I'll get back to work."
	<<else>>
		"We make a good team," $farm.tower_guard says. "Maybe we'll team up in other ways later." <<He>> laughs."
	<</if>>

	<<link [[Next|Farm Assault]]>><<endevent>><</link>>

	<<set _assault_keys to Object.keys($farm_assault.teams)>>
	<<for _s to 0; _s lt _assault_keys.length; _s++>>
		<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
			<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
		<</if>>
	<</for>>
	<<set $farm_assault.tower to "manned">>

<<else>>

	The floorboards creak, and the thugs swivel to face you. $farm.tower_guard capitalises on the distraction, and punches the closest.

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

	<</if>>

	<<link [[Next|Farm Assault Tower Bailey Fight]]>><<set $fightstart to 1>><</link>>

<</if>>