code:
:: Park

<<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">><<getTarget true>>
You are in the park.
<<if $daystate is "dawn">>
	There are a few people out walking or jogging. Some have dogs with them.
<<elseif $daystate is "day">>
	<<if $weather is "rain">>
		Very few people are out, walking around the puddles that dot the paths.
	<<elseif $weather is "snow">>
		Many people are out, walking their dogs or jogging, wrapped up warm against the cold.
	<<else>>
		Many people are out, walking their dogs or jogging. You hear children in the playground.
	<</if>>
<<elseif $daystate is "dusk">>
	There are many people around. Teenagers hang out in the playground.
<<elseif $daystate is "night">>
	<<if $famepark gte 60>>
		Creepy figures lurk in the shadows. News of your lewd running has spread. Don't run while exposed for several days if you want it to cool off.
	<<elseif $famepark gte 20>>
		You think you're being watched. News of your lewd running has spread. Don't run while exposed for a few days if you want it to cool off.
	<<else>>
		There is no one around.
	<</if>>
<</if>>

Tulips grow in great patches near the riverbank.

<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionismpark>>
	<<if $daystate isnot "night">>
		You can hear the commotion of the High Street, there's no way you'll be able to cross like this. However, there's a depot from which crates are being carried across the road, maybe you could hide in one of them.

	<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutpark>>
<<else>>
	<<run getRobinLocation()>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($halloween_kylar is 1 or $NPCName[$NPCNameList.indexOf("Kylar")].love gte 60) and $halloween_kylar_proposed isnot 1 and $daystate is "night" and $NPCName[$NPCNameList.indexOf("Kylar")].init is 1 and $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and ($halloween is 1 and $monthday is 31 and $hour gte 21 or $month is "november" and $monthday is 1 and $hour lte 6)>>
		<<halloweenkylar>>
	<<elseif ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<elseif $robinReunionScene isnot undefined and _robin_location is "park" and $exposed lte 0>>
		<<npc Robin>><<person1>>
		<<if $robinReunionScene is "dungeon">>
			<<unset $robinReunionScene>><<set $robinPostMortem to true>>
			You see Robin stood behind <<his>> hot chocolate stand. <<His>> mouth goes agape as <<he>> sees you, and <<he>> sprints towards you.

			"I don’t believe it!" <<he>> squeals as <<he>> buries <<himself>> in your chest. "I-I thought you were gone forever! We need to talk about this at home. When you’re ready."

			You’re led back to their stand. A small picture of the two of you sits on top. Robin puts it away.

			<<He>> fixes you a cup of hot chocolate and sends you on your way.

			"Don't forget to see me later," <<he>> says with a worried expression. "I'm always here for you if you need to talk."

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

		<<elseif $robinReunionScene is "asylum">>
			<<unset $robinReunionScene>>
			You see Robin stood behind <<his>> hot chocolate stand.

			<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 40>>
				<<He>> stares at you in disbelief.

				"Hi," <<he>> says quietly as you draw close. "I thought the doctors took you away. I would’ve tried to get you something had I known you were c-coming back," Robin’s voice quivers.
			<<else>>
				<<He>> excitedly beckons you over when <<he>> sees you.

				"Hey, you’re out!" <<he>> says as you draw close. "I thought you were staying at the doctor’s for a while. I would’ve prepared something had I known you were coming back," Robin explains.
			<</if>>

			You shake your head, telling <<him>> that they weren’t going to help you, so you "checked" out early. Robin seems confused, but <<he>> nods regardless. <<He>> gives you a hug.

			<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 40>>
				"Well, I’m glad you’re free," <<he>> mumbles, holding you tight.
			<<else>>
				"Well, I’m happy to see you again! I hope you're feeling better."
			<</if>>

			The two of you make small talk for a bit. Eventually, Robin says <<he>> needs to get back to <<his>> stand.

			<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 40>>
				<<He>> slowly shuffles away, <<his>> gaze glued to the floor.
			<<else>>
				<<He>> smiles and waves goodbye.
			<</if>>

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

		<<else>>
			You spot Robin at <<his>> hot chocolate stand. <<His>> eyes pass over you momentarily, but <<he>> doesn't stare. It's as if <<he>> doesn't even recognise you.

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

		<</if>>
	<<elseif $NPCName[$NPCNameList.indexOf("Robin")].init is 0 and $season is "winter" and ($weekday is 7 or $weekday is 1) and between($hour, 9, 16) and $exposed lte 0>>
		<<set $robindebt to 0>><<set $robindebtlimit to 5>>
		<<npc Robin>><<person1>>You see someone familiar working at a stand in the park. <<He>> notices you at the same time. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> motions you over, while cleaning a mug. <<He>> puts it down and hugs you when you approach.

			"I haven't seen you at the orphanage in a while. We must keep missing each other. Remember, you can visit me in my room at home anytime you want. I've been waiting to show you something, I'm so excited!" <<He>> looks behind you, noticing customers approaching. "I've got to get back to work here. You're welcome to stay and help if you want." <<He>> gets back into position behind the stand.

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

	<<else>>
		<<if $map.top is true>>
			<<map "park">>

		<</if>>
		Places of interest

		<<if $exposed lte 0>>
			<<if $scienceproject is "ongoing" and $sciencelichenknown is 1 and $sciencelichenpark is 0>>
				<<link [[Examine lichen for science project|Park Lichen]]>><</link>>

			<</if>>
			<<if !$plants_known.includes("tulip")>>
				<<if $sciencetrait gte 1>>
					<<link [[Search for seeds (0:30)|Park Tulip]]>><<set $plants_known.push("tulip")>><<pass 30>><<tending 6>><</link>><<gtending>>

				<<else>>
					A higher science skill would let you harvest tulip seeds.

				<</if>>
			<</if>>
			<<link [[Pick tulips (0:20)|Park Tulip Pick]]>><<pass 20>><<crimeup 20>><</link>><<tendingdifficulty 1 200>><<crime>>

			<<if _robin_location is "park">>

				<<link [[Robin's hot chocolate stand|Robin Chocolate]]>><</link>>

			<</if>>
			<<if $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and !["rain", "snow"].includes($weather) and $daystate is "day">>
				<<if $schoolday isnot 1 or $hour lte 8 or $hour gte 15>>
					<<if $kylar.fountain is 1>>

						Kylar sits at the fountain, occasionally tossing coins in.

					<<else>>

						Kylar sits on a bench, sketching something.

					<</if>>
					<<link [[Approach|Kylar Park]]>><<set $kylar_text_trigger to true>><</link>>

				<</if>>
			<</if>>
			<<if ["active", "rescued"].includes($NPCName[$NPCNameList.indexOf("Whitney")].state) and $NPCName[$NPCNameList.indexOf("Whitney")].init is 1 and ["snow", "rain"].includes($weather) and $daystate is "day" and ($schoolday isnot 1 or $hour lte 8 or $hour gte 15) and $whitney_park is undefined and $pillory_tenant.special.name isnot "Whitney">>

				You see smoke trailing from beneath an umbrella. It's Whitney. <<nnpc_He "Whitney">> stands under a tree near the park's fountain.

				<<link [[Approach|Whitney Park]]>><<set $whitney_text_trigger to true>><<if $whitney_text is undefined>><<set $whitney_text to 0>><<else>><<set $whitney_text += 1>><</if>><</link>>

			<</if>>
		<</if>>
		<<maleicon>><<link [[Men's toilets|Men's Toilets]]>><</link>>

		<<femaleicon>><<link [[Women's toilets|Women's Toilets]]>><</link>>

		<<if $worn.feet.type.includes("heels") and ($exposed is 0 or $daystate is "night")>>
			<<link [[Exercise in heels (0:30)|Park Exercise Heels]]>><<pass 30>><<tiredness 3>><<stress -1>><<athletics 2>><<slimeEventEnd>><</link>><<ggtiredness>><<gathletics>><<lstress>>
		<<else>>
			<<if $daystate is "night">>
				<<if $exposed gte 2 and $exhibitionism gte 35>>
					<<runicon>><<link [[Go for a run (0:30)|Park Run Exposed]]>><<pass 30>><<set $phase to 0>><<tiredness 3>><<stress -3>><<athletics 3>><<slimeEventEnd>><</link>><<exhibitionist3>><<gtiredness>><<gathletics>><<lstress>>

				<<elseif $exposed is 1>>
					<<runicon>><<link [[Go for a run (0:30)|Park Run Exposed]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><<stress -3>><<athletics 3>><<slimeEventEnd>><</link>><<exhibitionist1>><<gtiredness>><<gathletics>><<lstress>>

				<<elseif $exposed is 0>>
					<<runicon>><<link [[Go for a run (0:30)|Park Run]]>><<pass 30>><<tiredness 3>><<stress -3>><<athletics 3>><<slimeEventEnd>><</link>><<gtiredness>><<gathletics>><<lstress>>

				<</if>>
			<<elseif $exposed is 0>>
				<<runicon>><<link [[Go for a run (0:30)|Park Run]]>><<pass 30>><<tiredness 3>><<stress -3>><<athletics 3>><<slimeEventEnd>><</link>><<gtiredness>><<gathletics>><<lstress>>

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

		<<if $exposed gte 1 and $daystate isnot "night">>
			<<link [[Hide in a crate (0:10)|Crate Ex]]>><<pass 10>><</link>>

			<<if $exposed gte 2 and $exhibitionism gte 75>>
				<<link [[Cross flyover to the industrial district (0:05)|Flyover Ex Naked]]>><</link>><<if $ex_flyover is undefined>><<exhibitionist5>><</if>>

			<<elseif $exposed is 1 and $exhibitionism gte 35>>
				<<link [[Cross flyover to the industrial district (0:05)|Flyover Ex Undies]]>><</link>><<if $ex_flyover is undefined>><<exhibitionist3>><</if>>

			<</if>>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<high>>
			<<starfish>>
			<<oxford>>
			<<nightingale>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">>
		<<if $exposed gte 1 and $daystate isnot "night">><<hideDisplay>>
		<<else>>
			<<commercial>>
			<<industrial>>
		<</if>>
		<<stormdrain>>
		<<if $historytrait gte 1 and $parktunnelintro gte 1>>
			<<add_link "<<link [[Secret tunnel to school (0:05)|School Rear Playground]]>><<pass 5>><</link>>">>

		<</if>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "park">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>

:: Park Tulip
<<effects>>

You walk through the tulips, searching for any that are seeding and careful not to tread on the blossoms.

You can now grow tulips.

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

:: Park Tulip Pick
<<effects>>

You search the riverbank for the prettiest tulips, the ones someone might be willing to pay for. These aren't strictly wild flowers. You try to avoid being seen.

<<if $tendingSuccess>>
	You find some particularly vibrant specimens.
	<<tending_pick tulip>>

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

<<else>>
	You find some nice specimens, but rip them from the earth with too little care, leaving them haggard and wilted.<<gtending>><<tending 2>>

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

<</if>>


code:
:: Residential alleyways

<<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "residential">><<getTarget true>>
You are in an alleyway in the residential district.
<<if $daystate is "day">>
	There are a lot of people around.
<<elseif $daystate is "dusk">>
	You hear children playing.
<<elseif $daystate is "night">>
	You hear a dog barking.
<<elseif $daystate is "dawn">>
	There are many people around.
<</if>>
Your home is nearby.
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "alley">>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutalley>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "residential">>

		<</if>>
		Places of interest

		<<if $exposed gte 1>>
			<<homeicon>><<link [[Go home (0:02)->Home Fence]]>><<if $fenceclimb isnot 1>><<set $fenceclimb to 1>><<transform cat 1>><</if>><<pass 2>><</link>>

		<<else>>
			<<homeicon>><<link [[Go home (0:02)->Garden]]>><<if $fenceclimb isnot 1>><<set $fenceclimb to 1>><<transform cat 1>><</if>><<pass 2>><</link>>

		<</if>>
		<<if $cat gte 6 and $daystate is "night">>
			<<link [[Meow (0:30)|Residential Meow]]>><<pass 30>><<stress -3>><</link>><<cat>><<lstress>>

		<</if>>
		<<if $daystate isnot "night">>
			<<if $exposed gte 2>>
				<<if $exhibitionism gte 75>>
					<<link [[Cross Connudatus Street (0:05)|Road Ex]]>><</link>><<if $ex_road is undefined>><<exhibitionist5>><</if>>

				<</if>>
			<<elseif $exposed is 1>>
				<<if $exhibitionism gte 35>>
					<<link [[Cross Connudatus Street (0:05)|Road Ex]]>><</link>><<if $ex_road is undefined>><<exhibitionist3>><</if>>

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

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<domus>>
			<<barb>>
			<<danube>>
			<<connudatus>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">><<hideDisplay>>
		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<commercial>>
		<</if>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "residential">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>

:: Residential Meow

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $weather is "rain">>
	You meow into the night, competing with the rain.
<<elseif $weather is "snow">>
	You meow into the snowy night.
<<else>>
	You meow into the night.
<</if>>

<<if $rng gte 76>>
	<<beastNEWinit 1 cat>>
	Another meow answers, and a small <<beasttype>> approaches. <<if $monster is 1>><<bHe>> looks up at you with innocent eyes.<</if>>

	<<link [[Pet|Residential Pet]]>><<stress -6>><</link>><<lstress>>

	<<if $monster is 1 or $bestialitydisable is "f">>
		<<link [[Tease|Residential Tease]]>><</link>><<deviant1>>

	<</if>>
<<elseif $rng gte 51>>
	Nothing answers but the breeze, and a distant horn.

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

<<elseif $rng gte 26>>
	<<beastNEWinit 1 cat>>
	A growl answers. A giant <<beasttype>> prowls from the dark, and regards you with a level stare.

	<<link [[Pet|Residential Big Pet]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>

	<<if $monster is 1 or $bestialitydisable is "f">>
		<<link [[Tease|Residential Big Tease]]>><</link>><<deviant1>>

	<</if>>
<<else>>
	A light turns on inside an upper story room. A silhouette appears behind the curtains, and the window is thrown open. A <<generate1>><<person1>><<person>> leans out. "Stupid cat," <<he>> shouts. "Shut the fuck up." <<He>> hurls something at you, which you dodge with a hiss. "Finally," <<he>> sighs as <<he>> closes the window.

	<<if random(1, 2) is 2>>
		Light glints off the object <<he>> threw. It's a watch. It might be worth something, if you could find a buyer.

		<<set $blackmoney += 20>>
	<</if>>
	<<link [[Next|Residential alleyways]]>><<endevent>><</link>>

<</if>>

:: Residential Pet

<<set $outside to 1>><<set $location to "town">><<effects>>
You crouch and rub the <<beasttype>>'s head.
<<if $monster is 1>>
	<<bHe>> purrs, rubbing <<bhis>> head against your chest. <<bHe>> flicks you with <<bhis>> hand and then <<bhis>> tail,
<<else>>
	<<bHe>> purrs and rubs against you, before flicking you with <<bhis>> tail,
<</if>>
and leaping onto a nearby wall. <<bHe>> disappears behind it.

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

:: Residential Tease

<<set $outside to 1>><<set $location to "town">><<effects>>
Purring seductively, you drop to the ground and assume a mating posture.
<<if $monster is 1>>
	The <<beasttypes>> eyes light up, eager to follow your lead. <<bHe>> purrs back. "Thank you for choosing me," <<bhe>> says.
	<<bHe>> climbs on top of you and humps as <<bhe>> struggles to find purchase. You grab <<bhis>> arm, pulling <<bhim>> away from your body. You have <<bhim>> roll onto <<bhis>> back before rubbing <<bhis>> belly.
<<else>>
	 Eager, it leaps on top of you and humps as it struggles to find purchase. You grab it by the scruff and pull it away from your body, lay it on its back, and rub its belly.
<</if>>
<<bHe>> meows in frustration as <<bhe>> struggles free, and leaps onto a nearby wall before disappearing behind it.
<<deviancy1>>
<<link [[Next|Residential alleyways]]>><<endevent>><</link>>

:: Residential Big Pet

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $monster is 1>>
	You reach towards <<bhis>> head. <<bHe>> easily towers over you, so <<bhe>> hunches over you to give you a chance of reaching <<bhim>>. <<bHe>> doesn't move as you stroke <<bhis>> head, but you hear a low rumble from <<bhis>> throat.
	"Thank you," <<bhe>> purrs. <<bHe>> licks your hand, turns, and bounds into the night.
<<else>>
	You reach towards <<bhis>> head. <<bHe>> doesn't move as you touch <<bhim>>, but you hear a low rumble from <<bhis>> throat. <<bHe>> licks your hand, turns, and bounds into the night.
<</if>>

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

:: Residential Big Tease

<<set $outside to 1>><<set $location to "town">><<effects>>

You drop to the ground and assume a mating posture. The <<beasttype>> steps toward you, until you push a hand against <<bhis>> nose and give it a teasing wiggle.
<<deviancy1>>
<<if $monster is 1>>
	The look on <<bhis>> face tells you that <<bhe>>'s annoyed by your teasing, but seems to be amused by it nonetheless.
<<else>>
	The <<beasttype>> growls, annoyed but amused.
<</if>>

<<if $deviancy gte 15>>
	<<link [[Seduce|Residential Beast]]>><<set $sexstart to 1>><</link>><<deviant2>>

<</if>>
<<link [[Shoo|Residential Shoo]]>><</link>>

:: Residential Shoo

<<set $outside to 1>><<set $location to "town">><<effects>>

You push the <<beasttype>>'s head away from you. <<bHe>> growls harder and nips the air in front of your hand, but then turns and bounds into the dark.

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

:: Residential Beast
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
	<<beastCombatInit>>

You let go of the <<beasttype>>'s face and stretch. <<if $monster is 1>>"Good enough for me," <<bhe>> states firmly.<</if>> It's all the prompting <<bhe>> needs. <<bHe>> pounces on you.
<<deviancy2>>
<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>

<<if $finish is 1>>
	<<link [[Next|Residential Beast Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Residential Beast Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Residential Beast Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Residential Beast]]>><</link>><<nexttext>>
<</if>>

:: Residential Beast Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<tearful>> you gather yourself. The <<beasttype>> seems satisfied, and bounds into the dark.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

The <<beasttype>> hisses and flees into the dark. <<if $monster is 1>>"No fun."<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

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

<<else>>

The <<beasttype>> growls, but relents in <<bhis>> attempt to breed. <<if $monster is 1>>Should have known better," <<bhe>> mutters to <<bhimself>>.<</if>> <<bHe>> bounds away into the dark.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

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

<</if>>

repo_name: Area/degrees

license: mit


code:
:: Widgets Passout Alley [widget]

<<widget "passoutalley">>
/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
	<<pregnancyWatersBrokenPassout "alley">>
<<else>>
	[[Everything fades to black...->Passout alley]]
<</if>>
<</widget>>

:: Widgets Industrial Alleyways Ex [widget]

<<widget "industrialex1">>

<<generate1>><<person1>>You continue on, your heart pounding in your chest. You peek around the corner to make sure the way forward is safe. Just before you move however, a force impacts your left leg, closely followed by a sharp pain. You see the culprit as you fall to the ground, a <<person>>. <<He>> drops the metal pipe and is on top of you before you can recover.

<<set $pain += 50>><<set $molestationstart to 1>>

<<link [[Next->Molestation Industrial]]>><</link>><<nexttext>>

<</widget>>

<<widget "industrialex2">>

You come to a dead end, your path blocked by a brick wall. You hear voices coming from the way you arrived. If you go back that way, you fear your <<lewdness>> will be seen. You notice a small hole at the base of the wall, maybe large enough for you to squeeze through. You could also wait until the threat has passed.

<<link [[Squeeze through the hole|Industrial Ex Hole]]>><</link>>

<<link [[Hide and wait for them to pass (0:30)|Industrial Ex Hide]]>><<pass 30>><<stress 3>><</link>><<gstress>>

<</widget>>

<<widget "industrialex3">>
You're passing empty barrels lined up against a wall when the front of a van peeks around the corner up ahead.

<<link [[Hide in a barrel|Industrial Ex Barrel]]>><</link>>

<<link [[Run back the way you came|Industrial Ex Run]]>><</link>><<athleticsdifficulty 1 1000>>

<</widget>>

:: Widgets Park Ex [widget]

<<widget "parkex1">>

<<generate1>>You move on, keeping to the bushes as much as you can. As you peek around a tree, a pair of arms wrap round you from behind and force you to the ground.

<<set $molestationstart to 1>>

<<link [[Next->Park Woman]]>><</link>><<nexttext>>

<</widget>>

<<widget "parkex2">>

You hear a growl beside you.

<<if $monster is 1 or $bestialitydisable is "f">>
	<<if $daystate isnot "night">>
	There are people about. If you run, you'll be seen.

	<</if>>
	<<link [[Run|Park Ex Run]]>><</link>>

	<<link [[Stay put|Park Ex Dog Molestation]]>><<set $molestationstart to 1>><</link>>

<<else>>
	You turn and run. You manage to escape, but are left worse for wear.<<beastescape>>

	<<destinationeventend>>
<</if>>

<</widget>>

<<widget "parkex3">>
You come to a bridge over a river. It's quite long, and if someone were to arrive while you crossed there'd be nowhere to hide.

<<link [[Risk the bridge|Park Ex Bridge]]>><<stress 6>><</link>><<gstress>>

<<link [[Swim the river|Park Ex River]]>><</link>><<swimmingdifficulty 1 500>>

<</widget>>

:: Widgets Commercial Alleyways Ex [widget]
<<widget "commercialex1">>

<<generate1>><<person1>>You continue on, your heart pounding in your chest. You are peeking around a corner when the door beside you bursts open. A <<person>> carrying a large box rushes through, colliding with you and knocking you both to the ground. <<He>> recovers first, and seizes you by your hair.

<<set $molestationstart to 1>>

<<link [[Next->Molestation Commercial]]>><<set $eventskip to 1>><</link>><<nexttext>>

<</widget>>

<<widget "commercialex2">>

You are walking down an alley when you hear people up ahead. You turn back the way you came, but hear people coming from that direction as well. You look around for a way to keep your <<lewdness>> concealed, but there's nothing here except some mannequins lined up against a wall.

<<link [[Pretend to be a mannequin|Commercial Ex Mannequin]]>><</link>>

<<set $rng to random(1,100)>>
<<if $rng gte 61>>
<<link [[Cover yourself and keep walking|Commercial Ex Molestation]]>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>>

<<else>>
<<link [[Cover yourself and keep walking|Commercial Ex Exhibition]]>><</link>><<gtrauma>><<gstress>>

<</if>>

<</widget>>

<<widget "commercialex3">>
You come to the end of an alley. You peek around the corner. The path beyond is overlooked by the upper story of a restaurant, with several patrons sitting near the edge. None look in your direction, but they're sure to see you if you continue.

You hear voices behind you. You take cover behind a cardboard box, but it's too small to shield you. You're trapped.
<<gstress>><<stress 6>>

You reach into the box. It's empty. There's a loose grate beneath it.

<<link [[Wear the cardboard box|Commercial Ex Box]]>><</link>>

<<link [[Hide and hope you're not noticed|Commercial Ex Hide]]>><</link>>

<</widget>>

:: Widgets Residential Alleyways [widget]

<<widget "residentialex1">>
<<generate1>>You continue on, your heart pounding in your chest. You hear voices up ahead so you move into a blind alley and duck behind a dumpster. The voices get quieter and you are about to move when the dumpster yawns open! Before you can react, a pair of arms emerge and drag you inside.

<<set $molestationstart to 1>>

<<link [[Next->Molestation Residential]]>><</link>><<nexttext>>

<</widget>>

<<widget "residentialex2">>
<<beastNEWinit 1 dog>>
<<if $monster is 1 or $bestialitydisable is "f">>
	You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, it sounds like a pair of teenagers. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray <<beasttype>> looking at you from under a discarded newspaper.

	<<bHe>> walks over to you, tail wagging, and begins barking. You hope it doesn't attract attention to you.

	<<set $timer to 10>>

	<<if $leftarm is 'bound' and $rightarm is 'bound'>>
		<<link [[Endure|Residential Dog]]>><<set $phase to 5>><<set $noise += 1>><</link>>
	<<else>>
		<<link [[Stroke its ears->Residential Dog]]>><<set $phase to 2>><</link>>

		<<link [[Endure|Residential Dog]]>><<set $phase to 1>><<set $noise += 1>><</link>>
	<</if>>

<<else>>
	You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, it sounds like a pair of teenagers. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray <<beasttype>> looking at you from under a discarded newspaper.

	<<bHe>> growls, alerting the pair. You hear them approach.

	<<link [[Next|Residential Dog Alarm]]>><</link>>

<</if>>

<</widget>>

<<widget "residentialex3">>
<<generatey1>><<generatey2>><<person1>>
You're walking down a path between two rows of houses when football flies over a fence. It lands nearby. "Idiot," says a <<personsimple>>'s voice on the other side. "Go get it back." You hear footsteps on grass, fast approaching.
<<gstress>><<stress 6>>

There's nothing to hide behind for a long stretch up ahead. You glance over your shoulder. Going back is no better.

<<link [[Kick the ball back|Residential Kick]]>><</link>><<athleticsdifficulty 1 800>>

<<link [[Climb over another fence|Residential Fence]]>><</link>>

<</widget>>

<<widget "residential">>
	<<if $nextPassageCheck is "Residential alleyways">>
		<<add_link "<<alleyicon>><<link [[Residential alleyways (0:05)|Residential alleyways]]>><<pass 5>><</link>>
">>
	<<else>>
		<<add_link "<<alleyicon>><<link [[Residential alleyways (0:05)|Residential alleyways]]>><<pass 5>><</link>>
">>
	<</if>>
	<<hideDisplay true>>
<</widget>>

<<widget "residentialquick">>
	<<link [[Residential alleyways|Residential alleyways]]>><</link>>
<</widget>>

<<widget "residentialeventend">>
	<<link [[Next|Residential alleyways]]>><<set $eventskip to 1>><</link>>
<</widget>>

:: Widgets Industrial [widget]

<<widget "industrial">>
	<<if $nextPassageCheck is "Industrial alleyways">>
		<<add_link "<<alleyicon>><<link [[Industrial alleyways (0:05)|Industrial alleyways]]>><<pass 5>><</link>>
">>
	<<else>>
		<<add_link "<<alleyicon>><<link [[Industrial alleyways (0:05)|Industrial alleyways]]>><<pass 5>><</link>>
">>
	<</if>>
	<<hideDisplay true>>
<</widget>>

<<widget "industrialquick">>
	<<link [[Industrial alleyways|Industrial alleyways]]>><</link>>
<</widget>>

<<widget "industrialeventend">>
	<<link [[Next|Industrial alleyways]]>><<set $eventskip to 1>><</link>>
<</widget>>

:: Widgets Commercial [widget]

<<widget "commercial">>
	<<if $nextPassageCheck is "Commercial alleyways">>
		<<add_link "<<alleyicon>><<link [[Commercial alleyways (0:05)|Commercial alleyways]]>><<pass 5>><</link>>
">>
	<<else>>
		<<add_link "<<alleyicon>><<link [[Commercial alleyways (0:05)|Commercial alleyways]]>><<pass 5>><</link>>
">>
	<</if>>
		<<hideDisplay true>>
<</widget>>

<<widget "commercialquick">>
	<<link [[Commercial alleyways|Commercial alleyways]]>><</link>>
<</widget>>

<<widget "commercialeventend">>
	<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<</widget>>


code:
:: Arcade fighting cabinet
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $malechance gte random(1,100)>>
	<<set _characterGender to "m">>
<<else>>
	<<set _characterGender to "f">>
<</if>>
<<switch $arcadeCharacter>>
	<<case "villainous">>
		You choose the villainous-looking one in the long coat. <<print (_characterGender is "m"?"He":"She")>> gives off a menacing look.
	<<case "spiky hair">>
		You choose the one with the spiky hair. <<print (_characterGender is "m"?"He":"She")>> raises <<print (_characterGender is "m"?"his":"her")>> fists up, and strikes a pose at you.
	<<case "scantily-clad">>
		You choose the scantily-clad dressed one. <<print (_characterGender is "m"?"His":"Her")>> clothes leave little to the imagination as <<print (_characterGender is "m"?"he":"she")>> gives a suggestive wink to you.
	<<case "muscular">>
		You choose the very muscular one. <<print (_characterGender is "m"?"He":"She")>> flexes <<print (_characterGender is "m"?"his":"her")>> muscles at you.
<</switch>>
<<set $rng to random(1, 100)>>
<<if $rng gte 50>>
	No one occupies the "Player 2" spot, so you're left to play alone.

	<<set _chance to random(1, 100)>>
	<<set _chance += Math.floor($handskill / 25)>>
	<<if _chance gte 90>>
		You easily win, landing a satisfyingly tough combo. <<stress -4>><<lstress>>
	<<elseif _chance gte 75>>
		You barely win, resorting to button mashing to beat the computer.
	<<else>>
		You lose handily. You wonder if the computer is cheating.
	<</if>>

	<<arcadeEndLink>>
<<else>>
	<<generatey1>><<person1>>
	A <<person>> steps up to the "Player 2" spot.
	<<set _chance to random(1, 100)>>
	<<if _chance gte 90>>
		You easily beat the <<person>>.

		<<switch random(1,3)>>
			<<case 1>><<He>> throws up <<his>> hands in frustration and walks away.
			<<case 2>><<He>> angrily accuses you of being a bad player/cheater before sulking off.
			<<case 3>><<He>> congratulates you on the win, before heading off to play on another cabinet. <<stress -4>><<lstress>>
		<</switch>>

		<<arcadeEndLink>>
	<<elseif _chance gte 75>>
		You barely beat the <<person>>, drawing the game out to the final match.

		<<switch random(1,3)>>
			<<case 1>><<He>> slaps <<his>> hand against the cabinet before storming away.
			<<case 2>><<He>> colorfully insults you as <<he>> walks away.
			<<case 3>><<He>> laughs and compliments your moves. <<stress -2>><<lstress>>
		<</switch>>

		<<arcadeEndLink>>
	<<elseif _chance gte 25>>
		You begin to play against the <<person>>, but quickly find yourself falling behind. You wonder if there is a way to tilt the odds back in your favour.

		<<if ($worn.under_upper.name isnot "naked" or !$worn.under_upper.type.includes("naked")) and $exhibitionism gte 15>>
			<<link [[Tease|Arcade fighting cabinet Rigging]]>><<set $phase to 1>><</link>><<exhibitionist2>>

		<<elseif $exhibitionism gte 55>>
			<<link [[Tease|Arcade fighting cabinet Rigging]]>><<set $phase to 2>><</link>><<exhibitionist4>>

		<</if>>
		<<link [[Sabotage|Arcade fighting cabinet Rigging]]>><<set $phase to 3>><</link>>

		<<link [[Play fairly|Arcade fighting cabinet Rigging]]>><<set $phase to 4>><</link>>
	<<else>>
		You lose to the <<person>> by a wide margin, it seems you were no match for <<him>>.
		<<switch random(1,3)>>
			<<case 1>><<He>> walks away without a word.
			<<case 2>><<He>> makes a snide comment as <<he>> swaggers off.
			<<case 3>><<He>> gracefully accepts victory and offers you some pointers on how to play the game better.
		<</switch>>

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

:: Arcade fighting cabinet Rigging
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<set $rng to random(0,100)>>
<<if $phase is 1>>
	<<if ($rng gte 50 and !$worn.under_upper.type.includes("naked")) or $worn.under_lower.name is "naked">>
		You shift your <<allTops>> down slightly, revealing more of your $worn.under_upper.name to the <<person>>. <<He>> occasionally glances at you during the match, allowing you to easily beat <<him>>.
	<<elseif $worn.under_lower.name isnot "naked">>
		You shift your <<allBottoms>> down slightly, revealing more of your $worn.under_lower.name to the <<person>>. <<He>> frequently sneaks peeks, giving you an easy win.
	<</if>>
	<<exhibitionism2>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		The <<person>> approaches you as you leave the cabinet. "I saw what you were doing back there," <<he>> says. "How about you and I found a quiet place and spar some?"

		<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
	<<else>>
		<<arcadeEndLink>>
	<</if>>
<<elseif $phase is 2>>
	<<if $rng gte 50>>
		You shift your <<allTops>> down slightly, revealing your <<breasts>> to the <<person>>. <<He>> occasionally glances at you during the match, allowing you to easily beat <<him>>.
	<<else>>
		You shift your <<allBottoms>> down slightly, revealing your <<genitals>> to the <<person>>. <<He>> frequently sneaks peeks, giving you an easy win.
	<</if>>
	<<exhibitionism4>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		The <<person>> approaches you as you leave the cabinet. "I saw what you were doing back there," <<he>> says. "How about you and I found a quiet place and spar some?"

		<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
	<<else>>

		<<arcadeEndLink>>
	<</if>>
<<elseif $phase is 3>>
	You notice a token placed above the opponent's controls. <<He>> must have placed it there. You continue to play, now slapping your hands against the controls with greater force. Shaken by the force you used, the coin slips free and slides down the cabinet, lodging itself in the stick of the opponent.

	<<His>> stick now jammed, you easily finish <<him>> off.
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>

		The <<person>> approaches you as you leave the cabinet. "I saw what you were doing back there," <<he>> says. "How about you and I found a quiet place and spar some?"

		<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
	<<else>>

		<<arcadeEndLink>>
	<</if>>
<<elseif $phase is 4>>
	You focus on playing to the best of your abilities, but can't catch up. The <<person>> wins with a decisive blow.

	<<arcadeEndLink>>
<</if>>

:: Arcade Classmate Braggart
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $phase is 1>>
	You take a step back from the cabinet, never taking your hands off the controls. In one smooth motion, you lash out with your foot and plant a kick in the <<persons>> stomach. <<He>> doubles over as you finish the level. The bystanders that were close to you laugh. <<status 1>><<gcool>>
<<elseif $phase is 2>>
	You step away from the cabinet before your turn ends, allowing the <<person>> to take your place. "Good. Now stop wasting our time," <<he>> says as <<he>> inserts <<his>> own coin.
<<elseif $phase is 3>>
	You ignore the <<person>>, focusing instead on doing your best to beat the boss that showed up.

	A small crowd begins to form, and the constant jeering distracts you.
	<<set $rng to random(0,100)>>
	<<if $rng gte 140 - Math.floor($handskill / 10)>>
		You end up winning the final stage with ease, drawing loud cheers from the crowd. The <<person>> stares at the screen as you walk away. <<status 2>><<ggcool>>
	<<elseif $rng gte 100 - Math.floor($handskill / 10)>>
		You somehow end up winning the final stage, drawing some cheers from the crowd.

		"You just got lucky, that's all." <<He>> whispers to you as you walk away.
	<<else>>
		You end up losing at the final stage, drawing cheers from the crowd. The <<person>> laughs the loudest at you as you walk away. <<status -5>><<lcool>>
	<</if>>
<</if>>

<<arcadeEndLink>>

:: Arcade Popular Gamer
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $phase is 1>>
	You agree to face the <<person>>. You each take your spot, the small crowd cheering <<him>> on as you begin to play. <<He>> is good, and you soon find yourself falling behind in points.

	<<link [[Focus on gaining points safely|Arcade Popular Gamer 2]]>><<set $phase to 1>><</link>>

	<<link [[Risk going for high point enemies|Arcade Popular Gamer 2]]>><<set $phase to 2>><</link>>
<<else>>
	You step away from the cabinet, refusing the <<persons>> offer.

	<<switch random(1,2)>>
		<<case 1>>"Yeah, I knew you weren't worth shit." <<He>> laughs with the crowd as you walk away.
		<<case 2>>"That's no problem, keep practicing and you'll get there." The crowd applauds the <<person>>s kindness.
	<</switch>>

	<<arcadeEndLink>>
<</if>>

:: Arcade Popular Gamer 2
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<set $rng to random(0,100)>>
<<if $phase is 1>>
	<<if $rng gt 40 + Math.floor($handskill / 40)>>
		You decide to focus on the safe targets, hoping that your opponent will slip up. However, your opponent soon catches on and also plays safe, keeping <<his>> points above yours with easy hits.

		You lose in the end by a wide margin. You hear whispers among the crowd about your poor gameplay. <<status -5>><<lcool>>
	<<else>>
		You decide to focus on the safe targets, hoping that your opponent will slip up. Your opponent, seeing an opportunity, begins to aim for riskier plays to gain a lead.

		After taking multiple hits, they fall behind you on the final wave. You hear whispers among the crowd about your superior gameplay. <<status 1>><<ggcool>><<set _win to true>>
	<</if>>
<<else>>
	<<if $rng gt Math.floor($handskill / 10)>>
		You decide to risk it, aiming for high value targets. You take down as many as you can, but take several hits as a result.

		In the end you lose more points than you gain, costing you the match. You hear whispers among the crowd about your reckless gameplay. <<status -5>><<lcool>>
	<<else>>
		You decide to risk it, aiming for high value targets. You play dangerously, just narrowly avoiding hits as you blast away the important enemies.

		In the end, your efforts pay off and you win by a hefty amount. You hear whispers among the crowd about your daring gameplay. <<status 1>><<ggcool>><<set _win to true>>
	<</if>>
<</if>>

<<if _win is true>>
	<<switch random(1,2)>>
		<<case 1>>
			"I-I only lost cause this machine is busted. You're still a chump." The <<person>> stomps away, muttering curses. The crowd chuckles at <<his>> reaction.
		<<case 2>>
			"That was some good gameplay! Keep it up, and you could enter some tournaments!" the <<person>> says, resting <<his>> hand on your shoulder. The crowd applauds <<his>> graciousness. <<stress -2>><<lstress>>
	<</switch>>
<<else>>
	<<switch random(1,2)>>
		<<case 1>>
			"I knew you were trash. Get the hell outta here." The <<person>> raises <<his>> arms to the scattered applause of the crowd.
		<<case 2>>
			"We all lose from time to time," <<he>> says. "You tried your best." The <<person>> gives you a wide smile as the crowd applauds <<his>> cordiality.
	<</switch>>
<</if>>

<<arcadeEndLink>>

:: Arcade Watch High Score
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $phase is 1>>
	You decide to join the crowd and watch the <<person>>. You see sweat dripping down <<his>> face as <<his>> hands blur over the controls. With a shout, <<he>> raises <<his>> arms. Looking at the cabinet, you can see <<he>> beat the high score by a huge margin.

	The crowd erupts into cheers, lifting <<him>> up. You join in. The crowd sets the <<person>> back down, and begin to chat amongst themselves.<<trauma -6>><<ltrauma>>

	<<arcadeEndLink>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<generate1>><<person1>>
		You decide to focus on your own game instead. A <<person>> approaches you however. "Everyone's busy watching that loser. How about you and I have some fun?" <<He>> grabs you.

		<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
	<<else>>
		You decide to focus on your own game instead. After a while, the crowd begins to disperse.

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


code:
:: Arcade Lock
<<set $outside to 0>><<set $location to "arcade">><<effects>><<set $lock to 300>>
The arcade is closed. A glowing sign beside the door reads "Opens: <<ampm 9 00>>"

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Arcade]]>><<pass 10>><<crimeup 20>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Starfish Street]]>><<set $eventskip to 1>><</link>>

:: Arcade
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<set $kylar.play to 0>>
You are in the amusement arcade on Starfish Street.

<<if $daystate is "day" or $daystate is "dusk">>
The games and gambling machines beep and whirr.
<<else>>
The games and gambling machines lie silent.
<</if>>

<<if $stress gte $stressmax>>
<<passoutarcade>>
<<else>>
	<<if $arousal gte $arousalmax>>
		<<orgasmLocation "arcade">>
	<</if>>
	<<if $hour is 21>>
	It's closing time. Security is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

		<<if $exposed lte 0>>
		<<link [[Go outside|Starfish Street]]>><</link>>

		<<else>>
		<<link [[Hide until it's over (1:00)|Arcade]]>><<pass 1 hour>><</link>>
		<</if>>
	<<else>>

		<<if $daystate is "night" or $daystate is "dawn">>
		You are alone in the darkness.

		<<elseif $exposed gte 1>>
		You hide beneath a pinball machine to protect your dignity.

		<</if>>
		<<if $arousal gte $arousalmax>>
			<<orgasmLocation "arcade">>
		<</if>>
		<<if $money gte 500 and ($daystate is "day" or $daystate is "dusk") and $exposed lte 0>>
			<<link [[Play (£5 0:20)|Arcade Play]]>><<set $money -= 500>><<pass 20>><<stress -2>><</link>><<lstress>>

		<</if>>
		<<if $exposed lte 0 and $NPCName[$NPCNameList.indexOf("Kylar")].state is "active" and ($weather is "rain" or $weather is "snow") and $daystate is "day">>
			<<if ($schoolday isnot 1 or $hour lte 8 or $hour gte 15) and ($daystate is "day" or $daystate is "night")>>

				You see Kylar playing on one of the cabinets.

				<<link [[Approach|Kylar Arcade]]>><<set $kylar_text_trigger to true>><</link>>

			<</if>>
		<</if>>
		<<if ($tenyclusPlayCount is undefined or $tenyclusPlayCount is 0) and $hallucinations gte 1 and ($tenyclusPlayed is undefined or $tenyclusPlayed is 0) and $money gte 500 and ($daystate is "day" or $daystate is "dusk") and $exposed lte 0>>
			<<set $tenyclusPlayCount to 0>><<set $tenyclusPlayed to 0>>

			You spot a lone cabinet tucked away in the corner. Oddly enough, no one else seems to notice it.

			<<link [[Examine the lone cabinet|Arcade Tenyclus Intro]]>><</link>>

		<</if>>
		<<if $tenyclusPlayCount gte 1 and $tenyclusPlayCount lt 7 and $hallucinations gte 1 and $tenyclusPlayed is 0 and ($daystate is "day" or $daystate is "dusk") and $exposed lte 0>>

			You spot the "Tenyclus" cabinet tucked away in the corner. No one else seems to notice it.

			<<link [[Play Tenyclus|Arcade Tenyclus Play]]>><</link>>

		<</if>>
		<<link [[Leave|Starfish Street]]>><</link>>

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

:: Arcade Play
<<set $outside to 0>><<set $location to "arcade">><<effects>>

<<if $leftarm is "bound" and $rightarm is "bound">>
	Playing arcade games with both hands tied behind your back turns out to be <<print either("tricky.","exactly as hard as you'd imagine.","hard. Unsurprisingly.")>>
	<<print either("You lose almost instantly.","In just seconds, your grizzled survivor is zombie food.","In just seconds, your brave soldier is alien food.","In barely a minute, your brave crew are shark meat.")>>
	<<if $rng lte 34>><<generatey1>><<person1>>A few kids nearby witness your crushing defeat. One starts to mimic you, <<print either("gurning","pulling a stupid-face","gazing stupidly")>> over <<his>> shoulder at the screen
		while <<print either("trying to reach","flapping at","slapping at")>> the controllers with <<his>> hands behind <<his>> back.

		<<His>> cronies find this hilarious.

		In fairness, it is possible you look <<print either("kind of dumb","pretty damn stupid","a bit 'special'","pretty fucking mental")>> right now.
		<<lcool>><<status -5>>
		<<endevent>>
	<</if>>

	<<if $money gte 500 and $daystate isnot "night">>
		<<link [[Persist (£5 0:03)|Arcade Play]]>><<set $money -= 500>><<pass 3>><<stress 2>><</link>><<gstress>>

	<</if>>
	<<link [[Stop|Arcade]]>><</link>>

<<else>>
	<<set $rng to random(0,10)>>
	<<switch $rng>>
		<<case 0 1>>
			You play a shooter, and kill lots of <<print either("zombies", "pirates", "aliens", "soldiers", "criminals", "mutants")>>.

			<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
			<<if $danger gte (9900 - $allure) and $eventskip is 0>>
				<<generatey1>><<person1>>
				A <<person>> walks beside you. <<He>> enables the second player, and starts shooting. <<He>> doesn't say anything.

				<<link [[Keep playing|Arcade Keep Playing]]>><</link>>

				<<link [[Shove and dual wield|Arcade Shove]]>><<set $submissive -= 1>><<trauma -2>><</link>><<ltrauma>>

				<<set $skulduggerydifficulty to 400>>
				<<link [[Steal|Arcade Steal]]>><<crimeup 30>><</link>><<skulduggerydifficulty>><<gcrime>>

				<<link [[Stop|Arcade]]>><<endevent>><</link>>

			<<else>>
				<<set $rng to random(1, 100)>>
				<<if $rng gte 71>>
					You blow the final boss' head off with a satisfying squelch.
					<<ltrauma>><<trauma -2>>
				<<elseif $rng gte 31>>
					You manage to get to that one part of the game everyone complains about. You're reminded why.
				<<else>>
					You swear the gun isn't working properly. You try to shoot an enemy attack out of the air, but instead take it to the face.
				<</if>>

				<<arcadeEndLink>>
			<</if>>
		<<case 2 3>>
			You play a fast-paced shmup.

			<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
			<<if $danger gte (9900 - $allure) and $eventskip is 0>>
				<<generate1>><<person1>>A <<person>> stands beside you, and watches. <<He>> offers tips of dubious wisdom.

				<<Hes>> standing very close.

				<<link [[Stop|Arcade Watched Stop]]>><<stress 6>><</link>><<gstress>>

				<<link [[Keep playing|Arcade Watched Play]]>><</link>>

			<<else>>
				<<set $rng to random(1, 100)>>
				<<if $rng gte 71>>
					Luck is on your side. The right powerup drops at the right moment, and you blaze through to victory.
					<<ltrauma>><<trauma -2>>
				<<elseif $rng gte 31>>
					It's a little too fast for you, and you're shot down halfway through the game.
				<<else>>
					You almost make it, but the final boss proves too tough.
				<</if>>

				<<arcadeEndLink>>
			<</if>>
		<<case 4 5>>
			You step up to a fighting game cabinet, and before long you are greeted with the character selection screen. There are four characters you can choose from. Who do you pick?

			<<link [[Pick the villainous-looking one|Arcade fighting cabinet]]>><<set $arcadeCharacter to "villainous">><</link>>

			<<link [[Pick the one with the spiky hair|Arcade fighting cabinet]]>><<set $arcadeCharacter to "spiky hair">><</link>>

			<<link [[Pick the scantily-clad dressed one|Arcade fighting cabinet]]>><<set $arcadeCharacter to "scantily-clad">><</link>>

			<<link [[Pick the very muscular one|Arcade fighting cabinet]]>><<set $arcadeCharacter to "muscular">><</link>>

		<<case 6>>
			<<generate1>><<person1>>
			You are playing a platformer. You successfully leap over an enemy and grab the power up. A <<person>> speaks up, causing you to turn around.

			"You're so bad at this game! Just get out of the way and let me play."

			<<if $submissive lte 850>>
				<<link [[Call them out|Arcade Classmate Braggart]]>><<set $phase to 1>><</link>>

			<</if>>
			<<link [[Stand down|Arcade Classmate Braggart]]>><<set $phase to 2>><</link>>

			<<link [[Ignore|Arcade Classmate Braggart]]>><<set $phase to 3>><</link>>
		<<case 7 8>>
			<<generate1>><<person1>>
			You step up to a space themed shooter, taking the "Player 1" slot. Before you can start, a <<person>> walks up to you. A small crowd is gathered behind <<him>>. It seems this player is popular.

			<<switch random(1,2)>>
				<<case 1>>"You look like chump change. How about we go head to head and see who is better?" the <<person>> sneers.
				<<case 2>>"I'm pretty good at this game. You wanna have a little competition?" <<he>> asks, placing a token on the cabinet.
			<</switch>>

			<<link [[Accept the match|Arcade Popular Gamer]]>><<set $phase to 1>><</link>>

			<<link [[Deny|Arcade Popular Gamer]]>><<set $phase to 2>><</link>>
		<<case 9>>
			<<generate1>><<person1>>
			You look for an open cabinet, spotting one near the corner of the room. You insert a token and begin to play, blasting away at the bad guys. <<stress -5>><<lstress>>

			You're just about to use your bazooka when the screen goes dark. Stepping behind the cabinet, you notice the plug has been pulled out.

			<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
			<<if $danger gte (9900 - $allure) and $eventskip is 0>>
				You plug the console back in. Maybe somebody tripped over it. You turn around to continue your game but find a <<person>> blocking your way. Before you can say anything, <<he>> grabs you.

				<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
			<<else>>
				You plug the console back in. Maybe somebody tripped over it. You go to finish your session, but find the game has reset. Not wanting to repeat your progress, you leave.

				<<arcadeEndLink>>
			<</if>>
		<<case 10>>
			<<generate1>><<person1>>
			You choose a beat-em-up, whacking enemies away as they approach you. As you play, you hear a small crowd form behind you. They fixate on a <<person>> playing a classic game.

			"Wow! <<He>>'s going to beat the high score at this rate!" One of the onlookers shout, "Everyone come look!"

			<<link [[Go watch|Arcade Watch High Score]]>><<set $phase to 1>><</link>>

			<<link [[Finish your own game|Arcade Watch High Score]]>><<endevent>><<set $phase to 2>><</link>>
	<</switch>>
<</if>>

:: Arcade Watched Stop
<<set $outside to 0>><<set $location to "arcade">><<effects>>

You move away from the <<person>>. Better safe than sorry.

<<endevent>>
	<<if $money gte 500 and $daystate isnot "night">>
		<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<set $money -= 500>><<pass 20>><<stress -2>><</link>><<lstress>>

	<</if>>
		<<link [[Stop|Arcade]]>><</link>>

:: Arcade Watched Play
<<set $outside to 0>><<set $location to "arcade">><<effects>>

<<if $rng gte 81>>
You keep playing. The <<person>> creeps closer, until <<he>> presses against your back. <<His>> hands reach out.

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

<<else>>
You decide you're being paranoid, and keep playing. The <<person>> soon wanders away to offer advice to someone else.

<<endevent>>
	<<if $money gte 500 and $daystate isnot "night">>
		<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<set $money -= 500>><<pass 20>><<stress -2>><</link>><<lstress>>

	<</if>>
		<<link [[Stop|Arcade]]>><</link>>

<</if>>

:: Arcade Watched Rape

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

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

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

:: Arcade Watched Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

The <<person1>><<person>> shoves you against the cabinet, before wandering off.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

You shove the <<person>> to the ground.

<<tearful>> you take cover beneath a pinball machine.

<<clotheson>>
<<endcombat>>

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

<<else>>
<<set $rescued += 1>>

Your cry attracts attention. People look over, including a member of staff. The <<person1>><<person>> steps away from you, claiming that <<he>> wasn't doing anything. <<He>> doesn't try anything else.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

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

<</if>>

:: Arcade Keep Playing
<<set $outside to 0>><<set $location to "arcade">><<effects>>

Having a second player does help, and you make it to the end of the game. <<He>> leaves without a word.

<<endevent>>
<<if $money gte 500 and $daystate isnot "night">>
	<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<set $money -= 500>><<pass 20>><<stress -2>><</link>><<lstress>>

<</if>>
	<<link [[Stop|Arcade]]>><</link>>

:: Arcade Shove
<<set $outside to 0>><<set $location to "arcade">><<effects>>

You shoulder barge <<him>> aside and grab <<his>> gun. <<He>> takes the hint.

The rest of the game is easier with the extra weapon, but you do need to manage your lives more carefully.

<<endevent>>
<<if $money gte 500 and $daystate isnot "night">>
	<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<set $money -= 500>><<pass 20>><<stress -2>><</link>><<lstress>>

<</if>>
	<<link [[Stop|Arcade]]>><</link>>

:: Arcade Steal
<<set $outside to 0>><<set $location to "arcade">><<effects>>

You drop your gun and walk away. The <<person>> picks it up. <<Hes>> distracted managing both, so you reach for the money sticking out of <<his>> pocket.

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

<<He>> doesn't notice. You've gained <<moneyGain 30 true true>>.

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

	<</if>>
<<endevent>>
<<link [[Next|Arcade]]>><</link>>

<<else>>

<<He>> turns and spots you. "Oi," <<he>> says. "Keep your mitts to yourself." <<He>> tucks the money further into <<his>> pocket, well beyond easy reach.

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

	<</if>>
<<endevent>>
<<link [[Next|Arcade]]>><</link>>

<</if>>

:: Passout Arcade
<<set $outside to 0>><<set $location to "arcade">><<effects>>

You've pushed yourself too much.

<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
	<<if $exposed gte 1 or $daystate is "night" or $daystate is "dawn">>
	<<link [[Wake up|Arcade Trash]]>><</link>>
	<<else>>
	<<link [[Wake up|Arcade Crane]]>><</link>>
	<</if>>
<<else>>
	<<ambulance>>
<</if>>

<<pass 1 hour>>

<<trauma 6>><<set $stress -= 2000>>

:: Arcade Crane
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generatey6>><<person1>>
You awaken on something soft yet bumpy. It's a bed of plush toys. Your wrists and ankles are tied down. A metal claw hovers above you.

Your eyes adjust to the light, and you see a <<person>> behind a pane of glass, watching you. <<He>> has friends with <<him>>.

"I got it this time," <<he>> says, looking determined. <<He>> pushes a coin into the machine, and pushes a lever. The claw moves above you.

<<link [[Next|Arcade Crane 2]]>><<set $phase to 0>><</link>>

:: Arcade Crane 2
<<set $outside to 0>><<set $location to "arcade">><<effects>>

<<if !$worn.upper.type.includes("naked")>>

The claw rests above your chest, then plunges down toward your $worn.upper.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently.

	<<if $rng gte 51>>
		The claw loosens its grip, dropping your $worn.upper.name back against your body. The crowd sigh in frustration.

		<<if $phase is 0>>
			"Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>

		<<elseif $phase is 1>>
			"My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<elseif $phase is 2>>
			"You guys must be new to this," a <<person4>><<person>> says. "Watch."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<elseif $phase is 3>>
			"This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<else>>
			<<endevent>><<generate1>><<person1>>
			"What you kids up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.

			The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.

			You crawl through the hole, escaping into the arcade proper.
				<<if $exposed gte 1>>
				Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
				<<towelup>>
				<</if>>

			"I can't believe how cruel some kids can be," <<he>> says, shaking <<his>> head. "You go careful now."

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

		<</if>>
	<<else>>
		<<if $worn.upper.set is $worn.lower.set>>
		<<set $worn.upper.integrity to 0>><<set $worn.lower.integrity to 0>>
		The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.<<integritycheck>><<exposure>>

		The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.

		<<link [[Next|Arcade Crane 2]]>><</link>>
		<<else>>
		<<set $worn.upper.integrity to 0>>
		The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.<<integritycheck>><<exposure>>

		The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.

		<<link [[Next|Arcade Crane 2]]>><</link>>
		<</if>>
	<</if>>

<<elseif !$worn.lower.type.includes("naked")>>
The claw rests above your thighs, then plunges down toward your $worn.lower.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently.

	<<if $rng gte 51>>
		The claw loosens its grip, dropping your $worn.lower.name back against your body. The crowd sigh in frustration.

		<<if $phase is 0>>
			"Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>

		<<elseif $phase is 1>>
			"My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<elseif $phase is 2>>
			"You guys must be new to this," a <<person4>><<person>> says. "Watch."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<elseif $phase is 3>>
			"This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<else>>
			<<endevent>><<generate1>><<person1>>
			"What you kids up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.

			The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.

			You crawl through the hole, escaping into the arcade proper.
				<<if $exposed gte 1>>
				Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
				<<towelup>>
				<</if>>

			"I can't believe how cruel some kids can be," <<he>> says, shaking <<his>> head. "You go careful now."

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

		<</if>>
	<<else>>
		<<set $worn.upper.integrity to 0>><<set $worn.lower.integrity to 0>>
		The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.
		<<integritycheck>><<exposure>>

		The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.

		<<link [[Next|Arcade Crane 2]]>><</link>>

	<</if>>

<<elseif !$worn.under_upper.type.includes("naked")>>
The claw rests above your thighs, then plunges down toward your $worn.under_upper.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently.

	<<if $rng gte 51>>
		The claw loosens its grip, dropping your $worn.under_lower.name back against your body. The crowd sigh in frustration.

		<<if $phase is 0>>
			"Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>

		<<elseif $phase is 1>>
			"My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<elseif $phase is 2>>
			"You guys must be new to this," a <<person4>><<person>> says. "Watch."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<elseif $phase is 3>>
			"This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<else>>
			<<endevent>><<generate1>><<person1>>
			"What you kids up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.

			The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.

			You crawl through the hole, escaping into the arcade proper.
				<<if $exposed gte 1>>
				Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
				<<towelup>>
				<</if>>

			"I can't believe how cruel some kids can be," <<he>> says, shaking <<his>> head. "You go careful now."

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

		<</if>>
	<<else>>
		<<if $worn.under_upper.set is $worn.under_lower.set>>
		<<set $worn.under_upper.integrity to 0>><<set $worn.under_lower.integrity to 0>>
		The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.<<integritycheck>><<exposure>>

		The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.

		<<link [[Next|Arcade Crane 2]]>><</link>>
		<<else>>
		<<set $worn.under_upper.integrity to 0>>
		The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.under_upper.name is torn from you.<<integritycheck>><<exposure>>

		The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.

		<<link [[Next|Arcade Crane 2]]>><</link>>
		<</if>>
	<</if>>

<<elseif !$worn.under_lower.type.includes("naked")>>
The claw rests above your thighs, then plunges down toward your $worn.under_lower.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently.

	<<if $rng gte 51>>
		The claw loosens its grip, dropping your $worn.lower.name back against your body. The crowd sigh in frustration.

		<<if $phase is 0>>
			"Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>

		<<elseif $phase is 1>>
			"My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<elseif $phase is 2>>
			"You guys must be new to this," a <<person4>><<person>> says. "Watch."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<elseif $phase is 3>>
			"This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go."

			<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
		<<else>>
			<<endevent>><<generate1>><<person1>>
			"What you kids up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.

			The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.

			You crawl through the hole, escaping into the arcade proper.
				<<if $exposed gte 1>>
				Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
				<<towelup>>
				<</if>>

			"I can't believe how cruel some kids can be," <<he>> says, shaking <<his>> head. "You go careful now."

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

		<</if>>
	<<else>>
		<<set $worn.under_lower.integrity to 0>>
		The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.under_lower.name is torn from you.<<integritycheck>><<exposure>>

		The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.

		<<link [[Next|Arcade Crane 2]]>><</link>>

	<</if>>

<<else>>
	You lie helpless as the <<person>> and <<his>> friends pull phones from pockets and take pictures. You continue to test your bindings, but it's no use.
	<<fameexhibitionism 20 pic>>

	<<endevent>><<generate1>><<person1>>
	"What you kids up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.

	The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.

	You crawl through the hole, escaping into the arcade proper. Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
	<<towelup>>

	"I can't believe how cruel some kids can be," <<he>> says, shaking <<his>> head. "You go careful now."

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

<</if>>

:: Arcade Trash
<<set $outside to 0>><<set $location to "arcade">><<effects>>

You awaken on something hard and bumpy. Just in time to see a door slam shut above you, plunging you into darkness. You drift back into unconsciousness.

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

:: Arcade Tenyclus Intro
<<set $outside to 0>><<set $location to "arcade">><<effects>>
You didn't even know this cabinet existed. It doesn't particularly stand out from the rest of the cabinets in the arcade. Someone else wouldn't have given this a second glance.

A jet-black tint covers the cabinet. You can tell the cabinet isn't new, but it seems oddly pristine as well. Almost as if it was just put into place a week ago. Now that it's piqued your interest, you can't help but feel drawn to it.

<<link [[Play?|Arcade Tenyclus Play]]>><</link>>

<<link [[Leave|Arcade Tenyclus Leave]]>><</link>>

:: Arcade Tenyclus Leave
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $tenyclusPlayCount is 0>>
	You get an odd feeling about the machine that you can't quite describe, so you decide to leave it alone and look for something else to play. It remains sat in the corner, untouched by anyone else.

	<<link [[Next|Arcade]]>><<set $eventskip to 1>><</link>>
<<else>>
	<<if $willpowerSuccess>>
		You manage to pull yourself away from the strange cabinet. Upon looking back, the machine remains still. It's as lifeless as when you found it.

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

	<<else>>
		You can't pull yourself away from the machine. You're having too much fun!

		<<link [[Keep playing|Arcade Tenyclus]]>><</link>>

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

:: Arcade Tenyclus Play
<<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $tenyclusPlayCount is 0>>
	With a coin in your hand, you look for a slot, but you can't seem to find one.

	The screen suddenly flashes to life, almost blinding you with its incandescent glow. In the centre of the screen, you see the word "Tenyclus" bolded with a unique font. A copyright in smaller text is seen below.

	"1982, Lüsterngrad"

	Three words light up shortly after. "Press to Start"

	You start to play the game. It's pretty fun for the most part, if not a bit basic. You wonder why you haven't seen anyone else play on this cabinet.

	The graphics are so primitive, you're not really sure who or what you're playing as. All you can make out is that it looks like you're fighting off something. Your best guess is aliens, but it could really be anything.

	<<link [[Next|Arcade Tenyclus]]>><</link>>
<<else>>
	You spot the strange cabinet. It's hidden away in the corner, just like last time. As you move closer the screen flashes on, illuminating you in its almost blinding glow once more.

	You see the familiar bolded title along with three words listed below:

	"Press to Start"

	<<link [[Play?|Arcade Tenyclus]]>><</link>>

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

<</if>>

:: Arcade Tenyclus
<<set $outside to 0>><<set $location to "arcade">><<effects>>
You are playing Tenyclus. You find your emotions and responses much more intense than normal.

<<tenyclusPlay>>
<<if $tenyclusRounds gt 0 and $tenyclusLives gt 0>>
	<<link [[Next|Arcade Tenyclus]]>><</link>>

	<<link [[Stop playing|Arcade Tenyclus Leave]]>><<willpowerdifficulty 1 $willpowermax>><</link>>
<<else>>
	<<if $tenyclusLives lte 0>>
		You've run out of lives. Game over. <<control -25>><<lcontrol>>
	<<elseif $tenyclusRounds lte 0>>
		You wipe out the last alien on screen. You've won! <<control 25>><<gcontrol>>
	<</if>>

	<<unset $tenyclusRounds>><<unset $tenyclusLives>><<set $tenyclusPlayed to 1>>
	<<set $tenyclusPlayCount += 1>>
	<<if $tenyclusPlayCount is 6 and $tentacledisable isnot "f">>
		<<set $tenyclusPlayCount += 1>>
	<</if>>
	<<switch $tenyclusPlayCount>>
		<<case 1>>
			You swear you can hear voices creeping into your mind. It's oddly soothing, telling you all sorts of things that seem pleasing to you.
			You look around for the source of the voice, but the moment you look away, the cabinet shuts off without warning.
			Strangely enough, there seems to have been no power cut. Others in the arcade play happily on their own cabinets.

			You feel the urge to play again tomorrow.

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

		<<case 2>>
			That was fun! You managed to score pretty high, leaving you with a sense of accomplishment. <<trauma -6>><<ltrauma>>

			You're about to return to the arcade with a smile on your face, but you notice the screen shuts off immediately just like before. You wonder if something is wrong with the machine.

			You feel the urge to play again tomorrow.

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

		<<case 3>>
			You feel more confident. Voices inspire you, motivating you to reach higher and higher scores. <<stress -6>><<control 10>><<lstress>><<gcontrol>>

			Your new high score shows up in the leaderboards, at the very top. You feel proud of your achievement. As you take a step back to admire your work, the screen turns black without any prior warning. You return to the arcade feeling satisfied.

			You feel the urge to play again tomorrow.

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

		<<case 4>>
			Voices encourage you to keep going. You begin to lose track of time, and before you know it, the screen turns black and you're plunged into darkness.

			Your eyes take a minute to adjust, but you notice
			<<if $hour gte 21>>
				you seem to be alone in the arcade. You wonder how security didn't notice you.
			<<elseif $hour gte 17>>
				that it's much darker than when you started.
			<<else>>
				that some time has clearly passed.
			<</if>>
			Just how long were you playing?

			You feel the urge to play again tomorrow.

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

		<<case 5>>
			You smell something strange, but you choose to ignore it and continue playing. You feel as if the game is sucking you in, and just before you're about to reach a new high score, a splash of water hits you in the face.

			You look around for the culprit, but notice you're standing in neck deep water on the beach. Your head feels fuzzy. <<set $hallucinogen += 20>><<drugs 20>>

			<<water>><<effects>>

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

		<<case 6>>
			A strange smell covers the air, just like last time. You look down and a swerve of sweet pink mist emerges from the machine. <<set $hallucinogen += 180>><<drugs 180>><<garousal>><<arousal 200>>

			It creeps up to your face, and you feel yourself heating up with arousal. While you're distracted, a mass of writhing tentacles reach out from the screen. They coil around your arms, trapping them.

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

		<<case 7>>
			You demolish the high score. The numbers keep rising until they no longer look like numbers.

			You find that you can't move your body, and the edges of your vision grow dim. You hear a pair of footsteps behind you, followed by an unfamiliar sound, and everything fades to black.

			<<link [[Next|Arcade Tenyclus Kidnapped]]>><<endevent>><</link>>
		<<default>>
			You managed to play the game without really playing it. This is a bug, please inform Vrelnir. <<control -100>><<lllcontrol>>

			You feel the urge to play again tomorrow.

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

	<</switch>>

<</if>>

:: Arcade Tentacle Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<controlloss>>
	<<molested>>
	<<tentaclestart 8 15>>
	<<leftarmtentacledisable>><<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">>
	<<rightarmtentacledisable>><<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">>
<</if>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>

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

:: Arcade Tentacle Rape Finish
<<effects>>
You emerge victorious. The tentacles recoil back into the screen. A new high score appears just before the screen turns off, leaving you alone and wary. <<tearful>> you see the rest of the arcade slowly come back into focus. No one gives you a second glance.

<<clotheson>>
<<endcombat>>

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

:: Arcade Tenyclus Kidnapped
<<effects>><<set $outside to 0>><<set $location to "compound">>
<<generate1>><<generate2>>
You wake up to the sound of a running car engine. You're in what looks to be the back of a van. You see the Tenyclus cabinet on its side against the wall.

Your arms and legs are bound. Before you're able to do anything, the van backdoors open. A <<person1>><<person>> and a <<person2>><<person>> enter the back of the van, dressed all in black.
They begin to remove your clothes, before grabbing you by the shoulder and pulling you closer.

<<link [[Next|Arcade Tenyclus Kidnapped Rape]]>><<set $molestationstart to 1>><</link>>

:: Arcade Tenyclus Kidnapped Rape
<<bind>><<legbind>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<neutral 1>>
	<<molested>>
	<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Arcade Tenyclus Kidnapped Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	They fix their clothes, before holding a damp cloth up to your face.

	<<tearful>> your consciousness slips again.

	<<clotheson>>
	<<endcombat>>
<<elseif $enemyhealth lte 0>>
	The <<person1>><<person>> is thrust back, tripping over the laid out arcade cabinet. You think you see the screen flash to life. You think they see it too.
	The <<person2>><<person>> manages to cover <<his>> eyes. Everything turns pink.

	<<tearful>> your consciousness slips again.

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

<<link [[Next|Arcade Tenyclus Final]]>><<unbind>><</link>>

:: Arcade Tenyclus Final
<<effects>><<set $outside to 0>><<set $location to "home">><<pass 4 hours>>
When you open your eyes, you're back in your room at the orphanage. Your head is still spinning. How did you get here?

You vaguely remember a large building that resembles a factory, and the color pink. So much pink. Your thoughts begin to drift, and soon enough, the memory is gone. Something else is gone, too. <<awareness -200>><<lllawareness>>

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


code:
:: Widgets Arcade [widget]
<<widget "passoutarcade">>
/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
	<<pregnancyWatersBrokenPassout "arcade">>
<<else>>
	[[Everything fades to black...|Passout Arcade]]
<</if>>
<</widget>>

<<widget "tenyclusPlay">>
<<if $tenyclusRounds is undefined or $tenyclusRounds is 0>>
	<<set $tenyclusRounds to 10>><<set $tenyclusLives to 3>>
<</if>>
<<if $tenyclusPlayCount is 3>>
	<<pass 15>>
<</if>>
<<switch random(1, 22)>>
	<<case 1>> You're able to achieve a new high score. <<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
	<<case 2>> That was a close one! You almost lost a life. <<control 5>><<stress 3>><<gcontrol>><<gstress>><<set $tenyclusRounds -=1>>
	<<case 3>> One alien narrowly misses your shot. <<stress 6>><<gstress>><<set $tenyclusRounds -=2>>
	<<case 4>> An alien shoots at you! You dodge the shot, by just an inch. <<control -3>><<stress 3>><<lcontrol>><<gstress>><<set $tenyclusRounds -=2>>
	<<case 5>> You shoot at a pair of aliens. Direct hits! <<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
	<<case 6>> There's a large amount of aliens to deal with, but you manage to clear the wave. <<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
	<<case 7>> You feel like the game is getting increasingly more difficult as you play. <<control -3>><<stress 3>><<lcontrol>><<gstress>><<set $tenyclusRounds -=1>>
	<<case 8>> You feel like the game is getting easier as you play. <<stress -3>><<lstress>><<set $tenyclusRounds -=2>>
	<<case 9>> You start to feel uneasy. <<stress 6>><<gstress>><<set $tenyclusRounds -=1>>
	<<case 10>> You feel like someone is watching you. <<stress 6>><<gstress>><<set $tenyclusRounds -=1>>
	<<case 11>> You feel like something is watching you. <<stress 6>><<gstress>><<set $tenyclusRounds -=1>>
	<<case 12>> You feel words creeping into your mind. <<control -3>><<arousal 50>><<lcontrol>><<garousal>><<set $tenyclusRounds -=1>>
	<<case 13>> You feel compelled to do something. You aren't sure what. <<control -6>><<lcontrol>><<set $tenyclusRounds -=1>>
	<<case 14>> You have a headache. <<stress 3>><<trauma 3>><<gstress>><<gtrauma>><<set $tenyclusRounds -=1>>
	<<case 15>> You wish you could play this forever. <<set $tenyclusRounds -=2>>
	<<case 16>> You can't stop playing. It's so addicting! <<control -10>><<stress -6>><<trauma -6>><<lcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
	<<case 17>> Your eyes are glued to the screen. <<control -3>><<stress -6>><<lcontrol>><<lstress>><<set $tenyclusRounds -=2>>
	<<case 18>> You just can't stop winning. <<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
	<<case 19>> You find the tentacle-like creatures oddly arousing. <<arousal 25>><<garousal>><<set $tenyclusRounds -=1>>
	<<case 20>> <<if $tenyclusLives is 3>>You're hit! You lose a life. <<stress 6>><<set $tenyclusLives -=1>><<gstress>><<elseif $tenyclusLives is 2>>An alien catches you. You lose another life, and kick the machine in frustration. <<pain 5>><<stress 6>><<set $tenyclusLives -=1>><<gpain>><<gstress>><<else>>The aliens have you. You lose your last life. <<control -10>><<stress 6>><<trauma 6>><<set $tenyclusLives -=1>><<lcontrol>><<gstress>><<gtrauma>><</if>>
	<<case 21>> <<if $tenyclusLives is 3>>You're hit! You lose a life. <<stress 6>><<set $tenyclusLives -=1>><<gstress>><<elseif $tenyclusLives is 2>>An alien catches you. You lose another life, and kick the machine in frustration. <<pain 5>><<stress 6>><<set $tenyclusLives -=1>><<gpain>><<gstress>><<else>>The aliens have you. You lose your last life. <<control -10>><<stress 6>><<trauma 6>><<set $tenyclusLives -=1>><<lcontrol>><<gstress>><<gtrauma>><</if>>
	<<case 22>> <<if $tenyclusLives is 3>>You're hit! You lose a life. <<stress 6>><<set $tenyclusLives -=1>><<gstress>><<elseif $tenyclusLives is 2>>An alien catches you. You lose another life, and kick the machine in frustration. <<pain 5>><<stress 6>><<set $tenyclusLives -=1>><<gpain>><<gstress>><<else>>The aliens have you. You lose your last life. <<control -10>><<stress 6>><<trauma 6>><<set $tenyclusLives -=1>><<lcontrol>><<gstress>><<gtrauma>><</if>>
	<<default>>
<</switch>>

<</widget>>

<<widget "arcadeEndLink">>
	<<if $money gte 500 and $daystate isnot "night">>
		<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<endevent>><<set $money -= 500>><<pass 20>><<stress -2>><</link>><<lstress>>

	<</if>>
	<<link [[Stop|Arcade]]>><<endevent>><</link>>
	<<unset $arcadeCharacter>>
<</widget>>