code:
:: Industrial Drain [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "industrialdrain">>
You are within the storm drain system beneath the industrial district. Water rushes down the centre, flanked by a thin walkway on each side.

You can access several parts of town from here.

<<if $stress gte 10000>>
	<<passoutdrain>>
<<else>>
	<<set $rng to random(1, 100)>>
	<<if $weather is "rain" and $rng gte 75 and $eventskip is 0>>
		<<eventsdrain>>
	<<elseif $rng gte 92 and $eventskip is 0>>
		<<eventsdrain>>
	<<else>>
		<<if $sewersintro is 1>>
			<<link [[Climb down|Sewers Industrial]]>><<set $eventskip to 1>><<sewersstart>><</link>>

		<<elseif $historytrait gte 1>>
			<<link [[Examine a ladder leading down|Drain Ladder]]>><</link>>

		<</if>>
		<<commercialdrain>>

		<<drainexit>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<elk>>
			<<mer>>
			<<harvest>>
		<</if>>

		<<industrial>>
	<</if>>
	<<displayLinks>>
<</if>>
<<set $eventskip to 0>>

:: Commercial Drain [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "commercialdrain">>
You are within the storm drain system beneath the commercial district. Water rushes down the centre, flanked by a thin walkway on each side.

You can access several parts of town from here.

<<if $stress gte 10000>>
	<<passoutdrain>>
<<else>>
	<<set $rng to random(1, 100)>>
	<<if $weather is "rain" and $rng gte 75 and $eventskip is 0>>
		<<eventsdrain>>
	<<elseif $rng gte 92 and $eventskip is 0>>
		<<eventsdrain>>
	<<else>>
		<<if $sewersintro is 1>>
			<<link [[Climb down|Sewers Commercial]]>><<sewersstart>><<set $eventskip to 1>><</link>>

		<<elseif $historytrait gte 1>>
			<<link [[Examine a ladder leading down|Drain Ladder]]>><</link>>

		<</if>>
		<<residentialdrain>>

		<<industrialdrain>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<high>>
			<<connudatus>>
			<<cliff>>
			<<nightingale>>
			<<starfish>>
			<<oxford>>
		<</if>>

		<<commercial>>
		<<park>>

		<<if $historytrait gte 2 and $schooldrainintro gte 1>>
			<<link [[Secret tunnel to school (0:02)|School Toilets]]>><<pass 2>><</link>>

		<</if>>
	<</if>>
	<<displayLinks>>
<</if>>
<<set $eventskip to 0>>

:: Residential Drain [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "residentialdrain">>
You are within the storm drain system beneath the residential district. Water rushes down the centre, flanked by a thin walkway on each side.

You can access several parts of town from here.

<<if $stress gte 10000>>
	<<passoutdrain>>
<<else>>
	<<set $rng to random(1, 100)>>
	<<if $weather is "rain" and $rng gte 75 and $eventskip is 0>>
		<<eventsdrain>>
	<<elseif $rng gte 92 and $eventskip is 0>>
		<<eventsdrain>>
	<<else>>
		<<if $sewersintro is 1>>
			<<link [[Climb down|Sewers Residential]]>><<sewersstart>><<set $eventskip to 1>><</link>>

		<<elseif $historytrait gte 1>>
			<<link [[Examine a ladder leading down|Drain Ladder]]>><</link>>

		<</if>>
		<<commercialdrain>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<domus>>
			<<barb>>
			<<danube>>
			<<wolf>>
		<</if>>

		<<residential>>
	<</if>>
	<<displayLinks>>
<</if>>
<<set $eventskip to 0>>

:: Passout Drain [nobr]

You've pushed yourself too much.

<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
	<<if $rng gte 51>>
		<<if $bestialitydisable is "f">>
			<<link [[Wake up|Passout Beast Drain]]>><<set $molestationstart to 1>><</link>>
		<<else>>
			<<link [[Wake up|Passout Drain Abduction]]>><<set $molestationstart to 1>><</link>>
		<</if>>
	<<elseif $rng gte 1>>
		<<link [[Wake up|Passout Drain Abduction]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<<else>>
	<<ambulance>>
<</if>>
<<pass 1 hour>>
<<set $trauma +=10>><<set $stress -= 2000>>

:: Passout Beast Drain [nobr]

<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast4init>><<beasttype lizard>>
You awaken to the sound of hissing. Four lizards tower above you!
<</if>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>

		<<else>>
		No one comes to your aid.
		<<set $alarm to 0>>
		<<if $drugged gte 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

			<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next|Passout Beast Drain Ejaculation]]>><</link>><<nexttext>>
			<<elseif $enemyhealth lte 0>>
			<<link [[Next->Passout Beast Drain Escape]]>><</link>><<nexttext>>
			<<else>>
			<<link [[Next|Passout Beast Drain]]>><</link>><<nexttext>>
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next->Passout Beast Drain Ejaculation]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
	<<link [[Next->Passout Beast Drain Escape]]>><</link>><<nexttext>>
	<<else>>
	<<link [[Next->Passout Beast Drain]]>><</link>><<nexttext>>
	<</if>>

:: Passout Beast Drain Ejaculation [nobr]
<<effects>>
<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the beast leaves you be. Another takes its place.
<<set $beastno -= 1>>

[[Next|Passout Beast Drain]]

<<elseif $beastno is 2>>
Satisfied, the beast leaves you be. The other takes its place.
<<set $beastno -= 1>>

[[Next|Passout Beast Drain]]

<<elseif $beastno is 1>>
Satisfied, the beast leaves you be.
<<set $beastno -= 1>>

[[Next|Passout Beast Drain End]]

<</if>>

:: Passout Beast Drain Escape [nobr]
<<effects>>
<<beastwound>>

<<if $beastno gte 3>>
The beast recoils in pain and fear, but another takes its place.
<<set $beastno -= 1>>

[[Next|Passout Beast Drain]]

<<elseif $beastno is 2>>
The beast recoils in pain and fear, but the other takes its place.
<<set $beastno -= 1>>

[[Next|Passout Beast Drain]]

<<elseif $beastno is 1>>
The beast recoils in pain and fear.
<<set $beastno -= 1>>

[[Next|Passout Beast Drain End]]

<</if>>

:: Passout Beast Drain End [nobr]
<<effects>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The lizard hisses and flees into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The lizard leaves you lying on the cement.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the lizards flee into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The lizards leave you spent and shivering in the dark.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The lizards leave you spent and shivering in the dark. One seems to be limping.
<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>>
<<destinationeventend>>

:: Storm Drain Entrance [nobr]

<<set $outside to 1>><<effects>>
You peer down the manhole. It leads to the network of storm drains beneath the town.

<<switch $bus>>
<<case "nightingale">>
	<<commercialdrainquick>>
<<case "domus">>
	<<residentialdrainquick>>
<<case "elk">>
	<<industrialdrainquick>>
<<case "high">>
	<<commercialdrainquick>>
<<case "starfish">>
	<<commercialdrainquick>>
<<case "barb">>
	<<residentialdrainquick>>
<<case "connudatus">>
	<<commercialdrainquick>>
<<case "wolf">>
	<<residentialdrainquick>>
<<case "harvest">>
	<<industrialdrainquick>>
<<case "oxford">>
	<<commercialdrainquick>>
<<case "danube">>
	<<residentialdrainquick>>
<<case "mer">>
	<<industrialdrainquick>>
<<case "cliff">>
	<<commercialdrainquick>>
<<case "industrial">>
	<<industrialdrainquick>>
<<case "residential">>
	<<residentialdrainquick>>
<<case "commercial">>
	<<commercialdrainquick>>
<<case "park">>
	<<commercialdrainquick>>
<</switch>>

<<destination>>

:: Drain Exit [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "drainexit">>

You are within the storm drain system, close to where it flows out into the sea. Water rushes down the centre, flanked by a thin walkway on each side.

<<if $stress gte 10000>>
<<passoutdrain>>
<<else>>
<<set $rng to random(1, 100)>>
<<if $weather is "rain" and $rng gte 75 and $eventskip is 0>>
<<eventsdrain>>
<<elseif $rng gte 92 and $eventskip is 0>>
<<eventsdrain>>
<<else>>

<<if $scienceproject is "ongoing" and $sciencelichendrain is 0>>
<<link [[Examine Lichen|Drain Lichen]]>><<set $sciencelichendrain to 1>><</link>>

<</if>>

<<industrialdrain>>

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

<<set $eventskip to 0>>

:: Passout Drain Abduction [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<generate1>><<generate2>><<man1init>><<set $leftarm to "bound">><<set $rightarm to "bound">><<upperruined>><<lowerruined>><<underruined>>
You awaken in a windowless room. A length of tubing is wrapped around your waist, binding your arms behind your back and suspending you from the ceiling. A <<person1>><<person>> and <<person2>><<person>> sit in front of you. "<<pShe>>'s awake," the <<person>> walks behind you and gives you a firm smack on your rear. "We get to keep anything we find on the job. So we're just gonna help ourselves to you. Don't try to resist."

<</if>>

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

<<stateman>>

<<actionsman>>

<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0>>
<<link [[Next|Passout Drain Abduction]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Passout Drain Abduction Finish]]>><</link>><<nexttext>>
<</if>>

:: Passout Drain Abduction Finish [nobr]
<<if $enemyhealth lte 0>><<set $stress -= 1000>>

<<effects>>

You push the <<person1>><<person>> and <<person2>><<person>> away from you. Before they can recover, you twist free of the tubing and escape from the room. <<tearful>> you run up a flight of stairs and another door later you find yourself outside.

<<endcombat>>

<<industrialeventend>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>
<<clotheson>>

	<<if $enemyanger gte 1>>
The <<person1>><<person>> starts untying you from the ceiling while the <<person2>><<person>> opens a hatch on the floor beneath you. You plunge through the hatch and into icy water.

<<endcombat>>

<<link [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</link>>

	<<else>>
Having had their fun, they untie you from the ceiling and shove you outside. "Good luck!" They slam the door behind you.

<<tearful>> you gather yourself.

<<endcombat>>

<<industrialeventend>>
	<</if>>

<</if>>

<<set $stress -= 1000>>

:: Drain Water [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>><<water>>

You are within the storm drain system, being pulled along by the rushing water.

<<if $unbindattempt is 1>><<set $unbindattempt to 0>>
	<<if $rng gte 51>><<unbind>>You try to weaken your bonds against the side of the tunnel. They loosen, and you manage to free your arms!

	<<else>>
	You try to weaken your bonds against the side of the tunnel, but fail to free your arms.

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

<<if $stress gte 10000>>
You can't take any more. You pass out.

<<link [[Next|Drain Water Passout]]>><</link>>
<<else>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1>>
<<set $rng to random(1, 100)>>
	<<if $rng gte 75 and $slimedisable is "f" and $hallucinations gte 2>>
	The water starts congealing around you.

	<<link [[Next|Drain Water Slime]]>><<set $molestationstart to 1>><</link>>

	<<elseif $rng gte 51 and $swarmdisable is "f">>
	A swarm of eels moves towards you.

	<<link [[Next|Drain Water Eels]]>><<set $molestationstart to 1>><</link>>

	<<elseif $rng gte 26 and $worn.upper.exposed gte 2 and $parasite.nipples.name is undefined and $parasitedisable is "f">>

	You try to swim to the walkway, but you're interrupted by a pinching sensation on your nipples. Two strange molluscs have attached themselves to you, and suckle as if trying to nurse. They cling more tightly when you touch them, eliciting shameful feelings. You'll need help removing them.

	<<parasite nipples urchin>><<garousal>><<arousal 6>>

	<<link [[Next|Drain Water]]>>
		<<if $bus is "residentialdrain">>
		<<set $bus to "commercialdrain">>
		<<elseif $bus is "commercialdrain">>
		<<set $bus to "industrialdrain">>
		<<elseif $bus is "industrialdrain">>
		<<set $bus to "drainexit">>
		<</if>>
		<</link>>

	<<elseif $bestialitydisable is "f">>
	A shadow in the water moves towards you.

	<<link [[Next|Drain Water Lizard]]>><<set $molestationstart to 1>><</link>>
	<<else>>
	You try to swim to the walkway, but the water is too strong.

		<<if $bus is "drainexit">>
		You are carried into the open air and plummet into the sea below.

		<<link [[Next|Sea Cliffs]]>><<set $worn.upper.integrity -= 20>><<set $worn.lower.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><</link>>
		<<else>>
		It pulls you further along the drain system.

		<<link [[Next|Drain Water]]>><</link>>

		<</if>>

		<<if $bus is "residentialdrain">>
		<<set $bus to "commercialdrain">>
		<<elseif $bus is "commercialdrain">>
		<<set $bus to "industrialdrain">>
		<<elseif $bus is "industrialdrain">>
		<<set $bus to "drainexit">>
		<</if>>
	<</if>>
<<else>>
	<<if $leftarm is "bound" and $rightarm is "bound">>
You struggle to stay above the surface.

		<<if $bus isnot "drainexit">>

<<link [[Free your arms|Drain Water]]>>
<<if $bus is "residentialdrain">>
<<set $bus to "commercialdrain">>
<<elseif $bus is "commercialdrain">>
<<set $bus to "industrialdrain">>
<<elseif $bus is "industrialdrain">>
<<set $bus to "drainexit">>
<</if>>
<<set $unbindattempt to 1>>
<</link>>

		<<else>>
The water carries you toward the end of the drain. You try to cling to the side with your restricted arms, but to no avail. You are carried into the open air and plummet into the sea below.

<<link [[Next|Sea Cliffs]]>><<set $worn.upper.integrity -= 20>><<set $worn.lower.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><</link>>
		<</if>>
	<<else>>
	You cling to the edge of the tunnel and haul yourself to safety.

		<<if $bus is "residentialdrain">>
		<<residentialdraineventend>>

		<<elseif $bus is "commercialdrain">>
		<<commercialdraineventend>>

		<<elseif $bus is "industrialdrain">>
		<<industrialdraineventend>>

		<<elseif $bus is "drainexit">>
		<<drainexiteventend>>

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

<<set $eventskip to 0>>

:: Drain Water Eels [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $swarmname to "swarms">>
<<set $swarmmove to "moving towards you">>
<<set $swarmcreature to "eels">>
<<set $swarmspill to "encircle you">>
<<set $swarmsteady to "fend off">>
<<set $swarmSteady to "Fend off">>
<<set $swarmcount to 10>>
<<set $swarm1 to "active">>
<<set $swarm2 to "contained">>
<<set $swarm3 to "contained">>
<<set $swarm4 to "contained">>
<<set $swarm5 to "contained">>
<<set $swarm6 to "contained">>
<<set $swarm7 to "contained">>
<<set $swarm8 to "contained">>
<<set $swarm9 to "contained">>
<<set $swarm10 to "contained">>
<<set $swarmactive to 1>>
	<<if $bus is "residentialdrain">>
	<<set $timer to 40>>
	<<elseif $bus is "commercialdrain">>
	<<set $timer to 30>>
	<<elseif $bus is "industrialdrain">>
	<<set $timer to 20>>
	<<else>>
	<<set $timer to 10>>
	<</if>>
<<set $water to 1>>
<<set $swimdistance to 8>>
<</if>>

<<if $bus is "drainexit">>
You see the exit of the drains up ahead. If you don't reach safety soon, you'll be carried into the ocean!

<</if>>

<<swarmeffects>>

<<set $swimdistance += 1>><<if $swimdistance gte 20>><<set $swimdistance to 20>><</if>>
The water pulls you further along the tunnel.
<<if $swimdistancecheck is $swimdistance>>
You fight against the current, but it is too strong to make headway. You need to use both arms.
<<elseif $swimdistancecheck gt $swimdistance>>
You fight against the current and move closer to safety.
<<elseif $swimdistancecheck lt $swimdistance>>
You are dragged further away from safety.
<</if>>
<<if $swimdistance gte 15>>
You've been pulled away from the walkway.
<<elseif $swimdistance gte 10>>
The walkway is some distance away from you.
<<elseif $swimdistance gte 5>>
The walkway is close.
<<elseif $swimdistance gte 2>>
The walkway is almost within reach.
<<else>>
The walkway is within reach!
<</if>>
<<set $swimdistancecheck to $swimdistance>>

<<swarm>>
<<swarmactions>>

<<if $stress gte 10000>>
<<link [[Next|Drain Water Eels Finish]]>><</link>><<nexttext>>
<<elseif $timer lte 0>>
<<link [[Next|Drain Water Eels Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 1>>
<<link [[Next|Drain Water Eels Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Drain Water Lizard [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<beasttype lizard>>
A large lizard rears out of the water!
	<<if $bus is "residentialdrain">>
	<<set $timer to 40>>
	<<elseif $bus is "commercialdrain">>
	<<set $timer to 30>>
	<<elseif $bus is "industrialdrain">>
	<<set $timer to 20>>
	<<else>>
	<<set $timer to 10>>
	<</if>>
<</if>>

<<if $bus is "drainexit">>
You see the exit of the drains up ahead.

<</if>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

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

:: Drain Water Eels Finish [nobr]

<<effects>>
<<if $swimdistance lte 1>>
	<<tearful>> you haul yourself out of the water, leaving the swarm behind you. The eels wriggle off of you to escape the open air.

	<<if $timer gte 30>>
		<<set $bus to "residentialdrain">>
	<<elseif $timer gte 20>>
		<<set $bus to "commercialdrain">>
	<<elseif $timer gte 10>>
		<<set $bus to "industrialdrain">>
	<<else>>
		<<set $bus to "drainexit">>
	<</if>>
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $timer lte 0>>
	The water carries you toward the end of the drain. You try to cling to the side of the tunnel, but to no avail. You are carried into the open air and plummet into the sea below. <<tearful>> you struggle to the surface.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<clotheson>>
	<<endcombat>>
	<<seacliffseventend>>
<<else>>
	It's all just too much for you. You pass out.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<endcombat>>
	<<link [[Next|Drain Water Passout]]>><<pass 1 hour>><</link>>
<</if>>

:: Drain Water Passout [nobr]

<<effects>>
<<passout>>
Your unconscious body is carried along the drains until you are dropped into the sea. The shock wakes you.

<<link [[Next|Sea Cliffs]]>><</link>>
<<set $stress -= 2000>><<set $trauma += 10>>

:: Drain Water Lizard Finish [nobr]

<<effects>>
<<if $timer gte 30>>
<<set $bus to "residentialdrain">>
<<elseif $timer gte 20>>
<<set $bus to "commercialdrain">>
<<elseif $timer gte 10>>
<<set $bus to "industrialdrain">>
<<else>>
<<set $bus to "drainexit">>
<</if>>
<<if $timer lte 0>>
	The water carries you toward the end of the drain. You try to cling to the side of the tunnel, but to no avail. You are carried into the open air and plummet into the sea below. <<tearful>> you struggle to the surface.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<clotheson>>
	<<endcombat>>
	<<seacliffseventend>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	Its seed deposited, the beast loses interest in you.

	<<tearful>> you gather yourself.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Drain Water]]>><<set $eventskip to 1>><</link>>
<<else>>
	It whimpers and flees into the darkness.

	<<tearful>> you gather yourself.

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

:: Drain Water Slime [nobr]

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

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<molested>>
	<<controlloss>>
	<<set $combat to 1>>
	<<set $swarmname to "slime masses">>
	<<set $swarmmove to "moving towards you">>
	<<set $swarmcreature to "slimes">>
	<<set $swarmspill to "encircle you">>
	<<set $swarmsteady to "fend off">>
	<<set $swarmSteady to "Fend off">>
	<<set $swarmcount to 10>>
	<<set $swarm1 to "active">>
	<<set $swarm2 to "contained">>
	<<set $swarm3 to "contained">>
	<<set $swarm4 to "contained">>
	<<set $swarm5 to "contained">>
	<<set $swarm6 to "contained">>
	<<set $swarm7 to "contained">>
	<<set $swarm8 to "contained">>
	<<set $swarm9 to "contained">>
	<<set $swarm10 to "contained">>
	<<set $swarmactive to 1>>
	<<if $bus is "residentialdrain">>
		<<set $timer to 40>>
	<<elseif $bus is "commercialdrain">>
		<<set $timer to 30>>
	<<elseif $bus is "industrialdrain">>
		<<set $timer to 20>>
	<<else>>
		<<set $timer to 10>>
	<</if>>
	<<set $water to 1>>
	<<set $swimdistance to 10>>
<</if>>
<<if $bus is "drainexit">>
	You see the exit of the drains up ahead. If you don't reach safety soon, you'll be carried into the ocean!

<</if>>
<<swarmeffects>>
<<set $swimdistance += 1>>
<<if $swimdistance gte 20>><<set $swimdistance to 20>><</if>>
The water pulls you further along the tunnel.
<<if $swimdistancecheck is $swimdistance>>
	You fight against the current, but it is too strong to make headway. You need to use both arms.
<<elseif $swimdistancecheck gt $swimdistance>>
	You fight against the current and move closer to safety.
<<elseif $swimdistancecheck lt $swimdistance>>
	You are dragged further away from safety.
<</if>>
<<if $swimdistance gte 15>>
	You've been pulled away from the walkway.
<<elseif $swimdistance gte 10>>
	The walkway is some distance away from you.
<<elseif $swimdistance gte 5>>
	The walkway is close.
<<elseif $swimdistance gte 2>>
	The walkway is almost within reach.
<<else>>
	The walkway is within reach!
<</if>>
<<set $swimdistancecheck to $swimdistance>>

<<swarm>>
<<swarmactions>>
<<if $stress gte 10000>>
	<<link [[Next|Drain Water Slime Finish]]>><</link>><<nexttext>>
<<elseif $timer lte 0>>
	<<link [[Next|Drain Water Slime Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 1>>
	<<link [[Next|Drain Water Slime Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Drain Water Slime Finish [nobr]

<<effects>>
<<if $swimdistance lte 1>>
	<<tearful>> you haul yourself out of the water, leaving the slime behind you.

	<<if $timer gte 30>>
		<<set $bus to "residentialdrain">>
	<<elseif $timer gte 20>>
		<<set $bus to "commercialdrain">>
	<<elseif $timer gte 10>>
		<<set $bus to "industrialdrain">>
	<<else>>
		<<set $bus to "drainexit">>
	<</if>>
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $timer lte 0>>
	The water carries you toward the end of the drain. You try to cling to the side of the tunnel, but to no avail. You are carried into the open air and plummet into the sea below. <<tearful>> you struggle to the surface.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<clotheson>>
	<<endcombat>>
	<<seacliffseventend>>
<<else>>
	It's all just too much for you. You pass out.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<endcombat>>
	<<link [[Next|Drain Water Passout]]>><<pass 1 hour>><</link>>
<</if>>

:: Drain Tentacles [nobr]

<<set $outside to 0>><<set $location to "town">>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<molested>>
	<<controlloss>>
	<<tentaclestart 8 15>>
	<<set $timer to 30>>
<</if>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>

<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Drain Tentacles Finish]]>><</link>><<nexttext>>
<<elseif $timer lte 1>>
	<<link [[Next|Drain Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Drain Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Drain Tentacles Finish [nobr]

<<effects>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	The creature loses interest in you, and returns to the depths. <<tearful>> you struggle to your feet.
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<else>>
	The walkway beneath you gives way under the strain, and you tumble into the water below.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Drain Water]]>><</link>>

<</if>>

:: Underground Lake2 [nobr]

<<set $outside to 0>><<set $location to "underground">><<effects>>
The current sucks you underwater. After a few moments, the darkness gives way to light, and you are pushed upwards. You struggle further, and emerge into the $daystate.

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

:: Drain Lichen[nobr]

<<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "drainexit">>
The walls are covered in a violet lichen. You peel some off. You can add it to your science project in your room or the school library.

<<link [[Next|Drain Exit]]>><</link>>

:: Drain Ladder [nobr]

<<effects>><<set $location to "sewers">>
You've read about the old sewers beneath the storm drains. They haven't been used in over a century, and are said to be dangerous. There are rumours of monsters and treasure.

<<link [[Descend|Sewers Descend]]>><</link>>

<<if $bus is "residentialdrain">>
	<<link [[Leave|Residential Drain]]>><</link>>

<<elseif $bus is "commercialdrain">>
	<<link [[Leave|Commercial Drain]]>><</link>>

<<else>>
	<<link [[Leave|Industrial Drain]]>><</link>>

<</if>>

repo_name: thermal/degrees

license: mit


code:
:: Sewers Descend [nobr]

<<effects>><<set $location to "sewers">>
You climb the ladder down into the dark. The weight is too much, and the ladder snaps free. You fall the rest of the way. It isn't far, but you're left sprawled on the cold stone.

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

:: Sewers Intro [nobr]

<<effects>><<set $location to "sewers">>
<<set $sewersintro to 1>>
<<sewersstart>>
<<npc Morgan>><<person1>>
Light-headed, you try and fail to stand up without collapsing. You hear footsteps. Odd, uneven footsteps nearing closer and closer until you see a figure in the darkness. The figure screams.

"<<charlescomma>> you're alive!" <<he>> says. "<<if $pronoun is "m">>Daddy<<else>>Mummy<</if>> has missed you so much!" <<He>> steps into the dim light. Unkempt ginger hair tumbles around <<his>> face. There's a badge on <<his>> ruined <<if $pronoun is "f">>gown<<else>>suit<</if>>, "Morgan."

<<link [[Say nothing|Sewers Intro Play Along]]>><</link>>

<<link [[Say that's not your name|Sewers Intro Refuse]]>><</link>>

:: Sewers Intro Play Along [nobr]

<<effects>><<set $location to "sewers">>

You nod. The figure outstretches <<his>> arms, and grabs you in a hug. "I knew it," <<he>> cries. "They lied to me," <<He>> runs <<his>> hands over your body.

<<link [[Allow|Sewers Intro Molestation]]>><<set $molestationstart to 1>><</link>>

<<link [[Push away|Sewers Intro Fight]]>><<set $fightstart to 1>><</link>>

:: Sewers Intro Refuse [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $submissive gte 1150>>
"T-that's not me," you say. "<<charles>> isn't my name."
<<elseif $submissive lte 850>>
"Don't touch me," you say. "You're crazy."
<<else>>
"That's not my name," you say. "You've got me confused with someone else."
<</if>>

<<He>> grabs your arm and pulls you closer. <<He>> examines your scalp. "Yes, yes, good, looks good." <<he>> babbles, running <<his>> fingers over your head. "My child, you're beginning to upset me. You didn't lose your memory, right?" <<He>> runs <<his>> hands over your body.

<<link [[Allow|Sewers Intro Molestation]]>><<set $molestationstart to 1>><</link>>

<<link [[Push away|Sewers Intro Fight]]>><<set $fightstart to 1>><</link>>

:: Sewers Intro Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<npcidlegenitals>>
<<set $timer to 10>>
<</if>>

<<effects>>

<<effectsman>>

<<if $timer is 9>>
"Good <<girlstop>>"
<<elseif $timer is 7>>
"You have a body befitting our family."
<<elseif $timer is 5>>
"This is for your own good darling."
<<elseif $timer is 3>>
"Such smooth, supple skin."
<</if>>

<<man>>

<<stateman>>

<<actionsman>>

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

:: Sewers Intro Molestation Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"Y-yes," <<he>> stammers. "Good <<girlstop>>"

<<tearful>> you try to crawl away, but <<he>> grips your waist.

<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Feeding]]>><</link>>

<<elseif $enemyhealth lte 0>>

You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.

<<tearful>> you escape into another tunnel, chased by <<his>> howls.

<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>

<<clotheson>>
<<endcombat>>

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

<</if>>

:: Sewers Intro Fight [nobr]
<<if $fightstart is 1>>
<<set $fightstart to 0>>

<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $timer to 10>>
"Don't you dare refuse me," <<he>> snarls.

<<set $enemyhealthmax += 100>><<set $enemyhealth += 100>>
<</if>>

<<effects>>
<<effectsman>>

<<if $timer is 9>>
"Never refuse me again!"
<<elseif $timer is 7>>
"This is for your own good."
<<elseif $timer is 5>>
"The other students are a bad influence."
<<elseif $timer is 3>>
"You were never like this before."
<</if>>

<<man>>

<<stateman>>

<<actionsman>>

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

:: Sewers Intro Fight Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"Y-yes," <<he>> stammers. "Good <<girlstop>>"

<<tearful>> you try to crawl away, but <<he>> grips your waist.

<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Feeding]]>><</link>>

<<elseif $enemyhealth lte 0>>

You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.

<<tearful>> you escape into another tunnel, chased by <<his>> howls.

<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>

<<clotheson>>
<<endcombat>>

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

<<else>>

<<tearful>> you collapse, too hurt to continue fighting. "Oh my child," <<he>> says, having vented the worst of <<his>> anger. "Look what you made me do. I know what will make you feel better."

<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>

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

<</if>>

:: Sewers Feeding [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewersfeeding to 1>>
<<if $breastfeedingdisable is "f" and $pronoun is "f">>
	Morgan loosens <<his>> sash, and exposes <<his>> breast from underneath <<his>> tattered and discoloured gown. "Come, dear. I know you're a bit old for this, but it was always your favourite."

	<<link [[Feed|Sewers Breastfeed]]>><<npcincr Morgan love 1>><<npcincr Morgan dom 1>><</link>>

	<<link [[Refuse|Sewers Breastfeed Refuse]]>><<npcincr Morgan love -1>><<npcincr Morgan dom -1>><</link>>

<<else>>
	"You must be hungry dear," Morgan says. "I have just the thing. Tea and scones." <<He>> disappears around a corner for a moment, before emerging with a basket in hand. <<He>> empties it in front of you. Three boiled rats, and a chipped teacup containing a tarry substance. <<if $NPCList[0].penis isnot "none">>A mysterious white fluid floats on the surface.<</if>>

	<<link [[Eat|Sewers Rats]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<npcincr Morgan dom 1>><</link>><<gtrauma>><<gstress>>

	<<set $skulduggerydifficulty to 200>>
	<<link [[Pretend to eat|Sewers Rats Pretend]]>><<npcincr Morgan dom -1>><</link>><<skulduggerydifficulty>>

	<<link [[Refuse|Sewers Spank]]>><<npcincr Morgan love -1>><<npcincr Morgan dom -1>><<set $molestationstart to 1>><</link>>

<</if>>

:: Sewers Breastfeed [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You wrap your lips around <<his>> breast and suckle while Morgan cradles your head. A sweet warmth fills your mouth. After a few minutes, <<his>> other hand traces down your torso. <<He>> fondles your groin.
<<garousal>><<arousal 6>>

"There," <<he>> says after a few moments. "Did <<charles>> enjoy? I missed doing that with you. You're never too old for mummy's milk. Now maybe you won't be so grouchy." <<He>> laughs. "Now, there are chores you can help me with, or maybe we'll take a nap."

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

:: Sewers Breastfeed Refuse[nobr]

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

<<He>> looks hurt. "Well, you must eat something," <<he>> says. "I have just the thing. Tea and scones." <<He>> disappears around a corner for a moment, before emerging with a basket in hand. <<He>> empties it in front of you. Three boiled rats, and a chipped teacup containing a tarry substance. <<if $NPCList[0].penis isnot "none">>A mysterious white fluid floats on the surface.<</if>>

<<link [[Eat|Sewers Rats]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<<set $skulduggerydifficulty to 200>>
<<link [[Pretend to eat|Sewers Rats Pretend]]>><</link>><<skulduggerydifficulty>>

<<link [[Refuse|Sewers Spank]]>><<npcincr Morgan love -1>><<npcincr Morgan dom -1>><<set $molestationstart to 1>><</link>>

:: Sewers Rats [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You feign the most polite smile you can muster, and manage to power through the first rat. The second rat proves challenging, and you gag after the third rat. Alarmed, Morgan pours the tea sludge down your throat, making it worse.

"There," <<he>> says after a few moments. "Now maybe you won't be so grouchy. There are chores you can help me with, or maybe we'll take a nap."

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

:: Sewers Rats Pretend [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You wait for Morgan to become distracted.

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

You toss the rats and pour the sludge down a drain, while making exaggerated chomping and sipping noises. You force a burp.

"I hope you enjoyed the meal," Morgan says. "It has been quite a while since I've been able to cook for somebody else, much less my own flesh and blood. Now, there are chores you can help me with, or maybe we'll take a nap."

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

	<</if>>

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

<<else>>

You try to toss the rats down a drain, but they splat against the bars. You lift the teacup to pour away, but the slimy handle slips from your hand and it shatters on the ground.

Morgan turns. "I made that for you!" <<he>> says. "You spoiled brat."

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

	<</if>>

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Sewers Spank [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<npcspank>><<set $enemyanger += 200>><<set $timer to 10>>
<<He>> lunges at you and bends you over <<his>> knee.

<</if>>

<<if $timer is 9>>
"What did <<if $pronoun is "m">>daddy<<else>>mummy<</if>> tell you about saying no."
<<elseif $timer is 7>>
"You dare disrespect our family."
<<elseif $timer is 5>>
"<<if $pronoun is "m">>Daddy<<else>>Mummy<</if>> only wants you to be the best you can."
<<elseif $timer is 3>>
"This hurts me more than you."
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Sewers Spank Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sewers Spank Finish]]>><</link>><<nexttext>>
<<elseif $enemyanger lte 40>>
<<link [[Next|Sewers Spank Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sewers Spank]]>><</link>><<nexttext>>
<</if>>

:: Sewers Spank Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"I can't stay mad at you," Morgan sighs. "But you have to work extra hard at your chores."

<<tearful>> you squirm from <<his>> grasp.

<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Morgan]]>><</link>>

<<elseif $enemyhealth lte 0>>

You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.

<<tearful>> you escape into another tunnel, chased by <<his>> howls.

<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>

<<clotheson>>
<<endcombat>>

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

<<else>>
"That hurt me more than you," Morgan says. "Do as you're told in the future."

<<tearful>> you squirm from <<his>> grasp.

<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Morgan]]>><</link>>

<</if>>

:: Sewers Morgan [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

<<if $stress gte 10000>>

It's all too much for you. You pass out.

<<sewersend>>
<<sewerspassout>>

<<elseif $hour lte 7>>

Morgan yawns, stretches and falls back on a pile of blankets. <<He>> snores.

Now could be your chance to escape.

<<link [[Sleep|Sewers Sleep]]>><</link>>

<<link [[Escape|Sewers Escape Night]]>><</link>>

<<elseif $hour is 18 and $sewersfeeding isnot 1>>

Morgan stares at you and smiles.

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

<<elseif $hour is 9>>
"Now, sweetie," Morgan says. "It's important for people of our status to be educated about the finer things in life. Allow me to begin by telling you again of our family history." <<He>> prattles, gibbers, and mumbles<<his>> way through what <<he>> calls a history lesson.

<<link [[Pay attention (1:00)|Sewers History]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>| History?

<<link [[Daydream (1:00)|Sewers History Daydream]]>><<pass 60>><</link>>

<<link [[Resist (1:00)|Sewers History Resist]]>><<pass 60>><</link>>

<<elseif $hour is 12>>
"Mathematics," Morgan says. "My favourite subject." <<He>> licks <<his>> lips and hands you an old receipt to write on.

<<link [[Pay attention (1:00)|Sewers Maths]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>| Maths?

<<link [[Daydream (1:00)|Sewers Maths Daydream]]>><<pass 60>><</link>>

<<link [[Resist (1:00)|Sewers Maths Resist]]>><<pass 60>><</link>>

<<elseif $hour is 15>>
"Now pay attention," Morgan says. "You must be the quintessential socialite."

<<link [[Pay attention (1:00)|Sewers English]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>| English?

<<link [[Daydream (1:00)|Sewers English Daydream]]>><<pass 60>><</link>>

<<link [[Resist (1:00)|Sewers English Resist]]>><<pass 60>><</link>>

<<elseif $hour is 17>>
"Listen carefully <<charlescomma>>" Morgan says. "This is important." <<He>> instructs you on the nutritional value of food in the old sewers.

<<link [[Pay attention (1:00)|Sewers Science]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>| Science?

<<link [[Daydream (1:00)|Sewers Science Daydream]]>><<pass 60>><</link>>

<<link [[Resist (1:00)|Sewers Science Resist]]>><<pass 60>><</link>>

<<elseif $hour is 20 and $sewerssex isnot 1>><<set $sewerssex to 1>>
"I-It's time," Morgan says. "For special learning. Undress and lie down."

<<link [[Undress and lie down|Sewers Sex Ed]]>><<upperstrip>><<lowerstrip>><<underlowerstrip>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Sewers Sex Ed Refuse]]>><<npcincr Morgan love -1>><</link>>

<<elseif $rng gte 91 and $worn.neck.collared is 1>>

"<<charlescomma>>" Morgan says. "What's that around your neck? I can get that off for you." <<He>> produces a bobby pin, lubricant, and a crowbar. "Now, be a big <<girl>> and come here."

<<link [[Allow|Sewers Collar]]>><<set $worn.neck.cursed to 0>><<neckruined>><<trauma 6>><<stress 6>><<pain 6>><</link>><<gtrauma>><<gstress>><<gpain>>

<<link [[Refuse|Sewers Collar Refuse]]>><</link>>

<<elseif $rng gte 51>>
"I'm going to bake scones," Morgan says, clutching a number of rats by their tails. "You put the kettle on."

<<link [[Help (1:00)|Sewers Scones]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<pass 60>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><<npcincr Morgan love -1>><</link>>

<<elseif $rng gte 46>>

Morgan offers some advice. "Don't go swimming here without a top on," <<he>> says. "There are nasty parasites living in the water."

<<He>> turns away from you. "Help me search through these antiques," <<he>> says as <<he>> rummages through a pile of rubbish. "Don't be a bad <<girlcomma>> come help."

<<link [[Help (1:00)|Sewers Rummage]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<pass 60>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><<npcincr Morgan love -1>><</link>>

<<elseif $rng gte 41>>

"<<charlescomma>>" Morgan hesitates. "Since we've been reunited, darling, I've wanted you to have this." <<He>> hands you a pristine <<if $player.appearance is "m">>shirt and shorts<<else>>sundress<</if>>. "I-It's your favourite little outfit. W-would you wear it for me?"

<<link [[Wear|Sewers Outfit]]>><</link>>

<<link [[Refuse|Sewers Outfit Refuse]]>><</link>>

<<else>>

"Help me search through these antiques," Morgan says as <<he>> rummages through a pile of rubbish. "Don't be a bad <<girlcomma>> come help."

<<link [[Help (1:00)|Sewers Rummage]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<pass 60>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><<npcincr Morgan love -1>><</link>>

<</if>>

:: Sewers Scones [nobr]
<<effects>><<set $location to "sewers">><<set $outside to 0>>

You follow Morgan's recipe as best you can and prepare a fresh batch of "tea" while Morgan prepares the "scones." You're relieved that the tea has actual tea in it.

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

:: Sewers Rummage [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You help Morgan search for salvage, doing your best to avoid anything too gross. A rat jumps out of a tin can and startles you. Morgan grabs it from the air. "Another scone," <<he>> laughs. "Still fresh."

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

:: Sewers Sleep [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You lie down beside Morgan. <<He>> wraps an arm around you.

<<sewerssleep>>
You awaken some time later. A pair of hands grope you from behind. "I've seen how you've look at me," <<he>> whispers. "I remember how much of a struggle you would put up. I still have that scar."

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

:: Sewers Rape [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Sewers Rape Finish [nobr]

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<if $phase is 1>>
		Morgan leans over to give you a kiss on the cheek. "<<charles>>...that was spectacular. An A+ for sure."

	<<elseif $phase is 2>>
		"There's room for improvement, dear," <<he>> whispers. "But that was good." <<He>> kisses you on your forehead.

	<<else>>
		"You're a bad <<girlcomma>>" <<he>> says. "Provoking your <<if $pronoun is "m">>father<<else>>mother<</if>> like that."

	<</if>>
	<<tearful>> you squirm from <<his>> grasp.

	<<clotheson>>
	<<endcombat>>
	<<npc Morgan>><<person1>>
	<<link [[Next|Sewers Morgan]]>><</link>>
<<else>>
	You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.

	<<tearful>> you escape into another tunnel, chased by <<his>> howls.

	<<set $sewerschased to 1>>
	<<set $sewerschasedstep to 3>>
	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Sewers Escape]]>><</link>>
<</if>>

:: Sewers Escape [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
There's no way out, except a river running along a canal into darkness. One side is blocked by a metal grate.

Morgan lurches after you, slowed by legs tangled in their decaying outfit. You drop into the water and swim.

You swim against the gentle current and emerge in a large room. You climb onto the shore. "I'm coming <<charlescomma>>" Morgan's voice shouts behind you. You hear a splash of water. You are being hunted.

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

:: Sewers Escape Night [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>

There's no way out, except a river running along a canal into darkness. One side is blocked by a metal grate. You lower yourself into the water and swim against the gentle current, emerging in a large room. You climb onto the shore.

<<set $sewersevent to random(5, 12)>>
<<link [[Next|Sewers Residential]]>><</link>>

:: Sewers History [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan explains your family origins. That you're of a proud and noble house.

<<if $rng gte 75>>
	<<His>> take on things seems strange.
	<<lhistory>><<set $history -= 1>><<set $school -= 1>>

<<elseif $rng gte 50>>
	<<His>> take on things seems strange.
	<<gghistory>><<historyskill>><<historyskill>>

<<else>>
	<<He>> rambles a lot, but has moments of greater lucidity.
	<<ghistory>><<historyskill>>

<</if>>
<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers History Daydream [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You watch Morgan's lips move, but your mind is elsewhere.

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

:: Sewers History Resist [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You put up with <<his>> rambling for a time, then blow a raspberry and tell <<him>> you don't care, and that <<hes>> crazy. <<He>> isn't amused.

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

:: Sewers Maths [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan inundates you with facts and formulae.

<<if $rng gte 75>>
	<<His>> take on things seems strange.
	<<lmaths>><<set $maths -= 1>><<set $school -= 1>>

<<elseif $rng gte 50>>
	<<His>> take on things seems strange.
	<<ggmaths>><<mathsskill>><<mathsskill>>

<<else>>
	<<He>> rambles a lot, but has moments of greater lucidity.
	<<gmaths>><<mathsskill>>

<</if>>
<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Maths Daydream [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You roll your eyes and go through the motions as Morgan tries to explain a theory to you. You nod, mumble, and doodle on the back of the receipt Morgan gave you.

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

:: Sewers Maths Resist [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You put up with <<his>> rambling for a while, then crumble up the receipt and throw it in <<his>> face. <<He>> glares at you.

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

:: Sewers English [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You do your best to keep up with Morgan in conversation. <<He>> speaks of commoners with disdain.

<<if $rng gte 75>>
	<<His>> take on things seems strange.
	<<lenglish>><<set $english -= 1>><<set $school -= 1>>

<<elseif $rng gte 50>>
	<<His>> take on things seems strange.
	<<ggenglish>><<englishskill>><<englishskill>>

<<else>>
	<<He>> rambles a lot, but has moments of greater lucidity.
	<<genglish>><<englishskill>>

<</if>>
<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers English Daydream [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You don't put your heart into the lesson, and mumble vague affirmations to Morgan.

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

:: Sewers English Resist [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You tell <<him>> this is a stupid waste of your time, which infuriates <<himstop>>

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

:: Sewers Science [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan is delighted with your interest in scones.

<<if $rng gte 75>>
	<<His>> take on things seems strange.
	<<lscience>><<set $science -= 1>><<set $school -= 1>>

<<elseif $rng gte 50>>
	<<His>> take on things seems strange.
	<<ggscience>><<scienceskill>><<scienceskill>>

<<else>>
	<<He>> rambles a lot, but has moments of greater lucidity.
	<<gscience>><<scienceskill>>

<</if>>
<<link [[Next|Sewers Morgan]]>><</link>>

:: Sewers Science Daydream [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You sit through the lecture. Rats good, tentacle creatures are okay too, you guess.

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

:: Sewers Science Resist [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You tell Morgan that this is disgusting and that you hate <<his>> cooking. This enrages <<himstop>>

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

:: Sewers Sex Ed [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You do as you are instructed, blushing as you undress. Morgan strips too, and climbs on top of you. "Now, dear, stretch your legs back." <<He>> says. "Work hard and I'm sure you can get an A+."

<<link [[Next|Sewers Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>

:: Sewers Sex Ed Refuse [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You try to move away from Morgan, but <<he>> grasps your arm and pulls you to the cold stone floor.

<<link [[Next|Sewers Rape]]>><<set $phase to 2>><<set $molestationstart to 1>><</link>>

:: Sewers Outfit [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $player.appearance is "m">>
	<<upperwear 4>>
	<<lowerwear 5>>
<<else>>
	<<upperwear 1>>
<</if>>
You turn away from Morgan to dress. You feel <<his>> eyes on your back.

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

:: Sewers Outfit Refuse [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You push the clothes back at Morgan. <<He>> sighs and shakes <<his>> head.

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

:: Sewers Collar [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan pulls you close, and sticks the greased bobby pin down between a gap between your neck and the collar. With a few swift motions, you feel it loosen. "Now that I've got the delicate parts exposed," Morgan lays you down. "I need to smash it! Now, be brave for <<if $pronoun is "m">>daddy<<else>>mummy<</if>>," The crowbar comes down on the collar, releasing it from your neck. <<tearful>> you rise to your feet as Morgan snatches and examines the remains.

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

:: Sewers Collar Refuse [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan shrugs. "Have it your way, dear."

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


code:
:: Sewers Lizard Vore [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You walk forward, careful not to make any sudden movements. You grind your <<genitals>> against the beast's mouth. It pushes you onto your back, turning you over and grasping your crotch with its teeth.<<deviancy3>>
<<if $deviancy gte 55>>
	<<link [[Give it more|Sewers Lizard Vore 2]]>><</link>><<deviant4>>

<</if>>
<<link [[Struggle|Sewers Lizard Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>

:: Sewers Lizard Vore 2 [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You thrust your <<genitals>> against the beasts tongue as it twists and folds underneath your crotch. <<if $penisexist is 1>>The tongue fondles your penis, squeezing and twirling around it, jerking you again and again.<<else>>The tongue fondles your clit, flicking it again and again.<</if>><<deviancy4>>
The beast continues its assault, and begins lowering your body into its mouth, swallowing you down.

<<if $deviancy gte 55>>
	<<link [[Give it more|Sewers Lizard Vore 3]]>><</link>><<deviant4>>

<</if>>
<<link [[Struggle|Sewers Lizard Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>

:: Sewers Lizard Vore 3 [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
The tongue continues to move as you go deeper, caressing your nipples and sweeping your body, while the lizards tight throat squeezes and grinds your crotch. It rumbles, enjoying the feeling, as the throat clenches tight around your lower body.<<deviancy4>>
<<if $deviancy gte 75>>
	<<link [[Let it swallow you|Sewers Lizard Vore 4]]>><</link>><<deviant5>>

<</if>>
<<link [[Struggle|Sewers Lizard Rape]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>

:: Sewers Lizard Vore 4 [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
The beast pushes you down its throat in a single, powerful, swallow. You land in a small, tight chamber, with pulsing walls. They press in on you, squeezing and caressing your body with each movement. Viscous fluids seep into the stomach, making your body slippery with slime.
<<deviancy5>>
The lizard starts to move, and with each step the walls of the stomach compress your body, rubbing against your <<breasts>> and your slime-covered <<genitalsstop>> Your body arches from the pleasure, straining against the smothering flesh around you while your <<if $penisexist is 1>>penis<<else>>clit<</if>> presses into the folds of the lizard's stomach. The stomach tightens around your shaking body, as if responding to your thrashes.

The stimulation is too much for you. You pass out.
<<passout>>

<<link [[Next|Sewers Lizard Vore 5]]>><</link>>

:: Sewers Lizard Vore 5 [nobr]

<<effects>><<set $location to "forest">><<set $outside to 1>>
<<swallowedstat>><<sewersend>><<outergoo>>
You awaken in the woods, lying inside the lizards mouth. It's sleeping. You wiggle out, shivering in pleasure as your <<genitals>> slides along its tongue once more.

<<link [[Next|Forest]]>><<set $eventskip to 1>><<set $forest to 20>><</link>>

:: Sewers Lizard Rape [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "dogpack">>
	<<beast1init>><<beasttype lizard>>
	<<if $phase is 1>>
		You struggle free of the beast's maw. It hisses.

	<<elseif $phase is 2>>
		You whack at the beast's mouth. It spits you out and hisses.

	<</if>>
<</if>>
<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

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

:: Sewers Lizard Rape Finish [nobr]

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	Its seed deposited, the beast loses interest in you.

	<<tearful>> you gather yourself.

	<<clotheson>>
	<<endcombat>>
	<<set $eventskip to 1>>
	<<destinationsewers>>
<<else>>
	It hisses and flees into the darkness.

	<<tearful>> you gather yourself.

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

:: Sewers Return [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan drags you back to <<his>> lair. "I was worried, so worried," <<he>> says. "You're a bad <<girl>> <<charlesstop>> There's only one thing for it."

<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>

:: Sewers Fight [nobr]

<<if $fightstart is 1>>
	<<set $fightstart to 0>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<set $enemytrust -= 100>>
	<<set $enemyanger += 200>>
	<<set $enemyhealthmax += 100>><<set $enemyhealth += 100>><<set $enemyarousalmax += 100>>
	<<npcidlegenitals>>
	"Don't you dare," Morgan snarls. "Your bottom will be red when I'm done."
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Sewers Fight Finish [nobr]

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<set $sewersevent to random(5, 12)>>
	You seize the opportunity. <<tearful>> you escape into the tunnels.

	<<clotheson>>
	<<endcombat>>
	<<destinationsewers>>
<<elseif $enemyhealth lte 0>>
	<<set $sewersevent to random(10, 18)>>
	Morgan recoils, giving you the chance you need. <<tearful>> you escape into the tunnels.

	<<clotheson>>
	<<endcombat>>
	<<destinationsewers>>
<<else>>
	<<tearful>> you fall to the ground, too hurt to continue.

	<<clotheson>>
	<<endcombat>>
	<<npc Morgan>><<person1>>
	<<link [[Next|Sewers Return]]>><</link>>
<</if>>

:: Sewers Shackle Struggle [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $sewerschasedstep lte 0>>
	<<npc Morgan>><<person1>>"Oh, you poor little thing. This simply won't do," Morgan says, stepping out of the shadows. <<He>> twists a pin at the base of the shackle, freeing you. "Now <<charlescomma>> don't make things harder on yourself than they need to be." <<He>> grasps your arm and pulls.

	<<set $sewerschased to 0>>
	<<link [[Go quietly|Sewers Return]]>><</link>>

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

<<elseif $physique gte $rng * 100 + 10000 and $phase is 0>>
	<<set $phase += 1>>
	You rip the shackle open and run.

	You hear Morgan screech, and the clang of metal soon after.

	<<destinationsewers>>
	<<set $sewerschased to 0>>
<<elseif $physique gte $rng * 100 + 8000 and $phase is 1>>
	<<set $phase += 1>>
	You rip the shackle open and run.

	You hear Morgan screech, and the clang of metal soon after.

	<<destinationsewers>>
	<<set $sewerschased to 0>>
<<elseif $physique gte $rng * 100 + 6000 and $phase is 2>>
	<<set $phase += 1>>
	You rip the shackle open and run.

	You hear Morgan screech, and the clang of metal soon after.

	<<set $sewerschased to 0>>
	<<destinationsewers>>
<<else>>
	You try to rip the shackle off. It gives a little, but remains stuck. Further attempts should be more likely to succeed. <<morganhunt>>

	<<link [[Struggle|Sewers Shackle Struggle]]>><</link>>

	<<set $skulduggerydifficulty to 600>>
	<<link [[Pick the lock|Sewers Shackle Pick]]>><</link>><<skulduggerydifficulty>>

<</if>>

:: Sewers Shackle Pick [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<effects>>
You crouch and try to pick the lock.

<<if $sewerschasedstep gt 0>>
	<<skulduggerycheck>>
<</if>>
<<if $sewerschasedstep lte 0>>
	<<npc Morgan>><<person1>>"Oh, you poor little thing. This simply won't do," Morgan says, stepping out of the shadows. <<He>> twists a pin at the base of the shackle, freeing you. "Now <<charlescomma>> don't make things harder on yourself than they need to be." <<He>> grasps your arm and pulls.

	<<set $sewerschased to 0>>
	<<link [[Go quietly|Sewers Return]]>><</link>>

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

<<elseif $skulduggerysuccess is 1>>
	You unlock the shackle and run.

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

	<</if>>
	You hear Morgan screech, and the clang of metal soon after.

	<<set $sewerschased to 0>>
	<<destinationsewers>>
<<else>>
	Your fingers fumble under the pressure. <<morganhunt>>

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

	<</if>>
	<<link [[Struggle|Sewers Shackle Struggle]]>><</link>>

	<<set $skulduggerydifficulty to 600>>
	<<link [[Pick the lock|Sewers Shackle Pick]]>><</link>><<skulduggerydifficulty>>

<</if>>

:: Sewers Slime [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You try to pull yourself free. The muck, slimy and suspiciously warm, coats you from your hands to your elbows. It's a strange feeling, being unable to pull away from the stuff. To make matters worse, your feet, ankles, and calves are also stuck in the substance. You are trapped, unable to free yourself no matter how much you twist and turn.

The light down here is minimal, making it difficult to see. The fact that much of the blob is cast in the shadows is alarming as well, and you wonder just how big this mountain of goo really is. It could stretch out a dozen or more feet into the darkness, making you shiver at the thought. Something about this stuff gives you chills.

Suddenly, and without warning, the slime covering your arms and legs tighten around your appendages and lift you off the ground, your momentum pulling you above to the substance. Staring down, your eyes rise in horror as this new angle lets you see more of the slime. More of the creature.

<<link [[Next|Sewers Slime 2]]>><</link>>

:: Sewers Slime 2 [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
The wide mouth below you opens and you yell in alarm as you are pulled into it. Though you struggle, it makes no difference. First your thighs disappear. Then your waist. Then your stomach. Then your chest. Before you know it, all but your head is swallowed up and you close your eyes in terror, expecting to feel pain. Slime pushes against every part of you and you just know you are done for.

Your end doesn't come. Instead, air begins rushing past your ears as you and the creature move at a rapid pace down the tunnel, into the darkness. You exhale for a moment, cautiously optimistic.
<<if !$worn.upper.type.includes("naked") or !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>>
	Your optimism only lasts a moment, though, as you shout in alarm while your clothing dissolves.

	It happens so fast, you almost don't realise it. Within the span of a few heartbeats, every stitch of clothing you were wearing simply breaks apart and the goo comes crashing down onto your nude body.
	Every bit of skin feels the slick warm substance pressed against it and you wonder if you will be dissolved next.
	<<upperruined>><<lowerruined>><<underruined>>
<</if>>

Then the slime begins to tease your body.

<<link [[Next|Sewers Slime 3]]>><</link>>

:: Sewers Slime 3 [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
It starts between your fingers and toes, the goo vibrating slightly as the slick stuff forces itself between your clenched digits. Next comes a gentle suckling of your underarms and the back of your knees. Then your nipples experience tingles as the slime pinches them softly, causing you to let out a low moan of appreciation.

Emboldened, the slime slides between you thighs, teasing your taint as your rear is parted and slime begins to lap at your hole. You groan, feeling your <<genitals>> react to the attention. This warmth spreads all across your skin, this creature playing with your body as you move through the darkness.

Then the slime pressed up against your <<if $penisexist is 1>>hard penis<<else>>twitching pussy<</if>> seems to come alive, the goo <<if $penisexist is 1>>feeling as if it is stroking you from your balls to the tip of your boycock<<else>>vibrating right on top of your excited clit as is aggressively rubs up, down, and between your pussy lips<</if>>. You let out a cry of surprise as the sharp pleasurable feelings run up your spine. You struggle weakly, causing the creature to redouble it's attentions.

Suddenly, you are in the middle of a lighted tunnel and you look down to see your nude body, engulfed almost entirely and being teased mercilessly, for the first time since being captured by the creature. It's too much. With a loud squeak, you cum. Hard.

<<set $arousal += 10000>><<orgasmpassage>>

<<link [[Next|Sewers Slime 4]]>><</link>>

:: Sewers Slime 4 [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $penisexist is 1>>
	Your cum erupts from your throbbing cock, the blast firing deep into the slime before it is stopped. You watch in pleasurable fascination as your cum begins to dissolve into nothingness. Almost, you realise, as if the creature if feeding on it. The creature does not relent it assault as your climax fades, though, and you soon find yourself back in the darkness as you and the creature move through the tunnels at breakneck speed.

<<else>>
	A powerful suction suddenly engulfs your spasming cunt, forcing any of your juices out and into the eager creature. It's almost as if it is feeding off your powerful orgasm, gorging on your wetness. The creature does not relent it assault as your climax fades, though, and you soon find yourself back in the darkness as you and the creature move through the tunnels at breakneck speed.

<</if>>
<<set $arousal += 10000>><<orgasmpassage>>

You cum again quickly, the pinching of your nipples and licking of your asshole merging with the stimulation of your <<genitals>> to send you over the edge once more. Your moans echo off the tunnels, filling your ears. Your third climax happens a short while later and you swoon. The stimulation is to much.

<<set $arousal += 10000>><<orgasmpassage>>

So disoriented by this point, you hardly register that you are back in the light and the slime creature is gently laying you on the ground. You watch through lidded eyes as it moves away, into the darkness. Several minutes pass, while you catch your breath and gain your strength. Then, you stand and brush off your nude body. Where are you?

<<destinationsewersrandom>>

:: Sewers Upper Struggle [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $worn.upper.name. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>

<<upperruined>>
<<endevent>>
<<destinationsewers>>

:: Sewers Lower Struggle [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $worn.lower.name. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>

<<lowerruined>>
<<endevent>>
<<destinationsewers>>

:: Sewers Under Struggle [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $worn.under_lower.name. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>

<<underlowerruined>>
<<endevent>>
<<destinationsewers>>

:: Sewers Slime Lower Lost [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $worn.lower.set is $worn.upper.set>>
	You struggle free from your $worn.upper.name, and leave it on the sticky floor. You shiver.<<upperruined>> <<exposure>> You're conscious of your <<nuditystop>>

<<else>>
	You struggle free from your $worn.lower.name, and leave it on the sticky floor. You shiver.<<lowerruined>> <<exposure>> You're conscious of your <<nuditystop>>

<</if>>
<<destinationsewers>>

:: Sewers Slime Lower Try [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You try to work your $worn.lower.name free from the sticky floor. You make progress, until you're able to free yourself with a tear.

<<set $worn.lower.integrity -= 20>>
<<if $worn.lower.integrity lte 0>>
	You feel a breeze. You look down, and see your clothes still stuck to the floor.

	<<integritycheck>>
<<else>>
	The struggle left your clothes a little worse for wear.

<</if>>
<<destinationsewers>>


code:
:: Sewers Residential [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersresidential">>
<<set $sewersevent -= 1>>
You are in the old sewers. A canal runs past, disappearing through a metal grate. Water rushes through gaps in the ceiling, carrying litter to join the river. The current looks gentle.

<<if $sewerschased is 1>>
	There's a ladder leading up to the town's drain system, but it's retracted and out of reach.

<<else>>
	There's a ladder leading up to the town's drain system.

<</if>>
<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

	<</if>>
	<<link [[Tunnel filled with scrap (0:05)|Sewers Scrap]]>><<pass 5>><</link>>

	<<link [[Tunnel filled with Wood (0:05)|Sewers Wood]]>><<pass 5>><</link>>

	<<link [[Swim against the current (0:05)|Sewers Residential Swim]]>><<pass 5>><<tiredness 1>><</link>><<gtiredness>>

	<<if $sewerschased isnot 1>>
		<<link [[Climb out of the sewers|Residential Drain]]>><<sewersend>><</link>>

	<</if>>
<</if>>
<<set $eventskip to 0>>

:: Sewers Commercial [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerscommercial">>
<<set $sewersevent -= 1>>
You are in the old sewers. A canal runs past, disappearing into the dark. Piles of rubbish line the sides. The current looks rough.

<<if $sewerschased is 1>>
	There's a ladder leading up to the town's drain system, but it's retracted and out of reach.

<<else>>
	There's a ladder leading up to the town's drain system.

<</if>>
<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

	<</if>>
	<<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>>

	<<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>>

	<<link [[Swim against the current (0:05)|Sewers Commercial Swim]]>><<pass 5>><<tiredness 1>><</link>><<gtiredness>>

	<<link [[Swim with the current (0:01)|Sewers Residential]]>><<pass 1>><<water>><</link>>

	<<if $sewerschased isnot 1>>
		<<link [[Climb out of the sewers|Commercial Drain]]>><<sewersend>><</link>>

	<</if>>
<</if>>
<<set $eventskip to 0>>

:: Sewers Industrial [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersindustrial">>
<<set $sewersevent -= 1>>
You are in the old sewers. A canal runs past, disappearing into the dark. Much of the ceiling and walls have collapsed, almost damming the water. The current looks violent.

<<if $sewerschased is 1>>
	There's a ladder leading up to the town's drain system, but it's retracted and out of reach.

<<else>>
	There's a ladder leading up to the town's drain system.

<</if>>
<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

	<</if>>
	<<link [[Algae-coated tunnel (0:05)|Sewers Algae]]>><<pass 5>><</link>>

	<<link [[Crumbling tunnel (0:05)|Sewers Rubble]]>><<pass 5>><</link>>

	<<link [[Swim against the current (0:05)|Sewers Industrial Swim]]>><<pass 5>><<tiredness 1>><</link>><<gtiredness>>

	<<link [[Swim with the current (0:01)|Sewers Commercial]]>><<pass 1>><<water>><</link>>

	<<if $sewerschased isnot 1>>
		<<link [[Climb out of the sewers|Industrial Drain]]>><<sewersend>><</link>>

	<</if>>
<</if>>
<<set $eventskip to 0>>

:: Sewers Waterfall [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswaterfall">>
<<set $sewersevent -= 1>>
You are in the old sewers. Torrents of water crash down from multiple breaches in the ceiling.

<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

		<<link [[Hide behind the waterfalls|Sewers Waterfall Hide]]>><</link>>

	<</if>>
	<<link [[Wet tunnel (0:05)|Sewers Lake]]>><<pass 5>><</link>>

	<<link [[Swim with the current (0:01)|Sewers Industrial]]>><<pass 1>><<water>><</link>>

<</if>>
<<set $eventskip to 0>>

:: Sewers Waterfall Hide [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>
<<npc Morgan>><<person1>>You hide behind the waterfalls. The noise masks the sound of Morgan's footsteps, but you see their shadow cast on the stone floor. You crouch and creep around the pillar of water, keeping it between you and where you hope Morgan walks. The shadow retracts as Morgan leaves. You're safe for now.
<<lstress>><<stress -6>>

<<endevent>>
<<destinationsewers>>

:: Sewers Lake [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerslake">>
<<set $sewersevent -= 1>>
You are in a cavern near the old sewers, beside a pool of water. The pool stretches into darkness.

<<if $sewersantiquecrystal isnot 1>>
	A rough crystal lies washed up on the shore.

<</if>>
<<if $sewersspray isnot 1>>
	A strange cylinder lies on the shore, clutched by a glove.

<</if>>
<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

	<</if>>
	<<if $sewersspray isnot 1>>
		<<link [[Take the cylinder|Sewers Lake Cylinder]]>><<set $sewersspray to 1>><<set $spraymax += 1>><<spray 5>><</link>><<gspraymax>>

	<</if>>
	<<if $sewersantiquecrystal isnot 1>>
		<<link [[Take the crystal|Sewers Lake]]>><<arousal 6>><<set $sewersantiquecrystal to 1>><<set $antiquemoney += 200>><<if $antiquecrystal is undefined>><<set $antiquecrystal to "found">><</if>><</link>><<garousal>>

	<</if>>
	<<link [[Wet tunnel (0:05)|Sewers Waterfall]]>><<pass 5>><</link>>

<</if>>
<<set $eventskip to 0>>

:: Sewers Lake Cylinder [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in.

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

:: Sewers Scrap [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersscrap">>
<<set $sewersevent -= 1>>
You are in the old sewers. The tunnel is full of metal scrap.

<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

		<<link [[Hide under scrap|Sewers Scrap Hide]]>><</link>>

	<</if>>
	<<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>>

	<<link [[Tunnel filled with sculptures (0:05)|Sewers Workshop]]>><<pass 5>><</link>>

<</if>>

:: Sewers Scrap Hide [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>
<<npc Morgan>><<person1>>You hide beneath some scrap and peek through a small hole. Morgan enters the tunnel, sweeping <<his>> gaze over the metal as <<he>> walks. <<He>> stops near you, has a loud sniff, but then moves on. You're safe for now.
<<lstress>><<stress -6>>

<<endevent>>
<<destinationsewers>>

:: Sewers Wood [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswood">>
<<set $sewersevent -= 1>>
You are in the old sewers. Decaying logs litter the tunnel.

<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

		<<link [[Hide in a log|Sewers Wood Hide]]>><</link>>

	<</if>>
	<<link [[Tunnel covered in webs (0:05)|Sewers Webs]]>><<pass 5>><</link>>

	<<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>>

<</if>>

:: Sewers Wood Hide [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>
<<if $rng gte 51>>
	<<npc Morgan>><<person1>>You crawl into a hollow log. Morgan enters the tunnel, creeping between the decaying wood. <<He>> disappears from view, and a few moments later you peek out. You're safe for now.
	<<lstress>><<stress -6>>

	<<endevent>>
	<<destinationsewers>>
<<else>>
	<<npc Morgan>><<person1>>You crawl into a hollow log. Morgan enters the tunnel, creeping between the decaying wood. <<He>> disappears from view, and you almost think you're in the clear, when <<his>> face appears at the entrance. <<He>> grasps your hair and tugs you from your hiding place.

	<<morganoptions>>
<</if>>

:: Sewers Webs [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswebs">>
<<set $sewersevent -= 1>>
You are in the old sewers. The walls are covered in huge spider webs.

<<if $sewersantiquecandlestick isnot 1>>
	An antique candlestick is suspended in one.

<</if>>
<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

	<</if>>
	<<if $sewersantiquecandlestick isnot 1>>
		<<link [[Take the candlestick|Sewers Candlestick]]>><</link>>

	<</if>>
	<<link [[Tunnel filled with wood (0:05)|Sewers Wood]]>><<pass 5>><</link>>

<</if>>

:: Sewers Candlestick [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewersantiquecandlestick to 1>>
<<set $antiquemoney += 50>><<if $antiquecandlestick is undefined>><<set $antiquecandlestick to "found">><</if>>
You reach into the web and tug out the candlestick.
<<if $rng gte 81>>
	It's covered with sticky web. You pull it off, but it sticks to your hand. You try to pull it off your hand, but get your hands stuck together.
	<<set $leftarm to "bound">><<set $rightarm to "bound">>
<</if>>

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

:: Sewers Shrooms [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersshrooms">>
<<set $sewersevent -= 1>>
You are in the old sewers. The walls and floor here are covered in fungus. Some of the mushrooms are larger than you.

<<if $sewersantiquedildo isnot 1>>
	A strange antique glints from behind several mushrooms. You'll need to squeeze through to reach.

<</if>>
<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

	<</if>>
	<<if $sewersantiquedildo isnot 1>>
		<<link [[Take the antique|Sewers Dildo]]>><</link>>

	<</if>>
	<<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>>

<</if>>

:: Sewers Dildo [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewersantiquedildo to 1>>
<<set $antiquemoney += 50>><<if $antiquedildo is undefined>><<set $antiquedildo to "found">><</if>>
You squeeze between the mushrooms and grasp the object. Even up close you've no clue what it is. A cucumber ornament?

You squeeze out of the mushroom forest and sneeze. You feel warm.
<<set $drugged += 360>><<garousal>><<arousal 6>>

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

:: Sewers Hole [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewershole">>
<<set $sewersevent -= 1>>
You are in a cavern at the edge of the old sewers. A gaping pit has opened in the ground, dropping into an abyss. You can't see the other side.

<<if $sewersantiquehorn isnot 1>>
	A white horn sits atop a pillar several metres away from the edge. A thin walkway leads to it. You should be able to cross, as long as you can stay focused.

<</if>>
A breeze emerges from the pit. It makes your <<genitals>> tingle.

<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

	<</if>>
	<<if $sewersantiquehorn isnot 1>>
		<<link [[Take the antique|Sewers Horn]]>><<arousal 18>><</link>><<ggarousal>>

	<</if>>
	<<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>>

<</if>>

:: Sewers Horn [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $arousal gte 10000>>
	Arms stretched out either side, you walk across the gap. A warm air gushes up from the pit and caresses you. It's too much. Your knees buckle.

	<<orgasmpassage>>

	You fall from the walkway, plunging into dark water below.

	<<sewersend>>
	<<link [[Next|Underground Lake]]>><</link>>

<<else>>
	<<set $sewersantiquehorn to 1>>
	<<set $antiquemoney += 100>><<if $antiquehorn is undefined>><<set $antiquehorn to "found">><</if>>
	Arms stretched out either side, you walk across the gap. A warm air gushes up from the pit and caresses you, but you make it to the other side.

	You take the horn and walk back the way you came.

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

<</if>>

:: Sewers Algae [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersalgae">>
<<set $sewersevent -= 1>>
You are in the old sewers. You can't walk too fast, lest you slip on the algae covering the walls and floor.

<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

		<<link [[Hide in the algae|Sewers Algae Hide]]>><</link>>

	<</if>>
	<<link [[Muddy Tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>>

	<<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>>

<</if>>

:: Sewers Algae Hide [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>
<<if $rng gte 51>>
	<<npc Morgan>><<person1>>You crawl beneath a pile of algae, just before Morgan enters the tunnel. <<He>> almost steps on you, but doesn't notice. You're safe for now.
	<<lstress>><<stress -6>>

	<<endevent>>
	<<destinationsewers>>
<<else>>
	<<npc Morgan>><<person1>>You crawl beneath a pile of algae, just before Morgan enters the tunnel. <<He>> steps on your arm, eliciting a muffled cry. Enough for <<him>> to hear. "<<charlescomma>>" <<he>> says. "What are you doing down there?" <<He>> grasps your hair and tugs you from your hiding place.

	<<morganoptions>>
<</if>>

:: Sewers Mud [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersmud">>
<<set $sewersevent -= 1>>
You are in the old sewers. You're up to your ankles in mud.

<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

		<<link [[Hide in the mud|Sewers Mud Hide]]>><</link>>

	<</if>>
	<<link [[Fungus-coated tunnel (0:05)|Sewers Shrooms]]>><<pass 5>><</link>>

	<<link [[Algae-coated tunnel (0:05)|Sewers Algae]]>><<pass 5>><</link>>

	<<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>>

<</if>>

:: Sewers Mud Hide [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>
<<if $rng gte 51>>
	<<npc Morgan>><<person1>>The mud is deeper in places. You lie in one such place and await Morgan's arrival. <<He>> sloshes through. "Where are you <<charlescomma>>" <<he>> says. "I heard you." <<He>> passes through. You're safe for now.
	<<lstress>><<stress -6>>

	<<endevent>>
	<<destinationsewers>>
<<else>>
	<<npc Morgan>><<person1>>The mud is deeper in places. You lie in one such place and await Morgan's arrival. <<He>> stares straight at your hiding place. "I see you <<charlescomma>>" <<he>> cackles. You try to stand, but slip and fall back down. <<He>> grasps your hair and tugs you from your hiding place.

	<<morganoptions>>
<</if>>

:: Sewers Ruins [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersruins">>
<<set $sewersevent -= 1>>
You are in the old sewers. The tunnels have collapsed here, revealing ancient stonework. A strange breeze blows.

<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

		<<link [[Hide in the ruins|Sewers Ruins Hide]]>><</link>>

	<</if>>
	<<link [[Crumbling tunnel (0:05)|Sewers Rubble]]>><<pass 5>><</link>>

	<<link [[Follow the breeze (0:05)|Sewers Hole]]>><<pass 5>><</link>>

	<<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>>

<</if>>

:: Sewers Ruins Hide [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>
<<npc Morgan>><<person1>>You climb into the remains on an ancient building and crouch. Morgan walks by, <<his>> head scanning this way and that. "Insolent child," <<he>> says. "<<if $pronoun is "m">>Daddy<<else>>Mummy<</if>> has needs." <<He>> passes through. You're safe for now.
<<lstress>><<stress -6>>

<<endevent>>
<<destinationsewers>>

:: Sewers Rubble [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersrubble">>
<<set $sewersevent -= 1>>
You are in the old sewers. Rubble is strewn throughout this tunnel. The stone is different to that which makes up the walls and floor.

<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

		<<link [[Hide behind rubble|Sewers Rubble Hide]]>><</link>>

	<</if>>
	<<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>>

	<<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>>

<</if>>

:: Sewers Rubble Hide [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5, 12)>>
<<if $rng gte 51>>
	<<npc Morgan>><<person1>>You hide behind the rubble. Morgan enters the tunnel. <<He>> searches behind some of the rubble, but becomes impatient and walks away, babbling. You're safe for now.
	<<lstress>><<stress -6>>

	<<endevent>>
	<<destinationsewers>>
<<else>>
	<<npc Morgan>><<person1>>You hide behind the rubble. Morgan enters the tunnel. A piece of stone breaks and falls behind you, drawing <<his>> attention. <<He>> spots you, grasps your hair and tugs you from your hiding place.

	<<morganoptions>>
<</if>>

:: Sewers Workshop [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersworkshop">>
<<set $sewersevent -= 1>>
You are in the old sewers. You are surrounded by metal scrap, twisted into a parody of famous sculptures. There are several tables covered in tools. A chute is built into one of the walls, leading down.

<<if $sewersantiquewatch isnot 1>>
	You hear a faint ticking.

<</if>>
<<if $stress gte 10000>>
	It's too much for you. You pass out.

	<<sewersend>>
	<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
	<<morgancaught>>
<<elseif $sewersevent lte 0 and $sewerschased isnot 1>>
	<<eventssewers>>
<<else>>
	<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
		<<morganhunt>>

	<</if>>
	<<if $sewersantiquewatch isnot 1>>
		<<link [[Investigate the ticking|Sewers Ticking]]>><</link>>

	<</if>>
	<<link [[Tunnel filled with scrap (0:05)|Sewers Scrap]]>><<pass 5>><</link>>

	<<link [[Drop down the chute|Sewers Chute]]>><</link>>

<</if>>

:: Sewers Chute [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
You lower yourself into the chute, and slide down. You roll out at the bottom onto soft ground. That was fun.
<<lstress>><<stress -6>>

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

:: Sewers Ticking [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewersantiquewatch to 1>>
<<set $sewerswatchnumber to random(0, 9)>>
<<set $sewerscountdown to 3>>
You find a safe sat on one of the tables. Something inside is ticking. At your touch, lights spring into life. It's a countdown.

"40...39...38..."

There's a keypad and a note with the numbers <<print random(0, 999)>> beside the safe. The last number has been torn off.

You type in the three numbers, but what of the fourth?

<<sewerscountdown>>

:: Sewers Ticking Run [nobr]

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

<<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown isnot 3>>
	You peel off the slime, run and hide around the corner.
<<else>>
	You run and hide around the corner.
<</if>>
You wait. Nothing happens. You peek, then walk back to the safe. It's still locked, and the numbers won't reappear. The ticking hasn't stopped.

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

:: Sewers Ticking Number [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $sewerswatchattempt is $sewerswatchnumber>>
	You press $sewerswatchattempt and the door swings open. Inside is an antique watch. You take it.
	<<set $antiquemoney += 200>><<if $antiquewatch is undefined>><<set $antiquewatch to "found">><</if>>

	<<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown is 0>>
		The slime spreads to your other arm.

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

	<<else>>
		<<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown lt 3>>
			You peel the slime off your limbs.

		<</if>>
		<<link [[Next|Sewers Workshop]]>><</link>>

	<</if>>
<<elseif $sewerscountdown is 0>>
	You brace yourself as the countdown reaches 0. The safe clicks, and the lights turn off. The ticking hasn't stopped, but the safe won't open.

	<<if $slimedisable is "f" and $hallucinations gte 1>>
		The slime spreads to your other arm.

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

	<<else>>
		<<link [[Next|Sewers Workshop]]>><</link>>

	<</if>>
<<elseif $sewerscountdown is 1>>
	Nothing happens. You're running out of time.

	"10...9...8..."

	<<if $slimedisable is "f" and $hallucinations gte 1>>
		One of your arms gets caught up in the slime.

	<</if>>
	<<sewerscountdown>>
<<elseif $sewerscountdown is 2>>
	Nothing happens. You could try again.

	"20...19...18..."

	<<if $slimedisable is "f" and $hallucinations gte 1>>
		The slime spreads to your other leg.

	<</if>>
	<<sewerscountdown>>
<<else>>
	Nothing happens. You could try again.

	"30...29...28..."

	<<if $slimedisable is "f" and $hallucinations gte 1>>
		Something crawls up your leg. It's a tendril of slime. It trails off into the darkness. Its grip is firm, but you should be able to pry it off. If you weren't distracted.

	<</if>>
	<<sewerscountdown>>
<</if>>
<<set $sewerscountdown -= 1>>

:: Sewers Residential Swim [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
<<set $swimmingdifficulty to random(1, 200)>>
You lower yourself into the water and try to swim against the current.
<<if $swimmingskill gte $swimmingdifficulty>>
	You succeed, and climb onto the bank some way up.

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

<<else>>
	The water proves too violent, and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up.

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

<</if>>

:: Sewers Commercial Swim [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
<<set $swimmingdifficulty to random(1, 400)>>
You lower yourself into the water and try to swim against the current.
<<if $swimmingskill gte $swimmingdifficulty>>
	You succeed, and climb onto the bank some way up.

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

<<else>>
	The water proves too violent, and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up.

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

<</if>>

:: Sewers Industrial Swim [nobr]

<<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
<<set $swimmingdifficulty to random(1, 800)>>
You lower yourself into the water and try to swim against the current.
<<if $swimmingskill gte $swimmingdifficulty>>
	You succeed, and climb onto the bank some way up.

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

<<else>>
	The water proves too violent, and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up.

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

<</if>>