code:
:: Bedroom [nobr]
<<bedclotheson>>

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

You are in your bedroom.

<<if $robinbed is 1>><<set $robinbed to 0>>
<<npc Robin>><<person1>>Robin yawns and heads to <<his>> own room.<<endevent>>

<</if>>

<<if $unbind is 1>><<set $unbind to 0>>
You rub your bindings against your desk. It takes some effort, but eventually the material yields, freeing your arms.

<</if>>
<<if $stress gte 10000>>
<<passouthome>>
<<else>>

<<if $leftarm is "bound">>
<<link [[Undo your bindings (0:10)|Bedroom]]>><<set $unbind to 1>><<pass 10>><<unbind>><</link>>

<<elseif $rightarm is "bound">>
<<link [[Undo your bindings (0:10)|Bedroom]]>><<set $unbind to 1>><<pass 10>><<unbind>><</link>>

<</if>>

<<if $robinpaid is 1 and $robinnote isnot 1 and $NPCName[$NPCNameList.indexOf("Robin")].lust gte 10 and $NPCName[$NPCNameList.indexOf("Robin")].love gte 60 and $NPCName[$NPCNameList.indexOf("Robin")].trauma lt 10>>
There's a note by the window.

<<link [[Read it|Robin Note]]>><<set $robinnote to 1>><</link>>

<</if>>

<<projectoptions>>

<<roomoptions>>
<<if $debug is 1>>
/*indev radio testing*/
A radio is on:

<<radio_placehere>>

More debugging:

<<basicWoman 10 a>>
gender1: $npcFightList[8].gender

pronoun: $npcFightList[8].pronoun

<<set $npcFightList[8].gender to "anele">>
<<set $npcFightList[8].notInTheJS to "not in the js">>
gender2: $npcFightList[8].gender

type: $npcFightList[8].type

test: $npcFightList[8].notInTheJS

length: $npcFightList.length

arousal: $npcFightList[8].arousal

<<basicWoman 7 a>>
new length: $npcFightList.length

<<link [[test new combat|Molestation2]]>>
	<<set $molestationstart to 1>>
<</link>>

<<link [[Add test news|Bedroom]]>><<radio_addnews "meteor_fall" "2">><</link>> radio_addnews "meteor_fall" "2"

<<link [[Add test news|Bedroom]]>><<radio_addnews "godzilla_awaken" "3">><</link>> radio_addnews "godzilla_awaken" "3"

<<link [[Hard reset news|Bedroom]]>><<radio_hardreset>><</link>> radio_hardreset

<<link [[Midnight Importance reduction|Bedroom]]>><<radio_midnight>><</link>> radio_midnight

<<link [[Skip to 23:58|Bedroom]]>><<set $time to 1438>><</link>>

<<link [[Test new features for DoL (0:15)|Bedroom]]>><<pass 15>><</link>>

Debugging end here

<</if>>

Your bed takes up most of the room.

<<link [[Strip and get in bed|Bed]]>><<undress "bed">><</link>>

<<listsleepoutfits>>

Your clothes are kept in the corner.

[[Wardrobe]]

<<if $hour is 3 and $hallucinations gte 2 and $mirrortentacles isnot 1 and $tentacledisable is "f">>

An eerie light emerges from your mirror.

<<link [[Mirror|Eerie Mirror]]>><<set $mirrortentacles to 1>><<set $phase to 0>><</link>>

<<else>>
[[Mirror]]

<</if>>
<<if $sexStats.pills.boughtOnce is true>>
[[Pill Collection|PillCollection]]

<</if>>
<<if $sexStats.anus.pregnancy.seenDoctor gte 2>>
	<<set $container.lastLocation to $location>>
	<<if $container[$location].kylarFed is true>>
		<<print '<<link [[Check ' + $container[$location].name + ' (0:05)|Kylar Parasites Feed]]>><<pass 5>><</link>>'>>
	<<else>>
		<<print '<<link [[Check ' + $container[$location].name + ' (0:05)|Containers]]>><<pass 5>><</link>>'>>
	<</if>>

<</if>>

The hallway outside connects to the rest of the orphanage.

<<if $exposed gte 2>>
	<<if $daystate isnot "night">>
		<<if $exhibitionism gte 55>>
The thought of going out with your <<genitals>>on display excites you. But there's no way you could get away with it at this hour. Maybe after dark.

		<<else>>
There's no way you can go out dressed like this!

		<</if>>
	<<else>>
		<<if $exhibitionism gte 55>>
The thought of going out with your <<genitals>> on display excites you. It is night after all, what could go wrong?

<<link [[Bathroom (0:01)->Bathroom]]>><<pass 1>><</link>>

	<<if $NPCName[$NPCNameList.indexOf("Robin")].init is 1 and $exposed lte 0>>
	<<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>>

	<</if>>
<<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>

<<link [[Outside (0:02)|Domus Street]]>><<pass 2>><</link>>

		<<else>>
There's no way you can go out dressed like this!

		<</if>>
	<</if>>
<<elseif $exposed gte 1>>
	<<if $daystate isnot "night">>
		<<if $exhibitionism gte 35>>
The thought of going out in such a lewd state of dress excites you. But there's no way you could get away with it at this hour. Maybe after dark.

		<<else>>
There's no way you can go out dressed like this!

		<</if>>
	<<else>>
		<<if $exhibitionism gte 35>>
The thought of going out in such a lewd state of dress excites you. It is night after all, what could go wrong?

<<link [[Bathroom (0:01)->Bathroom]]>><<pass 1>><</link>>

	<<if $NPCName[$NPCNameList.indexOf("Robin")].init is 1 and $exposed lte 0>>
	<<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>>

	<</if>>
<<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>

<<link [[Outside (0:02)|Domus Street]]>><<pass 2>><</link>>

		<<else>>
There's no way you can go out dressed like this!

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

<<elseif $worn.under_lower.type.includes("naked")>>
	<<if $underwarningskip is 1>>

<<link [[Bathroom (0:01)->Bathroom]]>><<pass 1>><</link>>

	<<if $NPCName[$NPCNameList.indexOf("Robin")].init is 1 and $exposed lte 0>>
	<<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>>

	<</if>>
<<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>

<<link [[Outside (0:02)|Domus Street]]>><<pass 2>><</link>>

	<<else>>

You are not wearing underwear! The thought of going out like this quickens your pulse.

<<link [[It won't hurt|Bedroom]]>><<set $underwarningskip to 1>><</link>>

	<</if>>
<<else>>
<<link [[Bathroom (0:01)->Bathroom]]>><<pass 1>><</link>>

	<<if $NPCName[$NPCNameList.indexOf("Robin")].init is 1 and $exposed lte 0>>
	<<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>>

	<</if>>
<<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>

<<link [[Outside (0:02)|Domus Street]]>><<pass 2>><</link>>

<</if>>
<<link [[Settings]]>><</link>>

<<link [[Attitudes]]>><</link>>

<</if>>

:: Bathroom [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>

You are in the bathroom.

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

<<link [[Have a bath (0:30)->Bath]]>><<strip>><<pass 30>><<stress -6>><<set $hygiene to 0>><</link>><<lstress>>

<<link [[Bedroom (0:01)->Bedroom]]>><<pass 1>><</link>>

<<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>

	<<if $NPCName[$NPCNameList.indexOf("Robin")].init is 1 and $exposed lte 0>>
	<<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>>

	<</if>>
<<link [[Outside (0:02)|Domus Street]]>><<pass 2>><</link>>

<</if>>

:: Sleep [nobr autosave]
<<sleep>><<effects>>

<<sleepeffects>>

<<if $robindebtwake is 1>><<set $robindebtwake to 0>><<set $robindebtknown to 1>><<set $schoolwake to 0>>
<<npc Robin>><<person1>>You're awoken by your door opening. You freeze in fear, until you see Robin peek through the gap. "Can I come in?" <<he>> asks.

	<<if $exposed gte 1>>
	You pull your covers up to keep your <<lewdness>> concealed as you nod.
	<<else>>
	You nod.
	<</if>>
	<<He>> tiptoes into the room and sits on the end of your bed. "I hope I didn't wake you," <<he>> says. "I'm frightened. Bailey makes me pay <<endevent>><<npc Bailey>><<himcomma>><<endevent>><<npc Robin>><<person1>> but it's so much and it keeps getting higher." <<Hes>> on the verge of tears. You lean forward and hug <<himstop>> "I don't know what to do."

	You hold <<him>> for a few minutes until <<he>> pulls away from you. "Sorry. I just needed to tell someone." <<He>> wipes <<his>> eyes with <<his>> sleeve. "Thank you." <<He>> tiptoes from the room, closing the door with barely a sound. <<gstress>><<stress 6>>

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

<<elseif $NPCName[$NPCNameList.indexOf("Robin")].lovewake is 1>><<set $NPCName[$NPCNameList.indexOf("Robin")].lovewake to 0>><<set $robinbed to 1>><<set $schoolwake to 0>>
<<npc Robin>><<person1>>You feel a familiar presence. Robin wraps <<his>> arms around you.

<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 80>>
<<link [[Cuddle|Robin Bed Dominant]]>><</link>>

<<else>>
<<link [[Cuddle|Bed]]>><<endevent>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>

<</if>>
<<link [[Kiss|Bed Robin Sex]]>><<set $sexstart to 1>><</link>>

<<elseif $baileyrapewake is 1>><<set $baileyrapewake to 0>><<set $schoolwake to 0>>
<<generate1>><<person1>>You awaken to a shape looming over you and hands pulling off your covers. It's a <<personstop>> "Don't struggle," <<he>> says.

	<<if $robinbed is 1>>
	"We wouldn't want to wake up your friend." Robin lays beside you, still asleep.
	<</if>>
"You looked so cute, cosy and safe sleeping. I couldn't help myself."

Bailey leans against the door frame, counting money.

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

<<else>>

<<if $nightmares is 1 and $controlled is 0>>
	<<if $schoolwake is 1>><<set $schoolwake to 0>>
			<<if $motherwake is 1>>
You try to go back to sleep, but Bailey knocks again, reminding you to get up.
			<<else>>
You dream you are being hunted by something dark and terrible. The nightmares are interrupted by a hammering on your door. It's Bailey, waking you for school.
			<</if>>

<<set $motherwake to 1>>
	<<else>>
You dream you are being hunted by something dark and terrible. You quickly forget the specifics, but the sense of dread lingers.

	<</if>>
<<else>>
	<<if $schoolwake is 1>><<set $schoolwake to 0>>
		<<if $motherwake is 1>>
			You try to go back to sleep, but Bailey knocks again, reminding you to get up.
		<<else>>
			You sleep soundly, but are awoken early by a hammering on your door. It's Bailey, waking you for school.
		<</if>>

		<<set $motherwake to 1>>
	<<else>>
		You sleep soundly, and wake up refreshed.

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

<<if $robinbed is 1>>
	<<set $robinbed to 0>>
	<<npc Robin>><<person1>>Robin cuddles you. "I'll leave you to get dressed," <<he>> says.
	<<endevent>>

<</if>>

<<radiooutfits>>

<<if $renttime lte 0>><<set $bus to "home">>
	<<link [[Get out of bed|Bedroom Bailey]]>><</link>>

<<else>>
	<<link [[Get out of bed|Bedroom]]>><</link>>

<</if>>

<</if>>

<<set $phase to 0>>

:: Bath Scream [nobr]
<<effects>><<set $location to "home">><<set $outside to 0>>
<<endevent>><<npc Bailey>><<person1>>
You scream. The trio recoil and scramble for the door handle. They flee into the hallway outside, leaving the door wide open. Heavy footsteps march closer, and Bailey enters. <<His>> eyes sweep the room before resting on you. "Did you see a spider?" <<he>> sneers. <<He>> steps closer and smacks you with the back of <<his>> hand. "Don't bother me again." <<He>> marches from the room, slamming the door behind <<himstop>><<gpain>><<gtrauma>><<gstress>><<pain 20>><<trauma 6>><<stress 6>>

<<tearful>> you climb from the bath.

<<endevent>>

<<link [[Next|Bathroom]]>><<clotheson>><</link>>

:: Bath Ask [nobr]
<<effects>><<set $location to "home">><<set $outside to 0>>

<<if $submissive gte 1150>>
"D-don't look," you say. "Please leave."
<<elseif $submissive lte 850>>
"Leave," you say. "Perverts."
<<else>>
"Please leave," you say.
<</if>>

<<if $rng gte 81>>
They hesitate, then the <<person1>><<person>> lunges forward, grasps your mouth and pulls you to the edge of the bath. "Why?" <<he>> whispers into your ear. "When there's fun to be had here?"

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

<<else>>
They hesitate, then the <<person3>><<person>> opens the door and leaves. The others follow, though the <<person1>><<person>> lingers a moment and leers at you.

<<endevent>>
<<tearful>> you climb from the bath.

<<link [[Next|Bathroom]]>><<clotheson>><</link>>

<</if>>

:: Bath Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $rescue to 1>><<npcgag>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

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

Someone shoves you face-first into the water. They scurry from the room.

<<tearful>> you climb from the bath.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

The <<person1>><<person>> backs away from you, nursing an injury. The others step back too, looking unsure. <<He>> opens <<his>> mouth as if to speak, but instead turns and walks from the room. The others follow.

<<tearful>> you climb from the bath.

<<clotheson>>
<<endcombat>>

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

<<else>>
<<set $rescued += 1>>/*Unnecessary if rescue is impossible*/

<<endevent>><<npc Bailey>><<person1>>
Heavy footsteps respond to your cry, getting closer. The trio recoil and scramble for the door handle. They flee into the hallway outside, leaving the door wide open. Bailey enters. <<His>> eyes sweep the room before resting on you. "Did you see a spider?" <<he>> sneers. <<He>> steps closer and smacks you with the back of <<his>> hand. "Don't bother me again." <<He>> marches from the room, slamming the door behind <<himstop>>
<<gpain>><<gtrauma>><<gstress>><<pain 20>><<trauma 6>><<stress 6>>

<<tearful>> you climb from the bath.

<<clotheson>>
<<endcombat>>

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

<</if>>

:: Bath Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 100>>
<<set $rescue to 1>>
You stand up. Their eyes grow wider. You grasp the <<person2>><<persons>> collar and pull <<him>> closer.<<person1>>
<<promiscuity5>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

:: Bath Sex Finish [nobr]
<<effects>>
<<wash>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"You made me all messy again," you tease. "Leave me to clean up." They're blushing as they leave the room.

<<wash>>
<<tearful>> you climb from the bath.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

The <<person1>><<person>> backs away from you, nursing an injury. The others step back too, looking unsure. <<He>> opens <<his>> mouth as if to speak, but instead turns and walks from the room. The others follow.

<<tearful>> you climb from the bath.

<<clotheson>>
<<endcombat>>

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

<<elseif $alarm is 1 and $rescue is 1>> /*Unnecessary if rescue is impossible*/
<<set $rescued += 1>>

<<endevent>><<npc Bailey>><<person1>>
Heavy footsteps respond to your cry, getting closer. The trio recoil and scramble for the door handle. They flee into the hallway outside, leaving the door wide open. Bailey enters. <<His>> eyes sweep the room before resting on you. "Did you see a spider?" <<he>> sneers. <<He>> steps closer and smacks you with the back of <<his>> hand. "Don't bother me again." <<He>> marches from the room, slamming the door behind <<himstop>>
<<gpain>><<gtrauma>><<gstress>><<pain 20>><<trauma 6>><<stress 6>>

<<tearful>> you climb from the bath.

<<clotheson>>
<<endcombat>>

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

<<else>>

They back away from you, still watching. "Privacy please," you say. They blush and leave the room.

<<tearful>> you climb from the bath.

<<clotheson>>
<<endcombat>>

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

<</if>>

:: Bath Watch [nobr]
<<effects>><<set $location to "home">><<set $outside to 0>>
You're already clean, but you can't miss the opportunity to perform. <<flaunting>> you rise to your knees and pick up a sponge. Looking away from your audience, you run the sponge over your <<breastscomma>> down your tummy and across your <<genitalsstop>> The trio watch, transfixed.<<exhibitionism5>>

You turn your back to them and stick out your <<bottomstop>> You reach back, but the <<person1>><<person>> snatches the sponge away. "Let me help," <<he>> says. The other two find other sponges. You let them clean you, turning to expose every inch of your body to them in turn. Their other hands aren't idle. They grope and fondle you without shame.

The water's getting cold. "I'm squeaky clean," you say. "Thanks for the help." They hesitate, but leave you be.

<<tearful>> you climb from the bath.

<<endevent>>

<<link [[Next|Bathroom]]>><<clotheson>><</link>>

:: Bath [nobr]
<<effects>><<set $location to "home">><<set $outside to 0>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure / 3) and $hallucinations gte 2 and $slimedisable is "f" and $controlled is 0>>

You wash until you're squeaky clean.<<wash>>

As you remove the plug to drain the water, you feel something probe your <<genitalsstop>> You look between your legs, but you don't see anything abnormal. When you try to stand up however, translucent tendrils rise from the water and force you back down.

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

<<elseif $danger gte (9900 -$allure / 2) and $rng gte 30 and $daystate isnot "night">>
<<generatey1>><<generatey2>><<generatey3>><<fameexhibitionism 3>>
You wash until you're squeaky clean.<<wash>>

As you remove the plug to drain the water, you hear voices from the hallway. They stop outside the door, before flinging it open. A <<person1>><<personcomma>> <<person2>><<personcomma>> and <<person3>><<person>> barge in.

<<if $exhibitionism gte 95 and $exhibitionismaction is "excited">>
You yelp in surprise, but make no effort to hide your <<lewdnessstop>> They stare at you with wide eyes, surprised you are letting them. The <<person1>><<person>> grins and closes the door.

<<else>>
You cover your <<lewdnessstop>> They stare at you with wide eyes. The <<person1>><<person>> grins and closes the door.
<<gtrauma>><<gstress>>

<<stress 6>><<trauma 6>>

<</if>>

The <<person2>><<person>> blushes. "S-sorry," <<he>> says, not taking <<his>> eyes off you. "We didn't know you were in here."

<<link [[Scream|Bath Scream]]>><</link>>

<<link [[Ask them to leave|Bath Ask]]>><</link>>

	<<if $exhibitionism gte 75>>
	<<link [[Let them watch (0:05)|Bath Watch]]>><<pass 5>><</link>><<exhibitionist5>>

	<</if>>
	<<if $promiscuity gte 75>>
	<<link [[Goad|Bath Sex]]>><<set $sexstart to 1>><</link>><<promiscuous5>>

	<</if>>

<<else>>
You wash until you're squeaky clean.<<wash>>

<<link [[Get out->Bathroom]]>><<clotheson>><</link>>

<<link [[Masturbate|Bath Masturbation]]>><<set $masturbationstart to 1>><</link>>

<</if>>

:: Passout home [nobr]
<<set $dangerhome to 0>>
<<set $safehome to 0>>
You've pushed yourself too much.

<<passout>>

<<set $danger to random(1, 10000)>>

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

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

<<if $dangerhome gte 80>><<link [[Sleep|Abduction]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangerhome gte 1>><<link [[Sleep|Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>>

<<if $safehome gte 1>>[[Sleep|Bailey Rescue]]
<</if>>

<<pass 1 hour>>
<<set $stress -= 2000>>
<<set $trauma +=10>>

:: Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<generate1>><<strangeman1init>><<set $mouthuse to "lefthand">><<set $NPCList[0].lefthand to "mouth">>You feel something probing your nethers. As you open your eyes a hand clasps down on your mouth, muffling your screams.

<<set $rescue to 1>>
<<if $phase is 1>><<set $NPCList[0].penis to "otheranusimminent">><<set $penisuse to "otheranus">><<set $penisstate to "otheranusimminent">><</if>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Molestation Ejaculation [nobr]
<<ejaculation>>

<<He>> shoves you to the ground before walking to the door and peeking through. <<He>> sneaks out.

<<underlowersteal>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

[[Next|Bedroom]]

:: Bed [nobr]
<<effects>>
<<wearoutfit>>
<<if $robinbed is 1>>
You snuggle under the covers with Robin.

<<else>>
You snuggle under the covers.

<</if>>

<<if $sleeptrouble is 1 and $controlled is 0>>

<<link [[Sleep for 10 hours|Sleep]]>><<set $sleephour to 10>><</link>><<ltiredness>>

<<link [[Sleep for 9 hours|Sleep]]>><<set $sleephour to 9>><</link>><<ltiredness>>

<<link [[Sleep for 8 hours|Sleep]]>><<set $sleephour to 8>><</link>><<ltiredness>>

<<link [[Sleep for 7 hours|Sleep]]>><<set $sleephour to 7>><</link>><<ltiredness>>

<<link [[Sleep for 6 hours|Sleep]]>><<set $sleephour to 6>><</link>><<ltiredness>>

<<link [[Sleep for 5 hours|Sleep]]>><<set $sleephour to 5>><</link>><<ltiredness>>

<<link [[Sleep for 4 hours|Sleep]]>><<set $sleephour to 4>><</link>><<ltiredness>>

<<link [[Sleep for 3 hours|Sleep]]>><<set $sleephour to 3>><</link>><<ltiredness>>

<<link [[Sleep for 2 hours|Sleep]]>><<set $sleephour to 2>><</link>><<ltiredness>>

<<link [[Sleep for 1 hours|Sleep]]>><<set $sleephour to 1>><</link>><<ltiredness>>

<<else>>

<<link [[Sleep for 8 hours|Sleep]]>><<set $sleephour to 8>><</link>><<ltiredness>>

<<link [[Sleep for 7 hours|Sleep]]>><<set $sleephour to 7>><</link>><<ltiredness>>

<<link [[Sleep for 6 hours|Sleep]]>><<set $sleephour to 6>><</link>><<ltiredness>>

<<link [[Sleep for 5 hours|Sleep]]>><<set $sleephour to 5>><</link>><<ltiredness>>

<<link [[Sleep for 4 hours|Sleep]]>><<set $sleephour to 4>><</link>><<ltiredness>>

<<link [[Sleep for 3 hours|Sleep]]>><<set $sleephour to 3>><</link>><<ltiredness>>

<<link [[Sleep for 2 hours|Sleep]]>><<set $sleephour to 2>><</link>><<ltiredness>>

<<link [[Sleep for 1 hours|Sleep]]>><<set $sleephour to 1>><</link>><<ltiredness>>

<</if>>

<<link [[Climb out of bed|Bedroom]]>><<storeon "bed">><<endevent>><</link>>

:: Orphanage [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>

You are in the main hall of the orphanage.

<<if $daystate is "day">>
A couple of orphans on cleaning duty sweep the floor.
<<elseif $daystate is "dusk">>
You hear hushed voices.
<<elseif $daystate is "dawn">>
	<<if $schoolday is 1>>
	The orphans are heading off to school.
	<<else>>
	The orphans are leaving to find work.
	<</if>>
<<elseif $daystate is "night">>
The orphans must be asleep.
<</if>>

<<if $stress gte 10000>>
<<passouthome>>
<<elseif $exposed gte 1 and $hour lt 22 and $hour gt 6>>
You can't bear the thought of someone catching you like this. You hasten to your bedroom.

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
	A door swings open up ahead, and a <<generatey1>><<person1>><<person>> steps out. <<covered>> <<He>> doesn't notice you.

	<<link [[Hide|Orphanage Hide]]>><<stress 6>><</link>><<gstress>>

		<<if $exhibitionism gte 55>>
		<<link [[Flaunt|Orphanage Flaunt]]>><</link>><<exhibitionist4>>

		<</if>>

	<<else>>
	[[Next|Bedroom]]
	<</if>>

<<elseif $days gte 1 and $NPCName[$NPCNameList.indexOf("Robin")].init is 0 and $hour gte 7 and $hour lte 20>><<set $NPCName[$NPCNameList.indexOf("Robin")].init to 1>><<set $robindebt to 0>><<set $robindebtlimit to 5>>
<<npc Robin>><<initnpc Robin>><<person1>>You hear a voice shout behind you. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> runs towards you and fails to slow down in time, colliding with you and almost falling over. You hold <<his>> arm to steady <<himstop>> "Thanks," <<he>> says, looking embarrassed though still smiling.

"I didn't see you yesterday. Remember, you can visit me in my room anytime you want. I have something to show you. I'm so excited!" <<He>> hugs you, then runs off before you can respond.

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

<<elseif $renttime lte 0>><<set $bus to "home">>
A hand rests on your shoulder from behind. It's Bailey.

<<rentdue>>
<<elseif $home_event is 1 and $hour gte 6 and $hour lte 21>><<set $home_event to 0>>
<<homeevent>>
<<else>>
<<if ndef $police_hack>><<set $police_hack to 0>><</if>><<if ndef $pub_hack_job>><<set $pub_hack_job to 0>><</if>>
<<if $police_hack is 2 and ($pub_hack_job is 1 or $pub_hack_job is 2)>>
	<<link [[Find hacker (0:10)|Orphanage Hacker]]>><<pass 10>><</link>>

<</if>>
<<if $halloween is 1 and $hour gte 16 and $hour lt 19 and $monthday is 31 and $NPCName[$NPCNameList.indexOf("Robin")].init is 1>>
	<<if $halloween_robin_costume is "witch">>
	You see Robin, dressed as a witch and surrounded by excited orphans.

	<<link [[Go trick-or-treating|Robin Trick Hall]]>><</link>>

	<<elseif $halloween_robin_costume is "vampire">>
	You see Robin, dressed as a vampire and surrounded by excited orphans.

	<<link [[Go trick-or-treating|Robin Trick Hall]]>><</link>>

	<<else>>
	You see someone wearing a bedsheet over their head. They're surrounded by excited orphans.

	<<link [[Go trick-or-treating|Robin Trick Hall]]>><</link>>

	<</if>>
<</if>>
<<link [[Garden (0:01)|Garden]]>><<pass 1>><</link>>

<<link [[Bailey's Office (0:01)|Bailey's Office]]>><<pass 1>><</link>>

<<if $kylarhometimer gte 100 and $kylarhome is undefined>>
<<link [[Bedroom (0:01)|Kylar Bedroom 1]]>><<pass 1>><<set $kylarhometimer to 0>><<set $kylarhome to 0>><</link>>

<<elseif $kylarhometimer gte 100 and $kylarhome is 0 and $NPCName[$NPCNameList.indexOf("Kylar")].state is "active">>
<<link [[Bedroom (0:01)|Kylar Bedroom 2]]>><<pass 1>><<set $kylarhometimer to 0>><<set $kylarhome to 1>><</link>>

<<else>>
<<link [[Bedroom (0:01)|Bedroom]]>><<pass 1>><</link>>

<</if>>
<<link [[Bathroom (0:01)->Bathroom]]>><<pass 1>><</link>>

	<<if $NPCName[$NPCNameList.indexOf("Robin")].init is 1 and $exposed lte 0>>
	<<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>>

	<</if>>
	<<if $loft_known is 1>>
	<<link [[Loft (0:01)|Orphanage Loft]]>><<pass 1>><</link>>

	<</if>>
<<link [[Go outside (0:01)|Domus Street]]>><<pass 1>><</link>>

<</if>>

:: Orphanage Hide [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>

You hide inside a cupboard before being spotted. You dare not touch the creaky door, but the darkness of the small room should conceal you. You crouch behind a trolley stacked full with bottles of cleaning solution.

<<if $rng gte 81>>

Your heart beats faster as the <<person>> stops outside. You reach around for something, anything to cover with. There's nothing but brooms and bottles. <<He>> blinks at you through the gloom. <<He>> can't see you properly, but <<his>> eyes will adjust.

<<He>> grasps the trolley. "I'm on cleaning duty," <<he>> says as <<he>> starts to pull away the only thing protecting you.

<<set $skulduggerydifficulty to 400>>
<<link [[Deceive|Orphanage Hide Skul]]>><</link>><<skulduggerydifficulty>>

<<link [[Throw broom|Orphanage Hide Throw]]>><</link>> (Medium)

<<else>>

The <<person>> walks by without a glance. Heart thumping, you make it back to the safety of your room.

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

<</if>>

:: Orphanage Flaunt [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>

You strut right past <<himcomma>> chin held high.

<<if $rng gte 81>>
<<He>> gasps and tumbles backwards into <<his>> room.
<<elseif $rng gte 61>>
<<His>> jaw drops as <<he>> watches you pass, completely transfixed.
<<elseif $rng gte 41>>
<<He>> smiles and whistles at you.
<<elseif $rng gte 21>>
<<He>> blushes and covers <<his>> eyes.
<<else>>
<<He>> holds <<his>> hands to <<his>> eyes, but peeks between <<his>> fingers.
<</if>>
<<exhibitionism4>>
<<fameexhibitionism 1>><<if $orphanageexposed is undefined>><<set $orphanageexposed to 1>><<else>><<set $orphanageexposed += 1>><</if>>
Heart thumping, you make it back to your room and close the door.

<<if $orphanageexposed gte 10 and random(1, 100) gte 51>>
You're still breathing heavily when quiet footsteps approach, followed by a soft knocking.

You open the door and peek around the gap, careful to keep your body hidden. The <<person>> stands in front, but there are others. Many have caught you naked in the halls, but others have not. Those at the back stand on tiptoes.

"Hi," the <<person>> gulps. "I told my friends about what I saw. C-could you do that again for us?"

	<<if $exhibitionism gte 75>>
<<link [[Flaunt|Orphanage Flaunt 2]]>><</link>><<exhibitionist5>>

	<</if>>
<<link [[Comply nervously|Orphanage Flaunt Nervous]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

<<link [[Refuse|Orphanage Flaunt Refuse]]>><</link>>

<<else>>

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

<</if>>

:: Orphanage Hide Skul [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>

<<if $submissive gte 1150>>
"W-wait," you say. "Please leave it. Just for five minutes. It's broken and I'm fixing it."
<<elseif $submissive lte 850>>
"Drop it," you say. "Or you'll spill the bottles everywhere. This wheel is busted. Come back in five minutes and I'll have fixed it."
<<else>>
"Stop," you say. "The wheel is broken. Give me five minutes and I'll have it fixed."
<</if>>

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

<<He>> lets go of the handle. "Oh," <<he>> says. "Okay. I'll wait in my room." <<He>> leaves you in the dark. You wait until you hear <<his>> door close. Your heart thumps as you make it back to the safety of your own.

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

	<</if>>

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

<<else>>

"It seems fine," <<he>> says. <<He>> continues to pull the trolley from the cupboard, exposing you. <<He>> drops the handle in shock when <<he>> notices your <<lewdnessstop>>

<<if $rng gte 81>>
<<He>> gasps and leans back against the wall.
<<elseif $rng gte 61>>
<<His>> jaw drops as <<he>> ogles you, completely transfixed.
<<elseif $rng gte 41>>
<<He>> smiles and whistles at you.
<<elseif $rng gte 21>>
<<He>> blushes and covers <<his>> eyes.
<<else>>
<<He>> holds <<his>> hands to <<his>> eyes, but peeks between <<his>> fingers.
<</if>>

Face red and heart thumping, you dart past <<himcomma>> down the corridor and into your room.

<<if $orphanageexposed is undefined>><<set $orphanageexposed to 1>><<else>><<set $orphanageexposed += 1>><</if>>
	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
	<<skulduggeryskilluse>>
	<<else>>
	That was too easy. You didn't learn anything.

	<</if>>

	<<if $orphanageexposed gte 10 and random(1, 100) gte 51>>
	You're still breathing heavily when quiet footsteps approach, followed by a soft knocking.

	You open the door and peek around the gap, careful to keep your body hidden. The <<person>> stands in front, but there are others. Many have caught you naked in the halls. Those at the back stand on tiptoes.

	"Hi," the <<person>> gulps. "I told my friends about what I saw. C-could you do that again for us?"

		<<if $exhibitionism gte 75>>
	<<link [[Flaunt|Orphanage Flaunt 2]]>><</link>><<exhibitionist5>>

		<</if>>
	<<link [[Comply nervously|Orphanage Flaunt Nervous]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<<link [[Refuse|Orphanage Flaunt Refuse]]>><</link>>

	<<else>>

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

	<</if>>

<</if>>

:: Orphanage Hide Throw [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>

You throw a broom head at the <<person>> and spring from your hiding place. <<His>> eyes shut and <<he>> holds <<his>> arms to <<his>> face to shield it.

<<if $rng gte 51>>
One of the other brooms falls in your path, but you leap over it. Heart thumping, you run down the corridor and into the safety of your room before the <<person>> recovers.

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

<<else>>
One of the other brooms falls in your path, tripping you and leaving you sprawled on the ground.

<<He>> recovers before you, and drops the handle in shock when <<he>> notices your <<lewdnessstop>>

	<<if $rng gte 81>>
	<<He>> gasps and leans back against the wall.
	<<elseif $rng gte 61>>
	<<His>> jaw drops as <<he>> ogles you, completely transfixed.
	<<elseif $rng gte 41>>
	<<He>> smiles and whistles at you.
	<<elseif $rng gte 21>>
	<<He>> blushes and covers <<his>> eyes.
	<<else>>
	<<He>> holds <<his>> hands to <<his>> eyes, but peeks between <<his>> fingers.
	<</if>>
<<if $orphanageexposed is undefined>><<set $orphanageexposed to 1>><<else>><<set $orphanageexposed += 1>><</if>>
Face red and heart thumping, you dart past <<himcomma>> down the corridor and into your room.

	<<if $orphanageexposed gte 10 and random(1, 100) gte 51>>
	You're still breathing heavily when quiet footsteps approach, followed by a soft knocking.

	You open the door and peek around the gap, careful to keep your body hidden. The <<person>> stands in front, but there are others. Many have caught you naked in the halls. Those at the back stand on tiptoes.

	"Hi," the <<person>> gulps. "I told my friends about what I saw. C-could you do that again for us?"

		<<if $exhibitionism gte 75>>
	<<link [[Flaunt|Orphanage Flaunt 2]]>><</link>><<exhibitionist5>>

		<</if>>
	<<link [[Comply nervously|Orphanage Flaunt Nervous]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

	<<link [[Refuse|Orphanage Flaunt Refuse]]>><</link>>

	<<else>>

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

	<</if>>

<</if>>

:: Orphanage Flaunt 2 [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>
<<fameexhibitionism 20>>
Wanting to avoid any jealousy, you throw open the door and stride into the hallway. The small crowd parts to let you through. You take your time, and pretend to be on a catwalk. Their eyes are locked onto your <<lewdnessstop>> The hallway isn't wide enough for three people, so you rub against everyone as you move.

"Do you like what you see?" you say as you twirl at the end of the hallway. You make your way back to your room, and blow a quick kiss over your shoulder before closing the door behind you. Your heart races as you listen to their excitement through the door.

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

:: Orphanage Flaunt Nervous [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>
<<fameexhibitionism 10>>
Fearing that they would otherwise not leave you alone, you nervously open the door. <<covered>> The crowd stares at you, taking in every inch of your body. "Th-there," you say. "You've seen what you wanted." You slam the door shut and sink to the ground with your back against it. Your heart races. You hope that will satisfy their curiosity.

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

:: Orphanage Flaunt Refuse [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>

Not wanting to repeat the utter shame of even one person seeing you naked, let alone a whole group, you shake your head. You try to close the door again, but a foot blocks you from doing so.

<<if $submissive gte 1150>>
"P-please leave me alone," you say.
<<elseif $submissive lte 850>>
"I said no," you say.
<<else>>
"I can't," you say.
<</if>>

The <<person>> pauses a moment, then moves <<his>> foot. Your heart races as you close the door and sink to the ground. You hear the crowd arguing outside, but they soon head back to their rooms.

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

:: Molestation Alarm [nobr]
<<effects>><<set $rescued += 1>><<npcincr Bailey love -1>>

You hear Bailey marching down the corridor outside, come to investigate your scream. "You better be dying in there." The <<person1>><<person>> climbs on the bed and bolts through the open window just as Bailey storms in.

<<clotheson>>
<<endcombat>>

<<npc Bailey>><<person1>>"I don't know what this town's coming to," Bailey says as <<he>> closes the window. <<He>> turns to you. "Don't disturb me again unless it's important." <<He>> slams the door shut as <<he>> leaves.

[[Next|Bedroom]]

:: Molestation Escape [nobr]
<<effects>>

<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you flee to the bathroom and lock the door behind you. There's a window you can use to escape should <<he>> persist.

<<pass 30>>After thirty minutes pass without event, you quietly head back to your bedroom. You feel relief as you see it empty.

<<clotheson>>
<<endcombat>>

[[Next|Bedroom]]

:: Bask [nobr]
<<effects>>

You find a deserted part of the garden and bask in the sun. You feel the warmth seep into your skin.

It might feel even better if you were undressed...

<<link [[Strip|Nude bask]]>><<set $stress -= 40>><</link>><<exhibitionist1>><<lstress>>

[[Stop|Garden]]

:: Nude bask [nobr]
<<effects>>

<<if $worn.upper.name isnot "naked">>You remove your $worn.upper.name<<if $worn.lower.name isnot "naked" and $worn.upper.set isnot $worn.lower.set>> and your $worn.lower.name<</if>>.<</if>>

<<upperstrip>><<lowerstrip>>

The warmth feels wonderful on your bare skin.

<<exhibitionism1>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
You open your eyes and notice that your clothes aren't where you left them. You look around with increasing distress, but can't see them anywhere. Someone must have taken them. Maybe whoever did it is still around.

<<link [[Call out|Bask Call]]>><</link>>

<<link [[Sneak inside|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><</link>>

<<else>>

	<<if $daystate is "day">>
	<<link [[Continue|Nude bask]]>><<set $stress -= 40>><<pass 20>><<tanned 40>><</link>><<lstress>><<gtanned>>

	<<link [[Masturbate|Nude Masturbation]]>><<set $masturbationstart to 1>><</link>>

	<<link [[Stop|Garden]]>><<clotheson>><</link>>

	<<else>>

	The sun starts to disappear behind the rooftops.

	<<link [[Get dressed|Garden]]>><<clotheson>><</link>>

	<</if>>

<</if>>

:: Widget Passout Home [widget]
<<widget "passouthome">>[[Everything fades to black...->Passout home]]<</widget>>

:: Bath Slime [nobr]
<<effects>>

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

<<if $tentacledisable is "f">>
<<set $enemytype to "tentacles">>
<<tentaclestart 2 15>>
<</if>>

<<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 8>>
<<set $swarm1 to "active">>
<<set $swarm2 to "active">>
<<set $swarm3 to "active">>
<<set $swarm4 to "active">>
<<set $swarm5 to "active">>
<<set $swarm6 to "active">>
<<set $swarm7 to "active">>
<<set $swarm8 to "active">>
<<set $swarmactive to 8>>
<<set $timer to 20>>
<</if>>

<<swarmeffects>><<effectstentacles>>

<<swarm>><<tentacles>>
<<statetentacles>>
<<swarmactions>><<actionstentacles>>

<<if $timer lte 0>>
<<link [[Next|Bath Slime Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Bath Slime Finish [nobr]
<<effects>>

The last of the water drains from the bath, taking the slime with it. <<tearful>> you climb out the bath.

<<clotheson>>
<<endcombat>>

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

:: Garden Play [nobr]
<<set $outside to 1>><<set $location to "home">><<effects>>

<<if $rng gte 51>>
	You join the game of hide-and-seek.
		<<set $rng to random(1, 100)>>
		<<if $rng gte 91>>
		You hide behind a large potted plant,
		<<elseif $rng gte 81>>
		You hide behind a tree,
		<<elseif $rng gte 71>>
		You hide in an abandoned shed,
		<<elseif $rng gte 61>>
		You hide round the corner of the orphanage,
		<<elseif $rng gte 51>>
		You hide behind a bush,
		<<elseif $rng gte 41>>
		You hide within a patch of long grass,
		<<elseif $rng gte 31>>
		You hide behind a flowerbed,
		<<elseif $rng gte 21>>
		You hide behind a rock,
		<<elseif $rng gte 11>>
		You hide behind an old wheelbarrow,
		<<else>>
		You hide beneath a bush,
		<</if>>
		<<generates1>><<person1>> and wait for the <<person>> to find you.

	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
	It doesn't take <<him>> long. "I've got you!" <<he>> exclaims as <<he>> pulls you from your hiding place. <<He>> doesn't let go once you're in the open, instead <<he>> pulls you closer and starts exploring your body with <<his>> hands.

	<<link [[Shove|Garden Shove]]>><</link>>

	<<if $promiscuity gte 15>>
	<<link [[Allow|Garden Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>

	<</if>>
	<<else>>
		<<set $rng to random(1, 100)>>
		<<if $rng gte 81>>
		You hear <<him>> search and find the children one by one, until you're the only one left. After a couple more minutes <<his>> impatience gets the better of <<himstop>> "I give up. You win." <<he>> shouts. You leave your hiding place triumphant.

		<<else>>
		It doesn't take <<him>> long. "I've got you!" <<he>> exclaims as <<he>> pulls you from your hiding place. <<He>> must be cheating.

		<</if>>

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

	<</if>>
<<else>>

<<generates1>><<person1>>A <<person>> runs up to you and prods your shoulder. "You're it!" <<he>> says with glee.

	<<if $rng gte 81>>
	You tag someone else and continue playing. You're chasing the <<person>> when <<he>> trips over a fallen branch, and you trip in turn. You land on top of <<himstop>>

	<<link [[Stand up|Garden]]>><<endevent>><</link>>

	<<link [[Flirt|Garden Flirt]]>><</link>><<promiscuous1>>

	<<else>>
	You tag someone else and continue playing for a time.

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

	<</if>>

<</if>>

:: Orphanage Intro [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>

<<if $dev is 1>>

<<npc Bailey>><<person1>>You enter the main hall of the orphanage and line up with the other residents. The room falls silent as Bailey storms in, eyes livid. "Listen up," <<he>> shouts. "They're cutting our funding. And I'm not sacrificing anything for you shits." <<He>> runs a hand through <<his>> dark hair. "From now on, you're contributing. Financially."

<<He>> unfolds paper from <<his>> jacket pocket and examines it. "£100 should be enough to start. For the first week. I don't care how you get it. Knock on doors and ask for work. Rent yourself as a footstool. Steal it even. Just have it a week from now. Or I'll find a way to extract value from you."

<<else>>

<<npc Bailey>><<person1>>

You enter Bailey's office. "I know why you're here," <<He>> says, running a hand through <<his>> dark hair. "You want me to release you from my protection, so you'll be an independent citizen. I could do that. But there's a problem. You've been living under my roof without giving anything in return. You owe me. Until you pay me back, I'm not letting you go."

<<He>> looks at the paper on <<his>> desk and smiles. "£100 should do. To start with. I don't care how you get it. Knock on doors and ask for work. Rent yourself as a footstool. Steal it even. Just have it a week from now. Or I'll find a way to extract value from you."

<</if>>

You return to your tiny bedroom and wonder what to do.

<<set $rentmoney to 10000>>
<<set $renttime to 7>><<set $rentday to $weekday>>
<<set $rentstage to 1>>
<<endevent>>

Attitudes

<<attitudes>>

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

:: Bailey Rescue [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>
<<set $stress -= 2000>>
<<npc Bailey>><<person1>>You're awoken by a sharp pain in your face. It's Bailey. <<He>> slaps you again. "I provide a perfectly good bed for you, yet you opt to sleep on the floor." <<He>> slams the door shut as <<he>> leaves.

<<set $pain += 20>>
<<link [[Next|Bedroom]]>><<endevent>><</link>>

:: Bedroom Bailey [nobr]
<<bedclotheson>>

<<effects>>

Your bedroom door bursts open without warning. It's Bailey.

<<rentdue>>

:: Mirror [nobr]
<<effects>>

<<link [[Step away|Bedroom]]>><</link>>

<<mirror>>

:: Nude Cat [nobr]
<<effects>>

You're interrupted when you spot a pair of eyes watching you from a bush nearby. A cat walks out.

<<endmasturbation>>
<<endcombat>>

<<if $bestialitydisable is "f">>
<<link [[Spread your legs|Nude Oral]]>><<trauma -6>><<stress -12>><<arousal 6>><</link>><<ltrauma>><<lstress>><<garousal>><<deviant1>>

<</if>>
<<link [[Pet|Nude Pet]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>

:: Nude Oral [nobr]
<<effects>>

It walks between your legs and beholds your <<genitals>> with curiosity. It sniffs, then starts licking. It's very gentle, as if aware of the roughness of its tongue. <<if $worn.under_lower.type.includes("chastity")>>Your $worn.under_lower.name is no defence against its agile tongue.<</if>><<deviancy1>>

<<if $arousal gte 8000>>
<<set $arousal += 2000>>
You lie back and let the cat pleasure you, stroking its ears as it does. You feel your climax build as the cat works your lewd parts.

<<orgasmpassage>>

The cat is eager to lick up your fluid, and makes that its goal as you writhe on the grass. As your convulsions subside, the cat wanders off to find something else to do, a little fluid still on its nose.

<<else>>
You lie back and let the cat pleasure you, stroking its ears as it does. It soon grows bored and leaves you, walking back into the bush it came from.

<</if>>

<<link [[Next|Nude bask]]>><</link>>

:: Nude Pet [nobr]
<<effects>>

You reach out and pet the cat. It stretches into your hand and yawns. It turns its tail and leaves the way it came.

<<link [[Next|Nude bask]]>><</link>>

:: Sleep Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
	<<if $robinbed is 1>>
	<<set $rescue to 1>>
	<</if>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<if $alarm is 1 and $rescue isnot 1>><<set $alarm to 0>>
"Be quiet," Bailey says. "You're paying what you owe, one way or another."

<</if>>

<<stateman>>

<<actionsman>>

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

:: Sleep Rape Finish [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

The <<person>> climbs off the bed and leaves the room. Bailey stares at you for a moment, then slams the door shut.

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

You knock the <<person>> off the bed, and <<he>> stumbles to the ground. "Fucking brat," <<he>> says, then turns to Bailey. "I want my money back."

Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle <<phimstop>>"

<<He>> glares at Bailey, but doesn't press the issue. Bailey slams the door shut once <<hes>> gone.

<<clotheson>>
<<endcombat>>

<<else>>

Robin's eyes flutter open in response to your cry. Robin sees the <<person>> pawing at you, and kicks <<him>> in the face. <<He>> falls off the bed. "Fucking brat," <<he>> says, then turns to Bailey. "I want my money back."

Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle them."

<<He>> glares at Bailey, but doesn't press the issue. Bailey slams the door shut once <<hes>> gone.

<<clotheson>>
<<endcombat>>

<<npc Robin>><<person1>>Robin hugs you, but doesn't seem to be entirely awake. <<He>> falls asleep again in your arms.

<<npcincr Robin dom 1>>

<<endevent>>

<</if>>

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

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

<<if $pub_hack_job is 1>>
	The orphans sometimes move rooms. After a few failed attempts you find the right door.

	You knock. Pause. "Yes?"

	You open the door. A person stands watching you. "Yes?"

	"Hi, uh..." you say. "Mickey?"

	The person snorts. "Sure. Let's go with that."

	"Is that your name?"

	"No."

	You smile. "Do you have a name?"

	"Yes."

	"So what do I call you?"

	"I said we could go with Mickey."

	"Look, uh..." You smile again. You can't say if this is a boy or girl. The voice, build. It's hard to tell. "I need help."

	The eyes narrow. "How so?"

	"I hear you can do things," you say. "With computers?"

	"Who said that?"

	"I heard," you say.

	"It's untrue. The kids here make stuff up all the time. Stories. Don't believe everything you hear."

	"But Landry said y-"

	"Landry? Crap. Landry?" The kid glances around with a touch of panic, then closes the door behind you. "Crap. Okay, strip please."

	"What?"

	"I said strip.
	<<if $fameexhibitionism gte 600>>It's what you're famous for. Get on with it."
	<<elseif $fameexhibitionism gte 200>>You've done it before. In much more public places. Get on with it."
	<<elseif $exhibitionism lt 35>>" the kid's face softens. "Look, I don't 'get off' on this. I need to be sure."
	<<else>>Get on with it."
	<</if>>

<<else>>
	You knock on the hacker kid's door.

	The door opens. 'Mickey' leans out and looks nervously down the hall, then ushers you in, closing the door behind.

	"Are you ready to do as I asked? To strip?"

<</if>>
<<link [[Strip|Orphanage Hacker Strip]]>><<stress 1>><<pass 2>><<set $pub_hack_job to 3>><<undress "mickey">><</link>><<gstress>>

<<link [[Refuse|Orphanage Hacker Strip Refuse]]>><<set $pub_hack_job to 2>><</link>>

:: Orphanage Hacker Strip Refuse [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

"Then nothing to talk about now. Change your mind and come back."

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

:: Orphanage Hacker Strip [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

"And any jewellery."

You take off your clothes. <<if $exhibitionism gte 55>>Disappointingly,<<elseif $exhibitionism lt 15>>Thankfully,<</if>> the kid pays you zero attention as you strip,
focusing heavily on your clothes. Once you are fully nude, all your clothes are shoved into a metal basket. The lid clips down.

"Faraday cage," the eyes fix on your face. "Stops all transmissions. All listening devices. All radio. All bugs," said with a meaningful glance. "Nothing in or out."

"What?"

The kid studies your face for a long moment. Seems to weigh something.
<<if $hairlength gte 200>><<pass 5>>

	"Okay. Look, if- Wait! Wait right there... Nice try!"

	The kid glares at your hair, walks up to you and runs fingers through your hair, checking it. This goes on for a few minutes. You ears are also checked for earrings
	and headsets.
<</if>>

"Good-good. Okay. Look if you know about me, and Landry knows about me, then it's no longer safe. Word's out and spreading. Just a matter of time before Bailey hears something.
That would be bad. I need to disappear. I'll help you later. But I need you now. Need you to do three things."

You nod. A small USB device is shoved into your hand.

"One. There's a computer in Bailey's office. Ancient. Full of holes. It's where all the orphan records are. Easy pickings. Plug this device into it.
Computer has to be on and logged in - probably need to catch Bailey using it. This will let me in so I can delete all records of myself.

"Two. Get into Leighton's office. At the school. There's a safebox under the desk. SD memory cards. Lots of them. Pictures of things. Things Leighton does to naive people who don't know better.
People like I was. Leighton can not keep those. I don't allow it. So steal them. You'll have to pick the lock. Don't get caught.

"Three. Put in a good word with Landry. I can make Landry money. Insane money. And I need a place to lay low. So it's win-win: Landry hides me - I make Landry very rich.
Bailey never finds me. So talk to Landry. BUT. Do the other stuff first. That's more urgent."

"Okay," you say.

"Good-good. Do this for me, I'll look out for you. I mean... you'll probably never see me again. But I will. Promise. Anyway get to it."

"Uh..."

"What? Get to it!"

You wave a hand to indicate your nudity.

"Oh, wow," the eyes widen. "Sorry."

The kid grabs the clothes basket, passes it over.

"Sorry. Forgot. You... uh, look good."

You grab your clothes and quickly dress.

<<link [[Next|Orphanage]]>><<storeon "mickey">><<set $hacker_tasks to []>><</link>>


code:
:: Eerie Mirror [nobr]

<<effects>>
You walk up to the mirror and gaze into its depths. It no longer reflects, but glows with a curious light. It's purple, or pink, or maybe red.

The light takes shape and extends into the space in front of you. A single tentacle. It dances closer.

<<link [[Watch|Eerie Mirror 2]]>><</link>><<deviant1>>

<<link [[Step away|Eerie Mirror Stop]]>><</link>>

:: Eerie Mirror Stop [nobr]

<<effects>>
You pull away from the mirror. The light goes out at once.

<<link [[Step away|Bedroom]]>><</link>>
<<mirror>>

:: Eerie Mirror 2 [nobr]

<<effects>>
The tentacle caresses your cheek. It pulses. Each wave enters your skin and ripples down your body. You shiver. It smells so sweet.
<<deviancy1>>
<<link [[Lick|Eerie Mirror 3]]>><</link>><<deviant1>>

<<link [[Step away|Eerie Mirror Stop]]>><</link>>

:: Eerie Mirror 3 [nobr]

<<effects>>
Your heart flutters as you stick out your tongue, and the tentacle wiggles closer. It flicks the tip before weaving around until it nudges your lips. It's kissing you.
<<deviancy1>>
A pink liquid drips from the tip.

<<if $deviancy gte 15>>
	<<link [[Lick|Eerie Mirror 4]]>><</link>><<set $drugged += 60>><<deviant2>>

<</if>>
<<link [[Step away|Eerie Mirror Stop]]>><</link>>

:: Eerie Mirror 4 [nobr]

<<effects>>
You lick the tip of the tentacle, and taste the pink liquid. It's sweet, and warm. You lap it up and feel the shuddering warmth spread down your mouth and throat.
<<deviancy2>>
Several other tentacles form from the light. They dance closer.

<<if $deviancy gte 15>>
	<<link [[Lick|Eerie Mirror 5]]>><</link>><<deviant2>>

<</if>>
<<link [[Step away|Eerie Mirror Stop]]>><</link>>

:: Eerie Mirror 5 [nobr]

<<effects>>
The first tentacle retracts, leaving you with a deep longing. It doesn't last. The other tentacles twist around your arms, legs and hips. Shivers of pleasure emanate from wherever they touch. They squeeze and caress to a gentle rhythm.
<<deviancy2>>
The light fades, and the tentacles fade with it.

<<link [[Step away|Bedroom]]>><</link>>
<<mirror>>

repo_name: thermal/degrees

license: mit


code:
:: Widgets managePill [widget]
<<widget "managePill">><<nobr>>
<<if $args[0] and $args[1] and $args[2]>>
	<<set $managePill to [$args[0],$args[1],$args[2]]>>
	<<set $sexStats.pills[$args[0]].owned[$args[1]] += $args[2]>>
	<<if $args[3] is true>>
		<<set $sexStats.pills[$args[0]].type to $args[1]>>
		<<set $sexStats.pills[$args[0]].doseTaken++>>
	<</if>>
<</if>>
<</nobr>><</widget>>

:: PillCollection [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>
<<set _pills to $sexStats.pills>>
<<set _pillNames to ["Growth", "Reduction", "Blocker", "None"]>>
<<set _pillTypes to ["growth", "reduction", "blocker", null]>>

Breast Pills

<<if _pills.breast.owned[_pillTypes[0]] gt 0 or _pills.breast.owned[_pillTypes[1]] gt 0>>
	There are warning labels on the <<if _pills.breast.owned[_pillTypes[0]] gt 0>>growth <</if>><<if _pills.breast.owned[_pillTypes[0]] gt 0 and _pills.breast.owned[_pillTypes[1]] gt 0>>and reduction <<elseif _pills.breast.owned[_pillTypes[1]] gt 0>>reduction <</if>> cases, they mention severe side effects if you take too many doses per day, however, you don't understand what the complicated words mean.
<</if>>

	<<for _i to 0; _i lt _pillNames.length; _i += 1>>
		<<if _pills.breast.owned[_pillTypes[_i]] isnot 0>>

				<<print '<<radiobutton "_checked" _i ' + (_pills.breast.type is _pillTypes[_i] ? "checked" : "") + '>>'>>
				<<print _pillNames[_i]>>
				<<if _pillNames[_i] isnot "None">><<print '['+_pills.breast.owned[_pillTypes[_i]]+']'>><</if>>
				<<if _pills.breast.type is _pillTypes[_i] and _pillTypes[_i] isnot null>>
					<<print '[Taken ' + _pills.breast.doseTaken + ' dose' + (_pills.breast.doseTaken gt 1 ? "s" : "") +']'>>
				<</if>>
				<<if _pills.breast.autoTake is _pillTypes[_i] and _pillTypes[_i] isnot null>>[Auto]<</if>>

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

<<if _pills.breast.type is null>>
	<<link [[Take pills|PillCollection]]>><<managePill "breast" _pillTypes[_checked] -1 true false>><</link>>
<<elseif _pills.breast.doseTaken is 1 and _pills.breast.type isnot "blocker" and _pills.breast.owned[_pills.breast.type] gt 0>>
	<<print'<<link [[Take a second dose of '+ _pills.breast.type +' pills|PillCollectionSecondDose]]>><<managePill "breast" _pills.breast.type -1 true false>><<set $secondDose to "breast">><</link>>'>>
<<elseif _pills.breast.type is "blocker" or _pills.breast.owned[_pills.breast.type] is 0>>
	You have already taken a dose of breast growth <<print _pills.breast.type>> pills today.
<<else>>
	You have already taken 2 doses of breast <<print _pills.breast.type>> pills today.
<</if>>

<<link [[Take every morning|PillCollection]]>><<set _pills.breast.autoTake to clone(_pillTypes[_checked])>><</link>>

<<if $penisexist is 1>>

	Penis Pills

	<<if _pills.penis.owned[_pillTypes[0]] gt 0 or _pills.penis.owned[_pillTypes[1]] gt 0>>
		There are warning labels on the <<if _pills.penis.owned[_pillTypes[0]] gt 0>>growth <</if>><<if _pills.penis.owned[_pillTypes[0]] gt 0 and _pills.penis.owned[_pillTypes[1]] gt 0>>and reduction <<elseif _pills.penis.owned[_pillTypes[1]] gt 0>>reduction <</if>> cases, they mention severe side effects if you take too many doses per day, however, you don't understand what the complicated words mean.
	<</if>>

		<<for _i to 0; _i lt _pillNames.length; _i += 1>>
			<<if _pills.penis.owned[_pillTypes[_i]] isnot 0>>

				<<print '<<radiobutton "_checked2" _i ' + (_pills.penis.type is _pillTypes[_i] ? "checked" : "") + '>>'>>
				<<print _pillNames[_i]>>
				<<if _pillNames[_i] isnot "None">><<print '['+_pills.penis.owned[_pillTypes[_i]]+']'>><</if>>
				<<if _pills.penis.type is _pillTypes[_i] and _pillTypes[_i] isnot null>>
					<<print '[Taken ' + _pills.penis.doseTaken + ' dose' + (_pills.penis.doseTaken gt 1 ? "s" : "") +']'>>
				<</if>>
				<<if _pills.penis.autoTake is _pillTypes[_i] and _pillTypes[_i] isnot null>>[Auto]<</if>>

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

	<<if _pills.penis.type is null>>
		<<link [[Take pills|PillCollection]]>><<managePill "penis" _pillTypes[_checked2] -1 true false>><</link>>
	<<elseif _pills.penis.doseTaken is 1 and _pills.penis.type isnot "blocker" and _pills.penis.owned[_pills.penis.type] gt 0>>
		<<print'<<link [[Take a second dose of '+ _pills.penis.type +' pills|PillCollectionSecondDose]]>><<managePill "penis" _pills.penis.type -1 true false>>><<set $secondDose to "penis">><</link>>'>>
	<<elseif _pills.penis.type is "blocker" or _pills.penis.owned[_pills.penis.type] is 0>>
		You have already taken a dose of penis growth <<print _pills.penis.type>> pills today.
	<<else>>
		You have already taken 2 doses of penis growth <<print _pills.penis.type>> pills today.
	<</if>>

	<<link [[Take every morning|PillCollection]]>><<set _pills.penis.autoTake to clone(_pillTypes[_checked2])>><</link>>

<</if>>

<<link [[Step away|Bedroom]]>><</link>>

:: PillCollectionSecondDose [nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>

<<set _pills to $sexStats.pills>>
<<if ($secondDose is "penis" and _pills.breast.doseTaken is 2) or $secondDose is "breast" and _pills.penis.doseTaken is 2>>
	<<set _risk to random(5,20)>>
<<else>>
	<<set _risk to 0>>
<</if>>
Disregarding the warning label, you take a second dose of <<print $secondDose>> <<print _pills[$secondDose].type>> pills.

<<set _result to random(0, 100)>>
<<if _result gte 80 + _risk>>
	<<set $timePassed to 2>> Despite the warning, nothing wrong seems to happen.
<<elseif _result gte 70 + _risk>>
	<<set $timePassed to 2>> Your <<print ($secondDose is "breast" ? "breasts" : "penis")>> feel a little odd for a few minutes but feel fine afterwords.
<<elseif _result gte 60 + _risk>>
	<<set $timePassed to 10>> Your <<print ($secondDose is "breast" ? "breasts" : "penis")>> feel a little warm for a few minutes but feel fine afterwords. <<garousal>><<set $arousal += 500>>
<<elseif _result gte 40 + _risk>>
	<<set $timePassed to 20>> Your <<print ($secondDose is "breast" ? "breasts" : "penis")>> suddenly starts to feel really warm and itchy which makes you unable to concentrate on anything else till it passes. <<garousal>><<gpain>><<set $pain += 10>><<set $arousal += 2000>>
<<elseif _result gte 5 + _risk>>
	<<set $timePassed to 30>>
	You feel a sharp pain in your <<print ($secondDose is "breast" ? "breasts" : "penis")>><<if _risk gt 0>>, followed by another sharp pain in your <<print ($secondDose is "breast" ? "penis" : "breasts")>><<set $pain += 50>><<set $timePassed += 30>><</if>>. <<gpain>><<set $pain += 50>>

	It takes some time but you gradually feel better.
<<else>>
	<<set $timePassed to random(120, 420)>>
	You feel a sharp pain in your <<print ($secondDose is "breast" ? "breasts" : "penis")>><<if _risk gt 0>>, followed by another sharp pain in your <<print ($secondDose is "breast" ? "penis" : "breasts")>><<set $pain += 100>><<set $timePassed += 30>><</if>>. It continues to get worse until you pass out.<<ggstress>><<gtrauma>><<gpain>>
	<<set $pain += 400>><<set $stress += 4000>><<set $trauma += 500>>
	<<set _passout to true>>
<</if>>

<<set _hoursPassed to Math.floor($timePassed / 60)>>
<<set _minutesPassed to $timePassed - (_hoursPassed * 60)>>

<<if _passout is true>>
	<<link [[Next|PillCollectionPassOut]]>><<pass $timePassed>><</link>>
<<else>>
	<<print '<<link [[Next ('+_hoursPassed+':'+ (_minutesPassed lt 10 ? "0" : "") + _minutesPassed + ')|PillCollection]]>><<unset $secondDose>><<pass $timePassed>><<unset $timePassed>><</link>>'>>
<</if>>

:: PillCollectionPassOut[nobr]
<<set $outside to 0>><<set $location to "home">><<effects>>
<<set _pills to $sexStats.pills>><<set $pain += 300>>
You end up waking in agony and wondering what had happened to you. After a brief feel around your body, you shriek in pain after briefly touching your <<print ($secondDose is "breast" ? "breasts" : "penis")>>. You end up spending more time lying down till you feel like you can move without something else happening to you.

As you get up, you check the time to find that<<if $timePassed gt 240>> many <<else>> only a couple of <</if>>hours have passed since you took that pill.

<<set _change to random(100, 500)>>
<<if _change gte 200>>
	You give your <<print ($secondDose is "breast" ? "breasts" : "penis")>> a check over, you think something might have changed about them.
<</if>>
<<if $secondDose is "breast">>
	<<if _pills.breast.type is "growth">>
		<<set $breastgrowthtimer -= _change>>
	<<else>>
		<<set $breastgrowthtimer += _change>>
	<</if>>
<<else>>
	<<if _pills.penis.type is "growth">>
		<<set $penisgrowthtimer -= _change>>
	<<else>>
		<<set $penisgrowthtimer += _change>>
	<</if>>
<</if>>

<<link [[Next (1:00)|PillCollection]]>><<unset $secondDose>><<pass 60>><<unset $timePassed>><</link>>


code:
:: Widgets Rent [widget]
<<widget "rentdue">><<nobr>>

<<npc Bailey>><<person1>>"Time to pay up," <<He>> says.

<<if $baileydefeatedchain gte 1>>
<<generate2>><<person2>>A rough-looking <<person>> stands with <<person1>><<himstop>> <<person2>><<He>> cracks <<his>> knuckles.<<person1>>

<</if>>

<<if $money gte $rentmoney>>

<<link [[Pay|Rent Pay]]>><</link>>

<<link [[Refuse|Rent Refuse]]>><<set $submissive -= 1>><</link>>

<<else>>

	<<if $submissive lte 850>>
	You stare at <<him>> in defiance. "I don't have your money. And wouldn't give it to you if I did."
	<<elseif $submissive gte 1150>>
	You hang your head, unable to pay and afraid of what's to come.
	<<else>>
	"I don't have it," you say, afraid of what's to come.
	<</if>>

"That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you, and frankly I don't care." <<He>> produces a hood and length of rope. "Hold still."

<<link [[Submit|Rent Intro]]>><</link>>

	<<if $bus is "hospital">>
<<link [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</link>>

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

	<</if>>

<</if>>

<<set $renttime to 7>><<set $rentday to $weekday>>

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

<<widget "rentmod">><<nobr>>
<<if $robinpaid is 1>>
<<set $rentmoney *= 2>>
<</if>>
<</nobr>><</widget>>

:: Rent Pay [nobr]
<<effects>>
<<set $money -= $rentmoney>>
Bailey snatches the money from your hand and starts counting. "Good," <<he>> says, satisfied. "You came through.
<<set $baileydefeatedchain to 0>>

<<if $rentstage is 1>>
<<set $rentmoney to 30000>><<rentmod>>

Next week I want £<<print $rentmoney / 100>>. You didn't think it would get any easier did you?"

<<elseif $rentstage is 2>>
<<set $rentmoney to 50000>><<rentmod>>

Next week I want £<<print $rentmoney / 100>>."

<<elseif $rentstage is 3>>
<<set $rentmoney to 70000>><<rentmod>>

Next week I want £<<print $rentmoney / 100>>."

<<elseif $rentstage is 4>>
<<set $rentmoney to 100000>><<rentmod>>

Next week I want £<<print $rentmoney / 100>>."

<<elseif $rentstage is 5>>
<<set $rentmoney to 150000>><<rentmod>>

Next week I want £<<print $rentmoney / 100>>."

<<else>>
<<set $rentmoney to 200000>><<rentmod>>

Next week I want £<<print $rentmoney / 100>>."

<</if>>

<<set $rentstage += 1>>

<<if $bus is "hospital">>
	<<if $crime gte 1000>>
	<<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>

	<<else>>
	<<link [[Next->Hospital front]]>><<pass 10>><<endevent>><</link>>

	<</if>>
<<else>>
<<link [[Next|Bedroom]]>><<endevent>><</link>>

<</if>>

:: Rent Refuse [nobr]
<<effects>>

<<if $submissive lte 850>>
You stare at <<him>> in defiance. "I'm not paying you. I don't care what you do to me."
<<elseif $submissive gte 1150>>
"N-no," you stutter, surprised by your bravery. "I-I won't."
<<else>>
"The money isn't yours," you say, "I'm keeping it."
<</if>>

"That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you, and frankly I don't care." <<He>> produces a hood and length of rope. "Hold still."

<<link [[Submit|Rent Intro]]>><</link>>

	<<if $bus is "hospital">>
<<link [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</link>>

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

	<</if>>

:: Rent Intro [nobr]
<<effects>>
<<set $baileydefeatedchain to 0>>
<<npc Bailey>><<person1>>With your head covered by a hood and your arms bound behind your back you are led down a flight of stairs and along a tunnel. You trip a couple of times, prompting Bailey to drag you back to your feet and slap your face in anger.<<pass 20>>

<<if $rentsale is 2>><<set $rentsale to 0>>

After journeying for some time you hear another set of footsteps.
<<generate2>><<person2>>"Hand <<phim>> over," says a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice.

"Money first," responds Bailey. "Will I get <<phim>> back?"

"You won't want <<phim>> when we're done."

You hear a rustle of paper before being dragged further along the tunnel.

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

<<elseif $rentsale is 1>><<set $rentsale += 1>>

After journeying for some time you emerge outside. You hear wind rustling through leaves. Bailey lifts you and hooks your bindings on something behind you, leaving you suspended in the air. "Don't go anywhere, you'll be picked up shortly," <<he>> says. You hear <<him>> walk away, leaving you alone.

<<endevent>>
<<npc Eden>><<person1>>
You aren't left hanging there for long. Your hood is yanked off your head as a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice appears beside you.

	<<if $edenfreedom gte 2 and $edendays gte 8>>
	"I trusted you," Eden says as <<he>> cuts your bindings. You fall to the floor in a heap. "This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home."

	<<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>>

	<<elseif $edenfreedom gte 1 and $edendays gte 2>>

	"I trusted you," Eden says as <<he>> cuts your bindings. You fall to the floor in a heap. "This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home."

	<<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>>

	<<elseif $edenfreedom gte 1>>

	"I knew you'd end up like this. The town is dangerous," Eden says, cutting your bindings. <<He>> catches you as you fall. "Let's go home."

	<<He>> takes you back to <<his>> cabin.

	<<endevent>>
	<<link [[Next (0:30)|Eden Cabin]]>><<pass 30>><</link>>

	<<else>>

		<<if $hunterintro is 1>>
	"I knew I'd get you back."
		<<else>>
	"I'm not used to my prey being so helpless. Not that I'm complaining."
		<</if>>
<<He>> crept up on you without making a sound.

	<<endevent>>

	<<link [[Next|Forest Hunter Intro]]>><</link>>

	<</if>>

<<else>>
<<set $rentsale to 1>>

After journeying for some time you hear another set of footsteps. <<generate2>><<person2>>"This is the merchandise?" says a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice.

"No, I'm just taking my <<girl>> for a walk," says Bailey, <<his>> temper barely concealed beneath the sarcasm. "Just give me the cash. And I want it back in one piece, you're not paying enough..." <<He>> presses something against your mouth and your consciousness fades.

<<set $arousal += 6000>>
<<link [[Next|Danube Meal]]>><<endevent>><</link>>

<</if>>

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

<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemyhealthmax += 200>>
<<set $enemyhealth += 200>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
"You think I won't be beat it out of you?" Bailey says.

<<set $phase to 1>>
<</if>>

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

<<if $phase is 1>><<set $phase to 2>>
Orphans arrive to watch the fight, drawn by the noise.

<</if>>

<<stateman>>

<<actionsman>>

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

:: Rent Fight Finish [nobr]
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<ejaculation>><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>>

<<person1>>One of the watching orphans giggles. Bailey spins to find the culprit, but another laughs behind <<himstop>> Soon the whole room is filled with laughter. <<He>> looks back at you. "You'll pay for this," <<he>> says, before storming from the room.

	<<if $baileydefeatedchain gte 2>>
	The <<person2>><<person>> slinks out after <<person1>><<himstop>>

	<</if>>

The orphans cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear.
<<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>
<<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>>

<<person1>><<He>> backs off for a moment, surprised by your aggression and nursing a bruise. <<He>> notices the crowd formed around the hall. "You'll pay for this. Mark my words." <<He>> storms out.

	<<if $baileydefeatedchain gte 2>>
	The <<person2>><<person>> slinks out after <<person1>><<himstop>>

	<</if>>

<<His>> departure lifts a weight from the watching orphans, who cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear.
<<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>

<<clotheson>>
<<endcombat>>

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

<<else>>
<<set $baileydefeatedchain to 0>>

You fall to the ground, too hurt to move.<<lreb>><<reb -1>>

<<set $upperoff to 0>>
<<set $loweroff to 0>>
<<set $underloweroff to 0>>
<<set $underupperoff to 0>>
<<endcombat>>

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

<</if>>


code:
:: Abduction Hospital Water [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast2init>><<set $water to 1>><<beasttype wolf>>

As you reach the water you hear a sharp buzz and the sound of grinding metal. The water looks foreboding but there's no going back now. You ease yourself into the water and start swimming towards the exit. You spare a glance at the top of the hole. A group of wolves stand at the top, glaring down at you. Two prove more daring than the rest, and jump in after you.

<</if>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

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

:: Abduction Hospital Corridor [nobr]
<<effects>><<set $lock to random(0, 1000)>>

You run down the corridor. As you reach the door you hear a sharp buzz and the sound of grinding metal.

<<if $rng gte 81>>
You pull on the handle, and the door aches open. You dash through and shut it behind you, seeing a number of wolves bounding down the corridor as you do.

<<nightingaleeventend>>

<<else>>
	<<if $skulduggery gte $lock>>
You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of wolves racing closer. You try to pick the lock, and succeed! You dash through and shut the door behind you.

<<nightingaleeventend>>
	<<else>>
You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of wolves racing closer. You try to pick the lock, but fail. The wolves are upon you.

<<link [[Next|Abduction Hospital Corridor Wolves]]>><<set $molestationstart to 1>><</link>>

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

:: Abduction Hospital Hole [nobr]
<<effects>>

<<if $devlevel lte 6>>

Dropping to your hands and knees, you squeeze through the gap. It's a tight fit.
<<set $stripintegrity to 10>><<set $stripobject to "steel wire">><<stripobject>>
You see light penetrating the ceiling up ahead. After a short journey, you find a manhole leading outside.

<<commercialquick>>
<<else>>

Dropping to your hands and knees, you squeeze through the gap. It goes well at first, you manage to get your stomach through before becoming stuck. You hear a sharp buzz and the sound of grinding metal as you try to pull out, but you're stuck tight. Something pokes your rear!

<<link [[Next|Abduction Hospital Hole Wolves]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Abduction Hospital Water Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but another is eager for a go.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Water]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the other is eager for a go.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Water]]

<<else>>
The $beasttype recoils in pain and fear.
<<set $beastno -= 1>>

The wolves disappear beneath the surface, headed somewhere unknown.

<<clotheson>>
<<endcombat>>

<<tearful>> you swim down the tunnel, helped along by the flow of water. The tunnel dips and you rush downward, exiting into a storm drain.
<<set $stress -= 1000>>

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

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype moves and another takes its turn.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Water]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype moves and the other takes its turn.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Water]]

<<else>>
Satisfied, the $beasttype moves away from you.
<<set $beastno -= 1>>

The wolves disappear beneath the surface, headed somewhere unknown.

<<clotheson>>
<<endcombat>>

<<tearful>> you swim down the tunnel, helped along by the flow of water. The tunnel dips and you rush downward, exiting into a storm drain.
<<set $stress -= 1000>>

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

<</if>>

<</if>>

:: Abduction Hospital Corridor Wolves [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast6init>><<beasttype wolf>>

<</if>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Abduction Hospital Corridor Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Abduction Hospital Corridor Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Abduction Hospital Corridor Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but another is eager for a go.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Corridor Wolves]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the last is eager for a go.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Corridor Wolves]]

<<else>>
The $beasttype recoils in pain and fear.
<<set $beastno -= 1>>

<<if $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the wolves flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The wolves leave you spent and shivering on the metallic floor.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The wolves leave you spent and shivering on the metallic floor.
<</if>>

<<clotheson>>
<<endcombat>>

<<passouthospital>>

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype moves and another takes its turn.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Corridor Wolves]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype moves and the last takes its turn.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Corridor Wolves]]

<<else>>
Satisfied, the $beasttype moves away from you.
<<set $beastno -= 1>>

<<if $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the wolves flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The wolves leave you spent and shivering on the metallic floor.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The wolves leave you spent and shivering on the metallic floor.
<</if>>

<<clotheson>>
<<endcombat>>

<<passouthospital>>

<</if>>

<</if>>

:: Abduction Hospital Hole Wolves [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast6init>><<beasttype creature>>
<<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<</if>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Abduction Hospital Hole Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Abduction Hospital Hole Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Abduction Hospital Hole Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
You keep the $beasttype at bay with your feet, but another is eager for a go.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Hole Wolves]]

<<elseif $beastno is 2>>
You keep the $beasttype at bay with your feet, but the last is eager for a go.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Hole Wolves]]

<<else>>
You keep the $beasttype at bay with your feet, it recoils in pain and fear.
<<set $beastno -= 1>>

<<if $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the wolves flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The wolves leave you spent and shivering in the wall.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The wolves leave you spent and shivering in the wall.
<</if>>

<<set $position to 0>>
<<clotheson>>
<<endcombat>>

<<passouthospital>>

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype moves and another takes its turn with your helpless rear.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Hole Wolves]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype moves and the last takes its turn with your helpless rear.
<<set $beastno -= 1>>

[[Next|Abduction Hospital Hole Wolves]]

<<else>>
Satisfied, the $beasttype moves away from you.
<<set $beastno -= 1>>

<<if $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the wolves flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The wolves leave you spent and shivering in the wall.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The wolves leave you spent and shivering in the wall.
<</if>>

<<set $position to 0>>
<<clotheson>>
<<endcombat>>

<<passouthospital>>

<</if>>

<</if>>