code:
:: Prison Yard Run
<<effects>>

You run around the edge of the yard.

<<if $rng gte 81>>
    The sky twirls above.
<<elseif $rng gte 61>>
    <<if $prison.schedule is "yard">>
        The other inmates pay you little mind.
    <<else>>
        You think you see a face watching you from a high window, but you must be imagining things.
    <</if>>
<<elseif $rng gte 41>>
    A blast of warm air erupts from a vent, almost blowing you over.
<<elseif $rng gte 21>>
    <<if $prison.schedule is "yard">>
        You think you feel the ground tremble, but no one else reacts.
    <<else>>
        You feel the ground tremble.
    <</if>>
<<else>>
    You see a winged silhouette far above, and feel watched.
<</if>>
<<physique 6>>

<<link [[Next|Prison Yard]]>><</link>>

:: Prison Yard Exercise
<<effects>>

You warm up yourself up, load the barbell, and lift. Your muscles soon ache.<<physique 12>>

<<if $physique gte 15000>>
    No one's lifting heavier than you.

    <<link [[Show off|Prison Yard Show]]>><</link>><<physiquedifficulty 10000 20000>>

    <<link [[Stop|Prison Yard]]>><</link>>

<<else>>
    <<link [[Next|Prison Yard]]>><</link>>

<</if>>

:: Prison Yard Show
<<effects>>

You add more weights to the barbell, and lift.

<<if $physiqueSuccess>>
    It's a strain, but you manage to hold it for a few moments. No one reacts, but you know they saw.<<prison_inmates 1>><<grespect>>

<<else>>
    You feel a pain in your back, and release the weights. You hope no one saw.<<ggpain>><<pain 8>>

<</if>>

<<link [[Next|Prison Yard]]>><</link>>

:: Prison Laundry Work
<<effects>>

You line up in front of the massive pile of clothes. <<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> remains seated, playing with <<his>> dice and seeming oblivious to the inmates.

<<endevent>>

<<prison_laundry_options>>

:: Prison Laundry Work Hard
<<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
    You can't sort laundry with your arms bound, so the inmates use you as a "mule", ferrying baskets across the room on your hands and knees.

<<else>>
    You focus on sorting and folding laundry, loading and unloading the machines.

<</if>>
<<set $rng to random(1, 3)>>
<<switch $rng>>
    <<case 1>>
        <<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> rises from <<his>> stool. <<He>> throws and catches <<his>> dice as <<he>> paces up and down the length of the room.

        <<He>> stops to observe you for a moment, and seems satisfied.<<lsuspicion>><<prison_guards 1>>

        <<prison_laundry_options>>
    <<case 2>>
        <<generate_relaxed_guard 0>><<generate2>><<person2>>The <<person>> beside you shakes a pair of trousers. Several shark's teeth fall out. <<He>> slips them into <<his>> pocket.

        <<link [[Inform the guard|Prison Laundry Work Inform]]>><<prison_guards 1>><<prison_inmates -1>><</link>><<lrespect>><<lsuspicion>>

        <<link [[Demand half|Prison Laundry Work Demand]]>><</link>><<difficulty 50>>

        <<set $skulduggerydifficulty to 600>>
        <<if $leftarm is "bound" and $rightarm is "bound">>
            You could take it for yourself, if your arms weren't bound.

        <<else>>
            <<link [[Steal|Prison Laundry Work Steal]]>><</link>><<skulduggerydifficulty>>

        <</if>>
        <<link [[Ignore|Prison Laundry Work Ignore]]>><</link>>

    <<default>>
        One pair of trousers is heavier than usual. You find two shark's teeth in a pocket.

        <<link [[Inform the guard|Prison Laundry Work Inform 2]]>><<prison_guards 1>><</link>><<lsuspicion>>

        <<set $skulduggerydifficulty to 200>>
        <<link [[Keep|Prison Laundry Work Keep]]>><</link>><<skulduggerydifficulty>>

<</switch>>

:: Prison Laundry Work Inform 2
<<effects>>

You approach <<generate_relaxed_guard 0>><<relaxed_guard 0>> and drop the teeth onto the table in front of <<person1>><<him>>. <<relaxed_guard 0 cap>> nods, but doesn't look up.

<<prison_laundry_options>>

:: Prison Laundry Work Keep
<<effects>>

You take the teeth into your possession.

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

	No one notices.<<prison_teeth_text 2>><<prison_teeth 2>>

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

	<</if>>

<<else>>

	<<generate_relaxed_guard 0>><<relaxed_guard 0 cap>><<person1>> slams the dice onto the table, marches over, and relieves you of your find. "Eyes like a hawk," <<he>> says before returning to <<his>> stool.<<lsuspicion>><<prison_guards -1>>

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

	<</if>>

<</if>>

<<prison_laundry_options>>

:: Prison Laundry Work Inform
<<effects>>

You inform <<relaxed_guard 0>> of the <<persons>> acquisition. The <<person>> scowls at you as the teeth are confiscated.

<<prison_laundry_options>>

:: Prison Laundry Work Demand
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "H-hey" ,>> you say. <<gagged_speech "Could you spare some of those teeth" ?>>
<<elseif $submissive lte 850>>
    <<gagged_speech "Cut me in" ,>> you say. <<gagged_speech "Or the guard hears" .>>
<<else>>
    <<gagged_speech "Don't be greedy" ,>> you say, holding out your hand.
<</if>>

<<if random(1, 2) is 2>>
    The <<person>> sighs, and fishes the teeth from <<his>> pocket. <<He>> hands you a couple.<<prison_teeth_text 2>><<prison_teeth 2>>

<<else>>
    The <<person>> fishes the teeth from <<his>> pocket, looks at them a moment, then eats them. "Dunno what you're talking about." <<He>> grins.

<</if>>

<<prison_laundry_options>>

:: Prison Laundry Work Steal
<<effects>>

You wait until the <<person>> bends over to lift a box, then slip your hand into <<his>> pocket.

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

	You liberate the teeth, leaving <<him>> none the wiser.<<prison_teeth_text 2>><<prison_teeth 2>>

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

	<</if>>

<<else>>

	<<He>> catches your hand, and gives your face a light slap. "Nice try."<<gpain>><<pain 2>>

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

	<</if>>

<</if>>

<<prison_laundry_options>>

:: Prison Laundry Work Ignore
<<effects>>

You ignore the <<person>>'s acquisition, and return to work.

<<prison_laundry_options>>

:: Prison Laundry Work Socialise
<<effects>>
You chat with the other inmates. <<generate_relaxed_guard 0>><<generate2>><<person2>><<relaxed_guard 0 cap>> doesn't seem bothered.

<<set $rng to random(1, 10)>>
<<switch $rng>>
    <<case 1>>
        "Where does all this laundry come from anyway?" a <<person>> muses. "There's no end to it."
    <<case 2>>
        "Don't need many guards," a <<person>> says. <<He>> taps <<his>> collar. "They say they got us disciplined."
    <<case 3>>
        "One of them birds gave me a tooth once," a <<person>> says. "Like it was a gift. No joke."
    <<case 4>>
        <<if $prison.shock is 1>>
            "They made the collar shock me when I first arrived," a <<person>> says. "Wasn't nice."
        <<else>>
            "Do you think we could take them?" a <<person>> asks in a hushed voice. "The guards. They can't shock us anymore."
        <</if>>
    <<case 5>>
        "Getting me a new pair of shoes," a <<person>> says. "Next time the smuggler visits."
    <<case 6>>
        "Might be a trick to it," a <<person>> says. "But there's a way out. Always is."<<gskulduggery>><<skulduggery 1>>
    <<case 7>>
        "That big door in the yard," a <<person>> says. "I saw someone come through once. You can see a beach on the other side. Would be nice if they let us go for a swim. Not like we'd be able to go anywhere."
    <<case 8>>
        "I'm telling you," a <<person>> says. "These walls are funny."
    <<case 9>>
        "Best to keep your head down," a <<person>> says. "Though drawing attention would help you change opinions more easily."
    <<default>>

<</switch>>
<<endevent>>

<<set $rng to random(1, 3)>>
<<switch $rng>>
    <<case 1>>
        <<generate_relaxed_guard 0>><<generate2>><<person2>>The <<person>> rests <<his>> hand on your <<bottom>>.

        <<link [[Endure|Prison Laundry Work Endure]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>

        <<link [[Shove|Prison Laundry Work Shove]]>><<prison_inmates 1>><<prison_guards -1>><</link>><<gsuspicion>><<grespect>>

        <<link [[Squeeze back|Prison Laundry Work Squeeze]]>><<prison_inmates 1>><<gattention>><</link>><<promiscuous1>><<prison_attention 1>><<grespect>>

    <<case 2>>
        They enjoy your jokes.<<grespect>><<prison_inmates 1>>

        <<prison_laundry_options>>
    <<case 3>>
        <<generate1>><<generate2>><<person1>>
        A couple of inmates swap stories, bragging about their exploits.

        <<link [[Make something up|Prison Laundry Work Brag]]>><</link>><<englishdifficulty 1 1000>>

        <<if $famescrap gte 400>>
            <<link [[Tell a story of your daring|Prison Laundry Work Daring]]>><</link>> | Combat fame

        <</if>>
        <<link [[Ignore|Prison Laundry Work Chat Ignore]]>><</link>>

<</switch>>

:: Prison Laundry Work Brag
<<effects>>

You make up a story, one of boldness and daring.
<<if $englishSuccess>>
    <<set $rng to random(1, 5)>>
    <<switch $rng>>
        <<case 1>>
            "A giant slug?!" asks a <<person>>. "Who'd have thought."
        <<case 2>>
            "All the way in?" asks a <<person>>. "Who'd have thought."
        <<case 3>>
            "That's fucked up," says a <<person>>. "Nice one."
        <<case 4>>
            "I bet they felt that!" says a <<person>>.
        <<default>>
            "No less than they deserved," says a <<person>>.
    <</switch>>
    <<grespect>><<prison_inmates 1>>

<<else>>
    But maybe you went too far.

    <<set $rng to random(1, 5)>>
    <<switch $rng>>
        <<case 1>>
            "A giant what?!" says a <<person>>. "Pull the other one."
        <<case 2>>
            "There's no way you got it all in," says a <<person>>.
        <<case 3>>
            "If that's true," says a <<person>>. "Then I'm the emperor of France."
        <<case 4>>
            "I've heard some porkies in my time," says a <<person>>. "But that one takes the biscuit."
        <<default>>
            "Yeah right," says a <<person>> with a dismissive shake of <<his>> head.
    <</switch>>

<</if>>

<<prison_laundry_options>>

:: Prison Laundry Work Daring
<<effects>>

You recall one of your exploits,
<<set $rng to random(1, 2)>>
<<switch $rng>>
    <<case 1>>
        about one of the many fights you've won.

        "I think I've heard of you," says a <<person>>. "They call you <<underworld_nickname>>."<<grespect>><<prison_inmates 1>>

    <<default>>
        about one of the many assaults you've thwarted.

        The inmates seem impressed.<<grespect>><<prison_inmates 1>>

<</switch>>

<<prison_laundry_options>>

:: Prison Laundry Work Chat Ignore
<<effects>>

You ignore their game, and continue working.

<<prison_laundry_options>>

:: Prison Laundry Work Endure
<<effects>>

You stay focused on sorting laundry. The <<person>> gives your <<bottom>> a squeeze, and then a slap, jolting you forward a little.

<<prison_laundry_options>>

:: Prison Laundry Work Shove
<<effects>>

You shove the <<person>>, pushing <<him>> over. The other inmates laugh.

"None of that," <<relaxed_guard 0>> says, aroused enough to look over, but not to stand.

<<prison_laundry_options>>

:: Prison Laundry Work Squeeze
<<effects>>

You rest your hand on the <<persons>> ass in turn. <<He>> gives you a squeeze, and you return the favour.
<<promiscuity1>>

<<if $analdisable is "f" and random(1, 3) is 3>>
    <<if $worn.lower.name is "naked">>
        <<if $worn.under_lower.name is "naked">>
            <<He>> presses a finger against your anus.
        <<else>>
            <<He>> slips <<his>> hand down your $worn.under_lower.name, and presses a finger against your anus.
        <</if>>
    <<else>>
        <<He>> slips a hand down your $worn.lower.name, and presses a finger against your anus.
    <</if>>

    <<link [[Move away|Prison Laundry Work Anus Refuse]]>><</link>>

    <<if $promiscuity gte 55>>
        <<link [[Allow|Prison Laundry Work Anus]]>><<prison_attention 3>><</link>><<promiscuous3>><<ggattention>><<ggarousal>>

    <</if>>
<<else>>
    <<prison_laundry_options>>
<</if>>

:: Prison Laundry Work Anus
<<effects>>

/* $NPCList[0] is relaxed quard, [1] is a random inmate, currently active as <<person>>, as generated on :: Prison Laundry Work Socialise */
The <<person>> inserts <<his>> finger, pushing deeper.
<<if $player.penisExist>>
    You shiver as <<he>> reaches your prostate.
<</if>>
No one seems to have noticed <<his>> violating you in the middle of the room.
<<promiscuity3>>
<<arousal 3000>>
<<if $arousal gte 10000>>
    <<orgasm>>
    You lean forward, out of breath, as the <<person>> withdraws <<his>> hand. <<person1>><<relaxed_guard 0 cap>> looks over with a frown.<<gsuspicion>><<gattention>><<prison_attention 1>><<prison_guards -1>>
<<else>>
    <<person1>><<relaxed_guard 0 cap>> stirs, and the <<person2>><<person>> withdraws <<his>> hand.
<</if>>

<<prison_laundry_options>>

:: Prison Laundry Work Anus Refuse
<<effects>>

You step away from the <<person>>. <<He>> takes the hint, though gives your <<bottom>> a final smack.

<<prison_laundry_options>>

:: Prison Laundry Work Chat
<<effects>>

<<generate_relaxed_guard 0>><<relaxed_guard 0 cap>><<person1>> looks up as you approach. "You should be working," <<he>> says. "But I'll overlook it. Fancy a game?" <<He>> rattles the dice in <<his>> hand.

<<link [[Play|Prison Laundry Work Play]]>><<set $prison_relaxed_spoke to 1>><<prison_rep relaxed 1>><</link>><<glove>>

<<if $prison_job_change is undefined>>
    <<if $prison.guards gte 60>>
        <<link [[Ask to work in medical|Prison Laundry Work Medical]]>><</link>>

    <<else>>
        You aren't trusted enough to work in medical.

    <</if>>
    <<if $prison.guards gte 80>>
        <<link [[Ask to work on the spire|Prison Laundry Work Spire]]>><</link>>

    <<else>>
        You aren't trusted enough to be allowed on the spire.

    <</if>>
<</if>>
<<link [[Leave|Prison Laundry Work]]>><<endevent>><</link>>

:: Prison Laundry Work Medical
<<effects>>

<<relaxed_guard 0 cap>> glances at you. "That should be fine," <<he>> says. "I'll give specs a heads up. You start work there tomorrow."

<<set $prison_job_change to "medical">>
<<prison_laundry_options>>

:: Prison Laundry Work Spire
<<effects>>

<<relaxed_guard 0 cap>> glances at you. "If you're sure," <<he>> says. "Always need hands up there. You start work there tomorrow."

<<set $prison_job_change to "spire">>
<<prison_laundry_options>>

:: Prison Laundry Work Play
<<effects>>

<<if $prison.relaxed gte 60 and $NPCList[0].name_known isnot 1>>
    "You know," <<relaxed_guard 0>> says. "I don't think I properly introduced myself.
    <<set $NPCList[0].name_known to 1>>
    <<save_relaxed_guard>>
    I'm <<relaxed_guard 0>>. Don't tell specs I got informal." <<He>> bounces the dice between <<his>> hands.
<</if>>

"Shall we make this interesting?" <<he>> asks. "You win, and I'll let you chill for an hour. But if I win," <<he>> pauses.

<<if $leftarm is "bound" and $rightarm is "bound">>
    "You spend it as my footstool. Not like you're good for much else at the moment."
    <<set $phase to 2>>
<<else>>
    <<if $worn.face.type.includes("gag")>>
        <<set $rng to random(1, 2)>>
    <<else>>
        <<set $rng to random(1, 3)>>
    <</if>>
    <<switch $rng>>
        <<case 1>>
            "You spend it on your hands and knees, carrying laundry with your mouth."
            <<set $phase to 1>>
        <<case 2>>
            "You spend it as my footstool. They won't let me put my feet up otherwise."
            <<set $phase to 2>>
        <<case 3>>
            <<if $NPCList[0].penis isnot "none">>
                "You suck me off."
            <<else>>
                "You eat me out."
            <</if>>
            <<set $phase to 3>>
    <</switch>>
<</if>>

<<link [[Accept challenge|Prison Laundry Work Challenge]]>><<prison_work 1>><<prison_rep relaxed 3>><</link>><<gglove>>

<<link [[Play normally|Prison Laundry Work Normal]]>><<prison_work 1>><</link>>

:: Prison Laundry Work Challenge
<<effects>>

<<He>> rolls first.

<<set _die_1 to random(1, 6)>>
<<set _die_2 to random(1, 6)>>

        <<if $images is 1>>

        <<else>>
            ?
        <</if>>

    +

        <<if $images is 1>>

        <<else>>
            ?
        <</if>>

    =

<<timed 1s>>
    <<replace "#die_1">>
    <<if $images is 1>>

    <<else>>
        _die_1
    <</if>>
    <</replace>>
<</timed>>
<<timed 2s>>
    <<replace "#die_2">>
    <<if $images is 1>>

    <<else>>
        _die_2
    <</if>>
    <</replace>>
<</timed>>

<<set $relaxed_roll to (_die_1 + _die_2)>>
<<timed 3s>>
    <<print $relaxed_roll>>

<</timed>>

<<link [[Next|Prison Laundry Work Challenge 2]]>><</link>>

:: Prison Laundry Work Challenge 2
<<effects>>

Your turn.

<<set _die_1 to random(1, 6)>>
<<set _die_2 to random(1, 6)>>

        <<if $images is 1>>

        <<else>>
            ?
        <</if>>

    +

        <<if $images is 1>>

        <<else>>
            ?
        <</if>>

    =

<<timed 1s>>
    <<replace "#die_1">>
    <<if $images is 1>>

    <<else>>
        _die_1
    <</if>>
    <</replace>>
<</timed>>
<<timed 2s>>
    <<replace "#die_2">>
    <<if $images is 1>>

    <<else>>
        _die_2
    <</if>>
    <</replace>>
<</timed>>

<<set $your_roll to (_die_1 + _die_2)>>
<<timed 3s>>
    <<print $your_roll>>

<</timed>>

<<link [[Next|Prison Laundry Work Challenge 3]]>><</link>>

:: Prison Laundry Work Challenge 3
<<effects>>

<<if $relaxed_roll is $your_roll>>
    "Draw," <<relaxed_guard 0>> says. "Rematch?"

    <<link [[Rematch|Prison Laundry Work Challenge]]>><<unset $relaxed_roll>><<unset $your_roll>><</link>>

    <<link [[Play normally|Prison Laundry Work Normal]]>><<unset $relaxed_roll>><<unset $your_roll>><</link>>

<<elseif $your_roll gte $relaxed_roll>>
    <<prison_work 1>>
    "You win," <<relaxed_guard 0>> says. "Feel free to put your feet up. Don't leave the laundry room though. I'll mark you down as present. Consider it an extra hour of free time."

    <<unset $relaxed_roll>>
    <<unset $your_roll>>

    <<prison_laundry_options>>

<<else>>
    "You lose," <<relaxed_guard 0>> says with a smirk.
    <<switch $phase>>
        <<case 1>>
            "Get on your knees."

            You spend the next hour crawling between the machines and table, carrying clothes in your mouth. It is incredibly inefficient. But that's not the point.

            The other inmates are amused.<<lrespect>><<prison_inmates -1>><<ggattention>><<prison_attention 3>><<gstress>><<garousal>><<stress 6>><<arousal 600>>

            <<pass 1>><<advancetohour>>
            <<prison_laundry_options>>
        <<case 2>>
            "Get on your knees."

            You spend the next hour with <<relaxed_guard 0 apo>> feet resting on your back. <<He>> seems pretty happy. So do the inmates.<<lrespect>><<prison_inmates -1>><<gattention>><<prison_attention 1>><<gstress>><<garousal>><<stress 6>><<arousal 600>>

            <<pass 1>><<advancetohour>>
            <<prison_laundry_options>>
        <<default>>
            "Get on your knees."

            <<He>> grasps the back of your hair, and pulls your face against <<his>> groin.

            <<link [[Next|Prison Laundry Oral]]>><<set $sexstart to 1>><</link>>

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

:: Prison Laundry Oral
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>

	<<maninit>>
    <<if $pronoun is "m">>
        <<if $NPCList[0].penis isnot "none">>
            <<He>> unzips <<his>> fly, revealing <<his>> <<print $NPCList[0].penisdesc>>.

        <<else>>
            <<He>> unzips <<his>> fly, revealing <<his>> pussy.
        <</if>>
    <<else>>
        <<if $NPCList[0].penis isnot "none">>
            <<He>> lifts <<his>> skirt, revealing <<his>> <<print $NPCList[0].penisdesc>>.

        <<else>>
            <<He>> lifts <<his>> skirt, revealing <<his>> pussy.
        <</if>>
    <</if>>
    <<npcoral>>
	<<set $enemytrust -= 100>>
<</if>>
<<effects>>
<<effectsman>><<man>>

<<audience>>

<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Prison Laundry Oral Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prison Laundry Oral Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prison Laundry Oral Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prison Laundry Oral]]>><</link>><<nexttext>>
<</if>>

:: Prison Laundry Oral Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"Now get back to work," <<he>> says. "All of you."<<ggattention>><<prison_attention 3>><<glove>><<prison_rep relaxed 1>>

	<<tearful>> you stand.

	<<clotheson>>
	<<endcombat>>
	<<prison_laundry_options>>
<<elseif $enemyhealth lte 0>>
	<<He>> leans back too far, and falls from <<his>> stool, striking and breaking a pipe. Hot steam billows over <<his>> face. <<He>> shouts and falls backward in pain.<<llove>><<gsuspicion>><<greb>><<ggrespect>><<prison_rep relaxed -1>><<prison_guards -1>><<prison_reb 1>><<prison_inmates 3>>

	<<tearful>> you step back. The other inmates pull you into the crowd, hiding you from <<relaxed_guard 0 apo>> retaliation. <<He>> pushes through the throng, trying to find you, but soon calms. <<He>> sits with a huff. "Maybe I deserved that."

	<<clotheson>>
	<<endcombat>>

	<<prison_laundry_options>>
<<else>>
	"Fine," <<relaxed_guard 0>> says. "But don't push your luck in the future."<<lllove>><<ggsuspicion>><<prison_rep relaxed -3>><<prison_guards -3>>"

	<<tearful>> you climb to your feet.

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

:: Prison Laundry Work Normal
<<effects>>

<<He>> shrugs, and rolls the dice.

<<if random(1, 2) is 2>>
    You win. "Congratulations," <<he>> says. "Now get back to work."

<<else>>
    You lose. "Bad luck," <<he>> says. "Now get back to work."

<</if>>

<<link [[Next|Prison Laundry Work Hard]]>><</link>>

:: Prison Medical Work
<<effects>>
<<generate_methodical_guard 0>><<person1>>
<<if $prison.methodical gte 1 and $NPCList[0].name_known isnot 1>>
    <<methodical_guard 0 cap>> aknowledges your arrival with a sniff. <<He>> doesn't have time for more. A loud crack echoes through the room as the cupboard bursts open. A dark shape hurls across the room.

    "Shut the door!" <<methodical_guard 0>> shouts. "Shut it!"

    The creature jumps into <<methodical_guard 0 apo>> desk, leaving stacks of paper strewn across the floor.

    <<link [[Catch the creature|Prison Medical Catch]]>><</link>><<athleticsdifficulty 1 1000>>

    <<link [[Watch|Prison Medical Watch]]>><</link>>

<<elseif $prison.medical_intro is 1>>
    <<methodical_guard 0 cap>> acknowledges your arrival with a sniff.
    <<endevent>>

    <<prison_medical_options>>
<<else>>
    <<set $prison.medical_intro to 1>>
    <<methodical_guard 0 cap>> prods a bandaged patient's foot as you approach. The patient yelps in pain. "Serves you right," <<methodical_guard 0>> says, jotting something down. <<He>> notices you. "Ah. You wanted to work here? Fine. Just do as I say, and stay away from the cupboard."
    <<endevent>>

    <<prison_medical_options>>
<</if>>

:: Prison Medical Catch
<<effects>>

You run at the creature, grasping a dislodged cupboard drawer as you do.
<<if $athleticsSuccess>>
    You manage to trap the creature beneath it.

    "Thank you," <<methodical_guard 0>> says. <<He>> looks at the paper strewn across the floor, and sighs. "I need your assistance cleaning this up."<<prison_rep methodical 5>><<glove>>

<<else>>
    You almost catch it, but bump your knee on a bed, and fall to the ground clutching your leg.<<gpain>><<pain 4>>

    <<methodical_guard 0 cap>> makes <<his>> own attempt. <<He>> manages to catch it, but not before several inmates have been spooked from their beds.

<<methodical_guard 0 cap>> looks at the strewn paper with an exasperated expression. "I need your assistance-" <<he>> pants. "Cleaning this up."

<</if>>

<<link [[Next|Prison Medical Clean]]>><</link>>

:: Prison Medical Watch
<<effects>>

You stay out of the way as <<methodical_guard 0>> chases the creature with a wooden box. <<He>> manages to catch it, but not before several inmates have been spooked from their beds.

<<methodical_guard 0 cap>> looks at the strewn paper with an exasperated expression. "I need your assistance-" <<he>> pants. "Cleaning this up."

<<link [[Next|Prison Medical Clean]]>><</link>>

:: Prison Medical Clean
<<effects>>
<<pass 30>>
<<generate_scarred_inmate 1>>
You help <<methodical_guard 0>> right the desk, and sort through the paper while <<he>> restores the furniture elsewhere. Records of the various inmates. Turns out <<scarred_inmate 1>> is allergic to nuts.

You're sorting through the last of the paper, when you find another interesting sheet. <<methodical_guard 0 capo>> humourless face stares from the top.
<<set $NPCList[0].name_known to 1>>
<<save_methodical_guard>>
"Name: <<methodical_guard 0>>-" The <<personsimple>> <<himself>> snatches it before you can read further. "Thank you," <<he>> says. "You can go."

<<link [[Next|Prison Medical]]>><<endevent>><</link>>

:: Prison Medical Work Hard
<<effects>>

<<generate_methodical_guard 0>><<person1>>You help <<methodical_guard 0>> move patients, take vitals, and apply bandages. <<He>> only speaks when necessary, and gives little heed to the patients' comfort.

<<set $rng to random(1, 5)>>
<<switch $rng>>
<<case 1>>
    "Painkillers are suitable for this one," <<he>> says. <<He>> pulls a bottle from <<his>> pocket, but has trouble opening it. "Would you mind? Just the one, actually." The jar pops open. There are shark's teeth inside.
    <<generate2>><<person2>>

    The patient, a <<person>>, tugs your <<if $exposed gte 2>>arm<<else>>sleeve<</if>>. "Hurts it does. Could you slip me something extra? <<person1>><<He>> won't notice."

    <<set $skulduggerydifficulty to 300>>
    <<link [[Slip something extra|Prison Medical Work Slip]]>><</link>><<skulduggerydifficulty>>

    <<set $skulduggerydifficulty to 700>>
    <<link [[Slip something extra, and something for yourself|Prison Medical Work Extra]]>><</link>><<skulduggerydifficulty>>

    <<link [[Refuse|Prison Medical Work Slip Refuse]]>><</link>>

<<case 2>>
    <<if $tending gte random(1, 1000)>>
        "Apply the ointment to the rash. You already have? Then help me with- Oh. That's done as well." <<methodical_guard 0 cap>> is impressed by your ability.<<glove>><<lsuspicion>><<prison_rep methodical 1>><<prison_guards 1>>

    <<else>>
        "Apply the ointment to the rash. No, on the leg. The other leg. No, not there." <<methodical_guard 0 cap>> is unimpressed with your assistance.

    <</if>>

    <<prison_medical_options>>
<<case 3>>
    <<generate2>><<person2>>
    One of the patients smacks your <<bottom>> as you turn away.

    <<link [[Get angry|Prison Medical Work Angry]]>><<prison_inmates 1>><<prison_guards -1>><</link>><<gsuspicion>><<grespect>>

    <<link [[Ignore|Prison Medical Work Angry Ignore]]>><<prison_guards 1>><<trauma 6>><<stress 6>><<pain 1>><</link>><<gpain>><<gtrauma>><<gstress>><<lsuspicion>>

<<case 4>>
    The cupboard rattles of its own accord, until <<methodical_guard 0>> stills it with a thwack.

    <<prison_medical_options>>
<<default>>
    The lights flicker.
    <<if $hallucinations gte 2 and random(1, 10) is 10>>
        For a moment, all the beds are filled with gangrel monstrosities. They leak from the covers, and seep over and through the floor. You blink, and the image is gone.<<gstress>><<stress 6>>
    <<else>>
        It soon stops, but the light seems more dim.
    <</if>>

    <<prison_medical_options>>
<</switch>>

:: Prison Medical Work Angry
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "Y-you shouldn't behave like that" !>> you protest.
<<elseif $submissive lte 850>>
    <<gagged_speech "Keep your mitts off" ,>> you say. <<gagged_speech "Or you'll lose them" .>>
<<else>>
    <<gagged_speech "Keep your mitts off" ,>> you say.
<</if>>

The <<person2>><<person>> grins. "Can't blame a <<personsimple>> for wanting a feel."

<<methodical_guard 0 cap>><<person1>> smacks <<his>> clipboard against the bedframe. "No drama," <<he>> says. "Thank you."

<<prison_medical_options>>

:: Prison Medical Work Angry Ignore
<<effects>>

You attend to your duties. <<methodical_guard 0 cap>> appreciates the lack of disruption.

<<prison_medical_options>>

:: Prison Medical Work Slip
<<effects>>

You slip the <<person2>><<person>> an extra tooth. "Thank you kindly," <<he>> says.<<famegood 1>><<grespect>><<prison_inmates 1>><<ghope>><<prison_hope 1>>

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

	<<methodical_guard 0 cap>> is too busy fussing to notice.

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

	<</if>>

	<<prison_medical_options>>

<<else>>

	<<methodical_guard 0 cap>> snatches the teeth from the <<person2>><<persons>> hand. "You can go without," <<person1>><<he>> says, before piercing you with <<his>> gaze.<<gsuspicion>><<prison_guards -1>>

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

	<</if>>

	<<prison_medical_options>>

<</if>>

:: Prison Medical Work Extra
<<effects>>

You slip the <<person2>><<person>> an extra tooth, and a couple for yourself. "Thank you kindly," <<he>> says.<<famegood 1>><<grespect>><<prison_inmates 1>><<ghope>><<prison_hope 1>><<prison_teeth_text 2>><<prison_teeth 2>>

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

	<<methodical_guard 0 cap>> is too busy fussing to notice.

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

	<</if>>

	<<prison_medical_options>>

<<else>>

	<<methodical_guard 0 cap>> snatches the teeth from the <<person2>><<persons>> hand. "You can go without," <<person1>><<he>> says, before piercing you with <<his>> gaze. <<gsuspicion>><<prison_guards -1>>

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

	<</if>>
    <<He>> tugs off <<his>> gloves. "I can't overlook this. Come with me."

    <<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>>

    <<link [[Refuse|Prison Medical Work Punishment Refuse]]>><</link>>

<</if>>

:: Prison Medical Work Punishment Refuse
<<effects>>

<<if $prison.shock is 1>>
    <<methodical_guard 0 cap>> sighs, and reaches into <<his>> shirt pocket. A terrible jolt runs through you, emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>

    You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from medical.<<grespect>><<prison_inmates 1>>
    <<bind>>

    <<link [[Next|Prison Punishment]]>><<endevent>><</link>>
<<else>>
    <<methodical_guard 0 cap>> reaches into <<his>> pocket, then frowns. <<He>> turns to the next patient, and pretends nothing happened.

    <<prison_medical_options>>
<</if>>

:: Prison Medical Work Slip Refuse
<<effects>>

You administer a single tooth as instructed. The <<person2>><<person>> sighs, but doesn't complain.

<<prison_medical_options>>

:: Prison Medical Work Chat
<<effects>>

<<generate_methodical_guard 0>><<person1>><<methodical_guard 0 cap>> doesn't look at you. "I'm too busy to chat," <<he>> says. "And you should be too."

<<if $prison_job_change is undefined>>
    <<link [[Ask to work in the laundry room|Prison Medical Work Laundry]]>><</link>>

    <<if $prison.guards gte 80>>
        <<link [[Ask to work on the spire|Prison Medical Work Spire]]>><</link>>

    <<else>>
        You aren't trusted enough to be allowed on the spire.

    <</if>>
<</if>>
<<link [[Leave|Prison Medical Work]]>><<endevent>><</link>>

:: Prison Medical Work Laundry
<<effects>>

"I'll send the word over," <<methodical_guard 0>> says. "You start work in the laundry room tomorrow."
<<set $prison_job_change to "laundry">>

<<prison_medical_options>>

:: Prison Medical Work Spire
<<effects>>

<<methodical_guard 0 cap>> hesitates. "Few inmates are trusted on the spire," <<he>> says. "And fewer still want to work there. Fine. "You start work there tomorrow."
<<set $prison_job_change to "spire">>

<<prison_medical_options>>

:: Prison Spire Work
<<effects>>

<<generate_anxious_guard 0>><<person1>>
<<anxious_guard 0 cap>> sighs in relief.
<<endevent>>

<<prison_spire_options>>

:: Prison Spire Work Hard
<<set $outside to 0>><<effects>>

<<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>> stays in the safety of the cabin, and expects you to perform the more dangerous tasks.
<<endevent>>

<<set $rng to random(1, 5)>>
<<switch $rng>>
    <<case 1>>
        <<beastNEWinit 5 "hawk">>
        You carry a basket of fish with both hands. The <<beastsplural>> watch you, like statues, until the basket touches the floor. You turn and run as the creatures descend in a feeding frenzy.<<gstress>><<prison_birds 1>><<prison_birds_text>>

        <<prison_spire_options>>
    <<case 2>>
        <<beastNEWinit 5 "hawk">><<person1>>
        Small gems litter the ground around the beacon. Shark's teeth. You are expected to collect them.

        <<set $skulduggerydifficulty to 800>>
        <<link [[Be sneaky|Prison Spire Work Hard Sneak]]>><</link>><<skulduggerydifficulty>>

        <<link [[Be quick|Prison Spire Work Hard Quick]]>><</link>><<athleticsdifficulty 800>>

    <<case 3>>
        <<generate_anxious_guard 0>><<person1>>
        <<set $hawk_loot to either("cigar", "booze bottle", "knife", "mobile phone", "packet of sweets")>>
        "Contraband," <<anxious_guard 0>> says, pointing at a <<endevent>><<beastNEWinit 1 "hawk">><<person1>><<beasttype>> sat alone near the tower's edge.
        <<if $monster is 1>>
            <<bHe>>'s holding a $hawk_loot in <<bhis>> hand.
        <<else>>
            <<bHe>>'s holding a $hawk_loot in <<bhis>> beak.
        <</if>>

        <<link [[Next|Prison Spire Work Get]]>><</link>>

    <<case 4>>
        <<beastNEWinit 2 "hawk">><<person1>>
        The <<beastsplural>> journey between the tower and ocean, searching for pieces of driftwood and bringing them to the top of the beacon. This wood is sometimes discarded at once, thrown to splinter against the platform floor.

        You clean up after them. They're too busy to pay you any attention.

        <<prison_spire_options>>
    <<default>>
        <<generate_anxious_guard 0>><<person1>>
        "Not much need doing right now," <<anxious_guard 0>> says. "Just help me keep an eye out."

        <<link [[Chat|Prison Spire Work Chat 2]]>><<prison_rep anxious 1>><</link>><<glove>>

        <<link [[Search for teeth|Prison Spire Work Search]]>><</link>><<difficulty 70>>

        <<link [[Daydream|Prison Spire Work Daydream]]>><<stress -6>><</link>><<lstress>>
<</switch>>

:: Prison Spire Work Get
<<effects>>

<<if $prison.birds gte random(1, 30) and random(1, 5) isnot 5>>
    You approach the <<beasttype>>. <<bHe>> observes you. Then <<bhe>> takes to the air, leaving the $hawk_loot behind.

    <<endevent>>
    <<generate_anxious_guard 0>>
    You return the $hawk_loot to <<anxious_guard 0>>. "That wasn't so bad," <<person1>><<he>> says.<<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>

    <<unset $hawk_loot>>
    <<prison_spire_options>>
<<else>>
    You approach the <<beasttype>>. <<bHe>> observes you, and curls <<bhis>> wings around the $hawk_loot.
    <<if $monster is 1>>
        "I keep," <<bhe>> says. "Go back to master." <<He>> sounds agitated.
    <<else>>
        <<bHe>> squarks, agitated.
    <</if>>

    <<link [[Soothe|Prison Spire Work Soothe]]>><</link>><<tendingdifficulty 1 1000>>

    <<link [[Give up|Prison Spire Work Give Up]]>><<prison_birds 1>><<prison_guards -1>><</link>><<gsuspicion>><<prison_birds_text>>

<</if>>

:: Prison Spire Work Soothe
<<effects>>

<<if $tendingSuccess>>
    You sing, and a soothing, melodic tune emerges from somewhere deep. The <<beasttype>> curls up, and falls asleep.

    <<endevent>>
    <<generate_anxious_guard 0>>
    You return the $hawk_loot to <<anxious_guard 0>>. "Dunno how you do it," <<he>> says.<<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>

    <<unset $hawk_loot>>
    <<prison_spire_options>>
<<else>>
    "Won't you be a good birdy?" you ask.
    <<if $monster is 1>>
        <<bHe>> laughs, unimpressed.
    <<else>>
        <<bHe>> continues to watch you, unimpressed.
    <</if>>

    <<link [[Take by force|Prison Spire Work Force]]>><</link>><<difficulty 50>>

    <<link [[Give up|Prison Spire Work Give Up]]>><<prison_birds 1>><<prison_guards -1>><</link>><<gsuspicion>><<prison_birds_text>>

<</if>>

:: Prison Spire Work Force
<<effects>>

You reach for the $hawk_loot.
<<if $monster is 1>>
    The <<beasttype>> tries to pull it away, but you grasp it firm.
<<else>>
    The <<beasttype>> tries to pull it away with <<bhis>> beak, but you grasp it firm.
<</if>>
<<if random(1, 2) is 2>>
    After a brief tug of war, <<bhe>> yields, and takes to the air.

    <<endevent>>
    <<generate_anxious_guard 0>>
    You return the $hawk_loot to <<anxious_guard 0>>. "Dunno how you do it," <<he>> says.<<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>

    <<unset $hawk_loot>>
    <<prison_spire_options>>
<<else>>
    After a brief tug of war, you manage to get the upper hand. The <<beasttype>> screeches, and lunges after <<bhis>> treasure.

    <<link [[Next|Prison Spire Work Fight]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Prison Spire Work Fight
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<beastCombatInit>>
    <<set $enemyanger += 200>>
    <<set $enemytrust -= 100>>
<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Prison Spire Work Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prison Spire Work Fight Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Prison Spire Work Fight Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

	<<beastejaculation>>

	<<bHe>> takes to the sky, leaving you to pick yourself off the ground. <<bHe>>'s forgotten about the $hawk_loot.

	<<tearful>> you return to the cabin.

	<<clotheson>>
	<<endcombat>>

    <<endevent>>
    <<generate_anxious_guard 0>>
    <<anxious_guard 0 cap>> awaits you. "Don't worry," <<he>> grins. "I'll delete the footage."<<gstress>><<stress 6>><<gattention>><<prison_attention 1>><<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>

    <<unset $hawk_loot>>
    <<prison_spire_options>>

<<else>>

	The <<beasttype>> drops the $hawk_loot as it launches into a panicked flight.

	<<tearful>> you return to the cabin.

    <<endevent>>
    <<generate_anxious_guard 0>>
    You return the $hawk_loot to <<anxious_guard 0>>. "Dunno how you do it," <<he>> says.<<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>

    <<unset $hawk_loot>>
    <<prison_spire_options>>

<</if>>

:: Prison Spire Work Give Up
<<effects>>

<<endevent>>
<<generate_anxious_guard 0>><<person1>>
<<anxious_guard 0 cap>> looks frustrated. "Well," <<he>> says. "I'm not going near it. Maybe we can snatch it when it naps." <<He>> doesn't sound keen.

<<unset $hawk_loot>>
<<prison_spire_options>>

:: Prison Spire Work Get Refuse
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "I-I'm too scared" ,>> you say. <<gagged_speech "You'll have to do it" .>>
<<elseif $submissive lte 850>>
    <<gagged_speech "You go" ,>> you say. <<gagged_speech "You're getting paid" .>>
<<else>>
    <<gagged_speech "I'm sorry" ,>> you say. <<gagged_speech "But no" .>>
<</if>>

<<anxious_guard 0 cap>> takes a deep breath, and leaves the cabin.

<<He>> returns to the cabin, $hawk_loot in hand, <<his>> clothes ruffled. <<He>> slumps in front of the monitors.

<<unset $hawk_loot>>
<<prison_spire_options>>

:: Prison Spire Work Hard Sneak
<<effects>>

You walk slowly, hoping not to attract notice, crouching to pick up the glittering teeth.

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

	The <<beastsplural>> are too busy preening and grooming to pay you any attention.

    <<endevent>>

    "Nice work," <<generate_anxious_guard 0>><<anxious_guard 0>> says.
    <<if $prison.anxious gte 60>>
        "You can keep a couple, but don't tell the others."<<prison_teeth_text 2>><<prison_teeth 2>>
    <</if>>
    <<lsuspicion>><<prison_guards -1>>

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

	<</if>>

	<<prison_spire_options>>

<<else>>

	<<beastNEWinit 5 "hawk">><<person1>>
    One <<beasttype>> lounging on the beacon turns <<bhis>> head to face you.
    <<if $monster is 1>>
        <<bHe>> hops to ground. "Taking what isn't yours?" <<bhe>> says. "Drop them."
    <<else>>
        <<bHe>> hops to the ground and paces towards you, eyes on the shark's teeth.
    <</if>>

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

	<</if>>

	<<link [[Drop the teeth|Prison Spire Work Drop]]>><<prison_guards -1>><</link>><<gsuspicion>>

    <<link [[Threaten|Prison Spire Work Threaten]]>><</link>><<physiquedifficulty 10000 20000>>

<</if>>

:: Prison Spire Work Drop
<<effects>>

The <<beasttype>> waits for you to return to the cabin before collecting the teeth.

<<prison_spire_options>>

:: Prison Spire Work Threaten
<<effects>>

<<if $submissive gte 1150>>
    <<gagged_speech "I-I'm just doing what I'm told" ,>> you say. <<gagged_speech "Don't get in the way" .>>
<<elseif $submissive lte 850>>
    <<gagged_speech "Best be gone" ,>> you say. <<gagged_speech "Or I'll break your brittle bones" .>>
<<else>>
    <<gagged_speech "I'm working" ,>> you say. <<gagged_speech "Don't get in my way" .>>
<</if>>

<<if $physiqueSuccess>>
    The <<beasttype>> sizes you up, then flies back to the beacon.

    <<endevent>>
    "Nice work," <<generate_anxious_guard 0>><<anxious_guard 0>> says once you're back in the cabin.
    <<if $prison.anxious gte 60>>
        "You can keep a couple, but don't tell the others."<<prison_teeth_text 2>><<prison_teeth 2>>
    <</if>>
    <<lsuspicion>><<prison_guards -1>>

<<else>>
    The <<beasttype>> sizes you up, then steps closer.
    <<if $monster is 1>>
        "Maybe I'll throw you in the sea," <<bhe>> says. "You look light enough."
    <</if>>

	<<bHe>> beats <<bhis>> wings and launches at you, colliding with your chest and knocking you prone.<<gstress>><<gpain>><<stress 6>><<pain 4>>

    <<if $monster is 1>>
        <<bHe>> gathers the scattered teeth as you struggle to stand, then flies back to the beacon.
    <<else>>
        <<bHe>> takes each of the scattered teeth in <<bhis>> beak, swallowing them before moving to the next. <<bHe>> flies back to the beacon as you stagger to your feet.
    <</if>>
    <<gsuspicion>><<prison_guards 1>>

<</if>>

<<prison_spire_options>>

:: Prison Spire Work Hard Quick
<<effects>>

You run around the beacon, scooping the teeth without stopping.
<<if $athleticsSuccess>>
    <<beastNEWinit 5 hawk>><<person1>>
    The <<beastsplural>> cease their grooming to watch you, but you're back in the cabin before they can summon the energy to give chase.

    <<endevent>>
    "Nice work," <<generate_anxious_guard 0>><<anxious_guard 0>> says once you're back in the cabin.
    <<if $prison.anxious gte 60>>
        "You can keep a couple, but don't tell the others."<<prison_teeth_text 2>><<prison_teeth 2>>
    <</if>>
    <<lsuspicion>><<prison_guards -1>>

    <<prison_spire_options>>
<<else>>
    <<beastNEWinit 5 hawk>><<person1>>
    The <<beastsplural>> cease their grooming to watch you. In your haste, you trip over piece of driftwood.<<gstress>><<gpain>><<stress 6>><<pain 4>>

    <<if $monster is 1>>
        The <<beastsplural>> burst into laugher.
    <<else>>
        The <<beastsplural>> screech in mirth.
    <</if>>
    One hops off the beacon, landing a few feet away from you.
    <<if $monster is 1>>
        "Taking what isn't yours?" <<bhe>> says. "Drop them."
    <<else>>
        <<bHe>> eyes up the shark's teeth.
    <</if>>

	<<link [[Drop the teeth|Prison Spire Work Drop]]>><<prison_guards -1>><</link>><<gsuspicion>>

    <<link [[Threaten|Prison Spire Work Threaten]]>><</link>><<physiquedifficulty 10000 20000>>

<</if>>

:: Prison Spire Work Chat
<<set $outside to 0>><<effects>>

<<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>> keeps <<his>> eyes fixed on the creatures outside. "What is it?"

<<if $prison_job_change is undefined>>
    <<link [[Ask to work in the laundry room|Prison Spire Work Laundry]]>><</link>>

    <<if $prison.guards gte 60>>
        <<link [[Ask to work in medical|Prison Spire Work Medical]]>><</link>>

    <<else>>
        You aren't trusted enough to work in medical.

    <</if>>
<</if>>
<<link [[Leave|Prison Spire Work]]>><<endevent>><</link>>

:: Prison Spire Work Laundry
<<effects>>

"Safer sorting laundry," <<anxious_guard 0>> says. "You start work there tomorrow."
<<set $prison_job_change to "laundry">>

<<prison_spire_options>>

:: Prison Spire Work Medical
<<effects>>

"Safer if you don't catch something," <<anxious_guard 0>> says. "You start work in medical tomorrow."
<<set $prison_job_change to "medical">>

<<prison_spire_options>>

:: Prison Spire Work Chat 2
<<effects>>

You chat with <<anxious_guard 0>>.

<<set $rng to random(1, 5)>>
<<switch $rng>>
    <<case 1>>
        "I can't believe they stuck me up here," <<he>> says. "I'm afraid of heights as well."
    <<case 2>>
        "Used to just use inmates for this," <<he>> says. "But they kept going missing."
    <<case 3>>
        "This is new," <<he>> says, tapping the concrete wall. "Can't imagine this without it."
    <<case 4>>
        "Not many inmates allowed up here," <<he>> says. "For your safety."
    <<default>>
        "Like to see specs try to handle this job," <<he>> says. "Probably high on shark's teeth right now."
<</switch>>

<<prison_spire_options>>

:: Prison Spire Work Search
<<effects>>

You search for shark's teeth near the edge of the tower, away from the beacon. You search beneath scattered driftwood, and within the platform's shattered surface.
<<set $rng to random(1, 10)>>
<<if $rng lte 1>>
    You upturn a shell, and find several gems beneath.<<prison_teeth 10>><<prison_teeth_text 10>>
<<elseif $rng lte 7>>
    You manage to find a few.<<prison_teeth 3>><<prison_teeth_text 3>>
<<else>>
    You find some actual shark's teeth, but none of the coveted gems.
<</if>>

<<prison_spire_options>>

:: Prison Spire Work Daydream
<<effects>>

<<beastNEWinit 5 "hawk">><<person2>>
You sit and watch the <<beastsplural>>, and let your mind wander.

<<set $rng to random(1, 5)>>
<<switch $rng>>
    <<case 1>>
        The <<beastsplural>> have made their homes on the roof of the beacon. Nests of driftwood hang over the edges.
    <<case 2>>
        <<if $weather is "clear">>
            You can see the coast on the horizon, and the unnatural blotch that is the town. You try to pick out landmarks.
        <<elseif $weather is "rain">>
            Rain hammers the windows, almost obscuring the edge of the platform.
        <<else>>
            You could see the ocean from here, if the air were clearer.
        <</if>>
    <<case 3>>
        A <<beasttype>> lands in front of the cabin, and watches you through the window. <<anxious_guard 0 cap>> smacks the glass to scare <<bhim>> away.
    <<case 4>>
        A pair of <<beasttype>>'s scrap over something wet and red, until a third swoops in and steals the prize.
    <<default>>
        You lurch, as if the spire itself moved. <<person1>><<anxious_guard 0 cap>> sits upright. "Happens sometimes," <<he>> says. "N-nothing to worry about."<<gstress>><<stress 6>>
<</switch>>

<<prison_spire_options>>

:: Prison Yard Flirt
<<effects>>

<<if $phase is 1>>
    You strut across the yard like you own it, giving suggestive looks, and lewd compliments. Some inmates flirt back, others just watch with hungry eyes.
    <<promiscuity2>>
<<else>>
    You spring across the yard, giving bawdy compliments and checking out toned physiques. The inmates take notice, and leer back.
    <<promiscuity1>>
<</if>>

You have their attention.

<<link [[Ask for teeth|Prison Yard Flirt Teeth]]>><</link>>

<<link [[Encourage those working out|Prison Yard Flirt Encourage]]>><</link>>

<<if $demon gte 6>>
    <<link [[Incite lust|Prison Yard Flirt Fix]]>><</link>><<demon>>
<</if>>

:: Prison Yard Flirt Teeth
<<effects>>

<<generate1>><<person1>>
<<if $submissive gte 1150>>
    "D-does anyone have spare teeth?" you ask. "I could really use them."
<<elseif $submissive lte 850>>
    "Any of you scum have some teeth to spare?" you ask. "I could use them."
<<else>>
    "I'm a little short on teeth," you say. "Could anyone help me out?"
<</if>>

<<if $rng gte 81>>
    <<set _rng to random(7, 15)>>
    A <<person>> throws you a small brown bag. <<prison_teeth _rng>><<prison_teeth_text _rng>>

    <<link [[Next|Prison Yard]]>><<endevent>><</link>>

<<elseif $rng gte 41>>
    <<set _rng to random(7, 15)>>
    <<if $exposed gte 1>>
        A <<person>> leers at your <<lewdness>>, then throws you a small brown bag. <<prison_teeth _rng>><<prison_teeth_text _rng>>

        <<link [[Next|Prison Yard]]>><<endevent>><</link>>

    <<else>>
        A <<person>> leers at you. "Aye," <<he>> says. "If you earn it first. I know somewhere quiet."

        <<if $promiscuity gte 35>>
            <<link [[Accept|Prison Yard Flirt Accept]]>><</link>><<promiscuous3>>

        <<else>>
            You're not promiscuous enough to take up <<his>> offer.

        <</if>>
        <<link [[Refuse|Prison Yard]]>><<endevent>><</link>>

    <</if>>
<<else>>
    A <<person>> leers at you. "Aye," <<he>> says. "If you earn it first. I know somewhere quiet."

    <<if $promiscuity gte 35>>
        <<link [[Accept|Prison Yard Flirt Accept]]>><</link>><<promiscuous3>>

    <<else>>
        You're not promiscuous enough to take up <<his>> offer.

    <</if>>
    <<link [[Refuse|Prison Yard]]>><<endevent>><</link>>

<</if>>

:: Prison Yard Flirt Accept
<<set $bus to "cell_block">><<effects>>

You take the <<person>> by the hand, and lead <<him>> into the prison block. Other inmates try to tag along, but <<he>> shouts them off while grabbing your arm.
<<promiscuity3>>

<<He>> leads you to <<his>> cell, and shoves you onto the bed.

<<link [[Next|Prison Yard Flirt Sex]]>><<set $sexstart to 1>><</link>>

:: Prison Yard Flirt Sex
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>

	<<maninit>>

<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Prison Yard Flirt Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prison Yard Flirt Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prison Yard Flirt Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prison Yard Flirt Sex]]>><</link>><<nexttext>>
<</if>>

:: Prison Yard Flirt Sex Finish

<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	The <<person>> leans back, a relieved look on <<his>> face. "I needed that," <<he>> says. "Not enough sluts in here."<<ghope>><<prison_hope 1>>

    <<set _rng to random(7, 15)>>
     "Here," <<he>> says, rummaging around <<his>> cell. <<He>> grabs a small brown bag and throws it to you. <<prison_teeth _rng>><<prison_teeth_text _rng>>

	<<tearful>> you leave the cell.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Prison Block]]>><</link>>

<<elseif $enemyhealth lte 0>>
	The <<person>> holds a bedsheet between <<him>> and you, as if that would offer protection. "Fuck," <<he>> says. "I get it. Just leave me alone okay?"<<grespect>><<prison_inmates 1>>

	<<tearful>> you leave the cell.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Prison Block]]>><</link>>

<<else>>
	"You gotta be careful in here," <<he>> says. "Not everyone's as nice as me."<<lrespect>><<prison_inmates -1>>

	<<tearful>> you leave the cell.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Prison Block]]>><</link>>

<</if>>

:: Prison Yard Flirt Encourage
<<effects>>

<<generate1>><<person1>>
<<if $rng gte 51>>
    You sit on a <<persons>> back, one leg resting on the other, shouting encouragement as <<he>> does push-ups. The others look jealous, but you can't sit on all of them at once.
<<else>>
    You march between inmates doing bench presses,
    <<if $submissive gte 1150>>
        telling everyone to do their best.
    <<elseif $submissive lte 850>>
        shouting encouragements.
    <<else>>
        encouraging them as best you can.
    <</if>>
    They seem to appreciate it.
<</if>>

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Yard Flirt Fix
<<effects>>

<<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You strut toward a group of chatting inmates, your <<if $transformationParts.demon.tail isnot "hidden">>tail flicking<<else>><<bottom>> thrusting<</if>> just so. You draw them into your eyes, and drown them there.

You walk by, towards the prison block. They follow behind. You know they won't be able to hold back long.

You laugh as a pair of arms grasp you from behind.

<<link [[Next|Prison Yard Flirt Gang]]>><<set $sexstart to 1>><</link>>

:: Prison Yard Flirt Gang
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<maninit>>
	<<set $enemytrust -= 50>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Prison Yard Flirt Gang Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Prison Yard Flirt Gang Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Prison Yard Flirt Gang Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Prison Yard Flirt Gang]]>><</link>><<nexttext>>
<</if>>

:: Prison Yard Flirt Gang Finish

<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	You leave them lying on the grass, spent. <<tearful>> you lick your fingers.<<gghope>><<prison_hope 3>>

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Prison Yard]]>><</link>>

<<elseif $enemyhealth lte 0>>
	You leave them lying on grass, defeated. <<tearful>> you strut away.<<ggrespect>><<prison_inmates 3>>

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Prison Yard]]>><</link>>

<<else>>
	They blink, as if awakening from a dream. <<tearful>> you strut away.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Prison Yard]]>><</link>>

<</if>>

repo_name: Area/degrees

license: mit


code:
:: Prison Wren Intro
<<effects>>

<<He>> reaches into <<his>> pocket, and produces a white, translucent gem between thumb and forefinger. "We call these shark's teeth," <<he>> says. "The birds here fish them from the water. Sometimes they end up down here."

<<He>> puts the tooth away. "If you find some, find me in the yard on Fridays, after lunch." <<He>> smiles. "I'll make it worth your while."

"The name's Wren," <<he>> says as <<he>> brushes past you. "Until we meet again."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Intro Met
<<effects>>

<<He>> reaches into <<his>> pocket, and produces a white, translucent gem between thumb and forefinger. "We call these shark's teeth," <<he>> says. "The birds here fish them from the water. Sometimes they end up down here."

<<He>> puts the tooth away. "If you find some, find me in the yard on Fridays, after lunch." <<He>> smiles. "I'll make it worth your while."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren
<<effects>>

<<npc "Wren">><<person1>>
Wren smiles at you. "If you've got teeth," <<he>> says. "I have some goodies from the outside."

You have <<number $prison.teeth>> shark's teeth.

<<link [[Clothing selection|Prison Wren Clothes]]>><</link>>

<<if !$prison.hammer>>
    Small hammer: 20 teeth

    <<if $prison.teeth gte 20>>
        <<link [[Buy|Prison Wren Hammer]]>><<prison_teeth -20>><<set $prison.hammer to 1>><</link>>
    <<else>>
        You need more teeth.
    <</if>>

<</if>>
<<if $prison.mirror isnot 1>>
    Mirror: 30 teeth

    <<if $prison.teeth gte 30>>
        <<link [[Buy|Prison Wren Mirror]]>><<prison_teeth -30>><<set $prison.mirror to 1>><</link>>
    <<else>>
        You need more teeth.
    <</if>>

<</if>>
<<if $prison.code isnot 1>>
    Code to the locked room in medical: 50 teeth

    <<if $prison.teeth gte 50>>
        <<link [[Buy|Prison Wren Code]]>><<prison_teeth -50>><<set $prison.code to 1>><</link>>
    <<else>>
        You need more teeth.
    <</if>>

<</if>>
<<if $prison.poster isnot "man">>
    Poster of a sexy gentleman: 50 teeth

    <<if $prison.teeth gte 50>>
        <<link [[Buy|Prison Wren Poster]]>><<prison_teeth -50>><<set $prison.poster to "man">><</link>><<if $prison.poster>> Will replace existing poster.<</if>>
    <<else>>
        You need more teeth.
    <</if>>

<</if>>
<<if $prison.poster isnot "woman">>
    Poster of a sexy lady: 50 teeth

    <<if $prison.teeth gte 50>>
        <<link [[Buy|Prison Wren Poster]]>><<prison_teeth -50>><<set $prison.poster to "woman">><</link>><<if $prison.poster>> Will replace existing poster.<</if>>
    <<else>>
        You need more teeth.
    <</if>>

<</if>>
<<if $prison.poster isnot "puppy">>
    Poster of a cute puppy: 50 teeth

    <<if $prison.teeth gte 50>>
        <<link [[Buy|Prison Wren Poster]]>><<prison_teeth -50>><<set $prison.poster to "puppy">><</link>><<if $prison.poster>> Will replace existing poster.<</if>>
    <<else>>
        You need more teeth.
    <</if>>

<</if>>
<<if !$prison.rope>>
    Rope: 100 teeth

    <<if $prison.teeth gte 100>>
        <<link [[Buy|Prison Wren Rope]]>><<prison_teeth -100>><<set $prison.rope to 1>><</link>>
    <<else>>
        You need more teeth.
    <</if>>

<</if>>
<<if $prison.yard_key is 1 and $prison.yard_door is 1>>
    You have no more use for your large iron key. Wren offers you 200 teeth for it.

    <<link [[Sell|Prison Wren Yard Key]]>><<set $prison.yard_key to 0>><<prison_teeth 200>><</link>>

<</if>>

<<link [[Ask about escape|Prison Wren Ask]]>><</link>>

<<link [[Leave|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Clothes
<<set $wardrobe_location to "prison">>
<<wardrobeSelection true>>

Panties: 5 teeth

<<if $prison.teeth gte 5>>
    <<link [[Buy|Prison Wren Panties]]>><<prison_teeth -5>><<underlowersend 1 $wardrobe_location>><</link>>
<<else>>
    You need more teeth.
<</if>>

Briefs: 5 teeth

<<if $prison.teeth gte 5>>
    <<link [[Buy|Prison Wren Briefs]]>><<prison_teeth -5>><<underlowersend 4 $wardrobe_location>><</link>>
<<else>>
    You need more teeth.
<</if>>

Bra: 5 teeth

<<if $prison.teeth gte 5>>
    <<link [[Buy|Prison Wren Bra]]>><<prison_teeth -5>><<underuppersend 12 $wardrobe_location>><</link>>
<<else>>
    You need more teeth.
<</if>>

Vest: 5 teeth

<<if $prison.teeth gte 5>>
    <<link [[Buy|Prison Wren Vest]]>><<prison_teeth -5>><<underuppersend 22 $wardrobe_location>><</link>>
<<else>>
    You need more teeth.
<</if>>

Shirt: 10 teeth

<<if $prison.teeth gte 10>>
    <<link [[Buy|Prison Wren Shirt]]>><<prison_teeth -10>><<uppersend 85 $wardrobe_location>><</link>>
<<else>>
    You need more teeth.
<</if>>

Trousers: 10 teeth

<<if $prison.teeth gte 10>>
    <<link [[Buy|Prison Wren Trousers]]>><<prison_teeth -10>><<lowersend 77 $wardrobe_location>><</link>>
<<else>>
    You need more teeth.
<</if>>

Jumpsuit: 15 teeth

<<if $prison.teeth gte 15>>
    <<link [[Buy|Prison Wren Jumpsuit]]>><<prison_teeth -15>><<uppersend 86 $wardrobe_location>><</link>>
<<else>>
    You need more teeth.
<</if>>

<<link [[Leave|Prison Wren]]>><<endevent>><</link>>

:: Prison Wren Panties
<<effects>>

"They'll be sent to your cell," Wren says. "I don't think the staff even bother to order their own. Everyone comes to me."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Briefs
<<effects>>

"They'll be sent to your cell," Wren says. "I don't think the staff even bother to order their own. Everyone comes to me."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Bra
<<effects>>

"It'll be sent to your cell," Wren says. "I'm basically an underwear <<if $pronoun is "m">>salesman<<else>>saleswoman<</if>>."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Vest
<<effects>>

"It'll be sent to your cell," Wren says. "I'm basically an underwear <<if $pronoun is "m">>salesman<<else>>saleswoman<</if>>."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Shirt
<<effects>>

"It'll be sent to your cell," Wren says. "I like the old fashioned style. Might be why I enjoy the estate so much."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Trousers
<<effects>>

"They'll be sent to your cell," Wren says. "Don't worry if they get a little muddy."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Jumpsuit
<<effects>>

"It'll be sent to your cell," Wren says. "I hear the prison has a ton of these, but they only give the one to newcomers."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Code
<<effects>>

Wren passes you a note with a four-digit number written down. "Dunno what they keep in there," <<he>> says. "Must be important though. Careful not to get caught. If you are caught, we've never met."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Rope
<<effects>>

"Strong and long," Wren says. It looks like <<he>> wants to say something else, but <<he>> contents <<himself>> with a smirk.

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Yard Key
<<effects>>

Wren hands you the teeth. "Good to have a spare," <<he>> smiles.

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Mirror
<<effects>>

Wren hands you a shard of reflective glass. "Watch the edges," <<he>> says. "I don't carry bandages."

You now have a mirror. You can use it in your cell.

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Hammer
<<effects>>

Wren hands you a small hammer, barely the size of your thumb. "Hope you weren't expecting bigger," <<he>> says. "Can't bring in whatever I like."

You now have a small hammer.

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Poster
<<effects>>

"I'll have it put up in your cell," Wren says. "Free of charge."

You now have a poster on your cell wall.

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Ask
<<effects>>
<<generate_relaxed_guard 1>>
"People don't escape from here," Wren says. "Only one person can steer a ship through the mist, and <<person2>><<hes>> not a mercenary. The watchers keep an eye out for swimmers. Doesn't matter anyway, as you can't reach the water. Best wait for the system to process you. Don't attract attention to yourself in the meantime."

<<person1>>
"That said," <<he>> continues. "If you could reach the water, and the birds weren't willing or able to stop you, a strong swimmer might be able to make it." <<He>> shrugs. "Fun to think about."

<<link [["Ask " + $NPCList[0].pronouns.him + " how " + $NPCList[0].pronouns.he + " gets in and out"|Prison Wren Ask 2]]>><</link>>

<<link [[Leave|Prison Yard]]>><<endevent>><</link>>

:: Prison Wren Ask 2
<<effects>>

Wren smiles. "That's my secret."

<<link [[Next|Prison Yard]]>><<endevent>><</link>>


code:
:: Widgets Pub [widget]

<<widget "landryoptions">>
	<<if $blackmoney gte 1>>
		<<link [[Sell stolen goods|Pub Sell]]>><</link>>

	<</if>>
	<<if $spray lt $spraymax and $money gte 250000>>
		<<link [[Buy pepper spray charge (£2500)|Pub Spray]]>><<spray 1>><<set $money -= 250000>><</link>>

	<</if>>
	<<if $crime gte 500 and !$pubtask>>
		<<link [[Ask for help covering your tracks|Pub Task]]>><</link>>

	<</if>>
	<<if $police_hack is 1>>
		<<link [[Ask for help breaking into the police computer|Pub Hack]]>><</link>>

	<<elseif $pub_hack_job is 3 and $hacker_tasks.length gte 2>>
		<<link [[Pass on the hacker's message|Pub Hack]]>><<set $pub_hack_job to 4>><</link>>

	<<elseif $police_hack is 4>>
		<<link [[Ask for updated police password (£300)|Pub Hack]]>><<set $money -= 30000>><</link>>

	<</if>>
	<<if $pubtask2 is 1>>
		<<link [[Hand over the black box|Pub Box]]>><</link>>

	<</if>>
	<<if $estate_fence is "quest" and _estate_asked isnot true>>
		<<link [[Ask about breaking into the Remy Estate|Pub Estate]]>><</link>>

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

:: Pub

<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
<<if $pubbooze is "herbal">>
	<<set $pubbooze to 0>>
	The bartender pours a glass of a locally produced spirit. The pub seems more colourful after drinking it.
<<elseif $pubbooze is "booze">>
	<<set $pubbooze to 0>>
	The bartender pours a glass of a cheap and popular beverage.
<<else>>
	You enter the pub. It's busy as always.
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmLocation "pub">>
<</if>>

<<if $averyPub is 1 and ($daystate is "day" or $daystate is "dusk")>>
	<<npc Avery>><<person1>>
	<<loadNPC 1 avery_sidepiece>><<person2>>
	You try to remain inconspicuous, looking for Avery. You quickly spot the <<person>> and Avery at the bar, having an animated chat.
	You now recognise that the <<person>> is from the orphanage.

	Avery leans in and places a hand on <<his>> thigh, causing <<him>> to tense up. The <<person>> stands up suddenly, and excuses <<himself>> to the restrooms.

	<<link [[Go to the restrooms|Avery Dismissal Restroom]]>><</link>>

	<<link [[Go to the bar|Avery Dismissal Bar]]>><</link>>

<<elseif $pubwhore gte 10 and $pubattack isnot 1>>
	<<set $pubattack to 1>>
	A black sack is thrown over your head and two pairs of arms grab you from behind. They drag you out of the pub and into a waiting van.

	<<link [[Next|Brothel Punishment]]>><</link>>

<<elseif $pubwhore gte 20>>
	<<set $pubwhore to 10>>
	<<generate1>><<generate2>><<person1>> A <<person>> shoves you against the wall. A <<person2>><<person>> stands beside <<person1>><<him>>. The pub staff and clientele look away. "Boss sent us," the <<person1>><<person>> says. "Says you've been naughty. We're gonna bring you in." <<He>> glances at the bar. "And don't try nothing. No one's gonna help you."

	<<if $money gte 50000>>
		<<link [[Bribe (£500)|Pub Accost]]>><<set $phase to 0>><</link>>

	<</if>>
	<<link [[Fight|Pub Accost Fight]]>><<set $fightstart to 1>><</link>>

	<<link [[Go with them|Pub Accost]]>><<set $phase to 1>><</link>>

<<else>>
	<<link [[Ask for Landry|Pub Landry]]>><<endevent>><</link>>

	<<if $sexStats.vagina.pregnancy.awareOf is true>>
		You can't bring yourself to drink while you know you’re with child.

	<<else>>
		<<if $money gte 1000>>
			<<link [[Drink booze (£10 0:05)|Pub]]>><<endevent>><<set $money -= 1000>><<set $pubbooze to "booze">><<alcohol 120>><<pass 5>><</link>> | + + Alcohol

		<</if>>
		<<if $money gte 2000>>
			<<link [[Drink herbal booze (£20 0:05)|Pub]]>><<endevent>><<set $money -= 2000>><<set $pubbooze to "herbal">><<pass 5>><<alcohol 60>><<set $hallucinogen += 20>><</link>> | + Alcohol | + Hallucinogen

		<</if>>
	<</if>>
	<<if $farm>>
		<<if $farm.tower gte 1 and !$farm.tower_guard>>
			<<link [[Look for a guard for your farm (0:30)|Pub Guard]]>><<endevent>><<pass 30>><</link>>

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

	<<generate1>><<person1>>You see a <<person>> sitting alone.

	<<link [[Flirt (0:05)|Pub Flirt]]>><<pass 5>><<set $pubdrink to 0>><</link>><<promiscuous1>>

	<<link [[Look for someone else (0:01)|Pub]]>><<endevent>><<pass 1>><</link>>

	<<link [[Leave|Harvest Street]]>><<endevent>><</link>>

<</if>>

:: Pub Intro

<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
You enter the pub. The interior has a cosy, rustic look. Old farm tools decorate the walls, a nod to the long-standing agricultural businesses nearby.
<<if $daystate is "night">>
	Despite the hour, the place teems with activity. Getting a table must be difficult.
<<else>>
	The place teems with activity. Getting a table must be difficult.
<</if>>

<<npc Landry>><<person1>>
<<if $pronoun is "m">>
	"I've not seen you around," says a man's voice beside you. <<He>> has short black hair, a grey sweater and dark trousers. Not someone you'd normally look twice at, least of all in a place like this. "Would you like to join me? I have a proposition for you."

<<else>>
	"I've not seen you around," says a woman's voice beside you. <<He>> has shoulder-length black hair, a grey cardigan and dark trousers. Not someone you'd normally look twice at, least of all in a place like this. "Would you like to join me? I have a proposition for you."

<</if>>
Deciding there's no chance of danger in public like this, you agree. <<He>> leads you to a small area adjacent to the main room, partially shielded from view. Oddly the tables here are empty. <<He>> sits at a small table, and you follow suit. You realise <<he>> has a slender build, concealed by <<his>> somewhat plain and baggy clothing.

"I'll be frank," <<he>> says. "I know you need money. Don't ask me how I know, word gets around. I think I can help you. If you come across any jewellery or other items you don't know what to do with, I can take them off your hands. I'll pay well."

<<He>> looks over your shoulder, as if making sure you're still alone. "As well as can be expected, anyway. We might also be able to help each other out from time to time. That's all I have to say." <<He>> stands up and puts out <<his>> hand. "Keep me in mind at least. Ask one of the staff when you want to speak with me, they'll know where to find me. My name's Landry."
<<set $pubintro to 1>>

<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Landry

<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
<<npc Landry>><<person1>>You ask the bartender for Landry, who nods and beckons you over to your usual table. You've barely sat down when Landry arrives and sits opposite you.

"What have you got for me?" <<he>> asks.

<<landryoptions>>
<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Spray

<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
You put the money on the table. Landry swaps it with a small canister.
<<gspray>>

<<if $pubspray isnot 1>>
	<<set $pubspray to 1>>
	"Sorry about the cost," <<he>> says. "Ingredients are hard to find."

<</if>>
<<landryoptions>>
<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Sell

<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
<<if $blackmoney lt 100>>
	You put the goods on the table. Landry appraises them with the relaxed demeanour of someone accustomed to their work. "Good job. You know where to find me if you get anything else."

<<elseif $blackmoney lt 500>>
	You put the goods on the table. Landry appraises them with the relaxed demeanour of someone accustomed to their work. "Quite the haul. You know where to find me if you get anything else."

<<else>>
	You put the goods on the table. Landry appraises them with the relaxed demeanour of someone accustomed to their work. "This is quite the haul, I hope you haven't bitten off more than you can chew. You know where to find me if you need help covering your tracks."

<</if>>
You make £<<print $blackmoney>>.
<<set $money += $blackmoney * 100>><<set $blackmoney to 0>>

<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Task

<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>

<<if $pubstage is undefined>>
	"I can help you," Landry says, reclining. "But I need you to do something for me. And no, it's not about money. I was expecting a package that never arrived, I need you to find it for me. Good thing I know exactly where to find it, it had a GPS tracker. It's deep in the forest beside the town."

	"Get it for me and I'll prevent any of your past misdemeanours being pinned on you. It's a small black box. You shouldn't get it confused with any rocks or twigs. Oh, and do be careful. People disappear in there all the time."

	<<set $pubtask to "forest">>
	<<set $pubstage to 1>>
	<<link [[Leave|Pub]]>><<endevent>><</link>>

<<elseif $pubstage is 1>>
	"I can help again," Landry says, reclining. "But I have another job for you. Another package failed to arrive. This one was lost on the moor, some distance from town. You'll need to leave on the Harvest road to reach it."

	"Get it for me and I'll prevent any of your past misdemeanours being pinned on you. It's another small black box. Oh, and do be careful. I don't believe the tales of monsters, but there's a sensible reason behind some superstitions."

	<<set $pubtask to "moor">>
	<<unset $pubstage>>
	<<link [[Leave|Pub]]>><<endevent>><</link>>

<</if>>

:: Pub Box

<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
"That's it! You're a lifesaver." <<He>> examines the box more closely. "I hope it wasn't too much trouble. Don't worry, I'll fulfil my side of things. You'll be clean as can be." <<He>> stands. "Now if you'll excuse me, I've some favours to call in."

<<unset $pubtask>>
<<unset $pubtask2>>
<<unset $pubtasksetting>>
<<if $crime gte 10000>>
	<<set $crime -= 10000>>
<<else>>
	<<set $crime to 0>>
<</if>>
<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Hack
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">><<set $phase to 1>>
<<if $police_hack is 1>>
	"Hacking a police computer?" Landry asks, reclining. "I like your style. But if you're looking for my help with cyber stuff, you're out of luck." <<He>> rubs <<his>> chin in thought. "There is someone. This orphan at the home on Domus Street. A computer whiz. Mickey, or Mckay, something like that."

	You know who Landry's referring to, but you've never spoken. They keep to themselves.

	"Best hope," Landry continues. "Is to find this orphan. If you can get them to come work with me, there'll be some money in it for you. Just don't step on Bailey's toes." <<He>> smiles. "But you knew that."

	<<link [[Deal|Pub Hack Deal]]>><<set $police_hack to 2>><<set $pub_hack_job to 1>><<set $phase to 1>><</link>>

	<<link [[No deal|Pub Hack Deal]]>><<set $phase to 2>><</link>>

<<elseif $police_hack is 4>>
	"Sure," Landry says. "Give me 10 minutes."

	You watch the other bar customers for a while. Landry soon returns.

	"Here you are," Landry says. "One new police master password. And our mutual friend says hi."

	<<set $police_hack to 5>>
	<<link [[Leave|Pub]]>><<endevent>><</link>>

<<else>>/*Was elseif $pub_hack_job is 4*/
	"Mickey showed up," Landry says. "Strange one. Said you'd have a bunch of SD cards for me to take?"

	You hand over the SD memory cards. In return Landry gives you an envelope. Inside is money and a card with a word scrawled on it.

	"Thanks. That's the police master password, along with a £500 thank you for bringing me some talent. I may have new kinds of work in the future."

	"There's also this," <<he>> says, holding out a USB stick. "A virus. Wipes computer systems clean. Should be able to cause some trouble. Or make old trouble disappear. Good luck."

	<<set $money += 50000>><<set $police_hack to 5>>
	<<link [[Leave|Pub]]>><<endevent>><</link>>

<</if>>

:: Pub Hack Deal
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>

<<if $phase is 1>>
	"Excellent. Good hunting."
<<elseif $phase is 2>>
	"Then I can't help you. Good luck with that computer."
<</if>>

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

:: Pub Estate
<<effects>>

Landry glances around the corner when you mention the estate. <<He>> waits until you finish, observing you with a cool expression. "£2000," <<he>> says. "Not for me. For the specialist. It's a risk, messing with aristocracy. But <<nnpc_he Wren>> will get you in."

<<set _estate_asked to true>>

<<if $money gte 200000>>
	<<link [[Pay (£2000)|Pub Estate Pay]]>><<set $money -= 200000>><</link>>

<<else>>
	You can't afford the expense.

<</if>>

<<landryoptions>>
<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Estate Pay
<<effects>>

You push the money across the table.
<<set $estate_fence to "landry">>
<<if $skulduggery gte 200>>
	It disappears up Landry's sleeve.
<<else>>
	It's gone in a moment.
<</if>>
"I'll make the call," <<he>> says. "They should be done by the time you arrive."

<<landryoptions>>
<<link [[Leave|Pub]]>><<endevent>><</link>>

:: Pub Guard
<<effects>>

<<generate1>><<set $NPCList[0].skills.security to random(1, 600)>>
<<generate2>><<person2>>
You ask the landlord if <<he>> knows anyone in need of work. <<He>> nods at a <<person1>><<person>>
<<if $NPCList[0].traits.includes("relaxed")>>
	sat alone, reclining near the window. <<He>> looks up as you walk over. "How can I help you?" <<he>> asks, gesturing at the seat opposite.

	<<if $submissive gte 1150>>
		"I-I need security to help guard my farm," you say. "Someone who's okay working nights."
	<<elseif $submissive lte 850>>
		"I'm looking to employ security for my farm," you say. "It's a night job. You interested?"
	<<else>>
		"I'm searching for security for my farm," you say. "Someone who wants to work nights."
	<</if>>

	The <<person>> regards you over <<his>> drink. "Sounds interesting," <<he>> says. "It'll cost you."

<<elseif $NPCList[0].traits.includes("sociable")>>
	sat with friends, chatting. You have to tap <<his>> shoulder to get <<his>> attention.

	<<He>> agrees to sit with you at another table. "So what's this about?" <<he>> says.

	<<if $submissive gte 1150>>
		"I-I need security to help guard my farm," you say. "Someone who's okay working nights."
	<<elseif $submissive lte 850>>
		"I'm looking to employ security for my farm," you say. "It's a night job. You interested?"
	<<else>>
		"I'm searching for security for my farm," you say. "Someone who wants to work nights."
	<</if>>

	"Security? Bet that's boring, but a job's a job."

<<elseif $NPCList[0].traits.includes("brooding")>>
	sat alone in a dark corner. <<Hes>> already watching you.

	You take the seat opposite <<him>>.
	<<if $submissive gte 1150>>
		"I-I need-"
	<<elseif $submissive lte 850>>
		"I'm looking-"
	<<else>>
		"I'm searching-"
	<</if>>

	"I'll do it," the <<person>> interrupts. <<He>> laughs. "Don't look at me like that. You're not so inconspicuous. Let's discuss my terms."

<<else>>
	trying to chat up a
	<<if random(1, 100) lte $homochance>>
		<<print ($pronoun is "m" ? "boy" : "girl")>>
	<<else>>
		<<print ($pronoun is "m" ? "girl" : "boy")>>
	<</if>>
	at the bar. <<His>> quarry walks away, leaving <<him>> leaning against the counter. You take the now vacant seat.

	"You're not half bad either," the <<person>> says, looking you up and down.

	<<if $submissive gte 1150>>
		"I-I need security to help guard my farm," you say. "Someone who's okay working nights."
	<<elseif $submissive lte 850>>
		"I'm looking to employ security for my farm," you say. "It's a night job. You interested?"
	<<else>>
		"I'm searching for security for my farm," you say. "Someone who wants to work nights."
	<</if>>

	"A farm?" <<he>> asks, then shrugs. "As long as I don't need to get muddy. I'm skint."

<</if>>

<<guard_terms>>

<<link [[Accept|Pub Guard Accept]]>><<famebusiness 2>><</link>>

<<link [[Refuse|Pub]]>><<endevent>><</link>>

:: Pub Guard Accept
<<effects>>

<<if $NPCList[0].traits.includes("relaxed")>>
	"Here's to a long business relationship," the <<person>> says, knocking back <<his>> drink. "The name's <<print $NPCList[0].name>>. Just point me in the right direction."

	You give directions to the farm. "Alright. I'll arrive at dusk, and hold the post until dawn. Easy enough."

	<<He>> stumbles a little on the way out of the pub.

<<elseif $NPCList[0].traits.includes("sociable")>>
	"Sounds grand," the <<person>> says. "Call me <<print $NPCList[0].name>>. So where is this farm of yours?"

	You give directions. "Got it. I'll be there late afternoon. Wonder when I'll get to scare away my first fox."

	<<He>> rises, and returns to <<his>> friends.

<<elseif $NPCList[0].traits.includes("brooding")>>
	"Alright," the <<person>> says. "I'm <<print $NPCList[0].name>>." <<He>> rises to <<his>> feet. "I know the way." <<He>> leaves the pub.

<<else>>
	The <<person>> hesitates, then nods. "Could be fun," <<he>> says. "You can call me <<print $NPCList[0].name>>. Plenty of time to get to know each other. Where's this farm?

	You give <<him>> directions. "No bus service out there," <<he>> complains. "But I'll get there for the night shift."

	<<He>> swaggers from the pub.

<</if>>

<<saveNPC 0 "farm_tower_guard">>
<<set $farm.tower_guard to clone($NPCList[0].name)>>
<<set $farm.tower_guard_unpaid to 1>>
<<set $farm.tower_guard_skill to clone($NPCList[0].skills.security)>>
<<earnFeat "To Watch the Fields">>

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