code:
:: Widgets Whitney [widget]
<<widget "whitneyoptions">>
<<if $location is "park" and $daystate isnot "day">>
	<<if $NPCName[$NPCNameList.indexOf("Whitney")].love gte 15>>
		"I'm leaving," <<he>> says suddenly. "Don't stay out in this weather." <<He>> leaves the park without another word.
	<<else>>
		<<He>> walks away, leaving the park without a word.
	<</if>>

<<whitneyexit>>
<<else>>
	<<if $whitney_text_trigger is true>>
		<<unset $whitney_text_trigger>>
		<<if $whitney_text is 1>>
			"Again? Piss off already, would you?" <<He>> looks away.
		<<elseif $whitney_text is 2>>
			"You're getting on my nerves, <<bitch>>." <<He>> looks away.
		<<else>>
			<<if $whitneyromance is 1 or $NPCName[$NPCNameList.indexOf("Whitney")].dom gte 10>>
				"What's my favourite slut doing here?"
			<<elseif $NPCName[$NPCNameList.indexOf("Whitney")].state is "rescued">>
				<<He>> looks at you, but quickly looks away.
			<<else>>
				<<He>> looks annoyed.
			<</if>>
		<</if>>
	<<else>>
		<<if _whitney_attention is 1>>
			<<if $NPCName[$NPCNameList.indexOf("Whitney")].lust gte 50>>
				Whatever was on <<his>> mind is long gone. <<His>> eyes are glued to you.
			<<elseif $NPCName[$NPCNameList.indexOf("Whitney")].lust gte 20>>
				You seem to have <<his>> attention, but not all of it.
			<<else>>
				Whitney tries to ignore you.
			<</if>>
		<<elseif $location is "park" and $rng gte 50>>
			<<He>> stares at the fountain.
		<<else>>
			<<He>> takes a drag of <<his>> cigarette.
		<</if>>
	<</if>>

	<<if _whitney_attention is 1>>
		<<if $promiscuity gte 15>>
			<<link [[Take it further (0:15)|Whitney Flirt 2]]>><<pass 15>><<npcincr Whitney lust 1>><<npcincr Whitney dom 1>><</link>><<glust>><<gdom>><<promiscuous2>>

		<<else>>
			You aren't promiscuous enough to take it further.

		<</if>>
	<</if>>
	<<if $whitneyromance is 1 and $whitneyFlirt is undefined>>
		<<link [[Flirt (0:15)|Whitney Flirt]]>><<set $whitneyFlirt to 1>><<pass 15>><<npcincr Whitney love 1>><<npcincr Whitney lust 1>><</link>><<promiscuous1>><<glove>><<glust>>

	<</if>>
	<<link [[Chat (0:15)|Whitney Chat]]>><<pass 15>><<if $whitneyromance is 1>><<stress -3>><<else>><<stress 6>><</if>><<if $whitneyChat is undefined>><<set $whitneyChat to 1>><<npcincr Whitney love 1>><</if>><</link>><<if $whitneyChat is undefined>><<glove>><</if>><<if $whitneyromance is 1>><<lstress>><<else>><<gstress>><</if>>

	<<if $whitneyAsk is undefined and $location is "park">>
		<<link [[Ask if something's wrong|Whitney Ask]]>><<set $whitneyAsk to 1>><</link>>

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

<<widget "whitneyoptionsleave">>
<<if $bus is "park" or $location is "park">>
	<<link [[Leave|Park]]>><<endevent>><<set $eventskip to 1>><</link>>

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

<<widget "whitneyexit">>
<<if $bus is "park" or $location is "park">>
	<<set $whitney_park to 0>><<unset $whitney_text>><<unset $whitney_text_trigger>>
	<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>

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

<<widget "dismissWhitney">>
<<npcset Whitney state "dungeon">>
<<if $loveInterest.primary is "Whitney">>
	<<if $loveInterest.secondary isnot "None">>
		<<set $loveInterest.primary to $loveInterest.secondary>>
		<<set $loveInterest.secondary to "None">>
	<<else>>
		<<set $loveInterest.primary to "None">>
	<</if>>
	Whitney is no longer your love interest.
<<elseif $loveInterest.secondary is "Whitney">>
	<<set $loveInterest.secondary to "None">>
	Whitney is no longer your love interest.
<<elseif $whitneyromance is 1>>
	Whitney can no longer be claimed as your love interest.
<<else>>
	Whitney has been taken away.
<</if>>

<</widget>>

repo_name: Area/degrees

license: mit


code:
:: Beach Cave
<<set $location to "underground">><<set $outside to 0>>
<<if $cave gte 50>>
<<elseif $cave gte 20>>
	<<water waist>>
<<else>>
	<<water>>
<</if>>
<<effects>>
<<set $cave = Math.clamp($cave, 0, 100)>>
You are in a cave along the coast. Bioluminescent lichen clings to the walls.

<<if $cave gte 100>>
	You're at the back of the cave. A decayed wood throne sits in front of you.
	<<if $beach_cave_compass isnot 1>>
		A chest sits there.
	<</if>>
<<elseif $cave gte 50>>
	Your feet are submerged in rushing water.
<<elseif $cave gte 20>>
	Water comes up to your waist.
<<elseif $cave gte 1>>
	Water comes up to your neck.
<<else>>
	Water comes up to your neck. The cave ceiling dips beneath the surface nearby. That way leads outside, but you'll need to swim.
<</if>>

<<beach_cave_pursuit>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
	<<passoutcave>>
<<elseif $eventskip isnot 1 and $cave lt 100>>
	<<if random(1, 4) is 4>>
		<<eventscavetreasure>>
	<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventscave>>
	<<else>>
		<<eventscavesafe>>
	<</if>>
<<else>>
	<<if $cave lt 100>>
		<<link [[Journey deeper|Beach Cave]]>><<set $cave += 5>><</link>>

	<<elseif $beach_cave_compass isnot 1>>
		<<link [[Open chest|Beach Cave Open]]>><<set $beach_cave_compass to 1>><</link>>

	<</if>>
	<<if $cave gt 0>>
		<<link [[Journey towards the sea|Beach Cave]]>><<set $cave -= 5>><</link>>

	<<else>>
		<<link [[Swim outside (0:01)|Beach Cave Up]]>><<pass 1>><</link>>

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

:: Beach Cave Open
<<effects>>

You open the chest. Silver glints inside. A compass. It looks valuable. A collector would know more.
<<set $antiquemoney += 2200>><<museumAntiqueStatus "antiquesilvercompass" "found">>

<<set $pursuit += 1>>
<<if $museumAntiques.antiques.antiqueleathermap isnot "found" and $museumAntiques.antiques.antiqueleathermap isnot "talk" and $museumAntiques.antiques.antiqueleathermap isnot "museum">>
	<<set $skulduggerydifficulty to 700>>
	<<link [[Examine the chest more closely|Beach Cave Examine]]>><</link>><<skulduggerydifficulty>>

<</if>>

<<link [[Leave|Beach Cave]]>><<set $eventskip to 1>><</link>>

:: Beach Cave Examine
<<effects>>

You peer into the chest, then feel along the walls.

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
	<<earnFeat "X Marks the Spot">>
	You feel a button, barely perceptible against the wood. You don't push it. Instead, you feel with your fingertip. There's a smaller button, set into the first. You push down with a nail, and a hidden compartment opens from the base of the container.

	<<set $antiquemoney += 4000>><<museumAntiqueStatus "antiqueleathermap" "found">>
	A leather scroll sits inside, bound by waxy string. You unfurl it. It's a map, and in good condition. A coastal settlement is depicted, squashed beside a forest. Lines criss-cross the sea, some of them dotted. A kraken has been drawn in the top left corner, and a dragon in the bottom right. A collector might know more.

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

	<</if>>

	<<link [[Next|Beach Cave]]>><</link>>

<<else>>

	You feel a button, barely perceptible against the wood. You push it. The base of the chest snaps open, and a dart springs out. It fires wide, but startles you. You drop the container. The water catches it, and sucks it down a thin crevice.<<gstress>><<stress 6>>

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

	<</if>>

	<<link [[Next|Beach Cave]]>><</link>>

<</if>>

:: Beach Cave Up
<<effects>>

You dive beneath the water, and swim. The cave curves upward.

<<if $daystate is "night">>
	<<if $weather is "clear">>
		You swim toward the moonlight above, emerging in the cold night breeze.
	<<else>>
		Such is the darkness that it's hard to tell which way is up. You emerge into the cold night breeze before panic sets in.<<gstress>><<stress 6>>
	<</if>>
<<else>>
	You swim toward the light above, emerging in the cool sea breeze.
<</if>>

<<beach_cave_end>>
<<link [[Next|Rocks Pool]]>><</link>>

:: Beach Cave Entrance
<<set $location to "underground">><<set $outside to 0>><<effects>>

You swim into the cave, towards the soft light. Your hands grasp rock, and you pull yourself into a pocket of air. Bioluminescent lichen clings to the walls.

<<link [[Next|Beach Cave]]>><<set $cave to 0>><<beach_cave_init>><<set $eventskip to 1>><</link>>


code:
:: Beach Cave Hollow Open
<<effects>>

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

	You're not unfamiliar with locks from this period, but this one is cleverer than most. Not clever enough. It snaps open, and you lift the lid.

	The interior is dry.
	<<if random(1, 3) is 3>>
		Inside is a steel cutlass, mostly free of rust and other tarnish. Beside it is a dagger. It's made of silver. A collector would be interested in both.
		<<set $antiquemoney += 120>><<museumAntiqueStatus "antiquecutlass" "found">>
		<<set $antiquemoney += 240>><<museumAntiqueStatus "antiquesilverdagger" "found">>
	<<else>>
		Inside is a steel cutlass, mostly free of rust and other tarnish. A collector would be interested in this.
		<<set $antiquemoney += 120>><<museumAntiqueStatus "antiquecutlass" "found">>
	<</if>>

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

	<</if>>

	<<endevent>>
	<<beach_cave_caught>>

<<else>>

	The lock is old, but strange and sturdy. You fiddle with it for a while, until you hear a snap. Now it won't budge at all.

	The chest is too heavy to carry with you, so you leave it in the water.

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

	<</if>>

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

<</if>>

:: Beach Cave Heavy Open
<<effects>>

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

	You're not unfamiliar with locks from this period, and manage to snap it open. You lift the lid.

	It's full of water.
	<<if random(1, 3) is 3>>
		You find the remains of a cutlass, now rusted beyond repair. It won't be worth much, but beside it is a silver dagger. A collector would be interested in both.
		<<set $antiquemoney += 10>><<museumAntiqueStatus "antiquerustedcutlass" "found">>
		<<set $antiquemoney += 240>><<museumAntiqueStatus "antiquesilverdagger" "found">>
	<<else>>
		You find the remains of a cutlass, now rusted beyond repair. It won't be worth much, but a collector might be interested all the same.
		<<set $antiquemoney += 10>><<museumAntiqueStatus "antiquerustedcutlass" "found">>
	<</if>>

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

	<</if>>

	<<endevent>>
	<<beach_cave_caught>>

<<else>>

	The lock is old, but strange and sturdy. You fiddle with it, until you hear a snap. Now it won't budge at all.

	The chest is too heavy to carry with you, so you leave it in the water.

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

	<</if>>

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

<</if>>

:: Beach Cave Treasure
<<effects>>

<<if $phase is 0>>
	You take the left passage.
<<else>>
	You take the right passage.
<</if>>
<<set $phase to 0>>
You spot an unlocked chest half-concealed behind an outcrop.

<<if random(1, 2) is 2>>
	You find a silver dagger inside. It would be worth something to a collector.
	<<set $antiquemoney += 240>><<museumAntiqueStatus "antiquesilverdagger" "found">>

<<else>>
	There's a rusty old cutlass inside. Might be worth a little to a collector.
	<<set $antiquemoney += 10>><<museumAntiqueStatus "antiquerustedcutlass" "found">>

<</if>>

<<endevent>>
<<beach_cave_caught>>

:: Beach Cave Back
<<effects>>

<<if $phase is 0>>
	You take the right passage.
<<else>>
	You take the left passage.
<</if>>
<<set $phase to 0>>
<<pass 5>><<set $cave -= 10>>
You follow it until the cave branches again. You feel an odd familiarity. You think you've been here before.

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

:: Beach Cave Carry
<<effects>>

You let the rushing water carry you through the cave.

<<link [[Next|Beach Cave]]>><<set $cave -= 10>><<set $eventskip to 1>><</link>>

:: Beach Cave Swim
<<effects>>

You swim against the current,

<<if $swimmingSuccess>>
	and manage to resist its pull until the water calms.

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

<<else>>
	but the water is too vicious. The rushing water carries you through the cave.

	<<link [[Next|Beach Cave]]>><<set $cave -= 10>><<set $eventskip to 1>><</link>>

<</if>>

:: Beach Cave Explore
<<effects>>

You dive beneath the water, and follow the cave.

<<if $swimmingSuccess>>
	You emerge from the water on the other side, and look around. The air is warmer here. You see a lichen-light glint behind an outcrop. It's a dagger, made of silver and in good condition. A collector would be interested in this.

	<<set $antiquemoney += 240>><<museumAntiqueStatus "antiquesilverdagger" "found">>

	You swim back to the main cave.

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

<<else>>
	You begin to run out of breath, and you see no end up ahead. You turn back.<<gstress>><<stress 6>>

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

<</if>>

:: Beach Cave Eyes
<<effects>>

<<covered>>
<<if $submissive gte 1150>>
	"P-please d-don't stare," you say.
<<elseif $submissive lte 850>>
	"Keep your eyes off," you say.
<<else>>
	"D-don't stare," you say.
<</if>>
Your voice echoes through the cave. The eyes wink and shut.

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

:: Beach Cave Struggle
<<effects>>

<<effects>>
<<if $struggle_start is 1>>
	<<struggle_init>>
	<<set $struggle.creature to "slug">>
	<<struggle_creatures $pursuit 2>>
	<<set $combat to 1>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<unset $struggle_start>>
<</if>>

<<struggle>>

<<if $struggle.done gte $struggle.number>>
	<<link [[Next|Beach Cave Struggle End]]>><</link>>

<<else>>
	<<link [[Next|Beach Cave Struggle]]>><</link>>

<</if>>

:: Beach Cave Struggle End
<<effects>>

<<set $pursuit to 0>>

<<if $stress gte $stressmax>>
	It's too much for you. Your consciousness fails, and the world blackens.

	<<passout>>

	<<endcombat>>

	<<slug_cave_intro>>

<<else>>
	The last of the slugs disappears beneath the rushing water.

	<<clotheson>>
	<<endcombat>>

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

<</if>>

:: Beach Cave Tentacle
<<effects>>

<<if $breastsize gte 3>>
	The tentacle circles your <<breasts>>, squeezing them together and sliding over your nipples.
<<else>>
	The tentacle squeezes your chest, sliding over your <<breasts>>.
<</if>>
<<garousal>><<breastarousal 600>>

<<if random(1, 2) is 2 and $bestialitydisable is "f" and $slugdisable is "f">>
	You hear a squelch, and the tentacle unravels. It points at the water, as if watching something. A shape lunges from the water. The tentacle unravels the rest of the way, dropping you and recoiling in fright.

	You splash into the water. You're not alone.

	<<link [[Next|Beach Cave Struggle]]>><<set $struggle_start to 1>><</link>>

<<else>>
	<<generate1>><<generate2>>
	<<if $pursuit gte 3>>
		<<generate3>>
	<</if>>
	<<if $pursuit gte 4>>
		<<generate4>>
	<</if>>
	<<if $pursuit gte 5>>
		<<generate5>>
	<</if>>
	<<if $pursuit gte 6>>
		<<generate6>>
	<</if>>
	<<person1>>You hear a <<personsimple>>'s laughter behind you. "Got ourselves a little more than dinner," says a gruff voice. A pair of hands grasp your hips, spinning you to face them.

	A <<person>> <<if $cave gte 20>>stands<<else>>floats<</if>> there, a <<person2>><<person>> beside <<person1>><<him>>. Both wear wetsuits.
	<<if $pursuit gte 4>>
		You sense other figures lurking in the dark nearby.
	<<elseif $pursuit gte 3>>
		You sense another figure lurking in the dark nearby.
	<<else>>
	<</if>>

	The <<person2>><<person>> unfastens a knife from <<his>> side, and moves to slice the tentacle. It recoils into the dark before the blade touches it, dropping you to the water.

	Their hands are on you before you can recover.

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

<</if>>

:: Beach Cave Tentacle Top
<<effects>>

<<set $worn.upper.integrity -= 50>>
<<if $worn.upper.integrity lte 0>>
	You squirm and twist free of the creature, splashing into the water below. You look up. The tentacle still clutches the remains of your $worn.upper.name. <<covered>> It carries it into the dark.

	<<integritycheck no_text>>
	<<exposure>>

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

<<else>>
	You squirm and twist free of the creature, splashing into the water below. Your $worn.upper.name feels worse for wear, but you manage to escape down the tunnel.

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

<</if>>

:: Beach Cave Tentacle Under Top
<<effects>>

<<set $worn.under_upper.integrity -= 50>>
<<if $worn.under_upper.integrity lte 0>>
	You squirm and twist free of the creature, splashing into the water below. You look up. The tentacle still clutches the remains of your $worn.under_upper.name. <<covered>> It carries it into the dark.

	<<integritycheck no_text>>
	<<exposure>>

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

<<else>>
	You squirm and twist free of the creature, splashing into the water below. Your $worn.under_upper.name feels worse for wear, but you manage to escape down the tunnel.

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

<</if>>

:: Beach Cave Rope
<<effects>>

The presence draws closer.
<<if random(1, 2) is 2 and $bestialitydisable is "f" and $slugdisable is "f">>
	You hear a squelch, and a shape lunges from the water, landing on your thigh. A slug, as large as a cat. Another joins it, wrapping around the rope. It gnaws through with disturbing speed, and you splash into the water.

	<<link [[Next|Beach Cave Struggle]]>><<set $struggle_start to 1>><</link>>

<<else>>
	<<generate1>><<generate2>>
	<<if $pursuit gte 3>>
		<<generate3>>
	<</if>>
	<<if $pursuit gte 4>>
		<<generate4>>
	<</if>>
	<<if $pursuit gte 5>>
		<<generate5>>
	<</if>>
	<<if $pursuit gte 6>>
		<<generate6>>
	<</if>>
	<<person1>>You hear a <<personsimple>>'s laughter behind you. "Got ourselves a little more than dinner," says a gruff voice. A pair of hands grasp your hips, spinning you to face them.

	A <<person>> <<if $cave gte 20>>stands<<else>>floats<</if>> there, a <<person2>><<person>> beside <<person1>><<him>>. Both wear wetsuits.
	<<if $pursuit gte 4>>
		You sense other figures lurking in the dark nearby.
	<<elseif $pursuit gte 3>>
		You sense another figure lurking in the dark nearby.
	<<else>>
	<</if>>

	The <<person2>><<person>> unfastens a knife from <<his>> side, and slices the rope. You splash into the water.

	Their hands are on you before you can recover.

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

<</if>>

:: Beach Cave Rope Over Top
<<effects>>

<<set $worn.over_upper.integrity -= 50>>
<<if $worn.over_upper.integrity lte 0>>
	The rope tears at your $worn.over_upper.name as you squirm and twist, but you manage to free yourself, splashing into the water below. You look up. The tattered remains of your $worn.over_upper.name dangle above.

	<<integritycheck no_text>>
	<<exposure>>

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

<<else>>
	The rope tears at your $worn.over_upper.name as you squirm and twist, but you manage to free yourself, splashing into the water below.

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

<</if>>

:: Beach Cave Rope Top
<<effects>>

<<set $worn.upper.integrity -= 50>>
<<if $worn.upper.integrity lte 0>>
	The rope tears at your $worn.upper.name as you squirm and twist, but you manage to free yourself, splashing into the water below. You look up. The tattered remains of your $worn.upper.name dangle above.

	<<integritycheck no_text>>
	<<exposure>>

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

<<else>>
	The rope tears at your $worn.upper.name as you squirm and twist, but you manage to free yourself, splashing into the water below.

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

<</if>>

:: Beach Cave Rope Under Top
<<effects>>

<<set $worn.under_upper.integrity -= 50>>
<<if $worn.under_upper.integrity lte 0>>
	The rope tears at your $worn.under_upper.name as you squirm and twist, but you manage to free yourself, splashing into the water below. You look up. The tattered remains of your $worn.under_upper.name dangle above.

	<<integritycheck no_text>>
	<<exposure>>

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

<<else>>
	The rope tears at your $worn.under_upper.name as you squirm and twist, but you manage to free yourself, splashing into the water below.

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

<</if>>

:: Beach Cave Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

:: Beach Cave Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"Let's take <<phim>>," the <<person1>><<person>> says. "The others will want a turn." A black blindfold is thrown over your head from behind, blinding you as your arms are bound with rope.

	<<facewear 5>>
	<<bind>>
	<<pass 10>>

	<<link [[Next|Beach Cave Rape Finish 2]]>><</link>>

<<else>>
	<<set $pursuit to 0>>
	You shove the <<group>> away from you, clearing some space.
	<<if $cave lt 50>>
		<<tearful>> you dive beneath the water. You hear their muffled shouts as they feel around for you. But the water is too violent, and too dark. You slip away.
	<<else>>
		<<tearful>> you run. You hear water slosh behind you, but you take cover behind a rocky outcrop around a corner. Your pursuers splash past, peering into the gloom ahead.
	<</if>>

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>

<</if>>

:: Beach Cave Rape Finish 2
<<effects>>

<<pub_cave_arrival>>

:: Beach Cave Soothe
<<effects>>

<<if $tendingSuccess>>
	You sing a soothing tune, and the tentacles release their grip before retracting to some unknown crevice.

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

<<else>>
	You try to calm them, but your voice shakes as a tendril prods your <<bottom>>.

	<<link [[Next|Beach Cave Tentacles]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Beach Cave Tentacles
<<effects>>

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

	<<tentaclestart 3 8>>

<</if>>

<<statetentacles>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>

<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Beach Cave Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Beach Cave Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Beach Cave Tentacles Finish
<<effects>>

The tentacles retract, disappearing into some hidden crevice.

<<tearful>> you continue through the cave.

<<clotheson>>
<<endcombat>>

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

:: Beach Cave Ignore
<<effects>>

You ignore your anxiety, and walk by the crack.
<<if $rng gte (100 - ($pursuit * 15))>>
	<<if $bestialitydisable is "f" and $slugdisable is "f" and random(1, 2) is 2>>
		A slug leaps out as you pass, narrowly missing you.<<set $pursuit += 1>>
		<<if $pursuit gte 6>>
			You break into a run as it splashes into the water, but others swim to the surface. You're surrounded.

			<<link [[Next|Beach Cave Struggle]]>><<set $struggle_start to 1>><</link>>

		<<else>>
			You break into a run as it splashes into the water.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>>

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

		<</if>>
	<<else>>
		An arm grabs at you as you pass. You back away from it, then break into a run.<<set $pursuit += 1>>
		<<if $pursuit gte 6>>
			<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
			You hear laughter behind you as more figures emerge from the water. They're wearing wetsuits.

			You're surrounded.

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

		<<else>>
			You hear laughter behind you.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>>

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

		<</if>>
	<</if>>
<<else>>
	Nothing happens.<<lstress>><<stress -6>>

	<<link [[Next|Beach Cave]]>><<set $eventskip += 1>><</link>>

<</if>>

:: Beach Cave Rush
<<effects>>

You rush past the crack, sloshing water as you go.

<<if $athleticsSuccess>>
	Nothing happens.<<lstress>><<stress -6>>

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

<<else>>
	Your foot catches on a rock right beside the crack, and you splash into the water.

	<<if $pursuit gte 6>>
		<<if $bestialitydisable is "f" and $slugdisable is "f" and random(1, 2) is 2>>
			A shape lunges from the water. It misses, landing on the cave wall behind you. A large slug. Another swims towards you.

			<<link [[Next|Beach Cave Struggle]]>><<set $struggle_start to 1>><</link>>

		<<else>>
			<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>

			A figure rounds a corner up ahead. A <<person>>, wearing a wetsuit. <<He>> stares at you, smiling. Two others join <<him>>.

			"What's a cute <<lass>> like you doing in our cave?"

			"I think <<pshe>> needs a lesson."

			"Don't you think about going nowhere <<girl>>."

			They walk closer. You turn, and come face-to-face with a <<person4>><<person>>. Two others flank <<him>> as well. You're surrounded.

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

		<</if>>
	<<else>>
		You feel like you've drawn attention to yourself. Like something's watching.<<set $pursuit += 1>>

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

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

:: Beach Cave Wrest
<<effects>>

You wrench your leg out of the silt, freeing you.

<<link [[Next|Beach Cave]]>><<set $eventskip += 1>><</link>>

:: Beach Cave Take
<<effects>>

You wiggle your foot while gently pulling against the silt. Bit by bit, your foot comes free.

<<beach_cave_caught>>


code:
:: Beach Slug
<<effects>>
<<set $pursuit = Math.clamp($pursuit, 0, 3)>>
You run as the slug slithers after you.

<<if $eventskip is 0>>
	<<if $rng gte 76>>
		You approach a pool of slime. You could run around, but that would cost precious time.

		<<if $swarmdisable is "f">>
			Something squirms beneath the surface.

		<</if>>
		<<link [[Jump over|Beach Slug Jump]]>><</link>><<athleticsdifficulty 400 1100>>

		<<link [[Run around|Beach Slug Run]]>><<set $pursuit += 1>><</link>><<gpursuit>>

	<<elseif $rng gte 51>>
		The giant slug rears up and points its mouth at you. It shudders, and spits.

		The projectile unfurls as it hurtles towards you. It's another slug.

		<<link [[Dodge|Beach Slug Dodge]]>><</link>><<dancedifficulty 400 1100>>

		<<link [[Brace|Beach Slug Brace]]>><<set $pursuit += 1>><</link>><<gpursuit>>

	<<elseif $rng gte 26>>
		The giant slug slams against the ground. The stone trembles, and you stagger into a slimy membrane hanging from the ceiling.

		<<physiquedifficulty 1 18000 true>>
		<<if $physiqueSuccess>>
			You tug yourself free before the slug gets much closer.

		<<else>>
			You struggle to tug yourself free. You manage it, but the slug gets closer.<<gpursuit>><<set $pursuit += 1>>

		<</if>>
		<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>

	<<else>>
		The rocky ground is smoother than normal up ahead.

		<<link [[Sprint|Beach Slug Sprint]]>><</link>><<athleticsdifficulty 600 1200>>

		<<link [[Be careful|Beach Slug Careful]]>><</link>>

	<</if>>
<<else>>
	You make it to the
	<<if $cave_current is 1>>
		lichen-filled tunnel.
	<<elseif $cave_current is 2>>
		mushroom-filled tunnel.
	<<elseif $cave_current is 3>>
		dark tunnel.
	<<else>>
		watery tunnel.
	<</if>>

	<<if $cave_current is $cave_exit>>
		It leads away from the chamber!
	<<else>>
		It's a dead end! You'll have to look elsewhere.
	<</if>>

	<<slug_text>>

	<<if $pursuit gte 3>>
		<<slug_caught>>
	<<else>>
		<<set $cave_seen.pushUnique($cave_current)>>
		<<if $cave_current is $cave_exit>>
			<<link [[Escape|Beach Slug Escape]]>><</link>>

		<</if>>

		<<if $cave_current isnot 1>>
			<<link [[Run to the lichen-filled tunnel|Beach Slug]]>><<set $cave_current to 1>><</link>> <<if $cave_seen.includes(1) and $cave_exit is 1>>The exit is here.<<elseif $cave_seen.includes(1)>>(You've checked here.)<</if>>

		<</if>>
		<<if $cave_current isnot 2>>
			<<link [[Run to the mushroom-filled tunnel|Beach Slug]]>><<set $cave_current to 2>><</link>> <<if $cave_seen.includes(2) and $cave_exit is 2>>The exit is here.<<elseif $cave_seen.includes(2)>>(You've checked here.)<</if>>

		<</if>>
		<<if $cave_current isnot 3>>
			<<link [[Run to the dark tunnel|Beach Slug]]>><<set $cave_current to 3>><</link>> <<if $cave_seen.includes(3) and $cave_exit is 3>>The exit is here.<<elseif $cave_seen.includes(3)>>(You've checked here.)<</if>>

		<</if>>
		<<if $cave_current isnot 4>>
			<<link [[Run to the watery tunnel|Beach Slug]]>><<set $cave_current to 4>><</link>> <<if $cave_seen.includes(4) and $cave_exit is 4>>The exit is here.<<elseif $cave_seen.includes(4)>>(You've checked here.)<</if>>

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

<<set $eventskip to 0>>

:: Beach Slug Sprint
<<effects>>

<<if $athleticsSuccess>>
	You sprint away from the slug, and manage to gain some distance.<<lpursuit>><<set $pursuit -= 1>>

<<else>>
	You try to sprint away from the slug, but lose your footing. You tumble to the ground.<<gpain>><<gstress>><<pain 4>><<stress 6>>

	You scramble to your feet, and keep running.<<gpursuit>><<set $pursuit += 1>>

<</if>>

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

:: Beach Slug Careful
<<effects>>

You continue to run with care, keeping to the solid-looking ground.

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

:: Beach Slug Dodge
<<effects>>

<<if $danceSuccess>>
	You step aside. The slug sails past you, splashing into a pool. You continue running. It's a few moments before the giant slug is able to slither after you.<<lpursuit>><<set $pursuit -= 1>>

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

<<else>>
	You try to step aside, but you're too slow. The slug hits you square in the chest, knocking you to the floor. The giant slug slithers closer.

	<<link [[Next|Beach Slug Struggle]]>><<set $struggle_start to 1>><</link>>

<</if>>

:: Beach Slug Brace
<<effects>>

You brace yourself. You stagger as the slug collides with your chest. You manage to keep your footing, but the giant slug is now closer.

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

:: Beach Slug Struggle
<<effects>>

<<if $struggle_start is 1>>
	<<struggle_init>>
	<<set $struggle.creature to "slug">>
	<<struggle_creatures 1 2>>
	<<set $combat to 1>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<set $struggle.chest.creature to "slug">><<set $chestuse to "struggle">><<set $cheststate to "struggle">><<set $struggle.enemy[0].location to "chest">>
	<<set $timer to 10>>
	<<unset $struggle_start>>
<</if>>

<<if $timer lte 0>>
	<<set $pursuit += 1>>
	<<set $timer to 0>>
<<elseif $timer is 8 and random(1, 2) is 2>>
	<<struggle_add 1 1>>
	Another slug leaps from the slime!

<</if>>

<<slug_text>>

<<struggle>>

<<if $struggle.done gte $struggle.number>>
	<<link [[Next|Beach Slug Struggle End]]>><</link>>

<<elseif $pursuit gte 3>>
	<<link [[Next|Beach Slug Struggle End]]>><</link>>

<<else>>
	<<link [[Next|Beach Slug Struggle]]>><</link>>

<</if>>

:: Beach Slug Struggle End
<<effects>>

<<if $pursuit gte 3>>
	The smaller slug jumps away as the giant approaches.

	<<endcombat>>
	<<clotheson>>
	<<slug_caught>>
<<else>>
	The slug dives into the slime. <<tearful>> you rise to your feet before the giant can bear down on you.

	<<clotheson>>
	<<endcombat>>

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

<</if>>

:: Beach Slug Jump
<<effects>>

<<if $athleticsSuccess>>
	You leap, landing on the other side of the pool. You keep running. The giant slug sloshes through without slowing.

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

<<else>>
	You leap, and plunge into the pool of slime.
	<<drench goo 5>>

	<<if $swarmdisable is "f">>
		You manage to get your head above the surface, but feel a squirming against your skin.

		<<link [[Next|Beach Slug Swarm]]>><<set $molestationstart to 1>><</link>>

	<<else>>
		You manage to get your head above the suface, pull yourself onto the opposite bank. The giant slug is close behind. It sloshes through without slowing<<gpursuit>><<set $pursuit += 1>>

		<<if $pursuit gte 3>>
			<<slug_caught>>
		<<else>>
			<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>

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

:: Beach Slug Swarm
<<effects>>

<<effects>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<molested>>
	<<controlloss>>
	<<set $combat to 1>>
	<<set $enemytype to "swarm">>
	<<swarminit "eels" "swarm" "moving towards you" "encircle you" "fend off" 1 6>>

	<<set $swimdistance to 10>>
	<<set $water to 1>>
	<<set $timer to 10>>
<</if>>

<<if $timer lte 0>>
	<<set $pursuit += 1>>
	<<set $timer to 10>>
<</if>>

<<slug_text>>

<<if $swimdistance gte 10>>
	You need to start swimming toward the bank!
<<elseif $swimdistance gte 5>>
	The bank is still a long way off.
<<elseif $swimdistance gte 3>>
	You've passed halfway to the bank.
<<elseif $swimdistance gte 1>>
	You're almost at the bank.
<<else>>
	The bank is within arm's reach!
<</if>>

<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
	<<link [[Next|Beach Slug Swarm Finish]]>><</link>><<nexttext>>
<<elseif $pursuit gte 3>>
	<<link [[Next|Beach Slug Swarm Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
	<<link [[Next|Beach Slug Swarm Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Beach Slug Swarm Finish

<<effects>>
<<if $stress gte $stressmax>>
	It's all just too much for you. You pass out.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<endcombat>>
	<<slug_end>>
	<<link [[Next|Passout Beach]]>><<pass 1 hour>><</link>>
<<elseif $pursuit gte 3>>
	The giant slug sloshes into the pool, pushing the slime into a wave ahead of it and leaving you washed up on the bank.

	<<endcombat>>
	<<clotheson>>
	<<slug_caught>>
<<else>>
	<<tearful>> you haul yourself out of the slime. The slugs drop off as you stagger to your feet.

	The giant slug sloshes through the slime without slowing.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>

<</if>>

:: Beach Slug Run
<<effects>>

You run around the pool. The giant slug just sloshes through, and gains on you.

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

:: Beach Slug Try
<<effects>>

<<if $physiqueSuccess>>
	You tug against the sticky slime, and manage to pull yourself free. You jump from the closing maw just in time.

	You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.

	The creature rises behind you. A gargantuan slug, larger than a horse. It slithers closer with alarming speed.

	<<link [[Run|Beach Slug Start]]>><</link>>

<<else>>
	You tug against the sticky slime, but you can't get free. The maw surrounds you, then closes in, engulfing you.

	<<if $tentacledisable is "f" and $hallucinations gte 1>>
	You feel a squirming against your skin.

	<</if>>
	<<link [[Next|Beach Slug Vore]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Beach Slug Remove
<<effects>>

<<clothesruined>>
You struggle free from your clothes, and jump from the closing maw just in time.

You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.

The creature rises behind you. A gargantuan slug, larger than a horse. It slithers closer with alarming speed.

<<link [[Run|Beach Slug Start]]>><</link>>

:: Beach Slug Vore
<<effects>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<molested>>
	<<controlloss>>
	<<if $tentacledisable is "f" and $hallucinations gte 1>>
		<<set $enemytype to "tentacles">>
		<<tentaclestart 4 15>>
	<<else>>
		<<set $enemytype to "vore">>
	<</if>>
	<<set $vorestage to 1>>
	<<set $vorecreature to "slug">>
	<<set $vorestrength to 1>><<set $position to "doggy">>
	<<if $tentacledisable is "f" and $hallucinations gte 1>>
		<<set $voretentacles to 1>>
	<<else>>
		<<set $voretentacles to 0>>
	<</if>>
	<<resetLastOptions>>
	<<getCombatDefaultsType>>
<</if>>
<<if $tentacledisable is "f" and $enemytype is "tentacles">>
	<<voreeffects>><<effectstentacles>>
	<<vore>><<tentacles>>
	<<statetentacles>>
	<<actionsvorentacles>>
<<else>>
	<<voreeffects>>
	<<vore>>
	<<voreactions>>
<</if>>
<<if $stress gte $stressmax>>
	<<link [[Next|Beach Slug Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestage lte 0>>
	<<link [[Next|Beach Slug Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestomach gte 5>>
	<<link [[Next|Beach Slug Vore Finish]]>><</link>><<nexttext>>
<<else>>
	<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Beach Slug Vore Finish

<<effects>>
<<if $stress gte $stressmax or $vorestomach gte 5>>
	It's too much for you. You pass out.

	<<if $upperoff isnot 0>>
		<<upperruined>>
	<</if>>
	<<if $loweroff isnot 0>>
		<<lowerruined>>
	<</if>>
	<<if $underloweroff isnot 0>>
		<<underlowerruined>>
	<</if>>
	<<if $underupperoff isnot 0>>
		<<underupperruined>>
	<</if>>
	<<endcombat>>
	<<slug_end>>
	<<link [[Next|Passout Beach]]>><<clotheson>><<pass 1 hour>><</link>>
<<else>>
	<<set $pursuit to 1>>
	<<if $cave_exit>>
		<<tearful>> you haul yourself out of the $vorecreature's maw. You stagger to your feet, and run. It slithers close behind.

	<<else>>
		<<tearful>> you haul yourself out of the $vorecreature's maw. You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.

		The creature rises behind you. A gargantuan slug, larger than a horse. It slithers closer with alarming speed.

	<</if>>
	<<clotheson>>
	<<endcombat>>
	<<if $cave_exit>>
		<<link [[Next|Beach Slug]]>><</link>>

	<<else>>
		<<link [[Next|Beach Slug Start]]>><</link>>

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

:: Beach Slug Start
<<effects>>
<<slug_init>>
You turn and run. Four tunnels lead away from the chamber.

The tunnel ahead is covered with bioluminescent lichen.

The tunnel to the right is full of mushrooms, some almost as tall as you. It seems to lead upward.

The tunnel to the left drops, leading deeper underground. You hear rushing water from that direction.

You glance back. There's another tunnel behind the slug, but no lichen, leaving it dark and forboding. The slug blocks the path for now.

<<link [[Run to the lichen-filled tunnel|Beach Slug]]>><<set $cave_current to 1>><</link>>

<<link [[Run to the mushroom-filled tunnel|Beach Slug]]>><<set $cave_current to 2>><</link>>

<<link [[Run to the watery tunnel|Beach Slug]]>><<set $cave_current to 4>><</link>>

:: Beach Slug Escape
<<effects>>

<<earnFeat "Abnormal Mollusc">>

<<pass 10>>
<<if $cave_current is 1>>
	You escape along the lichen-filled tunnel. You glance over your shoulder. The giant slug is reluctant to follow.

	The tunnel slopes upwards as the pink hue gives way to a light blue.

	<<if $daystate isnot "night">>
		You hear waves, and see daylight pierce the gloom up ahead.
	<<elseif $weather is "clear">>
		You hear waves, and see pale moonlight pierce the gloom up ahead.
	<<else>>
		You hear waves up ahead.
	<</if>>

	You emerge from the cliff facing the sea, and drop into the water. You're near the beach.

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

<<elseif $cave_current is 2>>
	You escape up the mushroom-filled tunnel. You glance over your shoulder. The giant slug is reluctant to follow.

	The mushrooms grow denser as the tunnel continues. You step around a particularly large specimen, and almost step through a crack in the ground. You thought you heard a voice. You listen, but hear only rushing water.

	The ground gives way, and you tumble into darkness.

	<<if $sewersintro is 1>>
		<<link [[Next|Sewers Commercial]]>><<sewersstart>><<set $eventskip to 1>><</link>>

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

<<elseif $cave_current is 3>>
	You escape into the dark tunnel. You glance over your shoulder. The giant slug is reluctant to follow.

	You feel your way along the walls as the tunnel takes you higher,
	<<if $daystate isnot "night">>
		until daylight pierces the dark up ahead.
	<<elseif $weather is "clear">>
		until moonlight pierces the dark up ahead.
	<<else>>
		until you feel a breeze. It smells of the forest.
	<</if>>
	Emboldened you continue, and emerge in the forest.

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

<<elseif $cave_current is 4>>
	You escape down the watery tunnel. You glance over your shoulder. The giant slug is reluctant to follow.

	The tunnel leads deeper into the earth. Water breaks through cracks in the walls, joining you in the journey downward.

	The tunnel opens, revealing a black pool, disturbed only by the water rushing around your ankles. The dark hides the other side, and even the ceiling. For all you can tell, the pool could reach to the horizon.

	You hear a roar behind you. A torrent thunders down the passage, snatching you off your feet and plunging you into the gloom.

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

<</if>>

<<slug_end>>
<<beach_cave_end>>


code:
:: Smuggler Pub Intro
<<effects>>
<<generate1>><<person1>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You trip up a set of stairs. Voices jeer all around. <<covered>>

"Dance! Dance! Dance!"

<<link [[Say you can't dance with your arms bound|Smuggler Pub Arms]]>><<set $phase to 1>><</link>><<englishdifficulty 200 1000>>

<<link [[Dance|Smuggler Pub Dance]]>><<danceinit>><<set $dancing to 1>><<set $audience to 25>><<set $venuemod to 4>><<set $timer to 24>><<set $dancelocation to "smuggler_forced">><<set $forceddance to 1>><</link>>

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

:: Smuggler Pub Arms
<<effects>>

<<if $submissive gte 1150>>
	"I-I can't dance with my arms tied," you say.
<<elseif $submissive lte 850>>
	"How the fuck am I supposed to dance with my arms tied?" you ask.
<<else>>
	"Could you untie my arms first?" you ask. "So I can dance properly."
<</if>>

<<if $englishSuccess>>
	The stage creaks as another steps onto it. "Alright <<girl>>," says a <<personsimple>>'s voice. "But don't tire yourself. I don't want you passing out before my turn." A knife slices through the rope, freeing your arms.

	<<unbind>>
	<<link [[Dance|Smuggler Pub Dance]]>><<danceinit>><<set $dancing to 1>><<set $audience to 25>><<set $venuemod to 4>><<set $timer to 24>><<set $dancelocation to "smuggler_forced">><<set $forceddance to 1>><</link>>

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

	<<if $submissive lte 500>>
		<<link [[Grab the knife|Smuggler Pub Knife]]>><</link>> Defiant<<dancedifficulty 200 1000>>

	<</if>>
<<else>>
	They ignore you. "Dance! Dance! Dance!" They start hammering the edge of the stage in anticipation.

	<<link [[Dance|Smuggler Pub Dance]]>><<danceinit>><<set $dancing to 1>><<set $audience to 25>><<set $venuemod to 4>><<set $timer to 24>><<set $dancelocation to "smuggler_forced">><<set $forceddance to 1>><</link>>

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

<</if>>

:: Smuggler Pub Refuse
<<effects>>

<<if $submissive gte 1150>>
	"I-I won't," you say. "I can't dance."
<<elseif $submissive lte 850>>
	"Fuck off," you say. "I'm not dancing for scum like you."
<<else>>
	"I won't dance," you say. "Let me go."
<</if>>

"Dance! Dance! Dance!" It's no good.

<<if ($leftarm is "bound" or $rightarm is "bound") and $phase isnot 1>>
	<<link [[Say you can't dance with your arms bound|Smuggler Pub Arms]]>><<set $phase to 1>><</link>><<englishdifficulty 200 1000>>

<<elseif $submissive lte 500 and $phase is 1>>
	<<link [[Grab the knife|Smuggler Pub Knife]]>><</link>> Defiant<<dancedifficulty 200 1000>>

<</if>>
<<link [[Dance|Smuggler Pub Dance]]>><<danceinit>><<set $dancing to 1>><<set $audience to 25>><<set $venuemod to 4>><<set $timer to 24>><<set $dancelocation to "smuggler_forced">><<set $forceddance to 1>><</link>>

<<link [[Refuse|Smuggler Pub Refuse 2]]>><</link>>

:: Smuggler Pub Refuse 2
<<effects>>

You refuse again. The crowd boo, and the stage shakes as several bodies climb atop it.

<<link [[Next|Smuggler Pub Gang Rape]]>><<set $molestationstart to 1>><</link>>

:: Smuggler Pub Knife
<<effects>>

<<if $danceSuccess>>
	You spin and twist the knife from the <<persons>> grip. You predict <<his>> movements, ducking under <<his>> arms as you slice through your blindfold. You spin and push your knife against <<his>> throat.

	<<set $worn.face.type.push("broken")>>
	<<faceruined>>
	The crowd roars with laughter as your eyes adjust to the light. You're stood on a stage in the middle of an open part of the cave. Tables and chairs surround you, all occupied by rough-looking <<people>>. Lights hang overhead, and the bar in the corner looks well-stocked.

	"I'm leaving," you say, prompting more laughter.

	"Th-this isn't funny," the <<person>> stammers. "Do what <<pshe>> says."

	Careful not to fall, you back from the stage towards one of the exits. The one strung with more lights.

	<<link [[Next|Smuggler Pub Knife 2]]>><</link>>

<<else>>
	You spin and blindly reach for the knife. The <<persons>> fist connects with your face, knocking you to the floor. The crowd roars with laughter.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<pain 4>>

	"<<pShe>>'s a spirited one,"

	"Time to learn <<pher>> place."

	Others climb the stage.

	<<link [[Next|Smuggler Pub Gang Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Smuggler Pub Knife 2
<<effects>>

The crowd parts to let you through, though they seem to play along for the amusement more than anything. You make it through the ring of tables, shove the <<person>> over one, and run.

<<endcombat>>
Echoing laughter chases you through the cave, but they don't seem to be following.

<<clotheson>>
<<earnFeat "Leverage">>
<<if $sewersintro is 1>>
	You come to an old brick wall with a hole smashed through. You crawl to the other side, and almost slip on algae.

	<<link [[Next|Sewers Algae]]>><<sewersstart>><<set $eventskip to 1>><</link>>

<<else>>
	You come to an old brick wall with a hole smashed through. You try to crawl through, but your hips get stuck.

	"Need a hand?" asks a voice from behind. Before you can respond, a boot kicks your <<bottom>>, pushing you through and sending you skidding across algae-covered stone.

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

:: Smuggler Pub Dance

<<effects>>

<<danceeffects>>
<<danceaudience>>

<<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>>
Being so exposed is humiliating, but there's nothing you can do.

<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1>>
Being so exposed is humiliating, but there's nothing you can do.

<</if>>

<<danceactions>>

<<if $danceevent is "finish">>
<<elseif $danceevent is "smuggler_rescue">>
<<link [[Next|Smuggler Pub Rescue]]>><<set $enemyno to 1>><<set $enemynomax to 1>><<set $molestationstart to 1>><</link>>

<<elseif $danceevent is "rape">>
<<link [[Next|Smuggler Pub Gang Rape]]>><<set $molestationstart to 1>><</link>>
<</if>>

:: Smuggler Pub Rescue
<<effects>>

<<endcombat>>

You hear a whistle, and the room quiets. "Calm down guys," says a <<nnpc_gender "Wren">>'s voice. <<if $wren_seen>>A voice you recognise, but can't place.<</if>> It's coming from above. "I think that's a good enough show. Besides, we don't know who <<pshe>> is. Someone might come looking."

The owner of the voice doesn't sound much older than you, but the others heed <<nnpc_him "Wren">>.

<<link [[Next|Smuggler Pub Blindfold]]>><</link>>

:: Smuggler Pub Gang Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<audience>>

<<stateman>>

<<actionsman>>

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

:: Smuggler Pub Gang Rape Finish
<<effects>>
<<set $bus to "commercial">>

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

	<<tearful>> you struggle to stand. The <<group>> vacate the stage, only to be replaced by others.

	<<endcombat>>
	<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
	<<link [[Next|Smuggler Pub Gang Rape 2]]>><<set $molestationstart to 1>><</link>>

<<else>>
	You hear the <<person1>><<person>> tumble from the stage and smash into something. <<tearful>> you jump after <<him>>. <<He>> shouts as your foot lands, and you run. It's no use. You can't see a thing, and have no clue where the exit is. You run straight into someone's arms.

	<<endcombat>>

	You hear a whistle, and the room quiets. "Calm down guys," says a <<nnpc_gender "Wren">>'s voice. <<if $wren_seen>>A voice you recognise, but can't place.<</if>> It's coming from above. "Putting up a fight like that, I think <<pshe>>s earned a chance."

	The owner of the voice doesn't sound much older than you, but the others heed <<nnpc_him "Wren">>.

	<<link [[Next|Smuggler Pub Blindfold]]>><</link>>
<</if>>

:: Smuggler Pub Gang Rape 2
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<audience>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Smuggler Pub Gang Rape 2 Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Smuggler Pub Gang Rape 2 Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Smuggler Pub Gang Rape 2]]>><</link>><<nexttext>>
<</if>>

:: Smuggler Pub Gang Rape 2 Finish
<<effects>>

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

	<<tearful>> you struggle to stand. The <<group>> vacate the stage, only to be replaced by others.

	<<endcombat>>

	You hear a whistle, and the room quiets. "Calm down guys," says a <<nnpc_gender "Wren">>'s voice. <<if $wren_seen>>A voice you recognise, but can't place.<</if>> "We don't know who <<pshe>> is. Someone might come looking for <<phim>>."

	The owner of the voice doesn't sound much older than you, but the others heed <<nnpc_him "Wren">>.

	<<link [[Next|Smuggler Pub Blindfold]]>><</link>>

<<else>>
	You hear the <<person1>><<person>> tumble from the stage and smash into something. <<tearful>> you jump after <<him>>. <<He>> shouts as your foot lands, and you run. It's no use. You can't see a thing, and have no clue where the exit is. You run straight into someone's arms.

	<<endcombat>>

	You hear a whistle, and the room quiets. "Calm down guys," says a <<nnpc_gender "Wren">>'s voice. <<if $wren_seen>>A voice you recognise, but can't place.<</if>> It's coming from above. "Putting up a fight like that, I think <<pshe>>s earned some leniency."

	The owner of the voice doesn't sound much older than you, but the others heed <<nnpc_him "Wren">>.

	<<link [[Next|Smuggler Pub Blindfold]]>><</link>>

<</if>>

:: Smuggler Pub Blindfold
<<effects>>
<<pass 5>>
<<set $bus to "commercial">>
They leave the blindfold on as they push you down another tunnel. You hear the shuffling of feet either side, as well as behind.

<<set $stress -= 3000>>

"Climb," says the young <<nnpc_gender "Wren">>. "Before I change my mind." You reach forward, and feel a ladder.

You climb until your head bumps against something. "Watch your head," laughs the voice. "Just push it." You do so, and climb atop the ladder. You feel a breeze, and hear traffic all around. There's a metallic thud behind you

<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
	<<blindfoldintro>>
<<else>>
	Now that you're in the clear, you pull the blindfold off and toss it aside.

	<<set $worn.face.type.push("broken")>>
	<<faceruined>>
<</if>>
<<clotheson>>
<<endevent>>

<<set $eventskip to 1>>
<<if $worn.face.type.includes("blindfold")>>
	<<destinationbondage>>
<<else>>
	<<destinationeventend>>
<</if>>


code:
:: Widgets Cave [widget]
<<widget "eventscavetreasure">>
<<if $rng gte 91>>
	Your foot kicks something hard and hollow. You lift it from the water. It's a chest, long and thin.

	<<set $skulduggerydifficulty to 600>>
	<<link [[Open it (0:10)|Beach Cave Hollow Open]]>><<pass 10>><</link>><<skulduggerydifficulty>>

	<<link [[Leave it|Beach Cave]]>><<set $eventskip to 1>><</link>>

<<elseif $rng gte 51>>
	Your foot kicks something heavy, but not as hard as a rock. You lift it to the surface of the water. It's a chest, long and thin.

	<<set $skulduggerydifficulty to 400>>
	<<link [[Open it (0:10)|Beach Cave Heavy Open]]>><<pass 10>><</link>><<skulduggerydifficulty>>

	<<link [[Leave it|Beach Cave]]>><<set $eventskip to 1>><</link>>

<<elseif $rng gte 31>>
	A tunnel leads away from the main cave, the ceiling dipping below the surface of the water.

	<<link [[Explore (0:05)|Beach Cave Explore]]>><<pass 5>><</link>><<swimmingdifficulty 400 1000>>

	<<link [[Ignore|Beach Cave]]>><<set $eventskip to 1>><</link>>

<<else>>
	The cave branches in two directions.
	<<if random(1, 2) is 2>>
		<<if $history gte random(1, 1000)>>
			You recognise the markings along the walls. Something was hidden down the left passage, while the right leads towards the sea.

		<<else>>

		<</if>>
		<<set $phase to 0>>
		<<link [[Go left|Beach Cave Treasure]]>><</link>>

		<<link [[Go right|Beach Cave Back]]>><</link>>

	<<else>>
		<<if $history gte random(1, 1000)>>
			You recognise the markings along the walls. Something was hidden down the right passage, while the left leads towards the sea.

		<<else>>

		<</if>>
		<<set $phase to 1>>
		<<link [[Go left|Beach Cave Back]]>><</link>>

		<<link [[Go right|Beach Cave Treasure]]>><</link>>

	<</if>>

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

<<widget "eventscavesafe">>
<<if $rng gte 61>>
	<<if $cave gte 50>>
		The water around your feet surges, tripping you.
		<<dancedifficulty 1 1000 true>>
		<<if $danceSuccess>>
			You manage to keep your footing.
		<<else>>
			You fall to the cave floor, breaking your fall with your arms.<<gstress>><<gpain>><<stress 6>><<pain 6>>
		<</if>>

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

	<<elseif $cave gte 20>>
		The water surges beneath your waist. You grasp an outcrop to avoid being swept away.
		<<if $worn.lower.name is "naked" and $worn.over_lower is "naked">>
			<<if $worn.under_lower.name is "naked">>
				<<if $worn.genitals.name is "naked">>

				<<else>>
					<<set $worn.genitals.integrity -= 10>>
					<<if $worn.genitals.integrity lte 0>>
						The last of the material gives away, and the device is ripped from your body.
						<<integritycheck no_text>><<exposure>>
					<<else>>
						You feel the water tear at your $worn.genitals.name.
					<</if>>
				<</if>>
			<<else>>
				<<set $worn.under_lower.integrity -= 10>>
				<<if $worn.under_lower.integrity lte 0>>
					The rushing water tears the $worn.under_lower.name off your body, exposing your <<genitals>>.
					<<integritycheck no_text>><<exposure>>
				<<else>>
					The rushing water tears at your $worn.under_lower.name.
				<</if>>
			<</if>>
		<<elseif $worn.over_lower is "naked">>
			<<set $worn.lower.integrity -= 10>>
			<<if $worn.lower.integrity lte 0>>
				The rushing water tears the $worn.lower.name off your body, exposing your <<undies>>.
			<<else>>
				The rushing water tears at your $worn.lower.name.
			<</if>>
		<<elseif $worn.lower is "naked">>
			<<set $worn.over_lower.integrity -= 10>>
			<<if $worn.over_lower.integrity lte 0>>
				The rushing water tears the $worn.over_lower.name off your body<<if $worn.lower.exposed gte 2>>, exposing your <<undies>><</if>>.
			<<else>>
				The rushing water tears at your $worn.lower.name.
			<</if>>
		<</if>>

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

	<<else>>
		The water surges around you, pushing you toward the coast.

		<<link [[Be carried along|Beach Cave Carry]]>><</link>>

		<<link [[Swim against the current|Beach Cave Swim]]>><</link>><<swimmingdifficulty 400 1000>>

	<</if>>

<<elseif $rng gte 41>>
	You hear a weighty groan above, as if the cave were about to collapse. Fortunately, it does not.<<gstress>><<stress 6>>

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

<<elseif $rng gte 21>>
	Something brushes against your ankle. You look down, but see nothing.<<stress 6>><<gstress>>

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

<<else>>
	There are gems embedded in the walls here.

	<<if $awareness gte 400>>
		Like a thousand watching eyes.<<gstress>><<stress 6>>

		<<link [[Tell them to stop staring|Beach Cave Eyes]]>><<awareness 1>><<trauma -6>><</link>><<gawareness>><<ltrauma>>

		<<link [[Ignore them|Beach Cave]]>><<set $eventskip to 1>><</link>>

	<<else>>
		They look pretty in the lichen light.<<lstress>><<stress -6>>

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

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

<<widget "eventscave">>
<<if $rng gte 81>>
	<<beach_cave_caught>>
<<elseif $rng gte 61>>
	<<if $pursuit is 0>>
		<<set $pursuit += 1>>
		Your hair bristles. Something is watching you.

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

	<<elseif $pursuit is 1>>
		<<set $pursuit += 1>>
		You shiver. Something is following you. It's not alone.

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

	<<elseif $tentacledisable is "f" and $hallucinations gte 2>>
		<<if $skulduggery gte random(400, 1200)>>
			Your hair bristles. You pause, and examine the ground ahead. Then you see it. The tendril of some creature, hanging in the gloom above.

			You step around it, unharmed.

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

		<<else>>
			You hear a squish, then a coil drops around you. It seizes your arms, pushing them to your side, and hoists you into the air.<<gstress>><<stress 6>>

			The coil slithers against your skin, glistening in the little light of the cave.

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

					You feel a presence close in.<<set $pursuit += 1>>

					<<link [[Next|Beach Cave Tentacle]]>><</link>>

				<<else>>
					It worms beneath your $worn.under_upper.name, heading for your <<breasts>>.

					You feel a presence close in.<<set $pursuit += 1>>

					<<link [[Wait|Beach Cave Tentacle]]>><</link>>

					<<link [[Squirm free|Beach Cave Tentacle Under Top]]>><</link>>

				<</if>>
			<<else>>
				It worms beneath your $worn.upper.name, heading for your <<breasts>>.

				You feel a presence close in.<<set $pursuit += 1>>

				<<link [[Wait|Beach Cave Tentacle]]>><</link>>

				<<link [[Squirm free|Beach Cave Tentacle Top]]>><</link>>

			<</if>>
		<</if>>
	<<else>>
		<<if $skulduggery gte random(400, 1200)>>
			Your hair bristles. You pause, and examine the ground ahead. Then you see it. A coiled rope, hanging in the gloom above. Beneath it is a suspicious-looking stone.

			You step around it, unharmed.

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

		<<else>>
			Your foot presses down on something. You hear a swish, then a coil drops around you. It seizes your arms, pushing them to your side, and hoists you into the air.

			The rope is tight.
			<<if $worn.upper.type.includes("naked") and $worn.over_upper.type.includes("naked")>>
				<<if $worn.under_upper.type.includes("naked")>>

					You feel a presence close in.<<set $pursuit += 1>>

					<<link [[Next|Beach Cave Rope]]>><</link>>

				<<else>>

					You feel a presence close in.<<set $pursuit += 1>>

					<<link [[Wait|Beach Cave Rope]]>><</link>>

					<<link [[Squirm free|Beach Cave Rope Under Top]]>><</link>>

				<</if>>
			<<elseif !$worn.over_upper.type.includes("naked")>>
				It worms beneath your $worn.over_upper.name, heading for your <<breasts>>.

				You feel a presence close in.<<set $pursuit += 1>>

				<<link [[Wait|Beach Cave Rope]]>><</link>>

				<<link [[Squirm free|Beach Cave Rope Over Top]]>><</link>>

			<<else>>
				It worms beneath your $worn.upper.name, heading for your <<breasts>>.

				You feel a presence close in.<<set $pursuit += 1>>

				<<link [[Wait|Beach Cave Rope]]>><</link>>

				<<link [[Squirm free|Beach Cave Rope Top]]>><</link>>

			<</if>>
		<</if>>
	<</if>>
<<elseif $rng gte 41>>
	<<if $tentacledisable is "f" and $hallucinations gte 2>>
		Something seizes your ankles. Tendrils wrap around them. A third rises through the water, between your legs.<<gstress>>

		<<link [[Soothe|Beach Cave Soothe]]>><</link>><<tendingdifficulty 200 1200>>

		<<link [[Struggle|Beach Cave Tentacles]]>><<set $molestationstart to 1>><</link>>

	<<else>>
		Something seizes your ankle. You look down. It's a harmless jellyfish. You shake it off.<<gstress>><<stress 6>>

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

	<</if>>
<<elseif $rng gte 21>>
	You notice a crack in the wall up ahead. Anything could be lurking in the dark.<<gstress>><<stress 6>>

	<<set _difficulty to (100 - ($pursuit * 15))>>
	<<set _difficulty to Math.clamp(_difficulty, 0, 100)>>
	<<link [[Walk normally|Beach Cave Ignore]]>><</link>><<difficulty _difficulty>>

	<<link [[Rush by|Beach Cave Rush]]>><<stress 6>><</link>><<athleticsdifficulty 200 1200>><<gstress>>

<<else>>
	The floor gives way, and your foot sinks several inches into silt.<<gstress>><<stress 6>>

	<<link [[Wrest it free|Beach Cave Wrest]]>><<pain 10>><</link>><<ggpain>>

	<<link [[Take your time (0:05)|Beach Cave Take]]>><<pass 5>><</link>>

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

<<widget "beach_cave_init">>
<<set $pursuit to 0>>
<</widget>>

<<widget "beach_cave_end">>
<<unset $pursuit>>
<<unset $cave>>
<</widget>>

<<widget "beach_cave_pursuit">>
<<switch $pursuit>>
<<case 0>>
	You're alone in the cave.
<<case 1>>
	You feel watched.
<<case 2>>
	You feel followed.
<<case 3>>
	You feel followed.
<<case 4>>
	You feel pursued.
<<case 5>>
	You feel pursued.
<<default>>
	You feel a presence bearing down on you.
<</switch>>
<</widget>>

<<widget "slug_init">>
<<set $pursuit to 1>>
<<set $cave_exit to random(1, 4)>>
<<set $cave_current to 0>>
<<set $cave_seen to []>>
<<set $stress -= 3000>>
<</widget>>

<<widget "slug_end">>
	<<unset $cave_exit>>
	<<unset $cave_current>>
	<<unset $cave_seen>>
	<<set $pursuit to 0>>
<</widget>>

<<widget "slug_text">>
<<if $pursuit gte 3>>
	The giant slug is right behind you!
<<elseif $pursuit is 2>>
	The giant slug is very close!
<<elseif $pursuit is 1>>
	The giant slug is close.
<<else>>
	The giant slug is some distance away.
<</if>>
<</widget>>

<<widget "gpursuit">> |
 - Distance
<</widget>>

<<widget "lpursuit">> |
 + Distance
<</widget>>

<<widget "slug_caught">>
<<if $voredisable is "f">>
	With a final leap, the giant slug catches up, and forces you to the ground. It's maw wraps around you, and it sucks you inside.

	<<link [[Next|Beach Slug Vore]]>><<set $molestationstart to 1>><</link>>

<<else>>
	With a final leap, the giant slug catches up, and forces you to the ground. The world blackens, and you lose conciousness.

	<<slug_end>>
	<<link [[Next|Passout Beach]]>><<clotheson>><<pass 1 hour>><</link>>
<</if>>
<</widget>>

<<widget "passoutcave">>
/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
	<<pregnancyWatersBrokenPassout "cave">>
<<else>>
	It's too much. You pass out.

	<<passout>>
	<<pass 1 hour>>
	<<trauma 6>><<set $stress -= 2000>>
	<<set $danger to random(1, 10000)>>
	<<if $danger gte (9900 - $allure)>>
		<<if random(1, 2) is 2 and ($bestialitydisable is "f" or $voredisable is "f" or $swarmdisable is "f") and $slugdisable is "f">>
			<<slug_cave_intro>>
		<<else>>
			<<pub_cave_intro>>
		<</if>>
	<<else>>
		<<beach_cave_end>>
		<<ambulance>>
	<</if>>
<</if>>
<</widget>>

<<widget "slug_cave_intro">>

You awake in time to feel yourself be pulled beneath the surface. The rushing water takes you, dragging you through some hidden crevice. You soon emerge, plummeting several feet, your fall broken by something soft. Soft, and slimy.

<<if $voredisable is "f">>
	The ground shudders. You try to stand, but the slime is sticky.<<gstress>><<stress 6>>

	Fleshy walls rise around you, separating you from the rest of the cave. You're going to be eaten.

	<<if $worn.upper.name is "naked" and $worn.lower.name is "naked" and $worn.under_upper.name is "naked" and $worn.under_lower.name is "naked">>
		You pull yourself to your feet, and jump from the closing maw. You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.

		The creature rises behind you. A gargantuan slug, larger than a horse. It slithers closer with alarming speed.

		<<link [[Run|Beach Slug Start]]>><</link>>

	<<else>>
		You try to pull yourself free, but the slime has a particular grip on your clothes. You tug, but you can't get free.

		<<link [[Keep trying|Beach Slug Try]]>><</link>><<physiquedifficulty 1 20000>>

		<<link [[Remove your clothes|Beach Slug Remove]]>><</link>>

	<</if>>
<<else>>
	You stand. You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.

	The ground shudders, knocking you forward. You scramble to your feet as a colossal form rises in front of you. A gargantuan slug, larger than a horse. It slithers closer with alarming speed.

	<<link [[Run|Beach Slug Start]]>><</link>>

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

<<widget "pub_cave_intro">>
<<facewear 5>>
<<bind>>
You awake to find yourself being dragged through the water by a strong arm. You've been blindfolded, and your arms bound.

<<generate1>><<generate2>><<person1>>
"<<pShes>> awake," says a gruff <<personsimple>>'s voice. "Good. We can speed this up." A hand grasps your hear. You feel breath on your ear. "Found you passed out. Snooping around our cave were you? Naughty. Well, you're safe now." Another <<personsimple>> laughs.

<<link [[Next|Beach Cave Rape Finish 2]]>><</link>>

<</widget>>

<<widget "pub_cave_arrival">>

<<tearful>> you're pushed through the tunnel. Your captors chat either side of you, until the <<person1>><<person>> points out that you're probably listening.

The water becomes shallow, then disappears entirely. It still sounds like you're in the cave, but you can hear voices up ahead. Many voices. You walk closer, and your captors pull you to a stop. A great cheer erupts. You catch some words through the babble.

"Fucking nice."

"Where'd you find <<phim>>?"

"I'm first."

You're pushed forward again, into the middle of the crowd.

<<beach_cave_end>>
<<endcombat>>
<<link [[Next|Smuggler Pub Intro]]>><</link>>
<</widget>>

<<widget "beach_cave_caught">>
<<if $pursuit gte 6>>
	<<if $bestialitydisable is "f" and $slugdisable is "f" and random(1, 2) is 2>>
		A shape lunges from the water. It misses, landing on the cave wall behind you. A giant slug. Another swims towards you.

		<<link [[Next|Beach Cave Struggle]]>><<set $struggle_start to 1>><</link>>

	<<else>>
		<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>

		A figure rounds a corner up ahead. A <<person>>, wearing a wetsuit. <<He>> stares at you, smiling. Two others join <<him>>.

		"What's a cute <<lass>> like you doing in our cave?"

		"I think <<pshe>> needs a lesson."

		"Don't you think about going nowhere <<girl>>."

		They walk closer. You turn, and come face-to-face with a <<person4>><<person>>. Two others flank <<him>> as well. You're surrounded.

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

	<</if>>
<<elseif $pursuit is 0>>
	<<set $pursuit += 1>>
	Your hair bristles. Something is watching you.

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

<<elseif $pursuit is 1>>
	<<set $pursuit += 1>>
	You shiver. Something is following you. It's not alone.

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

<<else>>
	<<set $pursuit += 1>>
	You shiver. Another threat follows.

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

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


code:
:: Industrial Drain

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

You can access several parts of town from here.

<<if $stress gte $stressmax and !$possessed>>
	<<passoutdrain>>
<<else>>
	<<set $rng to random(1, 100)>>
	<<if ($weather is "rain" or $weather is "snow") and $rng gte 75 and $eventskip is 0>>
		<<eventsdrain>>
	<<elseif ($rng gte 92 or $eventforced) and $eventskip is 0>>
		<<eventsdrain>>
	<<else>>
		<<if $arousal gte $arousalmax>>
			<<orgasmLocation "sewers">>
		<</if>>
		<<if $sewersintro is 1>>
			<<link [[Climb down|Sewers Industrial]]>><<set $eventskip to 1>><<sewersstart>><</link>>

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

		<</if>>
		<<commercialdrain>>

		<<drainexit>>

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

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

:: Commercial Drain

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

You can access several parts of town from here.

<<if $stress gte $stressmax and !$possessed>>
	<<passoutdrain>>
<<else>>
	<<set $rng to random(1, 100)>>
	<<if ($weather is "rain" or $weather is "snow") and $rng gte 75 and $eventskip is 0>>
		<<eventsdrain>>
	<<elseif ($rng gte 92 or $eventforced) and $eventskip is 0>>
		<<eventsdrain>>
	<<else>>
		<<if $arousal gte $arousalmax>>
			<<orgasmLocation "sewers">>
		<</if>>
		<<if $sewersintro is 1>>
			<<link [[Climb down|Sewers Commercial]]>><<sewersstart>><<set $eventskip to 1>><</link>>

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

		<</if>>
		<<residentialdrain>>

		<<industrialdrain>>

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

		<<commercial>>
		<<park>>

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

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

:: Residential Drain

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

You can access several parts of town from here.

<<if $stress gte $stressmax and !$possessed>>
	<<passoutdrain>>
<<else>>
	<<set $rng to random(1, 100)>>
	<<if ($weather is "rain" or $weather is "snow") and $rng gte 75 and $eventskip is 0>>
		<<eventsdrain>>
	<<elseif ($rng gte 92 or $eventforced) and $eventskip is 0>>
		<<eventsdrain>>
	<<else>>
		<<if $arousal gte $arousalmax>>
			<<orgasmLocation "sewers">>
		<</if>>
		<<if $sewersintro is 1>>
			<<link [[Climb down|Sewers Residential]]>><<sewersstart>><<set $eventskip to 1>><</link>>

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

		<</if>>
		<<commercialdrain>>

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

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

:: Passout Drain
/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
	<<pregnancyWatersBrokenPassout "drain">>
<<else>>
	You've pushed yourself too much.

	<<passout>>
	<<beastNEWinit 4 lizard>>
	<<set $danger to random(1, 10000)>>
	<<if $danger gte (9900 - $allure)>>
		<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>>
			<<link [[Wake up|Passout Beast Drain]]>><<set $molestationstart to 1>><</link>>
		<<elseif $rng gte 1>>
			<<link [[Wake up|Passout Drain Abduction]]>><<endevent>><<set $molestationstart to 1>><</link>>
		<</if>>
	<<else>>
		<<ambulance>>
	<</if>>
	<<pass 1 hour>>
	<<trauma 6>><<set $stress -= 2000>>
<</if>>

:: Passout Beast Drain

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<beastCombatInit>>
	<<beastTrainGenerate>>
	You awaken to the sound of hissing. Four <<beastsplural>> tower above you!
<</if>>
<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>
<<if $alarm is 1>>
	<<if $rescue is 1>>
	<<else>>
		No one comes to your aid.
		<<set $alarm to 0>>
		<<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>>

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

:: Passout Beast Drain Ejaculation

<<effects>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
	Satisfied, the <<beasttype>> leaves you be. Another takes its place.
	<<combatTrainAdvance>>

	[[Next|Passout Beast Drain]]
<<else>>
	Satisfied, the <<beasttype>> leaves you be.
	<<combatTrainAdvance>>

	[[Next|Passout Beast Drain End]]
<</if>>

:: Passout Beast Drain Escape

<<effects>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
	The <<beasttype>> recoils in pain and fear, but another takes its place.
	<<combatTrainAdvance>>

	[[Next|Passout Beast Drain]]
<<else>>
	The <<beasttype>> recoils in pain and fear.
	<<combatTrainAdvance>>

	[[Next|Passout Beast Drain End]]
<</if>>

:: Passout Beast Drain End

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

<<tearful>> you gather yourself.

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

:: Storm Drain Entrance

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

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

<<destination>>

:: Drain Exit

<<set $outside to 0>><<set $location to "drain">><<effects>><<set $bus to "drainexit">><<wPersist>><<getTarget true>>
You are within the storm drain system, close to where it flows out into the sea. Water rushes down the centre, flanked by a thin walkway on each side. <<wHunt "drain">>

<<if $stress gte $stressmax and !$possessed>>
	<<passoutdrain>>
<<else>>
	<<set $rng to random(1, 100)>>
	<<if ($weather is "rain" or $weather is "snow") and $rng gte 75 and $eventskip is 0>>
		<<eventsdrain>>
	<<elseif ($rng gte 92 or $eventforced) and $eventskip is 0>>
		<<eventsdrain>>
	<<else>>
		<<if $scienceproject is "ongoing" and $sciencelichendrain is 0>>
			<<link [[Examine lichen|Drain Lichen]]>><<set $sciencelichendrain to 1>><</link>>

		<</if>>
		<<industrialdrain>>

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

<<set $eventskip to 0>>

:: Passout Drain Abduction

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

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

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

:: Passout Drain Abduction Finish

<<if $enemyhealth lte 0>>
	<<set $stress -= 1000>>
	<<effects>>
	You push the <<person1>><<person>> and <<person2>><<person>> away from you. Before they can recover, you twist free of the tubing and escape from the room. <<tearful>> you run up a flight of stairs and another door later you find yourself outside.

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

		<<endcombat>>
		<<link [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</link>>
	<<else>>
		Having had their fun, they untie you from the ceiling and shove you outside. "Good luck!" They slam the door behind you.

		<<tearful>> you gather yourself.

		<<endcombat>>
		<<industrialeventend>>
	<</if>>
<</if>>
<<set $stress -= 1000>>

:: Drain Water

<<set $outside to 0>><<set $location to "drain">><<effects>><<water>><<wPersist>>
You are within the storm drain system, being pulled along by the rushing water.

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

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

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

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

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

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

			<<link [[Next|Drain Water Eels]]>><<set $molestationstart to 1>><</link>>
		<<elseif $rng gte 26 and $worn.upper.exposed gte 2 and $parasite.nipples.name is undefined and $parasitedisable is "f">>
			You try to swim to the walkway, but you're interrupted by a pinching sensation on your <<nipples>>. Two strange molluscs have attached themselves to you, and suckle as if trying to nurse. They cling more tightly when you touch them, eliciting shameful feelings. You'll need help removing them.
			<<parasite nipples urchin>><<garousal>><<breastarousal 600>>

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

		<<elseif $rng gte 10>>
			<<beastNEWinit 1 lizard>>
			<<if $monster is 1 or $bestialitydisable is "f">>
				A shadow in the water moves towards you.

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

			<<else>>
				A shadow in the water moves towards you. You splash at it, and manage to scare it away, whatever it was.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

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

			<</if>>
		<<else>>
			You try to swim to the walkway, but the water is too strong.
			<<if $bus is "drainexit">>
				You are carried into the open air and plummet into the sea below.

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

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

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

				<<link [[Free your arms|Drain Water]]>>
					<<if $bus is "residentialdrain">>
						<<set $bus to "commercialdrain">>
					<<elseif $bus is "commercialdrain">>
						<<set $bus to "industrialdrain">>
					<<elseif $bus is "industrialdrain">>
						<<set $bus to "drainexit">>
					<</if>>
					<<set $unbindattempt to 1>>
				<</link>>
			<<else>>
				The water carries you toward the end of the drain. You try to cling to the side with your restricted arms, but to no avail. You are carried into the open air and plummet into the sea below.

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

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

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

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

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

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

:: Drain Water Eels

<<set $outside to 0>><<set $location to "drain">><<effects>>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<molested>>
	<<controlloss>>
	<<set $combat to 1>>
	<<set $enemytype to "swarm">>
	<<swarminit "eels" "swarm" "moving towards you" "encircle you" "fend off" 1 9>>
	<<if $bus is "residentialdrain">>
		<<set $timer to 40>>
	<<elseif $bus is "commercialdrain">>
		<<set $timer to 30>>
	<<elseif $bus is "industrialdrain">>
		<<set $timer to 20>>
	<<else>>
		<<set $timer to 10>>
	<</if>>
	<<set $water to 1>>
	<<set $swimdistance to 8>>
<</if>>
<<if $bus is "drainexit">>
	You see the exit of the drains up ahead. If you don't reach safety soon, you'll be carried into the ocean!

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

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

:: Drain Water Lizard

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<beastCombatInit>>
	A large <<beasttype>> rears out of the water!
	<<if $bus is "residentialdrain">>
		<<set $timer to 40>>
	<<elseif $bus is "commercialdrain">>
		<<set $timer to 30>>
	<<elseif $bus is "industrialdrain">>
		<<set $timer to 20>>
	<<else>>
		<<set $timer to 10>>
	<</if>>
<</if>>
<<if $bus is "drainexit">>
	You see the exit of the drains up ahead.

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

<<beast $enemyno>>

<<stateman>>

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

:: Drain Water Eels Finish

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

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

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

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

:: Drain Water Passout

<<effects>>
/*ToDo: Pregnancy, remove $pregnancyTesting to properly enable*/
<<if $sexStats.vagina.pregnancy.waterBreaking is true and $pregnancyTesting>>
	<<pregnancyWatersBrokenPassout "drain">>
<<else>>
	<<passout>>
	Your unconscious body is carried along the drains until you are dropped into the sea. The shock wakes you.

	<<link [[Next|Sea Cliffs]]>><</link>>
	<<set $stress -= 2000>><<trauma 6>>
<</if>>

:: Drain Water Lizard Finish

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

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

	<<tearful>> you gather yourself.

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

	<<tearful>> you gather yourself.

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

:: Drain Water Slime

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

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<molested>>
	<<controlloss>>
	<<set $combat to 1>>
	<<set $enemytype to "swarm">>
	<<swarminit "slimes" "slime mass" "moving towards you" "encircle you" "fend off" 1 10>>
	<<if $bus is "residentialdrain">>
		<<set $timer to 40>>
	<<elseif $bus is "commercialdrain">>
		<<set $timer to 30>>
	<<elseif $bus is "industrialdrain">>
		<<set $timer to 20>>
	<<else>>
		<<set $timer to 10>>
	<</if>>
	<<set $water to 1>>
	<<set $swimdistance to 10>>
<</if>>
<<if $bus is "drainexit">>
	You see the exit of the drains up ahead. If you don't reach safety soon, you'll be carried into the ocean!

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

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

:: Drain Water Slime Finish

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

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

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

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

:: Drain Tentacles

<<set $outside to 0>><<set $location to "drain">>
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<set $combat to 1>>
	<<set $enemytype to "tentacles">>
	<<molested>>
	<<controlloss>>
	<<tentaclestart 8 15>>
	<<set $timer to 30>>
<</if>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
	<<link [[Next|Drain Tentacles Finish]]>><</link>><<nexttext>>
<<elseif $timer lte 1>>
	<<link [[Next|Drain Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Drain Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Drain Tentacles Finish

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

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

<</if>>

:: Drain Lichen

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

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

:: Drain Ladder

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

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

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

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

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

<</if>>

:: Drain Struggle
<<effects>>

<<if $struggle_start is 1>>
	<<struggle_init>>
	<<set $struggle.creature to "slime">>
	<<struggle_creatures 1 1>>
	<<set $combat to 1>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<if $player.penisExist>>
		<<set $struggle.penis.creature to "slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
	<<else>>
		<<set $struggle.vagina.creature to "slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
	<</if>>
	<<unset $struggle_start>>
<</if>>

<<struggle>>

<<if $struggle.done gte $struggle.number>>
	<<link [[Next|Drain Struggle End]]>><</link>>

<<else>>
	<<link [[Next|Drain Struggle]]>><</link>>

<</if>>

:: Drain Struggle End
<<effects>>

The slime jumps in the canal, disappearing underwater.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationstormdrain>>