code:
:: Bondage Rape

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

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

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

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

<<He>> shoves you against the ground. "Enjoy the rest of your adventure, <<bitch>>."

<<tearful>> you try to get your bearings.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<elseif $enemyhealth lte 0>>

You shove the <<person>> away from you and flee in a random direction.

<<tearful>> you try to get your bearings.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

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

		<<endcombat>>
		<<generate1>><<generate2>><<person1>>
		"What do you think you're doing?" a voice shouts.

		"Leave the <<girl>> alone," says another. "Or you'll be sorry."

		Your attacker flees, leaving you to slump to the ground. <<tearful>> you struggle to your feet.

		<<clotheson>>

	<<if $rng gte 51 and $daystate isnot "night" or $rng gte 76>>

		A hand gropes at the back of your head, and your blindfold comes free. You squint against the light.

		"I can't believe what's become of some people," says a <<person>>.
		<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
			<<if $worn.face.type.includes("gag")>>
				A <<person2>><<person>> beside <<him>> removes your gag and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
			<<else>>
				A <<person2>><<person>> beside <<him>> unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
			<</if>><<unbind>>
		<<else>>
			<<if $worn.face.type.includes("gag")>>
				A <<person2>><<person>> beside <<him>> removes your gag.
			<<else>>
				A <<person2>><<person>> beside <<him>> watches you with a concerned expression.
			<</if>>
		<</if>>
		<<set $worn.face.type.push("broken")>>
		<<faceruined>>
		"They have no shame."

		The pair make sure you're uninjured before moving on.
		<<ltrauma>><<lpain>><<lllstress>><<trauma -6>><<pain -6>><<stress -24>>

		<<endevent>>
		<<destinationeventend>>

	<<else>>
		Your scream has attracted something worse.

		"Such riffraff don't deserve a cutie like you," says a voice above you. Hands grasp your arms and pull you to your feet. They try to pull you somewhere.

		"I know," says a second voice. "The absolute nerve. A toy like you is fit for only the best." Someone licks your neck.

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

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

:: Bondage Two Rape

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

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

<<effects>>

<<effectsman>><<man>>
<<stateman>>

<<actionsman>>

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

:: Bondage Two Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

The pair leave you to slump against a wall. You think you're in an alley, but you can't be sure.

<<tearful>> you try to get your bearings.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<elseif $enemyhealth lte 0>>

You shove the pair away from you and stumble in a random direction.

<<tearful>> you try to get your bearings.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

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

		<<endcombat>>
		<<generate1>><<person1>>You hear a police whistle. The pair back away from you, leaving you to slump against a wall. Another whistle, and you hear rapid footsteps as the pair flee.

		<<clotheson>>

		<<tearful>> you try to get your bearings. You hear more footsteps approaching.

		<<if $exposed gte 1>>
			"You're under arrest for public indecency," says an angry voice. "And for inciting indecency in others!" <<He>> grasps your arm and tries to drag you away.
			<<crime>><<crimeup 10>>

			<<if $worn.face.type.includes("gag")>>
				Gagged as you are, you can't voice your protests.

			<</if>>

			<<link [[Go willingly|Bondage Police Willing]]>><</link>>

			<<if !$worn.face.type.includes("gag")>>
				<<link [[Try to explain|Bondage Police Explain]]>><</link>> | English

			<</if>>
			<<link [[Fight to escape|Bondage Police Fight]]>><<set $fightstart to 1>><<crimeup 50>><</link>><<crime>>

		<<else>>

			"It's okay <<if $player.gender_appearance is "f">>miss<<else>>sir<</if>>," An authoritative voice says. "I'm a police officer. Do you require assistance?"

			<<if $worn.face.type.includes("gag")>>
				<<He>> must notice your gag, as <<he>> assumes you do need help.
			<<else>>
				You explain the situation.
			<</if>>
			<<blindfoldremove>>

			"Who did this to you?" <<he>> asks. "Tell me as much as you can about when and where it happened. I'll file a report. Though with how busy we've been lately I can't guarantee it will be seen to in a timely manner."

			<<link [[Give report (0:20)|Bondage Police Report]]>><<pass 20>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>

			<<link [[Don't give report|Bondage Police No Report]]>><</link>>

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

:: Bondage Police Willing
<<effects>>

You're cuffed and dragged behind the police officer. <<He>> pushes you into the back of what you assume is a police car.

<<He>> opens the driver's door, but doesn't get inside. Instead you hear <<him>> speak. <<He>> gives a description of you.

<<if $crime gte 5000>>
	<<He>> laughs, and slaps the car above your seat. "Looks like I've bagged a naughty <<girl>>. Can't wait to hear what they do to <<phim>>." <<He>> climbs in, and you drive away.

	"I knew you were bad news the moment I saw you," <<he>> says as <<he>> drives.

	<<link [[Next|Hospital Arrest Sit]]>><</link>>
<<elseif $crime gte 1000>>
	"Alright," <<he>> says. "I'll bring <<phim>> in." <<He>> climbs in, and you drive away.

	"I knew you were trouble," the <<person>> says as <<he>> drives. "It'll be the pillory for you, I wager."

	<<link [[Next|Hospital Arrest Sit]]>><</link>>
<<else>>
	"Roger," <<he>> says. "Looks like it's your lucky day." <<His>> hands reach in and remove your blindfold.

	<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
		<<if $worn.face.type.includes("gag")>>
			<<He>> also removes your gag and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
		<<else>>
			<<He>> also unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
		<</if>><<unbind>>
	<<else>>
		<<if $worn.face.type.includes("gag")>>
			<<He>> removes your gag.
		<<else>>
		<</if>>
	<</if>>
	<<set $worn.face.type.push("broken")>>
	<<faceruined>>
	You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	"Someone important is looking out for you," <<he>> says. "Lucky you."

	<<if $exposed gte 1>><<towelup>>
	<<He>> gives you towels to cover with, and drives you back to the orphanage.
	<<else>>
	<<He>> drives you back to the orphanage.
	<</if>>

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

<</if>>

:: Bondage Police Explain
<<effects>>
<<englishdifficulty 0 1000 true>>
<<if $englishSuccess>>

You manage to stammer out an explanation as you're dragged off. It gets through to <<him>>. <<He>> sighs and releases your arm.

"You shouldn't have allowed yourself to get into this situation in the first place," <<he>> says. "I'll let you off this once. Be more careful in the future."

<<blindfoldremove>>

	<<if $exposed gte 1>><<towelup>>
		<<He>> gives you towels to cover with, and drives you back to the orphanage.
	<<else>>
		<<He>> drives you back to the orphanage.
	<</if>>

	<<endevent>>
	<<link [[Next (0:15)|Orphanage]]>><<pass 15>><</link>>

<<else>>

	You try to stammer out an explanation, but the police officer is too focused on getting you out of public. <<He>> ignores you.

	<<link [[Next|Bondage Police Willing]]>><</link>>

<</if>>

:: Bondage Police Fight
<<if $fightstart is 1>>
<<set $fightstart to 0>>

<<neutral 1>>

<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Bondage Police Fight Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

You hear the <<person>> slump against a wall. You seize the opportunity and run in a random direction.

<<tearful>> you try to get your bearings.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<elseif $enemyhealth lte 0>>
You catch the officer off-guard. You shove <<him>> to the ground and run away. <<His>> shouting voice quickly fades into the background noise of the city.

<<tearful>> you slump beside a wall. You got away.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<else>>

You fall to the ground, too hurt to continue fighting. "Indecent exposure, and now resisting arrest. There are consequences for this sort of misbehaviour."

<<clotheson>>

<<link [[Next|Bondage Police Willing]]>><</link>>

<</if>>

:: Bondage Police Report
<<effects>>

The officer scribbles in <<his>> notepad as <<he>> listens. You're uncomfortable talking about it, but it does give you a catharsis.

Once finished <<he>> confirms that you're unhurt, then continues on <<his>> way.
<<lpain>><<pain -6>>

<<endevent>>
<<destinationeventend>>

:: Bondage Police No Report
<<effects>>

The officer confirms that you're unhurt, then continues on <<his>> way.
<<lpain>><<pain -6>>

<<endevent>>
<<destinationeventend>>

:: Bondage Dog Rape
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
	<<beastCombatInit>>

<<set $NPCList[0].stance to "top">>
<<enable_rescue>>
<</if>>

<<if $rescue is 0>>
You know you're being filmed, but you can't do anything about it.

<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>

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

:: Bondage Dog Rape Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Finished with you, the <<beasttype>> leaves you shivering on the ground.

	<<if $rescue is 0>>
		<<tearful>> you try to get your bearings. There's no sign of the person with camera.<<famebestiality 10>>
	<<else>>
		<<tearful>> you try to get your bearings. You hope no one saw you.
	<</if>>

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<elseif $enemyhealth lte 0>>

The <<beasttype>> whimpers and flees.

	<<if $rescue is 0>>
		<<tearful>> you try to get your bearings. There's no sign of the person with the camera.
	<<else>>
		<<tearful>> you try to get your bearings. You hope no one saw that.
	<</if>>

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<else>>
	<<if $rapeavoid is 0>>
		You hear footsteps approaching. Panicked, you struggle to pull away from the <<beasttype>>. It holds you in place.

		"Well what do we have here," a voice says. "A bitch getting bred in the middle of the street."

		<<if $worn.face.type.includes("gag")>>
			You mumble through your gag, trying to ask for help. Not that you're sure that would do any good.

			"Just getting my camera out," the voice continues. "I trust you won't protest? Good."

		<<else>>
			<<if $submissive gte 1150>>
				"P-please help me," you say.
			<<elseif $submissive lte 850>>
				"Either help me," you say. "Or fuck off."
			<<else>>
				"Please help," you say.
			<</if>>

		"Sorry?" the voice asks. "I couldn't hear you over the sound of that <<beasttype>> hammering you. Don't worry though, I have my camera with me. Maybe I'll figure it out in post."

		<</if>>

		<<link [[Next|Bondage Dog Rape]]>><<set $rescue to 0>><</link>>

	<<else>>
		"Shoo!" shouts a voice. The <<beasttype>> pulls away from you as footsteps approach.

		<<endcombat>>
		<<clotheson>>
		<<generate2>><<person2>>
		<<if $rng gte 51 and $daystate isnot "night" or $rng gte 76>>
			<<set $rescued += 1>>
			Hands reach down and help you to your feet. "You okay there?" says the <<person>>.
			<<blindfoldremove>>

			<<He>> makes sure you're unhurt, then continues on <<his>> way.
			<<lpain>><<pain -6>>

			<<endevent>>
			<<destinationeventend>>

		<<else>>
			Your scream attracted something worse.

			Before you can stand, a <<person>> climbs on top of you. "Hold still <<girl>>," <<he>> says. "You owe me for saving you from that <<beasttype 0>>."

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

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

:: Bondage Three Dogs Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<beastCombatInit>>
	<<beastTrainGenerate>>
	<<enable_rescue>>
<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<if $rescue is 0>>
<<audience>>
<</if>>

<<stateman>>

<<actionsman>>
<<if $alarm is 1 and $rescue is 1>>
	<<link [[Next|Bondage Three Dogs Rape End]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Bondage Three Dogs Rape End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Bondage Three Dogs Rape End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Bondage Three Dogs Rape]]>><</link>><<nexttext>>
<</if>>

:: Bondage Three Dogs Rape End
<<effects>>
<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $combatTrain.length gt 0>>
		The <<beasttype>> recoils in pain and fear, but another is eager for a go.
		<<combatTrainAdvance>>

		[[Next|Bondage Three Dogs Rape]]
	<<else>>
		The <<beasttype>> recoils in pain and fear.
		<<combatTrainAdvance>>

		<<link [[Next|Bondage Three Dogs Rape End]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $combatTrain.length gt 0>>
		Satisfied, the dog moves and another takes its turn.
		<<combatTrainAdvance>>

		[[Next|Bondage Three Dogs Rape]]
	<<else>>
		Satisfied, the <<beasttype>> moves away from you.
		<<combatTrainAdvance>>

		<<link [[Next|Bondage Three Dogs Rape End]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $finish is 1>>
	<<if $enemyejaculated gte 1>><<famebestiality 1>>
		The <<beastsplural>> looks satisfied. Their handler laughs. "Good <<bitch>>. Here's a few quid. Enough for a doggy whore."

		You've gained £5.

	<<else>>
		The <<beastsplural>> pull against their leashes, dragging their controller along behind them.

	<</if>>
	<<if $rescue is 0>>
		You hear the audience depart, still jeering. None stop to help you.
		<<gtrauma>><<trauma 6>><<famebestiality 30>>

	<</if>>

	<<tearful>> you try to get your bearings.

	<<clotheson>>
	<<endcombat>>
	<<set $eventskip to 1>>
	<<destinationbondage>>
<<else>>
	<<if $rng gte 51 and $daystate isnot "night" or $rng gte 76>>
        <<set $rescued += 1>>
        <<silently>><<beastsplural>><<set _beastspluraltext to _text_output>><</silently>>
        <<endcombat>>
        "Leave that <<girl>> alone," you hear someone shout. The _beastspluraltext are tugged away from you. You hear them being dragged away.

        /* clearing up ghost dogs for old saves */
        <<if $per_npc.three_dogs>>
            <<clearNPC three_dogs>>
        <</if>>
        <<generate1>><<person1>>

		Footsteps approach. A hand gropes at your blindfold. "It's okay," the voice says. "I got you."
		<<blindfoldremove>>

		"That was terrible," <<he>> says.
		<<if $exposed gte 1>><<He>> wraps towels around you.<<towelup>><</if>>
		"I don't mean to fuss, but will you be okay?"

		<<He>> continues on <<his>> way once sure you're unhurt.
		<<lpain>><<pain -6>>

		<<endevent>>
		<<destinationeventend>>

	<<else>><<set $rescue to 0>>
		Your scream has attracted something worse.

		You hear laughter, growing louder and coming from all directions. "What you got here?" says a voice. They sound amused.

		"Just letting the <<beastsplural>> work off some steam," says the handler.

		"Mind if we watch?" says a third voice.

		"Be my guest."

		You don't know how many people are around, but it sounds like a lot.
		<<gtrauma>><<gstress>>

		<<link [[Next|Bondage Three Dogs Rape]]>><</link>>

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

:: Bondage Two Wolf Rape
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<beastCombatInit>>
	<<beastTrainGenerate>>
	<<enable_rescue>>
<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>
<<if $alarm is 1 and $rescue is 1>>
	<<link [[Next|Bondage Two Wolf Rape End]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Bondage Two Wolf Rape End]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Bondage Two Wolf Rape End]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Bondage Two Wolf Rape]]>><</link>><<nexttext>>
<</if>>

:: Bondage Two Wolf Rape End
<<effects>>
<<if $enemyhealth lte 0>>
	<<beastwound>>
	<<if $combatTrain.length gt 0>>
		The <<beasttype>> recoils in pain and fear, but another is eager for a go.
		<<combatTrainAdvance>>

		[[Next|Bondage Two Wolf Rape]]
	<<else>>
		The <<beasttype>> recoils in pain and fear.
		<<combatTrainAdvance>>

		<<link [[Next|Bondage Two Wolf Rape End]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	<<if $combatTrain.length gt 0>>
		Satisfied, the <<beasttype>> moves and another takes its turn.
		<<combatTrainAdvance>>

		[[Next|Bondage Two Wolf Rape]]
	<<else>>
		Satisfied, the <<beasttype>> moves away from you.
		<<combatTrainAdvance>>

		<<link [[Next|Bondage Two Wolf Rape End]]>><<set $finish to 1>><</link>>
	<</if>>
<<elseif $finish is 1>>
	<<if $enemywounded is 1 and $enemyejaculated is 0>>
		The <<beasttype>> whimpers and flees.
	<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
		Satisfied, the <<beasttype>> leaves.
	<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
		Feeling that you're more trouble than you're worth, the <<beastsplural>> flee.
	<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
		The <<beastsplural>> leave you spent and shivering on the dirt.
	<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
		The <<beastsplural>> leave you spent and shivering on the dirt.
	<</if>>

	<<tearful>> you try to get your bearings.

	<<clotheson>>
	<<endcombat>>
	<<destinationbondage>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<set $rescue to 0>>
	"Is everyone okay over there-" you hear someone begin. They're interrupted by the growling of a <<beasttype>>.

	"Sh-shit!" the voice continues. "Don't eat me!" You hear the rapid falls of their feet as they run away. The <<beastsplural>> make no attempt to chase, content with their current prize.

	<<link [[Next|Bondage Two Wolf Rape]]>><</link>>

<</if>>

:: Bondage Wolf Rape
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
	<<beastCombatInit>>

<<enable_rescue>>
<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<stateman>>

<<actionsman>>

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

:: Bondage Wolf Rape Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Satsfied, the <<beasttype>> leaves you be. You hear <<bhis>> feet patter against the ground.

<<tearful>> you try to get your bearings.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<elseif $enemyhealth lte 0>>

You hear the patter of the <<beasttypes>> feet against the dirt as it flees.

<<tearful>> you try to get your bearings.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<else>>
	<<if $syndromeeden gte 1>>

		The <<beasttypes>> ears prick. <<bHe>> backs away from you. You hear <<bhis>> feet against the dirt as it makes a panicked getaway.

		<<clotheson>>
		<<endcombat>>

		<<npc Eden>>
		<<person2>>

		"What do we have here?" says a familiar voice. It's Eden.

		<<blindfoldremove>>

		<<if $edenfreedom gte 2 and $edendays gte 8>>
		"I trusted you," <<he>> says. "This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home."

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

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

		"I trusted you," <<he>> says. "This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home."

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

		<<elseif $edenfreedom gte 1>>

		"I knew you'd end up like this. The town is dangerous, though I didn't expect to find a <<beasttype 0>> so close to it," <<he>> says, helping you to your feet. "Let's go home."

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

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

		<</if>>
	<<else>>

		"Is everyone okay over there-" you hear someone begin. They're interrupted by the growling of the <<beasttype>>.

		"Sh-shit!" the voice continues. "Don't eat me!" You hear the rapid falls of their feet as they run away. The <<beasttype>> makes no attempt to chase, content with <<bhis>> current prize.

		<<link [[Next|Bondage Wolf Rape]]>><</link>>

	<</if>>

<</if>>

:: Bondage Sailor Rape

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

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

<<effects>>

<<effectsman>><<man>>
<<stateman>>

<<actionsman>>

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

:: Bondage Sailor Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

Someone smacks your <<bottom>>. "That's a good <<girl>>," the <<person1>><<person>> says. "I'll keep an eye out for you next time I'm in port."

They laugh and leave you lying on the sandy ground.

<<tearful>> you try to get your bearings.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<elseif $enemyhealth lte 0>>

"Fuck," the <<person1>><<person>> shouts. "<<pShe>> doesn't look so fucking dangerous." You're off before <<he>> finishes, running in a random direction. You get away.

<<tearful>> you get your bearings.

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>

<<else>><<set $rescue to 0>>

<<person4>>"Stop hurting that <<girl>>," says a <<personsimple>>'s voice from some way away.

<<person1>>"Or fucking what?" responds the <<person1>><<person>>. "You gonna start something?" <<His>> friends laugh.

"I fucking thought so," the <<person>> continues. <<He>> leans close. "You hear that? No one's coming to help you. No one cares."

<<link [[Next|Bondage Sailor Rape]]>><</link>>
<</if>>

:: Bondage Student Rape

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

	<<maninit>>
	<<npcstrip>><<npcidlegenitals>>
	<<enable_rescue>>
<</if>>

<<effects>>

<<effectsman>><<man>>
<<stateman>>

<<actionsman>>

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

:: Bondage Student Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>

	Still laughing amongst themselves, the students run off.
	<<if $upperoff isnot 0 or $loweroff isnot 0 or $underupperoff isnot 0 or $underloweroff isnot 0>>
	<<set $stealtextskip to 1>>
	<<steal>>
	They take your stripped clothes with them.
	<</if>>
	<<clotheson>>
	<<if $exposed gte 1>>
		<<covered>> You feel cool air against your bare skin as you listen, trying to figure out if anyone is watching you. You can't tell. <<tearful>> you try to get your bearings.

	<<else>>
		<<tearful>> you try to get your bearings.

	<</if>>

	<<tearful>> you recover.

	<<endcombat>>

	<<set $eventskip to 1>>
	<<destinationbondage>>

<<elseif $enemyhealth lte 0>>

	Their laughter comes to a quick end when you start fighting back. One stumbles backwards with a cry of pain, and the others back off.

	"Screw you." the <<person1>><<person>> shouts. "Who'd want to see you naked anyway."

	They retreat, jeering through grunts of pain and trying to save face.

	<<tearful>> you try to get your bearings.

	<<clotheson>>
	<<endcombat>>

	<<set $eventskip to 1>>
	<<destinationbondage>>

<<else>>
	<<endevent>>
	<<generate1>><<generate2>><<person1>>
	"Fucking brats," shouts a mature voice. "Leave <<phim>> alone." The invading hands withdraw, and you hear the feet of the <<group>> as they run away.

	<<clotheson>>
	You hear other footsteps get closer.

	<<set $rng to random(1, 100)>>
	<<if $rng gte 51 and $daystate isnot "night" or $rng gte 76>><<set $rescued += 1>>
		"I'm gonna remove that blindfold," says a <<personsimple>> right beside you. "Here goes."
		<<blindfoldremove>>

		The <<person>> smiles at you. A <<person2>><<person>> stands beside <<person1>><<him>>, looking concerned. "I wouldn't believe such cruelty existed if I hadn't just seen it." They make sure you're unhurt, then continue on their way.
		<<lpain>><<pain -6>>

		<<endevent>>
		<<destinationeventend>>
	<<else>>
		Your scream has attracted something worse.

		"Now that the rabble are out of the way," says <<personsimple>> above you. "Time for our fun." Hands grasp your arms and pull you to your feet. They grope more violently than the students.

		<<link [[Next|Bondage Two Rape]]>><<set $molestationstart to 1>><</link>>
	<</if>>
<</if>>

:: Street Wake Blindfold
<<set $outside to 1>><<set $location to "town">><<effects>>
<<set $stress -= 5000>>
<<bind>>
<<facewear 5>>
You wake up, but can't see a thing. You feel something wrapped around your face. You try to lift your hands to investigate, but find them tied behind your back. You can faintly hear the sounds of town, but muffled, as if you're inside.

<<generate1>><<generate2>><<person1>>

"<<pShes>> waking up," you hear a <<personsimple>> say.

"That's fine," someone responds. "<<pShe>> isn't gonna be able to remove that blindfold on <<pher>> own. Let's do it right here."

They grab you from both sides.

<<link [[Next|Street Wake Blindfold Rape]]>><<set $molestationstart to 1>><</link>>

:: Street Wake Blindfold 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|Street Wake Blindfold Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Street Wake Blindfold Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Street Wake Blindfold Rape]]>><</link>><<nexttext>>
<</if>>

:: Street Wake Blindfold Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

You hear a door open, and a breeze makes you shiver. The pair grasp your shoulders and shove you forward. You fall onto hard pavement.

An engine comes to life, and you hear the <<group>> drive away.

<<tearful>> you try to get your bearings. You might not be far from where you passed out, but it's hard to tell.

<<else>>

"Fucking <<bitch>>," the <<person1>><<person>> shouts as you shove <<him>> away from you. <<He>> collides with something hard. Whatever it was gives way, and you hear <<him>> fall to the floor. A breeze makes you shiver.

You run in the direction of the breeze, and fall down a small ledge. Stumbling, you run in a random direction.

You're not sure if they tried to give chase, but you got away. <<tearful>> you try to get your bearings. You might not be far from where you passed out, but it's hard to tell.

<</if>>

<<blindfoldintro>>

<<clotheson>>
<<endcombat>>

<<set $eventskip to 1>>
<<destinationbondage>>


code:
:: Street Bondage Widgets [widget]

<<widget "eventsbondage">>
<<set $rng to random(1, 100)>>
<<if $rng gte 91>>
	Unable to see, you trip and fall to the ground.
	<<if $leftarm is "bound" and $rightarm is "bound">>
		With your arms bound, you can't even break your descent.
		<<ggpain>><<pain 12>><<gstress>><<stress 6>>

		<<set $eventskip to 1>>
		<<destinationbondage>>
	<<else>>
		You manage to break your descent, but hurt your hands in doing so.
		<<gpain>><<pain 6>><<gstress>><<stress 6>>

		<<set $eventskip to 1>>
		<<destinationbondage>>
	<</if>>
<<elseif $rng gte 71>>
	<<generate1>><<person1>>
	"What happened to you?" says a voice behind you. Your heart skips a beat, though the voice sounds concerned rather than lustful. "Who would just tie someone up like this?
	<<if $exposed gte 1>>
		And without proper clothes too.
	<</if>>
	You poor thing, let me help."

	<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
		<<if $worn.face.type.includes("gag")>>
			<<He>> removes your gag and blindfold, and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
		<<else>>
			<<He>> removes blindfold and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
		<</if>><<unbind>>
	<<else>>
		<<if $worn.face.type.includes("gag")>>
			<<He>> removes your gag and blindfold.
		<<else>>
			<<He>> removes your blindfold.
		<</if>>
	<</if>>

	<<set $worn.face.type.push("broken")>>
	<<faceruined>>

	<<He>> continues on <<his>> way after making sure you aren't hurt.
	<<ltrauma>><<lpain>><<lllstress>><<trauma -6>><<pain -6>><<stress -24>>

	<<endevent>>
	<<destinationeventend>>
<<elseif $rng gte 41>>
	<<generate1>><<person1>>
	A pair of hands grab you and pull you to the ground. "It's dangerous to walk around in such a helpless state you know," says a <<person>>.

	<<if $exposed gte 1>>
		"Though since you're dressed like this, I bet you were hoping to be attacked."
	<<else>>
		"What did you expect to happen?"
	<</if>>

	<<if $worn.face.type.includes("gag")>>
		With your mouth gagged, you're unable to protest as <<he>> draws you closer.
	<<else>>
		<<He>> pays no mind to your protests as <<he>> draws you closer.
	<</if>>

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

<<elseif $rng gte 11>>

	<<generate1>><<generate2>><<person1>>
	"Got you," says a voice behind you.

	<<if $worn.face.type.includes("gag")>>
		Before you can react, <<he>> grasps you by the shoulders and drags you several feet.
	<<else>>
		Before you can react, <<he>> covers your mouth and drags you several feet.
	<</if>>
	A second pair of arms starts feeling you up.

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

<<else>>
	<<generate1>><<person1>>
	<<if $exposed gte 1>>
		"Halt!," shouts a nearby voice. "You're under arrest for public indecency. Have you no shame?"
		<<crime>><<crimeup 10>>

		<<if $worn.face.type.includes("gag")>>
			Gagged as you are, you can't voice your protest.

		<</if>>

		<<link [[Go willingly|Bondage Police Willing]]>><</link>>

		<<if !$worn.face.type.includes("gag")>>
			<<link [[Try to explain|Bondage Police Explain]]>><</link>> | English

		<</if>>
		<<link [[Fight to escape|Bondage Police Fight]]>><<set $fightstart to 1>><<crimeup 50>><</link>><<crime>>

	<<else>>
		"Excuse me, <<sir>>," An authoritative voice calls. "It's dangerous to wander around like that. I am a police officer. Do you require assistance?"

		<<if $worn.face.type.includes("gag")>>
			<<He>> must notice your gag, as <<he>> assumes you do need help.
		<<else>>
			You explain the situation.
		<</if>>
		<<blindfoldremove>>

		"Who did this to you?" <<he>> asks. "Tell me as much as you can about when and where it happened. I'll file a report. Though with how busy we've been lately I can't guarantee it will be seen to in a timely manner."

		<<link [[Give report (0:20)|Bondage Police Report]]>><<pass 20>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>

		<<link [[Don't give report|Bondage Police No Report]]>><</link>>

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

<<widget "eventsbondagewest">>
<<if $rng gte 51>>
	<<eventsbondage>>
<<elseif $rng gte 26>>
	<<beastNEWinit 1 dog>>
	You hear a <<beasttype>> barking.

	<<if $monster is 1 or $bestialitydisable is "f">>
		A heavy weight presses against your back and forces you to the ground. You try to struggle to your knees, but the <<beasttype>> mounts you and holds you down.

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

	<<else>>
		It gets closer, until you hear it right beside you. You run.

		You manage to escape, though not without injury.

		<<set $eventskip to 1>>
		<<destinationbondage>>
	<</if>>
<<else>>

	The sound of a speeding car is your only warning before you feel an impact against your
	<<if ($player.gender is "f" or $player.gender is "h") and $player.gender_appearance is "f">>chest. It's a water balloon, which explodes and soaks your upper body.
		<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
			<<set $upperwet to 200>>
		<</if>>
		<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
			<<set $underupperwet to 200>>
		<</if>>
		<<effectswater>>
		<<if $exposed gte 1>>
			There is a loud cheer from the car as it speeds away.

		<</if>>
	<<else>>
		groin. It's a water balloon, which explodes and soaks your lower body.
		<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
			<<set $lowerwet to 200>>
		<</if>>
		<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>>
			<<set $underlowerwet to 200>>
		<</if>>
		<<effectswater>>
		<<if $exposed gte 1>>
			There is a loud cheer from the car as it speeds away.

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

	<<covered>> You just hope no one can see you.

	<<destinationbondage>>

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

<<widget "eventsbondageeast">>
<<if $rng gte 51>>
	<<eventsbondage>>
<<elseif $rng gte 31>>

	You hear the rumble of a van pulling up beside you. Its doors slide open. Two pairs of hands grab you, but they don't pull you inside. Instead, a choking mist sprays against your face. You feel a warmth in your groin and a fuzziness in your head.
	<<drugs 120>><<set $hallucinogen += 120>><<garousal>><<arousal 600>>

	You hear the doors close and the van speed down the street. <<tearful>> you stagger away. You think you hear another set of footsteps somewhere behind you, that stop and start with yours. You're not sure if you're imagining it.

	<<set $eventskip to 1>>
	<<destinationbondage>>

<<elseif $rng gte 16>>
	<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<person1>>
	<<if $exposed gte 1>>
		You hear a gaggle of students up ahead. They burst into laughter.

		"Check out this pervert," you hear a <<personsimple>> shout. "Hey, pervert! You're out like that because you want to show off, right?"

		<<if $worn.face.type.includes("gag")>>
			With your mouth gagged, you can't object.
		<<else>>
			<<if $submissive gte 1150>>
				"That's not true," you say. "People did this to me."
			<<elseif $submissive lte 850>>
				"Fuck off," you shout back. "Do I look like I'm having a good time?"
			<<else>>
				"No," you say. "I don't like this at all."
			<</if>>
			They aren't interested in your objections.

		<</if>>
		You hear something heavy thud against the ground beside you. Then another. Then one hits your leg. They're throwing rocks.
		<<gpain>><<pain 6>>

		They hound you, shoving when you unwittingly get to close too them. Someone shoves you to the ground. You hear a constant click of phone cameras. You curl up.
		<<ggtrauma>><<ggstress>><<gpain>><<trauma 12>><<stress 12>><<pain 6>>

		<<pass 5>>

		They at last grow tired of the torment. One of them treads on you, pushing you into the mud, then their footsteps fade away.
		<<fameexhibitionism 10>>

		<<endevent>>
		<<set $eventskip to 1>>
		<<destinationbondage>>

	<<else>>
		You hear a gaggle of students up ahead. They burst into laughter.

		"What are you doing?" you hear a <<personsimple>> shout. "You're just asking for trouble. I guess you won't mind if we help ourselves to your clothes."

		They don't wait for a reply before closing in.

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

	<</if>>
<<else>>
	You hear hissing, and the clanking of metal. You're surrounded by factories.

	You step forward, and find nothing but air beneath your foot. Your stomach lurches as you fall into a basin filled with a warm liquid.

	<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
		You sink to the bottom. Panic overcomes you as you fear you might drown, but the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> tear apart as you struggle against them. You swim to the surface and climb onto the bank.
		<<ggstress>><<stress 12>><<unbind>>

	<<else>>
		You swim to the surface and climb onto the bank.
	<</if>>
	You lift your hands to your blindfold, and it comes apart between your fingers.
	<<set $worn.face.type.push("broken")>>
	<<faceruined>>
	<<if $worn.face.type.includes("broken")>>
		Your gag comes apart the same way.
	<</if>>
	You squint against the light.
	<<lllstress>><<stress -24>>

	<<if $worn.over_upper.name is "naked" and $worn.over_lower.name is "naked" and $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 doubt your clothes would have fared better, were you wearing any.
	<<else>>
		<<if $worn.over_upper.name isnot "naked">><<set $worn.over_upper.integrity -= 80>><</if>>
		<<if $worn.over_lower.name isnot "naked">><<set $worn.over_lower.integrity -= 80>><</if>>
		<<if $worn.upper.name isnot "naked">><<set $worn.upper.integrity -= 80>><</if>>
		<<if $worn.lower.name isnot "naked">><<set $worn.lower.integrity -= 80>><</if>>
		<<if $worn.under_upper.name isnot "naked">><<set $worn.under_upper.integrity -= 80>><</if>>
		<<if $worn.under_lower.name isnot "naked">><<set $worn.under_lower.integrity -= 80>><</if>>

		You look down at your clothes, afraid they aren't faring better. They aren't.
		<<integritycheck>>
		<<exposure>>
		<<if $exposed is 0>>
			They manage to hold up, but feel much more fragile.
		<<else>>
			<<covered>>
		<</if>>
	<</if>>

	<<destinationeventend>>

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

<<widget "eventsbondagenorth">>
<<if $rng gte 51>>
	<<eventsbondage>>
<<elseif $rng gte 26>>

	Blindfolded as you are, you don't notice how close you're getting to the waterside until a wave slams into you, soaking you up to the waist!<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<set $lowerwet to 200>><</if>><<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>><<set $underlowerwet to 200>><</if>><<effectswater>>

	<<set $eventskip to 1>>
	<<destinationbondage>>

<<else>>
	<<set $rng to random(1, 100)>>
	<<if $dockstatus gte 30 and $rng gte 26 or $rng gte 76>>

		You hear a number of voices approaching from ahead. You run in a different direction, but it doesn't help.

		<<generate1>><<generate2>><<person1>>
		"What is that?" says a <<personsimple>>'s voice.

		"You ain't seen this happen before?" says another. "Come on, let's untie the poor <<girl>>."

		Strong hands seize you from all sides, but they're careful not to hurt you.
		<<blindfoldremove>>

		A number of sailors stand in front of you. They wear grim expressions. <<covered>>

		"We'd offer more help," a <<person>> says. "But we need to get back to work.

			<<if $exposed gte 1>>
				We don't have anything for you to cover with.
			<</if>>

			Sorry."

			The <<person>> keeps stealing worried glances at you over <<his>> shoulder as <<he>> and <<his>> friends continue on their way.

			<<endevent>>
			<<destinationeventend>>

	<<else>>
		<<generate1>><<generate2>><<generate3>><<generate4>><<person1>>
		The sound of cruel laughter up ahead makes you freeze up. You turn to flee, only to run into a wall.
		<<gpain>><<pain 6>>

		Strong hands grab you from all sides, lifting you off the ground.

		"This is why I love it here," a <<person>> remarks. "Come on, let's have some fun!"

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

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

<<widget "eventsbondagesouth">>

<<if $rng gte 51>>
	<<eventsbondage>>
<<elseif $rng gte 31>>

		<<beastNEWinit 3 dog>>
		<<if $monster is 1 or $bestialitydisable is "f">>
			You hear several <<beastsplural>> barking. They're approaching fast, and soon surround you.

			Someone laughs. "Their owner said I should let them work off their energy," the voice says. "I'd say this counts."

			One of the <<beastsplural>> pushes you to the ground.

			<<link [[Next|Bondage Three Dogs Rape]]>><<set $molestationstart to 1>><</link>>

		<<else>>
			<<generate1>><<person1>>
			You hear several dogs barking. They're approaching fast, and soon surround you.

			A <<person>> laughs. "Their owner said I should let them work off their energy," <<he>> says. "I'd say this counts."

			You run in a random direction, the dogs biting at your heels. You manage to escape, though not without injury.<<beastescape>>

			<<endevent>>
			<<set $eventskip to 1>>
			<<destinationbondage>>
		<</if>>
<<elseif $rng gte 16>>
<<beastNEWinit 2 wolf>>
You freeze as you hear the twin growls of two wolves. They're close. A sudden impact against your legs knocks you to the ground. You feel a <<beasttype>> sniff at your prone body.
<<gstress>><<stress 6>>

<<set $rng to random(1, 100)>>
	<<if $rng gte 51 and $syndromewolves gte 1>>
		<<if $monster is 1>>
			"<<pPackbrother>>...? Restrained?"
		<</if>>
		You feel <<bhis>> breath as your jaws open beside your neck. Your blindfold tightens, then is torn away. You squint against the light.
		<<lllstress>><<stress -24>>

		<<set $worn.face.type.push("broken")>>
		<<faceruined>>
		<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
			<<if $worn.face.type.includes("gag")>>
				The <<beasttype>> removes your gag next, and makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
			<<else>>
				The <<beasttype>> makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> as well.
			<</if>><<unbind>>
		<<else>>
			<<if $worn.face.type.includes("gag")>>
				The <<beasttype>> removes your gag as well.
			<<else>>
				The <<beasttype>> sniffs you some more.
			<</if>>
		<</if>>
		Then <<bhe>> licks your face. Your eyes adjusted, you recognise <<bhim>> as one of your packmates. You look around. You're still in town, though you can see the trees of the forest. You wonder how the <<beastsplural>> found you.

		<<if $monster is 1>>
			"Smelled <<ppackbrother>>, felt like danger coming. We had to help."
		<</if>>

		They lick your face one last time, then bound in the direction of the trees.

		<<destinationeventend>>

	<<else>>

		<<if $monster is 1 or $bestialitydisable is "f">>
			<<link [[Next|Bondage Two Wolf Rape]]>><<set $molestationstart to 1>><</link>>

		<<else>>
			You leap to your feet and run. The wolves give chase. Somehow you escape, though not without injury.<<beastescape>>

			<<set $eventskip to 1>>
			<<destinationbondage>>
		<</if>>
	<</if>>

<<else>>
<<beastNEWinit 1 wolf>>
A sudden impact from behind knocks you over. You struggle, but the sound of a <<beasttypes>> growl makes you hesitate. <<bHe>> sniffs you.
<<set $rng to random(1, 100)>>
	<<if $rng gte 51 and $syndromewolves gte 1>>
		<<if $monster is 1>>
			"<<pPackbrother>>...? Restrained?"
		<</if>>
		You feel <<bhis>> breath as <<bhis>> jaws open beside your neck. Your blindfold tightens, then is torn away. You squint against the light.
		<<lllstress>><<stress -24>>

		<<set $worn.face.type.push("broken")>>
		<<faceruined>>
		<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
			<<if $worn.face.type.includes("gag")>>
				The <<beasttype>> removes your gag next, and makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
			<<else>>
				The <<beasttype>> makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> as well.
			<</if>><<unbind>>
		<<else>>
			<<if $worn.face.type.includes("gag")>>
				The <<beasttype>> removes your gag as well.
			<<else>>
				The <<beasttype>> sniffs you some more.
			<</if>>
		<</if>>
		Then <<bhe>> licks your face. Your eyes adjusted, you recognise <<bhim>> as one of your packmates. You look around. You're still in town, though you can see the trees of the forest. You wonder how <<bhe>> found you.
		<<if $monster is 1>>
			"Smelled <<ppackbrother>>, felt like danger coming. Had to help."
		<</if>>

		<<bHe>> licks your face one last time, then bounds in the direction of the trees.

		<<destinationeventend>>

	<<else>>

		<<if $monster is 1 or $bestialitydisable is "f">>
			Then mounts you.

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

		<<else>>

			You leap to your feet and run. The wolf gives chase. Somehow you escape, though not without injury.<<beastescape>>

			<<set $eventskip to 1>>
			<<destinationbondage>>
		<</if>>
	<</if>>
<</if>>

<</widget>>

<<widget "destinationbondage">>
	<<switch $bus>>
	<<case "nightingale">>
		<<link [[Next|Bondage Nightingale]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "domus">>
		<<link [[Next|Bondage Domus]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "elk">>
		<<link [[Next|Bondage Elk]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "high">>
		<<link [[Next|Bondage High]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "starfish">>
		<<link [[Next|Bondage Starfish]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "barb">>
		<<link [[Next|Bondage Barb]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "connudatus">>
		<<link [[Next|Bondage Connudatus]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "wolf">>
		<<link [[Next|Bondage Wolf]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "harvest">>
		<<link [[Next|Bondage Harvest]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "oxford">>
		<<link [[Next|Bondage Oxford]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "danube">>
		<<link [[Next|Bondage Danube]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "mer">>
		<<link [[Next|Bondage Mer]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "cliff">>
		<<link [[Next|Bondage Cliff]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "industrial">>
		<<link [[Next|Bondage Industrial]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "residential">>
		<<link [[Next|Bondage Residential]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "commercial">>
		<<link [[Next|Bondage Commercial]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "park">>
		<<link [[Next|Bondage Park]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "industrialdrain">>
		<<link [[Next|Bondage Industrial]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "residentialdrain">>
		<<link [[Next|Bondage Residential]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<<case "commercialdrain">>
		<<link [[Next|Bondage Commercial]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>

	<</switch>>

<</widget>>

<<widget "blindfoldremove">>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
	<<if $worn.face.type.includes("gag")>>
		<<He>> removes your gag and blindfold, and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
	<<else>>
		<<He>> removes your blindfold and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
	<</if>><<unbind>>
<<else>>
	<<if $worn.face.type.includes("gag")>>
		<<He>> removes your gag and blindfold.
	<<else>>
		<<He>> removes your blindfold.
	<</if>>
<</if>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

<</widget>>

<<widget "blindfoldintro">>
You've been left blindfolded in the middle of a public street! You need help to remove the device blocking your eyes. Someone's sure to notice you unless you hide.
<<if $worn.face.type.includes("gag")>>
With your mouth gagged, you won't be able to scream if accosted. Hopefully the attention you attract is benevolent.
<<else>>
If accosted, screaming for help may attract attention, though not necessarily of a nice sort. Screaming during the night is even more dangerous.
<</if>>

<</widget>>

repo_name: Area/degrees

license: mit


code:
:: Bondage Run

<<effects>>
You hunch down and walk as fast as you dare. You keep near walls and stay well away from what you think are roads. You hope no one sees you in such a humiliating predicament, but at the same time you know you need help.

<<set $phase to 1>>/*Makes events always trigger*/
<<destinationbondage>>

:: Bondage Hide

<<effects>>
You hunch down beside a wall in what you hope is a sheltered position.

<<destinationbondage>>

:: Bondage Wolf

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

You feel soil beneath your feet and hear <<if $hour gte 7 and $hour lte 20>>the distant sounds of the town.<<else>>a wolf howling disturbingly close.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagesouth>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "nightingale">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "commercial">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Nightingale
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "nightingale">>

You feel soil beneath your feet and hear <<if $hour gte 7 and $hour lte 20>>the distant sounds of the town.<<else>>a wolf howling disturbingly close.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagesouth>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "elk">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "park">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "wolf">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Danube
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>

You feel soil beneath your feet and hear <<if $hour gte 7 and $hour lte 20>>the distant sounds of the town.<<else>>a wolf howling disturbingly close.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagesouth>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "wolf">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "residential">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "domus">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Park
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

You feel soil beneath your feet and hear <<if $hour gte 7 and $hour lte 20>>the distant sounds of the town.<<else>>a dog barking nearby.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagesouth>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "oxford">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "starfish">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "high">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "nightingale">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Elk
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">>

You hear heavy trucks rumbling nearby and smell acrid chemicals.

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondageeast>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "harvest">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "industrial">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "oxford">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "nightingale">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Harvest
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "harvest">>

You hear heavy trucks rumbling nearby and smell acrid chemicals.

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondageeast>>
	<<else>>
		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "mer">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "industrial">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "elk">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Oxford
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "oxford">>

You hear heavy trucks rumbling nearby and smell acrid chemicals.

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondageeast>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "industrial">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "starfish">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "park">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "nightingale">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Industrial
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "industrial">>

You hear heavy trucks rumbling nearby and smell acrid chemicals.

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondageeast>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "harvest">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "mer">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "oxford">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "elk">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Mer
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "mer">>

You smell the sea and hear <<if $hour gte 7 and $hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagenorth>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "harvest">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "starfish">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "elk">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Starfish
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">>

You smell the sea and hear <<if $hour gte 7 and $hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagenorth>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "mer">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "cliff">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "park">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Cliff
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>

You smell the sea and hear <<if $hour gte 7 and $hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagenorth>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "starfish">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "barb">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "commercial">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage High
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>

You smell the sea and hear <<if $hour gte 7 and $hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagenorth>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "park">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "cliff">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "commercial">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "wolf">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Commercial
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "commercial">>

You smell the sea and hear <<if $hour gte 7 and $hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagenorth>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "high">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "barb">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "connudatus">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Connudatus
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>

You feel pavement beneath your feet and hear <<if $hour gte 7 && $hour lte 20>>cars and pedestrians nearby.<<else>>the occasional car driving nearby.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagewest>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "commercial">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "cliff">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "residential">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Barb
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "barb">>

You feel pavement beneath your feet and hear <<if $hour gte 7 && $hour lte 20>>cars and pedestrians nearby.<<else>>the occasional car driving nearby.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagewest>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "connudatus">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "cliff">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "domus">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Domus
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>

You feel pavement beneath your feet and hear <<if $hour gte 7 && $hour lte 20>>cars and pedestrians nearby.<<else>>the occasional car driving nearby.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagewest>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "residential">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "barb">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>

:: Bondage Residential
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "residential">>

You feel pavement beneath your feet and hear <<if $hour gte 7 && $hour lte 20>>cars and pedestrians nearby.<<else>>the occasional car driving nearby.<</if>>

<<if $exposed gte 1>>
	<<covered>>
<</if>>

<<if $stress gte $stressmax>><<set $phase to 0>>
	<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
	The tattered blindfold falls to pieces around your head, freeing you. You squint against the light.
	<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>

	<<destinationeventend>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
		<<eventsbondagewest>>
	<<else>>
		<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "connudatus">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "barb">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "domus">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>

		<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>

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

<<set $eventskip to 0>>


code:
:: Cliff Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">><<getTarget true>>
You are on Cliff Street. Several civic buildings are located here, including the town hall. The Ocean Breeze cafe looks out over the sea.
<<if $chef_state is 9 and $daystate isnot "night">>
	A queue has formed outside its extravagant doors.
<<elseif $chef_state is 7 and $chef_rework lte 0>>
	The new building is finished.
<<elseif $chef_state is 7 and $chef_rework lte 30>>
	It's surrounded by scaffolding, and construction materials litter the site.
<<elseif $chef_state gte 2 and $daystate isnot "night">>
	A queue has formed outside.
<</if>>
There's a path leading down to the beach.
<<if $daystate is "day">>
	<<if $weather is "rain">>
		Wind howls in from the sea.
	<<elseif $weather is "snow">>
		Wind howls in from the sea.
	<<else>>
		A gentle breeze blows in from the sea.
	<</if>>
<<elseif $daystate is "dawn">>
	There's a lot of traffic. People are driving to work.
<<elseif $daystate is "dusk">>
	There's a lot of traffic. People are driving home from work.
<<elseif $daystate is "night">>
	The street is dark and quiet. Only the ocean can be heard.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "street">>
	<<if $exposed is 1 and $topless is 0>>
		This outfit might be fine on the nearby beach, but here it's too lewd!

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

<<if ndef $pillory_tenant>><<setup_pillory>><</if>>
<<if $pillory_tenant.exists is 1>> /* If someone is in pillory... */
	<<if $days gt $pillory_tenant.endday>>/* If sentence finished before today. */
		<<setup_pillory>>
	<<elseif ($days is $pillory_tenant.endday)>>
		<<if $hour gt $pillory_tenant.endhour>> /* If ended earlier today */
			<<setup_pillory>>
		<<elseif $hour is $pillory_tenant.endhour>> /* If ending now? */
			<<end_npc_pillory>>
		<<else>> /* Sentence ongoing. */
			<<npc_pillory>>
		<</if>>
	<<else>> /* Sentence ongoing to tomorrow. */
		<<npc_pillory>>
	<</if>>
<<elseif $rng %10 is 0>> /* Pillory empty gives 10% chance of new person */
	<<new_npc_pillory>>
<</if>>

<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutstreet>>
<<elseif $chef_event gte random(1, 100) and $exposed lte 0 and !$possessed>>
	<<set $rng to random(1, 100)>>
	<<if $chef_sus gte 100>>
		<<set $chef_sus to 30>>
		<<generate1>><<person1>>A police car pulls up beside you, and <<person>> steps out. "You're in trouble <<girl>>," <<he>> says. "Heard some disturbing stories about your cream business. About you making a mockery of health and safety. We take that very seriously, so we did some tests." <<He>> opens the passenger door.

		"Get in," <<he>> says. "Best do as I say."

		<<link [[Get in|Chef Blackmail Car]]>><<set $submissive += 1>><</link>>

		<<link [[Refuse|Chef Blackmail Car Refuse]]>><<crimeup 3000>><<set $submissive -= 1>><</link>><<crime>>
	<<elseif $chef_sus gte 10 and $rng gte 51>>
		<<generate1>><<person1>>"Hey you," a voice says to the side. "The chef." You turn to see a <<person>> leaning against a wall beside an alley. "Nice cream you have. Tastes good. I bet I can guess the ingredients though." <<He>> grins. "You're a naughty one. Not something you want the authorities to find out, that's for sure."

		<<link [[Ask what they want|Chef Blackmail Ask]]>><</link>>

		<<link [[Refuse to be blackmailed|Chef Blackmail Refuse]]>><<set $chef_sus += 10>><</link>><<ggsuspicion>>

	<<else>>
		<<generate1>><<person1>>A <<person>> approaches you. "I tasted one of your buns," <<he>> says. "The cream is the best!" <<His>> eyes light up, and <<he>> scoops something off your arm. "You spilled some." <<he>> says. Before you can stop <<him>>, <<he>> licks it.

		"So tasty," <<he>> says. "But it does remind me of something." Recognition flashes across <<his>> face for a moment, but then <<he>> shakes <<his>> head. "Sorry. Good luck with your baking."
		<<gsuspicion>><<set $chef_sus += 2>>

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

	<</if>>
<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "cliff">>

		<</if>>
		Places of interest

		<<if $scienceproject is "ongoing" and $scienceprojectdays is 0 and $daystate is "day" and $exposed lte 0>>
			<<scienceicon>><<link [[Attend science fair|Science Fair]]>><</link>>

		<</if>>
		<<if $mathsproject is "ongoing" and $mathsprojectdays is 0 and $daystate is "day" and $exposed lte 0>>
			<<mathicon>><<link [[Attend maths competition|Maths Competition]]>><</link>>

		<</if>>
		<<if $pillory_tenant.exists is 1 and $exposed lte 0>>
			<<pilloryicon>><<link [[Watch pillory (0:10)|Cliff Street Pillory]]>><<pass 10>><</link>>

		<</if>>
		<<beachicon>><<link [[Beach (0:05)|Beach]]>><<pass 5>><</link>>

		<<if $chef_state is 8 and $daystate is "dusk">>
			<<cafeicon>><<link [[Attend opening event (5:00)|Chef Opening]]>><</link>>

		<<elseif $chef_state is 7 and $chef_rework gte 1 and $chef_rework lte 30>>

		<<elseif $chef_state is 7 and $chef_rework lte 0>>
			<<if $exposed lte 0>>
				<<cafeicon>><<link [[Cafe (0:01)|Ocean Breeze Rework]]>><<pass 1>><</link>>

			<</if>>
		<<elseif $openinghours is 1>>
			<<if $exposed lte 0>>
				<<cafeicon>><<link [[Cafe (0:01)|Ocean Breeze]]>><<pass 1>><</link>>

			<<else>>
			<</if>>
		<<elseif $hour is $closinghour>>
			People are leaving the cafe. It must be closing time.

		<<else>>
			<<cafeicon>><<link [[Cafe|Ocean Breeze Lock]]>><</link>>

		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<barb>>
			<<starfish>>
			<<connudatus>>
			<<high>>
			<<if $exposed lte 0>>
				<<buswait>>
			<</if>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate Routes
">><<hideDisplay>>
		<<commercial>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

			<<map "cliff">>
		<</if>>
	<</if>>
<</if>>
<<set $eventskip to 0>>
<<set $chef_event to 0>>

:: Cliff Street Pillory
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
You join the crowd around the pillory on Cliff Street.
<<npc_pillory_detail>>
<<if $stress gte ($stressmax / 10) * 3>>
You are stressed. Things are getting on top of you.
You watch some people throw fruit at <<the_pillory_person_stop>> It looks like fun. You feel an urge to join in.
<<if $daystate isnot "night">>

When the decent people are all in bed - you might dare do lewder things.
<</if>>

<</if>>
<<if $daystate is "night">>
	<<if $stress gte ($stressmax / 10) * 3>>
		<<if $pillory_tenant.fruitstock gte 1>>
			<<link [[Throw fruit (0:02)|Cliff Street Prisoner]]>><<pass 2>><<set $phase to 0>><<stress -6>><<set $pillory_tenant.fruitstock -= 1>><</link>><<lstress>>

		<<else>>
			There is no fruit left to throw right now.

		<</if>>
	<</if>>
	<<if $cat gte 6 and ($pillory_tenant.ass + $pillory_tenant.genital) gte 2>>
		<<link [[Groom prisoner (0:05)|Cliff Street Prisoner]]>><<pass 5>><<set $phase to 1>><</link>>

	<</if>>
	<<if $pillory_tenant.lowerexposed gte 2 and $stress gte 4000 and $trauma gte (($traumamax / 5) * 1)>>
		<<link [[Spank prisoner (0:05)|Cliff Street Prisoner]]>><<pass 5>><<set $phase to 2>><</link>><<llstress>><<ltrauma>>

	<</if>>
	<<if $pillory_tenant.lowerexposed lte 1 or (($pronoun is "m" and $pillory_tenant.upperexposed lte 1) or ($pronoun is "f" and $pillory_tenant.upperexposed lte 2)) and $stress gte 7000 and $trauma gte (($traumamax / 5) * 2)>>
		<<link [[Expose prisoner (0:02)|Cliff Street Prisoner]]>><<pass 2>><<set $phase to 3>><</link>><<llstress>>

	<</if>>
<<else>>
	<<if $stress gte ($stressmax / 5) * 2>>
		<<if $pillory_tenant.fruitstock gte 1>>
			<<link [[Throw fruit (0:02)|Cliff Street Prisoner]]>><<pass 2>><<set $phase to 0>><<stress -6>><<set $pillory_tenant.fruitstock -= 1>><</link>><<lstress>>

		<<else>>
			There is no fruit left to throw right now.

		<</if>>
	<</if>>
		<<if $pillory_tenant.lowerexposed lte 1 and $pillory_tenant.wedgied isnot 1 and ($stress gte 6000 or $trauma gte (($traumamax / 5) * 2))>>
		<<link [[Wedgie (0:05)|Cliff Street Prisoner]]>><<set $pillory_tenant.wedgied to 1>><<pass 5>><<set $phase to 4>><<stress -12>><</link>><<llstress>><<ltrauma>>

	<</if>>
<</if>>
<<endevent>>
<<link [[Leave|Cliff Street]]>><</link>>

:: Cliff Street Prisoner
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<get_pillory_npc>><<person1>>
<<if $phase is 0>>
	A box of rotten fruit lies nearby. You grab a piece and weigh it in your hand.

	You throw it at <<the_pillory_person>>
	<<if $rng gte 75>>
	<<set $pillory_tenant.fruit += 1>>
		hitting <<him>> full in the face. <<His>> expression is hilarious.
		<<if $physique gte ($physiquesize / 7) * 4>>You put a lot of strength behind it, it must have hurt.<</if>>
		<<llstress>><<stress -12>>

		The crowd cheer and laugh.
	<<else>>
		but miss entirely.<<if $physique lte ($physiquesize / 7) * 3>> Some people nearby mock your feeble throw.<</if>>
	<</if>>
<<elseif $phase is 1>>
	You slurp up the cream from <<the_pillory_persons>> ass and groin. The crowd watch, awed.
	<<famesex 20>>
<<elseif $phase is 2>>
<<set $pillory_tenant.spank += 1>><<control 10>><<stress -24>><<trauma -12>>
	You <<print either("viciously","resentfully","grimly","self-righteously","maniacally")>> spank <<the_pillory_persons>> ass. Somehow,
	<<print either("it gives you a sense of control and well-being.","it brings a growing sense of calm.","it makes the shadows draw back.")>>

	Some of the crowd cheer you on.
<<elseif $phase is 3>><<control 10>><<stress -24>><<trauma -12>>
	Approaching <<the_pillory_person>> from behind, you <<print either("smoothly","awkwardly","quickly")>>
	<<if $pronoun is "m">>
		<<if $pillory_tenant.upperexposed lte 1>>
			<<set $pillory_tenant.upperexposed to 2>>displace <<his>> top, fully exposing <<his>> chest
			<<if $pillory_tenant.lowerexposed lte 1>>and then<</if>>
		<</if>>
		<<if $pillory_tenant.lowerexposed lte 1>>pull <<his>>
			<<if $pillory_tenant.lowerexposed is 0>>trousers and<</if>>
			underpants to the floor, exposing <<his>> ass and <<his>>
			<<if $pillory_tenant.person.gender is "m">>
				$pillory_tenant.person.penisdesc
			<<else>>
				pussy
			<</if>>
			<<set $pillory_tenant.lowerexposed to 2>>
		<</if>>
	<<elseif $pronoun is "f">>
		<<if $pillory_tenant.upperexposed lte 2>>
			<<if $pillory_tenant.upperexposed lte 0>>displace <<his>> top and<</if>>
			remove <<his>> bra, fully exposing <<his>> $pillory_tenant.person.breastsdesc
			<<if $pillory_tenant.lowerexposed lte 1>>to all. Without hesitation, you then<</if>>
			<<set $pillory_tenant.upperexposed to 3>>
		<</if>>
		<<if $pillory_tenant.lowerexposed lte 1>>
			<<if $pillory_tenant.lowerexposed lte 0>>hitch up <<his>> skirt and pull <<his>> panties to the floor,
			<<else>>pull <<the_pillory_persons>> panties to the floor,<</if>>
			fully exposing <<his>>
			<<if $pillory_tenant.person.gender is "m">>
				$pillory_tenant.person.penisdesc
			<<else>>
				pussy
			<</if>>
			and ass
			<<set $pillory_tenant.lowerexposed to 2>>
		<</if>>
	<<else>> /* in case the game goes fully non binary */
		tear off all their clothes, fully exposing them
	<</if>>to the watching crowd. <<He>> yells in shock.

	Some people <<print either("gasp, but","laugh, and","complain, but","fall silent, but","whistle, and","jeer, and","make lewd threats, and")>> more than a few cheer.
<<elseif $phase is 4>><<control 5>><<stress -20>><<trauma -4>><<set $pillory_tenant.broken += 1>>
	Approaching from behind, you <<print either("cheekily","aggressively","quickly","vindictively","stealthily")>>
	grab <<the_pillory_persons>> <<if $pronoun is "m">>underpants<<else>>panties<</if>> and hoist them up hard.

	<<His>> shocked squeal makes you laugh as you run off. As you rejoin the crowd, <<his>> sour expression makes you laugh again -
	stuck in the pillory, <<he>> can't even fix it. <<He>> knows this and so does everyone watching.

	Many in the crowd seem to share in your amusement.
<<else>>
	You do something entirely unexpected. Few could explain what you have done. Fewer still could explain why. None will speak of this again. (Error: please report)
<</if>>
<<endevent>>

<<link [[Next|Cliff Street Pillory]]>><</link>>


code:
:: Connudatus Street

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">><<getTarget true>>
You are on Connudatus Street. The numerous clubs, bars and restaurants make it the town's most lively locale by night. During the day the street is lined by hawkers selling various wares.
<<if $daystate is "day">>
	The street is crowded with shoppers.
<<elseif $daystate is "dawn">>
	Vendors are setting up their stalls.
<<elseif $daystate is "dusk">>
	Vendors are taking down their stalls. The restaurants are packed.
<<elseif $daystate is "night">>
	The nightlife is in full swing. Neon lights glow above.
<</if>>
<<streeteffects>>

<<if $exposed gte 1>>
	<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
	<<orgasmstreet>>
<</if>>
<<if $skulduggery gte 200 and $skulduggeryDintro isnot 1>>
	<<set $skulduggeryDintro to 1>>
	Your experience breaking the rules of society lets you look at the street in a new light. So many people with their valuables close at hand, and lightly guarded. You can now rob people on Connudatus Street.

<</if>>
<<if $stress gte $stressmax and !$possessed>>
	<<passoutstreet>>
<<elseif $bartend_info is 1 and !$possessed>>
	<<set $bartend_info to 2>>
	<<generate1>><<person1>>
	"Hey <<girl>>," says a voice by the club. A <<person>> leans against the wall. "Darryl had me wait for you. Says you got some trouble coming your way and need someone to walk you home."

	<<link [[Accept (0:15)|Connudatus VIP Walk]]>><<pass 15>><</link>>

	<<link [[Refuse|Connudatus VIP Refuse]]>><</link>>

<<elseif $per_npc.bartend and !$possessed>>
	<<loadNPC 0 bartend>><<person1>>
	<<if $rng gte 81>>
		<<generate2>><<generate3>>
		Three figures loom from the dark, blocking your path. One steps into the light cast by a street lamp. It's the <<person>> who harassed you in the club.

		"Boggles my mind," <<he>> snarls. "That trash like you think they can deny me. Time to learn your place. I even brought friends to help teach." <<He>> lunges for you.

	<<elseif $rng gte 51>>
		<<generate2>>
		Two figures loom from the dark, blocking your path. One steps into the light cast by a street lamp. It's the <<person>> who harassed you in the club.

		"Boggles my mind," <<he>> snarls. "That trash like you think they can deny me. Time to learn your place. I even brought a friend to help teach." <<He>> lunges for you.

	<<else>>
		A figure looms from the dark, blocking your path. <<He>> steps into the light cast by a street lamp. It's the <<person>> who harassed you in the club.

		"Boggles my mind," <<he>> snarls. "That trash like you think they can deny me. Time to learn your place." <<He>> lunges for you.

	<</if>>
	<<link [[Next|Connudatus VIP Rape]]>><<set $molestationstart to 1>><</link>>

<<elseif $brothel_rivalry is undefined and $NPCName[$NPCNameList.indexOf("Darryl")].love gte 10>>

	A car screeches to a halt in front of you. A door swings open, and a strong pair of arms pull you in.

	<<link [[Next|Connudatus Briar Abduct]]>><<set $brothel_rivalry to 1>><<set $brothel_rivalry_timer to 7>><</link>>

<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
		<<eventsstreet>>
	<<else>>
		<<if $map.top is true>>
			<<map "connudatus">>

		<</if>>
		Places of interest

		<<if $daystate isnot "dawn" and $daystate isnot "day">>
			<<if $exposed gte 1 and $stripclubintro is 1>>
				<<stripclubicon>><<link [[Strip club|Strip Club Exposed]]>><</link>>

			<<else>>
				<<stripclubicon>><<link [[Strip club|Strip Club]]>><</link>>

			<</if>>
		<</if>>
		<<if $daystate isnot "dusk" and $daystate isnot "night" and $hour isnot 6>>
			<<stripclubicon>><<link [[Strip club|Strip Club Lock]]>><</link>>

		<<elseif $hour is 6>>
			People are leaving the club. It must be closing time.

		<</if>>
		<<if $skulduggeryDintro is 1 and $exposed lte 0>>
			<<link [[Look for a mark (0:20)|Connudatus Street Thievery]]>><<pass 20>><<crimeup 1>><</link>><<crime>>

		<</if>>
		<<if $daystate is "dawn" and $exposed lte 0 and $stall_rented isnot 1>>
			<<if $money gte 1500>>
				<<link [[Rent a stall (0:20 £15)|Stall Rent]]>><</link>>

			<<else>>
				You could rent a stall here if you had the money.

			<</if>>
		<<elseif $stall_rented is 1 and $daystate isnot "night" and $exposed lte 0>>
			<<link [[Attend your stall (0:20)|Stall]]>><<pass 20>><</link>>

		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
			<<add_link "Travel
">><<hideDisplay>>
			<<barb>>
			<<danube>>
			<<cliff>>
			<<wolf>>
			<<if $exposed lte 0>>
				<<buswait>>
			<</if>>
			<<loiter>>
		<</if>>
		<<add_link "
Alternate routes
">><<hideDisplay>>
		<<residential>>
		<<commercial>>
		<<stormdrain>>
		<<displayLinks>>
		<<if $map.top isnot true>>

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

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

	<<maninit>>
	<<if $daystate isnot "night">><<enable_rescue>><</if>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

:: Connudatus VIP Rape Finish
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
	<<if $pain gte 100 and $willpowerpain is 0>>
		"It's not over yet, slut," the <<person1>><<person>> says, reaching into <<his>> coat. <<He 1>> pulls out a gag and blindfold. You're too hurt to resist as <<he>> forces the former into your mouth, and ties them both around your head. You can't see a thing. Your arms are then pulled behind your back as <<he>> binds them in place.
		<<facewear 6>>
		<<bind>>

		"Have fun," <<he>> laughs, shoving you into the street. You hear <<him>> walk away.

		<<tearful>> you try to get your bearings.

		<<blindfoldintro>>

		<<clotheson>>
		<<endcombat>>
		<<clearNPC bartend>>
		<<set $eventskip to 1>>
		<<destinationbondage>>

	<<else>>
		"It's not over yet, slut," the <<person>> says, reaching into <<his>> coat. <<He 1>> pulls out a gag and blindfold. <<He>> tries to jam the former into your mouth, but you manage to duck out of the way.

		<<tearful>> you run to safety.

		<<clotheson>>
		<<endcombat>>
		<<clearNPC bartend>>
		<<destinationeventend>>
	<</if>>
<<elseif $enemyhealth lte 0>>

The <<person1>><<person>> loses <<his>> footing and tumbles into the street, just as a car approaches. It swerves to avoid the <<him>>, and collides with a street light.

The driver emerges, furious, and shouts at the <<person>>. <<tearful>> you seize the opportunity and run to safety.

<<clotheson>>
<<endcombat>>
<<clearNPC bartend>>
<<destinationeventend>>

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

A car pulls up, and <<generate4>><<person4>><<person>> climbs out. "Leave the <<girl>> alone," <<he>> says. "Or you're gonna get beat."

The <<person1>><<person>> glares at the <<person4>><<person>>, incensed. "Who the fuck do you think you are?" <<he>> says, releasing you and marching over.

<<tearful>> you exploit the resulting shouting match and run to safety.

<<clotheson>>
<<endcombat>>
<<clearNPC bartend>>
<<destinationeventend>>

<</if>>

:: Connudatus VIP Refuse
<<effects>>

<<He>> shrugs. "As you wish," <<he>> says. "You go careful though." <<He>> stomps out <<his>> cigarette and walks away.

<<endevent>>
<<destinationeventend>>

:: Connudatus VIP Walk
<<effects>>

The <<person>> stomps out <<his>> cigarette and starts to walk. "You live at the orphanage, right?"

<<if $rng gte 51 and $per_npc.bartend>>
	<<loadNPC 1 bartend>>
	You're at the end of Connudatus Street when a figure looms out of the dark, blocking your path. It's the <<person2>><<person>> who harassed you earlier.

	The <<person1>><<person>> steps between you and folds <<his>> arms. The <<person2>><<person>> stops in <<his>> tracks. <<He>> glares at the <<person1>><<person>>, but thinks better of starting a fight. <<person2>><<He>> slinks back into the dark.

	"Probably the last we'll see of <<him>>," the <<person1>><<person>> says. "But I'll stick around to be safe."

	The rest of the journey is uneventful. The <<person1>><<person>> walks fast, but doesn't know the exact location of the orphanage so you end up taking the lead. <<He>> walks you up to the orphanage proper before bidding farewell.

<<else>>
	The journey is uneventful. <<He>> walks fast, but doesn't know the exact location of the orphanage so you end up taking the lead. <<He>> walks you up to the orphanage proper before bidding you farewell.

<</if>>

<<endevent>>
<<if $per_npc.bartend>>
<<clearNPC bartend>>
<</if>>

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

:: Connudatus Briar Abduct
<<set $outside to 0>><<effects>>
<<npc Briar>><<generate2>><<generate3>><<person1>>
<<pass 5>>
The car lurches into motion before you can get your bearings. "Darling," says a familiar voice. "Do calm down." It's Briar. <<He>> sits opposite. A <<person2>><<person>> and <<person3>><<person>> sit either side of you.

"I hear you've met my... colleague, Darryl," <<person1>>Briar continues. <<He>> lounges across three seats. "I do worry about <<nnpc_him "Darryl">>. Could I ask a favour of you? Keep an eye on the people around <<nnpc_him "Darryl">>. The security, the clientele, that sort of thing. It would ease my mind."

The car pulls to a stop. You're on Domus Street. The <<person2>><<person>> opens a door. "This your home? How cozy. Have a good
<<if $daystate is "day">>
	day."
<<elseif $daystate is "night">>
	night."
<<elseif $daystate is "dusk">>
	evening."
<<else>>
	morning."
<</if>>

You leave the car, and it drives away.

<<link [[Next|Domus Street]]>><<endevent>><</link>>