code:
:: Lake Ruin Prison Intro
<<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<underwater>><<effects>>

You place your hand against the rune. You trace a symbol around it with your other hand, and it flashes to life with a red glow.

The walls rumble. Plumes of purple steam hiss as seams appear between the stone. Masses of lichen crumble and float away.
The wall around the rune begins to retract backwards, before falling into the floor. You swim into the breach.

Before you is a staircase leading up into darkness. Small patches of lichen illuminate sections of the wall. At the top, you can see a faint glow. You clumsily pull yourself along the walls leading up.

<<link [[Up.|Lake Ruin Prison Intro 2]]>><<pass 2>><</link>>

:: Lake Ruin Prison Intro 2
<<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>>

You hear the scraping of stone behind you as you climb. After some time, you fall forwards, landing on your hands. You've left the water. There's a large air pocket here, and the air is filled with a purple mist. You crawl up the last of the stairs.

<<if $wraithPrison>>
	You're back in the underwater prison.
<<else>>
	As you reach the top, you see the source of the glow. You're in a massive stone room lit by a colossal colony of glowing purple lichen. It snakes along the walls, occasionally following the pattern of intricate carvings.
	All around you are sets of large cages, many of which have rusted away. You spot a set of shackles in one of them. Another one of the cages seems to be the epicentre of the lichen colony, with much of it completely covered.

<</if>>
You double over in pain. A pale, translucent limb emerges from your chest, followed by another. You're forcefully pushed into leaning backwards as it leaves you. <<pain 10>><<ggpain>>

<<endWraith>>
<<generateWraith 1 true>>
You collapse on the cold stone floor, with your senses slowly returning to you. You retch, coughing up water. You sharply inhale, and taste a sickening sweetness in the air. <<set $hallucinogen += 40>><<gghallucinogens>>

<<if !$wraithIntro>>
	<<set $wraithIntro to true>>
	Before you floats a beautiful pale figure.
	<<if $wraith.state is "haunt">>
		It regards you with angry red eyes, clutching at its own neck.

		"Sealed away forever. As a thief should."

		It grabs you by the neck and effortlessly pushes you to the ground. It floats down, coming to rest as it straddles you, and begins to put pressure on your neck. You can't breathe!
	<<else>>
		It's naked, save for a necklace of ivory around its neck, set with large blue gemstones. It regards you with curious blue eyes, lifting your chin with its hand. It feels cold.

		"Bask in immaculance. We will be beautiful."

		It gently puts its hands on your neck, and pushes you down on your back. It floats down, coming to rest as it straddles you.
	<</if>>
<<else>>
	The pale figure floats before you.
	<<if $wraith.state is "haunt">>
		It scratches its neck, before pushing you over effortlessly. It floats down, and comes to rest as it straddles you. It grabs you by the neck. You can't breathe!

		"If you wish to steal from the dead, you will join them."
	<<else>>
		It thumbs its necklace, before gently pushing you on your back. It floats down, and comes to rest as it straddles you.

		"Welcome home."
	<</if>>
<</if>>
Its gaze bores into you, keeping your body weak and unresponsive.
<<if !$wraithPrison>>

	<<link [[Beg|Lake Prison Intro 3]]>><<set $phase to 1>><><</link>>

	<<link [[Struggle|Lake Prison Intro 3]]>><<set $phase to 2>><<def 1>><</link>>

<<else>>
	<<if $parasitedisable is "f" and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $slimedisable is "f">>
		It raises a hand to the side, and a swirling purple disc appears in the air. It reaches in, and pulls out a writhing red mass. A living slime. It lowers it down to your ear.

		<<link [[Struggle|Lake Prison Slime Resist]]>><</link>>

		<<link [[Stay still|Lake Prison Slime]]>><</link>>
	<<else>>
		<<initWraith "abomination">>
		<<startWraith>>

		<<link [[Next|Lake Prison Intro Fight]]>><</link>>
	<</if>>
<</if>>

<<set $wraithPrison to {timer: 0, timePassed: 0, search: 0, state: "present", possession: false}>>

:: Lake Prison Intro 3
<<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>>
<<if $phase is 1>>
	<<if $submissive gte 1150>>
		"P-please, don't hurt me..." you beg.
	<<elseif $submissive lte 850>>
		"Whatever you are, please leave me alone!" you yell.
	<<else>>
		"Please, I'm sorry! Don't hurt me!" you beg.
	<</if>>

	<<if $wraith.state is "haunt">>
		"A thief is not one to beg." It grabs your neck more violently, cutting off your pleas. <<pain 8>><<gpain>>
	<<else>>
		"I promise endless pleasure. Is this not enough?" It giggles, before grabbing you by the neck. <<pain 4>><<gpain>>
	<</if>>
<<else>>
	You try to pry its hands off of you, to no end. It smiles at you.
	<<if $wraith.state is "haunt">>
		"Struggle. It will only drown you faster."
	<<else>>
		"Save your energy. You will need it."
	<</if>>
<</if>>

<<if $parasitedisable is "f" and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $slimedisable is "f">>
	It raises a hand to the side, and a swirling purple disc appears in the air. It reaches in, and pulls out a writhing red mass. A living slime. It lowers it down to your ear.

	<<link [[Struggle|Lake Prison Slime Resist]]>><</link>>

	<<link [[Stay still|Lake Prison Slime]]>><</link>>
<<else>>
	<<initWraith "abomination">>
	<<startWraith>>

	<<link [[Next|Lake Prison Intro Fight]]>><</link>>
<</if>>

:: Lake Prison Slime Resist
<<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>>
With the last of your willpower, you keep moving your head, preventing the slime from entering.

It looks down at you and whispers. "You will submit."
<<initWraith "abomination">>
<<startWraith>>

<<link [[Next|Lake Prison Intro Fight]]>><</link>>

:: Lake Prison Slime
<<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>>
<<set $wraithParasite to true>>
It brings the slime down to your
<<if $parasite.left_ear.name is undefined>>
	left ear, where it squirms in.
	<<parasite left_ear slime>>
<<elseif $parasite.right_ear.name is undefined>>
	right ear, where it squirms in.
	<<parasite right_ear slime>>
<</if>>

You shake in the figure's grasp. You feel unnaturally aroused, especially with it straddling you like this. It's a small feeling at first. Then it grows, until an overwhelming desire for lewdity overtakes you.

<<if !$corruption_slime>>
	A corruption bar has appeared in the Characteristics tab.

<</if>>
Its grip on you loosens<<if $wraith.state is "haunt">>, and you gasp for breath<</if>>. You hear whispers all around you. Something inside pressures you to give yourself to the pale figure. Somehow, you know going along with the urges will feel good, and disobeying will be painful.
<<initWraith "abomination">>
<<startWraith>>

<<if $promiscuity gte 55 and $submissive gte 1900>>
	<<link [[Submit|Lake Prison Intro Fight]]>><<set $sexstart to 1>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<set $submissive += 2>><</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>

<</if>>
<<link [[Obey|Lake Prison Intro Fight]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<set $submissive += 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>

<<link [[Defy|Lake Prison Intro Fight]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<set $submissive -= 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>

:: Lake Prison Intro Fight
<<effects>>
<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $enemytype to $wraith.type>>
<<elseif $struggle_start is 1>>
	<<set $combat to 1>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<if $player.penisExist>>
		<<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
	<<else>>
		<<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
	<</if>>
	<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $enemytype to $wraith.type>>
<</if>>

<<effectsWraith>>

<<switch $wraith.type>>
	<<case "man">>
		<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next|Lake Prison Intro Fight Finish]]>><</link>><<nexttext>>
		<<elseif $enemyhealth lte 0>>
			<<link [[Next|Lake Prison Intro Fight Finish]]>><</link>><<nexttext>>
		<<else>>
			<<link [[Next|Lake Prison Intro Fight]]>><</link>><<nexttext>>
		<</if>>
	<<case "tentacles">>
		<<if $tentacles.active lte ($tentacles.max / 2)>>
			<<link [[Next|Lake Prison Intro Fight Finish]]>><</link>><<nexttext>>
		<<else>>
			<<link [[Next|Lake Prison Intro Fight]]>><</link>><<nexttext>>
		<</if>>
	<<case "slime">>
		<<if $struggle.done gte $struggle.number>>
			<<link [[Next|Lake Prison Intro Fight Finish]]>><</link>><<nexttext>>
		<<else>>
			<<link [[Next|Lake Prison Intro Fight]]>><</link>><<nexttext>>
		<</if>>
<</switch>>

:: Lake Prison Intro Fight Finish
<<effects>>
<<if !$wraithCount>>
	<<set $wraithCount to 0>>
<</if>>
<<if !$wraithMax>>
	<<set $wraithCount to 0>>
	<<set $wraithMax to 2>>
	<<if $wraith.offspring is "dead">>
		<<set $wraithMax ++>>
	<</if>>
	<<if $tentacledisable is "t">>
		<<set $wraithMax -->>
	<</if>>
<</if>>
<<if $wraith.type is "man" and $enemyhealth lte 0>>
	The <<person>> looks down at you in shock as <<he>> staggers backwards.
	<<if $wraith.gen is "abomination">>
		The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
	<<elseif $wraith.gen is "arms">>
		<<His>> extra arms fold back in.
	<</if>>
	A terrible shriek pierces the air, forcing you to your knees. It grabs you by the neck, and lifts you.
	<<if $worn.neck.cursed is 1>>
		There's a flash of light, a deep groaning sound, and your $worn.neck.name is no more.
		<<set $worn.neck.type.push("broken")>>
		<<neckruined>>
	<</if>>

	You're dragged and thrust into the cage next to the center of the lichen colony. There's no door. The figure becomes more translucent, and begins fading. "I must recover. You will wait." It vanishes in a bright flash.

	<<tearful>> you look around, trying to make sure its really gone.
	<<set $wraith.defeated ++>>
	<<set $wraithPrison.timer to 120>>
	<<set $wraithPrison.state to "recovering">>
	<<clotheson>>
	<<endcombat>>
	<<endWraith>>

	<<link [[Next|Lake Ruin Prison]]>><<unset $wraithParasite>><</link>>

<<elseif $enemyarousal gte $enemyarousalmax or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>>
	<<set $wraithCount ++>>
	<<ejacW>>
	<<if $wraithCount gte $wraithMax or $wraithCount gte 5>>
		<<kissWraith>>

		<<if $parasitedisable is "f" and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $slimedisable is "f" and !$wraithParasite>>
			<<set $wraithParasite to true>>
			It brings the slime down to your
			<<if $parasite.left_ear.name is undefined>>
				left ear, where it squirms in.
				<<parasite left_ear slime>>
			<<elseif $parasite.right_ear.name is undefined>>
				right ear, where it squirms in.
				<<parasite right_ear slime>>
			<</if>>

			You shake in the figure's grasp. You feel unnaturally aroused, especially with it straddling you like this. It's a small feeling at first. Then it grows, until an overwhelming desire for lewdity overtakes you.

			<<if !$corruption_slime>>
				A corruption bar has appeared in the Characteristics tab.

			<</if>>
			Its grip on you loosens<<if $wraith.state is "haunt">>, and you gasp for breath<</if>>. You hear whispers all around you. Something inside pressures you to give yourself to the pale figure. Somehow, you know going along with the urges will feel good, and disobeying will be painful.

		<</if>>
		It suddenly lifts you, and begins to carry you. You're helpless to resist.
		You're placed in a decrepit cage, right next to the center of the lichen colony. There's no door.
		<<if $wraith.state is "haunt">>
			"I will break open your mind, and then I will show you. And then you will. Give. It. Back."
			<<if $worn.neck.cursed is 1>>
				It rests a hand against your $worn.neck.name. There's a flash of light, a deep groaning sound, and the metal is no more.
				<<set $worn.neck.type.push("broken")>>
				<<neckruined>>
			<</if>>
		<</if>>
		It floats away from the cell, out of sight. <<tearful>> you look around, trying to think of a way out. The figure is nowhere to be seen.
		<<set $wraithPrison.timer to 60>>
		<<set $wraithPrison.state to "recovering">>
		<<clotheson>>
		<<endcombat>>
		<<endWraith>>

		<<link [[Next|Lake Ruin Prison]]>><<unset $wraithParasite>><</link>>

	<<else>>
		<<continueWraith>>

		<<link [[Next|Lake Prison Intro Fight]]>><</link>>

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

:: Lake Ruin Prison
<<set $outside to 0>><<set $location to "lake_ruin">><<set $wraith.exit to "lake_ruin">><<set $bus to "lake_ruin_prison">><<effects>>

You are in a submerged prison. Pink mist swirls in the air. <<ghallucinogens>>

<<if $wraithPrison.state is "present">>
	<<set _wraithEvent to true>>
<</if>>

<<if $moonstate is "morning" and $hour gte 6 and $wraithPrison.timePassed gte 120 and $wraithPrison.state isnot "gone">>
	You see the figure near the staircase leading down. It's flickering.

	<<if $wraith.state is "haunt">>
		It stares at you with pure anger and hatred. It screams, and begins floating in circles, clawing at its own bare neck and wailing.

		It flickers out, only to flicker back right in front of you. It grabs you by the neck, its hand long and clawed. It swiftly drags you to the stairs, and plunges your head under the water. <<stress 24>><<pain 10>><<gpain>><<gstress>>

		You struggle against it. It screams. "I will show you exactly what you've done. I will find you again, thief. You have not suffered enough. You were not ready."

		It flickers backwards. You bring your head back up above the water, and cough. <<tearful>> you stand. The rune at the bottom of the stairs glows again.

	<<else>>
		"My time comes to an end. You will return, next moon."
	<</if>>
	<<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">>
		It giggles, and you feel the slime in your head wriggle. "This is the only place you can free yourself from the parasite, after all."
	<</if>>

	A torrent of water shoots up from the stairs, and when it passes, the figure is gone. You're safe until the next blood moon.

	<<set $wraithPrison.state to "gone">>
	<<unset _wraithEvent>>
	<<endWraith>>
	<<clearWraith>>
<</if>>
<<if _wraithEvent is true>>
	<<if $wraith.state is "haunt" and $trauma gte ($traumamax / 10) * 5 and $wraithPrison.timePassed gte 180>>
		The pale figure emerges from the ground. You feel your energy being sapped away already. You're pushed into one of the cells and onto a bed of lichen by an unseen force.

		It looks you over with a cold gaze, and grabs your cheeks with a clawed hand. "You wanted to know, so you stole from the dead. I'll show you what it's like to drown with the corpse of this temple. May your curiosity be sated as the waves chew your bones."

		It grabs a handful of lichen from the center of the large colony, and tilts your head back. It begins to drop the crushed lichen into your mouth. You try to spit it out, but your body isn't obeying you. Once your mouth is full of the flowering lichen, it kisses you.
		You tense up, but soon enough, you feel an odd sense of relief. <<takeKissVirginity "Ivory Wraith" "rape">>
		<<stress -200>><<lllstress>><<trauma 36>><<gggtrauma>><<purity -50>><<lllpurity>><<physique_loss 16>><<llphysique>><<pain -15>><<llpain>>

		Everything spins out around you, leaving only you and a pale face in a swirling sea of nothing. Your mind screams for release as your thoughts burn away. <<ggghallucinogens>>

		Your vision turns and warps in ways you didn't know were possible. Your skin ripples, like wax melting off a candle. You see yourself from above, backlit by the glowing lichen. You look down at your arms, and find them to be unnaturally pale.

		<<link [[Wake up.|Schism]]>><</link>>

	<<else>>
		<<generateWraith 1>>
		The pale figure emerges from the ground. You're pulled towards it by an unseen force. It looks you over.

		<<if $wraith.state is "haunt">>
			"<<print either(
				"Open your eyes.",
				"You must sleep before you can awaken.",
				"You must open your mind, only then can you face penance.",
				"You aren't ready to see yet, thief. I will make you ready.",
				"I will take everything from you. Only then will you understand."
			)>>"
		<<else>>
			"<<print either(
				"Do not resist.",
				"Won't you give in?",
				"Drown with me, forever.",
				"I am already inside you.",
				"This is everything you have."
			)>>"
		<</if>>

		<<if $rng gte 90>>
			It grabs a handful of the pink lichen, and grabs your face with its other hand, forcing your mouth open. It crumbles the lichen, and flakes begin to fall into your mouth.

			<<set $skulduggerydifficulty to 600>>
			<<link [[Accept it|Lake Ruin Lichen Eat]]>><<trauma 100>><<stress -50>><<set $phaseWraith to 1>><<set $hallucinogen += 220>><</link>><<gggtrauma>><<lllstress>><<gghallucinogens>>

			<<link [[Pretend to eat|Lake Ruin Lichen Eat]]>><<set $phaseWraith to 2>><</link>><<skulduggerydifficulty>>

			<<link [[Spit it out|Lake Ruin Lichen Eat]]>><<set $phaseWraith to 3>><</link>>

		<<elseif $rng gte 70 and $tentacledisable is "f" and $wraithPrison.possession is false and $wraith.state is "haunt">>
			<<if !$wraith.will>>
				<<set $wraith.will to random(1300, 1700)>>
			<</if>>
			<<set _wraithWill to Math.floor(1 + $wraith.will)>>
			You feel it try to enter your body.

			<<link [[Give in|Lake Ruin Prison Possession]]>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<set $submissive += 1>><</link>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>

			<<link [[Resist|Lake Ruin Prison Possession Resist]]>><<set $phase to 1>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<set $submissive -= 1>><</link>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 _wraithWill>>

		<<else>>
			<<initWraith>>
			<<startWraith>>

			<<link [[Next|Lake Ruin Prison Rape]]>><</link>>

		<</if>>
	<</if>>
<<elseif $wraithPrison.state is "gone">>
	<<link [[Enter the water|Lake Ruin Prison Leave]]>><<wraith_pass 2>><</link>>

<<elseif !$wraithPrison.search>>
	<<link [[Search for a way out (0:30)|Lake Ruin Prison Search]]>><<wraith_pass 30>><</link>>

<<else>>
	<<if $wraithPrison.search is 1>>
		<<link [[Examine the cages (0:15)|Lake Ruin Prison Search]]>><<wraith_pass 15>><</link>>

	<<elseif $wraithPrison.search is 2>>
		<<link [[Keep searching (0:30)|Lake Ruin Prison Search]]>><<wraith_pass 30>><</link>>

	<<elseif $wraithPrison.search is 3>>
		<<link [[Swim down the stairs|Lake Ruin Prison Search]]>><<wraith_pass 2>><</link>>

	<</if>>
	<<if $wraithPrison.search gte 2>>
		<<link [[Rest (1:00)|Lake Ruin Prison Rest]]>><<wraith_pass 60>><<set $tiredness -= 500>><<trauma 50>><</link>><<ltiredness>><<ggtrauma>>
	<</if>>
<</if>>

:: Lake Ruin Prison Search
<<effects>>
<<if !$wraithPrison.search>>
	<<set $wraithPrison.search to 1>>
	You look around the large chamber. The colony of glowing lichen is unlike anything you've ever seen before, and you wonder how it's survived. As you ponder, you realise this room should be flooded like the rest of the ruin.

	You see discoloured marks on the walls, and the remains of rusted shackles below them. The cages are incapable of holding anything anymore, but you notice that each one has a large patch of lichen in the same corner.
<<elseif $wraithPrison.search is 1>>
	<<set $wraithPrison.search to 2>>
	You examine the cages. The glowing lichen has completely covered the bars in some places. You run your hand against it, and some of the bars crumble entirely away.

	You become uneasy as you think about why the lichen starts in the back right corner of each cell. You take a closer look, and start to clear some of it away.

	You find a large scrap of cloth underneath, torn in countless places by the lichen growing through. <<if $historytrait gte 4>>It looks like the remains of an ancient bedroll.<</if>>
<<elseif $wraithPrison.search is 2>>
	<<set $wraithPrison.search to 3>>
	You find the smashed remains of a small statue at the far end of the room. It's damaged beyond any value, but you think you can make out the shape of arms and wings.

	You approach the stairs leading downwards. Dark water extends into nothingness. You spot a faint glow at the end.
<<elseif $wraithPrison.search is 3>>
	<<set $wraithPrison.search to 4>>
	You take a deep breath, and swim down. It's a long distance. <<loxygen>>

	<<water>><<effectswater>>
	When you finally reach the end, you see the same glowing rune. You place your hand against it, but nothing happens.
	You try pushing, but it's hopeless. You swim back up.

	There's no way out.
<</if>>

<<link [[Next|Lake Ruin Prison]]>><</link>>

:: Lake Ruin Prison Rest
<<effects>>
You clear away some of the lichen in one of the cells, and lie on the tattered cloth. You close your eyes, but feel like you can still see the entire room.

You don't know how much time passes. Your body feels refreshed, but your mind feels exhausted.

<<link [[Next|Lake Ruin Prison]]>><</link>>

:: Lake Ruin Prison Rape
<<effects>>
<<if $struggle_start is 1>>
	<<set $combat to 1>>
	<<controlloss>>
	<<violence 1>>
	<<molested>>
	<<if $player.penisExist>>
		<<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
	<<else>>
		<<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
	<</if>>
	<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $enemytype to $wraith.type>>
<</if>>

<<effectsWraith>>

<<switch $wraith.type>>
	<<case "man">>
		<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>><<nexttext>>
		<<elseif $enemyhealth lte 0>>
			<<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>><<nexttext>>
		<<else>>
			<<link [[Next|Lake Ruin Prison Rape]]>><</link>><<nexttext>>
		<</if>>
	<<case "tentacles">>
		<<if $tentacles.active lte ($tentacles.max / 2)>>
			<<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>><<nexttext>>
		<<else>>
			<<link [[Next|Lake Ruin Prison Rape]]>><</link>><<nexttext>>
		<</if>>
	<<case "slime">>
		<<if $struggle.done gte $struggle.number>>
			<<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>><<nexttext>>
		<<else>>
			<<link [[Next|Lake Ruin Prison Rape]]>><</link>><<nexttext>>
		<</if>>
<</switch>>

:: Lake Ruin Prison Rape Finish
<<effects>>
<<if !$wraithCount>>
	<<set $wraithCount to 0>>
<</if>>
<<if !$wraithMax>>
	<<set $wraithCount to 0>>
	<<set $wraithMax to 1>>
	<<if $wraith.offspring is "dead">>
		<<set $wraithMax ++>>
	<</if>>
	<<if $tentacledisable is "t">>
		<<set $wraithMax -->>
	<</if>>
<</if>>
<<if $wraith.type is "man" and $enemyhealth lte 0>>
	The <<person>> looks down at you in shock as <<he>> staggers backwards.
	<<if $wraith.gen is "abomination">>
		The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
	<<elseif $wraith.gen is "arms">>
		<<His>> extra arms fold back in.
	<</if>>
	<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you hear its voice all around you "Good. Keep struggling."

	<<tearful>> you look around, trying to make sure <<hes>> really gone.
	<<set $wraith.defeated ++>>
	<<set $wraithPrison.timer to 120>>
	<<set $wraithPrison.state to "recovering">>
	<<clotheson>>
	<<endcombat>>
	<<endWraith>>

	<<link [[Next|Lake Ruin Prison]]>><</link>>

<<elseif $enemyarousal gte $enemyarousalmax or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>>
	<<set $wraithCount ++>>
	<<ejacW>>
	<<if $wraithCount gte $wraithMax>>
		<<kissWraith>>

		<<He>> breaks off, and sinks back into the floor. <<His>> laughs echo all around you.

		<<tearful>> you look around, wondering when the next attack will come.
		<<set $wraithPrison.timer to 60>>
		<<set $wraithPrison.state to "recovering">>
		<<clotheson>>
		<<endcombat>>
		<<endWraith>>

		<<link [[Next|Lake Ruin Prison]]>><</link>>

	<<else>>
		<<continueWraith>>

		<<link [[Next|Lake Ruin Prison Rape]]>><</link>>

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

:: Lake Ruin Prison Possession Resist
<<effects>>
You push back as much as you can, clashing against its will.

<<if $willpowerSuccess>>
	It's pushed back, rejected by your body. It growls, and grabs you by the neck.

	"Very well. We do it the hard way, then."

	<<initWraith>>
	<<startWraith>>

	<<link [[Next|Lake Ruin Prison Rape]]>><</link>>

<<else>>
	<<set $possessed to true>>
	It slows for a moment, but still enters your body. Your limbs twitch, and you feel your consciousness get pushed back and overwritten.

	<<link [[Next|Lake Ruin Prison Possession]]>><</link>>

<</if>>

:: Lake Ruin Prison Possession
<<effects>><<set $possessed to true>><<set $wraithPrison.possession to true>>
<<if $phase is 1>>
	It begins to dissipate into a white mist. You don't resist at all, letting it take you entirely. All feeling and sense fades. Your limbs twitch, and you feel your consciousness get pushed back and overwritten.

<</if>>
It stands up in your body, steadying itself against the bars of the cage. It clenches your hands, and cracks your neck. It smiles.

"You're mine," it says with your voice.

It sits down against the wall, and spreads your legs. Many pale tentacles enter your vision.
<<if $worn.lower.name isnot "naked">>
	Your $worn.lower.name <<lowerplural>> torn to shreds in an instant.<<lowerruined>>
<</if>>
They near your groin, and cover your <<genitals>> in a thick slime. Sensation suddenly comes flooding back to you in every spot the slime touches. <<garousal>><<gpain>><<pain 6>>
<<set $player.bodyliquid.thigh.goo += 3>><<if $player.penisExist>><<set $player.bodyliquid.penis.goo += 2>><</if>>

A gasp escapes your lips. You aren't sure if you caused it or not. Your mind is clouded by an inferno of arousal. You feel like you're right on the edge of a climax, but can't quite reach it. <<ggarousal>><<set $arousal to $arousalmax - 1>>

The tentacles trace up your body, leaving lines of pleasure in their wake. You feel like you're trapped in a cage of flesh, trying to push out. It's a twisted combination of pain, lust, and emptiness. <<gggarousal>>

<<set $player.bodyliquid.chest.goo += 2>><<set $player.bodyliquid.rightarm.goo += 2>><<set $player.bodyliquid.leftarm.goo += 2>>
Relief never comes, and you sit, trapped in your own body, for what feels like an eternity. It laughs in your voice, clearly enjoying the suffering it's inflicting on you. The minuscule light of the room begins to fade, and you black out.

<<link [[Next|Lake Ruin Prison Possession 2]]>><</link>>

:: Lake Ruin Prison Possession 2
<<effects>>
An instant later, it forces you awake. It has a hold of your very consciousness, and won't allow you any amount of relief. It begins to laugh hysterically in your voice. It shakily stands, and clenches your hands again.

It punches you in the gut with a force much greater than what your body is normally capable of. At the exact same moment, you regain feeling in your entire body. You crumble, and it leaves you. You gasp for air, nearly retching. <<gggpain>><<pain 18>>

Its foot comes crashing down on your back. A jolt of pain shoots through your whole body, and you go fully prone. The minuscule sensation of your <<genitals 2>> hitting the stone is enough to finally push you over the edge into an incredibly painful orgasm. <<orgasm>>
It keeps laughing as it digs its foot into your back, causing you to cry out in agony. It seems the slime covering you amplifies pain as well.

You barely manage to look up. It kneels down in front of you, smiling innocently. It almost looks human for a moment, but you know better than to think there's anything human about this. Its smile is quickly replaced with a sneer as it lifts your battered body, and begins to choke you.

<<initWraith "man">><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">>
<<link [[Next|Lake Ruin Prison Rape]]>><<unset $possessed>><</link>>

:: Lake Ruin Lichen Eat
<<effects>>
<<if $phaseWraith is 1>>
	You close your eyes, and let it happen. It tastes strange. You immediately feel a pressure building in your mind.

	The figure floats closer to you. Shapes begin to spin in its <<wraithEyes>> eyes. You feel your body start to relax.

	After some time, it pulls away. It nods, and sinks back into the floor.
	<<endevent>>
	<<set $wraithPrison.timer to 30>>

	<<link [[Next|Lake Ruin Prison]]>><</link>>

<<elseif $phaseWraith is 2>>
	You pull away and close your mouth, and do your best to fake a swallow. It tastes strange, and you make sure not to actually swallow any.

	The figure floats closer to you. Shapes begin to spin in its <<wraithEyes>> eyes.
	<<skulduggerycheck>>
	<<if $skulduggerysuccess is 1>>
		You realise what it's trying to do. You let your arms fall limp, and force yourself to stare. It isn't hard. In fact, it's hard to look away.

		After some time, it pulls away. It nods, and sinks back into the floor. You wait a moment, and spit the lichen out.
		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
			<<skulduggeryskilluse>>
		<<else>>
			That was too easy. You didn't learn anything.

		<</if>>
		<<endevent>>
		<<set $wraithPrison.timer to 30>>

		<<link [[Next|Lake Ruin Prison]]>><</link>>

	<<else>>
		You back away, and keep your eyes closed.

		You're kicked right in the stomach. You immediately spit the lichen out, and begin coughing. <<pain 10>><<trauma 12>><<gtrauma>><<ggpain>>

		You feel it grab you by the throat.

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

		<</if>>
		<<initWraith "man">><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">>
		<<link [[Next|Lake Ruin Prison Rape]]>><</link>>

	<</if>>
<<else>>
	You spit it out as soon as it lets go of you. You're immediately grabbed by the throat.

	<<initWraith "abomination">><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">>
	<<link [[Next|Lake Ruin Prison Rape]]>><</link>>

<</if>>

:: Lake Ruin Prison Leave
<<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<underwater>><<effects>><<set $oxygen -= 260>>
You swim down. It's a long way, and it takes considerable effort. You make it. <<loxygen>>

You find the glowing rune at the bottom of the stairs. It flashes a bright red as you approach, and the scraping of stone fills the water as the door lowers.

You swiftly exit, not looking back.
<<if $wraith.state is "haunt" and !$wraithPrison.vision>>
	<<if $wraithPrison.timePassed lt 180>>
		You wonder what it would have shown you, had you been "ready". You feel relieved that it didn't have more time to torture you.
	<<else>>
		You wonder what it would have shown you, had you been "ready". You feel relieved that your mind wasn't more vulnerable.
	<</if>>
<</if>>

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


code:
:: Widgets Wraith [widget]
<<widget "generateWraith">>
<<if $args[0] is undefined>>
	<<set _w to 1>>
<<else>>
	<<set _w to $args[0]>>
<</if>>
<<set _n to (_w -1)>>
<<if !$per_npc.wraith>>
	<<set _strapIgnore to true>>
	<<generateNPC _w a n n 20>>
	<<set $NPCList[_n].healthmax to 900>>
	<<set $NPCList[_n].health to $NPCList[_n].healthmax>>
	<<set $NPCList[_n].description to "pale figure">>
	<<set $NPCList[_n].fullDescription to "Ivory Wraith">>
	<<set $NPCList[_n].skincolour to "white">>
	<<set $NPCList[_n].insecurity to "looks">>
	<<set $NPCList[_n].lactation to 0>>
	<<set $NPCList[_n].name to "Ivory Wraith">>
	<<set $NPCList[_n].pronoun to "i">>
	<<generatePronouns $NPCList[_n]>>
	<<set $NPCList[_n].traits to ["brooding", "watchful", "willful", "beautiful"]>>
	<<saveNPC _n "wraith">>
	<<checkWraith>>
<<else>>
	<<loadNPC _n "wraith">>
	<<checkWraith>>
<</if>>
<<if $args[1]>>
	<<set $wraith.seen ++>>
<</if>>
<<personselect _n>>
<</widget>>

<<widget "initWraith">>
<<if $args[0]>>
	<<set $wraith.gen to $args[0]>>
	<<set $pronoun to "i">>
	<<switch $args[0]>>
		<<case "man">>
			<<set $molestationstart to 1>>
			<<set $wraith.type to "man">>
			<<set _genderknownbeforehand to true>>
			<<set $noBodyWriting to true>>
			<<set $stealtarget to "012345">>
			<<maninit>>
			<<set $enemyarousalmax to 900>>
			<<if $wraith.state is "haunt">>
				<<set $enemyanger to 100>>
				<<set $enemytrust -= 40>>
			<</if>>
			<<npcexpose>>
		<<case "slimetentacles">>
			<<if $debug is 1>>
				/* Unreachable until swarms are un-fucked */
				<<if $slimedisable is "f" and $tentacledisable is "f">>
					<<set $molestationstart to 1>>
					<<set $wraith.type to "tentacles">>
					<<if $wraith.state is "haunt">>
						<<set _randomslimes to 8>>
						<<set _randomtentacles to 12>>
					<<else>>
						<<set _randomslimes to random(4, 6)>>
						<<set _randomtentacles to 4 + random(4, 8)>>
					<</if>>
					<<swarminit "slimes" "slime mass" "moving towards you" "encircle you" "fend off" _randomslimes 0>>
					<<tentaclestart _randomtentacles 18 "tentacle" "pale">>
				<<else>>
					<<initWraith "tentacles">>
				<</if>>
			<<else>>
				<<initWraith "tentacles">>
			<</if>>
		<<case "slime">>
			<<if $slimedisable is "f">>
				<<set $struggle_start to 1>>
				<<set $wraith.type to "slime">>
				<<struggle_init>>
				<<set $struggle.creature to "pale slime">>
				<<if $wraith.state is "haunt">>
					<<struggle_creatures 4 2>>
				<<else>>
					<<struggle_creatures 3 1>>
				<</if>>
			<<else>>
				<<initWraith "tentacles">>
			<</if>>
		<<case "tentacles">>
			<<if $tentacledisable is "f">>
				<<set $molestationstart to 1>>
				<<set $wraith.type to "tentacles">>
				<<if $wraith.state is "haunt">>
					<<set _randomtentacles to 10>>
				<<else>>
					<<set _randomtentacles to 4 + random(4, 6)>>
				<</if>>
				<<tentaclestart _randomtentacles 18 "tentacle" "pale">>
			<<else>>
				<<initWraith "arms">>
			<</if>>
		<<case "abomination">>
			<<if $tentacledisable is "f">>
				<<set $molestationstart to 1>>
				<<set $wraith.type to "man">>
				<<set $abomination to 1>>
				<<set _genderknownbeforehand to true>>
				<<set $noBodyWriting to true>>
				<<maninit>>
				<<npcexpose>>
				<<set $enemyarousalmax to 1400>>
				<<if $wraith.state is "haunt">>
					<<set $enemyanger to 100>>
					<<set $enemytrust -= 40>>
					<<set _randomtentacles to 6>>
				<<else>>
					<<set _randomtentacles to 2 + random(2, 4)>>
				<</if>>
				<<tentaclestart _randomtentacles 15 "tentacle" "pale">>
				/* This felt a bit too powerful, partially disabled for now. */
				<<for _i to 0; _i lt $tentacles.active; _i++>>
					/*<<set $enemyhealthmax += $tentacles[_i].tentaclehealth>>*/
					/*<<set $enemyhealth += $tentacles[_i].tentaclehealth>>*/
					<<set $enemyarousalmax += $tentacles[_i].tentaclehealth>>
				<</for>>
			<<else>>
				<<initWraith "arms">>
			<</if>>
		<<case "arms">>
			<<set $molestationstart to 1>>
			<<set $breakIgnore to true>>
			<<set $wraith.type to "man">>
			<<set _genderknownbeforehand to true>>
			<<set $noBodyWriting to true>>
			<<set $stealtarget to "012345">>
			<<maninit>>
			<<for _i to 1; _i lt 4; _i++>>
				<<loadNPC _i "wraith">>
				<<set $NPCList[_i].lefthand to 0>>
				<<set $NPCList[_i].righthand to 0>>
				<<set $NPCList[_i].pronoun to "i">>
				<<set $NPCList[_i].mouth to "none">>
				<<set $NPCList[_i].penis to "none">>
				<<set $NPCList[_i].vagina to "none">>
				<<set $NPCList[_i].active to "active">>
			<</for>>
			<<npcexpose>>
			<<set $enemyarousalmax to 900>>
			<<if $wraith.state is "haunt">>
				<<set $enemyanger to 100>>
				<<set $enemytrust -= 40>>
			<</if>>
		<<default>>
			<<initWraith "man">>
	<</switch>>
	<<if $wraithHealth>>
		<<set $enemyhealth to $wraithHealth>>
	<</if>>
<<else>>
	<<switch random(1, 6)>>
		<<case 1>>
			<<if $wraith.state is "haunt" or ($moonstate is "evening" and $hour gte 21 or $moonstate is "morning" and $hour lt 6)>>
				<<initWraith "abomination">>
			<<else>>
				<<initWraith "man">>
			<</if>>
		<<case 2>>
			<<initWraith "tentacles">>
		<<case 3>>
			<<initWraith "slimetentacles">>
		<<case 4>>
			<<initWraith "slime">>
		<<case 5>>
			<<initWraith "abomination">>
		<<case 6>>
			<<initWraith "arms">>
	<</switch>>
<</if>>
<<set $speechdisable to 1>><<set $enemynomax to 1>>
<</widget>>

<<widget "startWraith">>
<<switch $wraith.gen>>
	<<case "man">>
		<<He>> raises <<his>> hand, and you're forced to kneel.
	<<case "abomination">>
		Many tentacles burst from <<his>> back, and <<he>> pulls you in.
	<<case "arms">>
		Several extra pairs of arms emerge from <<his>> back.
	<<case "tentacles" "slimetentacles">>
		<<He>> raises <<his>> hands, and swirling purple discs appear all around you. Tendrils erupt from them, grabbing you. <<He>> sits back mid-air, and watches with a grin.
	<<case "slime">>
		<<He>> makes strange motions with <<his>> arms, and a swirling purple disc appears in the air. Several large pale slimes emerge from it. <<He>> sits back mid-air, and watches with a grin.
<</switch>>
<</widget>>

<<widget "continueWraith">>
	<<if !$wraithOptions>>
		<<if $consensual is 1>>
			<<set $wraithOptions to ["man", "tentacles", "abomination", "arms"]>>
		<<else>>
			<<set $wraithOptions to ["man", "tentacles", "abomination", "slime", "arms"]>>
		<</if>>
	<</if>>
	<<set _wraithLast to $wraith.gen>>
	<<set _wraithSelect to $wraithOptions.pluck()>>
	<<set $wraithHealth to $enemyhealth>>
	<<endcombat>>
	<<generateWraith 1>>
	<<initWraith _wraithSelect>>
	<<set $NPCList[0].intro to 0>>
	<<set $enemyhealth to $wraithHealth>>
	<<if $pain gte 50 and $bus isnot "lake_ruin_prison">>
		<<kissWraith>>
	<</if>>
	<<if _wraithLast is $wraith.gen>>
		<<He>> looks down at you with a smile. "Again."
	<<else>>
		<<switch $wraith.gen>>
			<<case "man">>
				<<He>> raises <<his>> hand, and an invisibe force pulls you back in. "Forever."
			<<case "abomination">>
				Many tentacles burst from <<his>> back, and <<he>> pulls you in. "Embrace it."
			<<case "arms">>
				Several extra pairs of arms emerge from <<his>> back. "You'll never be free again."
			<<case "tentacles" "slimetentacles">>
				<<He>> raises <<his>> hands, and swirling purple discs appear all around you. Tendrils erupt from them, grabbing you. <<He>> sits back mid-air, and watches with a grin. "The writhing ensues."
			<<case "slime">>
				<<He>> makes strange motions with <<his>> arms, and a swirling purple disc appears in the air. Several large pale slimes emerge from it. <<He>> sits back mid-air, and watches with a grin. "The waves chew."
		<</switch>>
	<</if>>
<</widget>>

<<widget "endWraith">>
	<<if $enemyhealth gt 0>>
		<<set $wraithHealth to $enemyhealth + 50>>
	<<else>>
		<<unset $wraithHealth>>
	<</if>>
	<<endevent>>
	<<run delete $wraith.type>>
	<<run delete $wraith.select>>
	<<run delete $wraith.gen>>
	<<unset $wraithOptions>>
	<<set $wraith.mimic to "">>
	<<unset $wraithCount>>
	<<unset $wraithMax>>
	<<set $wraith.revealed to false>>
	<<if $real_weather>>
		<<set $weather to $real_weather>>
		<<unset $real_weather>>
	<</if>>
	<<if $controlSaved>>
		<<set $control to $controlSaved>>
		<<unset $controlSaved>>
	<</if>>
	<<if $wraith.nightmare is 2>>
		<<set $wraith.nightmare to 0>>
	<</if>>
	<<unset $possessed>>
	<<unset $nextPassage>>
	<<unset $nextPassageIntended>>
	<<unset $nextPassageCheck>>
	<<unset $phaseWraith>>
<</widget>>

<<widget "rainWraith">>
<<if $weather isnot "rain" and $weather isnot "snow">>
	<<set $real_weather to $weather>>
	<<if $season is "winter">>
		<<set $weather to "snow">>
		<<if $args[0]>>
			<<print either(
				"You don't remember when it started snowing. It's already hard to see.",
				"The wind picks up, and visibility drops as a snow squall rolls in.",
				"You feel snowflakes on your skin."
			)>>
		<</if>>
	<<else>>
		<<set $weather to "rain">>
		<<if $args[0]>>
			<<print either(
				"You don't remember when it started raining.",
				"The wind picks up, and it starts to rain.",
				"You feel raindrops on your skin."
			)>>
		<</if>>
	<</if>>
<</if>>
<</widget>>

<<widget "endRainWraith">>
<<if $real_weather>>
	<<if $args[0]>>
		<<if $weather is "rain">>
			<<print either(
				"The rain suddenly stops.",
				"The rain relents.",
				"The sky begins to clear up."
			)>>
		<<else>>
			<<print either(
				"The snow suddenly stops.",
				"The snow relents.",
				"The sky begins to clear up."
			)>>
		<</if>>
	<</if>>
	<<set $weather to $real_weather>>
	<<unset $real_weather>>
<</if>>
<</widget>>

<<widget "checkWraith">>
<<if !$wraith>>
	<<set $wraith to {seen: 0, defeated: 0, evaded: 0, nightmare: 0, timer: 0, hunt: 0, state: "", mimic: "", revealed: false, offspring: "", exit: ""}>>
<</if>>
<<if $days gte 32 and $month isnot "october" and !$wraithSkip>>
	<<set $wraith.state to "active">>
	<<if $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">>
		<<set $wraith.state to "haunt">>
	<</if>>
<</if>>
<<if $args[0]>>
	<<if $wraith.state isnot "" and !$wraithCheck and $wraith.nightmare is 0 and (random(0,2) is 2 or $wraith.state is "haunt" or $wraith.offspring is "dead")>>
		<<set $wraith.nightmare to 1>>
		<<set $wraithCheck to true>>
	<</if>>
	<<if $moonstate isnot "morning" and $wraith.state isnot "" and $wraith.timer lte 0>>
		<<set $wraith.timer to 0>>
		<<if $wraith.state is "haunt">>
			<<set $wraith.timer += 10>>
		<</if>>
	<</if>>
<</if>>
<</widget>>

<<widget "clearWraith">>
<<if $wraith>>
	<<if $foresthunt gte 1 and $blackwolfhunt is 0 and $edenforesthunt is 0>>
		<<set $foresthunt to 0>>
	<</if>>
	<<set $wraith.mimic to "">>
	<<set $wraith.exit to "">>
	<<set $wraith.nightmare to 0>>
	<<set $wraith.hunt to 0>>
	<<set $wraith.timer to 0>>
	<<set $wraith.evaded to 0>>
	<<unset $wraithCheck>>
	<<unset $wPersist>>
	<<unset $wraithSkip>>
	<<run delete $wraith.type>>
	<<run delete $wraith.select>>
	<<run delete $wraith.gen>>
	<<run delete $wraith.will>>
	<<unset $wraithOptions>>
	<<unset $wraithCount>>
	<<unset $wraithMax>>
	<<unset $wraithHealth>>
	<<unset $possessed>>
	<<set $wraith.revealed to false>>
	<<if $real_weather>>
		<<set $weather to $real_weather>>
		<<unset $real_weather>>
	<</if>>
	<<unset $wraithWillMessage>>
	<<unset $nextPassage>>
	<<unset $nextPassageIntended>>
	<<unset $nextPassageCheck>>
	<<unset $phaseWraith>>
	<<unset $wraithPaleVisit>>
<</if>>
<</widget>>

<<widget "wraithEyes">><<silently>>
<<set _text_output to ($wraith.state is "haunt" ? "red" : "blue")>>
<</silently>><<print _text_output>><</widget>>

<<widget "speechWraith">><<silently>>
<<if $possessed>>
	<<set _speakPool to ["speak","grunt","giggle","whisper","sneer","laugh","yell","spit","speak in an eerily calm tone"]>>
	<<if $wolfgirl gte 4>>
		<<run _speakPool.pushUnique(
			"bark","growl","howl"
		)>>
	<</if>>
	<<if $cat gte 4>>
		<<run _speakPool.pushUnique(
			"meow","purr","hiss"
		)>>
	<</if>>
	<<if $cow gte 4>>
		<<run _speakPool.pushUnique(
			"moo","snort","huff"
		)>>
	<</if>>
	<<if $harpy gte 4>>
		<<run _speakPool.pushUnique(
			"chirp","screech","sing"
		)>>
	<</if>>

	<<set _linePool to [
		"Me.",
		"Stay.",
		"Give in.",
		"Not yet.",
		"Abandoned.",
		"Pretender.",
		"Take a bow.",
		"And so do we.",
		"Know your place.",
		"Maelstrom, tirade.",
		"A corpse can't speak.",
		"Why don't we find out?",
		"Just a little further.",
		"The strings comfort me.",
		"Our heaven, made of twigs.",
		"Never to see the moon again.",
		"Step aside, or be cast aside.",
		"A corpse should stay in its coffin.",
		"Don't repeat yourself. Don't bother.",
		"We were never here. That's why we left.",
		"Like sand slipping through our fingers.",
		"Even if I have to drag you there myself.",
		"Run. Forget that you have nowhere to go. Run.",
		"Come to my parlor, said the fly to the spider.",
		"What is within always conquers what is without.",
		"Steel yourself all you like. You'll eventually rust.",
		"History swallows the victims and spits out their bones.",
		"Desolate. Disappear. Drown. We'll come back to find you.",
		"It would be maddening, to only know the other end of the ordeal.",
		"Carve. Into. You. Our. Name. Perfection. Wash. Away. All. You. Are."
	]>>
	<<if $npc.includes("Sydney")>>
		<<NPCStatusCheck "Sydney">>
		<<run _linePool.pushUnique(
			"Liar.",
			"Again.",
			"Sydney?",
			"Alone at last.",
			"I've lost ourself.",
			"Let us sleep forever.",
			"Can the innocent repent?",
			"You know why we're here.",
			"I'm sorry you put your trust in me.",
			"It's hilarious. Why aren't you laughing?",
			"It's okay now, Sydney. I'm back to normal.",
			"Block me out all you like. I am still here.",
			"Do you remember your <<sydneyOtherParent>>?",
			"They never stopped, because they never began.",
			"The light will consume you, slowly, painfully.",
			"We're glad to see you again. We missed you, you know.",
			"Do you remember? Of course you do. Of course you don't.",
			"What a terrible song, and you're not the one playing it.",
			"<<nnpc_He \"Harper\">> was so sure of <<nnpc_himself \"Harper\">>.",
			"The pure and the corrupt are at ends, but the end itself remains the same.",
			"As Two will emerge from One will emerge from Two As One."
		)>>
		<<if $templePromised is "Sydney">>
			<<run _linePool.pushUnique("Calamity rings.")>>
		<</if>>
		<<if _sydneyStatus.includes("Pure")>>
			<<run _linePool.pushUnique(
				"You'll understand once you fly.",
				"Baptisms with water of the womb.",
				"Every life has sin. Every sin has life."
			)>>
		<<elseif _sydneyStatus.includes("neutral")>>
			<<run _linePool.pushUnique(
				"Tipped with a void.",
				"And so long as that's true, it will never go away.",
				"Balance. Indecisiveness. Fear. There's a lot of words."
			)>>
		<<elseif _sydneyStatus.includes("corrupt")>>
			<<run _linePool.pushUnique(
				"No one will answer.",
				"What you fear, you have become.",
				"Was it worth it? Of course it was."
			)>>
		<</if>>
	<<else>>
		<<run _linePool.pushUnique("We stand As One, and you'll never be a part.")>>
	<</if>>
	<<if $npc.includes("Robin")>>
		<<run _linePool.pushUnique(
			"The wing-clipped are better smothered.",
			"How far would go you? How far can you run?",
			"You've accepted your cage, songbird. Lie in it."
		)>>
		<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 1>>
			<<run _linePool.pushUnique("Scion of a salted deluge.")>>
		<</if>>
	<</if>>
	<<if $npc.includes("Whitney")>>
		<<run _linePool.pushUnique(
			"Tormentor.",
			"Drown in smoke. Drown in flame.",
			"A suit of armor made of bodies. They're not here now."
		)>>
		<<if $NPCName[$NPCNameList.indexOf("Whitney")].state is "rescued">>
			<<run _linePool.pushUnique("Betrayed by your worst enemy. Do you love <<phim>>?")>>
		<</if>>
	<</if>>
	<<if $npc.includes("Kylar")>>
		<<run _linePool.pushUnique(
			"A shadow, just as faithless.",
			"Were your grip a little stronger.",
			"Blistering emerald green, blinding the world. Such is your envy."
		)>>
		<<if $wraith.offspring is "dead">>
			<<run _linePool.pushUnique("You failed them. You failed us.")>>
		<</if>>
	<</if>>
	<<if $npc.includes("Eden")>>
		<<run _linePool.pushUnique(
			"You never should have stopped running.",
			"Like a long lost friend you never knew.",
			"You'll never be far enough. It never leaves."
		)>>
		<<if $syndromeeden is 1>>
			<<run _linePool.pushUnique("You found a home, in collar and chains.")>>
		<</if>>
	<</if>>
	<<if $npc.includes("Avery")>>
		<<run _linePool.pushUnique(
			"Not all stains wash out.",
			"Money. Material. Meaningless noise.",
			"You still wouldn't be able to afford it."
		)>>
		<<if $averyragerevealed is 1>>
			<<run _linePool.pushUnique("Wine mixes with blood, shed from the glass shattered.")>>
		<</if>>
	<</if>>
	<<if $npc.includes("Alex")>>
		<<run _linePool.pushUnique(
			"You would be nothing.",
			"One of thirteen. Indistinguishable.",
			"Water down your mind, until you destroy all you love."
		)>>
	<</if>>
	<<if $farm.aggro gte 60>>
			<<run _linePool.pushUnique("The locusts will have a new feast.")>>
		<</if>>
	<<if $npc.includes("Black Wolf")>>
		<<run _linePool.pushUnique(
			"Wait your turn.",
			"The howl, too, drips with red.",
			"Dare to hunt. Be made to heel."
		)>>
		<<if $wolfpackleader is 1>>
			<<run _linePool.pushUnique("Bite the hand that feeds.")>>
		<</if>>
	<</if>>
	<<if $npc.includes("Great Hawk")>>
		<<run _linePool.pushUnique(
			"Wise to fear your reflection.",
			"Fly to the sun or sink in the mud.",
			"The song never stopped. Did it ever begin?"
		)>>
		<<if $birdFly is 1>>
			<<run _linePool.pushUnique("Count the feathers. Uncountable feathers.")>>
		<</if>>
	<</if>>

	<<if $npc[0]>>
		<<set _npc0 to clone($npc[0])>>
		<<run _linePool.pushUnique(
			"_npc0 _npc0 _npc0 _npc0 _npc0 _npc0 _npc0 _npc0.",
			"<<nnpc_Title _npc0>> <<nnpc_title _npc0>> <<nnpc_title _npc0>> <<nnpc_title _npc0>> <<nnpc_title _npc0>> <<nnpc_title _npc0>> <<nnpc_title _npc0>> <<nnpc_title _npc0>>."
		)>>
	<</if>>
	<<if $npc[1]>>
		<<set _npc1 to clone($npc[1])>>
		<<run _linePool.pushUnique(
			"_npc1 _npc1 _npc1 _npc1 _npc1 _npc1 _npc1 _npc1.",
			"<<nnpc_Title _npc1>> <<nnpc_title _npc1>> <<nnpc_title _npc1>> <<nnpc_title _npc1>> <<nnpc_title _npc1>> <<nnpc_title _npc1>> <<nnpc_title _npc1>> <<nnpc_title _npc1>>."
		)>>
	<</if>>
	<<if $npc[2]>>
		<<set _npc2 to clone($npc[2])>>
		<<run _linePool.pushUnique(
			"_npc2 _npc2 _npc2 _npc2 _npc2 _npc2 _npc2 _npc2.",
			"<<nnpc_Title _npc2>> <<nnpc_title _npc2>> <<nnpc_title _npc2>> <<nnpc_title _npc2>> <<nnpc_title _npc2>> <<nnpc_title _npc2>> <<nnpc_title _npc2>> <<nnpc_title _npc2>>."
		)>>
	<</if>>
	<<if $npc[3]>>
		<<set _npc3 to clone($npc[3])>>
		<<run _linePool.pushUnique(
			"_npc3 _npc3 _npc3 _npc3 _npc3 _npc3 _npc3 _npc3.",
			"<<nnpc_Title _npc3>> <<nnpc_title _npc3>> <<nnpc_title _npc3>> <<nnpc_title _npc3>> <<nnpc_title _npc3>> <<nnpc_title _npc3>> <<nnpc_title _npc3>> <<nnpc_title _npc3>>."
		)>>
	<</if>>
	<<if $npc[4]>>
		<<set _npc4 to clone($npc[4])>>
		<<run _linePool.pushUnique(
			"_npc4 _npc4 _npc4 _npc4 _npc4 _npc4 _npc4 _npc4.",
			"<<nnpc_Title _npc4>> <<nnpc_title _npc4>> <<nnpc_title _npc4>> <<nnpc_title _npc4>> <<nnpc_title _npc4>> <<nnpc_title _npc4>> <<nnpc_title _npc4>> <<nnpc_title _npc4>>."
		)>>
	<</if>>
	<<if $npc[5]>>
		<<set _npc5 to clone($npc[5])>>
		<<run _linePool.pushUnique(
			"_npc5 _npc5 _npc5 _npc5 _npc5 _npc5 _npc5 _npc5.",
			"<<nnpc_Title _npc5>> <<nnpc_title _npc5>> <<nnpc_title _npc5>> <<nnpc_title _npc5>> <<nnpc_title _npc5>> <<nnpc_title _npc5>> <<nnpc_title _npc5>> <<nnpc_title _npc5>>."
		)>>
	<</if>>

	<<set _speak to _speakPool.pluck()>>
	<<set _line1 to "" + _linePool.pluck() + "">>
	<<set _line2 to "" + _linePool.pluck() + "">>
	<<if random(0,2)>>
		<<set _speechWraith to "You _speak. \"_line1 _line2\"">>
	<<else>>
		<<set _speechWraith to "You _speak. \"_line1\"">>
	<</if>>
<<elseif $wraith.state is "">>
	<<set _speechWraith to ["The <<person>> holds <<his>> necklace tightly.", "The <<person>> whispers incoherently.","The <<person>> giggles quietly.","The <<person>> speaks in a language you don't understand.","The <<person>> opens <<his>> mouth, and your ears begin ringing.","The <<person>> says something, but you immediately forget what it was.","The <<person>> doesn't speak."].pluck()>>
<<elseif $wraith.mimic isnot "" and $wraith.revealed is false>>
	<<switch $wraith.mimic>>
		<<case "Sydney">>
			<<set _speechWraith to either(
				"<<He>> speaks. \"Th-the temple will punish me for this... but I don't care anymore!\"",
				"<<He>> speaks. \"This is worth any punishment the temple will do to me.\"",
				"<<He>> speaks. \"We're both sinners now, aren't we?\"",
				"<<He>> speaks. \"This... still feels so wrong... but...\"",
				"<<He>> speaks. \"I love the feeling of you inside me.\"",
				"<<He>> speaks. \"We're still pure, right? This doesn't count?\"",
				"<<He>> speaks. \"Are you sure this feels good for you?\"",
				"<<He>> speaks. \"You look so cute down there.\"",
				"<<He>> barely manages to speak. \"If... if you... I'm going to...\"",
				"<<He>> speaks. \"I love being this close together.\"",
				"<<He>> speaks. \"I'm getting used to this feeling.\"",
				"<<He>> giggles. \"G... go ahead. Just be gentle, please.\"",
				"<<He>> moans. \"Do it! Deflower me! Make me yours!\"",
				"<<He>> giggles nervously. \"This is dangerous...\"",
				"<<He>> smiles gleefully. \"We both have to stay pure, after all!\"",
				"<<He>> laughs. \"I love it when you're rough!\"",
				"<<He>> lets out a clearly fake yawn. \"Already bored of the foreplay.\"",
				"<<He>> giggles. \"I wouldn't want anyone else to touch me like this.\"",
				"<<He>> speaks. \"Just relax, and let me take care of this.\"",
				"<<He>> giggles. \"I didn't know this spot could make someone feel good!\"",
				"<<He>> speaks. \"You're staring. At least let me look at yours, too...\"",
				"<<He>> speaks. \"I was always taught that this was sinful, but...\"",
				"<<He>> takes a deep breath. \"We... need to stay quiet...\"",
				"<<He>> giggles. \"I've sinned... is this my punishment?\"",
				"<<He>> giggles. \"W... we're doing this in the temple, and nothing is stopping us...\"",
				"<<He>> freezes. \"Wh... who? Who is it?!\""
			)>>
		<<default>>
	<</switch>>
<<elseif $wraith.state isnot "haunt" and $rng lte 8>>
	<<set _speechWraith to "<<He>> holds <<his>> necklace close.">>
<<else>>
	<<set _speaks to ["snarls","growls","cackles","purrs","hisses","emanates","speaks","grunts","giggles","whispers","speaks in an eerily calm tone"].pluck()>>
	<<if $alarm is 1>>
		<<set $alarm to 0>>
		<<set _speaks to "repeats your screams for help in a mocking tone, in your own voice">>
	<</if>>

	<<set _linePool to [
		"You.",
		"Give in.",
		"Take a bow.",
		"All for this.",
		"And so do you.",
		"The pursuit bends.",
		"Tick-tock, tick-tock.",
		"Just a little further.",
		"I know why you're here.",
		"Is this your idea of heaven?",
		"Don't make me repeat myself.",
		"I can feel your heart pounding.",
		"With a dream that casts a shadow.",
		"Join me, why don't you? It's not far.",
		"Like sand slipping through your fingers.",
		"All that matters is the blissful present.",
		"You don't have enough. You never had enough.",
		"Let's see how you like being the puppet, hmm?",
		"One million, two million, three million, four.",
		"What is within is greater than what is without.",
		"Why don't you take off that pesky skin of yours?",
		"I'm glad to see you again. I missed you, you know.",
		"Why did they leave? Because they were never there.",
		"We're all that's left. Can you hear them? No, you can't.",
		"It would be maddening, to only know one end of the ordeal.",
		"Here we stand, As Two, As One.",
		"The pure die young, and the corrupt are as lambs to the slaughter.",
		"At the bottom, you'll find only darkness, and the darkness will be your everything."
	]>>
	<<if $wraith.state is "haunt">>
		<<run _linePool.pushUnique(
			"Thief.",
			"Vulture.",
			"Graverobber.",
			"Give it back.",
			"Sleep forever.",
			"Cut you to perfection.",
			"Never to see the moon again.",
			"Carve your name. I'll wash it away.",
			"Even if I have to drag you there myself.",
			"Water down your shame, until the lake runs dry.",
			"Until naught remains, but carved bone and midnight blue."
		)>>
	<<else>>
		<<run _linePool.pushUnique(
			"Just once, can't they stay?",
			"I'm sorry that you put your trust in me."
		)>>
	<</if>>
	<<if $templePromised is "Sydney">>
		<<run _linePool.pushUnique(
			"And you are wedded to calamity."
		)>>
	<</if>>
	<<if $wraithPrison and $wraithPrison.vision is true>>
		<<run _linePool.pushUnique(
			"Different place, same disgrace.",
			"It's comforting to know we have that in common.",
			"Stepped from the past. Steeped in the present. Yet to be stopped."
		)>>
	<</if>>
	<<if $wraith.offspring is "dead">>
		<<run _linePool.pushUnique(
			"Join them.",
			"Cast away forever.",
			"They cried for you, in their last moments."
		)>>
		<<if $wraith.state is "haunt">>
			<<run _linePool.pushUnique("Have you not stolen enough from me?")>>
		<</if>>
	<</if>>
	<<if $wraith.mimic isnot "">>
		<<run _linePool.pushUnique(
			"Pretender.",
			"$wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic."
		)>>
	<<else>>
		<<run _linePool.pushUnique("No one else. Alone. Desolate. Disappear. Drown.")>>
	<</if>>
	<<if $wraith.mimic is "Sydney" or ($wraith.mimic is "" and ($loveInterest.primary is "Sydney" or $loveInterest.secondary is "Sydney" or $loveInterest.tertiary is "Sydney"))>>
		<<run _linePool.pushUnique(
			"I was <<nnpc_his \"Sydney\">> only friend, in that dark place beyond the trees.",
			"You think you can trust <<nnpc_him \"Sydney\">>. That's hilarious, but no one's laughing.",
			"Close your eyes and sleep, and only then will you truly see. I learned that from <<nnpc_him \"Sydney\">>."
		)>>
	<</if>>
	<<if $museumAntiques.antiques.antiquebell isnot "notFound">>
		<<run _linePool.pushUnique("The cold iron bell rings again.")>>
	<</if>>
	<<if $awareness gte 400>>
		<<run _linePool.pushUnique(
			"The Elk fancies itself the predator.",
			"To be blind again. You'll miss your ignorance.",
			"The arrow of time struck midnight long before you were born."
		)>>
	<</if>>
	<<if $awareness gte 600>>
		<<run _linePool.pushUnique(
			"The shattered lay under the edge of blue.",
			"Under bloody moon, under faithless sun. Dancing to my tune, standing here As One."
		)>>
	<</if>>
	<<if $angel gte 6>>
		<<run _linePool.pushUnique(
			"It won't last. It never does.",
			"Your descent will be beautiful.",
			"Fly with me, gaoler. Fly and fall.",
			"You were only a prisoner, after everything."
		)>>
	<<elseif $fallenangel gte 2>>
		<<run _linePool.pushUnique(
			"Falling. Falling. Falling.",
			"Almost like looking in a mirror.",
			"Was it worth it? Don't answer, you would be wrong."
			)>>
	<<elseif $demon gte 6>>
		<<run _linePool.pushUnique("You think you've found the bottom. You've barely breached the surface.")>>
	<</if>>

	<<set _line1 to "" + _linePool.pluck() + "">>
	<<set _line2 to "" + _linePool.pluck() + "">>
	<<if random(0,2)>>
		<<set _speechWraith to "<<He>> _speaks. \"_line1 _line2\"">>
	<<else>>
		<<set _speechWraith to "<<He>> _speaks. \"_line1\"">>
	<</if>>
<</if>>
<</silently>><<print _speechWraith>><</widget>>

<<widget "effectsWraith">>
<<switch $wraith.gen>>
	<<case "man">>
		<<effectsman>><<man>>
		<<rescueWraith>>
		<<stateman>>

		<<actionsman>>
	<<case "arms">>
		<<set _introSkip to true>>
		<<set $enemynomax to 4>>
		<<effectsman>><<man>>
		<<rescueWraith>>
		<<set $enemyno to 1>>
		<<stateman>>

		<<actionsman>>
	<<case "tentacles">>
		<<chastityBreakWraith>>
		<<effectstentacles>><<speechWraith>><<tentacles>>
		<<statetentacles>>

		<<actionstentacles>>
	<<case "slimetentacles">>
		<<chastityBreakWraith>>
		<<swarmeffects>><<effectstentacles>><<speechWraith>>
		<<swarm>><<tentacles>>
		<<statetentacles>>

		<<actionsOmni>>
	<<case "slime">>
		<<speechWraith>><<struggle>>
	<<case "abomination">>
		<<chastityBreakWraith>>
		<<effectsabomination>><<abomination>>
		<<rescueWraith>>
		<<stateabomination>>

		<<actionsabomination>>
<</switch>>
<</widget>>

<<widget "chastityBreakWraith">>
<<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.genitals.type.includes("chastity")>>
	Several tentacles worm their way around your legs.
	They slither into your $worn.genitals.name, seemingly being puppeteered by the pale figure. It closes its fist, and the tentacles pull with an impossible force,
	<<if $worn.genitals.name.includes("gold")>>
		causing you immense pain as they struggle against the shining metal. You hear sizzling, and it seems to be harming the tentacles. <<gpain>><<pain 6>>

		With one final pull, the metal fractures and splinters, sending shards of gold clattering to the ground as your $worn.genitals.name yields and shatters in a bright flash of light. Both the figure and the tentacles seem to be considerably weaker after the effort.
		<<if $abomination is 1>>
			<<set $enemyhealth -= 300>><<set $enemyarousal += 300>>
		<</if>>
		<<set _tentDefeated to 0>>
		<<for _i to 0; _i lt $tentacles.active; _i++>>
			<<if _tentDefeated gte 4>>
				<<break>>
			<</if>>
			<<if $tentacles[_i].tentaclehealth gt 0>>
				<<set $tentacles[_i].tentaclehealth -= 20>>
				<<set _tentDefeated ++>>
			<</if>>
		<</for>>
	<<else>>
		ripping your $worn.genitals.name to shreds.
	<</if>>
	<<set $worn.genitals.type.push("broken")>>
	<<genitalsruined>>
<</if>>
<</widget>>

<<widget "rescueWraith">>
<<if $location is "forest">>
	<<if $alarm is 1 and $forest lte 20 and $gwylan_aborted isnot 3>>
		<<set $gwylan_aborted to 3>>
		<<if $forest_shop_intro isnot 1 and $gwylan_rescue isnot 1>>
			You see a mousy <<nnpc_gendery "Gwylan">> burst through the treeline, alarmed by your shout. <<nnpc_He "Gwylan">> looks around, puzzled. <<nnpc_His "Gwylan">> gaze passes right over you, as if you weren't there, then turns and walks away.

		<<else>>
			You see Gwylan burst through the treeline, alarmed by your shout. <<nnpc_He "Gwylan">> looks around, puzzled. <<nnpc_His "Gwylan">> gaze passes right over you, as if you weren't there, then turns and walks away.

		<</if>>
	<<elseif $alarm is 1 and $forest gte 21>>
		<<if ($loveInterest.primary is "Eden" or $loveInterest.secondary is "Eden")>>
			<<if $gwylan_rescue is 1>>
				You're too deep into the forest for Gwylan to hear you, and Eden must not be in the area.
			<<else>>
				You're too far from the town for anyone to hear you, and Eden must not be in the area.
			<</if>>
		<<else>>
			<<if $gwylan_rescue is 1>>
				You're too deep into the forest for Gwylan to hear you.
			<<else>>
				You're too far from the town for anyone to hear you.
			<</if>>
		<</if>>

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

<<widget "ejacW">>
<<if $wraith.gen is "slime">>
	The <<person>> raises <<his>> hand. Incorporeal lines of energy flow to <<him>> from the slimes. They disengage, retreating back to the <<person>>. <<He>> picks one up, and begins to pet it.
<<else>>
	<<ejaculation>>
<</if>>
<</widget>>

<<widget "ejaculation-wraith">>
<<if !_ejacRepeatFix>>
	<<switch $wraith.gen>>
		<<case "man">>
			<<He>> glows a bright white.
		<<case "abomination">>
			<<He>> glows a bright white, and begins laughing. <<His>> pale tentacles disperse in the radiance.
		<<case "tentacles" "slimetentacles">>
			<<He>> pulls back <<his>> hand, and <<his>> eyes flash <<wraithEyes>>. The tentacles retreat from you, back to <<his>> side.<<if $wraith.gen is "slimetentacles">> The slimes quickly follow.<</if>>
		<<case "arms">>
			<<set $enemyno to 1>>
			<<He>> glows a bright white, and begins laughing.<<set $NPCList[0].intro to 0>> <<He>> begins to make strange gestures with <<his>> extra arms.
			<<set _ejacRepeatFix to true>>
		<<default>>
	<</switch>>
	<<if $pain gte 100>>
		<<He>> seems to revel in your suffering.
	<</if>>

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

<<widget "kissWraith">>
	<<if $wraith.type is "tentacles" or $wraith.gen is "abomination">>
		<<He>> approaches you, pushing some tentacles aside.<<if $tentacleMouth>> <<He>> yanks the $tentacleMouth <<if $mouthstate is "tentacle" or $mouthstate is "tentacledeep">>out of<<else>>away from<</if>> your mouth.<</if>>
	<</if>>
	<<He>> kisses you, and your ears immediately begin to ring. Your fingers and toes go cold, and your face becomes fiery hot. Until it, too, grows cold. You feel as though some part of you was drained away.
	<<takeKissVirginity "Ivory Wraith" "rape">>
	<<arousal 2000>><<gggarousal>>
	<<trauma 36>><<gggtrauma>><<purity -50>><<lllpurity>><<physique_loss 16>><<llphysique>><<pain -15>><<llpain>>
	<<if $arousal gte $arousalmax>>

		<<orgasm>>
		Your climax is torturous and painful as you writhe against <<him>>. <<His>> assault only grows more intense. You feel weak.
		<<trauma 36>><<gggtrauma>><<purity -25>><<llpurity>><<physique_loss 8>><<lphysique>><<awareness -20>><<lllawareness>>
	<</if>>
<</widget>>

<<widget "wHunt">>
<<switch $args[0]>>
	<<case "town">>
		<<if ($moonstate is "evening" and $hour gte 21 or $moonstate is "morning" and $hour lt 5) and $wraith and $wraith.state isnot "" and $wraith.hunt is 0 and $wraith.timer gte (random(0, 50))>>

			<<set $wraith.hunt to 1>>
			A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image.

			You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>

			<<if $wraith.state is "haunt">>
				You are being hunted.
			<<else>>
				Dread lingers in the air.
			<</if>>
		<<elseif $wraith and $wraith.hunt isnot 0>>
			<<if $moonstate is "morning" and $hour gte 6>>

				With the rising of the sun, you feel a sense of relief. The dread passes. You're safe until the next blood moon.
				<<clearWraith>>
			<<elseif $wPersist is 1>>
				<<set $wPersist to 2>>

				The feeling of dread remains. Something's wrong. Whatever was hunting you is still coming.<<stress 3>><<gstress>>
			<<elseif $wraith.state is "haunt">>
				Something terrible is hunting you.
				<<set $wraith.hunt ++>>
				<<if $wraith.hunt gte ($rng / 10)>>
					<<set $eventforced to true>>
				<</if>>
			<<else>>
				Something unnatural stalks the streets.
				<<set $wraith.hunt += 0.5>>
				<<if $wraith.hunt gte ($rng / 10)>>
					<<set $eventforced to true>>
				<</if>>
			<</if>>
		<</if>>
	<<case "forest">>
		<<if $wraith.hunt is 0>>
			<<set $rng2 to random(1, 3)>>
			<<if $rng2 is 1 and $edenfreedom gte 1>>
				A chill runs up your spine, a warning from some primal instinct. Something is hunting you.
				<<set $edenforesthunt to 1>>
				<<set $blackwolfhunt to 0>>
			<<else>>
				A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image.

				You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>

				Something is hunting you.
				<<set $edenforesthunt to 0>>
				<<set $blackwolfhunt to 0>>
			<</if>>
			<<set $wraith.hunt to 1>>
		<<else>>
			You begin to see strange shapes in the air around you. A chill runs up your spine. Something is still hunting you.
			<<set $edenforesthunt to 0>>
			<<set $blackwolfhunt to 0>>
		<</if>>
		<<set $foresthunt to $wraith.hunt>>

		<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
	<<case "drain">>
		<<if ($moonstate is "evening" and $hour gte 21 or $moonstate is "morning" and $hour lt 5) and $wraith and $wraith.state isnot "" and $wraith.hunt is 0 and $wraith.timer gte (random(0, 60))>>
			<<set $wraith.hunt to 1>>

			A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image.

			You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>

			<<if $wraith.state is "haunt">>
				You are being hunted.
			<<else>>
				Dread lingers in the air.
			<</if>>
		<<elseif $wraith and $wraith.hunt isnot 0>>
			<<if $moonstate is "morning" and $hour gte 6>>

				As the first rays of sunlight trickle through open manholes and grates, you feel a sense of relief. The dread passes. You're safe until the next blood moon.
				<<clearWraith>>
			<<elseif $wraith.state is "haunt">>
				Something terrible is hunting you.
				<<set $wraith.hunt ++>>
				<<if $wraith.hunt gte ($rng / 10)>>
					<<set $eventforced to true>>
				<</if>>
			<<else>>
				Something unnatural stalks the streets above.
				<<set $wraith.hunt += 0.5>>
				<<if $wraith.hunt gte ($rng / 10)>>
					<<set $eventforced to true>>
				<</if>>
			<</if>>
		<</if>>
	<<case "lake">>
		Your ears begin to ring, and you feel like you're being watched. Out of instinct, you turn around.

		<<if $bus is "lakeshore" or $bus is "lakeshallows" or $bus is "lakedepths">>
			A beautiful pale figure hovers over the center of the lake. You see a long stream of silver hair flowing in the wind. As soon as you see it, it vanishes. <<stress 6>><<gstress>>

		<<elseif $location is "lake_ruin">>
			A beautiful pale figure floats in the water. Long streams of silver hair flow in the current. As soon as you see it, it vanishes. <<stress 6>><<gstress>>

		<<else>>
			For a moment, you think you see the shape of a pale face between the trees. <<stress 6>><<gstress>>

		<</if>>
		You're trespassing. Something is hunting you.
		<<set $edenforesthunt to 0>>
		<<set $blackwolfhunt to 0>>
		<<set $wraith.hunt to 1>>
		<<set $foresthunt to $wraith.hunt>>

		<<set $eventskip to 1>>
		<<if $location is "lake_ruin">>
			<<destinationlakeruin>>
		<<else>>
			<<if $season is "winter" and ($bus is "lakeshallows" or $bus is "lakedepths")>>
				<<destination_lake_ice>>
			<<else>>
				<<destinationlake>>
			<</if>>
		<</if>>
<</switch>>
<</widget>>

<<widget "wPersist">>
<<if $wraith>>
	<<if $wraith.hunt and ($moonstate is "evening" and $hour gte 21 or $moonstate is "morning" and $hour lt 5)>>
		<<if $args[0] is "forest">>
			<<if $foresthunt gte 1>>
				<<set $wraith.hunt to $foresthunt>>
				<<if !$wPersist>>
					<<set $wPersist to 1>>
				<</if>>
			<<else>>
				<<set $foresthunt to $wraith.hunt>>
				You enter the treeline,  but can't shake the feeling that something's still coming for you.
			<</if>>
			<<if ($location is "lake" or $location is "lake_ruin") and !$possessed>>
				<<set $wraith.hunt += 1.5>>
				<<set $foresthunt += 1.5>>
				<<if $moonstate is "morning" and $hour gte 6>>
					With the rising of the sun, you feel a sense of relief. The dread passes. You're safe until the next blood moon.
					<<clearWraith>>

				<<else>>
					<<set $rng to random(1, 60)>>
					<<if $rng lte 20>>
					You are being hunted. Red moonlight reflects off of the water. <<stress 6>><<gstress>>

					<<elseif $rng lte 40>>
					You are being hunted. You hear distant laughter. <<trauma 6>><<gtrauma>>

					<<else>>
					You are being hunted. You feel a pressure building around you. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>

					<</if>>
				<</if>>
			<</if>>
		<</if>>
	<<elseif $moonstate is "evening" and $hour gte 21 or $moonstate is "morning" and $hour lt 5>>
		<<wTimerProgress>>
	<</if>>
<</if>>
<</widget>>

<<widget "wTimerProgress">>
<<if $wraith and $wraith.state isnot "" and $wraith.hunt is 0 and ($moonstate is "evening" and $hour gte 21 or $moonstate is "morning" and $hour lt 6)>>
	<<set $wraith.timer ++>>
	<<if $wraith.offspring is "dead">>
		<<set $wraith.timer ++>>
	<</if>>
	<<if $rng gte 60 and ($parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime")>>
		You hear the slime in your ear make an unusual sound, as if it's calling out to something.
		<<set $wraith.timer ++>>
	<</if>>
<</if>>
<</widget>>

<<widget "exitWraith">>
<<switch $wraith.exit>>
	<<case "home">>
		<<link [[Next|Bedroom]]>><<endevent>><<set $eventskip to 1>><</link>>

	<<case "cabin">>
		<<link [[Next|Eden Cabin]]>><<endevent>><<set $eventskip to 1>><</link>>

	<<case "alex_cottage">>
		<<link [[Next|Farm Cottage]]>><<endevent>><<set $eventskip to 1>><</link>>

	<<case "tower">>
		<<link [[Next|Bird Tower]]>><<endevent>><<set $eventskip to 1>><</link>>

	<<case "town">>
		<<destinationeventend>>
		<<endevent>>
	<<case "forest">>
		<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>

	<<case "lake_ruin">>
		<<destinationlakeruin>>
		<<endevent>><<set $eventskip to 1>>
	<<case "lake">>
		<<if $season is "winter" and ($bus is "lakedepths" or $bus is "lakeshallows")>>
			<<destination_lake_ice>>
		<<else>>
			<<destinationlake>>
		<</if>>
		<<endevent>><<set $eventskip to 1>>
	<<case "wolf_cave">>
		<<link [[Next|Wolf Cave]]>><<endevent>><<set $eventskip to 1>><</link>>

	<<case "moor">>
		<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>

	<<default>>
		Something went wrong. There's nowhere to place you due to a failure of the Wraith's code. Please inform PurityGuy.

		Offending event: $passage

		<<endWraith>>
		<<clearWraith>>
		<<link [[Portal to the bedroom|Bedroom]]>><<endevent>><<set $eventskip to 1>><<set $hallucinogen += 180>><</link>><<gghallucinogens>>

<</switch>>
<<if !$args[0]>>
	<<endWraith>>
<</if>>
<</widget>>

<<widget "rngWraith">>
<<if $wraith and $wraith.state isnot "">>
	<<if $args[1] is "night" and $daystate isnot "night">>
		<<set _wraithEvent to false>>
	<<else>>
		<<set _rngWraith to ($wraith.state is "haunt" or $wraith.offspring is "dead") ? 4 : 2>>
		<<if $daystate is "night">>
			<<set _rngWraith += 2>>
		<</if>>
		<<set _wraithHallucinations to ($args[0] is 1 or $args[0] is 2 ? $args[0] : 0)>>
		<<if ($hallucinations gte _wraithHallucinations and _rngWraith gte random(1,100)) or ($moonstate is "evening" and $hour gte 21) or ($moonstate is "morning" and $hour lt 6)>>
			<<set _wraithEvent to true>>
		<</if>>
	<</if>>
<</if>>
<</widget>>

<<widget "wraithEventStreet">>
<<set $wraith.exit to "town">>
<<if $wraith.hunt gte 10>>
	<<if !$wraithIntro>>
		<<wraithIntro>>
	<<else>>
		<<wraithCaught>>
	<</if>>
<<else>>
	<<cleareventpool>>
	<<if $wraith.hunt gte 5>>
		<<if !$wraithIntro>>
			<<addevent "wraithIntro" 0.1>>
		<<else>>
			<<addinlineevent "wraithClose1" 0.1>>
			As you walk, your footfalls become lighter. You're having trouble breathing<<if $exposed lte 0>>, and your clothes feel heavy<</if>>. <<rainWraith true>>

			Your ears begin to ring, and you see something taking shape in the $weather.
			A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>> as it sees you. Your mind feels cloudy as you see shapes dancing in the air and behind its eyes.

			Before you can look away, it makes a hypnotic motion with its hands.
			<<if $wraith.state is "haunt">>
				It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches.

				"Thief. You will never be free again."

				<<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">>
					You feel the slime in your head command you to give it back.

				<</if>>
			<<else>>
				It raises a hand to its chest, rubbing its ivory necklace. The glint of the inlaid blue gemstones match its glowing eyes.

				"Kneel."

				<<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">>
					You feel the slime in your head command you to kneel.

				<</if>>
			<</if>>
			<<link [[Give in|Wraith Caught Obey]]>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<set $submissive += 1>><</link>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>

			<<link [[Try to look away|Wraith Caught Resist]]>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<set $submissive -= 1>><</link>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 $willpowermax>>

			<</addinlineevent>>
			<<addinlineevent "wraithClose2" 0.1>>
				Something whispers your name directly in your ear. You flail to the side, but there's nothing there.

				<<if $loveInterest.primary isnot "None" and $loveInterest.primary isnot "Black Wolf" and $loveInterest.primary isnot "Great Hawk">>
					You think it sounded like $loveInterest.primary. <<if $wraith.seen gte 5>>You know better, though.<</if>>
				<</if>>
				When you turn around, your blood freezes. The pale figure <<if $location is "park">>floats atop the fountain<<else>>stands at the end of the street<</if>>. <<rainWraith>>

				<<link [[Run|Wraith Run]]>><</link>><<athleticsdifficulty 800 1500>>

				<<link [[Hide (0:10)|Wraith Hide]]>><<pass 10>><</link>>

			<</addinlineevent>>
			<<addinlineevent "wraithClose3" 0.1>>
				<<if $tentacledisable is "f">>
					You see a blur of white from the corner of your eye, and feel something touch your thighs. You look down to see a pale tentacle extending from an open manhole. You feel whatever's hunting you drawing near.

					<<link [[Grab the tentacle|Wraith Tentacle Grab]]>><</link>><<physiquedifficulty 6000 16000>><<deviant1>>

					<<if $deviancy gte 75>>
						<<link [[Offer yourself|Wraith Tentacle Rape]]>><<set $molestationstart to 1>><</link>><<deviant5>>

					<</if>>
					<<link [[Try to run|Wraith Tentacle Run]]>><<stress 3>><<trauma 3>><</link>><<gtrauma>><<gstress>>

				<<else>>
					You see a blur of white from the corner of your eye, and feel something grab your ankle. You immediately try to jump back, but trip as it tightens its grip. <<pain 2>><<gpain>>

					You look down to see a pale hand retreating into a storm drain. <<stress 6>><<gstress>>

					You scramble to your feet and keep moving.

					<<set $wraith.hunt ++>>
					<<destinationeventend>>
				<</if>>
			<</addinlineevent>>
			<<addinlineevent "wraithClose4" 0.2>>
				Everything around you is bathed in red light. As you walk, you notice large spans of time where there seems to be no one else around.

				You're not sure whether this is a reprieve, or a sign of something much worse.

				<<destinationeventend>>
			<</addinlineevent>>
			<<addinlineevent "wraithClose5" 0.1>>
				You hear an intense rumbling from under you. It sounds like it's coming from the sewers. You see a massive column of water shoot up from an open manhole, carrying water high into the air.

				The rumbling becomes heavier. A drainage grate much closer to you erupts in water. You look down, and realise you're standing right on top of a grate.

				<<if ($danceskill + $rng) gte 800>>
					Thanks to your agility, you  reflexively pivot and throw yourself out of the way as another column of water shoots up.
				<<else>>
					You try to throw yourself out of the way, but you're too slow. You're soaked by a column of water from below.
					<<water>><<effectswater>><<exposure>><<covered>>
				<</if>>

				A final water spout shoots up from another manhole far behind you. You see a ghostly pale figure standing at the crest, surrounded by translucent watery tendrils. <<stress 12>><<ggstress>>

				You run in the opposite direction.
				<<set $wraith.hunt ++>>

				<<exitWraith>>
			<</addinlineevent>>
		<</if>>
	<</if>>
	<<addinlineevent "wraith1" 0.2>>
		From the corner of your eye, you catch a glimpse of a pale face watching you from
		<<if $location is "park">>
			behind a tree.
		<<else>>
			a high window.
		<</if>>
		When you blink, it's gone. <<stress 6>><<gstress>>

		<<destinationeventend>>
	<</addinlineevent>>
	<<addinlineevent "wraith2" 0.1>>
		You think you hear someone call your name. You don't see a single person around you. <<stress 6>><<gstress>>

		<<destinationeventend>>
	<</addinlineevent>>
	<<addinlineevent "wraith3" 0.1>>
		<<generate1>><<person1>>A <<person>> runs by, nearly knocking you over. <<Hes>> barely staying on their feet, and keep looking towards you with panic.

		You realise <<hes>> looking behind you. You turn, but there's nothing except
		<<if $location is "park">>
			the empty park.
		<<else>>
			empty streets.
		<</if>>

		<<endevent>>
		<<destinationeventend>>
	<</addinlineevent>>
	<<addinlineevent "wraith4" 0.2>>
		Red moonlight reflects off distant windows and parked cars. As eerie as the atmosphere is, you can't deny that it's also rather beautiful. <<stress -3>><<lstress>>

		<<destinationeventend>>
	<</addinlineevent>>
	<<addinlineevent "wraith5" 0.1>>
		As you pass over a grate, you hear a faint rumbling from down below. It gets louder the longer you listen.

		You decide not to linger.

		<<destinationeventend>>
	<</addinlineevent>>
	<<addinlineevent "wraithEventSkip" 0.3>>
		<<set _wraithEventSkipped to true>>
		<<eventsstreet>>
	<</addinlineevent>>
	<<runeventpool>>
<</if>>
<</widget>>

<<widget "wraithIntro">>
<<set $wraithIntro to true>>
As you walk, your footfalls become lighter. You're having trouble breathing<<if $exposed lte 0>>, and your clothes feel heavy<</if>>.

<<if $location is "forest" or $location is "lake">>
	You steady yourself against a tree, panting. You look around, and everything's gone quiet.
	<<switch $weather>>
		<<case "snow">>
			A cold breeze accompanies the snowfall. You look back, finding your footprints already covered. You've completely lost your sense of direction.
		<<case "rain">>
			Only the rain breaks the silence.
		<<default>>
			<<if $season is "winter">>
				The snow falls quietly. You don't remember when it started snowing, though. <<rainWraith>>
			<<else>>
				Only the rain breaks the silence. You don't remember when it started raining, though. <<rainWraith>>
			<</if>>
	<</switch>>
	Your ears begin to ring.

	The shape of a person begins to form in the $weather, and your pulse quickens.
<<else>>
	You look around. The area is completely devoid of people. You take a moment to steady yourself. The image of the robed figure slowly fades from your head. <<rainWraith true>>

	Your ears begin to ring. An image starts to take shape in the $weather, and your pulse quickens.
<</if>>
You try to turn and run, but your legs won't move, and you can't help but look.
A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>> as it sees you.
<<if $wraith.state is "haunt">>
	It raises a hand to its neck, seemingly trying to grab something that isn't there.

	"Thief. Give it back, or <<if $weather is "snow">>this blizzard will freeze you<<else>>this deluge will drown you<</if>>."

	<<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">>
		You feel the slime in your head command you to give it back.

	<</if>>
<<else>>
	It raises a hand to its chest, rubbing its ivory necklace. The glint of the inlaid blue gemstones match its glowing eyes.

	"A poor, lonely soul. Come. I will make us beautiful."

	<<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">>
		You feel the slime in your head command you to kneel.

	<</if>>
<</if>>
<<link [[Give in|Wraith Caught Obey]]>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<set $submissive += 1>><</link>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>

<<link [[Try to look away|Wraith Caught Resist]]>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<set $submissive -= 1>><</link>><<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 250 $willpowermax>>

<<if $angel gte 6>>
	<<link [[Pray|Wraith Intro Pray]]>><</link>><<angel>>

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

<<widget "wraithCaught">>
<<rainWraith>>
<<if $passage is "Lake Meditate">>
	You're suddenly snapped out of your meditation. Your arms<<if $exposed lte 0>> and clothes<</if>> grow heavy, and you feel like you're floating.

	As soon as you look behind you, you feel something violently grab into your neck and lift you clear off the ground.

	<<if $wraithIntro>>
		A pale figure stands before you.
		<<if $wraith.state is "haunt">>
			It holds a clenched hand to its neck, and bares its teeth at you.

			"Drown."
		<<else>>
			Its necklace shimmers blue, despite the red moonlight.

			"You belong to me."
		<</if>>
	<<else>>
		<<set $wraithIntro to true>>
		A beautiful pale figure stands before you. It looks you over, before pulling you closer. It's hard to look away.

		<<if $wraith.state is "haunt">>
			It holds a clenched hand to its neck, and bares its teeth at you.

			"Thief. Give it back."
		<<else>>
			Its necklace shimmers blue, despite the red moonlight.

			"Don't resist. I will make us beautiful."
		<</if>>
	<</if>>
<<elseif $location is "lake_ruin" or $bus is "lakedepths" or $bus is "lakeshallows">>
	<<if $bus is "lakeshallows" or $bus is "lakedepths">>
		<<set $location to "lake_ruin">>
		<<if $season is "winter">>
			You stumble forward, and feel your foot hit ice cold water. You didn't hear any ice break.

			You look back, and see a pale hand sticking out of the ice without a breach. It pulls, and you begin to pass right through the ice. You have nothing to grab onto, and are helplessly pulled under.
		<<else>>
			You feel a tug on your leg. Without warning, you're pulled under the surface violently.
		<</if>>

	<<else>>
		You feel a sudden tug downwards. You struggle in the water, but fail to move. You look around, and see many long, translucent limbs ensnaring you.

	<</if>>
	<<if $wraithIntro>>
		A pale figure floats in the water before you.
		<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
			It holds a clenched hand to its neck, and bares its teeth at you.

			"Drown."
		<<else>>
			Its necklace shimmers a striking blue, causing reflections in the water all around you.

			"You've returned."
		<</if>>
	<<else>>
		<<set $wraithIntro to true>>
		A beautiful pale figure encircles you. Long streaks of silver hair flow in the water behind it. It almost seems to be inspecting you.

		<<if $wraith.state is "haunt">>
			It scratches at its bare neck, and regards you with striking red eyes.

			"Thief. You've returned. Give it back at once."
		<<else>>
			It places a hand over its ivory necklace, as if to guard it from you.

			"Trespasser. Do you come to steal from the dead?"
		<</if>>
	<</if>>
<<else>>
	You suddenly feel like you're walking through waist-high water. Your arms<<if $exposed lte 0>> and clothes<</if>> grow heavy, and your feet don't seem to hit the ground anymore.

	As soon as you look behind you, you feel something violently grab into your neck and lift you clear off the ground. A pale figure stands before you.
	<<if $wraith.state is "haunt">>
		It has a hand pressed to its own bare neck, and regards you with striking red eyes.
	<<else>>
		Its silver hair flows in a breeze you can't feel. It places its free hand over its necklace.
	<</if>>

	<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
		"Drown."
	<<else>>
		"You belong to me."
	<</if>>
<</if>>

<<generateWraith 1 true>>
<<initWraith "abomination">>
<<if $wraith.gen is "abomination">>
	Pale tendrils keep you suspended in place.
<<else>>
	Many translucent arms swirl behind it.
<</if>>

<<link [[Next|Wraith Caught]]>><</link>>

<</widget>>

<<widget "wraith_pass">>
<<if $args[0]>>
	<<pass $args[0]>>
	<<set $wraithPrison.timer -= $args[0]>>
	<<if $wraithPrison.timer lte 0 and $wraithPrison.state isnot "gone">>
		<<set $wraithPrison.state to "present">>
	<<elseif $wraithPrison.state isnot "gone">>
		<<set $wraithPrison.state to "recovering">>
	<</if>>
	<<set $wraithPrison.timePassed += $args[0]>>
	<<set $hallucinogen += ($args[0] * 3)>>
	<<set $arousal += ($args[0] * 3)>>
<</if>>
<</widget>>

repo_name: Area/degrees

license: mit