code:
:: Forest Wolf Cave Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
	<<if $phase is 1>>
<<beast2init>><<set $enemyanger += 30>>
	<<else>>
<<beast6init>>
	<</if>>

<<set $beasttype to "wolf">>

<</if>>

<<effects>>
<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

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

:: Forest Wolf Cave Rape Finish [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

	<<if $beastno gte 3>>
	Satisfied, the beast leaves you be. Another takes its place.<<set $beastno -= 1>><<wolfpacktrust>>

	[[Next|Forest Wolf Cave Rape]]

	<<elseif $beastno is 2>>
	Satisfied, the beast leaves you be. The other takes its place.<<set $beastno -= 1>><<wolfpacktrust>>

	[[Next|Forest Wolf Cave Rape]]

	<<elseif $beastno is 1>>
	Satisfied, the beast leaves you be.<<wolfpacktrust>><<set $beastno -= 1>>

	[[Next|Forest Wolf Cave Rape End]]

	<</if>>

<<elseif $enemyhealth lte 0>>
<<beastwound>>

	<<if $beastno gte 3>>
	The beast recoils in pain and fear, but another takes its place.<<set $beastno -= 1>><<wolfpackfear>>

	[[Next|Forest Wolf Cave Rape]]

	<<elseif $beastno is 2>>
	The beast recoils in pain and fear, but the other takes its place.<<set $beastno -= 1>><<wolfpackfear>>

	[[Next|Forest Wolf Cave Rape]]

	<<elseif $beastno is 1>>
	The beast recoils in pain and fear.<<set $beastno -= 1>><<wolfpackfear>>

	[[Next|Forest Wolf Cave Rape End]]

	<</if>>

<</if>>

:: Forest Wolf Cave Rape End [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $enemywounded gte 2 and $enemyejaculated is 0>>
In a display of power, you defeat the pack. <<tearful>> you escape from the cave.

<<clotheson>>
<<endcombat>>

<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>>

<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
Finished with you, the wolves leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down.

<<if $phase is 1>>
The other wolves soon return from their hunt.
<</if>>

<<clotheson>>
<<endcombat>>

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

<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
Finished with you, the wolves leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down.

<<if $phase is 1>>
The other wolves soon return from their hunt.
<</if>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>>
<</if>>

:: Forest Wolf Cave [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $eventskip is 0>>
<<eventwolfcave>>
<<else>>
The wolves are blocking your way out of the cave. A draft blows from the back.

<<link [[Rest (2:00)|Forest Wolf Cave Wait]]>><<set $tiredness -= 480>><<pass 2 hours>><</link>>

<<link [[Try to escape|Forest Wolf Cave Escape]]>><</link>>

	<<if $wolfcavedig gte 12>>
	<<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>>

	<<elseif $wolfcavedig gte 1>>
	<<link [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass 1 hour>><<set $wolfcavedig += 1>><</link>>

	<<else>>
	<<link [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</link>>

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

:: Forest Wolf Cave Wait [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

You huddle at the back of the cave, and the wolves pay you little heed for a time.

<<link [[Next|Forest Wolf Cave]]>><</link>>

:: Forest Wolf Cave Escape [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $wolfpacktrust gte 12>>
The wolves look at you as you try to leave, but make no move to stop you. It seems they trust you enough to let you go.<<lstress>>

<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</link>>

<<elseif $wolfpackfear gte 12>>
The wolves growl at you as you try to leave, but make no move to stop you. It seems they fear you too much to try and stop you.<<lstress>>

<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</link>>

<<else>>
The wolves immediately stir as you try to leave, and block your path. The pack stares at you, growling a warning.<<stress 6>><<gstress>>

<<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><</link>>

<<link [[Back down|Forest Wolf Cave]]>><</link>>

<</if>>

:: Forest Wolf Cave Pair [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

The wolves immediately stir as you try to leave, and block your path. The pair stare at you, growling a warning.<<stress 3>><<gstress>>

<<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>

<<link [[Back down (0:30)|Forest Wolf Cave Hunt]]>><<pass 30>><</link>>

:: Forest Wolf Cave Hunt [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

You decide not to risk it. You wait at the back of the cave. The wolves soon return from their hunt.

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

:: Forest Wolf Cave Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">>

<</if>>

<<effects>>
<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

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

:: Forest Wolf Cave Molestation Finish [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

The wolf grunts in satisfaction, and heads back to the rest of the pack.<<wolfpacktrust>>

<<tearful>> you settle down.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

The wolf whines in pain and returns to the rest of the pack.<<wolfpackfear>>

<<tearful>> you settle down.

<<clotheson>>
<<endcombat>>

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

<</if>>

:: Forest Wolf Cave Dig [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $wolfcavedig gte 12>>
You move the rocks out of the way, until the remainder collapse and reveal a hole in the ground. You hear rushing water.
<<elseif $wolfcavedig gte 10>>
You think you hear rushing water as you the rocks out of the way. Not far to go now.
<<elseif $wolfcavedig gte 6>>
You move some of the rocks out of the way. The draft becomes stronger.
<<elseif $wolfcavedig gte 4>>
You move some of the rocks out of the way. You think you feel the draft become stronger.
<<else>>
You move some of the rocks in the way, but there's still much to do.
<</if>>

<<if $wolfcavedig gte 12>>
<<link [[Go down|Forest Wolf Cave Hole]]>><</link>>

	<<if $syndromewolves gte 1>>
	<<link [[Leave it for now|Wolf Cave]]>><</link>>

	<<else>>
	<<link [[Leave it for now|Forest Wolf Cave]]>><</link>>

	<</if>>
<<elseif $syndromewolves gte 1>>
<<link [[Next|Wolf Cave]]>><</link>>

<<else>>
<<link [[Next|Forest Wolf Cave]]>><</link>>

<</if>>

:: Forest Wolf Cave Examine [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

The feel around the darkness at the back of the cave, looking for the source of the draft. The air feels like its coming from behind a pile of loose rocks.

<<if $syndromewolves gte 1>>
<<link [[Next|Wolf Cave]]>><</link>>

<<else>>
<<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>>

<</if>>

:: Forest Wolf Cave Hole [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

You peer down the hole at the back of the cave, but can't make anything out. You hear rushing water. You don't think you'll be able to come back the way you came.

<<link [[Descend|Wolf Cave Descent]]>><</link>>

<<if $syndromewolves gte 1>>
<<link [[Leave|Wolf Cave]]>><</link>>

<<else>>
<<link [[Leave|Forest Wolf Cave]]>><</link>>

<</if>>

:: Wolf Cave Hand [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">><<set $beastname to "blackwolf">>
<<beast1init>><<set $beasttype to "wolf">>

<<blackwolfhand>>
<<deviancy1>>
<</if>>

<<effects>>
<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

<<if $finish is 1>>
<<link [[Next|Wolf Cave Hand Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Wolf Cave Hand Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Wolf Cave Hand Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Wolf Cave Hand]]>><</link>><<nexttext>>
<</if>>

:: Wolf Cave Hand Refuse [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

You shuffle away from the wolf, preparing for another assault. But none comes. It turns and walks away.

<<set $syndromewolves to 1>>
<<set $wolfevent to 0>>
<<set $wolfstate to "cave">>
<<set $wolfpackferocity to 10>>
<<set $wolfpackharmony to 10>>
It's not their fault. They're just cute animals. You've gained the "Stockholm Syndrome: Wolves" trait.

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

:: Wolf Cave Hand Finish [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<tearful>> you watch the black wolf yawn and lie down.

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

<<tearful>> you watch the black wolf yawn and lie down.

<<clotheson>>
<<endcombat>>

<<else>>
<<tearful>> you watch the black wolf yawn and lie down.

<<clotheson>>
<<endcombat>>

<</if>>

<<set $syndromewolves to 1>>
<<set $wolfevent to 0>>
<<set $wolfstate to "cave">>
<<set $wolfpackferocity to 10>>
<<set $wolfpackharmony to 10>>
It's not their fault. They're just cute animals. You've gained the "Stockholm Syndrome: Wolves" trait.

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


code:
:: Wolf Cave [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>
<<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 20)>>
<<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 20)>><<set $bus to "wolfcave">>
You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from the back.

<<if $exposed gte 1>>
The wolves don't care, but being exposed is embarrassing regardless.
<</if>>

<<if $storelocation is "wolfcave">>
Your clothes are tucked away behind a rock.
<</if>>

<<if $wolfstate is "hunt">>
Most of the pack is out hunting.
<<else>>
	<<if $weather is "rain">>
	The pack shelters from the rain.
	<<else>>
	The pack rests.
	<</if>>
<<wolfcavestate>>
<</if>>

<<if $wolfevent gte 1>><<set $wolfevent to 0>>
<<wolfcaveselect>>
<<else>>

<<set $storelocationinit to "wolfcave">><<stripstoreactions>>
	<<if $wolfcavedig gte 12>>
	<<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>>

	<<elseif $wolfcavedig gte 1>>
	<<link [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass 1 hour>><<set $wolfcavedig += 1>><</link>>

	<<else>>
	<<link [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</link>>

	<</if>>

<<if $leftarm is "bound" or $rightarm is "bound">>
<<link [[Cut your binds|Wolf Cave Unbind]]>><</link>>

<</if>>
<<link [[Sleep|Wolf Cave Bed]]>><</link>>

<<link [[Go outside|Wolf Cave Clearing]]>><</link>>

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

<<link [[Settings|Wolf Cave Settings]]>><</link>>

<<link [[NPC Settings|Wolf Cave NPC Settings]]>><</link>>

<</if>>

:: Wolf Cave Clearing [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>
<<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 20)>>
<<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 20)>><<set $bus to "wolfcaveclearing">>
You are in the clearing outside the wolf cave. A stream runs by.

<<if $exposed gte 1>>
The wolves don't care, but being exposed is embarrassing regardless.
<</if>>

<<if $wolfstate is "hunt">>
Most of the pack is out hunting.
<<else>>
	<<if $weather is "rain">>
	The pack shelters from the rain.
	<<else>>
	The pack rests.
	<</if>>
<<wolfcavestate>>
<</if>>

<<if $foresthunt gte 1>>
You're safe at the cave. Whatever was hunting you will have given up.

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

<<if $wolfevent gte 1>><<set $wolfevent to 0>>
<<wolfcaveselect>>
<<else>>

<<link [[Play (1:00)|Wolf Cave Play]]>><<stress -12>><<pass 1 hour>><</link>><<lstress>>

<<link [[Wash in the stream (0:20)|Wolf Cave Wash]]>><<pass 20>><</link>>

	<<if $upperexposed gte 2>>
	<<link [[Make a top out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 1>><<pass 20>><</link>>

	<</if>>
	<<if $lowerexposed gte 2 and $underexposed gte 1>>
	<<link [[Make a skirt out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 2>><<pass 20>><</link>>

	<</if>>

<<link [[Go Inside|Wolf Cave]]>><</link>>

<<link [[Walk into the forest (0:10)|Forest]]>><<pass 10>><<set $eventskip to 1>><<set $forest to 60>><</link>>

<</if>>

:: Wolf Cave Returned [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<pass 30>>The black wolf runs through the forest, all the way back to the cave. It dumps you at the back and gives a warning growl before turning away.

<<link [[Next|Wolf Cave]]>><<clotheson>><</link>>

:: Wolf Cave Unbind [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

You rub your binds against a sharp rock and they soon come loose.

<<unbind>>
<<link [[Next|Wolf Cave]]>><</link>>

:: Wolf Cave Bed [nobr]
<<effects>>

<<if $wolfpackharmony gte 10>>
You snuggle beside a wolf for warmth and close your eyes.
<<else>>
You find an empty spot to lie in and close your eyes.
<</if>>

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

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

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

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

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

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

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

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

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

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

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

<<else>>

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

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

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

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

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

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

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

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

<</if>>

<<link [[Climb out of bed|Wolf Cave]]>><</link>>

:: Wolf Cave Settings [nobr]
<<settings>>

<<link [[Back|Wolf Cave]]>><</link>>

:: Wolf Cave NPC Settings [nobr]
<<npcsettings>>

<<link [[Back|Wolf Cave]]>><</link>>

:: Wolf Cave Descent [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

You sit on the edge and try to lower yourself down, but the rock gives way and you fall into dark water.

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

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

<<if $nightmares gte 1 and $controlled is 0>>
You dream you are being hunted by something dark and terrible.
<<else>>
You sleep soundly.
<</if>>

<<sleepeffects>>

<<if $schoolwake is 1>><<set $schoolwake to 0>>
You wake up to something mounting you.

<<link [[Let it happen|Wolf Cave Sleep Sex]]>><<set $sexstart to 1>><</link>><<deviant1>>

<<link [[Push away|Wolf Cave Sleep Push]]>><</link>>

<<else>>

<<link [[Get out of bed|Wolf Cave]]>><</link>>

<</if>>

:: Wolf Cave Sleep Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">>
You shift your body to make things easier for the horny wolf.<<deviancy1>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>

<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>
<</if>>

<<effects>>
<<effectsman>>

<<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>>
The wolves are too busy thinking about themselves to help you.

<</if>>

<<beast>>

<<stateman>>

<<actionsman>>

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

:: Wolf Cave Sleep Push [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

You shove the wolf away from you.<<lharmony>>

<<if $wolfpackferocity lte 19>>
It leaves you in peace.

<<link [[Back to sleep|Wolf Cave Bed]]>><</link>>

<<link [[Get up|Wolf Cave]]>><</link>>

<<else>>
It growls and tries to force itself on you!

<<link [[Next|Wolf Cave Sleep Sex]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Wolf Cave Sleep Sex Finish [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

The wolf yawns and lies down.

<<tearful>> you try to find a comfy position again.

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

The wolf limps away from you.

<<tearful>> you try to find a comfy position again.

<<clotheson>>
<<endcombat>>

<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>

The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>>

<<tearful>> you try to find a comfy position again.

<<clotheson>>
<<endcombat>>

<<else>>

The wolf yawns and lies down.

<<tearful>> you try to find a comfy position again.

<<clotheson>>
<<endcombat>>

<</if>>

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

:: Wolf Cave Play [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $rng gte 51>>

You play fight with one of the younger wolves. It jumps and grabs your arm in its mouth, but doesn't bite down hard, until it manages to pull you to the ground. It sniffs your groin.

<<link [[Let it continue|Wolf Cave Play Sex]]>><<set $sexstart to 1>><</link>><<deviant1>>

<<link [[Push it away|Wolf Cave Clearing]]>><</link>>

<<else>>
You play something similar to hide-and-seek with the younger wolves. They're hesitant to stray too far from the cave, but there are many hiding places nearby. Their sense of smell gives them an advantage and they're quick to find you every time, but it's fun.

<<link [[Next|Wolf Cave Clearing]]>><</link>>

<</if>>

:: Wolf Cave Wash [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

You wash in the stream. The water is cold but clean.

<<wash>>
<<link [[Next|Wolf Cave Clearing]]>><</link>>

:: Wolf Cave Play Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">>
The wolf becomes more bold.<<deviancy1>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>

<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>
<</if>>

<<effects>>
<<effectsman>>

<<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>>
The wolves are too busy thinking about themselves to help you.

<</if>>

<<beast>>

<<stateman>>

<<actionsman>>

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

:: Wolf Cave Play Sex Finish [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

The wolf yawns and lies down.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

The wolf limps away from you.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>

The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>>

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<else>>

The wolf yawns and lies down.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<</if>>

<<link [[Next|Wolf Cave Clearing]]>><</link>>

repo_name: warawanaineko/degrees


code:
:: Widgets Wolf Cave [widget]
<<widget "wolfcaveevent">><<nobr>>
<<set $rng to random(1, 100)>>
<<if $wolfstate isnot "cave">>
	<<if $rng gte 81>>
	One of the younger wolves approaches you. It wants to play fight.

	<<link [[Play (0:20)|Wolf Cave Play Fight]]>><<pass 20>><<stress -4>><</link>><<lstress>>

		<<if $deviancy gte 15>>
	<<link [[Lewd Play|Wolf Cave Lewd Play]]>><<set $sexstart to 1>><</link>><<deviant2>>

		<</if>>
		<<if $bus is "wolfcave">>
		<<link [[Ignore|Wolf Cave]]>><</link>>

		<<else>>
		<<link [[Ignore|Wolf Cave Clearing]]>><</link>>

		<</if>>

	<<elseif $rng gte 41>>
	The younger wolves stare at the tree line, anxious for the pack's return.

	<<destinationwolfcave>>

	<<else>>
	One of the younger wolves rubs its head against your leg as it walks by.<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>

	<<destinationwolfcave>>

	<</if>>
<<else>>
<<if $wolfpackferocity + random(1, 20) gte $wolfpackharmony + random(1, 20)>>
	<<if $rng gte 81>>
	One of the wolves paces towards you, growling.

	<<link [[Fight|Wolf Cave Fight]]>><<set $molestationstart to 1>><</link>>

	<<link [[Call for help|Wolf Cave Help]]>><</link>>

	<<elseif $rng gte 41>>
	A play fight escalates until one draws blood.

	<<link [[Intervene|Wolf Cave Intervene]]>><<set $phase to 0>><</link>>

	<<link [[Encourage|Wolf Cave Intervene]]>><<set $phase to 1>><</link>>

	<<link [[Ignore|Wolf Cave Intervene]]>><<set $phase to 2>><</link>>

	<<else>>
		<<if $wolfpackleader is 1>>
		The black wolf is agitated. It bites and growls at the others, agitating them in turn.

		<<link [[Calm it|Wolf Cave Calm]]>><<set $phase to 0>><</link>>

		<<link [[Ignore|Wolf Cave Calm]]>><<set $phase to 1>><</link>>

		<<else>>
		One of the larger wolves challenges the black wolf. The black wolf wins after a brief tussle, but its anger is not assuaged. It growls and bites at the other wolves, as if daring any to challenge it.

		<<if $wolfpackpoisoned is 1>>
		It staggers slightly. The poisonous mushrooms are having an effect. It will be weaker than usual.

		<</if>>

		<<link [[Calm it down|Wolf Cave Calm]]>><<set $phase to 0>><</link>>

		<<link [[Ignore it|Wolf Cave Calm]]>><<set $phase to 1>><</link>>

		<<link [[Challenge|Wolf Cave Calm]]>><<set $phase to 2>><</link>>

		<</if>>
	<</if>>
<<else>>
	<<if $rng gte 61>>
		A wolf rushes over to you. It rears up and leans on you, almost knocking you over. It licks your face.<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>

		<<destinationwolfcave>>

	<<elseif $rng gte 41>>
	A low ranking wolf approaches you wishing to mate. A more dominant wolf tries to steal your attention.

	<<link [[Favour the low ranking wolf|Wolf Cave Rank]]>><<set $phase to 0>><</link>><<deviant1>>

	<<link [[Favour the high ranking wolf|Wolf Cave Rank]]>><<set $phase to 1>><</link>><<deviant1>>

		<<if $deviancy gte 15>>
		<<link [[Share yourself with both|Wolf Cave Rank]]>><<set $phase to 2>><</link>><<deviant2>>

		<</if>>
	<<link [[Ignore both|Wolf Cave Rank]]>><<set $phase to 3>><</link>>

	<<else>>
	A younger wolf tries to climb on a rock. It's feet skid and it tumbles to the ground. It stands up, but starts whining.

	<<link [[Make sure it's okay (0:05)|Wolf Cave Young]]>><<set $phase to 0>><<pass 5>><</link>>

	<<link [[Ignore|Wolf Cave Young]]>><<set $phase to 1>><</link>>

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

<<widget "wolfcavestate">><<nobr>>

<<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>>
The pack is unified in lethal purpose.
<<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 10>>
The wolves pace and growl at each other, anxious for a hunt.
<<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 1>>
The wolves are agitated, afraid of losing their place in the pecking order.
<<elseif $wolfpackferocity gte 20>>
The wolves keep a large space between them. Any trespass is met with gnashing teeth.
<<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 10>>
Play fights break out frequently.
<<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 1>>
The wolves lie together, grooming each other.
<<elseif $wolfpackharmony gte 20>>
The wolves lie together in a big cuddly pile.
<<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 10>>
Some of the wolves lie and groom each other, while others pace and watch the trees.
<<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 1>>
The wolves are on edge, growling and baring teeth at each other.
<<elseif $wolfpackferocity gte 10>>
The wolves eye each other warily.
<<elseif $wolfpackharmony gte 10 and $wolfpackferocity gte 1>>
Most of the wolves lie with their eyes shut, while others groom each other.
<<elseif $wolfpackharmony gte 10>>
The wolves groom themselves, and occasionally each other.
<<elseif $wolfpackferocity gte 1 and $wolfpackharmony gte 1>>
The wolves groom themselves and ignore each other.
<<elseif $wolfpackferocity gte 1>>
The pack lazes around, barely able to summon the energy to growl at each other.
<<elseif $wolfpackharmony gte 1>>
The pack lazes together, able to summon little energy.
<<else>>
A depressive malaise lies on the pack.
<</if>>

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

<<widget "wolfcaveselect">><<nobr>>
<<if $daystate is "day" or $daystate is "dawn">>
<<set $huntstate to "failed">>
<</if>>
	<<if $wolfstate is "hunt" and $daystate is "dawn" or $wolfstate is "hunt" and $daystate is "day">><<set $wolfstate to "cave">>
		<<if $rng + $wolfpackferocity + $wolfpackharmony gte 80>>
		The pack returns from the hunt. Some carry pieces of meat for the younger wolves that stayed at the cave. The hunt was successful.<<gharmony>><<lferocity>>

		<<else>>
		The pack returns from the hunt. They failed to catch anything.<<gferocity>><<lharmony>>

		<</if>>
	<<destinationwolfcave>>
	<<elseif $wolfstate is "cave" and $huntstate isnot "finished" and $daystate is "dusk" or $wolfstate is "cave" and $huntstate isnot "finished" and $daystate is "night">><<set $wolfstate to "hunt">><<set $huntstate to "failed">><<set $wolfpackpoisoned to 0>>
	The black wolf howls and the others join in. They're going hunting.

	<<link [[Go with them|Wolf Cave Hunt]]>><</link>>

	<<link [[Watch them leave|Wolf Cave Hunt Leave]]>><</link>>

	<<else>>
	<<wolfcaveevent>>
	<</if>>

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

<<widget "destinationwolfcave">><<nobr>>
<<if $bus is "wolfcave">>
<<link [[Next|Wolf Cave]]>><</link>>

<<else>>
<<link [[Next|Wolf Cave Clearing]]>><</link>>

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

<<widget "wolfhuntevents">><<nobr>>

<<if $huntstate is "success">><<set $huntstate to "finished">>
<<set $wolfstate to "cave">>
Satiated, the pack heads back to the cave. Some carry food for the younger wolves.<<lferocity>><<gharmony>>

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

<<elseif $daystate is "dawn" or $daystate is "day">><<set $huntstate to "finished">>
With the sun rising on the horizon, the pack returns to the cave. The failure of the hunt has the wolves riled.<<gferocity>><<lharmony>>

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

<<else>>
<<set $rng to random(1, 100)>>
	<<if $bus is "wolfpackriver">>

	You come to two pairs of tracks. One looks like a deer's hoof prints. The other several pairs of shoes.

		<<if $wolfpackleader is 1>>
		The pack waits for your decision.

		<<link [[Follow the deer tracks (1:00)|Wolf Deer]]>><<pass 1 hour>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<gtiredness>>

		<<link [[Follow the shoe tracks (1:00)|Wolf Hunters]]>><<pass 1 hour>><<set $bus to "wolfpackhunters">><<tiredness 12>><</link>><<gtiredness>>

		<<link [[Let the black wolf decide (1:00)|Wolf Deer]]>><<pass 1 hour>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<gtiredness>>

		<<else>>

		The black wolf follows the deer prints without a second thought.

			<<link [[Next (1:00)|Wolf Deer]]>><<pass 1 hour>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<gtiredness>>

		<</if>>

	<<elseif $bus is "wolfpackcliff">>
		You come to two pairs of tracks. One of a deer's hooves, but the steps are irregular. The other of large paws, with claws digging into the earth.

		<<if $wolfpackleader is 1>>
		The pack waits for your decision.

		<<link [[Follow the deer prints (1:00)|Wolf Carrion]]>><<pass 1 hour>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<gtiredness>>

		<<link [[Follow the large prints (1:00)|Wolf Bear]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<gtiredness>>

			<<if $rng gte 51>>
			<<link [[Let the black wolf decide (1:00)|Wolf Carrion]]>><<pass 1 hour>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<gtiredness>>

			<<else>>
			<<link [[Let the black wolf decide (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<gtiredness>>

			<</if>>

		<<else>>
			<<if $rng gte 51>>
			The black wolf sniffs the air, then follows the deer prints.

			<<link [[Next (1:00)|Wolf Carrion]]>><<pass 1 hour>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<gtiredness>>

			<<else>>
			The black wolf sniffs the air, then follows the large prints.

			<<link [[Next (1:00)|Wolf Bear]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<gtiredness>>

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

	<<elseif $bus is "wolfpackbear">>

	<<elseif $bus is "wolfpackhunters">>

	<<elseif $bus is "wolfpackdeer">>

	<<elseif $bus is "wolfpackcarrion">>

	<<else>>
	You come to a river emerging from the base of the cliff.

		<<if $wolfpackleader is 1>>
		The pack waits for your decision.

		<<link [[Follow the river (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<gtiredness>>

		<<link [[Follow the cliff (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<gtiredness>>

			<<if $rng gte 51>>
			<<link [[Let the black wolf decide (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<gtiredness>>

			<<else>>
			<<link [[Let the black wolf decide (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<gtiredness>>

			<</if>>

		<<else>>
			<<if $rng gte 51>>
			The black wolf sniffs the air, then runs along the river.

			<<link [[Next (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<gtiredness>>

			<<else>>
			The black wolf sniffs the air, then runs along the cliff.

			<<link [[Next (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<gtiredness>>

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

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

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

<<widget "blackwolfhealth">><<nobr>>

<<if $wolfpackpoisoned is 1>>
<<set $enemyhealth to 200>><<set $enemyhealthmax to 200>>
<<else>>
<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<</if>>

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

<<widget "wolfpackhuntoptions">><<nobr>>

		<<if $wolfpackshroom is "red">>
		<<link [[Add a red mushroom to the black wolf's food|Wolf Deer2]]>><<set $phase to 0>><<tiredness -12>><<pass 1 hour>><<pass 1 hour>><<pass 1 hour>><<tiredness -12>><<tiredness -12>><</link>><<ltiredness>>

		<<elseif $wolfpackshroom is "pink">>
<<link [[Add a pink mushroom to the black wolf's food|Wolf Deer2]]>><<set $phase to 1>><<tiredness -12>><<pass 1 hour>><<pass 1 hour>><<pass 1 hour>><<tiredness -12>><<tiredness -12>><</link>><<ltiredness>>

		<</if>>
	<<link [[Rest (3:00)|Wolf Deer2]]>><<set $phase to 2>><<tiredness -12>><<pass 1 hour>><<pass 1 hour>><<pass 1 hour>><<tiredness -12>><<tiredness -12>><</link>><<ltiredness>>

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

<<widget "blackwolfhand">><<nobr>>
	<<if $blackwolfgender is "m">>
	<<set $leftarm to "penis">>
	<<set $penis to "leftarm">>
	You take the black wolf's penis in your hand.
	<<else>>
	<<set $leftarm to "vagina">>
	<<set $vagina to "leftarm">>
	You rub the black wolf's pussy with your hand.
	<</if>>
<</nobr>><</widget>>


code:
:: Commercial alleyways [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "commercial">>
You are in an alleyway in the commercial district.
<<if $daystate is "day">>
You can hear the commotion of the high street.
<<elseif $daystate is "night">>
You hear laughter from a nearby building.
<<else>>
Many doors stand open and you hear voices within.
<</if>>
There's a ladder to your left, you think it will take you to the rooftops.

<<if $exposed gte 1>><<exhibitionismalley>>
	<<if $daystate isnot "night">>
	Connudatus street is packed with stalls. You might be able to cross the street by hiding under them. If something went wrong however, you'd find yourself exposed in the middle of a busy public street.

	<</if>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $stress gte 10000>><<passoutalley>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Places of interest

		<<if $daystate isnot "night" and $exposed gte 1>>
<<link [[Sneak under the stalls (0:10)|Stalls Ex]]>><<pass 10>><</link>>

		<</if>>

<<link [[Climb the ladder (0:02)->Commercial rooftops]]>><<pass 2>><</link>>

		<<if $daystate isnot "night" and $exposed gte 1>>
		<<else>>
Travel

<<connudatus>>

<<cliff>>

<<wolf>>

<<high>>

		<</if>>

Alternate routes

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
<<residential>>

<<park>>

		<</if>>
<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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

<<set $eventskip to 0>>


code:
:: Passout alley [nobr]
You've pushed yourself too much.

<<passout>>
<<set $safealley to 0>>
<<set $dangeralley to 0>>
<<set $danger to random(1, 10000)>>

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

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

<<if $dangeralley gte 71>><<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangeralley gte 45>><<link [[Wake up|Street Wake]]>><</link>>
<<elseif $dangeralley gte 1>><<link [[Wake up|Molestation alley]]>><<set $molestationstart to 1>><</link>><</if>>

<<if $safealley gte 1>><<ambulance>><</if>>

<<pass 1 hour>>

<<set $trauma +=10>><<set $stress -= 2000>>

:: Molestation Industrial [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationindustrial">>
<<strangeman2init>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Industrial Ejaculation [nobr]
<<effects>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you one last smack to the face, then leaves you lying on the ground.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> gets up and leaves you lying on the ground.

<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the ground.<<set $money += 500>>

You've gained £5.

<</if>>

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<industrialeventend>>

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

<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you keep running until your legs give out and you collapse in a heap.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>

<<industrialeventend>>

:: Molestation alley [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationalley">>
<<generate1>><<strangeman2init>><<set $enemyanger += 60>>
You awaken to find yourself being dragged behind a dumpster by a strange <<person1>><<personstop>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Molestation Commercial [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationcommercial">>
<<strangewoman1init>><<set $enemyanger += 60>><<set $lefthand to "hair">>
<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Commercial Ejaculation [nobr]
<<effects>>

<<He>> tenses and presses <<his>> mouth against your neck to muffle the sound of <<his>> climax.

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you a hard bite then leaves you without a word<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> gets up and leaves you lying on the grass.

<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> leaves you lying on the grass.<<set $money += 500>>

You've gained £5.

<</if>>

<<tearful>> you struggle to your feet.

<<clotheson>>

<<endcombat>>

<<commercialeventend>>

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

<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you run round several corners before hiding behind a crate of fruit. No one follows you.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>

<<commercialeventend>>

:: Molestation Residential [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationresidential">>
<<strangeman2init>>
<</if>>

<<if $phase is 1>><<set $rescue to 1>><</if>>
<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

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

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

:: Residential Alarm [nobr]
<<effects>><<set $rescued += 1>>

The dumpster opens fully, someone heard your cry. <<generate2>><<generate3>>A <<person2>><<person>> and <<person3>><<person>> grab your shoulders and haul you out, slamming it shut behind you.

<<clothesontowel>>

The <<person1>><<person>> looks concerned. "Good thing we heard you. Are you OK?" <<tearful>> you nod and thank them for the rescue, before parting ways.

<<endcombat>>

<<residentialeventend>>

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

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> bashes your head against the side of the dumpster, then drops you outside.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> pushes you outside the dumpster

<<else>>
<<He>> kisses you on the cheek, then lifts you out of the dumpster.

<</if>>

<<tearful>> you gather yourself.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>

<<residentialeventend>>

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

<<if $phase is 0>>
<<He>> recoils in pain, giving you the chance you need to escape. You push the lid with all your might, creating an opening. <<He>> recovers before you're able to make good on your escape however, and pulls you back down.

<<link [[Next|Molestation Residential]]>><<set $phase to 1>><</link>>
<<set $enemyhealth to $enemyhealthmax>>
<</if>>

<<if $phase is 1>>
<<He>> recoils in pain again. With the dumpster already ajar, you are able to climb out and escape. <<tearful>> you flee around the corner.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>

<<residentialeventend>>
<</if>>

:: Home Fence [nobr]
<<set $outside to 1>><<effects>>

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

You climb over the fence into the garden behind the orphanage.

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

<</if>>

:: Industrial rooftops [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>
On are on the rooftop of an industrial building. Plumes of smoke rise all around you. Buildings are closely packed, crossing between them should be no problem.

<<if $stress gte 10000>><<passoutalley>>
<<else>>
<<if $exposed gte 1>><<exhibitionismroof>>

There is an industrial chute leading into the park which would allow you to avoid the road.

<<link [[Climb down the ladder (0:02)->Industrial alleyways]]>><<pass 2>><</link>>

<<link [[Climb in the chute (0:02)->Chute]]>><<pass 2>><</link>>

<<else>>

There is an industrial chute leading into the park.

<<link [[Climb down the ladder (0:02)->Industrial alleyways]]>><<pass 2>><</link>>

<<link [[Climb in the chute (0:02)->Chute]]>><<pass 2>><</link>>

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

:: Chute [nobr]
<<set $outside to 0>><<effects>>

You slide down the chute to the park.

<<if $upperclothes is "naked" and $lowerclothes is "naked" and $underclothes is "naked">>

<<else>>
Your clothing snags on a rut.

<<set $upperintegrity -= 20>>
<<set $lowerintegrity -= 20>>
<<set $underintegrity -= 20>>

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerchute to 0>>
<<if $danger gte (9900 - ($allure * 3))>><<set $dangerchute to random(1)>>
<</if>>

<<if $dangerchute is 1>>
As the chute exit comes into view you see someone has left a cement mixer in front of it!

<<link [[Dodge it at any cost!|Molestation Chute]]>><<set $molestationstart to 1>><</link>>

<<link [[Brace for impact|Cement Mixer]]>><</link>>

<<else>>

<<parkquick>>

<</if>>

<<set $dangerchute to 0>>

:: Molestation Chute [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationchute">>
<<generate1>><<spankmaninit>>
<<person1>>You avoid landing in the mixer, but collide with the edge and knock it over. It shatters against the ground.

As you try to recover, a <<person>> storms over. "I'll show you what happens when you break things that aren't yours!" <<He>> grabs you by the arms, hauls you over to a chair and bends you over <<his>> lap.

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Cement Mixer [nobr]
<<set $outside to 1>><<effects>>

You curl up and slam into the mixer. Fortunately, the cement cushions your blow. Unfortunately, it's cement. You manage to struggle free,
<<if $underclothes is "naked" and $lowerclothes is "naked" and $upperclothes is "naked">>
stumbling away without attractive notice.

<<else>>
but lose your clothes in the process.

<<underruined>>
<<lowerruined>>
<<upperruined>>

<</if>>

<<parkquick>>

:: Chute Done [nobr]
<<effects>>

"I think you've had enough." <<He>> releases you and you slip to the ground in a heap.

<<He>> leaves you to sob.

<<clotheson>>
<<endcombat>>

<<parkquick>>

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

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you one last spank, then leaves you lying on the ground.<<violence 3>>

<<elseif $enemyanger gte 20>>
Without a word, <<he>> gets up and leaves you lying on the ground.

<<else>>
"I think you've learnt your lesson." <<He>> gets up and leaves you lying on the ground.

<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<parkquick>>

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

<<He>> recoils in pain. You take the opportunity to squirm free and bolt away. <<tearful>> you run into an area dense with foliage.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>

<<parkquick>>

:: Commercial rooftops [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>
You are on the rooftop of a commercial building. You can access the shopping centre from here. Buildings are closely packed, crossing between them should be no problem.

<<if $stress gte 10000>><<passoutalley>>
<<else>>
<<if $exposed gte 1>><<exhibitionismroof>>

<<link [[Climb down the ladder (0:02)->Commercial alleyways]]>><<pass 2>><</link>>

<<link [[Shopping centre (0:02)->Shopping Centre Top]]>><<pass 2>><</link>>

<<else>>

<<link [[Climb down the ladder (0:02)->Commercial alleyways]]>><<pass 2>><</link>>

<<link [[Shopping centre (0:02)->Shopping Centre Top]]>><<pass 2>><</link>>

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

:: Alley Ejaculation [nobr]
<<effects>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you one last smack to the face, then leaves you lying on the hard concrete.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> gets up and leaves you lying on the hard concrete.

<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the hard concrete.<<set $money += 500>>

You've gained £5.

<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<destination>>

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

<<He>> falls to the ground, giving you the chance you need to escape. <<tearful>> you run round a few bends and take cover in a shadowed alcove.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<destination>>

:: Residential Dog [nobr]
<<effects>>

<<if $noise is 2 and $combat is 0>>
The youths are wondering aloud why the dog is so agitated. They'll find you soon if you don't do something!

<</if>>

<<if $timer is 1 and $combat is 0>>
You hear the youths move away from the alley. You take a peek and see that they are indeed gone. The dog looks dejected as you walk away.

<<endevent>>

<<residentialeventend>>

<<elseif $timer is 1 and $combat is 1>>
You hear the youths move away from the alley. You try to take a peek but the dog tackles you to the ground.

<<set $rescue to 0>>

<<link [[Next|Residential Dog]]>><</link>><<nexttext>>

<<elseif $noise gte 3>>
Fed up with the racket, the pair make their way over.

<<link [[Next|Residential Dog Alarm]]>><</link>><<nexttext>>

<<elseif $phase is 1>>
It continues barking. You're afraid the youths will investigate if this continues.

<<link [[Quietly tell it to shut up|Residential Dog]]>><<set $noise += 1>><</link>>

<<if $bestialitydisable is "f">>
<<link [[Stroke its head->Residential Dog]]>><<set $phase to 2>><</link>>

<</if>>

<<elseif $phase is 2>>
It quiets at your touch, runs in a small circle, then walks right up to you. You notice its <<if $beastgender is "m">>penis is erect and ready.<<else>>pussy is wet and ready.<</if>> It looks at you expectantly.

<<link [[Just keep stroking its head->Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>>

<<link [[Take its genitals in your hand|Residential Dog]]>><<handskilluse>><<handstat>><<set $phase to 4>><</link>>

<<elseif $phase is 3>>
You continue to stroke its head, but it doesn't seem pleased and barks again.

<<link [[Just keep stroking its head->Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>>

<<link [[Take its genitals in your hand|Residential Dog]]>><<set $phase to 4>><<handskilluse>><<handstat>><</link>>

<<elseif $phase is 4>><<set $molestationstart to 1>><<set $phase to 5>>
You <<if $beastgender is "m">>take its penis in your hand.<<else>>rub its pussy with your hand.<</if>> It starts humping against your fingers.

<<link [[Next|Residential Dog]]>><</link>><<nexttext>>

<<elseif $phase is 5>>
  <<if $molestationstart is 1>>
  <<set $molestationstart to 0>>
  <<controlloss>>
  <<violence 1>>
  <<neutral 1>>
  <<molested>>
  <<set $event to "residentialdog">>
  <<dog1init>><<set $beasttype to "dog">>

  <<npchand>>

  <</if>>
	<<if $timer gte 1>><<set $rescue to 1>><</if>>

  <<effectsman>>
<<beast>>

  <<stateman>>

  <<actionsman>>

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

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

 <</if>>

:: Residential Dog Alarm [nobr]
<<effects>>

<<if $alarm is 1>>
Your scream alerts the pair.

<</if>>

At the sound of their approach, the dog ceases its adventure and bounds away.

<<endcombat>>

<<generatey1>><<generatey2>>Before you can recover, you are discovered by a <<person1>><<person>> and a <<person2>><<personstop>>

<<set $danger to random(1, 10000)>><<set $dangerstreet to 0>>
<<if $danger gte (9900 - ($allure * 3))>><<set $dangerstreet to random(1, 100)>>

They take advantage of your vulnerability.

<<set $molestationstart to 1>>

[[Next|Residential Pair]]

<<else>>

Seeing you in distress, the <<person1>><<person>> and <<person2>><<person>> help you to your feet.

<<set $rescued += 1>>
<<clothesontowel>>
The <<person1>><<person>> looks concerned. "Are you OK?" <<tearful>> you nod and thank them for their concern, before parting ways.

<<ambulance>>

<</if>>

:: Residential Dog Ejaculation [nobr]
<<beastejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> bites you on the thigh, then leaves you lying on the ground.<<violence 3>>

<<elseif $enemyanger gte 1>>
<<He>> barks then leaves you lying on the ground.

<<else>>
<<He>> licks your <<genitals>> then darts away.<<neutral 5>>

<</if>>

<<if $timer gte 1>>The youths leave shortly after.

<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<residentialeventend>>

:: Residential Dog Escape [nobr]
<<effects>>

Finally taking the hint, <<he>> whimpers and flees the alley.
<<if $timer gte 1>>After a short while the youths also leave.<</if>> <<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<residentialeventend>>

:: Residential Pair [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationindustrial">>
<<man2init>>
<</if>>

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

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>

		<<else>>
		No one comes to your aid.<<set $alarm to 0>>
		<<if $drugged gte 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

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

:: Residential Pair Ejaculation [nobr]
<<effects>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
They bash your head against the pavement, then leave you.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, they saunter off.

<<else>>
<<person2>>The <<person>> kisses you on the cheek, they then saunter off.

<</if>>

<<understeal>>
<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: Residential Pair Escape [nobr]
<<effects>>

The <<person1>><<person>> recoils in pain, giving you the chance you need to escape. <<tearful>> you keep running until your legs give out and you collapse against a wall.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>

<<destinationeventend>>


code:
:: Industrial alleyways [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "industrial">>
You are in an alleyway in the industrial district.
<<if $daystate is "day">>
You hear machines operating in the buildings around you.
<<elseif $daystate is "night">>
<<else>>
You hear the engines of heavy vehicles.
<</if>>
There's a ladder to your right, you think it will take you to the rooftops. The rear of the school protrudes into this area, separated by a spiked fence.

<<if $exposed gte 1>><<exhibitionismalley>><</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $stress gte 10000>><<passoutalley>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Points of interest

<<link [[Climb the ladder (0:02)->Industrial rooftops]]>><<pass 2>><</link>>

<<link [[Back door to bus station (0:02)|Bus Station Back Entrance]]>><<pass 2>><</link>>

<<link [[Climb over the fence into the school grounds (0:05)|School Rear Fence]]>><<pass 5>><</link>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<oxford>>

<<mer>>

<<elk>>

<<harvest>>

		<</if>>

Alternate routes

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
<<park>>

		<</if>>
<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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


code:
:: Park [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>

You are in the park.
<<if $daystate is "dawn">>
There are a few people out walking or jogging. Some have dogs with them.
<<elseif $daystate is "day">>
There are many people around. Small children play in the playground.
<<elseif $daystate is "dusk">>There are many people around. Children play in the playground.
<<elseif $daystate is "night">>
	<<if $famepark gte 60>>
	Creepy figures lurk in the shadows. News of your lewd running has spread. Don't run while exposed for several days if you want it to cool off.
	<<elseif $famepark gte 20>>
	You think you're being watched. News of your lewd running has spread. Don't run while exposed for a few days if you want it to cool off.
	<<else>>
	There is no one around.
	<</if>>
<</if>>

<<if $exposed gte 1>><<exhibitionismpark>>
	<<if $daystate isnot "night">>
	You can hear the commotion of the High Street, there's no way you'll be able to cross like this. However, there's a depot from which crates are being carried across the road, maybe you could hide in one of them.

	<</if>>
<</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $stress gte 10000>><<passoutpark>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Places of interest

		<<if $scienceproject is "ongoing" and $sciencelichenknown is 1 and $sciencelichenpark is 0 and $exposed lte 0>>
		<<link [[Examine lichen for science project|Park Lichen]]>><</link>>

		<</if>>
	<<link [[Men's toilets|Men's Toilets]]>><</link>>

	<<link [[Women's toilets|Women's Toilets]]>><</link>>

		<<if $daystate is "night">>
			<<if $exposed gte 2 and $exhibitionism gte 35>>
			<<link [[Go for a run (0:30)|Park Run Exposed]]>><<pass 30>><<set $phase to 0>><<tiredness 3>><<stress -3>><</link>><<exhibitionist3>><<gtiredness>><<lstress>>

			<<elseif $exposed is 1>>
			<<link [[Go for a run (0:30)|Park Run Exposed]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><<stress -3>><</link>><<exhibitionist1>><<gtiredness>><<lstress>>

			<<elseif $exposed is 0>>
			<<link [[Go for a run (0:30)|Park Run]]>><<pass 30>><<tiredness 3>><<stress -3>><</link>><<gtiredness>><<lstress>>

			<</if>>
		<<elseif $exposed is 0>>
		<<link [[Go for a run (0:30)|Park Run]]>><<pass 30>><<tiredness 3>><<stress -3>><</link>><<gtiredness>><<lstress>>

		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<link [[Hide in a Crate (0:10)|Crate Ex]]>><<pass 10>><</link>>

		<<else>>
Travel

<<high>>

<<starfish>>

<<oxford>>

<<nightingale>>

		<</if>>

Alternate routes

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
<<commercial>>

<<industrial>>

		<</if>>
<<stormdrain>>

		<<if $historytrait gte 1 and $parktunnelintro gte 1>>
		<<link [[Secret tunnel to school (0:05)|School Rear Playground]]>><<pass 5>><</link>>

		<</if>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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

<<set $eventskip to 0>>


code:
:: Residential alleyways [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "residential">>

You are in an alleyway in the residential district.
<<if $daystate is "day">>
There are a lot of people around.
<<elseif $daystate is "dusk">>
You hear children playing.
<<elseif $daystate is "night">>
You hear a dog barking.
<<elseif $daystate is "dawn">>
There are many people around.
<</if>>
Your home is nearby.

<<if $exposed gte 1>><<exhibitionismalley>><</if>>
<<if $arousal gte 10000>>
<<orgasmstreet>>
<</if>>

<<if $stress gte 10000>><<passoutalley>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsstreet>>
	<<else>>
Places of interest

		<<if $exposed gte 1>>
<<link [[Go home (0:02)->Home Fence]]>><<pass 2>><</link>>

		<<else>>
<<link [[Go home (0:02)->Garden]]>><<pass 2>><</link>>

		<</if>>

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
Travel

<<domus>>

<<barb>>

<<danube>>

<<connudatus>>

		<</if>>

Alternate routes

		<<if $exposed gte 1 and $daystate isnot "night">>
		<<else>>
<<commercial>>

		<</if>>
<<stormdrain>>

<<if $images gte 1>><<else>><<textmap>><</if>>

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


code:
:: Widgets Passout Alley [widget]
<<widget "passoutalley">><<nobr>>
[[Everything fades to black...->Passout alley]]
<</nobr>><</widget>>

:: Widgets Industrial Alleyways Ex [widget]
<<widget "industrialex1">><<nobr>>

<<generate1>><<person1>>You continue on, your heart pounding in your chest. You peek round a corner to make sure the way forward is safe. Just before you move however, a force impacts your left leg, closely followed by a sharp pain. You see the culprit as you fall to the ground, a <<personstop>> <<He>> drops the metal pipe and is on top of you before you can recover.

<<set $pain += 50>><<set $molestationstart to 1>>

[[Next->Molestation Industrial]]

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

<<widget "industrialex2">><<nobr>>

You come to a dead end, your path blocked by a brick wall. You hear voices coming from the way you arrived. If you go back that way, you fear your <<lewdness>> will be seen. You notice a small hole at the base of the wall, maybe large enough for you to squeeze through. You could also wait until the threat has passed.

<<link [[Squeeze through the hole|Industrial Ex Hole]]>><</link>>

<<link [[Hide and wait for them to pass (0:30)|Industrial Ex Hide]]>><<pass 30>><<stress 3>><</link>><<gstress>>

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

:: Widgets Park Ex [widget]
<<widget "parkex1">><<nobr>>

<<generate1>>You move on, keeping to the bushes as much as you can. As you peek around a tree, a pair of arms wrap round you from behind and force you to the ground.

<<set $molestationstart to 1>>

[[Next->Park Woman]]

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

<<widget "parkex2">><<nobr>>

You hear a growl beside you.

<<if $daystate isnot "night">>
There are people about. If you run, you'll be seen.

<</if>>

<<if $bestialitydisable is "f">>

<<link [[Run|Park Ex Run]]>><</link>>

<<link [[Stay put|Park Ex Dog Molestation]]>><<set $molestationstart to 1>><</link>>

<<else>>
<<link [[Run|Park Ex Run]]>><</link>>

<</if>>

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

:: Widgets Commercial Alleyways Ex [widget]
<<widget "commercialex1">><<nobr>>

<<generate1>><<person1>>You continue on, your heart pounding in your chest. You are peeking around a corner when the door beside you bursts open. A <<person>> carrying a large box rushes through, colliding with you and knocking you both to the ground. <<He>> recovers first, and seizes you by your hair.

<<set $molestationstart to 1>>

<<link [[Next->Molestation Commercial]]>><<set $eventskip to 1>><</link>>

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

<<widget "commercialex2">><<nobr>>

You are walking down an alley when you hear people up ahead. You turn back the way you came, but hear people coming from that direction as well. You look around for a way to keep your <<lewdness>> concealed, but there's nothing here except some mannequins lined up against a wall.

<<link [[Pretend to be a mannequin|Commercial Ex Mannequin]]>><</link>>

<<set $rng to random(1,100)>>
<<if $rng gte 61>>
<<link [[Cover yourself and keep walking|Commercial Ex Molestation]]>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>>

<<else>>
<<link [[Cover yourself and keep walking|Commercial Ex Exhibition]]>><</link>><<gtrauma>><<gstress>>

<</if>>

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

:: Widgets Residential Alleyways [widget]
<<widget "residentialex1">><<nobr>>
<<generate1>>You continue on, your heart pounding in your chest. You hear voices up ahead so you move into a blind alley and duck behind a dumpster. The voices get quieter and you are about to move when the dumpster yawns open! Before you can react, a pair of arms emerge and drag you inside.

<<set $molestationstart to 1>>

[[Next->Molestation Residential]]

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

<<widget "residentialex2">><<nobr>>
<<beastgenderpassage>>You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, it sounds like a pair of teenagers. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray dog looking at your from under a discarded newspaper.

It walks over to you, tail wagging, and begins barking. You hope it doesn't attract attention to you.

<<set $timer to 10>>

<<if $bestialitydisable is "f">>
<<link [[Stroke its ears->Residential Dog]]>><<set $phase to 2>><</link>>

<</if>>
<<link [[Endure|Residential Dog]]>><<set $phase to 1>><<set $noise += 1>><</link>>

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

:: Widgets Residential [widget]
<<widget "residential">><<nobr>>

<<link [[Residential alleyways (0:05)|Residential alleyways]]>><<pass 5>><</link>>

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

<<widget "residentialquick">><<nobr>>

<<link [[Residential alleyways|Residential alleyways]]>><</link>>

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

<<widget "residentialeventend">><<nobr>>

<<link [[Next|Residential alleyways]]>><<set $eventskip to 1>><</link>>

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

:: Widgets Industrial [widget]
<<widget "industrial">><<nobr>>

<<link [[Industrial alleyways (0:05)|Industrial alleyways]]>><<pass 5>><</link>>

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

<<widget "industrialquick">><<nobr>>

<<link [[Industrial alleyways|Industrial alleyways]]>><</link>>

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

<<widget "industrialeventend">><<nobr>>

<<link [[Next|Industrial alleyways]]>><<set $eventskip to 1>><</link>>

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

:: Widgets Commercial [widget]
<<widget "commercial">><<nobr>>

<<link [[Commercial alleyways (0:05)|Commercial alleyways]]>><<pass 5>><</link>>

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

<<widget "commercialquick">><<nobr>>

<<link [[Commercial alleyways|Commercial alleyways]]>><</link>>

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

<<widget "commercialeventend">><<nobr>>

<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>

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