code:
:: Lake Shore [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 30>><<set $bus to "lakeshore">>

<<if $laketeenspresent is 1>>
You are at the shore of the lake. There are several people playing in the water. You can see the Swimmers Dock with a few teens sitting on it.
<<elseif $daystate is "night">>
	<<if $weekday is 7 or $weekday is 1>>
	You are at the shore of the lake. You can see faint light from a fire at the campsite across the water.
	<<else>>
	You are at the shore of the lake. Dark water ripples unseen.
	<</if>>
<<elseif $daystate is "dusk" or $daystate is "dawn">>
You are at the shore. Undulating waves splash against the sand and rocks. A bear eats fish on the opposite bank.
<<else>>
You are at the shore of the lake. You can see your reflection in its surface. The Swimmers Dock sits idle out on the water.
<</if>>
<<if $weather is "rain">>
The water is alive with motion as rain breaks its surface.
<<else>>
The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

<<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $storelocation isnot "lakeshore">>
<<link [[Change into school swimsuit|Lake Shore]]>><<storeclothes>><<set $storelocationinit to "lakeshore">><<storelocation>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</link>>

<</if>>
<<if $schoolswimshortsno gte 1 and $storelocation isnot "lakeshore">>
<<link [[Change into school swim shorts|Lake Shore]]>><<storeclothes>><<set $storelocationinit to "lakeshore">><<storelocation>><<schoolswimshorts>><</link>>

<</if>>
<<if $upperbikinino and $lowerbikinino gte 1 and $storelocation isnot "lakeshore">>
<<link [[Change into bikini|Lake Shore]]>><<storeclothes>><<set $storelocationinit to "lakeshore">><<storelocation>><<upperbikini>><<lowerbikini>><</link>>

<</if>>
<<if $storelocation is "lakeshore">>
Your clothes are hidden in a rocky alcove.

<<link [[Get dressed|Lake Shore]]>><<undress>><<storeon>><</link>>

<</if>>

	<<if $laketeenspresent is 1 and $exposed lte 0 and $hour isnot 20>>
	<<link [[Hang out (0:30)|Lake Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>

	<</if>>
<<link [[Swim (0:02)|Lake Shallows]]>><<pass 2>><</link>>

	<<if $dev is 1>>
	<<link [[North to firepit (0:10)|Lake Firepit]]>><<pass 10>><</link>>

	<</if>>
<<link [[South to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>>

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

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

:: Lake Waterfall [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 40>><<set $bus to "lakewaterfall">>

<<if $laketeenspresent is 1>>
You are at the Waterfall. Some of the younger students are playing in the falling water. Teens sit in the pond above.
<<elseif $daystate is "night">>
You are at the waterfall. The moonlight turns the falling water into a curtain of silver.
<<else>>
You are at the Waterfall. Water is flowing down from the pond up on the rocks. A refreshing mist rolls out.
<</if>>
<<if $weather is "rain">>
The water is alive with motion as rain breaks its surface.
<<else>>
The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

<<link [[North to shore (0:10)|Lake Shore]]>><<pass 10>><</link>>

<<link [[South to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>>

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

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

:: Lake Fishing Rock [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 50>><<set $bus to "lakefishingrock">>

<<if $laketeenspresent is 1>>
You are on the Fishing Rock. You see people on the other side of the lake. Fish splash up to eat insects. It's peaceful, though the nearby trees are foreboding.
<<elseif $daystate is "night">>
You are on the Fishing Rock. Dark water ripples unseen.
<<elseif $daystate is "dusk" or $daystate is "dawn">>
You are on the Fishing Rock. Fish splash up to eat insects. It's peaceful, though the nearby trees are foreboding.
<<else>>
You are on the Fishing Rock. From here you have a clear view of the entire lake. You see fish swimming in the water.
<</if>>
<<if $weather is "rain">>
The water is alive with motion as rain breaks its surface.
<<else>>
The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

<<link [[North to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>>

<<link [[South to campsite (0:20)|Lake Campsite]]>><<pass 20>><</link>>

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

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

:: Lake Firepit [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 30>><<set $bus to "lakefirepit">>

<<if $laketeenspresent is 1>>
You are at the Firepit. There are people sitting on the stone benches that circle the pit. You can see several people splashing in the water down on the shore.
<<elseif $daystate is "night">>
	<<if $laketeensfire is 1>>
	You are at the Firepit. People are sitting around the fire as it burns, talking and drinking. The reflection of the fire on the lake's surface is almost mesmerising.
	<<else>>
	You are at the Firepit. Dark water ripples unseen.
	<</if>>
<<elseif $daystate is "dusk" or $daystate is "dawn">>
You are at the Firepit. There are stone benches circling the pit.
<<else>>
You are at the Firepit. There are stone benches circling the pit.
<</if>>
<<if $weather is "rain">>
The water is alive with motion as rain breaks its surface.
<<else>>
The water is calm.
<</if>>

<<if $exposed gte 1 and $laketeenspresent is 1 or $laketeensfire is 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

<<link [[South to shore (0:10)|Lake Shore]]>><<pass 10>><</link>>

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

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

:: Lake Campsite [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 50>><<set $bus to "lakecampsite">>

<<if $daystate is "night">>
	<<if $weather isnot "rain" and $hour gte 18 and $lakecouple isnot 1>>
	You are at the Campsite. A couple cuddle beside a small fire. There is a tent set up nearby.
	<<elseif $weather isnot "rain" and $hour lte 18>>
	You are at the Campsite. Embers burn beside a tent.
	<<else>>
	You are at the Campsite. An unlit fireplace sits in the centre of the clearing. The rain may have driven off campers.
	<</if>>
<<elseif $daystate is "dawn">>
You are at the Campsite. It looks like it was used recently.
<<else>>
You are at the Campsite. An unlit fireplace sits in the centre of the clearing.
<</if>>

<<if $weather isnot "rain" and $hour gte 18 and $exposed gte 1 and $lakecouple isnot 1>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>

<<lakereturnjourney>>

	<<if $weather isnot "rain" and $hour gte 18 and $exposed lte 0 and $lakecouple isnot 1>>
	<<link [[Approach the couple|Lake Couple]]>><</link>>

	<</if>>

<<link [[North to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>>

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

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

:: Lake Shallows [nobr]
<<set $outside to 1>><<set $location to "lake">><<set $bus to "lakeshallows">><<water>><<effects>><<lakeeffects>>

<<if $laketeenspresent is 1>>
You are swimming in the lake near the shore. The beach is alive with activity. People play in the sand and water.
<<else>>
	<<if $weather is "rain">>
	You are swimming in the lake near the shore. The rain drowns out the sounds of the forest.
	<<else>>
	You are swimming in the lake near the shore. There is no one at the beach today. The sound of the forest fills the air.
	<</if>>
<</if>>
<<if $schoolday isnot 1 and $weather is "rain" and $daystate is "day">>
Someone is swimming further out, past the dock.
<</if>>

<<if $laketeenspresent is 1 and $exposed gte 1>>
You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.

<</if>>

<<if $lakeswim is 1>><<set $lakeswim to 0>>
You practice swimming in the lake.
	<<if $daystate is "night">>
		<<if $weather is "rain">>
		The dark water dances with the rain. It's exhilarating, if scary.
		<<else>>
		The black water is gentle.
		<</if>>
	<<elseif $daystate is "dusk">>
		<<if $weather is "rain">>
		Rain agitates the cool water.
		<<else>>
		The falls over the trees, casting its double in the water.
		<</if>>
	<<elseif $daystate is "dawn">>
		<<if $weather is "rain">>
		Rain agitates the cool water.
		<<else>>
		The morning sun rises over the trees, casting its double in the water.
		<</if>>
	<<else>>
		<<if $weather is "rain">>
		Rain agitates the warm water.
		<<else>>
		The water is warm and gentle.
		<</if>>
	<</if>>
<<physique 3>><<swimmingskilluse>>

<</if>>

<<if $phase is 1>><<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper>>

	<<if $rng gte 91 and $chestparasite is 0 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.<<set $chestparasite to 1>><<set $parasitestat += 1>><<garousal>><<arousal 6>>

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

<<if $phase is 2>><<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower>>

	<<if $rng gte 91 and $penisparasite is 0 and $penisexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $penisparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

	<<elseif $rng gte 91 and $clitparasite is 0 and $vaginaexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $clitparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

	<</if>>

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
<<eventlakewater>>
<<else>>
	<<link [[Practice swimming (0:30)|Lake Shallows]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

	<<if $upperexposed gte 2 and $exposed gte 1 or $upperwetstage gte 3 and $exposed gte 1>>
	<<link [[Make a top out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 1>><</link>>

	<</if>>
	<<if $lowerexposed gte 2 and $underexposed gte 1 and $exposed gte 1 or $lowerwetstage gte 3 and $underwetstage gte 3 and $exposed gte 1 or $lowerwetstage gte 3 and $underexposed gte 1 and $exposed gte 1>>
	<<link [[Make a skirt out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 2>><</link>>

	<</if>>
	<<if $exposed gte 1 and $laketeenspresent is 1>>

	<<elseif $dev is 1>>
	<<link [[Swim to dock (0:10)|Lake Dock]]>><<pass 10>><</link>>

	<</if>>

<<link [[Swim further out (0:12)|Lake Depths]]>><<pass 12>><</link>>

	<<if $exposed gte 1 and $laketeenspresent is 1>>
	<<else>>
	<<link [[Shore (0:02)|Lake Shore]]>><<pass 2>><</link>>

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

:: Lake Depths [nobr]
<<set $outside to 1>><<set $location to "lake">><<set $bus to "lakedepths">><<water>><<effects>><<lakeeffects>>

<<if $laketeenspresent is 1>>
You are swimming in the middle of the lake near the dock. You see several teens hanging out on and around it.
<<else>>
	<<if $weather is "rain">>
	You are swimming in the lake near the shore. The rain is so thick you can't see the shore. An endless deluge surrounds you in all directions.
	<<else>>
	You are swimming in the middle of the lake near the dock.
	<</if>>
<</if>>
<<if $schoolday isnot 1 and $weather is "rain" and $daystate is "day">>
Mason swims nearby.
<</if>>

<<if $laketeenspresent is 1 and $exposed gte 1>>
You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.

<</if>>

<<if $lakeswim is 1>><<set $lakeswim to 0>>
You practice swimming in the lake.
	<<if $daystate is "night">>
		<<if $weather is "rain">>
		The dark water dances with the rain. It's exhilerating, if scary.
		<<else>>
		The black water is gentle.
		<</if>>
	<<elseif $daystate is "dusk">>
		<<if $weather is "rain">>
		Rain agitates the cool water.
		<<else>>
		The falls over the trees, casting its double in the water.
		<</if>>
	<<elseif $daystate is "dawn">>
		<<if $weather is "rain">>
		Rain agitates the cool water.
		<<else>>
		The morning sun rises over the trees, casting its double in the water.
		<</if>>
	<<else>>
		<<if $weather is "rain">>
		Rain agitates the warm water.
		<<else>>
		The water is warm and gentle.
		<</if>>
	<</if>>
<<physique 3>><<swimmingskilluse>>

<</if>>

<<if $phase is 1>><<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper>>

	<<if $rng gte 91 and $chestparasite is 0 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.<<set $chestparasite to 1>><<set $parasitestat += 1>><<garousal>><<arousal 6>>

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

<<if $phase is 2>><<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower>>

	<<if $rng gte 91 and $penisparasite is 0 and $penisexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $penisparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

	<<elseif $rng gte 91 and $clitparasite is 0 and $vaginaexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $clitparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

	<</if>>

<</if>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte 10000>><<passoutlake>>
<<elseif $danger gte (9900 - ($allure + 1000)) and $eventskip is 0 and $lakesurface is 1>>
Something followed you from the depths. <<eventlakewater>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
<<eventlakewater>>
<<else>>
	<<link [[Practice swimming (0:30)|Lake Depths]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

	<<if $upperexposed gte 2 and $exposed gte 1 or $upperwetstage gte 3 and $exposed gte 1>>
	<<link [[Make a top out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 1>><</link>>

	<</if>>
	<<if $lowerexposed gte 2 and $underexposed gte 1 and $exposed gte 1 or $lowerwetstage gte 3 and $underwetstage gte 3 and $exposed gte 1 or $lowerwetstage gte 3 and $underexposed gte 1 and $exposed gte 1>>
	<<link [[Make a skirt out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 2>><</link>>

	<</if>>
<<link [[Dive (0:01)|Lake Underwater]]>><<pass 1>><</link>>

<<link [[Swim towards shore (0:12)|Lake Shallows]]>><<pass 12>><</link>>

	<<if $exposed gte 1 and $laketeenspresent is 1>>
	<<elseif $dev is 1>>
	<<link [[Swim to dock (0:02)|Lake Dock]]>><<pass 2>><</link>>

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

<<set $lakesurface to 0>>

:: Lake Dock [nobr]
<<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>

<<if $laketeenspresent is 1>>
You are on the swimming dock. Several teens accompany you on the dock. There is a bikini sitting on the edge with no signs of its owner.
<<elseif $weather is "rain">>
You are on the swimming dock. The sound of the rain hitting the water surrounding you is almost deafening. <<if $hallucinations gte 1>>You can't see far, yet you feel like something watches you.<</if>>
<<elseif $daystate is "day">>
You are on the swimming dock. The lake looks placid. You feel like the only person in the entire world.
<<elseif $daystate is "night">>
	<<if $laketeensfire is 1>>
You are on the swimming dock. You can see the fire from the party a little ways in the distance. Stars dot the water. You feel like you are floating among them.
	<<else>>
You are on the swimming dock. Stars dot the water. You feel like you are floating among them. <<if $hallucinations gte 1>>You feel like you are being watched.<</if>>
	<</if>>
<<else>>
You are on the swimming dock. The only sounds you hear are waves crashing upon the sides of the dock.
<</if>>

<<link [[Go swimming|Lake Depths]]>><</link>>


code:
:: Lake Underwater [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte 10000>><<passoutlake>>
<<else>>
You are beneath the lake. You swim over dark silt and between tall weeds.

<<if $daystate is "night">>
	<<if $weather is "rain">>
	The water is black. It dulls the sound of the rain above.
	<<elseif $weather is "clear">>
	The plants glisten in moonlight.
	<<else>>
	The water is black.
	<</if>>
<<else>>
	<<if $weather is "rain">>
	The water is dark. It dulls the sound of the rain above.
	<<elseif $weather is "clear">>
	Sunlight pierces the gloom.
	<<else>>
	The water is dark.
	<</if>>
<</if>>

<<link [[Swim inside ruin|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<link [[Surface|Lake Depths]]>><<set $lakesurface to 1>><</link>>

<</if>>

:: Lake Ruin [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

You are in the submerged ruin beneath the lake. Glowing purple lichen covers ancient walls.

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

<<if $sciencelichenknown is 1 and $sciencelichenlake isnot 1 and $scienceproject is "ongoing">>
<<link [[Retrieve lichen for your science project|Lake Lichen]]>><<set $sciencelichenlake to 1>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Swim deeper|Lake Ruin Deep]]>><<wateraction>><</link>><<loxygen>>

<<link [[Swim outside|Lake Underwater]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Ruin Deep [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

You are deep in the submerged ruin beneath the lake. Pots of different sizes fill the room. There's an ancient door opposite the entrance.

<<if $lakeruinkey isnot 2>>
It's closed.
<<else>>
It's open.
<</if>>

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

<<if $lakeruinkey is 1>>
<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<<if $lakeruinkey is 2>>
<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Ruin Door [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<set $lakeruinkey to 2>>
You hear the ancient mechanism creak and the door groans open. Beyond is a plinth, stood alone in a rubble-strewn room. Atop it sits an ivory necklace. It's studded with blue jewels.

<<link [[Take it|Lake Ruin Deep]]>><<set $antiquemoney += 2000>><<if $antiqueivorynecklace is undefined>><<set $antiqueivorynecklace to "found">><</if>><</link>>

<<link [[Leave|Lake Ruin Deep]]>><</link>>

:: Lake Ruin Plinth [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

You are deep in the lake ruin, in a small room with a plinth.

<<if $antiqueivorynecklace is undefined>>
An ivory necklace sits atop it. It's studded with blue jewels.

<<link [[Take it|Lake Ruin Deep]]>><<set $antiquemoney += 2000>><<if $antiqueivorynecklace is undefined>><<set $antiqueivorynecklace to "found">><</if>><</link>>

<<else>>

<</if>>

<<link [[Leave|Lake Ruin Deep]]>><</link>>

:: Lake Pots [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte 10000>><<passoutlake>>
<<else>>

<<if $rng gte 81>>
You reach inside one of the pots, and find a small ivory box. It's sealed by a bronze lock.

<<if $historytrait gte 4>>
The box itself is very old. It must be valuable.

<<link [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><</link>>

<</if>>
<<set $skulduggerydifficulty to 300>>
<<link [[Open it|Lake Ruin Box]]>><<wateraction>><</link>><<skulduggerydifficulty>><<loxygen>>

<<if $lakeruinkey is 1>>
<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<<if $lakeruinkey is 2>>
<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<elseif $rng gte 78 and $swarmdisable is "f">>
You reach inside one of the pots. Swarms of small fish surge out, surrounding you.

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

<<elseif $rng gte 51>>

You reach inside one of the pots. There's purple dust at the bottom. Your probing disturbs it, and it swirls around your arm. You feel heated.<<gstress>><<stress 3>><<garousal>><<arousal 6>>

<<if $lakeruinkey is 1>>
<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<<if $lakeruinkey is 2>>
<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<elseif $rng gte 41 and $lakeruinkey is undefined>>
You reach inside one of the pots. You find a decaying bronze key.

<<set $lakeruinkey to 1>>

<<link [[Open door with bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<<if $lakeruinkey is 2>>
<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<else>>
<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	You reach inside one of the pots. It's full of broken ceramics.
	<<elseif $rng gte 61>>
	You reach inside one of the pots. Something inside snaps at you. You pull your hand away in time, but it was close.<<gstress>><<stress 3>>
	<<elseif $rng gte 41>>
	You reach inside one of the pots. It's full of mud.
	<<elseif $rng gte 21>>
	You reach inside one of the pots. It's full of pebbles.
	<<else>>
	You reach inside one of the pots. It's empty.
	<</if>>

<<if $lakeruinkey is 1>>
<<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>

<</if>>
<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<<if $lakeruinkey is 2>>
<<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<</if>>

<</if>>

:: Lake Swarm [nobr]
<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $swarmname to "containers">>
<<set $swarmmove to "shaking">>
<<set $swarmcreature to "fish">>
<<set $swarmspill to "shatter">>
<<set $swarmsteady to "steady">>
<<set $swarmSteady to "Steady">>
<<set $swarmcount to 6>>
<<set $swarm1 to "active">>
<<set $swarm2 to "active">>
<<set $swarm3 to "active">>
<<set $swarm4 to "active">>
<<set $swarm5 to "contained">>
<<set $swarm6 to "contained">>
<<set $swarmactive to 4>>
<<set $swimdistance to 8>>
<<set $water to 1>>
<</if>>

<<if $swimdistance gte 8>>
You're caught in the middle of the swarm.
<<elseif $swimdistance gte 2>>
You're escaping the swarm.
<<else>>
You've almost escaped.
<</if>>

<<underwater>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>

<<if $stress gte 10000>>
<<link [[Next|Lake Swarm Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
<<link [[Next|Lake Swarm Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Lake Swarm Finish [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

<<if $stress gte 10000>>

It's all just too much for you. You pass out.

<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underoff isnot 0>>
<<underruined>>
<</if>>

<<endcombat>>

<<passoutlake>>

<<else>>

<<tearful>> you swim away from the swarms of fish, who stay near their pots. They disappear inside them.

<<clotheson>>
<<endcombat>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Ruin Box [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

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

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

	<</if>>

	<<if $rng gte 95>>
	You find a gold necklace.<<set $antiquemoney += 500>><<if $antiquegoldnecklace is undefined>><<set $antiquegoldnecklace to "found">><</if>>

	<<else>>
	You find a silver ring.<<set $antiquemoney += 30>><<if $antiquesilverring is undefined>><<set $antiquesilverring to "found">><</if>>

	<</if>>

<<if $historytrait gte 4>>
You take the empty box too. It belongs in a museum.<<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>>

<</if>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<<else>>

You fail to pick the lock.

<<if $historytrait gte 4>>
<<link [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><</link>>

<</if>>
<<link [[Try again|Lake Ruin Box]]>><<wateraction>><</link>><<skulduggerydifficulty>><<loxygen>>

<<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>

<<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>

<</if>>

:: Lake Lichen [nobr]
<<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

<<set $hallucinogen += 180>>
The lichen crumbles at your touch, but you collect enough for your science project.

You can add the lichen you found to your project in your room or the school library.

A warmth spreads through your fingers, up your arm and into the rest of your body. You feel light-headed.

You've been afflicted by a hallucinogen. You'll have the Hallucinations and Severe Hallucinations traits until it wears off. High trauma or awareness will also cause hallucinations.

	<<if $tentacledisable is "f">>
	Tendrils rise from the dark. They dart towards you.

	<<link [[Next|Lake Underwater Tentacles]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	<<generates1>><<person1>>A <<person>> emerges from the dark, naked save a necklace of ivory around <<his>> neck. <<He>> shouts something unintelligible, then lunges for you.

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

	<</if>>

:: Lake Underwater Tentacles [nobr]
<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<set $tentacleno to 6>>
<<set $tentaclehealth to 8>>
<<tentaclestart>>

<</if>>

<<underwater>><<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>

<<if $activetentacleno lte ($tentacleno / 2)>>
<<link [[Next|Lake Underwater Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Lake Underwater Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Lake Underwater Tentacles Finish [nobr]
<<underwater>><<effects>>

The creature recoils from you and disappears into darkness. <<tearful>> you turn to the exit.

<<clotheson>>
<<endcombat>>

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

:: Lake Underwater Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $consensual to 0>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<controlloss>>
<<molested>>
<<man1init>>
<<if $penis isnot "none">><<set $penis to 0>><</if>><<if $vagina isnot "none">><<set $vagina to 0>><</if>>

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Lake Underwater Rape Finish [nobr]
<<set $outside to 1>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>>

<<if $enemyhealth lte 0>>

<<He>> recoils from you and disappears into darkness. <<tearful>> you turn to the exit.

<<clotheson>>
<<endcombat>>

<<else>>
<<ejaculation>>

<<He>> disappears into darkness. <<tearful>> you turn to the exit.

<<clotheson>>
<<endcombat>>

<</if>>

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

:: Lake Depths Swarm [nobr]

<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $swarmname to "swarms">>
<<set $swarmmove to "moving towards you">>
<<set $swarmcreature to "fish">>
<<set $swarmspill to "encircle you">>
<<set $swarmsteady to "fend off">>
<<set $swarmSteady to "Fend off">>
<<set $swarmcount to 8>>
<<set $swarm1 to "active">>
<<set $swarm2 to "contained">>
<<set $swarm3 to "contained">>
<<set $swarm4 to "contained">>
<<set $swarm5 to "contained">>
<<set $swarm6 to "contained">>
<<set $swarm7 to "contained">>
<<set $swarm8 to "contained">>
<<set $swarmactive to 1>>
<<set $swimdistance to 12>>
<<set $water to 1>>
<</if>>

<<if $swimdistance gte 8>>
You're caught in the middle of the swarm.
<<elseif $swimdistance gte 2>>
You're escaping the swarm.
<<else>>
You've almost escaped.
<</if>>

<<water>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>

<<if $stress gte 10000>>
<<link [[Next|Lake Depths Swarm Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
<<link [[Next|Lake Depths Swarm Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Lake Depths Swarm Finish [nobr]
<<effects>>

<<if $stress gte 10000>>

It's all just too much for you. You pass out.

<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underoff isnot 0>>
<<underruined>>
<</if>>

<<endcombat>>

<<passoutlake>>

<<else>>

<<tearful>> you escape the swarms of fish. They don't pursue.

<<clotheson>>
<<endcombat>>

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

<</if>>

repo_name: warawanaineko/degrees


code:
:: Widgets Lake [widget]
<<widget "lakeeffects">><<nobr>>
<<if $schoolday is 1>>
	<<if $daystate is "day" or $daystate is "dusk">>
		<<if $hour gte 15 and $weather isnot "rain">>
		<<set $laketeenspresent to 1>>
		<<else>>
		<<set $laketeenspresent to 0>>
		<</if>>
	<<else>>
	<<set $laketeenspresent to 0>>
	<</if>>
<<else>>
	<<if $daystate is "day" or $daystate is "dusk">>
		<<if $weather isnot "rain">>
		<<set $laketeenspresent to 1>>
		<<else>>
		<<set $laketeenspresent to 0>>
		<</if>>
	<<else>>
	<<set $laketeenspresent to 0>>
	<</if>>
<</if>>

<<if $weather isnot "rain" and $hour gte 18>>
<<set $laketeensfire to 1>>
<<else>>
<<set $laketeensfire to 0>>
<</if>>

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

<<widget "destinationlake">><<nobr>>

<<if $bus is "lakeshallows">>
<<link [[Next|Lake Shallows]]>><</link>>

<<elseif $bus is "lakedepths">>
<<link [[Next|Lake Depths]]>><</link>>

<<elseif $bus is "lakefirepit">>
<<link [[Next|Lake Firepit]]>><</link>>

<<elseif $bus is "lakefishingrock">>
<<link [[Next|Lake Fishing Rock]]>><</link>>

<<elseif $bus is "lakecampsite">>
<<link [[Next|Lake Campsite]]>><</link>>

<<elseif $bus is "lakewaterfall">>
<<link [[Next|Lake Waterfall]]>><</link>>

<<else>>
<<link [[Next|Lake Shore]]>><</link>>

<</if>>

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

<<widget "passoutlake">><<nobr>>

You've pushed yourself too much.

<<passout>>

<<set $danger to random(1, 10000)>>

<<if $danger gte (9900 - $allure)>>
	<<if $laketeenspresent is 1>>
	<<link [[Next|Lake Mermaid]]>><</link>>

	<<else>>
	<<link [[Next|Lake Ritual]]>><</link>>

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

<<pass 1 hour>>

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

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

<<widget "lakejourney">><<nobr>>

Someone screams. Everyone turns and backs away from the newcomer, a wolf. It stands some way apart and watches.

<<if $deviancy gte 15 and $bestialitydisable is "f">>
<<link [[Deal with it|Lake Wolf Sex]]>><<set $sexstart to 1>><</link>><<deviant2>><<gcool>>

<</if>>

<<link [[Run away|Lake Wolf Run]]>><<stress 3>><</link>><<gstress>>

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

<<widget "lakereturnjourney">><<nobr>>

<<if $laketeenspresent is 1 and $hour is 20>>
It's getting late, and the shadows of the forest grow longer. People are preparing to return to town. No one wants to be left to travel alone.

	<<if $exposed lte 0>>
	<<link [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass 30>><</link>>

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

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

<<widget "eventlakewater">><<nobr>>

<<if $bus is "lakeshallows">>
	<<if $laketeenspresent is 1>>
	<<generatey1>><<person1>> A <<person>> watches you from the bank.

	<<link [[Wave (0:01)|Lake Wave]]>><<stress -2>><</link>><<lstress>>

	<<link [[Ignore|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>>

		<<if $playergenderappearance is "f" and $exhibitionism gte 35>>
		<<link [[Flash|Lake Flash]]>><</link>><<exhibitionist3>>

		<</if>>
	<<else>>
	Your leg gets tangled in some weeds. It takes a few minutes of struggling to free yourself.<<gtiredness>><<tiredness 2>>

<<pass 3>>

	<<link [[Next|Lake Shallows]]>><<set $eventskip to 1>><</link>>

	<</if>>
<<else>>
	<<if $rng gte 91 and $weather is "rain" and $bestialitydisable is "f" and $voredisable is "f" and $hallucinations gte 2 and $controlled is 0>>
	Something large surges through the water beneath you. A gaping maw grips your thighs.

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

	<<elseif $rng gte 81 and $swarmdisable is "f">>
	The water is agitated. Swarms of small fish encircle you.

	<<link [[Next|Lake Depths Swarm]]>><<set $molestationstart to 1>><</link>>

	<<else>>
		<<if $daystate is "night" and $weather is "rain">>
		Something brushes your leg and startles you. You look beneath the dark and violent water, but can't see anything. You feel strange.<<garousal>><<arousal 6>><<gstress>><<stress 6>>

		<<else>>
		Something brushes your leg and startles you. You look beneath the water, but can't see anything.<<garousal>><<arousal 6>><<gstress>><<stress 6>>

		<</if>>

	<<link [[Next|Lake Depths]]>><<set $eventskip to 1>><</link>>

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

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

<<widget "eventlake">><<nobr>>

<<if $rng gte 81 and $bestialitydisable is "f">>
You see a boar rifling through litter at the base of a tree. It spots you.

<<link [[Stand your ground|Lake Boar Stand]]>><</link>>

<<link [[Run|Lake Boar Run]]>><</link>>

<<elseif $rng gte 51>>
You thought you heard someone call your name, but there's no one there.<<gtrauma>><<trauma 1>>

<<set $eventskip to 1>>
<<destinationlake>>
<<else>>
A pair of eyes stares at you from between the trees, then vanishes.<<gstress>><<stress 6>>

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

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


code:
:: Widgets Tentacle World [widget]
<<widget "passouttentacleworld">><<nobr>><<passout>>
[[Everything fades to black...->Passout Tentacle World]]
<</nobr>><</widget>>

:: Tentacle World Intro [nobr]
<<set $outside to 0>><<set $location to "tentworld">><<effects>><<set $phase to 0>>
<<set $tentnorth to 0>>
<<set $tenteast to 0>>
<<if $rng gte 51>>
<<set $tentportalnorth to either(-5, -4, 4, 5)>>
<<set $tentportaleast to random(-5, 5)>>
<<else>>
<<set $tentportalnorth to random(-5, 5)>>
<<set $tentportaleast to either(-5, -4, 4, 5)>>
<</if>>
You open the door, revealing an alien landscape. Giant tentacles writhe against the sky. An orgasm here could be dangerous.

<<link [[Next|Tentacle Plains]]>><</link>>

:: Passout Tentacle World [nobr]
<<set $outside to 0>><<set $location to "tentworld">><<effects>>
<<uppernaked>><<lowernaked>><<undernaked>>
You wake, realizing with horror that you are trapped naked within a mass of tentacles. They hold you several feet above the ground, your limbs and torso secure in their gentle but unyielding embrace. Struggling to escape, you move your arms and legs in hopes of disrupting the tentacles' grip. You fail, as every movement is countered effortlessly by the unconcerned appendages. Your desperation rises as your thrashing has no effect.

But desperation is not the only thing to rise. As you continue to breathe in the musky air and feel your captors wriggling flesh pressing against your arms and hips and calves, you find your body flush with growing arousal. Your <<genitals>> reacts. Sweat breaks our across your skin. Your nipples harden. Unsatisfied by your previous climaxes, your body yearns to be touched. To be toyed with. To be pleasured.

And yet your <<genitals>> is not assaulted. Your ass remains unmolested. Instead, the tentacles seem only interested in holding you in this bondage. It's maddening, the pleasure rising within you like the tide. Though you wish to be free, your body wants to be used. Closing your eyes, you moan with frustrated lust even as you ponder escape.

That sound spurs the tentacles into movement. Several begin to caress your chest and back, thighs and tummy. Far from your most sensitive areas, they nevertheless drive you wild as you find yourself bucking against them. You ache with arousal, your mind drifting in a sea of desire.

It's too much. Though unable to get yourself off, or perhaps because of it, you find your body tingling as your climax begins to build. You moan as the tentacles increase their speed, the dam within you breaking. It is slow, the pleasure building upon itself as the orgasmic energy pours into your pelvis and you suck in deep ragged breaths. It's too much.

You cum, twitching against your captor as you groan through your climax. It lasts for many seconds, the tentacles gliding over your flesh as the pleasure pulses brighter and brighter within you. Your stiff body collapses and you let out a long exhausted exhale.<<orgasmstat>><<set $orgasmcount += 1>>

<<link [[Next|Passout Tentacle World 2]]>><</link>>

:: Passout Tentacle World 2 [nobr]
<<set $outside to 0>><<set $location to "tentworld">><<effects>>

But it's not over. Before you can regain your senses, two naughty tentacles find your nipples and begin to vigorously grind against them. You squeal at this spike of pleasure, your eyes flying open as you look down at your chest. Instead of feeling your orgasm dissipate, it seems that this new assault has created an echo chamber within your nervous system and you realize with horror and anticipation that a new climax is beginning to build within you.

Before it peaks, however, a third tentacle slides between your bottom and rubs aggressively over your hole, eliciting an even louder squeal from you as the pleasure in your nipples and asshole merge into a tsunami that crashes against you. Your climax speeds towards you and you open your mouth to scream.

Instead you cry out as the tentacles force you to cum hard. You buck and writhe against your bindings. Your eyes flutter open and closed. Moans escape your throat as you endure the orgasm, the time growing indistinct as you cum and cum and cum.<<orgasmstat>><<set $orgasmcount += 1>>

Eventually, the powerful feelings start to fade. Despite the tentacles still teasing your body, you feel the effects of this newest climax receding. Your mind, soaked for so long in a fog of unrelenting pleasure, starts to clear.

<<link [[Next|Passout Tentacle World 3]]>><</link>>

:: Passout Tentacle World 3 [nobr]
<<set $outside to 0>><<set $location to "tentworld">><<effects>>

Then a tentacle flicks the tip of your <<if $penisexist is 1>>penis<<else>>clit<</if>> hard, sending a jolt right to your brain. With tentacles torturing your ass and nipples, this lone strike against your most sensitive place, which up until now had not been subjected to any sensations, overloads your system. You cum suddenly, your body unprepared for the unstoppable pleasure. The explosion within you causes your body to spasm, your hands clenched tight and your feet kicking out spastically.<<orgasmstat>><<set $orgasmcount += 1>>

Before this newest climax can properly fade, your <<genitals>> is subjected to another hard slap that sends you spiraling into a fourth orgasm. You scream as the tingling breaks down your mental barriers.<<orgasmstat>><<set $orgasmcount += 1>>

Another slap. <<set $arousal to 10000>><<orgasmpassage>>

Another. <<set $arousal to 10000>><<orgasmpassage>>

It goes on and on and on, your body no longer distinguishing one peak from the next. Your breathing ragged, your body fights the losing battle against the pleasure being forced upon you and your mind begins to shatter.

Overwhelmed with unending orgasms, you eventually crash into unconsciousness.

<<link [[Next|Passout Tentacle World 4]]>><<clotheson>><</link>>

:: Passout Tentacle World 4 [nobr]
<<set $outside to 0>><<set $location to "asylum">><<effects>>

You wake in darkness. You're back in the asylum, in the tiny room.<<endevent>><<harper>><<person1>>

<<link [[Next|Asylum Room 2]]>><</link>>

:: Tentacle Plains [nobr]
<<set $outside to 0>><<set $location to "tentworld">><<effects>>

You are on the tentacle plains. Tendrils growing from the ground strain to reach your <<genitalscomma>> caressing your thighs and whatever else they can reach. The air is sweet.<<set $drugged += 10>><<ggarousal>><<arousal 12>>

<<if $phase is 1>>
You walk north.

<</if>>
<<if $phase is 2>>
You walk south.

<</if>>
<<if $phase is 3>>
You walk east.

<</if>>
<<if $phase is 4>>
You walk west.

<</if>>
<<set $phase to 0>>
<<if $stress gte $stressmax>>
<<passouttentacleworld>>
<<elseif $arousal gte $arousalmax and $eventskip isnot 1>>
<<orgasmpassage>>
Energized, the tentacles around you dart higher than normal. They wrap around your arms, and drag you to the ground.

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

<<else>>
	<<if $tentnorth is 0 and $tenteast is 0>>
	The door to the asylum is nearby.

	<<link [[Return to asylum|Tentacle Return]]>><</link>>

	<</if>>
	<<if $tentnorth is $tentportalnorth and $tenteast is $tentportaleast>>
	A door stands open here. There's a forest beyond.

	<<link [[Enter|Tentacle Escape]]>><</link>>

	<</if>>
	<<if $tentnorth lt 5>>
	<<link [[North (0:10)|Tentacle Plains]]>><<set $tentnorth += 1>><<set $phase to 1>><</link>>

	<</if>>
	<<if $tentnorth gt -5>>
	<<link [[South (0:10)|Tentacle Plains]]>><<set $tentnorth -= 1>><<set $phase to 2>><</link>>

	<</if>>
	<<if $tenteast lt 5>>
	<<link [[East (0:10)|Tentacle Plains]]>><<set $tenteast += 1>><<set $phase to 3>><</link>>

	<</if>>
	<<if $tenteast gt -5>>
	<<link [[West (0:10)|Tentacle Plains]]>><<set $tenteast -= 1>><<set $phase to 4>><</link>>

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

:: Tentacle Escape [nobr]
<<set $outside to 0>><<set $location to "tentworld">><<effects>>

You step through the door. It seals shut behind you. You're in the forest.

<<endevent>>
<<set $forest to random(50, 100)>><<set $asylumtentacleescape to 1>><<set $asylumescaped to 1>>
<<link [[Next|Forest]]>><</link>>

:: Tentacle Return [nobr]
<<set $outside to 0>><<set $location to "tentworld">><<effects>>

You go through the door back to the asylum. It seals shut behind you.

<<endevent>><<harper>><<person1>>
<<link [[Next|Asylum Room 2]]>><</link>>

:: Tentacle Rape [nobr]
<<set $outside to 0>><<set $location to "tentworld">>

<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<set $tentacleno to 12>>
<<set $tentaclehealth to 15>>
<<tentaclestart>>
<<set $tentacle1shaft to "waist">>

<</if>>

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

<<if $activetentacleno lte ($tentacleno / 2)>>
<<link [[Next|Tentacle Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Tentacle Rape]]>><</link>><<nexttext>>
<</if>>

:: Tentacle Rape Finish [nobr]
<<effects>>

The tentacles lose interest in you, for now. <<tearful>> you struggle to your feet.

<<set $eventskip to 1>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Tentacle Plains]]>><</link>>


code:
:: Wolf Cave Fight [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
	<<if $phase is 2>>
	<<beast2init>>
	<<else>>
	<<beast1init>>
	<</if>>
	<<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 Fight Finish]]>><</link>><<nexttext>>
<<elseif $finish is 1>>
<<link [[Next|Wolf Cave Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Wolf Cave Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Wolf Cave Fight Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Wolf Cave Fight]]>><</link>><<nexttext>>
<</if>>

:: Wolf Cave Help [nobr]
<<set $location to "forest">><<effects>>

You cry for help.

<<if $wolfpackharmony gte 1>>
The other wolves growl at the aggressor, who slinks away in response.<<lharmony>>

<<destinationwolfcave>>
<<else>>
The other wolves don't care.

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

<</if>>

:: Wolf Cave Fight Finish [nobr]
<<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>>

<<destinationwolfcave>>

:: Wolf Cave Rank [nobr]
<<set $location to "forest">><<effects>>

<<if $phase is 0>>

You stroke the low ranking wolf, and its ears perk up. The more dominant wolf growls, but doesn't press it.<<gharmony>><<lferocity>><<deviancy1>>

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

<<elseif $phase is 1>>

You stroke the high ranking wolf. The less dominant wolf walks away with its tail down.<<lharmony>><<gferocity>><<deviancy1>>

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

<<elseif $phase is 2>>

You stroke both wolves. The dominant wolf seems less pleased, but doesn't cause a fuss. It insists it takes you first.<<gharmony>><<gferocity>><<deviancy2>>

<<link [[Next|Wolf Cave Fight Duo]]>><<set $sexstart to 1>><</link>>

<<else>>

You turn away from them both. The more dominant wolf growls, but doesn't press it.

<<destinationwolfcave>>

<</if>>

:: Wolf Cave Intervene [nobr]
<<set $location to "forest">><<effects>>

<<if $phase is 0>>
You cover the wounded wolf with your body. The other wolf bares its teeth at you, but relents.<<gharmony>><<lferocity>>

<<elseif $phase is 1>>
You stroke the wolf who drew blood. It jumps at your touch, as if expecting attack, but continues once it realizes what you're doing.<<lharmony>><<gferocity>>

<<else>>
You ignore the wolves. The wounded wolf whimpers, and the other stops.

<</if>>

<<destinationwolfcave>>

:: Wolf Cave Calm [nobr]
<<set $location to "forest">><<effects>>

<<if $phase is 0>>
You walk over to the black wolf and drop to your knees to stroke its head. It shakes you off, then presents its genitals to you.

<<link [[Take in hand|Wolf Cave Black Wolf]]>><<set $sexstart to 1>><</link>><<deviant1>>

	<<if $deviancy gte 55>>
<<link [[Take in mouth|Wolf Cave Black Wolf]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<deviant4>>

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

<<elseif $phase is 1>>
The black wolf continues harassing the other wolves, who do their best to avoid it. It calms down, but leaves the rest of the pack anxious.<<lharmony>>

<<destinationwolfcave>>

<<else>>
You look at the black wolf right in the eyes and bare your teeth. It's anger is wiped from its face for a moment, but soon returns. It growls and lunges at you.

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

<</if>>

:: Wolf Cave Black Wolf [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">><<set $beastname to "blackwolf">>
<<if $phase is 0>>
You reach beneath the wolf and take it in your hand.<<npchand>><<deviancy1>>
<<else>>
You lean beneath the wolf.<<npcoral>><<deviancy4>>
<</if>>
<<blackwolfhealth>><<set $enemytrust -= 20>>

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

<</if>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

The black wolf calms down. The other wolves look grateful and relieved.<<gharmony>>

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<<elseif $enemyhealth lte 0>>

	<<if $wolfpackleader is 1>>
	The black wolf limps away from you. The other wolves look relieved.<<gharmony>>

	<<else>>
The whole pack watches as the black wolf rolls onto its back in submission.

<<tearful>> you howl. The other wolves howl with you. The black wolf hobbles away to nurse its injuries. You can now lead the pack on hunts.<<set $wolfpackleader to 1>>

	<</if>>

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<<else>>

The black wolf stops bothering you, but continues to bite and growl at the others.<<lharmony>>

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>
<</if>>

:: Wolf Cave Challenge [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<set $beastname to "blackwolf">><<beast1init>><<set $beasttype to "wolf">><<blackwolfhealth>><<set $enemyanger += 200>><<set $enemytrust -= 40>>

<</if>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Wolf Cave Challenge Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Wolf Cave Challenge Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100>>
<<link [[Next|Wolf Cave Challenge Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Wolf Cave Challenge]]>><</link>><<nexttext>>
<</if>>

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

The black wolf calms down. The other wolves look grateful and relieved.<<gharmony>>

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<<elseif $enemyhealth lte 0>>

The whole pack watches as the black wolf rolls onto its back in submission.

<<tearful>> you howl. The other wolves howl with you. The black wolf hobbles away to nurse its injuries. You can now lead the pack on hunts.<<set $wolfpackleader to 1>>

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<<else>>

You fall to the ground, unable to fight any longer. The black wolf grabs your neck in its jaws and holds you to the floor for a moment, then releases you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

	<<if $wolfpackpoisoned isnot 1>>
The black wolf is very strong. There must be a way to even things.

	<</if>>

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<</if>>

:: Wolf Cave Young [nobr]
<<set $location to "forest">><<effects>>

<<if $phase is 0>>
You rush over to the young wolf and stroke its head. It rears up and licks your face. It's fine, just upset by the fall.<<gharmony>><<lferocity>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>

<<destinationwolfcave>>

<<else>>

You ignore the young wolf. It soon starts playing again. It's fine.<<lharmony>><<gferocity>>

<<destinationwolfcave>>

<</if>>

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

<<if $phase is 1>><<set $phase to 0>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, but it's better than nothing.
<<plantupper>>

<<elseif $phase is 2>><<set $phase to 0>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, but it's better than nothing.
<<plantlower>>

<</if>>

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

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

You play fight with the young wolf. It bites your arm and tries to drag you to the ground. When that fails it bites your leg and tries there. It's not very strong.

<<destinationwolfcave>>

:: Wolf Cave Lewd Play [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 adopt a mating posture and present yourself to the wolf.<<deviancy2>><<set $enemytrust -= 20>>
	<<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 Lewd Play Finish]]>><</link>><<nexttext>>
<<elseif $finish is 1>>
<<link [[Next|Wolf Cave Lewd Play Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Wolf Cave Lewd Play Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Wolf Cave Lewd Play Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Wolf Cave Lewd Play]]>><</link>><<nexttext>>
<</if>>

:: Wolf Cave Lewd Play Finish [nobr]
<<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>>

<<destinationwolfcave>>

:: Wolf Cave Fight Duo [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast2init>>
<<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 Fight Duo Finish]]>><</link>><<nexttext>>
<<elseif $finish is 1>>
<<link [[Next|Wolf Cave Fight Duo Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Wolf Cave Fight Duo Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Wolf Cave Fight Duo Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Wolf Cave Fight Duo]]>><</link>><<nexttext>>
<</if>>

:: Wolf Cave Fight Duo Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but the other is eager for a go.<<set $beastno -= 1>>

[[Next|Wolf Cave Fight Duo]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the other is eager for a go.<<set $beastno -= 1>>

[[Next|Wolf Cave Fight Duo]]

<<else>>
The $beasttype recoils in pain and fear.<<set $beastno -= 1>>

<<link [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype moves and another takes its turn.<<wolfpacktrust>><<set $beastno -= 1>>

[[Next|Wolf Cave Fight Duo]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype moves and the last takes its turn.<<wolfpacktrust>><<set $beastno -= 1>>

[[Next|Wolf Cave Fight Duo]]

<<else>>
Satisfied, the $beasttype moves away from you.<<wolfpacktrust>><<set $beastno -= 1>>

<<link [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<else>>

<<if $consensual is 1>>
The wolves groom each other.

<<else>>
	<<if $enemywounded is 1 and $enemyejaculated is 0>>
	The $beasttype whimpers and flees into the darkness between the trees.
	<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
	The $beasttype leaves you lying on the grass.
	<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
	Feeling that you're more trouble than you're worth, the wolves flee between the trees.
	<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
	The wolves leave you spent and shivering on the grass.
	<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
	The wolves leave you spent and shivering on the grass.
	<</if>>

<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<</if>>


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

<<if $wolfpacktrust gte 18 or $wolfpackleader gte 1>>

You follow the wolves as they depart between the trees. They don't stop you.

<<set $outside to 1>>
Not far from the cave they break into a run. They move fast. It's hard to keep up.<<physique 6>>

<<wolfhuntevents>>

<<else>>

You try to follow the wolves, but the black wolf turns and growls at you. It wants you to stay with the young wolves.

You watch as they depart between the trees.

If they trusted you more, they might be willing to let you come along.

<<destinationwolfcave>>

<</if>>

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

The pack departs between the trees, leaving you with the younger wolves.

<<destinationwolfcave>>

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

You run with the pack alongside the river. You come to a soft patch of grass. Some of the wolves lie down for a rest.

<<if $wolfpackleader gte 1>>
	<<link [[Rest (1:00)|Wolf River Rest]]>><<tiredness -12>><<pass 1 hour>><</link>>

	<<link [[No time for rest|Wolf River Rouse]]>><</link>>

	<<if $rng gte 51>>
	<<link [[Let the black wolf decide|Wolf River Rest]]>><<tiredness -12>><<pass 1 hour>><</link>>

	<<else>>
	<<link [[Let the black wolf decide|Wolf River Rouse]]>><</link>>

	<</if>>
<<else>>
	<<if $rng gte 51>>
	The black wolf lies down too, and you and the other wolves follow suit.

	<<link [[Next (1:00)|Wolf River Rest]]>><<tiredness -12>><<pass 1 hour>><</link>>

	<<else>>
	The black wolf growls at them, and they stand back up.

	<<link [[Next|Wolf River Rouse]]>><</link>>

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

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

You come to a decaying stump at the base of the cliff. There's a collection of mushrooms growing at its base, some red some pink.

<<if $science gte 400>>
You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You recognise the pink ones too. They're an aphrodisiac, and poisonous to many animals. Including wolves.
<<elseif $science gte 200>>
You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You don't recognise the pink ones.
<<else>>
You don't recognise either of them.
<</if>>

<<link [[Take red mushroom|Wolf Cliff2]]>><<set $wolfpackshroom to "red">><</link>>

<<link [[Take pink mushroom|Wolf Cliff2]]>><<set $wolfpackshroom to "pink">><<arousal 6>><</link>><<garousal>>

<<link [[Leave them alone|Wolf Cliff2]]>><</link>>

:: Wolf River Rest [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

The pack rests for a while. You think you even fall asleep.<<gharmony>><<lferocity>><<ltiredness>>

The wolves soon become restless, and the hunt continues.<<physique 6>>

<<wolfhuntevents>>

:: Wolf River Rouse [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

The wolves are roused and the hunt continues.<<physique 6>>

<<wolfhuntevents>>

:: Wolf Cliff2 [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

The wolves start to move again, and you run to keep up with them.<<physique 6>>

<<wolfhuntevents>>

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

You follow the deer tracks. They lift their heads more frequently, as if they can smell something you can't. After some time they break into a sprint.

<<if $physique gte 5000>>

They don't hold back for you, but you're able to keep up. You soon arrive at a clearing. On the other side stands a lone deer. It stops grazing and breaks into a panicked run at the sight of the pack.

	<<if 20 + $wolfpackharmony + $wolfpackferocity gte $rng>>
	It bounds through the forest, weaving between the trees and out of sight. The black wolf breaks from the rest of the pack and races after it. You break into another clearing and find the black wolf stood triumphant over its prey.

	The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<stress -12>><<lstress>>

	The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.

<<wolfpackhuntoptions>>

	<<else>>

	It bounds through the forest, weaving between the trees. The pack races after it, but running at such speed they tire quickly. The deer escapes.

	Higher harmony and ferocity increases the chance of a successful hunt.

	Dejected but not broken, the wolves try to pick up the scent of easier prey. They catch something on the breeze and break into a run.<<physique 6>>

	<<set $bus to "wolfcaveclearing">>
	<<wolfhuntevents>>

	<</if>>

<<else>>

They don't hold back for you, and you're unable to keep up. You lose them in the forest.

<<link [[Next|Forest]]>><<set $forest to 60>><</link>>

<</if>>

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

You follow the trail and arrive at a grassy knoll. On its top lies a deer carcass, being chewed on by a wild boar. The boar spots the pack and glares down.

<<if $rng gte 51>>
Before the rear wolves even arrive the boar leaps over the carcass and charges down the hill, straight at you!

<<link [[Stand your ground|Wolf Carrion Stand]]>><</link>>

<<link [[Run|Wolf Carrion Run]]>><</link>>

<<else>>
Before the last wolf even arrives, the boar leaps over the carcass and charges down the hill, straight at the black wolf.

	<<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>>

	The black wolf stands its ground. The boar veers away and runs into the forest.

	The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<stress -12>><<lstress>>

	The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.

	<<wolfpackhuntoptions>>

	<<else>>

	The black wolf stands its ground, and the boar's charge knocks it aside. It runs amok among the wolves, who panic and run for the safety of the trees.

	Higher harmony and ferocity increases the chance of a successful hunt.

You run with the pack into the forest. There must be easier prey.<<physique 6>>

<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>>

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

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

You come to a small cave and see a large shape rise and fall in a steady rhythm. It's a bear, lying with its eyes shut beside a fresh kill. It looks like a deer. The pack creeps closer. They'll need the element of surprise.

	<<set $skulduggerydifficulty to 300>>
<<link [[Distract it|Wolf Bear Distract]]>><</link>><<skulduggerydifficulty>>

<<link [[Attack|Wolf Bear Attack]]>><</link>>

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

The wolves seem uneasy. They wouldn't normally track a pack of humans unless the situation was dire. They follow you regardless. Their run slows to a prowl, and soon after you hear laughter ahead. You creep forward. Three hunters sit around a fire. A deer carcass lies on the ground beside them. They each have a rifle.

A frontal attack would be very risky.

<<if $exposed gte 2>>
	<<if $exhibitionism gte 75>>
	You feel more conscious of your <<lewdness>> now that you're faced with other people. It would be so embarrassing to stride into the middle of them like this. But it could work to your advantage.

	<<set $skulduggerydifficulty to 400>>
<<link [[Distract them|Wolf Hunters Distract]]>><<set $phase to 0>><</link>><<skulduggerydifficulty>><<exhibitionist5>>

	<<else>>
	You feel more conscious of your <<lewdness>> now that you're faced with other people. There's no way you can let them see you.

	<</if>>
<<elseif $exposed gte 1>>
	<<if $exhibitionism gte 35>>
	You feel more conscious of your <<lewdness>> now that you're faced with other people. It would be so embarrassing to stride into the middle of them like this. But it could work to your advantage.

	<<set $skulduggerydifficulty to 600>>
<<link [[Distract them|Wolf Hunters Distract]]>><<set $phase to 1>><</link>><<skulduggerydifficulty>><<exhibitionist3>>

	<<else>>
	You feel more conscious of your <<lewdness>> now that you're faced with other people. There's no way you can let them see you.

	<</if>>
<<else>>
	<<set $skulduggerydifficulty to 800>>
<<link [[Distract them|Wolf Hunters Distract]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>

<</if>>

<<link [[Attack|Wolf Hunters Attack]]>><</link>>

<<link [[Leave|Wolf Hunter Leave]]>><</link>>

:: Wolf Deer2 [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

<<if $phase is 0>><<set $wolfpackshroom to "none">>
You crumble the red mushroom onto the black wolf's food. It spots you and growls, but relents when it sees you carry nothing away. It returns to its place and continues eating. Over the next few hours it becomes more territorial, glaring at other wolves who approach the deer.<<gferocity>>

<<elseif $phase is 1>><<set $wolfpackshroom to "none">>
You crumble the pink mushroom onto the black wolf's food. It spots you and growls, but relents when it sees you carry nothing away. It returns to its place and continues eating. Over the next few hours it becomes lethargic. The other wolves notice and try their luck at parts of the deer they wouldn't normally be allowed.<<lferocity>><<set $wolfpackpoisoned to 1>>

<</if>>

You lie on the grass with your head resting on a wolf. All that running is tiring. You close your eyes and sleep. You're awoken when the wolf you were resting on stands up.

<<set $huntstate to "success">>
<<wolfhuntevents>>

:: Wolf Hunters Attack [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>
<<generate1>><<generate2>><<generate3>>
The wolves get into position around the camp, then rush in from all directions.

<<if $wolfpackharmony + $wolfpackferocity - 20 gte $rng>>

The hunters are quick to react, but not quick enough. A <<person1>><<person>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The black wolf lunges and grabs <<his>> arm in its jaws.

	The other wolves follow the black's lead. You back away as they drive the hunters into a tight circle with their backs against each other.

	"Th-this is m-mad," the <<person>> stammers.

	<<link [[Demand valuables|Wolf Hunters Valuables]]>><</link>><<crime>>

	<<link [[Let them go|Wolf Hunters Go]]>><</link>>

<<else>>
The hunters are quick to react. They grab their rifles and fire at the wolves. The bullets whiz into the forest. Though unharmed, the wolves turn their tails and flee to safety. You go with them.<<lharmony>><<lferocity>>

Higher harmony and ferocity increases the chance of a successful hunt.

You run into the forest once more, the pack following close behind. There must be easier prey.<<physique 6>>

<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>>

<</if>>

:: Wolf Hunters Distract [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>
<<generate1>><<generate2>><<generate3>>
<<if $phase is 0>>
You emerge from the safety of the trees, naked. You hear a wolf whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them.<<exhibitionism5>>

They gape at you. The closest, a <<person1>><<personcomma>> is the first to speak. "Why, if it isn't a forest nymph, come to keep us warm." <<He>> stands up, and the others do too.

<<elseif $phase is 1>>
You emerge from the safety of the trees, despite being exposed so. You hear a wolf whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them.<<exhibitionism3>>

They gape at you. The closest, a <<person1>><<personcomma>> is the first to speak. "Looks like you forgot to dress properly." <<He>> stands up, and the others do too.

<<else>>
You emerge from the safety of the trees. You hear a wolf whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them.

They jump and reach for their guns when they see you, but soon calm down. The closest, a <<person1>><<personcomma>> is the first to speak. "You shouldn't sneak up on people like that," <<he>> says. "You're liable to get hurt." <<He>> leers at you as <<he>> stands up, and the others do too.

<</if>>

<<skulduggerycheck>>
	<<if $skulduggerysuccess is 1>>
		<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
		<<skulduggeryskilluse>>
		<<else>>
		That was too easy. You didn't learn anything.

		<</if>>

	A <<person2>><<person>> cocks <<his>> head as if listening, but doesn't hear anything. <<He>> grins at you. "Walking the woods all alone are we? Don't fret, we'll look after you."

	"That's right," a <<person3>><<person>> says next as <<he>> eyes you up and down. "Question is, what shall we do with you?"

	They're so taken by you they don't notice the many pairs of eyes glowing in the dark, drawing closer. The <<person1>><<person>> looks over <<his>> friend's shoulder and horror spreads on <<his>> face. <<He>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The black wolf lunges and grabs <<his>> arm in its jaws.

	The other wolves follow the black's lead. You back away as they drive the hunters into a tight circle with their backs against each other.

	"Th-this is m-mad," the <<person>> stammers.

	<<link [[Demand valuables|Wolf Hunters Valuables]]>><</link>><<crime>>

	<<link [[Let them go|Wolf Hunters Go]]>><</link>>

	<<else>>

	<<skulduggeryskilluse>>

	"I heard that," a <<person2>><<person>> announces, and in once swift movement <<he>> picks up a stone and hurls it into the shrubs around their camp. You hear rustling and pattering feet. It fades away. The pack was so on edge it was enough to spook them into fleeing.

	"Looks like your friends have done a runner," a <<person3>><<person>> says. "Pity. I bet they're as cute as you." <<He>> reaches towards you. "Now come 'ere."

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

	<</if>>

:: Wolf Hunter Leave [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

It's not worth the risk. You turn and run, the relieved wolves following close behind.<<physique 6>>

<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>>

:: Wolf Hunters Valuables [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>
<<set $wolfpackrob to 1>>

<<if $submissive gte 1150>>
"Give me your money and valuables," you say. "Then leave us to eat in peace."

<<elseif $submissive lte 850>>
"Your money and valuables," you say. "Before I feed you to my family." The wolves growl.

<<else>>
"Your money and valuables," you say. "Hurry, I can't hold them back forever." The wolves growl.

<</if>>

They pull money out of pockets and take off their jewelry. They drop it all in a pile at their feet before being marched from the camp by the wolves nipping at their heels. The wolves rush to the deer carcass once they are out of earshot.

	<<if $rng gte 96>>
	You find £200 in cash, as well as assorted baubles you think are very valuable.<<set $money += 20000>><<set $blackmoney += 800>><<crimeup 1000>>
	<<elseif $rng gte 51>>
	You find £50 in cash, as well as assorted baubles you think are quite valuable.<<set $money += 5000>><<set $blackmoney += 50>><<crimeup 100>>
	<<else>>
	You find £20 in cash, as well as assorted baubles you think are quite valuable.<<set $money += 2000>><<set $blackmoney += 30>><<crimeup 50>>
	<</if>>

<<endevent>>

	The black wolf keeps the choice parts of the deer for itself. You rummage in a bag left behind by the hunters and find some canned food that suits you better.<<stress -12>><<lstress>>

	The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.

<<wolfpackhuntoptions>>

:: Wolf Hunters Go [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

<<if $submissive gte 1150>>
"Leave us alone," you say. "We only want to eat in peace."

<<elseif $submissive lte 850>>
"Leave," you say. "Before I change my mind and feed you to my family." The wolves growl.

<<else>>
"Leave," you say. "I can't hold them back forever." The wolves growl.

<</if>>

The hunters nod and march from the camp with wolves nipping at their heels. The wolves rush to the deer carcass once they are out of earshot.

<<endevent>>

	The black wolf keeps the choice parts for itself. You rummage in a bag left behind by the hunters and find some canned food that suits you better.<<stress -12>><<lstress>>

	The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.

<<wolfpackhuntoptions>>

:: Wolf Hunter Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemyanger += 50>>

<</if>>

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

<<stateman>>

<<actionsman>>

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

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

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

"I said the trip would be worth it," the <<person1>><<person>> says. "What now?"

<<person2>>"I know," the <<person>> says. <<He>> produces a rope from a bag beside the fire and ties your arms together. "There. Have fun being wolf food." <<tearful>> you leave the camp. You walk until their laughter fades behind you.

<<set $leftarm to "bound">><<set $rightarm to "bound">>
<<clotheson>>
<<endcombat>>

<<else>>

The <<person1>><<person>> stumbles backwards and steps in the fire. <<tearful>> you push past <<him>> and flee into the forest.

<<clotheson>>
<<endcombat>>

<</if>>

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

:: Wolf Bear Distract [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
	<<skulduggeryskilluse>>
	<<else>>
	That was too easy. You didn't learn anything.

	<</if>>

You sneak up to the cave. You think you hear the bear snore. You sneak behind it. The rest of the pack inches closer. One of them snaps a twig, and the bear's eyes shoot open. You throw a rock at it, and it turns to face you. It rears up and roars, unaware of the wolves right behind it. They attack it from behind, biting at its limbs and clawing at its back.

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

	<</if>>

Groggy and surrounded, the bear stumbles away from the cave and leaves the deer carcass unguarded. The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<stress -12>><<lstress>>

	The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.

<<wolfpackhuntoptions>>

<<else>>

You sneak up to the cave. You think you hear the bear snore. You're right beside it when it opens it's eyes and looks straight at you! The wolves flee into the night and the bear rears over you.

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

<</if>>

:: Wolf Bear Attack [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>
<<generate1>><<generate2>><<generate3>>
The wolves creep up to the cave. The bear's eyes open, and the wolves lunge at it.

<<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>>

The bear tries to stand, but it's too late. Several sets of jaws clamp down on it's body. It roars in pain and swipes at the attackers, but they jump back to safety.

Groggy and hurt, the bear stumbles away from the cave and leaves the deer carcass unguarded. The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<stress -12>><<lstress>>

	The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.

<<wolfpackhuntoptions>>

<<else>>
The black wolf lunges, but the bear is too quick. It swipes the black wolf to the side, and the other wolves turn and flee. The black wolf follows, unhurt save for its pride.

Higher harmony and ferocity increases the chance of a successful hunt.

You run with the pack into the forest. There must be easier prey.<<physique 6>>

<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>>

<</if>>

:: Wolf Bear Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "bear">><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>>

<</if>>

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

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Satisfied, the bear returns to sleep.

<<tearful>> you stagger from the cave.

<<clotheson>>
<<endcombat>>

<<link [[Next|Forest]]>><<set $forest to 60>><</link>>

<<elseif $enemyhealth lte 0>>

You scare the mighty beast. It flees deeper into its abode. It's a shame the wolves ran, as there's nothing guarding the carcass.

<<tearful>> you stagger from the cave.

<<clotheson>>
<<endcombat>>

<<link [[Next|Forest]]>><<set $forest to 60>><</link>>

<</if>>

:: Wolf Carrion Stand [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>
You plant your feet and stand your ground.

<<if $physique gte $rng * 100 + 2000>>
The boar veers away from you, and runs into the forest.

The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<stress -12>><<lstress>>

	The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.

<<wolfpackhuntoptions>>

<<else>>
The boar doesn't stop. It knocks you aside and runs amok among the wolves, who run for the safety of the forest. Before you can stagger to your feet the boar is on top of you.

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

<</if>>

:: Wolf Carrion Run [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>

You run away from the boar. It runs amok among the wolves, who panic and run for the safety of the trees.

You run with the pack into the forest. There must be easier prey.<<physique 6>>

<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>>

:: Wolf Carrion Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">><<set $beasttype to "boar">>
<<beast1init>>
<<set $beaststance to "top">>
<</if>>

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

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Satisfied, the boar climbs the hill and continues to eat.

<<tearful>> you walk into the trees.

<<clotheson>>
<<endcombat>>

<<link [[Next|Forest]]>><<set $forest to 60>><</link>>

<<elseif $enemyhealth lte 0>>

You scare the boar away from you. It squeals and flees. It's a shame the wolves ran as there's nothing guarding the carcass.

<<tearful>> you walk into the trees.

<<clotheson>>
<<endcombat>>

<<link [[Next|Forest]]>><<set $forest to 60>><</link>>

<</if>>