code:
:: Domus Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>

You are on Domus Street. The orphanage is here. The street is dominated by small homes similar in appearance.
<<if $daystate is "day">>
	<<if $weather is "rain">>
	People walk quickly, driven by the rain.
	<<else>>
	People tend to their gardens and go about their business all along the street.
	<</if>>
<<elseif $daystate is "dawn">>
It's quite busy. People are on their way to work.
<<elseif $daystate is "dusk">>
People return to their homes, tired after a long day.
<<else>>
The street is dark and silent.
<</if>>

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

<<if $tutorial is 0 and $debug is 0>><<set $tutorial to 1>>
<<generate1>><<person1>>As you leave the orphanage you bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."

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

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

<<link [[Go home (0:01)->Orphanage]]>><<pass 1>><</link>>

	<<if $daystate is "night">>
	<<link [[Approach one of the houses (0:02)|Domus House Lock]]>><<pass 2>><</link>>

	<<elseif $exposed lte 0>>
	<<link [[Knock on one of the houses (0:02)|Domus House Knock]]>><<pass 2>><</link>>

	<</if>>

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

<<barb>>

<<danube>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate Routes

<<residential>>

<<stormdrain>>

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

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

:: Nightingale Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "nightingale">>

You are on Nightingale Street. It is dominated by the civic hospital but there are also several office buildings.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	There's a lot of activity around the hospital.
	<<else>>
	There's a lot of activity around the hospital.
	<</if>>
<<elseif $daystate is "dawn">>
People are arriving at their workplaces.
<<elseif $daystate is "dusk">>
People are heading home for the day.
<<elseif $daystate is "night">>
There's an oasis of light around the hospital.
<</if>>

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

<<if $stress gte 10000>><<passoutstreet>>
<<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

<<link [[Hospital (0:01)->Hospital front]]>><<pass 1>><</link>>

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

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

<<wolf>>

<<elk>>

<<high>>

<<oxford>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<park>>

<<stormdrain>>

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

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

:: High Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>

You are on the High Street, centre of the town's commercial activity. The shopping centre is located here, where you can buy new clothes.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	The street is busy despite the rain.
	<<else>>
	The street is packed with people, walking in all directions.
	<</if>>
<<elseif $daystate is "dawn">>
Some shops are open already.
<<elseif $daystate is "dusk">>
Some shops are closed, but others remain open.
<<elseif $daystate is "night">>
A few people still walk down the street, despite almost everything being closed.
<</if>>

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

<<if $stress gte 10000>><<passoutstreet>>
<<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 is "night" and $hour isnot 21>>
<<link [[Shopping Centre|Shopping Centre Sneak]]>><</link>>

<<elseif $hour is 21>>
People are leaving the shopping centre. It must be closing time.

<<else>>
<<link [[Shopping Centre (0:02)|Shopping Centre]]>><<pass 2>><</link>>

<</if>>

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

<<cliff>>

<<wolf>>

<<starfish>>

<<nightingale>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<commercial>>

<<park>>

<<stormdrain>>

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

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

:: Starfish Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">>

You are on Starfish Street. Wind blows in from the ocean.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	Part of the road is covered in wet sand.
	<<else>>
	There's a lot of noise coming from the dock.
	<</if>>
<<elseif $daystate is "dawn">>
You can already hear activity from the dock.
<<elseif $daystate is "dusk">>
The dock remains noisy, even at this hour.
<<elseif $daystate is "night">>
You hear nothing but the sea.
<</if>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>

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

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

<<if $stress gte 10000>><<passoutstreet>>
<<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

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

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

<<cliff>>

<<mer>>

<<high>>

<<oxford>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate Routes

<<park>>

<<stormdrain>>

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

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

:: Barb Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "barb">>

You are on Barb Street. Silver blocks of flats tower all around you. You can hear the sea. The police station is located here. There's also a dance studio.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	The few braving the rain walk quickly.
	<<else>>
	Pedestrians fill the pavements, but the sound of traffic dominates.
	<</if>>
<<elseif $daystate is "dawn">>
The street is already busy, even so early.
<<elseif $daystate is "dusk">>
The sun has long since disappeared behind the towers, but the street remains busy.
<<elseif $daystate is "night">>
Voices and occasional shouting emerge from the nearby buildings despite the hour.
<</if>>

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

<<if $stress gte 10000>><<passoutstreet>>
<<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 $openinghours is 1>><<link [[Dance Studio (0:01)|Dance Studio]]>><<pass 1>><</link>>

<<elseif $closinghour is 1>>
People are leaving the dance studio. It must be closing time.

<<else>>
<<link [[Dance Studio|Dance Studio Lock]]>><</link>>

<</if>>
		<<if $exposed lte 0>>
		<<link [[Police Station (0:02)|Police Station]]>><<pass 2>><</link>>

			<<if $dorenintro gte 1>>
			<<link [[Doren's Flat (0:02)|Doren Entrance]]>><<pass 2>><</link>>

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

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

<<domus>>

<<cliff>>

<<connudatus>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate Routes

<<residential>>

<<stormdrain>>

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

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

:: Connudatus Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>

You are on Connudatus Street. The numerous clubs, bars and restaurants make it the town's most lively locale by night. During the day the street is lined by hawkers selling various wares.

<<if $daystate is "day">>
The street is crowded with shoppers.
<<elseif $daystate is "dawn">>
Vendors are setting up their stalls.
<<elseif $daystate is "dusk">>
Vendors are taking down their stalls. The restaurants are packed.
<<elseif $daystate is "night">>
The nightlife is in full swing. Neon lights glow above.
<</if>>

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

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

<</if>>

<<if $stress gte 10000>><<passoutstreet>>
<<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 "dawn" and $daystate isnot "day" and $exposed lte 1>>
<<link [[Strip Club|Strip Club]]>><</link>>

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

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

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

<</if>>

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

<<barb>>

<<danube>>

<<cliff>>

<<wolf>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<residential>>

<<commercial>>

<<stormdrain>>

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

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

:: Wolf Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "wolf">>

You are on Wolf Street. The nearby forest bleeds into the town here, particularly where the temple sits.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	The trees sway in the wind.
	<<else>>
	It's one of the quieter parts of town.
	<</if>>
<<elseif $daystate is "dawn">>
You hear chanting from within.
<<elseif $daystate is "dusk">>
It strikes a forbidding silhouette against the darkening sky.
<<elseif $daystate is "night">>
It's almost pitch-black.
<</if>>

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

<<if $stress gte 10000>><<passoutstreet>>
<<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

<<link [[Temple (0:01)|Temple]]>><<pass 1>><</link>>

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

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

<<danube>>

<<nightingale>>

<<connudatus>>

<<high>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<commercial>>

<<stormdrain>>

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

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

:: Harvest Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "harvest">>

You are on Harvest Street. There's a road leading out of town, and many of the buildings here deal with produce from the nearby farms. This part of town has a reputation for criminal activity.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	There's always at least one large vehicle moving down the road.
	<<else>>
	There's always at least one large vehicle moving down the road.
	<</if>>
<<elseif $daystate is "dawn">>
Vehicles are already arriving from outside town.
<<elseif $daystate is "dusk">>
The sun sets, but it will be a while before the workers here are done for the day.
<<elseif $daystate is "night">>
Even at night the street is busy.
<</if>>

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

<<if $stress gte 10000>><<passoutstreet>>
<<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 $brothelintro is 1 and $exposed lte 1>>
<<link [[Brothel (0:01)|Brothel]]>><<pass 1>><</link>>

<<elseif $brothelknown is 1 and $exposed lte 0>>
<<link [[Enter suspicious building (0:05)|Brothel Intro]]>><<set $brothelintro to 1>><<pass 5>><</link>>

<</if>>
	<<if $pubintro is 1 and $exposed lte 0>>
	<<link [[Pub (0:02)|Pub]]>><<pass 2>><</link>>

	<<elseif $exposed lte 0>>
	<<link [[Pub (0:02)|Pub Intro]]>><<pass 2>><</link>>

	<</if>>
	<<if $daystate is "night">>
<<link [[Bus Station (0:02)|Bus Station Entrance]]>><<pass 2>><</link>>
	<<else>>
<<link [[Bus Station (0:02)|Bus Station]]>><<pass 2>><</link>>
	<</if>>

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

<<mer>>

<<elk>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<industrial>>

<<stormdrain>>

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

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

:: Oxford Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "oxford">>

You are on Oxford Street. There's an eclectic mix of buildings, but most notable is the school.

<<if $schoolday is 1>>
	<<if $daystate is "day">>
		<<if $weather is "rain">>
		The street is busy despite the rain.
		<<else>>
		Chatter and laughter emerges from the school grounds.
		<</if>>
	<<elseif $daystate is "dawn">>
	Children are hanging out near the school.
	<<elseif $daystate is "dusk">>
	Some children linger in groups, still wearing their uniforms.
	<<elseif $daystate is "night">>
	Due to its central location, people are passing through despite the hour.
	<</if>>
<<else>>
	<<if $daystate is "day">>
		<<if $weather is "rain">>
		The street is busy despite the rain.
		<<else>>
		Many cars and pedestrians are passing by.
		<</if>>
	<<elseif $daystate is "dawn">>
	People are arriving at their workplaces.
	<<elseif $daystate is "dusk">>
	People are heading home for the day.
	<<elseif $daystate is "night">>
	Due to its central location, people pass through even at this hour.
	<</if>>
<</if>>

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

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

		<<if $robindebtevent gte 1>>
		<<elseif $robinmissing isnot 1 and $schoolday is 1 and $hour is 15 and $robinintro is 1 and $robinschoolafternoon isnot 1 and $exposed lte 0>>
		You see Robin looking through shop windows.

			<<if $robintrauma gte 80>>
			<<link [[Walk home with Robin (0:40)|Robin Walk Home]]>><<set $robinschoolafternoon to 1>><<endevent>><<pass 40>><</link>>

			<<else>>
			<<link [[Walk home with Robin (0:20)|Robin Walk Home]]>><<set $robinschoolafternoon to 1>><<endevent>><<pass 20>><</link>>

			<</if>>
		<</if>>
		<<if $schoolday is 1 and $hour is 15 and $exposed lte 0 and $weather isnot "rain">>
		A group of students chat nearby. They say they're going to the lake.

		<<link [[Join them (0:30)|Lake Journey]]>><<pass 30>><</link>>

		<</if>>

Places of interest

		<<if $schoolday is 1 and $hour gte 7 and $hour lte 16>>
		<<link [[School (0:02)|School Front Playground]]>><<pass 2>><</link>>

		<<else>>
		<<link [[School|School Locked]]>><</link>>

		<</if>>
		<<if $daystate is "day" and $weekday is 7 or $daystate is "day" and $weekday is 1>>
			<<if $exposed lte 0>>
			<<link [[Museum (0:01)|Museum]]>><<pass 1>><</link>>

			<</if>>
		<<else>>
			<<if $exposed lte 0>>
			<<link [[Museum|Museum Lock]]>><<pass 1>><</link>>

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

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

<<starfish>>

<<nightingale>>

<<mer>>

<<elk>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<park>>

<<industrial>>

<<stormdrain>>

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

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

:: Danube Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>

You are on Danube Street. The houses here are spacious and stately.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	The rain has driven people indoors.
	<<else>>
	You hear activity from the walled gardens.
	<</if>>
<<elseif $daystate is "dawn">>
You see movement through the windows.
<<elseif $daystate is "dusk">>
They cast creepy shadows in the dimming light.
<<elseif $daystate is "night">>
Light from the windows does little to alleviate the darkness.
<</if>>

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

<<if $stress gte 10000>><<passoutstreet>>
<<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

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

	<<if $daystate is "night">>
	<<link [[Approach one of the houses (0:02)|Danube House Lock]]>><<pass 2>><</link>>

	<<elseif $exposed lte 0>>
	<<link [[Knock on one of the houses (0:02)|Danube House Knock]]>><<pass 2>><</link>>

	<</if>>

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

<<domus>>

<<wolf>>

<<connudatus>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<residential>>

<<stormdrain>>

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

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

:: Mer Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "mer">>

You are on Mer Street. The street is dominated by the docks and shipping industry.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	Part of the road is covered in wet sand.
	<<else>>
	There's a lot of noise coming from the dock.
	<</if>>
<<elseif $daystate is "dawn">>
You can already hear activity from the dock.
<<elseif $daystate is "dusk">>
The dock remains noisy, even at this hour.
<<elseif $daystate is "night">>
You hear nothing but the sea.
<</if>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>

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

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

<<if $stress gte 10000>><<passoutstreet>>
<<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 $robindebtevent gte 1 and $docksrobinintro isnot 1>>
<<link [[Look for Robin (0:20)|Docks_Robin]]>><<pass 20>><</link>>

<</if>>

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

<<starfish>>

<<oxford>>

<<harvest>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<industrial>>

<<stormdrain>>

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

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

:: Cliff Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>

You are on Cliff Street. Several civic buildings are located here, including the town hall. The Ocean Breeze cafe looks out over the sea. There's a path leading down to the beach.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	Wind howls in from the sea.
	<<else>>
	A gentle breeze blows in from the sea.
	<</if>>
<<elseif $daystate is "dawn">>
There's a lot of traffic. People are driving to work.
<<elseif $daystate is "dusk">>
There's a lot of traffic. People are driving home from work.
<<elseif $daystate is "night">>
The street is dark and quiet. Only the ocean can be heard.
<</if>>

<<if $exposed gte 1>>
<<exhibitionismstreet>>

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

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

<<if $stress gte 10000>><<passoutstreet>>
<<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 $scienceprojectdays is 0 and $daystate is "day" and $exposed lte 0>>
		<<link [[Attend Science Fair|Science Fair]]>><</link>>

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

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

		<<else>>
		<</if>>
	<<elseif $closinghour is 1>>
	People are leaving the cafe. It must be closing time.

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

	<</if>>

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

<<barb>>

<<starfish>>

<<connudatus>>

<<high>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate Routes

<<commercial>>

<<stormdrain>>

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

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

:: Elk Street [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">>

You are on Elk Street. There are roads leading to several large industrial complexes.

<<if $daystate is "day">>
	<<if $weather is "rain">>
	The sound of water hitting metal is constant.
	<<else>>
	You hear the sound of machinery all around.
	<</if>>
<<elseif $daystate is "dawn">>
You hear the sound of machinery all around.
<<elseif $daystate is "dusk">>
You hear the sound of machinery all around.
<<elseif $daystate is "night">>
You hear the sound of machinery even at this hour.
<</if>>

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

<<if $stress gte 10000>><<passoutstreet>>
<<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 $compoundstate is 1>>
		The compound is prowled by guards. They'll be less agitated tomorrow.

		<<elseif $compoundstate is 0>>
		<<link [[Sneak into the compound|Elk Compound]]>><<crime 1>><</link>><<crime>>

		<</if>>

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

<<nightingale>>

<<oxford>>

<<harvest>>

<<if $exposed lte 0>>
<<buswait>>
<</if>>
		<</if>>

Alternate routes

<<industrial>>

<<stormdrain>>

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

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

:: Widgets Street [widget]
<<widget "streetex1">><<nobr>>
<<generate1>><<person1>>
You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you.

You hear footsteps up ahead!

<<link [[Hide and wait for them to pass (0:04)|StreetEx1]]>><<pass 4>><<set $phase to 0>><</link>>

<<link [[Stick to the shadows but keep moving|StreetEx1]]>><<set $phase to 1>><</link>>

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

<<widget "streetex2">><<nobr>>
<<generate1>><<person1>>You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you.

Unable to see in the dark, you trip over something and tumble to the ground. A <<person>> emerges from the shadows and is on top of you before you can recover.

<<set $pain += 5>><<set $molestationstart to 1>>

[[Next|StreetEx2]]

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

<<widget "streetex3">><<nobr>>
You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you.

You hear a growl from a nearby alley and instinctively freeze in place. You regain control as a shaggy black dog emerges from the darkness, teeth bared.

<<link [[Run|StreetEx3]]>><<set $phase to 0>><</link>>

<<if $bestialitydisable is "f">>
<<link [[Try to befriend it|StreetEx3]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>

<</if>>

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

<<widget "street1">><<nobr>>

<<generate1>>You hear a <<person1>><<person>> behind you. <<catcall>>

<<link [[Ignore|Catcall Ignore]]>><</link>><<gstress>><<gtrauma>>

<<if $skirt is 1>>
	<<if $exhibitionism gte 75 and $undertype is "naked">>
<<link [[Give them a show|Catcall Skirt]]>><</link>><<exhibitionist5>><<lstress>><<garousal>>

	<<elseif $exhibitionism gte 75 and $undertype is "chastity">>
<<link [[Give them a show|Catcall Skirt]]>><</link>><<exhibitionist5>><<lstress>><<garousal>>

	<<elseif $exhibitionism gte 15>>
<<link [[Give them a show|Catcall Skirt]]>><</link>><<exhibitionist2>><<lstress>><<garousal>>

	<</if>>
<<elseif $upperset isnot $lowerset>>
	<<if $exhibitionism gte 35 and $undertype is "naked">>
<<link [[Give them a show|Catcall Shorts]]>><</link>><<exhibitionist3>><<lstress>><<garousal>>

	<<elseif $exhibitionism gte 35 and $undertype is "chastity">>
<<link [[Give them a show|Catcall Shorts]]>><</link>><<exhibitionist3>><<lstress>><<garousal>>

	<<elseif $exhibitionism gte 15>>
<<link [[Give them a show|Catcall Shorts]]>><</link>><<exhibitionist2>><<lstress>><<garousal>>

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

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

<<widget "street2">><<nobr>>
<<generate1>><<person1>>You hear a <<person>> behind you. <<catcall>> Before you can respond, a pair of intruding hands grasp you!

<<link [[Next|Street Molestation]]>><<set $molestationstart to 1>><</link>>

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

<<widget "street3">><<nobr>>
<<generate1>><<generate2>><<person1>>You are walking past a <<person>> when <<he>> seizes you by your arms and mouth, before carrying you to a nearby alley where <<his>> friend awaits.

<<link [[Next|Street Pair]]>><<set $molestationstart to 1>><</link>>

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

<<widget "street4">><<nobr>>

<<generate1>><<person1>>A <<person1>><<person>> approaches you. "Hey <<girlcomma>> want to make some money? I'll give you £30 for your underwear."

<<if $exhibitionism lte 34 and $undertype isnot "naked" and $undertype isnot "chastity">>
You are not lewd enough to take up <<his>> offer.

<</if>>

<<if $exhibitionism gte 35 and $undertype isnot "naked" and $undertype isnot "chastity">>
<<link [[Agree|Street Panties]]>><<set $phase to 1>><</link>><<exhibitionist3>>

<</if>>
<<if $exhibitionism gte 15 and $undertype is "naked">>
<<link [[Say you're not wearing any|Street Panties]]>><<set $phase to 2>><</link>><<exhibitionist2>>

<</if>>
<<link [[Refuse|Street Panties]]>><<set $phase to 3>><</link>><<gstress>>

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

<<widget "street5">><<nobr>>

<<generate1>><<person1>>A car pulls up alongside you. The driver, a <<personcomma>> waves a wad of cash at you. "Show me a good time and I'll make it worth your while. Get in."

<<if $promiscuity lte 14>>
You are not promiscuous enough to take up <<his>> offer.

<</if>>

<<if $promiscuity gte 15>>
<<link [[Get in|Street Car]]>><<set $phase to 1>><</link>><<promiscuous2>>

<</if>>
<<link [[Refuse|Street Car]]>><<set $phase to 2>><</link>>

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

<<widget "street6">><<nobr>>

<<if $skirt is 1>>
Your $lowerclothes snags on a passing car, <<set $lowerintegrity -= 10>>
	<<if $lowerintegrity lte 0>><<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
	and is torn clean from your body, leaving your <<lewdness>> displayed in the middle of the street.

	<<else>>
	tearing it and leaving it worse for wear.
	<</if>>

	<<destinationeventend>>
<<elseif $uppertype isnot "naked">>
Your $upperclothes snags on a passing car, <<set $upperintegrity -= 10>>
	<<if $upperintegrity lte 0>><<upperruined>><<clothesruinstat>><<set $upperoff to 0>>
	and is torn clean from your body, leaving your <<lewdness>> displayed in the middle of the street.

	<<else>>
	tearing it and leaving it worse for wear.
	<</if>>

	<<destinationeventend>>
<<else>>
<<generate1>><<person1>>A <<person>> shouts at you from a passing car while leering at your exposed chest. "Thanks for the show." You feel self-conscious.<<gtrauma>><<gstress>><<garousal>><<trauma 1>><<stress 2>><<arousal 1>>

<<endevent>>
<<destinationeventend>>
<</if>>

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

<<widget "street7">><<nobr>>

<<generate1>><<person1>>You catch a <<person>> staring at you, but <<he>> looks away when you make eye contact.

<<link [[Flirt|Street Flirt]]>><<set $phase to 1>><</link>><<promiscuous1>>

<<link [[Ignore|Street Flirt]]>><<set $phase to 2>><</link>>

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

<<widget "street8">><<nobr>>

A dog whimpers at you. Its tail is wagging. It runs some way down an alley then turns to look at you. It wants you to follow it.

<<link [[Follow|Street Follow]]>><</link>>

<<link [[Ignore|Street Follow Ignore]]>><</link>>

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

<<widget "streetnight1">><<nobr>>
<<if $bestialitydisable is "t">>
Your journey is interrupted by a savage growl emerging from the darkness. You turn to avoid it, only to face an approaching pair of glowing eyes. You're surrounded.

You manage to get away, but not without injury.

<<beastescape>>

<<destinationeventend>>
<<else>>
Your journey is interrupted by a savage growl emerging from the darkness. You turn to avoid it, only to face a pair of glowing eyes. You're surrounded.

<<link [[Next|Street Dogs]]>><<set $molestationstart to 1>><</link>>

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

<<widget "streetexday1">><<nobr>>

There are too many people around. You're sure to be seen.

<<link [[Hide Beneath a car (0:10)|Street Ex Day1 Car]]>><<pass 10>><</link>>

<<link [[Sprint away|Street Ex Day1 Sprint]]>><<stress 4>><<trauma 2>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>>

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

<<widget "streeteden">><<nobr>>
<<if $edenfreedom gte 2 and $edendays gte 8>>
You see Eden across the road.<<eden>><<person1>> <<Hes>> stopping people on the street and showing them a crudely drawn picture of you. People seem afraid of <<himcomma>> but if <<he>> notices <<he>> doesn't care.

<<link [[Go to Eden|Street Eden]]>><</link>>

<<link [[Hide (0:25)|Street Eden Hide]]>><<pass 25>><</link>>

<<elseif $edenfreedom gte 1 and $edendays gte 2>>
You see Eden across the road.<<eden>><<person1>> <<Hes>> stopping people on the street and showing them a crudely drawn picture of you. People seem afraid of <<himcomma>> but if <<he>> notices <<he>> doesn't care.

<<link [[Go to Eden|Street Eden]]>><</link>>

<<link [[Hide (0:25)|Street Eden Hide]]>><<pass 25>><</link>>

<<else>>
<<street1>>
<</if>>

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

<<widget "streetfame">><<nobr>>

<<if $famesex gte 1000 and $rng gte 81>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> the town bicycle." The <<person2>><<person>> looks at you and laughs. You blush.

	<<elseif $rng gte 61>>
	<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, you fucked all my friends. When's my turn?" It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.

	<<elseif $rng gte 41>>
	<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that slut everyone's talking about." You blush and walk faster.

	<<elseif $rng gte 21>>
	<<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "easy" and "slut". You blush.

	<<else>>
	<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that slut I was telling you about." You blush.

	<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 6>>

<<endevent>>

<<destinationeventend>>

<<elseif $fameprostitution gte 1000 and $rng gte 61>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> <<pshe>> will do anything for money. Anything." The <<person2>><<person>> looks at you and laughs. You blush.

	<<elseif $rng gte 61>>
	<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, you fucked all my friends. How much for oral?" It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.

	<<elseif $rng gte 41>>
	<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that whore everyone's talking about." You blush and walk faster.

	<<elseif $rng gte 21>>
	<<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "whore" and "slut". You blush.

	<<else>>
	<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that whore I was telling you about." You blush.

	<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 6>>

<<endevent>>

<<destinationeventend>>

<<elseif $famerape gte 1000 and $rng gte 41>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> the town's public fucktoy." The <<person2>><<person>> looks at you and laughs. You blush.

	<<elseif $rng gte 61>>
	<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, all my friends fucked you. I'll come get my share soon." It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.

	<<elseif $rng gte 41>>
	<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that fuckmeat everyone's talking about." You blush and walk faster.

	<<elseif $rng gte 21>>
	<<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "fucktoy" and "trash". You blush.

	<<else>>
	<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that fucktoy I was telling you about." You blush.

	<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 6>>

<<endevent>>

<<destinationeventend>>

<<elseif $famebestiality gte 1000 and $rng gte 21>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> the one who really really likes animals." The <<person2>><<person>> looks at you and laughs. You blush.

	<<elseif $rng gte 61>>
	<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, they need you down at the kennel. The mutts need 'milking'?" It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.

	<<elseif $rng gte 41>>
	<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that animal-fucker everyone's talking about." You blush and walk faster.

	<<elseif $rng gte 21>>
	<<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "kennel" and "bitch". You blush.

	<<else>>
	<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that slut I was telling you about. The animal fucktoy." You blush.

	<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 6>>

<<endevent>>

<<destinationeventend>>

<<elseif $fameexhibitionism gte 1000>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 81>>
	<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> <<pshe>> looks really good naked." The <<person2>><<person>> looks at you and laughs. You blush.

	<<elseif $rng gte 61>>
	<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, I almost didn't recognise you with clothes." It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.

	<<elseif $rng gte 41>>
	<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that slut who likes stripping in public." You blush and walk faster as <<he>> leers at your <<bottomstop>>

	<<elseif $rng gte 21>>
	<<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "naked" and "slut". You blush.

	<<else>>
	<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "the one I saw nude." You blush.

	<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 6>>

<<endevent>>

<<destinationeventend>>

<<else>>
<<street1>>
<</if>>

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

<<widget "streetattire">><<nobr>>

<<if $rng gte 81 and $collared is 1>>
	<<if $daystate is "night">>
	<<set $rng to random(1, 100)>>
		<<if $rng gte 51 and $bestialitydisable is "f">>
		<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> approach you. The <<person>> holds a dog on a leash. "Perfect. We've been looking for a bitch like you for our pet here. You'll get on your knees if you know whats good for you," <<he>> says as the <<person1>><<person>> grabs your collar.

		<<link [[Kneel|Street Collar Dog]]>><<set $molestationstart to 1>><<set $submissive += 1>><</link>>

		<<link [[Refuse|Street Collar Molestation]]>><<set $molestationstart to 1>><<set $submissive -= 1>><<set $phase to 1>><</link>>

		<<else>>

		<<generate1>><<generate2>>A <<person1>><<person>> emerges from the darkness to grab the collar around your neck as a <<person2>><<person>> starts groping your <<bottomstop>> "What do we have here?" says the <<person1>><<personstop>> "A collared slut, alone out in the open. There's only one thing you're good for."

		<<link [[Next|Street Collar Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>

		<</if>>
	<<else>>
	<<generate1>><<person1>>A <<person>> looks at your collar and laughs. "Who let you out of the kennel?" <<he>> says.<<gtrauma>><<gstress>><<trauma 6>><<stress 12>>

	<<endevent>>
	<<destinationeventend>>
	<</if>>

<<elseif $rng gte 61 and $leftarm is "bound">>
<<generate1>><<person1>>
	<<if $daystate is "night">>
	Someone grabs your bound arms from behind. "All wrapped up like a present," says a <<person>> as <<he>> swivels you around. "How could I resist?"

	<<link [[Next|Street Molestation]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	A <<person>> approaches you. "Who tied you up like that? Here." <<He>> walks behind you and frees your arms from their bindings.<<unbind>>

	<<endevent>>
	<<destinationeventend>>
	<</if>>

<<elseif $rng gte 41 and $rightarm is "bound">>
<<generate1>><<person1>>
	<<if $daystate is "night">>
	Someone grabs your bound arms from behind. "All wrapped up like a present," says a <<person>> as <<he>> swivels you around. "How could I resist?"

	<<link [[Next|Street Molestation]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	A <<person>> approaches you. "Who tied you up like that? Here." <<He>> walks behind you and frees your arms from their bindings.<<unbind>>

	<<endevent>>
	<<destinationeventend>>
	<</if>>

<<elseif $rng gte 21 and $lowerclothes is "towel">>

	<<if $daystate is "night">>
	<<generate1>><<generate2>><<generate3>>Three <<people>> surround you. "That's an odd thing to walk around in during the night," says a <<person1>><<person>> as <<he>> strokes your towel. "I think I know exactly what you want."

	<<link [[Next|Street Trio Molestation]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	<<generatey1>><<person1>>A <<person>> creeps up behind you and snatches the towel from your waist. <<He>> runs away with it, leaving you displayed in the middle of the street.
	<<lowerruined>><<set $loweroff to 0>>
	<<exposure>><<covered>>

	<<endevent>>
	<<destinationeventend>>
	<</if>>

<<elseif $upperclothes is "towel">>

	<<if $daystate is "night">>
	<<generate1>><<generate2>><<generate3>>Three figures surround you. "That's an odd thing to walk around in during the night," says a <<person1>><<person>> as <<he>> strokes your towel. "I think I know exactly what you want."

	<<link [[Next|Street Trio Molestation]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	<<generatey1>><<person1>>A <<person>> creeps up behind you and snatches the towel from your chest. <<He>> runs away with it, leaving you displayed in the middle of the street.
	<<upperruined>><<set $upperoff to 0>>
	<<exposure>><<covered>>

	<<endevent>>
	<<destinationeventend>>
	<</if>>

<<else>>
<<street1>>
<</if>>

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

<<widget "whitneyposter">><<nobr>>

<<if $whitneystate is "dungeon" and $whitneyposter isnot 1>><<set $whitneyposter to 1>>
<<generatey1>><<person1>>You see one of Whitney's friends putting up a missing poster. There's a picture of Whitney on it. <<He>> avoids eye contact with you.

<<endevent>>
<<destinationeventend>>
<<else>>
<<street1>>
<</if>>

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

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

<<passout>>
<<set $safestreet to 0>>
<<set $dangerstreet to 0>>
<<set $danger to random(1, 10000)>>

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

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

<<if $whitneystate is "active" and $whitneydom lte 1 and $whitneyromance isnot 1 and $dangerstreet gte 1>>
<<link [[Wake up|Whitney Abduction]]>><</link>>
<<elseif $dangerstreet gte 91>>
<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>>
<</link>>
<<elseif $dangerstreet gte 45>><<link [[Wake up|Street Wake]]>><</link>>
<<elseif $dangerstreet gte 1>>
<<link [[Wake up|Molestation alley]]>><<set $molestationstart to 1>>
<</link>><</if>>

<<if $safestreet gte 51>>
<<ambulance>>
<<elseif $safestreet gte 1>>
<<ambulance>>
<</if>>

<<pass 1 hour>>

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

:: Widget Passout Street [widget]
<<widget "passoutstreet">>[[Everything fades to black...->Passout street]]<</widget>>

:: Widgets Nightingale [widget]
<<widget "nightingale">><<nobr>>

<<link [[Nightingale Street (0:05)  (Hospital)|Nightingale Street]]>><<pass 5>><</link>>

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

<<widget "nightingalequick">><<nobr>>

<<link [[Nightingale Street|Nightingale Street]]>><</link>>

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

<<widget "nightingaleeventend">><<nobr>>

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

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

:: Widgets Domus [widget]
<<widget "domus">><<nobr>>

<<link [[Domus Street (0:05)  (Home)|Domus Street]]>><<pass 5>><</link>>

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

<<widget "domusquick">><<nobr>>

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

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

<<widget "domuseventend">><<nobr>>

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

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

:: Widgets Danube [widget]
<<widget "danube">><<nobr>>

<<link [[Danube Street (0:05)  (Mansions)|Danube Street]]>><<pass 5>><</link>>

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

<<widget "danubequick">><<nobr>>

<<link [[Danube Street|Danube Street]]>><</link>>

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

<<widget "danubeeventend">><<nobr>>

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

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

:: Widgets Wolf [widget]
<<widget "wolf">><<nobr>>

<<link [[Wolf Street (0:05)  (Temple)|Wolf Street]]>><<pass 5>><</link>>

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

<<widget "wolfquick">><<nobr>>

<<link [[Wolf Street|Wolf Street]]>><</link>>

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

<<widget "wolfeventend">><<nobr>>

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

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

:: Widgets Elk [widget]
<<widget "elk">><<nobr>>

<<link [[Elk Street (0:05)|Elk Street]]>><<pass 5>><</link>>

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

<<widget "elkquick">><<nobr>>

<<link [[Elk Street|Elk Street]]>><</link>>

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

<<widget "elkeventend">><<nobr>>

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

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

<<widget "compoundoptions">><<nobr>>

<<if $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 9>>
<<Hes>> agitated and having trouble sitting still.

<<elseif $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 6>>
<<He>> frowns and fidgets with <<his>> pen.

<<elseif $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 2>>
<<He>> fidgets with <<his>> pen, impatient.

<</if>>

<<if $compoundhonest gte 5>>
"Thank you for your cooperation," <<he>> says. "You're not a threat at all, are you?" <<He>> pulls a lever and a hatch opens beneath you. The board gives way and you tumble through, sliding down a tube and splashing into cold water.<<trauma 6>><<gtrauma>>

<<endevent>>
<<link [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</link>>

<<elseif $pain gte 100>>
You can't do this anymore, it hurts too much. You tell <<him>> everything <<he>> asks, anything to stop the pain.

"You're not a threat at all," <<he>> says, sounding disappointed. <<He>> pulls a lever and a hatch opens beneath you. The board gives way and you tumble through, sliding down a tube and splashing into cold water.<<trauma 6>><<gtrauma>>

<<endevent>>
<<link [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</link>>

<<elseif $arousal gte 10000>>

You feel like you're on the verge of cumming, but you don't. The sensation becomes unbearable. "Oh, I forgot to mention," <<he>> says. "This machine can bring you to the brink of orgasm. But it won't let you cum. Not until you tell me what I need to know."

You can't take it, you just can't. You tell <<him>> everything as you struggle against the bindings, anything to be able to find release. "You're not a threat at all," <<he>> says, flicking a switch.

<<orgasmpassage>>

<<He>> pulls a lever and a hatch opens beneath you. The board gives way and you tumble through, sliding down a tube and splashing into cold water.<<trauma 6>><<gtrauma>>

<<endevent>>
<<link [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</link>>

<<elseif $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 10>>

<<He>> stands up, <<his>> impatience getting the better of <<himstop>> "I knew this wouldn't work," <<he>> says. "Let's do this the old fashioned way."

<<He>> releases your bindings and pulls you off the board onto the concrete floor. <<He>> pulls a knife out of <<his>> coat and leers over you, but when <<he>> tries to move <<he>> meets resistance. "What," <<he>> looks at <<his>> other hand and finds it stuck in one of the bindings used to hold you. "How did... You little shit."<<ltrauma>><<lstress>><<set $stress -= 2000>><<trauma -6>>

	<<if $skulduggery lte 400>>
	<<skulduggeryskilluse>>
	<<else>>
	That was too easy. You didn't learn anything.

	<</if>>

You pick up the machine <<he>> used to torture you. It might be worth something. "Put that down," <<he>> says. "It's expensive."<<set $blackmoney += 200>> Well there you go.

You can't find a way to open the door and the <<person>> isn't forthcoming with information, but you find a metal hatch in the corner. You open and it and climb down into darkness.

<<endevent>>
<<set $torturesurvivor to 1>>
<<link [[Next|Industrial Drain]]>><<set $eventskip to 1>><</link>>

<<else>>

	<<if $compoundhonest lte 4>>
	<<link [[Be honest|Elk Compound Honest]]>><<set $compoundhonest += 1>><<set $arousal += 3000>><<set $pain -= 10>><<stress 12>><</link>><<garousal>><<gstress>><<lpain>>

	<</if>>
	<<if $compoundlie lte 4>>
	<<link [[Lie|Elk Compound Lie]]>><<set $compoundlie += 1>><<set $arousal -= 1000>><<set $pain += 30>><<trauma 6>><<stress 12>><</link>><<gtrauma>><<gstress>><<larousal>><<gpain>>

	<<else>>
	You're under such strain you cannot think up another lie.

	<</if>>

	<<if $submissive lte 500 and $compoundmock lte 4>>
	<<link [[Mock|Elk Compound Mock]]>><<set $compoundmock += 1>><<set $arousal -= 2000>><<set $pain += 30>><<stress 12>><</link>><<gstress>><<larousal>><<gpain>>

	<</if>>
	<<if $submissive gte 1500 and $compoundbeg lte 4>>
	<<link [[Beg|Elk Compound Beg]]>><<set $compoundbeg += 1>><<set $arousal += 3000>><<set $pain -= 20>><<stress 12>><</link>><<gstress>><<garousal>><<lpain>>

	<</if>>

	<<if $compoundflirt is 0>>
	<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</link>><<promiscuous1>><<lpain>>

	<<elseif $compoundflirt is 1 and $promiscuity gte 15>>
	<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</link>><<promiscuous2>><<lpain>>

	<<elseif $compoundflirt is 2 and $promiscuity gte 35>>
	<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</link>><<promiscuous2>><<lpain>>

	<<elseif $compoundflirt is 3 and $promiscuity gte 55>>
	<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</link>><<promiscuous2>><<lpain>>

	<<elseif $compoundflirt is 4 and $promiscuity gte 75>>
	<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</link>><<promiscuous2>><<lpain>>

	<</if>>

<</if>>

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

<<widget "passoutcompound">><<nobr>>

You've pushed yourself too much. You black out.

<<link [[Next|Elk Compound Experiment]]>><</link>>

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

:: Widgets Harvest [widget]
<<widget "harvest">><<nobr>>

<<link [[Harvest Street (0:05) (Pub)|Harvest Street]]>><<pass 5>><</link>>

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

<<widget "harvestquick">><<nobr>>

<<link [[Harvest Street|Harvest Street]]>><</link>>

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

<<widget "harvesteventend">><<nobr>>

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

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

:: Widgets Mer [widget]
<<widget "mer">><<nobr>>

<<link [[Mer Street (0:05) (Docks)|Mer Street]]>><<pass 5>><</link>>

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

<<widget "merquick">><<nobr>>

<<link [[Mer Street|Mer Street]]>><</link>>

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

<<widget "mereventend">><<nobr>>

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

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

:: Widgets Starfish [widget]
<<widget "starfish">><<nobr>>

<<link [[Starfish Street (0:05) (Beach)|Starfish Street]]>><<pass 5>><</link>>

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

<<widget "starfishquick">><<nobr>>

<<link [[Starfish Street|Starfish Street]]>><</link>>

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

<<widget "starfisheventend">><<nobr>>

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

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

:: Widgets Cliff [widget]
<<widget "cliff">><<nobr>>

<<link [[Cliff Street (0:05)  (Cafe)|Cliff Street]]>><<pass 5>><</link>>

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

<<widget "cliffquick">><<nobr>>

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

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

<<widget "cliffeventend">><<nobr>>

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

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

:: Widgets Barb [widget]
<<widget "barb">><<nobr>>

<<link [[Barb Street (0:05)  (Studio)|Barb Street]]>><<pass 5>><</link>>

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

<<widget "barbquick">><<nobr>>

<<link [[Barb Street|Barb Street]]>><</link>>

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

<<widget "barbeventend">><<nobr>>

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

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

:: Widgets Connudatus [widget]
<<widget "connudatus">><<nobr>>

<<link [[Connudatus Street (0:05)  (Clubs)|Connudatus Street]]>><<pass 5>><</link>>

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

<<widget "connudatusquick">><<nobr>>

<<link [[Connudatus Street|Connudatus Street]]>><</link>>

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

<<widget "connudatuseventend">><<nobr>>

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

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

<<widget "connudatuswallet">><<nobr>>

You find a quiet place and open the <<walletstop>>

<<set $rng to random(1, 100)>>
	<<if $rng gte 91>>

	You don't find much, just some loose change worth £2.

	<<link [[Take it|Connudatus Street]]>><<set $money += 200>><<crime 2>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<<elseif $rng gte 81>>

	You don't find much, just some loose change worth £3.

	<<link [[Take it|Connudatus Street]]>><<set $money += 300>><<crime 3>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<<elseif $rng gte 71>>

	You find £8 hidden in a secret compartment.

	<<link [[Take it|Connudatus Street]]>><<set $money += 800>><<crime 8>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<<elseif $rng gte 61>>

	You find a black credit card.

	<<link [[Take it|Connudatus Street]]>><<set $blackmoney += 8>><<crime 8>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<<elseif $rng gte 51>>

	You find £15 tucked away.

	<<link [[Take it|Connudatus Street]]>><<set $money += 1500>><<crime 15>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<<elseif $rng gte 41>>

	You find a silver credit card.

	<<link [[Take it|Connudatus Street]]>><<set $blackmoney += 15>><<crime 15>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<<elseif $rng gte 31>>

	You find £25 tucked away.

	<<link [[Take it|Connudatus Street]]>><<set $money += 2500>><<crime 25>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<<elseif $rng gte 21>>

	You find a gold credit card.

	<<link [[Take it|Connudatus Street]]>><<set $blackmoney += 25>><<crime 25>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<<elseif $rng gte 11>>

	You find a platinum credit card.

	<<link [[Take it|Connudatus Street]]>><<set $blackmoney += 50>><<crime 50>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<<else>>

	You find £50 tucked away.

	<<link [[Take it|Connudatus Street]]>><<set $money += 5000>><<crime 50>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

	<</if>>

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

:: Widgets High [widget]
<<widget "high">><<nobr>>

<<link [[High Street (0:05) (Shopping Centre)|High Street]]>><<pass 5>><</link>>

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

<<widget "highquick">><<nobr>>

<<link [[High Street|High Street]]>><</link>>

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

<<widget "higheventend">><<nobr>>

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

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

:: Widgets Oxford [widget]
<<widget "oxford">><<nobr>>

<<link [[Oxford Street (0:05) (School)|Oxford Street]]>><<pass 5>><</link>>

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

<<widget "oxfordquick">><<nobr>>

<<link [[Oxford Street|Oxford Street]]>><</link>>

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

<<widget "oxfordeventend">><<nobr>>

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

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

:: Gang [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<ganginit>>You feel something probing your nethers. Hands reach out from all around.

<</if>>

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

<<stateman>>

<<actionsman>>

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

			<<if $enemyarousal gte $enemyarousalmax>>
			[[Next->Gang]]
			<<elseif $enemyhealth lte 0>>
			[[Next->Gang]]
			<<else>>
			[[Next->Gang]]
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	[[Next->Gang]]
	<<elseif $enemyhealth lte 0>>
	[[Next->Gang]]
	<<else>>
	<<link [[Next|Gang]]>><</link>>
	<</if>>

:: StreetEx1 [nobr]
<<set $outside to 1>><<effects>>

<<if $phase is 0>>

You take cover under a parked car. The footsteps grow louder and you soon see a pair of feet march past. Heart racing, you wait for the footsteps to fade before continuing.<<garousal>>

<<set $arousal += 50>>
<<endevent>>
<<destinationeventend>>
<</if>>

<<if $phase is 1>>
	<<if $rng lte 80>><<set $arousal += 50>>

	You keep to the side of the road opposite the footsteps and soon see a <<person>> step into the glow of a street light. Fortunately they seem in a hurry and don't notice your skulking. Your heart continues to beat rapidly.<<garousal>>

<<endevent>>
<<destinationeventend>>

	<<else>><<set $arousal += 50>>

You keep to the side of the road opposite the footsteps and soon see a <<person>> step into the glow of a street light.

Unfortunately the darkness isn't as concealing as you hoped. <<He>> spots you in your embarrassing state of dress. Ashamed, you break into a run, followed by <<his>> whistling.<<trauma 2>><<garousal>><<gtrauma>>

<<endevent>>
<<destinationeventend>>
	<</if>>
<</if>>

:: StreetEx2 [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationresidential">>
<<strangeman2init>>
<</if>>

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

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>
		<<link [[Next->StreetEx2 Alarm]]>><</link>><<nexttext>>
		<<else>>
		No one comes to your aid.<<set $alarm to 0>>
		<<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

			<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next->StreetEx2 Ejaculation]]>><</link>><<nexttext>>
			<<elseif $enemyhealth lte 0>>
			<<link [[Next->StreetEx2 Escape]]>><</link>><<nexttext>>
			<<else>>
			<<link [[Next->StreetEx2]]>><</link>><<nexttext>>
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next->StreetEx2 Ejaculation]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
	<<link [[Next->StreetEx2 Escape]]>><</link>><<nexttext>>
	<<else>>
	<<link [[Next->StreetEx2]]>><</link>><<nexttext>>
	<</if>>

:: StreetEx2 Alarm
Double-click this passage to edit it.

:: StreetEx2 Ejaculation [nobr]
<<effects>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> bashes your head against the pavement, then leaves you.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> saunters off.

<<else>>
<<He>> kisses you on the cheek, then saunters off.

<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>
<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: StreetEx2 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 against a wall.

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

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

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

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: StreetEx3 [nobr]
<<set $outside to 1>>
<<if $phase is 0>><<effects>>
You run with all the speed you can muster. <<physique>>

	<<if $bestialitydisable is "t">>
You manage to escape, but not unscathed.<<set $trauma += 40>><<set $pain += 40>><<set $stress += 400>><<set $lowerintegrity -= 20>><<set $upperintegrity -= 20>><<set $underintegrity -= 20>><<bruise leftarm>><<bruise full>>

<<destinationeventend>>
	<<else>>
		<<if $physique gte $rng * 100 + 2000>>
You slowly gain distance on the dog and it eventually gives up the chase. You run a bit further, then stop to catch your breath.

<<destinationeventend>>
		<<else>>

The beast is faster than you however. It quickly catches up to you and, grabbing your arm in its teeth, drags you to the ground.

<<set $pain += 30>><<set $phase2 to 1>>

<<link [[Next|StreetEx3]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>

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

<<elseif $phase is 1>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpark">>
<<dog1init>><<set $beasttype to "dog">>
<<if $phase2 is 1>>
<<set $enemyanger += 120>>
<</if>>
<</if>>

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

<<stateman>>

<<actionsman>>

	<<if $alarm is 1>>
		<<if $rescue is 1>>
		<<link [[Next->StreetEx3 Alarm]]>><</link>><<nexttext>>
		<<else>>
		No one comes to your aid.<<set $alarm to 0>>
		<<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>>

			<<if $enemyarousal gte $enemyarousalmax>>
			<<link [[Next->StreetEx3 Ejaculation]]>><</link>><<nexttext>>
			<<elseif $enemyhealth lte 0>>
			<<link [[Next->StreetEx3 Escape]]>><</link>><<nexttext>>
			<<else>>
			<<link [[Next->StreetEx3]]>><</link>><<nexttext>>
			<</if>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next->StreetEx3 Ejaculation]]>><</link>><<nexttext>>
	<<elseif $enemyhealth lte 0>>
	<<link [[Next->StreetEx3 Escape]]>><</link>><<nexttext>>
	<<else>>
	<<link [[Next->StreetEx3]]>><</link>><<nexttext>>
	<</if>>

<</if>>

:: StreetEx3 Alarm
Double-click this passage to edit it.

:: StreetEx3 Ejaculation [nobr]
<<beastejaculation>>

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

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

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

<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: StreetEx3 Escape [nobr]
<<effects>>

Deciding that <<he>> might have bitten off more than <<he>> can chew, <<he>> flees back into the darkness. <<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Abduction [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<man1init>><<set $leftarm to "bound">><<set $rightarm to "bound">>You wake up on a moth-eaten mattress in a small room you've never seen before. Your arms are bound behind your back. You aren't alone.

<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Abduction Alarm
Double-click this passage to edit it.

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

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<person1>>The <<person>> violently grabs your arms, drags you to the window and hurls you out. You fall a story before slamming against the ground.<<violence 30>>

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

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

<<if $underoff isnot 0>>
<<understeal>>
<</if>>
<<tearful>> you struggle to your feet.
<<clotheson>>

<<elseif $enemyanger gte 1>>
<<person1>>They carry you out the room and down a flight of stairs before unceremoniously dumping you outside.

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

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

<<if $underoff isnot 0>>
<<understeal>>
<</if>>
<<tearful>> you struggle to your feet.
<<clotheson>>

<<else>>
<<unbind>>
	<<if $brothelknown isnot 1>>
<<person1>>The <<person>> unties your bonds while the <<person2>><<person>> speaks, "There's a place for sluts like you." <<He>> seizes your arm and begins to write on it. <<He>> finishes quickly, it's the address of a building on Harvest Street.<<set $brothelknown to 1>> You can now access the suspicious building on Harvest Street.

	<<else>>
	<</if>>
<<clotheson>>
They escort you from the premises. <<tearful>> you try to work out your whereabouts. You think you're somewhere in the industrial distict.

<</if>>

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

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

They recoil in pain. <<tearful>> you seize the opportunity and escape the room. You flee along a corridor, then down a flight of stairs before bursting through an exit door.

<<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>>
<<industrialquick>>

:: Catcall Ignore [nobr]
<<effects>>

You hasten your pace to escape the remarks.<<gtrauma>><<gstress>>

<<trauma 3>><<stress 6>>

<<endevent>>

<<destinationeventend>>

:: Catcall Skirt [nobr]
<<effects>>

Feeling daring, you twirl on the spot. Your skirt flares up, giving the <<person>> an eyeful of your
<<if $underclothes is "naked">>
<<genitalsstop>><<stress -6>><<arousal 3>>
<<exhibitionism5>>
<<elseif $undertype is "chastity">>
$underclothes.<<stress -6>><<arousal 3>>
<<exhibitionism5>>
<<else>>
$underclothes.<<stress -6>><<arousal 3>>
<<exhibitionism2>>
<</if>>

<<endevent>>

<<destinationeventend>>

:: Catcall Shorts [nobr]
<<effects>>
Feeling daring, you bend over and pull down your $lowerclothes. The <<person>> gets an eyeful of your
<<if $underclothes is "naked">>
<<bottomstop>><<stress -6>><<arousal 3>>
<<exhibitionism3>>
<<elseif $undertype is "chastity">>
$underclothes.<<stress -6>><<arousal 3>>
<<exhibitionism3>>
<<else>>
$underclothes.<<stress -6>><<arousal 3>>
<<exhibitionism2>>
<</if>>

<<endevent>>

<<destinationeventend>>

:: Street Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<if $daystate isnot "night">>
<<set $rescue to 1>>
<<Hes>> bold to attack you in public during daylight hours. If you were to scream, surely someone would help you?

<</if>>

<</if>>

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

<<stateman>>

<<actionsman>>

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

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

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

<<He>> notices several heads turning in response to your cry, and relents in <<his>> assault before hurriedly making <<his>> escape. <<tearful>> you gather yourself.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Street Molestation Ejaculation [nobr]
<<effects>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> throws you against the pavement.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves.

<<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>>

<<understeal>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Street Molestation Escape [nobr]
<<effects>>

<<if $daystate isnot "night">>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the crowds.

<<else>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.

<</if>>

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

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

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

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: Street Pair [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<if $daystate isnot "night">>
<<set $rescue to 1>>
Attacking you during daylight hours is brazen of them. If only you could scream, someone would help.

<</if>>
<<man2init>>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">><<set $righthand to "arms">>
<</if>>

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

<<stateman>>

<<actionsman>>

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

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

:: Street Pair Ejaculation [nobr]
<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> throws you against the pavement.<<violence 3>>

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

<<else>>
Smiling, <<he>> kisses you on the cheek. "That's a good <<girlstop>>" They get up and leave you lying on the ground.

<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

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

<<if $daystate isnot "night">>
They recoil in pain, giving you the chance you need. <<tearful>> you escape into the crowds.

<<else>>
They recoil in pain, giving you the chance you need. <<tearful>> you escape into the darkness.

<</if>>

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

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

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

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

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

Your cries attract the attention of the people passing by the alley's entrance. The pair cease their attack on you and walk in the opposite direction.

<<tearful>> you gather yourself.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Street Dogs [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast3init>><<set $beasttype to "dog">>

<</if>>

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

<<stateman>>

<<actionsman>>

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

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

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

:: Street Dogs Ejaculation [nobr]
<<effects>>
<<beastejaculation>>

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

[[Next|Street Dogs]]

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

[[Next|Street Dogs]]

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

[[Next|Street Dogs End]]

<</if>>

:: Street Dogs Escape [nobr]
<<effects>>
<<beastwound>>

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

[[Next|Street Dogs]]

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

[[Next|Street Dogs]]

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

[[Next|Street Dogs End]]

<</if>>

:: Street Dogs End [nobr]
<<effects>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The dog whimpers and flees into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The dog leaves you lying on the pavement.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the dogs flee into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The dogs leave you spent and shivering on the pavement.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The dogs leave you spent and shivering on the pavement. One is slowed by a limp.
<</if>>

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: Widgets Events Street [widget]
<<widget "eventsstreet">><<nobr>>

<<set $dangerevent to random(1, 100)>>

<<if $daystate is "night">>
	<<if $exposed gte 1>>
		<<if $bus is "residential">>
			<<if $dangerevent lte 50>>
			<<residentialex1>>
			<<elseif $dangerevent lte 100>>
			<<residentialex2>>
			<</if>>
		<<elseif $bus is "commercial">>
			<<if $dangerevent lte 50>>
			<<commercialex1>>
			<<elseif $dangerevent lte 100>>
			<<commercialex2>>
			<</if>>
		<<elseif $bus is "industrial">>
			<<if $dangerevent lte 50>>
			<<industrialex1>>
			<<elseif $dangerevent lte 100>>
			<<industrialex2>>
			<</if>>
		<<elseif $bus is "park">>
			<<if $dangerevent lte 50>>
			<<parkex1>>
			<<elseif $dangerevent lte 100>>
			<<parkex2>>
			<</if>>
		<<else>>
		  <<if $dangerevent lte 50>>
		  <<streetex1>>
		  <<elseif $dangerevent lte 75>>
		  <<streetex2>>
		  <<elseif $dangerevent lte 100>>
		  <<streetex3>>
		  <</if>>
		<</if>>
	<<else>>
		<<if $dangerevent lte 10>>
		<<streetattire>>
		<<elseif $dangerevent lte 20>>
		<<street1>>
		<<elseif $dangerevent lte 30>>
		<<street8>>
		<<elseif $dangerevent lte 40>>
		<<street7>>
		<<elseif $dangerevent lte 50>>
		<<street6>>
		<<elseif $dangerevent lte 60>>
		<<street5>>
		<<elseif $dangerevent lte 70>>
		<<street4>>
		<<elseif $dangerevent lte 90>>
		<<street2>>
		<<elseif $dangerevent lte 99>>
		<<street3>>
		<<elseif $dangerevent lte 100>>
		<<streetnight1>>
		<</if>>
	<</if>>
<<else>>
	<<if $exposed gte 1>>
		<<if $bus is "residential">>
			<<if $dangerevent lte 50>>
			<<residentialex1>>
			<<elseif $dangerevent lte 100>>
			<<residentialex2>>
			<</if>>
		<<elseif $bus is "commercial">>
			<<if $dangerevent lte 50>>
			<<commercialex1>>
			<<elseif $dangerevent lte 100>>
			<<commercialex2>>
			<</if>>
		<<elseif $bus is "industrial">>
			<<if $dangerevent lte 50>>
			<<industrialex1>>
			<<elseif $dangerevent lte 100>>
			<<industrialex2>>
			<</if>>
		<<elseif $bus is "park">>
			<<if $dangerevent lte 50>>
			<<parkex1>>
			<<elseif $dangerevent lte 100>>
			<<parkex2>>
			<</if>>
		<<else>>
			<<if $dangerevent lte 100>>
			<<streetexday1>>
			<</if>>
		<</if>>
	<<else>>

		<<if $dangerevent lte 10>>
		<<streetfame>>
		<<elseif $dangerevent lte 20>>
		<<streetattire>>
		<<elseif $dangerevent lte 21>>
		<<streeteden>>
		<<elseif $dangerevent lte 22>>
		<<whitneyposter>>
		<<elseif $dangerevent lte 40>>
		<<street1>>
		<<elseif $dangerevent lte 50>>
		<<street8>>
		<<elseif $dangerevent lte 60>>
		<<street7>>
		<<elseif $dangerevent lte 70>>
		<<street6>>
		<<elseif $dangerevent lte 80>>
		<<street5>>
		<<elseif $dangerevent lte 90>>
		<<street4>>
		<<elseif $dangerevent lte 99>>
		<<street2>>
		<<elseif $dangerevent lte 100>>
		<<street3>>
		<</if>>
	<</if>>
<</if>>

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

:: Street Panties [nobr]
<<effects>>

<<if $phase is 1>>

You agree to the transaction, and find a secluded spot in a nearby alley to conduct the exchange.

<<if $skirt is 1>>
The <<person>> stares at you, eyes wide, as you lift the sides of your skirt and slip your $underclothes down to your knees. You lift one leg out, then the other, and just like that you are naked beneath your skirt.

<<else>>
You ask the <<person>> to turn around while you take them off. When <<his>> back is turned, you remove your $lowerclothes and slip your $underclothes off your legs. Feeling exposed, you quickly put your $lowerclothes back on.

<</if>>
You hand <<him>> the garment, which <<he>> takes with trembling hands. "It's still warm," <<he>> says, holding it against <<his>> face. <<He>> hands you the money and departs.
<<exhibitionism3>>

<<underruined>>
<<set $money += 3000>><<fameexhibitionism 1>>
<<endevent>>

<<destinationeventend>>

<<elseif $phase is 2>>
You give the <<person>> a coy smile. "But I'd need to be wearing some first." You walk away, leaving <<him>> speechless.
<<exhibitionism2>>

<<endevent>>

<<destinationeventend>>

<<elseif $phase is 3>>

You hasten your pace to escape the pervert.

<<stress 6>>

<<endevent>>

<<destinationeventend>>

<</if>>

:: Street Car [nobr]
<<effects>>

<<if $phase is 1>>

You climb into the back of the car, and the <<person>> drives into a secluded alley. <<He>> joins you on the back seat.<<promiscuity2>>

<<link [[Next|Street Car Sex]]>><<set $sexstart to 1>><</link>>

<<elseif $phase is 2>>
	<<if $rng gte 81 and $upperset isnot $lowerset and $upperexposed lte 1>>
	You hasten your pace to escape the pervert. However, <<he>> keeps pace with you, and waves <<his>> wad of cash again. "Okay. How about you just give me a little show? Take your shirt off."

<<stress 6>>

		<<if $playergenderappearance is "m" and $breastsize lte 2>>
			<<link [[Take off your top|Street Car Strip]]>><<set $phase to 1>><</link>><<exhibitionist1>>

		<<else>>
			<<if $exhibitionism gte 55>>
			<<link [[Take off your top|Street Car Strip]]>><<set $phase to 2>><</link>><<exhibitionist4>>

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

	<<link [[Refuse again|Street Car]]>><<set $phase to 3>><</link>><<gstress>>

	<<else>>
	You hasten your pace to escape the pervert.

<<stress 6>>

	<<endevent>>

	<<destinationeventend>>
	<</if>>

<<elseif $phase is 3>>
You hasten your pace to escape the pervert. This time <<he>> doesn't follow you.

<<stress 6>>

<<endevent>>

<<destinationeventend>>
<</if>>

:: Street Car Strip [nobr]
<<effects>>

<<if $phase is 1>>

After taking a look around to see if anyone else is watching, you <<nervously>> remove your $upperclothes, exposing your <<breastsstop>> A chill breeze makes your nipples stand on end.<<exhibitionism1>>

<<He>> whistles at you. "Good slut. Here." <<He>> drops some notes out the window, then speeds away as you crouch to pick them up. You've earned £20.<<set $money += 2000>>

<<endevent>>
<<destinationeventend>>
<<elseif $phase is 2>>

After taking a look around to see if anyone else is watching, you <<nervously>> remove your $upperclothes. Your <<breasts>> flop out as you raise your shirt above your chest and a chill breeze makes your nipples stand on end.<<exhibitionism4>>

<<He>> whistles at you. "Good slut. Here." <<He>> drops some notes out the window, then speeds away as you crouch to pick them up. You've earned £30.<<set $money += 3000>>

<<endevent>>
<<destinationeventend>>
<</if>>

:: Street Car Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 40>>
<<set $tipmod to 2>><<tipset>>
<</if>>

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

<<stateman>>

<<actionsman>>

<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0>>
<<link [[Next|Street Car Sex]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Car Sex Finish]]>><</link>><<nexttext>>
<</if>>

:: Street Car Sex Finish [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $consensual is 1>>

	<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>

	"Here's your pay, whore." <<He>> drops some cash on you as <<he>> climbs back over to the driver's seat. <<tearful>> you leave the car, and hear <<him>> drive away.

	<<tipreceive>>

	<<else>>

	"Fine. I hope you don't expect anything." <<He>> shoves you out the car and drives away. <<tearful>> you struggle to your feet.

	<</if>>

<<else>>

	<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>><<fameprostitution 1>><<set $prostitutionstat += 1>>
	"Here's your pay, whore." <<He>> drops some cash on you as <<he>> climbs back over to the driver's seat. <<tearful>> you leave the car, and hear <<him>> drive away.

	<<tipreceive>>
	<<else>>
	You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you escape the car and flee down the alley.

	<</if>>

<</if>>

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

:: Street Flirt [nobr]
<<effects>>

<<if $phase is 1>>

You wait until <<he>> looks at you again, then slowly trace your tongue across your upper lip. <<He>> looks at <<his>> feet and blushes.<<promiscuity1>>

<<endevent>>
<<destinationeventend>>

<<elseif $phase is 2>>

You look away from the <<personcomma>> and continue on your journey.

<<endevent>>
<<destinationeventend>>

<</if>>

:: Street Collar Dog [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">><<set $beasttype to "dog">>
<<beast1init>>
You drop to your knees, which the dog takes as an invitation.

<<set $phase to 1>>
<</if>>

<<effects>>

<<if $orgasmdown gte 1 and $phase is 1>><<set $phase to 0>>
"I knew it," the <<person1>><<person>> says, "You're a bitch, through and through." You feel utterly humiliated.<<combattrauma 3>><<famebestiality 10>><<famebestiality 10>>
<<else>>
The <<person1>><<person>> and <<person2>><<person>> stand beside you, looking down at the spectacle.
<</if>>

<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Street Collar Dog Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Street Collar Dog Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Collar Dog]]>><</link>><<nexttext>>
<</if>>

:: Street Collar Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $outside to 0>>
	<<if $phase is 1>>
They seem taken aback and angered by your refusal. "You need to learn your place," says the <<person>> as <<he>> clenches <<his>> fist.

<<set $enemyanger += 100>>
	<<elseif $phase is 2>>

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

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

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Street Collar Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Street Collar Molestation Finish]]>><</link>><<nexttext>>
<<elseif $phase is 1 and $pain gte 100>>
<<link [[Next|Street Collar Molestation Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Collar Molestation]]>><</link>><<nexttext>>
<</if>>

:: Street Collar Dog Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>><<famebestiality 2>>

<<beastejaculation>>

<<person1>>"I hope your owner won't mind us breeding you like that," says the <<personstop>> They leave you lying on the pavement.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

<<person1>>The beast cowers and rolls over in submission.

<<tearful>> you escape into the darkness before anyone can react.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

:: Street Collar Molestation Finish [nobr]
<<if $enemyhealth lte 0>>

The pair recoil in pain, giving you the chance you need. <<tearful>> you escape into the darkness.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"Dress like a slut, get treated like one," says the <<personstop>> They leave you lying on the pavement. <<tearful>> you struggle to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $phase is 1 and $pain gte 100>>

You're too hurt to resist as they push you to the ground. The dog takes it as an invitation and mounts you. "That should do it," says the <<person1>><<personstop>> They walk some distance away to sit on a bench, where they sit to observe you.
<<endcombat>>

<<link [[Next|Street Collar Dog 2]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Street Trio Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $outside to 0>>
<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Street Trio Molestation Finish [nobr]
<<if $enemyhealth lte 0>>

Shocked by your aggression they back off for a moment, giving you the chance you need. <<tearful>> you escape into the darkness.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

"Dress like a slut, get treated like one," says the <<personstop>> They leave you lying on the pavement. <<tearful>> you struggle to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

:: Street Collar Dog 2 [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">><<set $beasttype to "dog">>
<<beast1init>>
<<set $beaststance to "top">>
<</if>>

<<effects>>

<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Street Collar Dog 2 Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Street Collar Dog 2 Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Collar Dog 2]]>><</link>><<nexttext>>
<</if>>

:: Street Collar Dog 2 Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>><<famebestiality 2>>

<<beastejaculation>>

<<tearful>> you rise to your feet and run.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

<<person1>>The beast cowers and rolls over in submission.

<<tearful>> you escape into the darkness before anyone can react.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

:: Street Wake [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

You wake up by the side of the road, leaning against a wall. A <<generate1>><<person1>><<person>> stands above you, holding a camera.

<<if $exposed gte 2>>

You don't remember your predicament until you look down, and feel your face flush. <<covered>> "Oh I wouldn't worry about that," <<he>> says. "I've taken so many pictures already. Can't wait to show the <<if $pronoun is "m">>guys<<else>>girls<</if>>. Anyway, I've places to be."<<gtrauma>><<trauma 6>>

<<fameexhibitionism 20>>
<<elseif $exposed gte 1>>

You don't remember your predicament until you look down, and feel your face flush. <<covered>> "Oh I wouldn't worry about that," <<he>> says. "I've taken so many pictures already. Can't wait to show the <<if $pronoun is "m">>guys<<else>>girls<</if>>. Anyway, I've places to be."<<gtrauma>><<trauma 6>>

<<fameexhibitionism 10>>
<<else>>

"You alright? I almost called an ambulance, but I thought it might look bad," <<he>> says, giving a sheepish smile.

	<<if $submissive gte 1150>>
	"I-I'm fine," you say, looking at the pavement.

	<<elseif $submissive lte 850>>
	"I'm fine. Stop gawking," you say.

	<<else>>
	"I'm fine," you say, not sure if you're right.

	<</if>>

	"Splendid. If you don't mind, I'll be on my way."

<</if>>

<<He>> leaves you to dust yourself off.

	<<endevent>>
<<destinationeventend>>

:: Street Follow [nobr]
<<set $outside to 1>><<effects>>

You follow the dog down the alley. It rounds a corner.

<<if $rng gte 99 and $bestialitydisable is "f">>
You find it stood in the middle of the alley, looking at you. You hear a growl to your right and left. You're surrounded.

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

<<elseif $rng gte 90>>
You find it stood beside a brown rug. The rug coughs and rolls over. <<generate1>><<person1>>It's a <<personcomma>> and <<he>> looks sick. The dog looks at you and whimpers.

You run from the alley. A <<generate2>><<person2>><<person>> stands nearby, reading something on <<his>> phone. You tug on <<his>> jacket. <<He>> turns. "What?" <<he>> asks, irritated.

You explain the situation and ask to borrow <<his>> phone. <<He>> eyes you with suspicion. "Alright. But you're gonna have to give me something of yours to hold so you won't run off." <<He>> steps back and beholds you. "Your <<bottoms>> will do."

You feel angry that <<he>> would ask such a thing. You don't know if the <<person1>><<person>> can afford a delay. <<person2>><<He>> waggles the phone in front of you.

<<link [[Strip (0:10)|Street Follow Strip]]>><<trauma 6>><<stress 12>><<lowernaked>><</link>><<gtrauma>><<gstress>>

<<link [[Snatch the phone (0:10)|Street Follow Snatch]]>><<crime 30>><<trauma -6>><</link>><<crime>><<ltrauma>>

<<else>>
You find it stood beside a ruined piece of leather. It's a wallet.

	<<set $rng to random(1, 100)>>
	<<if $rng gte 51>>
	There's no money or identification inside, just some faded receipts.
	<<elseif $rng gte 11>>
	There's a £5 note inside.<<set $money += 500>>
	<<else>>
	There's £100 inside!<<set $money += 10000>> You look further but there's no identification.
	<</if>>
The dog barks happily.

<<if $deviancy gte 15 and $bestialitydisable is "f">>
<<link [[Reward it|Street Follow Sex]]>><<set $sexstart to 1>><</link>><<deviant2>>

<</if>>
<<link [[Pet it|Street Follow Pet]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>

<</if>>

:: Street Follow Ignore [nobr]
<<set $outside to 1>><<effects>>

You turn away and continue your journey. You don't want to risk following dogs into strange alleys today.

<<destinationeventend>>

:: Street Follow 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 "dog">>
You drop to the ground and adopt a mating posture. Its tail wags with greater vigour.<<deviancy2>>
<</if>>

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

<<stateman>>

<<actionsman>>

<<if $finish is 1>>
<<link [[Next|Street Follow Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Street Follow Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Street Follow Sex Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Follow Sex]]>><</link>><<nexttext>>
<</if>>

:: Street Follow Pet [nobr]
<<set $outside to 1>><<effects>>

You pet the dog. It gives you one last happy bark then bounds away. You walk back to the street.

<<destinationeventend>>

:: Street Follow Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast3init>><<set $beasttype to "dog">>

<</if>>

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

<<stateman>>

<<actionsman>>

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

:: Street Follow Strip [nobr]
<<set $outside to 1>><<effects>>

The <<person2>><<person>> follows you into the alley where you <<nervously>> remove your clothing.

<<if $undertype is "naked">>
<<His>> eyes widen when <<he>> sees your lack of underwear.
<<elseif $undertype is "chastity">>
<<His>> eyes widen when <<he>> sees your chastity belt.
<</if>>

<<covered>> You make the exchange.

You phone an ambulance as the <<person>> leers at your body. You pass the phone back and hold your hand out for your clothes. <<He>> hesitates, but the dog barks behind <<him>> and <<he>> reconsiders betraying you.

<<He>> leaves you in the alley with the dog and the <<person1>><<personcomma>> where you wait for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the dog follows. It gives you one last grateful bark then leaps into the vehicle as the doors shut.<<ltrauma>><<trauma -6>>

<<famegood 10>>

<<endevent>>
<<clotheson>>
<<destinationeventend>>

:: Street Follow Snatch [nobr]
<<set $outside to 1>><<effects>>

The seize the phone from the <<person2>><<person>> and dash into the alley. "Thief! Someone!" You hear <<him>> chase after you as you dial emergency services. The dog appears in front of you and runs past. Then you hear the <<person>> cry out behind you. You glance back and see the dog holding the <<persons>> ankle in its mouth.

You call an ambulance as <<he>> struggles. You finish as <<he>> kicks the dog away and turns back to you, face red with anger. You throw <<him>> the phone, catching <<him>> off guard. <<He>> almost drops it. <<He>> starts marching towards you, but the dog growls at <<himstop>> <<He>> considers a moment, then spits in your direction and leaves.

You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the dog follows. It gives you one last grateful bark then leaps into the vehicle as the doors shut.

<<famegood 10>>

<<endevent>>
<<clotheson>>
<<destinationeventend>>

:: Street Follow Sex Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

The dog barks in satisfaction, and bounds away.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>
<<elseif $enemyhealth lte 0>>

The dog whimpers and runs away.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<else>>
The dog backs away from you, its ears down. It gives a quiet bark then bounds away.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>
<</if>>

:: Street Follow Rape Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

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

[[Next|Street Follow Rape]]

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

[[Next|Street Follow Rape]]

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

<<link [[Next|Street Follow Rape 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.<<set $beastno -= 1>>

[[Next|Street Follow Rape]]

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

[[Next|Street Follow Rape]]

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

<<link [[Next|Street Follow Rape Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<else>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The $beasttype whimpers and flees deeper into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The $beasttype leaves you lying on the concrete.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the dogs flee deeper into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The dogs leave you spent and shivering on the concrete.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The dogs leave you spent and shivering on the concrete.
<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

license: unknown