
:: Test [nobr]
<<set $wolfpacktrust += 50>><<eventwolfcave>>





:: Elk Compound Climb [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>



You climb the fence and haul yourself over the top, landing on Elk Street proper. You don't think anyone saw you.<br><br>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><</link>><br>


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

You are in the compound on Elk Street. Three red brick buildings stand surrounded by a chain link fence. The gate is guarded by security personnel. <span class="red">You are trespassing.</span>
<br><br>

<<if $compoundstate is undefined>>
<span class="gold">You've discovered the compound on Elk Street.</span><br><br><<set $compoundstate to 0>>
<</if>>
<<if $compoundalarm gte 1>>
<<set $compoundstate to 1>>
<</if>>

<<if $compoundalarm is undefined>>
<<set $compoundalarm to 0>>
<</if>>
<<if $compoundalarm is 0>>
<span class="green">Security are relaxed.</span>
<<elseif $compoundalarm is 1>>
<span class="lblue">Security are suspicious.</span>
<<elseif $compoundalarm is 2>>
<span class="purple">Security are aware of an intruder.</span>
<<else>>
<span class="red">Security are on high alert.</span>
<</if>>
<br><br>


<<if $stress gte 10000>><<passoutcompound>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger lte (3000 * $compoundalarm) and $eventskip isnot 1>>
	<<if $bestialitydisable is "f" and $rng gte 51>>
	A guard dog runs towards you. It stops a few feet away and starts barking.<br><br>
		
		<<if $deviancy gte 15>>
		<<link [[Calm it|Elk Compound Bestiality]]>><<set $sexstart to 1>><</link>><<deviant2>><br>
		<</if>>
	<<link [[Fight|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>><br>
	<<link [[Escape the compound|Elk Compound Run]]>><<crime 30>><</link>><<crime>><br>
	<<else>>
	A hand rests on your shoulder. <<generate1>><<person1>>"Alright <<girlcomma>> playtime's over," <<he>> waves <<his>> baton in front of your face. "I found <<phim>> outside," <<he>> says into <<his>> radio. "Alright, I'll keep <<phim>> here until then."<br><br>
	
		<<if $compoundbluff is 1>>
		<span class="pink">Bluffing isn't going to work again.</span><br>
		<<else>>
	<<set $skulduggerydifficulty to 600>>
	<<link [[Bluff|Elk Compound Bluff]]>><</link>><<skulduggerydifficulty>><br>
		<</if>>
	<<link [[Fight|Elk Compound Fight]]>><<set $fightstart to 1>><</link>><br>
	<<link [[Wait|Elk Compound Underground]]>><</link>><br>
	<</if>>
<<else>>

	<<if $compoundpipes isnot 1>>
<<link [[Investigate the building with storage tanks outside|Elk Compound Pipes]]>><</link>><br>
	<</if>>
	<<if $compoundsmoke isnot 1>>
<<link [[Investigate the building with smokestacks|Elk Compound Smoke]]>><</link>><br>
	<</if>>
	<<if $compoundcentre isnot 1>>
<<link [[Investigate the central building|Elk Compound Central]]>><</link>><br>
	<</if>>
<<link [[Climb the fence to safety|Elk Compound Climb]]>><</link>><br>

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


:: Elk Compound Pipes [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

The door to the building opens easily, and you enter. The inside is dominated by a pool of pink liquid. In the centre sits a pink crystal on a plinth, connected to the side by a thin walkway. It looks valuable.<br><br>


<<link [[Take it|Elk Compound Crystal]]>><</link>><<crime>><br>
<<link [[Leave|Elk Compound]]>><</link>><br>


:: Elk Compound Smoke [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

The door opens easily and you enter the building. The inside is full of a sweet-smelling smoke. You can only see a few feet in front of you. The smoke makes you feel lightheaded.<br><br>

<<link [[Explore (0:10)|Elk Compound Explore]]>><<pass 10>><</link>><br>
<<link [[Leave|Elk Compound]]>><</link>><br>


:: Elk Compound Central [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $lock to 300>>


The door is locked tight.<br><br>




	<<if $skulduggery gte $lock>>
	<span class="green">The lock looks easy to pick.</span><br><br>
	
	<<link [[Break in (0:05)|Elk Compound Interior]]>><<pass 5>><<crime 1>><</link>><<crime>><br>
	<<else>>
	<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br>
	<</if>>




<<link [[Leave|Elk Compound]]>><</link>><br>


:: Elk Compound Bestiality [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $enemytrust -= 40>><<set $beasttype to "dog">><<set $enemyanger += 20>>



<<set $rescue to 1>>


<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "dog">><<set $enemytrust -= 40>>
You drop to the floor and adopt a mating posture. The dog stops barking, but now has something else in mind.<<deviancy2>>

<<set $rescue to 1>>

<</if>>



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











<<stateman>><br>
<br>
<<actionsman>>







<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Elk Compound Bestiality Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Elk Compound Bestiality Finish]]>><</link>></span><<nexttext>>
<<elseif $alarm is 1>>
<span id="next"><<link [[Next|Elk Compound Bestiality Finish]]>><</link>></span><<nexttext>>
<<elseif $finish is 1>>
<span id="next"><<link [[Next|Elk Compound Bestiality Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Bestiality]]>><</link>></span><<nexttext>>
<</if>>


:: Elk Compound Run [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $physique gte $rng * 100 + 6000>>

You <span class="green">successfully</span> climb the fence and haul yourself over the top, landing on Elk Street proper. Dogs bark behind you and alert the guards who arrive in time to see you escape.<br><br>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><</link>><br>


<<else>>
You try to run, <span class="red">but the dog chases you down.</span><br><br>

<<link [[Next|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>><br>
<</if>>


:: Elk Compound Bestiality Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>


<<if $enemyarousal gte $enemyarousalmax>>



<<beastejaculation>>


Panting, the guard dog returns to where it came from.<br><br>

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

<<clotheson>>
<<endcombat>>

<<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>><br>
<<elseif $enemyhealth lte 0>>

The beast whimpers and hides behind one of the buildings.<br><br>

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

<<clotheson>>
<<endcombat>>

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


<<elseif $alarm is 1 and $rescue is 1>>

<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> arrive to investigate the noise.


	<<if $beaststance is "top">>
	They see the dog humping you and laugh. "Good boy," the <<person1>><<person>> says.<br><br>
	
	<<else>>
	They see what the dog wants from you and laugh. "Good boy," the <<person1>><<person>> says.<br><br>
	
	<</if>>
	<<person2>>We should probably let the dog have its treat," says the <<person>> as <<he>> crouches for a closer look. <<He>> pulls out <<his>> phone and starts filming.<br><br>
	
	<<link [[Next|Elk Compound Bestiality 2]]>><</link>><br>
	
<<else>>

The beast turns and darts away, barking.<<crime>><<set $compoundalarm += 1>>
<<crime 50>><br><br>

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

<<clotheson>>
<<endcombat>>

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

<</if>>


:: Elk Compound Bestiality 2 [nobr]
<<effects>>
<<effectsman>><br><<beast>><br><br>




The <<person2>><<person>> films you.

<<if $face is "covered">>
At least <<he>> can't see your face.
<<else>>
<<famebestiality 1>>
<</if>>
<br><br>





<<stateman>><br>
<br>
<<actionsman>>







<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Elk Compound Bestiality 2 Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Elk Compound Bestiality 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Bestiality 2]]>><</link>></span><<nexttext>>
<</if>>


:: Elk Compound Bestiality 2 Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>


<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Panting, the guard dog returns to where it came from.<br><br>

The <<person1>><<person>> grabs your arm. "Alright little <<girlcomma>> you've had your fun," <<he>> says, dragging you to the gate.<br><br>

"Think we should tell them downstairs?" the <<person1>><<person>> asks.<br><br>

"Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<pher>> longer."

They shove you out the gate, closing it behind you.<br><br>

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

<<clotheson>>
<<endcombat>>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>><br>
<<elseif $enemyhealth lte 0>>

The beast whimpers and hides behind one of the buildings.<br><br>

The <<person1>><<person>> grabs your arm. "Alright little <<girlcomma>> you've had your fun," <<he>> says, dragging you to the gate.<br><br>

"Think we should tell them downstairs?" the <<person1>><<person>> asks.<br><br>

"Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<pher>> any longer."

They shove you out the gate, closing it behind you.<br><br>

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

<<clotheson>>
<<endcombat>>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>><br>


<</if>>


:: Elk Compound Bluff [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>


<<if $submissive gte 1150>>
"I-I-," you stammer. "I kicked my ball over the fence. I just wanted it back." You look down in mock shame.
<<elseif $submissive lte 850>>
You turn to face <<him>> and place your hands on your hips. "Excuse me?" you say. "I have every right to be here. You'll stop bothering me if you value your job."
<<else>>
"I'm delivering something," you say. "Go ask your boss."
<</if>>
<br><br>

	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
	<<skulduggeryskilluse>>
	<<else>>
	<span class="blue">That was too easy. You didn't learn anything.</span><br><br>
	<</if>>


<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>><<set $compoundbluff to 1>>
	<<if $submissive gte 1150>>
	<<He>> sighs. "Stupid <<girlcomma>> you shouldn't enter places you don't understand. Go find your ball, but then leave straight away, alright?" <span class="green">You nod and skip away.</span>
	<<elseif $submissive lte 850>>
	You've unnerved <<himstop>> "Wait a moment," <<he>> says. "Just let me confirm that with my supervisor." <<He>> turns away to talk into <<his>> radio. That's all you need. <span class="green">You slip away while <<his>> back is turned.</span>
	<<else>>
	"You really shouldn't be skulking around then," <<he>> says. "Just do your job and leave. It's not safe for you around here." <span class="green">You nod and walk away.</span>
	<</if>>
<br><br>

<<endevent>>
<<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>><br>

<<else>>
"Nice try," <<he>> says. "But you're not wriggling away." <span class="red"><<He>> grips your shoulder more tightly.</span><br><br>

<<link [[Next|Elk Compound Underground]]>><</link>><br>


<</if>>


:: Elk Compound Fight [nobr]
<<if $fightstart is 1>>
<<set $fightstart to 0>>

<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
You smack <<his>> hand away from you. "If that's how you want it," <<he>> says.
<br><br>
<</if>>


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



<<stateman>><br>
<br>
<<actionsman>>



<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Elk Compound Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Elk Compound Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $pain gte 100>>
<span id="next"><<link [[Next|Elk Compound Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Fight]]>><</link>></span><<nexttext>>
<</if>>


:: Elk Compound Underground [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

"We won't need to wait long," the <<person1>><<person>> says. As if in answer, the door to the central building opens. A <<generate2>><<person2>><<person>> in a lab coat exits.<br><br>

"I'll take the <<girl>> from here," <<he>> says. "They want to speak to <<phim>> downstairs."<br><br>

"If you say so."<br><br>

As soon as the <<person>> touches your arm a jolt surges through you. You lose consciousness.<br><br>
<<upperruined>><<lowerruined>><<underruined>>
<<link [[Next|Elk Compound Experiment]]>><<endcombat>><</link>><br>


:: Elk Compound Fight Finish [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

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

<<He>> leans against the wall, panting. <<tearful>> you escape into the maze of storage tanks and pipes littering the compound.<br><br>

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

<<tearful>> you shove the <<person>> into the wall and run. <<He>> tries to chase, but you lose <<him>> among the storage tanks and pipes littering the compound.<br><br>

<<clotheson>>
<<endcombat>>

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

<<else>>

<<tearful>> you fall to the ground. "I didn't like that," the <<person1>><<person>> says. "But it's my job."<br><br>

<<clotheson>>

<<link [[Next|Elk Compound Underground]]>><</link>><br>

<</if>>


:: Elk Compound Experiment [nobr]
<<pass 1 hour>><<set $outside to 0>><<set $location to "town">><<effects>>


<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
You wake up, naked <<if $undertype is "chastity">>save for your chastity belt<</if>> and strapped to a metal board. Pipes and wires protrude from concrete walls. <<generate1>><<person1>>A <<person>> works at a console in the corner. <<He>> glances at you. "Aha," <<he>> says. "You're awake." <<He>> pushes <<himself>> towards you on <<his>> chair and produces a bundle of wires from <<his>> lab coat.<br><br>

The wires have pads on one end. <<He>> starts sticking them to your body. <<He>> goes about <<his>> work with a clinical professionalism that makes you feel less humiliated by your <<lewdness>> than you'd expect. That is until <<he>> places one on each of your nipples.<br><br>

<<if $undertype is "chastity">>
<<He>> places a whole bunch on your $underclothes. "We can turn up the frequency, this is no problem," <<he>> mutters to <<himselfstop>>
<</if>>

<<if $penisexist is 1 and $undertype isnot "chastity">>
<<He>> places one right on the tip of your <<penis>> and one on each teste. You tense at the sensation.
<</if>>

<<if $vaginaexist is 1 and $undertype isnot "chastity">>
<<He>> pushes one into your <<pussycomma>> then another. You tense at the sensation.
<</if>>

"There we go," <<he>> says, plugging the other end of the wires into a machine beside <<himstop>> "Now <<girlcomma>> tell me, who are you working for?"<br><br>

<i>If your pain or arousal max out, you'll tell <<him>> everything.</i><br><br>

<<set $compoundmock to 0>>
<<set $compoundhonest to 0>>
<<set $compoundlie to 0>>
<<set $compoundbeg to 0>>
<<set $compoundflirt to 0>>




<<compoundoptions>>







:: Elk Compound Crystal [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>


<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<if $rng gte 51 and $tentacledisable is "f" and $hallucinations gte 2>>
	As you cross the walkway several tentacles rise from the fluid beneath you.<br><br>
	
	<<link [[Next|Elk Compound Tentacles]]>><<set $molestationstart to 1>><</link>><br>
	
	<<else>>
	As you cross the walkway the fluid beneath you becomes agitated. Some splashes you, eating through your clothing.<<set $upperintegrity -= 10>><<set $lowerintegrity -= 10>><br><br>
	
	
	You continue to the centre and take the crystal. It's warm to the touch.<br><br>
	<<set $compoundpipes to 1>>
	<<set $blackmoney += 50>>
	<<set $compoundalarm += 1>>
	<<crime 50>>
	<<link [[Next|Elk Compound]]>><</link>><br>
	
	<</if>>

<<else>>

	You cross the walkway and take the crystal. It's warm to the touch.<br><br>
	<<set $compoundpipes to 1>>
	<<set $blackmoney += 50>>
	<<set $compoundalarm += 1>>
	<<crime 50>>
	<<link [[Next|Elk Compound]]>><</link>><br>

<</if>>


:: Elk Compound Tentacles [nobr]
<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<set $tentacleno to 7>>
<<set $tentaclehealth to 10>>
<<tentaclestart>>
<<set $tentacle1shaft to "waist">>

<</if>>


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


<<if $activetentacleno lte ($tentacleno / 2)>>
<span id="next"><<link [[Next|Elk Compound Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Tentacles]]>><</link>></span><<nexttext>>
<</if>>


:: Elk Compound Tentacles Finish [nobr]
<<effects>>




The creature loses interest in you, and disappears into the pink liquid. <<tearful>> you struggle to your feet and finish crossing to the crystal. It's warm to the touch.

<<clotheson>>
<<endcombat>>
<<set $compoundpipes to 1>>
<<set $blackmoney += 50>>
<<set $compoundalarm += 1>>
<<crime 50>>
<<link [[Next|Elk Compound]]>><</link>>


:: Elk Compound Explore [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You walk deeper into the building. The entrance is swallowed behind you. You make your way through a maze of pipes and machinery of unknown use. The smoke starts to make you feel warm.<<set $drugged += 60>><br><br>

You come to a plinth with a purple crystal sat atop it. It looks valuable.<br><br>

<<link [[Take it|Elk Compound Purple]]>><</link>><<crime>><br>
<<link [[Leave|Elk Compound]]>><</link>><br>


:: Elk Compound Purple [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>


	You take the crystal. It's warm to the touch. Finding your way out is much easier than getting here.<br><br>
	<<set $compoundsmoke to 1>>
	<<set $blackmoney += 50>>
	<<set $compoundalarm += 1>>
	<<crime 50>>
<<link [[Next|Elk Compound]]>><</link>><br>











:: Elk Compound Honest [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>



<<if $compoundhonest is 1>>
"I'm not working for anyone," you say. "I'm here alone."<br><br>

<<He>> looks at a screen that you can only see the back of, then turns a dial. Soothing waves emanate from the pads attached to you, pleasuring every inch of your body. "Good. See, that wasn't so bad was it? Now then, why are you here?"<br><br>

<<elseif $compoundhonest is 2>>
"I'm here to steal things," you say. "For money."

<<He>> turns the dial again, and you are once more assailed by the soothing waves. "Now," <<he>> says. "What did you steal?"<br><br>

<<elseif $compoundhonest is 3>>
"I steal money or anything I can sell." you say.<br><br>

<<He>> turns the dial again, and you are once more assailed by the soothing waves. "Where do you sell things?"<br><br>

<<elseif $compoundhonest is 4>>
"I sell things on Harvest street," you say.<br><br>

<<He>> turns the dial again, and you are once more assailed by the soothing waves. "Who do you sell things to?" <span class="red">If you're honest again, <<he>> will have everything <<he>> needs from you.</span><br><br>


<<else>>
"I sell things to Landry," you say, ashamed.<br><br>

<</if>>

<<compoundoptions>>


:: Elk Compound Lie [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $compoundlie is 1>>
"I work for the government," you say. "You better let me go."<br><br>

<<He>> looks at a screen you can't see. "Liar." <<He>> turns a dial on the machine and an excruciating pain surges through you. It lasts only a moment, but leaves you shaking. "I don't want to do that again. So don't lie to me."<br><br>

<<elseif $compoundlie is 2>>
"I got lost," you say. "I was just looking for a way out."<br><br>

<<He>> turns the dial once more and the pain surges through you again. "This could be so much easier for you," <<he>> says.<br><br>

<<elseif $compoundlie is 3>>
"I'm looking for my ball," <<he>> interrupts you with another surge of pain.<br><br>

"I'm not falling for that one," <<he>> says.<br><br>

<<elseif $compoundlie is 4>>
"I'm giving you the chance to let me go," you say. "Before I break out and kick your ass."<br><br>

<<He>> laughs as <<he>> turns the dial. "I don't even need to check the screen this time."

<<else>>
"You've hurt me too much," you say. "I can't remember anything."<br><br>

"That's bad news for you," <<he>> says, turning the dial. "I can be here a while."

<</if>>

<<compoundoptions>>


:: Elk Compound Mock [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $compoundmock is 1>>
"Sure, I'll tell you everything," you say. "I'm here to spank naughty lab assistants. Unbind me so I can get to work."<br><br>

"You won't be laughing for long," <<he>> says, spinning a dial on the machine. Pain sears through you, but leaves your mind feeling clearer.<br><br>

<<elseif $compoundmock is 2>>
"You think you can hurt me with your little toy?" you say through gritted teeth. "It barely tickles."<br><br>

"Oh, then you won't mind this." <<He>> spins the dial again.<br><br>

<<elseif $compoundmock is 3>>
"I bet you tie yourself to this thing for fun," you say. "It's okay. We all have our fetishes."<br><br>

"I'm starting to think I've found yours." <<He>> spins the dial once more.<br><br>

<<elseif $compoundmock is 4>>
"I could get used to this," you say. "If the science thing doesn't work out, you could have a shining career as a kinky whore."<br><br>

"Is this thing even working?" <<he>> muses as <<he>> spins the dial again.<br><br>

<<else>>
"You like hurting <<girls>> then?" you say. "Better keep your porno stash hidden, if the police fi-"<br><br>

"Shut up," <<he>> interrupts, spinning the dial.<br><br>

<</if>>



<<compoundoptions>>


:: Elk Compound Beg [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>


<<if $compoundbeg is 1>>
"Please don't hurt me," you say.<br><br>

"If you do as I say I won't have to. Here's a little taste." <<He>> spins a dial and a wave of pleasure emanates from the pads. The feeling soothes you to the core.<br><br>

<<elseif $compoundbeg is 2>>
"I-I'm scared," you say.<br><br>

"It's okay <<girlcomma>> just give me what I ask." <<He>> spins the dial again, soothing you once more.<br><br>

<<elseif $compoundbeg is 3>>
"I didn't mean to do anything wrong," you say.<br><br>

"I know you didn't, so tell me what I want to know." <<He>> spins the dial.<br><br>

<<elseif $compoundbeg is 4>>
"Let me go, please," you say.<br><br>

"Cooperate and I will." <<He>> spins the dial.<br><br>

<<else>>
"Please just let me go," you say.<br><br>

"For the last time, cooperate and I will." <<He>> spins the dial.<br><br>

<</if>>

<<compoundoptions>>


:: Elk Compound Flirt [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>


<<if $compoundflirt is 1>>
"You have me all tied up and exposed," you say. "Isn't there something else you'd rather do to me?"<<promiscuity1>><br><br>

<<He>> blushes, unsure how to respond. "D-don't joke around like that. You're in big trouble." You control your breathing and focus.<br><br>

<<elseif $compoundflirt is 2>>
"Some people would pay good money for the treatment you're giving me," you say. "I should thank you properly."<<promiscuity2>><br><br>

<<He>> shifts uncomfortably. "Don't think you can sweet talk me. It won't work."<br><br>

<<elseif $compoundflirt is 3>>
"The real torture here," you say. "Is being denied your touch."<<promiscuity3>><br><br>

<<He>> moves <<his>> hand away from the dials and rubs <<his>> temple. "Just stop it will you?"<br><br>

<<elseif $compoundflirt is 4>>
"You're such a tease. I can't wait to see what you want for the main course." You wink.<br><br>

"This is the main course," <<he>> says, blushing. "Where did you learn to talk like this?"<br><br>

<<else>>
"I'm getting too hot here," you say. "Please help me. I'm at your mercy. Your fingers, your tongue, your..."<br><br>

"Stop! Right now." <<He>> seems serious.<br><br>

<</if>>

<<compoundoptions>>


:: Elk Compound Interior [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>


You successfully pick the lock and enter the building.<<set $compoundcentre to 1>><<set $compoundalarm += 1>>

<<if $skulduggery lt 400>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<</if>>
<br><br>


The inside is dominated by a large lift. You see no way to operate it, but a laptop sits on a table in the corner.<br><br>

<<link [[Take it and leave|Elk Compound]]>><<set $blackmoney += 100>><<crime 100>><</link>><<crime>><br>
<<link [[Leave|Elk Compound]]>><</link>><br>








