code:
:: dummy

/*
This is special passage to avoid false positive error in sanityCheck build script. Do not uncomment anything!

$dancestudioanger
$wolfpackrob
$torturesurvivor
$communityservice
$winterlakeknown
$robinrescued
$sleeptransform
$diagnosis
$passage
$tags
$NPCName[$NPCNameList.indexOf("Avery")].lust
$tanktoptest
$hairtest
$initnpccompatibility
$averydom
$futureupdate
$optionalvariable
*/

repo_name: ammm/more

license: mit


code:
{
	game: {
		state: {
			/*Set before game is compiled*/
			text_only: 0,
			images: 1,
			debug: 1,
			dev: 0,
			numberify_enabled: 1,
			/*setting*/
			game_mode: "normal",
			/*Prevents character sprite and such from appearing on start screen.*/
			intro: 1,
			/*Set to 1 after tutorial fight, so it doesn't happen again.*/
			tutorial: 0,

		}
	}
}

{
	combat: {
		state: {
			/*Set to 1 if you're currently in combat, and hides the sidebar menus.*/
			combat: 0,
			/*Flags set during and reset at the end of encounters.*/
			rape_avoid: 1,
			sex_avoid: 1,
			penis_bitten: 0,
			apologised: 0,
			angel_forgive: 0,
			/*Some encounters will end if this becomes 1.*/
			finish: 0,
			/*Whether you're stuck in a wall or not.*/
			position: 0,
			/*How many hands you have clutching a garment.*/
			under_struggle: 0,
			lower_struggle: 0,
			upper_struggle: 0,
			/*Set to 1 if you scream.*/
			alarm: 0,
			/*Probably does nothing, except maybe in some older events.*/
			event: 0,
			/*Set to 1 if this encounter is one you can be rescued from by screaming.*/
			rescue: 0,
			/*Some encounters set this at the start. Decreases by 1 per turn.*/
			timer: 0,
			/*If stuck in wall, whether it's a stock or regular wall.*/
			wall_type: "wall",
			/*Set to 1 if this NPC doesn't speak. Used to stop Robin talking like a borderline rapist.*/
			speech_disable: 0,
			/*How many beasts have been beaten up this encounter.*/
			enemy_wounded: 0,
			/*How many beasts have orgasmed this encounter.*/
			enemy_ejaculated: 0,
			/*How many beasts have ejaculated in a position that would cause a puddle around you knees.*/
			semen_puddle: 0,
			/*How many turns you've been strangled for.*/
			strangle: 0,
			/*How many seconds have passed this minute. Used during encounters.*/
			seconds: 0,
			/*If this encounter is consensual.*/
			consensual: 0,
			/*If this encounter is really consensual. Remains 0 if in soft mode and the encounter would be noncon in normal mode.*/
			true_consensual: 0,
			/*Does nothing.*/
			attention: 0,

		}

		dance: {
			/*Set to 1 if you're dancing.*/
			dancing: 0,
			/*Where you are dancing.*/
			dance_location: 0,
			/*Set to 1 if the dance is forced.*/
			forced_dance: 0,
			/*The action chosen last turn with the dance radiobuttons.*/
			dance_action: 0,
			/*The action the dance radiobuttons default to.*/
			dance_action_default: 0,
			/*How many in the audience.*/
			audience: 0,
			/*Used to determine chance of new audience members, how much money they give and what actions they perform.*/
			audience_excitement: 0,
			audience_arousal: 0,
			audience_mod: 0,
			venue_mod: 0,
			/*The action the audience is performing.*/
			dance_event: 0,
			/*Set to 1 if refused a dance offer.*/
			private_dance_offered: 0,

		}

		actions: {
			/*Set by the action radiobuttons one screen, and trigger things on the next, where they are reset to 0*/
			penis_action: 0,
			vagina_action: 0,
			anus_action: 0,
			left_action: 0,
			right_action: 0,
			mouth_action: 0,
			thigh_action: 0,
			cheek_action: 0,
			feet_action: 0,
			chest_action: 0,
			mock_action: 0,

		}

		defaults: {
			/*remembers default actions when disabled by pain/orgasm/trauma*/
			carry_block: 0,
			left_action_carry: 0,
			right_action_carry: 0,
			feet_action_carry: 0,
			mouth_action_carry: 0,
			vagina_action_carry: 0,
			penis_action_carry: 0,
			anus_action_carry: 0,
			thigh_action_carry: 0,
			cheek_action_carry: 0,
			chest_action_carry: 0,
			left_action_carry_pain: 0,
			right_action_carry_pain: 0,
			feet_action_carry_pain: 0,
			mouth_action_carry_pain: 0,
			vagina_action_carry_pain: 0,
			penis_action_carry_pain: 0,
			anus_action_carry_pain: 0,
			thigh_action_carry_pain: 0,
			cheek_action_carry_pain: 0,
			chest_action_carry_pain: 0,
			left_action_carry_orgasm: 0,
			right_action_carry_orgasm: 0,
			feet_action_carry_orgasm: 0,
			mouth_action_carry_orgasm: 0,
			vagina_action_carry_orgasm: 0,
			penis_action_carry_orgasm: 0,
			anus_action_carry_orgasm: 0,
			thigh_action_carry_orgasm: 0,
			cheek_action_carry_orgasm: 0,
			chest_action_carry_orgasm: 0,
			left_action_carry_dissociation: 0,
			right_action_carry_dissociation: 0,
			feet_action_carry_dissociation: 0,
			mouth_action_carry_dissociation: 0,
			vagina_action_carry_dissociation: 0,
			penis_action_carry_dissociation: 0,
			anus_action_carry_dissociation: 0,
			thigh_action_carry_dissociation: 0,
			cheek_action_carry_dissociation: 0,
			chest_action_carry_dissociation: 0,
		}
	}
}

{
	world: {
		event: {
			/*Used during events to determine outcomes.*/
			phase: 0,
			phase_2: 0,
			noise: 0,
			robin_hugging: 0,
			robin_room_entered: 0,
			/*How long you've been underwater.*/
			underwater_time: 0,
			/*If you're underwater.*/
			underwater: 0,
			/*If you're in water.*/
			water: 0,

		}

		time: {
			/*Used to control the time.*/
			time: 420,
			days: 0,
			weekday: 1,
			hour: 7,
			year: 2018,
			month: "september",
			monthday: 4,
			birthmonth: "september",
			birthday: 3,

		}
	}
}

{
	player: {
		body: {
			/*Set to a string indicating which body part it is occupied by, such as "penis" or "lefthand"*/
			vagina_use: 0,
			penis_use: 0,
			mouth_use: 0,
			anus_use: 0,
			thigh_use: 0,
			bottom_use: 0,
			feet_use: 0,
			left_arm: 0,
			right_arm: 0,
			chest_use: 0,
			head: 0,
			left_let: 0,
			right_leg: 0,
			breast_use: 0,
			left_nipple: 0,
			right_nipple: 0,
			/*Set to a string indicating both which body part it is occupied by, and the type of "hold" that body part has on in. Such as "anusentrance" or "anusimminent"*/
			vagina_state: 0,
			penis_state: 0,
			anus_state: 0,
			mouth_state: 0,
			left_arm_state: 0,
			right_arm_state: 0,
			feet_state: 0
			/*More stuff I hope is self-explanatory*/
			penis_fucked: 0,
			vagina_fucked: 0,
			pull_away: 0,
			orgasm_current: 0,
			water_wash: 0,

		}

		mind: {
			/*Disables you if 1.*/
			panic_paralysis: 0,
			panic_violence: 0,
			trance: 0,
			/*Builds during consensual, provides benefit at end.*/
			assertive: 0,
			/*Set to 1 if NPC is successfully asked not to go ham on the specified body part.*/
			no_vaginal: 0,
			no_anal: 0,
			no_penile: 0,
			/*Trauma and stress at encounter's start.*/
			trauma_saved: 0,
			stress_saved: 0,
			/*Trauma and stress gained during encounter.*/
			trauma_gain: 0,
			stress_gain: 0,

		}

		skill: {
			/*Lewd skills.*/
			seduction_skill: 0,
			vaginal_skill: 0,
			penile_skill: 0,
			anal_skill: 0,
			oral_skill: 0,
			hand_skill: 0,
			feet_skill: 0,
			chest_skill: 0,
			thigh_skill: 0,
			bottom_skill: 0,
			/*Causes a skill up message to appear after encounter*/
			seduction_skill_up: 0,
			vaginal_skill_up: 0,
			penile_skill_up: 0,
			anal_skill_up: 0,
			oral_skill_up: 0,
			hand_skill_up: 0,
			feet_skill_up: 0,
			chest_skill_up: 0,
			thigh_skill_up: 0,
			bottom_skill_up: 0,
		}

		masturbation: {
			masturbation_orgasm: 0,

		}

	}
}

{
	npc: {
		state: {
			/*Makes actions easier.*/
			enemy_trust: 0,
			/*Encounter ends if this reaches 0.*/
			enemy_health: 0,
			enemy_health_max: 0,
			/*Encounter ends if this reaches max.*/
			enemy_arousal: 0,
			enemy_arousal_max: 0,
			/*Impacts NPC behaviour during encounters.*/
			enemy_anger: 0,
			enemy_anger_max: 0,
			/*Unused.*/
			enemy_strength: 0,
			/*Be they man, beast, tentacles etc.*/
			enemy_type: 0,
			/*Set to NPC's name if they have one.*/
			npc: 0,
			/*How many NPCs are loaded.*/
			enemy_no: 0,

		}

		/*Speech variables are set during encounters, and control what NPCs say should they perform a speech action.*/
		specific_speech: {
			/*Speech variables that disappear after the current NPC's turn, meaning other NPCs won't use them.*/
			speech_orgasm_weak_cum_count: 0,
			speech_orgasm_no_cum_count: 0,
			speech_orgasm_count: 0,
			speech_orgasm_repeat: 0,
			speech_crossdress_angry: 0,
			speech_crossdress_aroused: 0,
			speech_crosdress_shock: 0,
			speech_crossdress_disappointed: 0,
			speech_cum: 0,
			speech_penis_penetrated: 0,
			speech_vagina_penetrated: 0,
			speech_anus_penetrated: 0,
			speech_mouth_penetrated: 0,
			speech_other_anus_penetrated: 0,
			speech_vagina_imminent: 0,
			speech_penis_imminent: 0,
			speech_anus_imminent: 0,
			speech_mouth_imminent: 0,
			speech_other_anus_imminent: 0,
			speech_vagina_entrance: 0,
			speech_penis_entrance: 0,
			speech_anus_entrance: 0,
			speech_mouth_entrance: 0,
			speech_other_anus_entrance: 0,
			speech_vagina_withhold: 0,
			speech_anus_withhold: 0,
			speech_penis_withold: 0,
			speech_other_anus_withold: 0,
			speech_vagina: 0,
			speech_penis: 0,
			speech_anus: 0,
			speech_vagina_mouth: 0,
			speech_vagina_vagina: 0,
			speech_beat: 0,
			speech_hit: 0,
			speech_throat: 0,
			speech_vagina_foot: 0,
			speech_penis_foot: 0,
			speech_chastity: 0,
			speech_struggle: 0,
			speech_strip_struggle: 0,
			speech_spank: 0,
			speech_arms: 0,
			speech_clit: 0,
			speech_glans: 0,
			speech_bottom: 0,
			speech_hair: 0,
			speech_chest_rub: 0,
			speech_breast_rub: 0,
			speech_vagina_flaunt: 0,
			speech_vagina_virgin: 0,
			speech_anus_virgin: 0,
			speech_mouth_virgin: 0,
			speech_penis_virgin: 0,
			speech_penis_escape: 0,
			speech_vagina_escape: 0,
			speech_anus_escape: 0,

		}

		general_speech: {
			/*Speech variables that linger until all NPCs have had their turn. Any ending with a 1 also have 5 additional version, 2 - 6.*/
			speech_cum: 0,
			speech_orgasm_repeat: 0,
			speech_genitals: 0,
			speech_breasts: 0,
			speech_scream: 0,
			speech_apologise: 0,
			speech_plead: 0,
			speech_moan: 0,
			speech_demand: 0,
			speech_cover_face: 0,
			speech_cover_penis: 0,
			speech_cover_vagina: 0,
			speech_apologise_no: 0,
			speech_forgive: 0,

			speech_anus_escape: 0,
			speech_vagina_escape: 0,
			speech_penis_escape: 0,

			speech_anus_escape_1: 0,
			speech_vagina_escape_1: 0,
			speech_penis_escape_1: 0,

			speech_crossdress_angry: 0,
			speech_crossdress_aroused: 0,
			speech_crossdress_shock: 0,
			speech_crossdress_disappointed: 0,

		}

		man: {
		/*These all have five additional versions, the same but with a number on the end, 2 - 6. One for each NPC "slot" in scenes and combat. Note that the first instance sometimes has the number 1 on the end, and sometimes does not.*/
		/*Controls correct grammar and capitalisation during encounters.*/
		intro1: 0,
		/*What their body parts are occupied by. Note this is different from, but will impact, the actions they take.*/
		lefthand: 0,
		righthand: 0,
		penis: 0,
		vagina: 0,
		mouth: 0,
		/*NPC gender, pronouns and description, like "muscular" or "thin".*/
		gender: 0,
		pronoun: 0,
		description1: 0,

		}

		audience: {
			/*This is the audience for regular encounters, and is separate to dance audiences.*/
			/*Controls which audience member becomes selected.*/
			audience_selector: 0,
			/*Currently selected NPC.*/
			audience_camera: 0,
			/*What NPCs are in the audience.*/
			audience_camera_1: 0,/*audience_camera_2 - 6 too*/
			/*How many members the audience has.*/
			audience_member: 0,
			/*Forces all the audience to be boys.*/
			audience_force_boy: 0,
			/*Forces all the audience to be girls.*/
			audience_force_girl: 0,

		}

		beast: {
			/*How many beasts are waiting their turn, or having their turn.*/
			beast_no: 0,
			/*How many beasts in the encounter total.*/
			beast_nomax: 0,
			/*Type of beast. Dog, wolf etc.*/
			beast_name: "none",
			/*If they have claws.*/
			claws: 0,
			/*Currently active beast's gender and pronouns.*/
			beast_gender: 0,
			beast_pronoun: 0,
			/*The following have 2 - 6 versions too*/
			beast_gender1: 0,
			beast_pronoun1: 0,
		}

	}
}

{
	monster: {
		swarm: {
			swarm1: 0,/*Also swarm2, swarm3...up to swarm10*/
			swarm_pending: 0,
			/*Set at start of encounter*/
			swarm_steady: 0,
			swarm_Steady: 0,
			swarm_name: 0,
			swarm_move: 0,
			swarm_active: 0,
			swarm_creature: 0,
			swarm_count: 0,
			/*I tried something different with the swarms, having each action they could take associated with a variable, which would then be used to output text elsewhere*/
			swarm_chest_molest: 0,
			swarm_chest_grab: 0,
			swarm_chest_grab_intro: 0,
			swarm_chest_grab_clothes: 0,
			swarm_chest_clothed: 0,
			swarm_chest_covered: 0,
			swarm_activate: 0,
			swarm_spill: 0,
			swarm_back: 0,
			swarm_back_molest: 0,
			swarm_back_grab: 0,
			swarm_back_grab_intro: 0,
			swarm_back_grab_under_clothed: 0,
			swarm_back_under_clothed: 0,
			swarm_back_grab_lower_clothed: 0,
			swarm_back_lower_clothed: 0,
			swarm_back_cover: 0,
			swarm_back_inside: 0,
			swarm_back_inside_intro: 0,
			swarm_back_grab_lower_chastity: 0,
			swarm_front: 0,
			swarm_front_molest: 0,
			swarm_front_grab: 0,
			swarm_front_grab_intro: 0,
			swarm_front_grab_under_clothed: 0,
			swarm_front_under_clothed: 0,
			swarm_front_grab_lower_clothed: 0,
			swarm_front_lower_clothed: 0,
			swarm_front_cover: 0,
			swarm_front_inside: 0,
			swarm_front_inside_intro: 0,
			swarm_front_grab_lower_chastity: 0,
			front: 0,
			back: 0,
			chest: 0,

		}
	}

	vore: {
		/*Set at encounter's start.*/
		vore_strength: 0,
		/*How hard you struggle.*/
		vore_struggle: 0,
		/*If the encounter has tentacles.*/
		vore_tentacles: 0,
		/*What part of the beast's digestive system you're in.*/
		vore_stage: 0,
		/*Name of creature.*/
		vore_creature: 0,
		/*Set to 1 if swallowed, reset at end of encounter.*/
		swallowed: 0,

	}

	tentacles: {
		/*Set at encounter's start*/
		/*Total number of tentacles.*/
		tentacle_no: 0,
		/*Number of active tentacles.*/
		active_tentacle_no: 0,
		/*How much health each tentacle has. Set at start.*/
		tentacle_health: 0,
		/*There alternative versions of the following, with the number 1 replaced with 2 - 16, covering each possible tentacle*/
		/*What each tentacle is doing.*/
		tentacle_1: 0,
		tentacle_1_shaft: 0,
		tentacle_1_head: 0,
		tentacle_1_health: 0,

	}
}

{
	clothes: {
		state: {
			/*If you're crossdressing.*/
			crossdressing: 0,
			/*Skips the "they keep your panties as a souvenir" text if this is 1.*/
			steal_text_skip: 0,
			/*If wearing something with an anal shield, protecting your sweet ass.*/
			anal_shield: 0,
		}

		strip: {
			/*When stripping outside of encounter, set on one screen to give an effect on the next. Like the radiobuttons in encounters.*/
			action_unclad_outfit: 0,
			action_unclad_upper: 0,
			action_unclad_lower: 0,
			/*What clothes are stored. One per clothing slot. This is why you lose your clothes stored in the school toilets if you store further clothes in the changing room.*/
			upper_store: 0,
			lower_store: 0,
			under_store: 0,
			/*Where you're clothes are stored. Not used in passages, set by a widget.*/
			store_location: 0,
			/*This is the variable actually used on passages, where store_location pulls from.*/
			store_location_init: 0,
			/*Set to the clothes that have been stripped from you, but are still in your possession and can be put back on.*/
			upper_off: 0,
			lower_off: 0,
			under_off: 0,
			/*Set to 1 if clothes are being ruined to bypass the usual removal of both upper and lower clothes in the case of outfits.*/
			ruined: 0,
			/*Set to 1 if wearing part of an outfit has triggered the other half to be worn, which then blocks the second half of the outfit from doing the same and causing a loop.*/
			clothing_change: 0,
			/*Last item used in slot. Used in some scenes.*/
			upper_last: 0,
			lower_last: 0,
			under_last: 0

		}

		wet: {
			/*How wet you are.*/
			upper_wet: 0,
			lower_wet: 0,
			under_wet: 0,
			/*Which stage of wetness you're in.*/
			upper_wet_stage: 0,
			lower_wet_stage: 0,
			under_wet_stage: 0,
			/*Makes sure your clothes remain wet if removed and put back on.*/
			upper_wet_carry: 0,
			lower_wet_carry: 0,
			under_wet_carry: 0,
			upper_wet_stage_carry: 0,
			lower_wet_stage_carry: 0,
			under_wet_stage_carry: 0,

		}

		shop: {
			/*Set when you buy clothes in clothing shop, and causing the right text to appear on subsequent screen.*/
			clothing_selector: 0,
			/*As above, but for accessory shop.*/
			buy: 0,
			/*Makes the text that indicates that your clothes have been replaced appear.*/
			clothingrebuytext: 0,

		}

		wardrobe: {
			/*Set when you click on something to wear at a wardrobe, and puts it on next screen.*/
			wear: 0,
			/*Default outfits.*/
			upper_outfit_casual: 0,
			lower_outfit_casual: 0,
			under_outfit_casual: 0,
			upper_outfit_school: 0,
			lower_outfit_school: 0,
			under_outfit_school: 0,
			/*There are three more of the following variables, 2 - 4*/
			upper_outfit_custom_1: 0,
			lower_outfit_custom_1: 0,
			under_outfit_custom_1: 0,

		}

		accessories: {
			/*What you wear in each accessory slot.*/
			head_acc: 0,
			face_acc: 0,
			legs_acc: 0,
			feet_acc: 0,
			hair_pin: 0,
			/*If you own the accessory in question, this is set to 1.*/
			black_shoes: 0,
			glasses: 0,
			boys_gym_socks: 0,
			girls_gym_socks: 0,
			stockings: 0,
			fishnet_stockings: 0,
			cool_shades: 0,
			beanie: 0,
			/*Repeated for each accessory*/
			hair_pin_new

		}

		upper: {
			/*Item name.*/
			upper_clothes: 0,
			upper_variable: 0,
			/*Max health.*/
			upper_integrity_max: 0,
			/*Unused*/
			upper_fabric_strength: 0,
			/*Effect on allure and appearance.*/
			upper_reveal: 0,
			/*Used for grammar.*/
			upper_word: 0,
			/*If the item is part of an outfit that fits both upper and lower slots.*/
			upper_one_piece: 0,
			/*Unused.*/
			strap: 0,
			/*If it has an open top.*/
			open: 0,
			/*Where on your body the bottom of the garment is.*/
			upper_state: 0,
			/*Where on your body the top of the body is.*/
			upper_state_top: 0,
			/*Where on your body the bottom of the garment defaults to.*/
			upper_state_base: 0,
			/*Where on your body the top fo the garment defaults to.*/
			upper_state_top_base: 0,
			/*If the item requires plural grammar. ("I have a skirt" versus "I have shorts")*/
			upper_plural: 0,
			/*Item's colour.*/
			upper_colour: 0,
			/*Current health.*/
			upper_integrity: 0,
			/*The degree of exposure this item is giving you, 0 - 2. 0 is proper, 1 is lewd and 2 is super lewd.*/
			upper_exposed: 0,
			/*Item's default degree of exposure.*/
			upper_exposed_base: 0,
			/*If this item has a special attribute, like "school" or "swim".*/
			upper_type: 0,
			/*The outfit this is part of, if it's part of one.*/
			upper_set: 0,
			/*The gender this garment is meant for. Part of deciding if you're crossdressing.*/
			upper_gender: 0,
			/*Set to 1 if this item is borrowed and won't replace your current owned item, or appear in the wardrobe.*/
			upper_temp: 0,
			/*Each upper clothing item has it's own versions of the following variables, replacing "upper_sundress" with either upper_pjs, upper_towel, upper_bikini, tshirt, school_shirt, upper_school_swimsuit, upper_plant, upper_evening_gown, or tank_top. E.g. "upper_*/
			upper_sundress_integrity_max: 0,
			upper_sundress_integrity: 0,
			upper_sundress_new: 0,
			upper_sundress_no: 0
			/*As above, except the variables are shared between the upper and lower parts in the case of outfits. In such cases the "upper" and "lower" parts of the variable are removed. For items not part of an outfit, like pjs, it works like above: "upper_pjs_colour".*/
			sundress_colour: 0,
			sundress_colour_choice: 0,
		}

		/*Mostly the same as above. Exceptions noted.*/
		lower: {
			lower_clothes: 0,
			lower_variable: 0,
			lower_integrity_max: 0,
			lower_fabric_strength: 0,
			lower_reveal: 0,
			lower_word: 0,
			lower_one_piece: 0,
			/*If this item has/is a skirt.*/
			skirt: 0,
			/*If the skirt is in a "down" position.*/
			skirtdown: 0,
			lower_state: 0,
			/*Where on your body the top of the item is.*/
			lower_state_base: 0,
			/*Where on your body the top of the item is supposed to be.*/
			lower_plural: 0,
			lower_colour: 0,
			lower_integrity: 0,
			lower_exposed: 0,
			lower_exposed_base: 0,
			/*If this item is blocking physical access to your genitals, including penis.*/
			lower_vagina_exposed: 0,
			/*What the above defaults to when worn.*/
			lower_vagina_exposed_base: 0,
			/*As above, but for anus instead of genitals.*/
			lower_anus_exposed: 0,
			lower_anus_exposed_base: 0,
			lower_type: 0,
			lower_set: 0,
			lower_gender: 0,
			lower_temp: 0,
			/*Each lower clothing item has it's own versions of the following variables, replacing "sundress" with either lower_pjs, lower_towel, lower_bikini, waist_apron, school_skirt, lower_school_swimsuit, school_swim_shorts, lower_plant, lower_evening_gown, or school_shorts.*/
			lower_sundress_integrity_max: 0,
			lower_sundress_integrity: 0,
			lower_sundress_new: 0,
			lower_sundress_no: 0
			/*As above, except the variables are shared between the upper and lower parts in the case of outfits. In such cases the "upper" and "lower" parts of the variable are removed. For items not part of an outfit, like pjs, it works like above: "lower_pjs_colour".*/
			sundress_colour: 0,
			sundress_colour_choice: 0,

		}

		under: {
			under_clothes: 0,
			under_variable: 0,
			under_integrity_max: 0,
			under_fabric_strength: 0,
			under_reveal: 0,
			under_word: 0,
			under_one_piece: 0,
			under_state: 0,
			under_state_base: 0,
			under_plural: 0,
			under_colour: 0,
			under_integrity: 0,
			under_exposed: 0,
			under_exposed_base: 0,
			under_vagina_exposed: 0,
			under_vagina_exposed_base: 0,
			under_anus_exposed: 0,
			under_anus_exposed_base: 0,
			under_type: 0,
			under_set: 0,
			under_gender: 0,
			under_temp: 0,
			/*Each under clothing item has it's own versions of the following variables, replacing "plain_panties" with either lace_panties, y_fronts, chastity_belt, or tights.*/
			plain_panties_integrity_max: 0,
			plain_panties_integrity: 0,
			plain_panties_new: 0,
			plain_panties_no: 0,
			plain_panties_colour: 0,
			plain_panties_colour_choice: 0,

		}
	}
}


code:
:: Passout Asylum [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You wake up strapped to a chair. The room is bare, except a window covering the length of one side.
<<if $penisexist is 1>>
	You feel something odd on your penis.
<<else>>
	You feel something odd on your pussy.
<</if>>
It buzzes into life, teasing your <<genitals>> directly.
<<garousal>>

On the verge of orgasm it ceases, but only for a moment.

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

You strain against the binds holding you, but they're firm. You can't stop it.

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

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

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

The buzzing ceases and the bindings snap loose, leaving you gasping for breath. <<tearful>> you struggle to your feet and make your way through the exit.

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

:: Asylum Button Press [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $phase is 0>>
	<<set $phase to 1>>
	You press the button. The <<person2>><<person>> squirms. You notice <<his>> arms are bound to the side of the chair. "Thank you," Doctor Harper says. "
	<<if $NPCList[1].penis isnot "none">>
		We have a device attached to <<his>> penis.
	<<else>>
		We have a device inserted in <<his>> vagina.
	<</if>>
	To aid in <<his>> treatment." You spot wires trailing across the floor and disappearing into the <<persons>> clothes.

	"Press it again," the Doctor says.

	<<person1>>
	<<link [[Press|Asylum Button Press]]>><<awareness -1>><<stress 3>><<arousal 6>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>

	<<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>

<<elseif $phase is 1>>
	<<set $phase to 2>>
	<<person2>>
	You press the button. The <<person>> squirms more this time. <<He>> strains against the bonds. You hear buzzing through the glass. "Very good," the Doctor says. "Any moment now."

	Almost on cue, the <<person>> spasms, before slumping back in the chair. The buzzing ceases. "<<He>> will learn to enjoy it," the Doctor says. "Press it again."

	<<person1>>
	<<link [[Press|Asylum Button Press]]>><<awareness -10>><<stress 3>><<arousal 6>><<suspicion -1>><</link>><<lsuspicion>><<llawareness>><<gstress>><<garousal>>

	<<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>

<<else>>
	<<person2>>
	The <<persons>> eyes widen as the buzzing starts up again. Louder this time. <<He>> shakes <<his>> head and rocks back and forth, as if trying to knock the chair over. It's not long before <<he>> spasms again. And again. Even the counter in front of you vibrates.

	<<person1>>Doctor Harper writes on <<his>> clipboard, a small smile on <<his>> face. "Thank you," <<he>> says. "You've been very helpful. That's all for now. Be well." <<person2>>The <<person>> falls limp as Harper finishes speaking, and the buzzing stops.

	<<endevent>>
	<<link [[Next|Asylum]]>><</link>>

<</if>>

:: Asylum Button Refuse [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You refuse to press the button. "This is for <<person2>><<his>> benefit,<<person1>> and yours," <<he>> says. "Press the button."

<<if $phase is 0>>
	<<link [[Press|Asylum Button Press]]>><</link>>

<<else>>
	<<link [[Press|Asylum Button Press]]>><<awareness -1>><<stress 3>><<arousal 6>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>

<</if>>
<<link [[Refuse|Asylum Button Refuse 2]]>><<def 1>><<suspicion 5>><</link>><<ggsuspicion>>

:: Asylum Button Refuse 2 [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
Harper shakes <<his>> head. "I'm disappointed. You can go."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Sit Desk [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You sit on the desk. Harper frowns at you. "It's rude to sit like that," <<he>> says. "There's a chair here. We can share."

<<link [[Sit on lap|Asylum Sit Lap]]>><<suspicion -1>><</link>><<promiscuous1>><<lsuspicion>><<lawareness -1>>

<<link [[Refuse|Asylum Sit Stand]]>><<suspicion 1>><</link>><<gsuspicion>>

:: Asylum Sit Lap [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You sit on the Doctor's lap. <<He>> wraps an arm around your waist.<<promiscuity1>> "Today I want to talk about kissing." <<he>> says. "It's a normal and healthy activity. You should be happy kissing anyone at any time." <<He>> leans close. "Kiss me."

<<link [[Kiss cheek|Asylum Sit Kiss]]>><<suspicion -1>><<awareness -1>><</link>><<promiscuous1>><<lsuspicion>><<lawareness>>

<<if $promiscuity gte 15>>
	<<link [[Kiss mouth|Asylum Sit Kiss Mouth]]>><<suspicion -5>><<awareness -10>><<npcincr Harper love 1>><</link>><<promiscuous2>><<llsuspicion>><<llawareness>>

	<<set $skulduggerydifficulty to (700 + ($suspicion * 6))>>
	<<if $leftarm is "bound" and $rightarm is "bound">>
	<<elseif $asylumkeycard isnot 1>>
		<<link [[Steal keycard|Asylum Sit Steal]]>><</link>><<promiscuous2>><<skulduggerydifficulty>> This will be easier with low suspicion.

	<</if>>
<</if>>
<<link [[Refuse|Asylum Sit Refuse]]>><<suspicion 1>><<stress 3>><</link>><<gsuspicion>><<gstress>>

:: Asylum Sit Stand [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
Refusing to play along, you stand in the middle of the office. The Doctor shakes <<his>> head. "We can't help you if you won't let us," <<he>> says. "You can go."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Sit Refuse [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
The Doctor shakes <<his>> head. "Disappointing, but there's always tomorrow. You may go."

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

:: Asylum Sit Kiss Mouth [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You kiss <<himcomma>> and make good use of your tongue. <<His>> eyes widen at first, but then close. <<He>> kisses back.
<<promiscuity2>>
"V-very good," <<he>> says, pulling away from you. "You've done well today. Be well."

You climb off <<his>> lap and walk to the door.
<<lsuspicion>><<suspicion -5>>

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Sit Kiss [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You plant a light kiss on the Doctor's cheek. <<He>> scribbles on <<his>> clipboard. "That's satisfactory," <<he>> says. "You may go. Be well."

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

:: Asylum Sit Steal [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You kiss <<himcomma>> and make good use of your tongue. <<His>> eyes widen at first, but then close. <<He>> kisses back.<<promiscuity2>>
You run your hand against <<his>> chest, and dip into <<his>> pocket.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
	You pull out a keycard and hide it away.
	<<set $asylumkeycard to 1>>

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

	<</if>>
	"V-very good," <<he>> says, pulling away from you. "You've done well today. Be well."

	You climb off <<his>> lap and walk to the door. You can't help but smirk.
	<<lsuspicion>><<suspicion -5>><<npcincr Harper love 1>>

	<<endevent>>
	<<link [[Next|Asylum]]>><</link>>

<<else>>
	<<He>> grabs your wrist.
	<<gggsuspicion>><<suspicion 20>>

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

	<</if>>
	"I'm very disappointed in you," <<he>> says. <<He>> reaches beneath the desk, and the doors swing open. Several orderlies march in.

	<<asylumpunish2>>
<</if>>

:: Asylum Room [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $hallucinations gte 1 and $tentacledisable is "f">>
	You notice a faint purple light. You reach toward it, and feel the door. It's ajar.

	<<link [[Open it|Tentacle World Intro]]>><<endevent>><<arousal 6>><</link>><<garousal>>

	<<link [[Stay away|Asylum Room 2]]>><<stress 3>><<awareness -10>><</link>><<llawareness>><<gstress>>

<<else>>
	<<pass 180>>
	Hours pass, with nothing to distract you but your own thoughts. You're relieved when the door is opened by Doctor Harper.

	<<He>> smiles at you. "I'm sorry," <<he>> says. "It was for your own good.
	<<if $asylumstate is "sleep">>
		Let's bring you to your bed. You need your sleep."

		Flanked by orderlies, Doctor Harper leads you back to your room. The door locks with a click.

		<<endevent>>
		<<link [[Next|Asylum Cell]]>><</link>>

	<<else>>
		Let's bring you back to your fellow patients. They've missed you."

		Flanked by orderlies, Doctor Harper leads you back to the occupied part of the asylum.

		<<endevent>>
		<<link [[Next|Asylum]]>><</link>>

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

:: Asylum Room 2 [nobr]

<<pass 180>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
Hours pass, with nothing to distract you but your own thoughts. You feel relieved when the door is opened by Doctor Harper.
<<llawareness>><<gstress>><<stress 3>><<awareness -10>>

<<He>> smiles at you. "I'm sorry," <<he>> says. "It was for your own good.
<<if $asylumstate is "sleep">>
	Let's bring you back to your bed. You need your sleep."

	Flanked by orderlies, Doctor Harper leads you back to your room. The door locks with a click.

	<<endevent>>
	<<link [[Next|Asylum Cell]]>><</link>>

<<else>>
	Let's bring you back to your fellow patients. They've missed you."

	Flanked by orderlies, Doctor Harper leads you back to the occupied part of the asylum.

	<<endevent>>
	<<link [[Next|Asylum]]>><</link>>

<</if>>

:: Asylum You Flaunt [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<upperstrip>><<lowerstrip>><<underlowerstrip>>
"I'll strip," you say. The orderlies step forward to help, but there's no need. You <<nervously>> remove your clothes and walk up to the window. You knock on it, and keep knocking until everyone is looking. You hear whistling through the glass. <<covered>> <<flaunting>> you twirl to give everyone a good look.
<<exhibitionism5>>
"Very good," Doctor Harper says with a smile. The <<person2>><<person>> gapes. "You can get dressed. I think you already understand this lesson."

<<clotheson>>
Once dressed you leave the room. Harper has the <<person2>><<person>> remain for further instruction.

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum You Strip [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<upperstrip>><<lowerstrip>><<underlowerstrip>>
"I'll strip," you say. You <<nervously>> undress, though not fast enough for the orderlies, who step forward to help. They almost tear your clothing off in their eagerness. The <<person>> averts <<his>> gaze. <<covered>> "Very good," Harper says. "Now, the window. Let everyone see."

You walk up to the window. One of the orderlies knocks on it, until everyone outside is watching at you. <<covered>> You hear whistling through the glass.

"Isn't it exciting?" The Doctor says. "All those people can't keep their eyes off you. That will do. Get dressed."

<<clotheson>>
Once dressed you leave the room. Harper has the <<person2>><<person>> remain for further instruction.

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum They Strip [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"Please," the <<person>> sobs. The orderlies pay no heed as they tear <<his>> clothing off <<his>> body and shove <<him>> to the window. One of them knocks on it, until everyone outside is watching. You hear whistling through the glass.

"<<He>> doesn't have to suffer so," The Doctor whispers to you. "<<He>> chooses to. <<Hes>> in no danger. But you've done your part. You can go."

You leave the room.

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

:: Asylum Hypnosis Oral [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>><<npcoral>>
	<<set $enemytrust += 100>>
	You crouch in front of the <<personstop>><<npcexposetext>> Doctor Harper leans forward for a closer look.

<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Asylum Hypnosis Oral Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Asylum Hypnosis Oral Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Asylum Hypnosis Oral Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Asylum Hypnosis Oral]]>><</link>><<nexttext>>
<</if>>

:: Asylum Hypnosis Oral Finish [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"Very good," the doctor says. "Both of you. When I drop this pen, you will awaken." <<He>> drops the pen.

	The <<person>> blinks, then blushes and covers <<his>> genitals. "You can go," the doctor says. "Be well."

	<<tearful>> you leave the office.

	<<clotheson>>
	<<endcombat>>
<<elseif $enemyhealth lte 0>>
	The <<person>> snaps out of <<his>> trance. <<He>> blushes and covers <<his>> genitals. "You have a long way to go," the doctor says. "You can go. Be well."

	<<tearful>> you leave the office.

	<<clotheson>>
	<<endcombat>>
<<elseif $finish is 1>>
	The <<person>> snaps out of <<his>> trance. <<He>> blushes and covers <<his>> genitals. "You have a long way to go," the doctor says. "You can go. Be well."

	<<tearful>> you leave the office.

	<<clotheson>>
	<<endcombat>>
<</if>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Hypnosis Resist [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You shake yourself free of the effect.<<endevent>><<npc Harper>><<person1>> The doctor shakes <<his>> head. "That's enough for today. Remember, don't be afraid to relax. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Hypnosis Exhibitionism [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<underlowerstrip>><<lowerstrip>><<upperstrip>>
<<fameexhibitionism 10>>
You remove your clothing with robotic movements. The doctor smiles. "Good," <<he>> says as <<he>> stands. "Let's go for a walk."

You leave the office, into the corridor outside. A passing nurse ogles you, and gives Harper a knowing look. "You feel excited to be exposed in a public space," The Doctor says. <<Hes>> right. "You want to show everyone your body." You nod. Together you walk to the recreation room.

All heads turn when you arrive, a naked <<girl>> with Doctor Harper close behind. "Here." <<He>> hands you a feather duster. "This room is very dusty. Clean it."

You get to work. The room is very dusty. You dust the tables. You bend over to dust the chairs. You kneel to dust the floor. The Doctor stays near you, and intervenes whenever someone gropes. "That's not what this is about," <<he>> says. "Look, don't touch."

<<pass 30>>
You continue cleaning the room, unbothered by all the eyes on your <<lewdnessstop>> "That's enough," Harper announces after some time. "The room is clean." The room is clean. <<He>> takes the feather duster from you. The patients beg Harper to let you continue, but <<he>> doesn't relent.

"You've done very well today," the Doctor says once back in <<his>> office. "Get dressed."

<<clotheson>>
"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "We've made good progress. You should be proud. Be well." You leave <<his>> office.

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Machine [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
The compartment clangs shut. A dim light fills the interior, though you can't see the source. "Are you comfortable in there?" asks Harper's muffled voice. "I'm turning it on." The light becomes more intense. Small holes open on the top and sides of the chamber. A pink mist flows out. It smells sweet. You feel warm.

<<set $drugged += 180>>
Several dozen tendrils emerge next. They snake over your body, writhing against your skin,
<<if $worn.upper.name isnot "naked">>
	beneath your $worn.upper.name,
<</if>>
and against your <<breastsstop>>
<<if $worn.under_lower.name isnot "naked">>
	Even your $worn.under_lower.name <<underlowerplural>> is no protection.
<</if>>
They tease your <<genitals>> without mercy.

<<pass 5>>
This continues for a few minutes. Puffs of pink mist continue to emerge, along with more tendrils. Your breathing becomes deeper and your pulse quickens.

<<set $arousal += 10000>>
<<orgasmpassage>>
You hear applause from outside the machine. Did you make that much noise? "Very good," Harper says.
"That should do it. This should be the right button." The tendrils withdraw and the holes close. The compartment opens and several pairs of arms help you to your feet. "You've done well today," The Doctor says. "I hope you found it relaxing. Be well."

You leave the room, still shaking.

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Machine Refuse [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
Harper looks above your shoulder, and nods.
<<if $physique gte $rng * 100 + 6000>>
	You succeed in dodging the orderlies who try to grab you from behind. Harper shakes <<his>> head. "We can't help if you won't let us," <<he>> says. "You can go."

	<<endevent>>
	<<link [[Next|Asylum]]>><</link>>

<<else>>
	You fail to dodge the orderlies who attack from behind. They lift you off your feet and force you into the machine.
	<<stress 6>><<gstress>>

	<<link [[Next|Asylum Machine]]>><</link>>

<</if>>

:: Asylum Hypnosis Dog [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "dogpack">>
	<<beast1init>><<beasttype dog>>
	You drop to the ground and adopt a mating posture. Doctor Harper takes notes.
<</if>>
<<effects>>
<<effectsman>>

<<beast>>

<<audience>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Asylum Hypnosis Dog Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Asylum Hypnosis Dog Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Asylum Hypnosis Dog Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Asylum Hypnosis Dog]]>><</link>><<nexttext>>
<</if>>

:: Asylum Hypnosis Dog Finish [nobr]

<<set $outside to 1>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<beastejaculation>>
	The orderly pulls the dog off you.

	"You've done very well today," says Harper. "Get dressed."

	<<clotheson>>
	<<endcombat>>
	<<npc Harper>><<person1>>
	"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "We've made good progress. You should be proud. Be well." You leave <<his>> office. The orderlies are smiling at their phones.

	<<endevent>>
	<<link [[Next|Asylum]]>><</link>>
<<elseif $enemyhealth lte 0>>
	The dog whimpers and hides behind the orderlies.

	Harper sighs. "Get dressed."

	<<clotheson>>
	<<endcombat>>
	<<npc Harper>><<person1>>
	"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "That's it for today. Be well." You leave <<his>> office.

	<<endevent>>
	<<link [[Next|Asylum]]>><</link>>
<<else>>
	The dog whimpers and backs away from you.

	Harper sighs. "Get dressed."

	<<clotheson>>
	<<endcombat>>
	<<npc Harper>><<person1>>
	"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "That's it for today. Be well." You leave <<his>> office.

	<<endevent>>
	<<link [[Next|Asylum]]>><</link>>
<</if>>

:: Asylum Hypnosis Dog Resist [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You shake yourself free of the effect.<<endevent>><<npc Harper>><<person1>> The doctor shakes <<his>> head. "That's enough for today. Remember, don't be afraid to relax. Be well."

<<endevent>>
You pet the dog on the way out.<<lstress>><<stress -12>>

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

:: Asylum Pill Sit [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $phase is 1>>
	The <<person>> pushes you onto the chair and binds your limbs. "There," <<he>> says. "Administer the treatment."
<<else>>
	You sit down. Harper binds your arms and legs. "It's just a precaution," <<he>> assures you.
<</if>>

<<person1>>
Harper affixes a mask around <<his>> head. The others follow <<his>> example while <<he>> opens a safe. <<He>> pulls out a canister, then holds it at arms reach in front of you, and opens it. Purple fumes rise from within. It smells sweet.

<<pass 5>>
You sit for a few minutes. The doctors watch you, as if expecting something to happen. "Well?" the <<person2>><<person>> says. "Do you see anything strange?" You shake your head.

"We'll keep an eye on <<phimstop>>" Harper says. "I'll send for the next patient." <<He>> undoes the straps on the chair. "Thank you for cooperating. Be well."

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

:: Asylum Pill Refuse [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"That's disappointing," Harper sighs. "But alright. Be-"

"I don't see why the mad <<girl>> should have a choice," the <<person2>><<person>> interrupts. <<He>> rises to <<his>> feet and grabs your arm. <<He>> tries to pull you to the chair.

<<link [[Let it happen|Asylum Pill Sit]]>><<awareness -10>><<suspicion -5>><<set $phase to 1>><<set $hallucinogen += 180>><</link>><<llsuspicion>><<llawareness>>

<<link [[Slap|Asylum Pill Slap]]>><<suspicion 5>><<crimeup 30>><<trauma -6>><<stress -6>><</link>><<crime>><<ggsuspicion>><<ltrauma>><<lstress>>

:: Asylum Pill Slap [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You slap the <<persons>> face. <<He>> recoils in shock. "The insolence," <<he>> says. Harper steps forward and grips <<his>> arm.

<<person1>>"That's enough," <<he>> says. "This is my patient. It's up to me." The <<person2>><<person>> sneers, but doesn't push it. The <<person3>><<person>> watches with an amused smile.

"You can go," Doctor Harper says. "Be well."

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

:: Asylum 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 across the desk at Harper. <<He>> presses the alarm, but no one comes. The distraction worked.
	<<set $asylumdistracted to 0>><<set $enemyhealth *= 0.6>><<set $enemyhealthmax *= 0.6>>

<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyhealth lte 0>>
	<<link [[Next|Asylum Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Asylum Fight Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
	<<link [[Next|Asylum Fight Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Asylum Fight]]>><</link>><<nexttext>>
<</if>>

:: Asylum Fight Finish [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<He>> slumps in <<his>> seat and shuts <<his>> eyes. It's easy to snatch the keycard from <<his>> pocket without being noticed. <<tearful>> you leave the office. Orderlies wait for you outside.
	<<set $asylumkeycard to 1>>

	<<clotheson>>
	<<endcombat>>
	<<asylumpunish2>>
<<elseif $enemyhealth lte 0>>
	Harper winces and tries to flee the room, but you grasp <<his>> coat. <<He>> shakes free of it and escapes. There's a keycard in the pocket. <<tearful>> you leave the office. Orderlies wait for you outside.
	<<set $asylumkeycard to 1>>

	<<clotheson>>
	<<endcombat>>
	<<asylumpunish2>>
<<else>>
	<<tearful>> you fall to the ground. Harper pants. "This is why you're in here," <<he>> says. "You can't handle your emotions." The orderlies arrive.

	<<clotheson>>
	<<endcombat>>
	<<asylumpunish2>>
<</if>>

:: Asylum Punish [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You lunge over the desk and try to grab Harper. <<He>> stands back, knocking <<his>> chair over. Several orderlies burst into the room and tackle you to the ground.

<<asylumpunish2>>

:: Asylum Keycard [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You reach across the desk and grab <<his>> coat with both hands. "You're wrong," you shout. You slip a hand into <<his>> pocket.

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
	You pull out a keycard and hide it away.
	<<set $asylumkeycard to 1>>

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

	<</if>>
	<<He>> pushes you back on your chair as several orderlies march in.

	<<asylumpunish2>>
<<else>>
	<<He>> grabs your wrist.
	<<gggsuspicion>><<suspicion 20>>

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

	<</if>>
	"I'm very disappointed in you," <<he>> says. <<He>> reaches beneath the desk, and the doors swing open. Several orderlies march in.

	<<asylumpunish2>>
<</if>>

:: Asylum Rape Meek [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"You're wrong," you say. "People keep forcing themselves on me."

<<He>> shakes <<his>> head and writes something on <<his>> clipboard. "That's okay," <<he>> says. "I'll be here when you're ready to admit what you've been up to." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Rape Sub [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"I-It's all me?" you say. "It's my fault?"

<<He>> shakes <<his>> head. "There's no fault," <<he>> says. "But you understand. People are responding to your provocation. The way you dress and carry yourself. Most people aren't as talented." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Exhibit Meek [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"That's not true," you say. "People have been exposing me with force."

<<He>> shakes <<his>> head and writes something on <<his>> clipboard. "That's okay," <<he>> says. "But one day you'll need to admit your lewdity." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Exhibit Sub [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"I-It is exciting," you say. "To be exposed in front of people."

<<He>> nods. "Very good," <<he>> says. "You should be happy so many want to look at you." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Beast Meek [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"I'm not like that," you say. "I wouldn't do such things."

<<He>> shakes <<his>> head and writes something on <<his>> clipboard. "It must be hard for you," <<he>> says. "Coming to terms with such deviancy. But you need to in order to heal." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Beast Sub [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"It's my fault?" you say. "I'm the one making animals attack me?"

<<He>> shakes <<his>> head. "You're attacking them," <<he>> says. "But you're on the right track." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Tentacles Meek [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"The tentacles are real," you say. "I felt them all over me. They left marks and goo..."

"They don't exist," <<he>> interrupts. "You're inventing fantasies to justify your promiscuous behaviour. It's no mystery where the goo really comes from." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Tentacles Sub [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"They aren't real?" you say. "But why did they feel good?"

"You were either sleeping with someone, or touching yourself," <<he>> says. "Likely the former." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Hurt Meek [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"No," you say. "I didn't do this to myself, other people did."

<<He>> shakes <<his>> head. "It's a cry for help," <<he>> says. "But you're in the right place. We won't let you hurt yourself any longer." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Hurt Sub [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"If they were hurting me," you say. "Why did it feel good?"

"Quite," <<He>> says. "You did this to yourself. Because you felt guilty." <<He>> glances at the clock. "That's all for today. Be well."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>


code:
:: Asylum Intro [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $gamemode is "hard">>
	<<set $gamemode to "normal">>
	You survived $days days. Hard mode disabled.
	<<set $hardmodedays to $days>>

<</if>>
<<if $asylumescaped is 1>>
	<<set $asylumescaped to 0>>
	<<set $suspicion to 80>><<set $asylumstatus to 40>><<set $asylumbound to 3>>
<<else>>
	<<set $suspicion to 20>><<set $asylumstatus to 0>><<set $asylumbound to 1>>
<</if>>
<<set $asylumkeycard to 0>>
<<set $asylumdistracted to 0>>
<<if $asylumintro is 1>>
	<<npc Harper>><<person1>>
	<<set $leftarm to "bound">><<set $rightarm to "bound">>
	You awaken on a bed in a white room. The walls and floor are padded. Doctor Harper stands over you.
	"You're awake," <<he>> says. <<He>> jots something down on <<his>> clipboard. "Welcome back." Your arms are bound. "I'm sorry to admit we failed you last time. That won't happen again."

	<<He>> looks back at <<his>> notes. "Do you remember the schedule? Sleep at 10 pm. Breakfast at 6 am. You have two treatments scheduled per day, at 10 am and 3 pm. You'll be assessed each evening at 8 pm. Don't worry if you forget, someone will remind you."

	<<He>> rises to <<his>> feet and walks toward the exit. "You're free to explore the building during the day. Don't enter any doors marked for staff, and make sure to follow instructions. They're for your own good.
	<<if $asylumstate is "sleep">>
		For now, you should stay in your room until morning." The door shuts, and the lock clicks.
	<<else>>
		" <<He>> leaves the door open.
	<</if>>

	<<endevent>>
	<<link [[Next|Asylum Cell]]>><</link>>

<<else>>
	<<set $asylumintro to 1>>
	<<npc Harper>><<person1>>
	<<set $leftarm to "bound">><<set $rightarm to "bound">>
	You awaken on a bed in a white room. The walls and floor are padded. Doctor Harper stands over you.

	"You're awake," <<he>> says. <<He>> jots something down on <<his>> clipboard. "There's nothing to be nervous about. You're here to get better." <<He>> crouches beside you. "We're in another hospital. In the forest." You can't move your arms. They're bound tight in front of you. "That's for your own safety. If you're good, we'll untie you in a day or two."

	<<He>> looks back at <<his>> notes. "We follow a schedule here. Sleep at 10 pm. Breakfast at 6 am. You have two treatments scheduled per day, at 10 am and 3 pm. You'll be assessed each evening at 8 pm. Don't worry if you forget; someone will remind you."

	<<He>> rises to <<his>> feet and walks toward the exit. "You're free to explore the building during the day. Don't enter any doors marked for staff, and make sure to follow instructions. They're for your own good.
	<<if $asylumstate is "sleep">>
		For now, you should stay in your room until morning." The door shuts, and the lock clicks.
	<<else>>
		" <<He>> leaves the door open.
	<</if>>

	<<endevent>>
	You'll be released should your trauma or awareness become very low, but there are other ways to escape.

	<<link [[Next|Asylum Cell]]>><</link>>

<</if>>

:: Asylum Cell [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You are in your cell in the asylum. The walls and floor are padded. There's a window far above.
<<if $asylumstate is "sleep">>
	The door is locked. You're supposed to be in bed.
<<elseif $hour is 6>>
	An alarm buzzes through the building.
<</if>>

<<roomoptions>>
<<if $hour isnot 6>>
	<<link [[Bed|Asylum Bed]]>><</link>>

<<else>>
	You can't sleep until the alarm turns off.

<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
	A padded cupboard containing your clothes protrudes from the wall, but you can't reach it with your arms bound.

<<else>>
	A padded cupboard containing your clothes protrudes from the wall.

	<<link [[Open|Asylum Wardrobe]]>><</link>>

<</if>>

<<if $asylumstate isnot "sleep">>
	<<link [[Leave|Asylum]]>><</link>>

<</if>>

<<link [[Settings|Asylum Settings]]>><</link>>

:: Asylum Bed [nobr]

<<effects>>
You snuggle under the covers.

<<if $sleeptrouble is 1 and $controlled is 0>>
	<<link [[Sleep for 10 hours|Asylum Sleep]]>><<set $sleephour to 10>><</link>><<ltiredness>>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

<</if>>
<<link [[Climb out of bed|Asylum Cell]]>><</link>>

:: Asylum Sleep [nobr autosave]

<<sleep>><<effects>>
<<if $nightmares gte 1 and $controlled is 0>>
	You dream you are being hunted by something dark and terrible.
<<else>>
	You sleep soundly.
<</if>>
<<sleepeffects>>
<<if $schoolwake is 1>>
	<<set $schoolwake to 0>><<asylumeffects>>
	<<if $rapewake is 1>>
		<<set $rapewake to 0>>
		<<generate1>><<generate2>><<person1>>A <<person>> shakes you awake. "Wakey wakey," <<he>> says. "Me and my friend here work very hard protecting you crazies from yourselves. How about you give us a little something in return?" <<He>> gropes you.

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

	<<elseif $asylumstate is "firsttreatment" and $asylumfirsttreatment isnot 1>>
		<<set $asylumfirsttreatment to 1>>
		<<generate1>><<person1>>A <<person>> shakes you awake. <<Hes>> a nurse.

		<<asylumoptions>>
		"Doctor says it's time for your treatment," <<he>> says. "Come with me."

		<<endevent>>
		<<asylumtreatments>>
	<<elseif $asylumstate is "secondtreatment" and $asylumsecondtreatment isnot 1>>
		<<set $asylumsecondtreatment to 1>>
		<<generate1>><<person1>>A <<person>> shakes you awake. <<Hes>> a nurse.

		<<asylumoptions>>
		"Doctor says it's time for your treatment," <<he>> says. "Come with me."

		<<endevent>>
		<<asylumtreatments>>
	<<elseif $asylumstate is "assessment" and $asylumassessment isnot 1>>
		<<set $asylumassessment to 1>>
		<<generate1>><<person1>>A <<person>> shakes you awake. <<Hes>> a nurse.

		<<asylumoptions>>
		"Doctor says it's time for your assessment," <<he>> says. "Come with me."

		<<endevent>>
		<<asylumassessment>>
	<<else>>
		A loud buzzing wakes you.

		<<link [[Get out of bed|Asylum Cell]]>><</link>>

	<</if>>
<<else>>

	<<link [[Get out of bed|Asylum Cell]]>><</link>>

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

:: Asylum Settings [nobr]

<<settings>>
<<link [[Back|Asylum Cell]]>><<initnpcgender>><</link>>

:: Asylum [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You are in the asylum, deep in the forest. The building is over a century old, and little of it has been renovated to modern standards. Security patrol the grounds between the building and surrounding fence.
<<if $asylumstate is "sleep">>
	You're supposed to be in your cell.

<<else>>
	Other patients are relaxing in the recreation room or exercising outside. Most keep to themselves.

	<<asylumstats>>
<</if>>
<<if $stress gte 10000>>
	<<passoutasylum>>
<<elseif $asylumstate is "firsttreatment" and $asylumfirsttreatment isnot 1>>
	<<set $asylumfirsttreatment to 1>>
	<<generate1>><<person1>>A <<person>> approaches you. <<Hes>> a nurse.

	<<asylumoptions>>
	"Doctor says it's time for your treatment," <<he>> says. "Come with me."

	<<endevent>>
	<<asylumtreatments>>
<<elseif $asylumstate is "secondtreatment" and $asylumsecondtreatment isnot 1>>
	<<set $asylumsecondtreatment to 1>>
	<<generate1>><<person1>>A <<person>> approaches you. <<Hes>> a nurse.

	<<asylumoptions>>
	"Doctor says it's time for your treatment," <<he>> says. "Come with me."

	<<endevent>>
	<<asylumtreatments>>
<<elseif $asylumstate is "assessment" and $asylumassessment isnot 1>>
	<<set $asylumassessment to 1>>
	<<generate1>><<person1>>A <<person>> approaches you. <<Hes>> a nurse.

	<<asylumoptions>>
	"Doctor says it's time for your assessment," <<he>> says. "Come with me."

	<<endevent>>
	<<asylumassessment>>
<<elseif $asylumstate is "exercise" and $asylumexercise isnot 1>>
	<<set $asylumexercise to 1>>
	<<generate1>><<person1>>A <<person>> approaches you. <<Hes>> an orderly.

	<<asylumoptions>>
	"Time for exercise," <<he>> says. "Doctor's waiting."

	<<endevent>>
	<<npc Harper>><<person1>>
	The Doctor is indeed waiting outside. The other patients line up near <<himstop>> <<Hes>> holding a whistle. "Time for your daily exercise," <<he>> says. "When I blow, I want you to run in a circle around the grounds. Don't stop until you hear me blow again."

	<<He>> whistles, and you run. It's not too harsh a pace, but orderlies follow after and chastise those who fall behind.
	<<physique 3>><<pass 30>>

	<<He>> whistles again, and the group stops. A few sit on the ground. "We're not done yet," <<he>> says.

	<<link [[Next|Asylum Shower]]>><</link>>

<<elseif $hour is 22>>
	<<generate1>><<person1>>"Bed time," a nurse announces. "Everyone get back in your cells."

	<<link [[Go to cell|Asylum Cell]]>><<endevent>><</link>>

	<<link [[Hide (1:00)|Asylum Hide]]>><<pass 60>><</link>>

<<elseif $asylumstate is "sleep">>
	<<link [[Staff door|Asylum Staff]]>><</link>>

	<<link [[Cell|Asylum Cell]]>><</link>>

<<else>>
	<<if $exposed gte 1>>
		<<link [[Ask for towels|Asylum Towels]]>><<trauma 6>><<stress 3>><<suspicion 1>><</link>><<gsuspicion>><<gtrauma>><<gstress>>

	<</if>>
	<<if $exposed gte 2 and $exhibitionism gte 75>>
		<<if $hour is 6>>
			<<link [[Breakfast (1:00)|Asylum Breakfast]]>><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>><</link>><<exhibitionist5>><<gcool>><<llawareness>><<ltrauma>><<lstress>>

		<</if>>
		<<link [[Exercise outside (0:30)|Asylum Exercise]]>><<tiredness 3>><<stress -6>><<pass 30>><</link>><<exhibitionist5>><<gtiredness>><<lstress>>

		<<link [[Socialise (0:30)|Asylum Socialise]]>><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>><</link>><<exhibitionist5>><<gcool>><<ltrauma>><<lstress>>

		<<link [[Study (0:50)|Asylum Study]]>><<pass 50>><<schoolskill>><</link>><<exhibitionist5>><<gschool>>

	<<elseif $exposed gte 1 and $exhibitionism gte 35>>
		<<if $hour is 6>>
			<<link [[Breakfast (1:00)|Asylum Breakfast]]>><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>><</link>><<exhibitionist3>><<gcool>><<llawareness>><<ltrauma>><<lstress>>

		<</if>>
		<<link [[Exercise outside (0:30)|Asylum Exercise]]>><<tiredness 3>><<stress -6>><<pass 30>><</link>><<exhibitionist3>><<gtiredness>><<lstress>>

		<<link [[Socialise (0:30)|Asylum Socialise]]>><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>><</link>><<exhibitionist3>><<gcool>><<ltrauma>><<lstress>>

		<<link [[Study (0:50)|Asylum Study]]>><<pass 50>><<schoolskill>><</link>><<exhibitionist3>><<gschool>>

	<<elseif $exposed is 0>>
		<<if $hour is 6>>
			<<link [[Breakfast (1:00)|Asylum Breakfast]]>><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>><</link>><<gcool>><<llawareness>><<ltrauma>><<lstress>>

		<</if>>
		<<link [[Exercise outside (0:30)|Asylum Exercise]]>><<tiredness 3>><<stress -6>><<pass 30>><</link>><<gtiredness>><<lstress>>

		<<link [[Socialise (0:30)|Asylum Socialise]]>><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>><</link>><<gcool>><<ltrauma>><<lstress>>

		<<link [[Study (0:50)|Asylum Study]]>><<pass 50>><<schoolskill>><</link>><<gschool>>

	<</if>>
	<<if $asylumstatus gte 80 and $asylumdistracted isnot 1>>
		<<link [[Ask the patients to distract the orderlies|Asylum Distract]]>><<set $asylumdistracted to 1>><<asylumstatus -30>><</link>><<lllcool>>

	<</if>>

	<<link [[Cell|Asylum Cell]]>><</link>>

<</if>>

:: Asylum Distract [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You ask for help distracting the orderlies. You have trouble finding anyone who will agree to it, until a <<generate1>><<person1>><<personstop>> <<He>> looks at <<his>> friends, then back at you. "Alright," <<he>> says. "We'll make sure you get some proper alone time with the good Doctor." Harper will not receive aid the next time you attack them.

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

:: Asylum Towels [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<generate1>><<person1>>
You sneak to a nurse. "Excuse me," you say. <<He>> turns, and puts a hand to <<his>> mouth to conceal laughter when <<he>> sees you. <<covered>> "Can I have some towels please?"

<<He>> nods, and wraps some around you.
<<towelup>><<fameexhibitionism 1>>

<<link [[Next|Asylum]]>><<endevent>><</link>>

:: Asylum Exercise [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $exposed is 2>>
	<<flaunting>> you run around the asylum grounds. Security keeps a close eye on you, and warn you off when you jog too close to the perimeter fence.
	<<physique 3>>

	Your <<lewdness>> on display makes you the centre of attention.
	<<exhibitionism5>>
<<elseif $exposed is 1>>
	<<flaunting>> you run around the asylum grounds. Security keeps a close eye on you, and warn you off when you jog too close to the perimeter fence.
	<<physique 3>>

	Your <<lewdness>> on display makes you the centre of attention.
	<<exhibitionism3>>
<<else>>
	You run around the asylum grounds. Security keeps a close eye on you, and warn you off when you jog too close to the perimeter fence.
	<<physique 3>>

<</if>>
<<asylumevents>>

:: Asylum Socialise [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You chat with the other patients.
<<if $exposed is 2>>
	Your <<lewdness>> on display makes you the centre of attention.
	<<exhibitionism5>>
<<elseif $exposed is 1>>
	Your <<lewdness>> on display makes you the centre of attention.
	<<exhibitionism3>>
<<else>>
<</if>>
<<if $asylumstatus gte 80>>
	They're eager to speak with you.
<<elseif $asylumstatus gte 20>>
<<else>>
	Most avoid you, but a few are willing to hear you out.
<</if>>
<<generate1>><<person1>>
<<if $rng gte 86>>
	"Best keep your nose clean," a <<person>> says. "If the staff are suspicious of you it'll be hard to do anything sneaky."

<<elseif $rng gte 71>>
	"They pump gas into our rooms at night, I swear," a <<person>> says. "Makes us suggestible."

<<elseif $rng gte 56>>
	"Security is tight," a <<person>> says. "No way you're sneaking past them. Not without a distraction."

<<elseif $rng gte 41>>
	"It's bad in here," a <<person>> says. "But it's worse out there."

<<elseif $rng gte 26>>
	"Stay out of the empty parts of the building," a <<person>> says. "Someone went there once, and vanished."

<<elseif $rng gte 10>>
	"The doctor makes me do such lewd things," a <<person>> says. "I used to hate it, but now I can't wait for the next treatment."

<<else>>
	"They bind our arms so tight," a <<person>> says. "Can't do much like that. Not even open our own cupboards."

<</if>>
<<endevent>>
<<asylumevents>>

:: Asylum Study [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You read old text books in the dusty library. Most of this should still apply.
<<if $leftarm is "bound" and $rightarm is "bound">>
	Your arms are bound, so you resort to flipping the pages with your nose.
<</if>>

<<if $exposed is 2>>
	Your <<lewdness>> on display makes you the centre of attention.
	<<exhibitionism5>>
<<elseif $exposed is 1>>
	Your <<lewdness>> on display makes you the centre of attention.
	<<exhibitionism3>>
<<else>>
<</if>>
<<if $rng gte 81>>
	<<generate1>><<person1>>A <<person>> dressed as an orderly stops beside you. "Would you like some assistance?" <<he>> asks.

	<<link [[Accept|Asylum Study Help]]>><<schoolskill>><</link>><<gschool>>

	<<link [[Refuse|Asylum]]>><<endevent>><</link>>

<<else>>
	<<asylumevents>>
<</if>>

:: Asylum Study Help [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You nod. The orderly pulls a chair close and sits down.

<<He>> helps you with the material. <<Hes>> quite knowledgeable.

<<link [[Thank|Asylum Study Thank]]>><<set $suspicion -= 1>><</link>><<lsuspicion>>

<<link [[Rest a hand on their thigh|Asylum Study Thigh]]>><</link>><<promiscuous1>>

:: Asylum Study Thank [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $submissive gte 1150>>
	"Thank you for the help," you say. "I couldn't have understood it without you."
<<elseif $submissive lte 850>>
	"Thanks for the help," you say.
<<else>>
	"Thanks," you say. "It's kind of you to help."
<</if>>

The <<person>> smiles. "Anytime," <<he>> says. "I need to get back to work. You look after yourself."

<<link [[Next|Asylum]]>><<endevent>><</link>>

:: Asylum Study Thigh [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You rest a hand on their thigh as they explain something to you. Their voice wavers. You ignore their glance in your direction. You keep your focus on the book in front of you, as if nothing were amiss.
<<promiscuity1>>
<<link [[Thank|Asylum Study Thank]]>><</link>>

<<if $promiscuity gte 35>>
	<<if $pronoun is "m">>
		<<link [[Open fly|Asylum Study Hand]]>><<set $phase to 0>><</link>><<promiscuous3>>

	<<else>>
		<<link [[Lift skirt|Asylum Study Hand]]>><<set $phase to 1>><</link>><<promiscuous3>>

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

:: Asylum Study Hand [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<famesex 1>>
<<if $phase is 0>>
	You unzip <<his>> fly.
<<else>>
	You lift <<his>> skirt.
<</if>>
<<if $NPCList[0].penis isnot "none">>
	<<set $rightarmsemen += 1>>
	<<Hes>> already hard beneath. You run your fingers along <<his>> shaft, and feel <<him>> tremble under your touch. <<He>> shoots furtive glances around the library, but none of the patients or staff have noticed.

	Your fingers reach <<his>> glans, and a moan escapes <<his>> lips. <<He>> presses a hand to <<his>> mouth. <<He>> doesn't last much longer before a wave of pleasure spasms through <<him>> and <<he>> erupts on your hand.

<<else>>
	<<Hes>> already wet beneath. You run your fingers along <<his>> slit, and feel <<him>> tremble under your touch. <<He>> shoots furtive glances around the library, but none of the patients or staff have noticed.

	Your fingers reach <<his>> glans, and a moan escapes <<his>> lips. <<He>> presses a hand to <<his>> mouth. <<He>> doesn't last much longer before a wave of pleasure spasms through <<him>> and <<he>> cums on your hand.

<</if>>
<<if $phase is 0>>
	You zip up <<his>> trousers and withdraw your hand.
<<else>>
	You tug down <<his>> skirt and withdraw your hand.
<</if>>
<<if $submissive gte 1150>>
	"You've been kind to me," you whisper. "It's only fair I'm kind too."
<<elseif $submissive lte 850>>
	"Thanks for the help," you whisper.
<<else>>
	"You helped me," you whisper. "I hope that's thanks enough."
<</if>>

<<He>> nods, still blushing."I-I need to get back to work," <<he>> says. <<He>> stumbles out of the room.

<<link [[Next|Asylum]]>><<endevent>><</link>>

:: Asylum Breakfast [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You sit down and enjoy breakfast with the other patients.
<<if $leftarm is "bound" and $rightarm is "bound">>
	Your arms are bound, so you find yourself pressing your face against your plate.
<</if>>
The food is good, and leaves you feeling warm and happy. It's not just you. The other patients seem more social.

<<if $exposed is 2>>
	Your <<lewdness>> on display makes you the centre of attention.
	<<exhibitionism5>>
<<elseif $exposed is 1>>
	Your <<lewdness>> on display makes you the centre of attention.
	<<exhibitionism3>>
<<else>>
<</if>>
<<asylumevents>>

:: Asylum Staff [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You approach the staff door with a keycard lock.
<<if $asylumkeycard is 1>>
	<<if $leftarm is "bound" and $rightarm is "bound">>
		You have the keycard, but you can't use it with your arms bound.
	<<else>>
		You could open it with the keycard if you wanted.
	<</if>>
<<else>>
	<<if $leftarm is "bound" and $rightarm is "bound">>
		With your arms bound, you couldn't reach it even if you had the keycard.
	<<else>>
		If you had the keycard you could open it.
	<</if>>
<</if>>

<<if $asylumkeycard is 1>>
	<<if $leftarm is "bound" and $rightarm is "bound">>
	<<else>>
		<<link [[Open|Asylum Open]]>><</link>>

	<</if>>
<</if>>
<<link [[Back|Asylum]]>><</link>>

:: Asylum Open [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You open the door and peek through.
<<if $asylumstate is "sleep">>
	The hallway beyond is dark and empty. You tiptoe through.

	You explore the staff area of the asylum, dodging the occasional patrol. You come to a room filled with screens. Cameras showing the inside of each cell. A couple of patients are masturbating.

	One screen reads "Aphrodisiac ministration active: 3%" There are many unmarked buttons and dials beneath it.

	<<link [[Try to turn it up (1:00)|Asylum Cameras]]>><<pass 60>><</link>> A higher science skill will make this more likely to succeed. Will trigger an escape sequence if successful.

	<<link [[Leave|Asylum]]>><</link>>

<<else>>
	The hallway beyond is busy with staff performing their duties. You'll be seen if you stay here. Perhaps it'll be deserted at night.

	<<link [[Next|Asylum]]>><</link>>
<</if>>

:: Asylum Cameras [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if random(1, 1000) lte ($science + 100)>>
	<<if $science gte 400>>
		You try to work out how to operate the machine. There's a logic to it, and through trial and error you discover how to turn up the aphrodisiac. Without warning, an alarm blares. The screen now reads "WARNING Aphrodisiac ministration active: 2000%" You hear shouting.

	<<else>>
		You try to work out how to operate the machine. You resort to pushing buttons and turning dials at random. Without warning, an alarm blares. The screen now reads "WARNING Aphrodisiac ministration active: 2000%" You hear shouting.

	<</if>>
	<<link [[Next|Asylum Escape]]>><</link>>

<<else>>
	You try to work out how to operate the machine, but it doesn't respond to anything.

	<<if $asylumstate is "sleep">>
		<<link [[Try again (1:00)|Asylum Cameras]]>><<pass 60>><</link>>

		<<link [[Stop|Asylum]]>><</link>>

	<<else>>
		You hear voices outside the room. They pass by, but you'll be discovered soon if you stay. You sneak out.

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

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

:: Asylum Escape [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You return to the patient's area, taking cover in alcoves whenever frantic security run by. You arrive, and behold a scene of chaos. Cell doors stand open, their occupants loose. Some members of security have already fallen, their uniforms stripped. Several patients assault each one. Their colleagues try to rescue them, but their batons are no match for the patient's numbers and lust. Many of the patients satisfy themselves with the fallen security personnel, but others fuck each other on tables, chairs or just the floor.

You look out the window. The towers are unmanned and the patrols missing as all hands arrive to contain the threat. Doctor Harper enters from a door opposite, surrounded by security. Now's your chance.

You run through the front door unobstructed, and across the grounds. You climb the fence and escape into the forest.

<<endevent>>
<<set $asylumescaped to 1>><<set $asylumgateescape to 1>>
<<link [[Next|Forest]]>><<set $forest to 100>><</link>>

:: Asylum Hide [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You squeeze beneath a chair in the recreation room and wait. The lights turn off, leaving you alone in the dark.

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Shower [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $rng gte 71>>
	Harper leads you and the other patients indoors, to the showers. "The water should be on," <<he>> says. "Hygiene is important. I want to see everyone wash."

	<<He>> rests a hand on your shoulder as the other patients strip. "As I said, hygiene is important. You wouldn't mind if I take care to personally ensure yours is up to standard?"

	<<link [[Accept|Asylum Shower Accept]]>><<strip>><<wash>><<stress 6>><<arousal 18>><<set $suspicion -= 1>><<npcincr Harper love 1>><</link>><<exhibitionist1>><<gstress>><<garousal>><<lsuspicion>>

	<<link [[Refuse|Asylum Shower Refuse]]>><<set $suspicion += 1>><<npcincr Harper love -1>><</link>><<gsuspicion>>

<<else>>
	Harper leads you and the other patients indoors, to the showers. "The water should be on," <<he>> says. "Hygiene is important. I want to see everyone wash."

	Most of the patients are used to this, and strip without a problem. Some hesitate. Harper sends the orderlies to help them out of their clothes.

	<<link [[Strip and find somewhere secluded|Asylum Shower Secluded]]>><<strip>><<wash>><</link>><<exhibitionist1>>

	<<if $exhibitionism gte 15>>
		<<link [[Strip and wash around others|Asylum Shower Wash]]>><<strip>><<wash>><</link>><<exhibitionist2>>

	<</if>>
	<<link [[Sneak away|Asylum]]>><<endevent>><<suspicion 5>><</link>><<ggsuspicion>>

<</if>>

:: Asylum Shower Refuse [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You shake your head. Harper frowns, but doesn't pressure you. <<He>> notices some of the other patients hesitate to undress. <<He>> sends the orderlies to help them out of their clothes.

<<link [[Strip and find somewhere secluded|Asylum Shower Secluded]]>><<strip>><<wash>><</link>><<exhibitionist1>>

<<if $exhibitionism gte 15>>
	<<link [[Strip and wash around others|Asylum Shower Wash]]>><<strip>><<wash>><</link>><<exhibitionist2>>

<</if>>
<<link [[Sneak away|Asylum]]>><<endevent>><<suspicion 5>><</link>><<ggsuspicion>>

:: Asylum Shower Accept [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You nod. Harper smiles and begins to disrobe you. <<His>> movements are clinical. <<covered>> <<He>> folds your clothes in a neat pile and picks up a sponge as you step under the shower.
<<exhibitionism1>>
You stand still as <<he>> scrubs your body from top to bottom, focusing first on your neck, arms, torso, stomach, back, legs, then up to your butt. <<He>> scrubs more softly. You try to breathe normally.

<<He>> presses the sponge against your <<genitalsstop>> You stifle a yelp. <<He>> stands right behind you, making sure no one else can see what is happening. Using the sponge <<he>> strokes and massages you, sending waves of pleasure up your spine.

In a moment of weakness you release a sensual sigh. <<He>> places two fingers over your mouth, signalling that you need to keep quiet.

<<if $arousal gte 10000>>
	<<orgasmpassage>>
	You arch your back in <<his>> grip, stifling a moan as <<he>> continues to gently massage you mid-orgasm.

<</if>>
By the time <<he>> stops, your legs feel weak. <<He>> pecks you on the cheek as the bathing session comes to a close.

<<link [[Next|Asylum]]>><<clotheson>><<endevent>><</link>>

:: Asylum Shower Secluded [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You strip slowly, just fast enough to keep the orderlies at bay. By the time your <<lewdness>> is exposed the other patients are already in the showers proper. You follow after them, but find somewhere secluded where you won't be watched. You wash quickly, and get dressed before the other patients finish.
<<exhibitionism1>>
<<endevent>>
<<link [[Next|Asylum]]>><<clotheson>><</link>>

:: Asylum Shower Wash [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You strip and enter the showers proper. You stand in the middle of a large room and wash alongside the other patients. You notice a <<generate2>><<generate3>><<person2>><<person>> and <<person3>><<person>> checking you out, but most don't pay you any attention. You head back to your clothes, dry yourself and get dressed.
<<exhibitionism2>>
<<endevent>>
<<link [[Next|Asylum]]>><<clotheson>><</link>>

:: Asylum Harper Sex [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<promiscuity1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
	<<link [[Next|Asylum Harper Sex]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Asylum Harper Sex Finish]]>><</link>><<nexttext>>
<</if>>

:: Asylum Harper Sex Finish [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $enemyhealth lte 0>>
	You push <<him>> away from you. <<He>> looks angry, but soon regains <<his>> composure. "You still have some issues with anger management," <<he>> says. "But that's not why you were here. I'd like to keep seeing you on Fridays, at the hospital. There's a vehicle waiting to take you back to town. Be well."

<<elseif $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<He>> lies on top of you for a moment, breathing deeply. <<He>> steps away and fixes <<his>> clothing. "T-there's a vehicle waiting to take you back to town. I'd like to keep seeing you on Fridays, at the hospital. Be well."
<<else>>
	<<He>> looks angry, but soon regains <<his>> composure. "If only I could keep you until I finished the treatment," <<he>> sighs. "There's a vehicle waiting to take you back to town. I'd like to keep seeing you on Fridays, at the hospital. Be well."
<</if>>

<<clothesontowel>>
<<endcombat>>
<<if $suspicion gte 80>>
	A group of orderlies lead you away from Harper's office, through the main area of the asylum.
<<elseif $suspicion gte 20>>
	A pair of orderlies lead you away from Harper's office, through the main area of the asylum.
<<else>>
	A nurse leads you away from Harper's office, through the main area of the asylum.
<</if>>
<<if $asylumstatus gte 80>>
	The other patients wave you goodbye.
<<elseif $asylumstatus gte 20>>
	The other patients ignore you.
<<else>>
	The other patients sneer at you.
<</if>>
You go through a staff door, then through a larger double door and into a waiting car.

The car starts, and drives through the iron gates into the forest. It's a dark, overgrown road. You don't move very fast. The driver says nothing.

<<pass 60>>
You emerge from the wood far from town, but the road curves north through moor and farmland. You soon arrive back at civilisation. The bustle of Harvest Street greets you. You continue until the orphanage comes into view.

<<asylumend>>
<<endevent>>
<<link [[Next|Asylum Return]]>><</link>>

:: Asylum Harper Shove [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You shove the Doctor away from you. <<He>> looks angry, but soon regains <<his>> composure. "You still have some issues with anger management," <<he>> says. "But that's not why you were here. I'd like to keep seeing you on Fridays, at the hospital. There's a vehicle waiting to take you back to town. Be well."

<<if $suspicion gte 80>>
	A group of orderlies lead you away from Harper's office, through the main area of the asylum.
<<elseif $suspicion gte 20>>
	A pair of orderlies lead you away from Harper's office, through the main area of the asylum.
<<else>>
	A nurse leads you away from Harper's office, through the main area of the asylum.
<</if>>
<<if $asylumstatus gte 80>>
	The other patients wave you goodbye.
<<elseif $asylumstatus gte 20>>
	The other patients ignore you.
<<else>>
	The other patients sneer at you.
<</if>>
You go through a double door and into a waiting car.

The car starts, and drives through the iron gates into the forest. It's a dark, overgrown road. You don't move very fast. The driver says nothing.

<<pass 60>>
You emerge from the wood far from town, but the road curves north through moor and farmland. You soon arrive at civilisation. The bustle of Harvest Street greets you. You continue until the orphanage comes into view.

<<asylumend>>
<<endevent>>
<<link [[Next|Asylum Return]]>><</link>>

:: Asylum Return [nobr]

<<set $outside to 0>><<set $location to "home">><<effects>>
<<if $NPCName[$NPCNameList.indexOf("Robin")].init is 1 and $robinmissing isnot 1>>
	<<if $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 80>>
		You enter the orphanage and head to your room. You don't meet anyone. There's a small cake sat on the windowsill with a note attached.

		"Welcome home!

		- Robin"

	<<elseif $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 20>>
		You enter the orphanage and head to your room. You find <<npc Robin>><<person1>>Robin waiting. <<He>> jumps to <<his>> feet and hugs you. "Bailey said the hospital phoned," <<he>> says. "They told us you were coming back." <<He>> pulls away and smiles. "They wouldn't let me visit. I got you something." <<He>> drops to <<his>> knees and pulls something out from under your bed. It's a small cake.

		"I had to hide it." <<He>> hugs you again. "Welcome home. I missed you."

		You chat with <<him>> a while. <<He>> asks about where you stayed. What your room was like, if the food was good, if the people were nice. You're not sure how much to tell <<himstop>> "I need to go," <<he>> says after a while. "Bailey gave me chores." <<He>> waves goodbye as <<he>> leaves.
		<<ltrauma>><<lstress>><<trauma -12>><<stress -12>>

	<<else>>
		A face appears in a window as you approach the orphanage. It's Robin. <<npc Robin>><<person1>><<He>> runs at you once you're inside, and almost knocks you over with <<his>> hug. "Bailey said the hospital phoned," <<he>> says. "They told us you were coming back." <<He>> pulls away and smiles. "They wouldn't let me visit. I got you something. Come with me." <<He>> takes your hand and tugs you after <<himstop>>

		<<He>> drops to <<his>> knees once in your room, and pulls something out from under your bed. It's a small cake. "I had to hide it." <<He>> hugs you again. "Welcome home. I missed you."

		You chat with <<him>> a while. <<He>> asks about where you stayed. What your room was like, if the food was good, if the people were nice. You're not sure how much to tell <<himstop>> "I need to go," <<he>> says after a while. "Bailey gave me chores." <<He>> waves goodbye as <<he>> leaves.
		<<ltrauma>><<lstress>><<trauma -12>><<stress -12>>

	<</if>>
<<else>>
	You enter the orphanage and head to your room. You don't meet anyone.

<</if>>

<<endevent>>
<<link [[Next|Bedroom]]>><</link>>

:: Asylum Truth [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You point at the <<persons>> hiding place. The <<person2>><<person>> crouches beside it and reaches in, pulling the struggling <<person1>><<person>> out by the arm. "Doctor Harper said you need to stay," <<person2>><<he>><<person1>>says as <<he>> drags <<him>> away. "It's for your own good."

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Lie [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
The <<person2>><<person>> frowns at you, but doesn't push the matter. Once gone, the <<person1>><<person>> emerges and gives you a thankful bow.

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Intervene [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You pull the <<person1>><<persons>> arm away from the <<person2>><<personstop>> They both look shocked. "Don't touch me," the <<person1>><<person>> says. "Just who do you think you are?" The <<person2>><<person>> gives you a grateful smile.

<<endevent>>
<<link [[Next|Asylum]]>><</link>>

:: Asylum Flirt [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You smile back at the <<personstop>> <<He>> walks over and you have a pleasant chat.
<<promiscuity1>>

<<link [[Say goodbye|Asylum]]>><<endevent>><</link>>

<<if $promiscuity gte 15>>
	<<link [[Seduce|Asylum Seduce]]>><</link>><<promiscuous2>>

<</if>>

:: Asylum Seduce [nobr]

<<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>

<<if $seductionskill lt 1000>>You feel more confident in your powers of seduction.<</if>><<seductionskilluse>>

You lean closer to the <<personstop>> "There are a lot of quiet places here," you whisper. "Who knows what one could get up to."<<promiscuity2>>

<<if $seductionrating gte $seductionrequired>>
	<<He>> glances around, and takes you by the hand. <<He>> leads you to an empty room, then turns and embraces you.

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

<<else>>
	"I-It was nice meeting you," <<he>> says. <<He>> walks away.

	<<endevent>>
	<<link [[Next|Asylum]]>><</link>>

<</if>>

:: Asylum Sex [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<set $enemytrust += 50>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Asylum Sex Finish [nobr]

<<set $outside to 1>><<set $location to "beach">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"The Doctor told me to be more accepting of advances," <<he>> says. "I've been missing out."

	<<He>> kisses your cheek and departs.

	<<clotheson>>
	<<endcombat>>
<<elseif $enemyhealth lte 0>>
	You shove the <<person>> away from you and escape into the hallway.

	<<clotheson>>
	<<endcombat>>
<<elseif $finish is 1>>
	"The Doctor told me to be more accepting of advances," <<he>> says. "I've been missing out."

	<<He>> kisses your cheek and departs.

	<<clotheson>>
	<<endcombat>>
<</if>>

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

:: Asylum Cell Rape [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

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

:: Asylum Cell Rape Finish [nobr]

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"Don't go whining to no one," the <<person1>><<person>> says. "Not that they'll believe you." The pair laugh as the cell door locks with a click. <<tearful>> you lie back on the bed.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Asylum Cell]]>><</link>>
<<else>>
	Your assailants recoil in pain. "Come on," the <<person2>><<person>> says. "There are easier <<girls>> than this." The cell door locks with a click. <<tearful>> you lie back on the bed.

	<<clotheson>>
	<<endcombat>>
	<<link [[Next|Asylum Cell]]>><</link>>
<</if>>