code:
:: Ocean Breeze [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You are in the Ocean Breeze Cafe.
<<if $openinghours is 1>>
	<<if $weather is "clear">>
	Most of the tables are full.
	<<elseif $weather is "overcast">>
	The cafe is busy, and despite the strong winds some people are sitting outside.
	<<elseif $weather is "rain">>
	No one is sitting outside due to the rain, but the cafe proper is crowded.
	<</if>>
<</if>>

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

<<if $closinghour is 1>>

It's closing time. The proprietor is herding everyone outside.<<if $exposed gte 1>>You feel a twinge of panic as you realise how exposed you'll be should you be found in this state of dress.<</if>>

<<elseif $openinghours is 0>>
You are alone in the darkness.

<<elseif $exposed gte 1>>
You are hiding beneath a table to protect your dignity.

<</if>>

<<if $openinghours is 1 and $exposed lt 1 and $oceanbreezejob isnot 1>>
	<<if $oceanbreezejoboffer is 1>>
<<link [[Ask for work|Ocean Breeze Ask Again]]>><</link>>

	<<else>>
<<link [[Ask for work|Ocean Breeze Ask]]>><</link>>

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

<<if $openinghours is 1 and $exposed lt 1 and $oceanbreezejob is 1>>
	<<if $playergenderappearance is "m">>
	<<link [[Work as a waiter (1:00)|Ocean Breeze Work]]>><<set $tablesservedstat += random(10,30)>><</link>>

	<<else>>
	<<link [[Work as a waitress (1:00)|Ocean Breeze Work]]>><<set $tablesservedstat += random(10,30)>><</link>>

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

<<if $openinghours is 0 and $closinghour isnot 1 and $oceanbreezetheft isnot 1>>
<<link [[Examine the cash register|Ocean Breeze Register]]>><</link>>

<</if>>

[[Leave|Cliff Street]]

<</if>>

:: Ocean Breeze Lock [nobr]
<<set $outside to 0>><<effects>><<set $lock to 200>>

<<openinghours>>

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Ocean Breeze]]>><<pass 10>><<crime 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

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

:: Ocean Breeze Ask [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<set $oceanbreezejoboffer to 1>>
<<sam>><<person1>>You walk up to the overweight <<if $pronoun is "m">>man<<else>>woman<</if>> behind the counter. <<He>> smiles at you.
"Aren't you a cutie! What will it be?"

You ask if <<he>> has any work for you. <<His>> smile broadens. "As a matter of fact I need a cute <<if $playergenderappearance is "m">>waiter.<<else>>waitress.<</if>> The pay is £5 an hour, plus tips. Just a warning though, some customers might try to grope you. Please be patient with them, they don't mean nothing by it! We're always understaffed, so you can work whenever we're open."

<<link [[Take job|Ocean Breeze Take Job]]>><</link>>

<<link [[Refuse job|Ocean Breeze]]>><<endevent>><</link>>

:: Ocean Breeze Take Job [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<set $oceanbreezejob to 1>>

"Splendid!" <<He>> says, grabbing your hand in both of <<his>> own and shaking. "I'm Sam, by the way. Come on, let me show you the ropes."

<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

:: Ocean Breeze Ask Again [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<sam>><<person1>>You walk up to the overweight <<if $pronoun is "m">>man<<else>>woman<</if>> behind the counter. <<He>> smiles at you.
"Welcome back! Have you reconsidered?"

<<link [[Take job|Ocean Breeze Take Job]]>><</link>>

<<link [[Refuse job|Ocean Breeze]]>><<endevent>><</link>>

:: Ocean Breeze Work [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

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

<<if $rng gte 81 and $weather isnot "rain">>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
		<<if $skirt is 1>>
		As you're serving tables outside the cafe, a strong breeze blows in from the ocean, lifting your skirt and exposing your <<undies>> for anyone who looks.<<undiestrauma>>

			<<if $undertype isnot "naked" and $undertype isnot "chastity">>
			<<link [[Own it|Ocean Breeze Own]]>><<set $phase to 0>><</link>><<exhibitionist1>>

			<<elseif $exhibitionism gte 35>>
			<<link [[Own it|Ocean Breeze Own]]>><<set $phase to 1>><</link>><<exhibitionist3>>

			<</if>>
			<<link [[Cover yourself|Ocean Breeze Cover]]>><</link>>
			<<if $undertype isnot "naked" and $undertype isnot "chastity">>
			<<fameexhibitionism 5>>
			<<else>>
			<<fameexhibitionism 10>>
			<</if>>
		<<else>>
		As you're serving tables outside the cafe, a strong breeze blows in from the ocean, pleasantly caressing your skin.<<lstress>><<stress -4>>

		The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

	<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
		<</if>>
	<<else>>
	You spend most of the shift serving the tables outside, overlooking the ocean.

	The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

	<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
	<</if>>

<<elseif $rng gte 61>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
	<<generate1>><<generate2>>You serve a young pair, a <<person1>><<person>> and a <<person2>><<personstop>>
		<<if $skirt is 1>>
			<<if $undertype is "naked">>
			As you turn to leave, the <<person1>><<person>> lifts the hem of your $lowerclothes, revealing your bare <<bottom>> to the cafe. "No underwear?" <<He>> says with incredulity. "You're a little slut, aren't you?"<<fameexhibitionism 10>><<stress 12>><<arousal 6>><<gstress>><<garousal>>

			<<link [[Get angry|Ocean Breeze Angry]]>><</link>>

			<<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 6>><<stress 12>><<set $phase to 2>><</link>><<gtrauma>><<gstress>>

			<<else>>
			As you turn to leave, the <<person1>><<person>> lifts the hem of your $lowerclothes, revealing your $underclothes to the cafe. <<He>> and the <<person2>><<person>> both laugh, drawing more attention to you.<<fameexhibitionism 1>><<stress 6>><<arousal 3>><<gstress>><<garousal>>

			<<link [[Get angry|Ocean Breeze Angry]]>><</link>>

			<<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 3>><<stress 6>><<set $phase to 1>><</link>><<gtrauma>><<gstress>>

			<</if>>
		<<else>>
			<<if $undertype is "naked">>
			As you turn to leave, the <<person1>><<person>> pulls down the back of your $lowerclothes, revealing your bare <<bottom>> to the cafe. "No underwear!" <<He>> says with incredulity. "Bet you regret that now."<<fameexhibitionism 5>><<stress 6>><<arousal 3>><<gstress>><<garousal>>

			<<link [[Get angry|Ocean Breeze Angry]]>><</link>>

			<<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 3>><<stress 6>><<set $phase to 1>><</link>><<gtrauma>><<gstress>>

			<<else>>
			As you turn to leave, the <<person1>><<person>> pulls down the back of your $lowerclothes, revealing your $underclothes to the cafe.<<fameexhibitionism 1>><<stress 4>><<arousal 2>><<gstress>><<garousal>>

			<<link [[Get angry|Ocean Breeze Angry]]>><</link>>

			<<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 2>><<stress 4>><<set $phase to 0>><</link>><<gtrauma>><<gstress>>

			<</if>>
		<</if>>
	<<else>>
	<<generate1>><<generate2>>You serve a young pair, a <<person1>><<person>> and a <<person2>><<personstop>> You think you catch the <<person1>><<person>> checking you out, but they don't say anything.

	The rest of the shift passes uneventfully. You earn £5.<<pass 1 hour>><<set $money += 500>>

	<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

	<</if>>

<<elseif $rng gte 41>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
	<<generate1>><<person1>> A <<person>> enters the cafe and sits alone in the corner. <<He>> keeps stealing glances at you, and when you go to take <<his>> order <<he>> asks only for a glass of water. As you turn to leave <<he>> grabs your wrist. "You don't happen to be on the menu, do you?" <<He>> smiles. "How about you and I find somewhere quiet and have some fun? I'll make it worth your while." <<He>> taps <<his>> <<if $pronoun is "m">>wallet.<<else>>purse.<</if>> <<His>> intentions are clearly lewd in nature.

		<<if $promiscuity gte 15>>
		<<link [[Accept the offer|Ocean Breeze Whore]]>><<set $sexstart to 1>><</link>><<promiscuous2>>

		<<else>>
		You are not promiscuous enough to take up such an offer.

		<</if>>
		<<link [[Refuse|Ocean Breeze Whore Refuse]]>><</link>>
	<<else>>
	<<generate1>><<person1>> A <<person>> enters the cafe and sits alone in the corner. <<He>> keeps stealing glances at you. However, <<he>> refuses to make eye contact when you take <<his>> order.

	The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

	<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
	<</if>>

<<elseif $rng gte 21>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure)>>
	<<generate1>><<generate2>><<generate3>><<generate4>>
	A large group enters the cafe, taking up several tables by themselves. You try to ask for their order, but a <<person1>><<person>> interrupts you. "It's my birthday today you know. How about something special?" <<He>> openly ogles your body. "Wanna climb up on the table and give us a dance?"

		<<link [[Dance for them|Ocean Breeze Dance]]>><<set $dancing to 1>><<set $audience to 4>><<set $venuemod to 2>><<set $timer to 12>><<set $dancelocation to "cafe">><</link>><<exhibitionist1>><<gstress>><<gtiredness>>

		<<link [[Refuse|Ocean Breeze Dance Refuse]]>><</link>>
	<<else>>
	A large group enters the cafe, taking up several tables by themselves. They don't give you any trouble though.

	The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

	<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
	<</if>>

<<else>>
	<<set $rng to random(1, 100)>>
	<<if $rng gte 51 and $bestialitydisable is "f">>
Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster however is a stray dog. It growls as you approach.

<<link [[Continue regardless|Ocean Breeze Dumpster Dog]]>><<stress 12>><</link>><<gstress>>

<<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>>
	<<else>>
<<generate1>><<generate2>>Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster however are a <<person1>><<person>> and a <<person2>><<personstop>> They have a dangerous look about them.

<<link [[Continue regardless|Ocean Breeze Dumpster]]>><<stress 12>><</link>><<gstress>>

<<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>>
	<</if>>

<</if>>

:: Ocean Breeze Angry [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<set $samlove -= 1>>

You turn on the spot and glare at the <<person1>><<personstop>> The grin falls off <<his>> face. "Just having a laugh. No need to pout." Sam looks over at you disapprovingly.

The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

:: Ocean Breeze Ignore [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $phase is 0>>
You rearrange your $lowerclothes and continue as if nothing happened.

<<set $tipmod to 0.2>><<tipset>>

<<set $tip += 500>>
<<set $tip += 100>>

The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>>

<<elseif $phase is 1>>
You rearrange your $lowerclothes and continue as if nothing happened.

<<set $tipmod to 0.2>><<tipset>>

<<set $tip += 500>>
<<set $tip += 200>>

The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>>

<<else>>
You rearrange your $lowerclothes and continue as if nothing happened, blushing at being exposed and humiliated in public like this.

<<set $tipmod to 0.2>><<tipset>>

<<set $tip += 500>>
<<set $tip += 500>>

The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>>

<</if>>
<<pass 1 hour>>

<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

:: Ocean Breeze Whore [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 40>>
<<set $tipmod to 2>><<tipset>>
"Meet me in the alley next to the cafe in five minutes, behind the dumpster." <<He>> leaves without looking back.<<pass 5>> You slip out while no one is looking, and find <<him>> waiting for you behind the dumpster as promised. <<He>> doesn't waste any time.<<promiscuity2>>

<</if>>

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

<<stateman>>

<<actionsman>>

<<if $enemyarousal lte $enemyarousalmax and $enemyhealth gt 0 and $alarm lte 0 and $finish is 0>>
<<link [[Next|Ocean Breeze Whore]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Ocean Breeze Whore Finish]]>><</link>><<nexttext>>
<</if>>

:: Ocean Breeze Whore Refuse [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You tell the <<person>> that this establishment doesn't serve anything not found on the menu, and leave to fetch <<his>> water. When you return, <<hes>> already gone.

The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

:: Ocean Breeze Whore Finish [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $consensual is 1>>

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

	"Here's your pay, whore." <<He>> drops some cash on you as <<he>> leaves. <<tearful>> you hurry back inside before you're missed.

	<<tipreceive>>

	<<else>>

	"Fine. I hope you don't expect anything." <<He>> looks at you with disgust as <<he>> leaves. <<tearful>> you hurry back inside before you're missed.

	<</if>>

<<else>>

	<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>><<fameprostitution 1>><<set $prostitutionstat += 1>>
	"Here's your pay, whore." <<He>> drops some cash on you as <<he>> leaves. <<tearful>> you hurry back inside before you're missed.

	<<tipreceive>>
	<<elseif $enemyhealth lte 0>>
	You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you flee back into the cafe.

	<</if>>
	<<if $alarm gte 1>>
	Sam bursts through the cafe back entrance to see what the fuss is about. The <<person>> shields hides <<his>> face and darts away, pushing you to the ground. Sam helps you up and gently steers you back inside.<<famerape 1>>

	<</if>>

<</if>>

<<clothesontowel>>

<<endcombat>>

The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 53>>

<<link [[Next|Ocean Breeze]]>><</link>>

:: Ocean Breeze Dance [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<danceeffects>>
<<danceaudience>>
<<danceactions>>

<<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.

<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.

<</if>>

<<if $danceevent is "finish">>
<<link [[Next|Ocean Breeze]]>><<endevent>><<clotheson>><</link>>
<<elseif $danceevent is 0>>
	<<if $exposed gte 2 and $exhibitionism lte 74>>
	<<link [[Flee|Ocean Breeze Dance Stop]]>><</link>>
	<<elseif $exposed gte 1 and $exhibitionism lte 34>>
	<<link [[Flee|Ocean Breeze Dance Stop]]>><</link>>
	<<else>>
	<<link [[Stop|Ocean Breeze Dance Stop]]>><</link>>
	<</if>>
<</if>>

:: Ocean Breeze Dance Refuse [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

:: Ocean Breeze Dance Stop [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You rush to a back room, out of sight. <<clotheson>> The rest of the shift passes uneventfully, though many of the patrons who saw you dance throw glances your way.

You earn £5.<<set $money += 500>>

<<if $timer is 12>>
<<pass 60>>
<<elseif $timer is 11>>
<<pass 55>>
<<elseif $timer is 10>>
<<pass 50>>
<<elseif $timer is 9>>
<<pass 45>>
<<elseif $timer is 8>>
<<pass 40>>
<<elseif $timer is 7>>
<<pass 35>>
<<elseif $timer is 6>>
<<pass 30>>
<<elseif $timer is 5>>
<<pass 25>>
<<elseif $timer is 4>>
<<pass 20>>
<<elseif $timer is 3>>
<<pass 15>>
<<elseif $timer is 2>>
<<pass 10>>
<<elseif $timer is 1>>
<<pass 5>>
<</if>>

<<clothesontowel>>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

:: Ocean Breeze Dumpster [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>><<set $outside to 1>>
You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, you find the pair blocking your path. The <<person1>><<person>> grabs your arms and covers your mouth, while the <<person2>><<person>> grins at you. "Such a pretty little thing."

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

<<else>>
You decide you're being paranoid, and walk over to the dumpster. The pair check you out as you walk by, but don't say anything.

The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

<</if>>

:: Ocean Breeze Dumpster Refuse [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>
<<endevent>>
<<sam>><<person1>>You decide not to risk it and go back inside. Sams says <<he>> understands, but doesn't look happy.<<set $samlove -= 1>>

The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

:: Ocean Breeze Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<set $rescue to 1>>
<<man2init>>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">><<set $righthand to "arms">>
<</if>>

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

<<stateman>>

<<actionsman>>

<<if $enemyarousal lte $enemyarousalmax and $enemyhealth gt 0 and $alarm lte 0>>
<<link [[Next|Ocean Breeze Rape]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Ocean Breeze Rape Finish]]>><</link>><<nexttext>>
<</if>>

:: Ocean Breeze Rape Finish [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the pair leave you be. <<tearful>> you hurry back inside before you're missed.

<<elseif $enemyhealth lte 0>>
You manage to knock the pair against the dumpster, giving you time to escape. <<tearful>> you flee back into the cafe.

<<elseif $alarm gte 1>>
Sam bursts through the cafe back entrance to see what the fuss is about. The pair flee the scene, pushing you to the ground as they do. Sam helps you up and gently steers you back inside.<<set $rescued += 1>><<famerape 1>>

<</if>>

<<clothesontowel>>

<<endcombat>>

The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 53>>

<<link [[Next|Ocean Breeze]]>><</link>>

:: Ocean Breeze Dumpster Dog [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>><<set $outside to 1>>
You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, the dog blocks your path.

<<link [[Next|Ocean Breeze Dog Rape]]>><<set $molestationstart to 1>><</link>>

<<else>>
You decide you're being paranoid, and walk over to the dumpster. The dog runs away as you draw closer.

The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 1 hour>>

<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>

<</if>>

:: Ocean Breeze Dog Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">><<set $beasttype to "dog">>
<<set $rescue to 1>>
<<beast1init>>

<</if>>

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

<<stateman>>

<<actionsman>>

<<if $alarm is 1 and $rescue is 1>>
<<link [[Next|Ocean Breeze Dog Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Ocean Breeze Dog Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Ocean Breeze Dog Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Ocean Breeze Dog Rape]]>><</link>><<nexttext>>
<</if>>

:: Ocean Breeze Dog Rape Finish [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the dog leaves you be. <<tearful>> you head back into the cafe.

<<elseif $enemyhealth lte 0>>
The dog yelps in pain and flees. <<tearful>> you head back into the cafe.

<<elseif $alarm gte 1>>
Sam bursts through the cafe back entrance to see what the fuss is about. Startled, the dog flees. You feel humiliated, but Sam helps you up and gently steers you back inside.<<famebestiality 1>><<set $rescued += 1>>

<</if>>

<<clothesontowel>>

<<endcombat>>

The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass 53>>

<<link [[Next|Ocean Breeze]]>><</link>>

:: Ocean Breeze Own [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $phase is 0>>
You spin on the spot, flaring your skirt up even more and making sure everyone gets a good view before the wind dies down.<<exhibitionism1>>

<<set $tipmod to 0.2>><<tipset>>

<<set $tip += 500>>
<<set $tip += 200>>

The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>>

<<else>>
You press down on the front of your skirt to cover your <<genitals>> but lean forward as you do, sticking your bare butt out while feigning embarrassment. <<exhibitionism3>>

<<set $tipmod to 0.2>><<tipset>>

<<set $tip += 500>>
<<set $tip += 500>>

The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>>

<</if>>

<<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>>

:: Ocean Breeze Cover [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

Cheeks flushing, you press down on your skirt to cover your dignity before the situation worsens, and hasten back inside.

<<if $playergenderappearance is "f" and $playergender is "m">>
As you escape into the cafe you think you hear someone say, "Was that a penis?"

<</if>>

<<set $tipmod to 0.2>><<tipset>>

<<set $tip += 500>>
<<set $tip += 100>>

The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>>

<<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>>

repo_name: MagicalAstrogy/degrees

license: unknown


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

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

You climb the fence and haul yourself over the top, landing on Elk Street proper. You don't think anyone saw you.

<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><</link>>

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

You are in the compound on Elk Street. Three red brick buildings stand surrounded by a chain link fence. The gate is guarded by security personnel. You are trespassing.

<<if $compoundstate is undefined>>
You've discovered the compound on Elk Street.

<<set $compoundstate to 0>>
<</if>>
<<if $compoundalarm gte 1>>
<<set $compoundstate to 1>>
<</if>>

<<if $compoundalarm is undefined>>
<<set $compoundalarm to 0>>
<</if>>
<<if $compoundalarm is 0>>
Security are relaxed.
<<elseif $compoundalarm is 1>>
Security are suspicious.
<<elseif $compoundalarm is 2>>
Security are aware of an intruder.
<<else>>
Security are on high alert.
<</if>>

<<if $stress gte 10000>><<passoutcompound>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger lte (3000 * $compoundalarm) and $eventskip isnot 1>>
	<<if $bestialitydisable is "f" and $rng gte 51>>
	A guard dog runs towards you. It stops a few feet away and starts barking.

		<<if $deviancy gte 15>>
		<<link [[Calm it|Elk Compound Bestiality]]>><<set $sexstart to 1>><</link>><<deviant2>>

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

	<<link [[Escape the compound|Elk Compound Run]]>><<crime 30>><</link>><<crime>>

	<<else>>
	A hand rests on your shoulder. <<generate1>><<person1>>"Alright <<girlcomma>> playtime's over," <<he>> waves <<his>> baton in front of your face. "I found <<phim>> outside," <<he>> says into <<his>> radio. "Alright, I'll keep <<phim>> here until then."

		<<if $compoundbluff is 1>>
		Bluffing isn't going to work again.

		<<else>>
	<<set $skulduggerydifficulty to 600>>
	<<link [[Bluff|Elk Compound Bluff]]>><</link>><<skulduggerydifficulty>>

		<</if>>
	<<link [[Fight|Elk Compound Fight]]>><<set $fightstart to 1>><</link>>

	<<link [[Wait|Elk Compound Underground]]>><</link>>

	<</if>>
<<else>>

	<<if $compoundpipes isnot 1>>
<<link [[Investigate the building with storage tanks outside|Elk Compound Pipes]]>><</link>>

	<</if>>
	<<if $compoundsmoke isnot 1>>
<<link [[Investigate the building with smokestacks|Elk Compound Smoke]]>><</link>>

	<</if>>
	<<if $compoundcentre isnot 1>>
<<link [[Investigate the central building|Elk Compound Central]]>><</link>>

	<</if>>
<<link [[Climb the fence to safety|Elk Compound Climb]]>><</link>>

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

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

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

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

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

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

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

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

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

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

The door is locked tight.

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Break in (0:05)|Elk Compound Interior]]>><<pass 5>><<crime 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

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

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

<<set $rescue to 1>>

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

<<set $rescue to 1>>

<</if>>

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

<<stateman>>

<<actionsman>>

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

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

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

You successfully climb the fence and haul yourself over the top, landing on Elk Street proper. Dogs bark behind you and alert the guards who arrive in time to see you escape.

<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundcentre to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><</link>>

<<else>>
You try to run, but the dog chases you down.

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

<</if>>

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

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

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

The beast whimpers and hides behind one of the buildings.

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

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

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

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

	<<if $beaststance is "top">>
	They see the dog humping you and laugh. "Good boy," the <<person1>><<person>> says.

	<<else>>
	They see what the dog wants from you and laugh. "Good boy," the <<person1>><<person>> says.

	<</if>>
	<<person2>>We should probably let the dog have its treat," says the <<person>> as <<he>> crouches for a closer look. <<He>> pulls out <<his>> phone and starts filming.

	<<link [[Next|Elk Compound Bestiality 2]]>><</link>>

<<else>>

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

<<tearful>> you rise to your feet.

<<clotheson>>
<<endcombat>>

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

<</if>>

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

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

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

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

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

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

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

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

They shove you out the gate, closing it behind you.

<<tearful>> you rise to your feet.

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

<<elseif $enemyhealth lte 0>>

The beast whimpers and hides behind one of the buildings.

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

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

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

They shove you out the gate, closing it behind you.

<<tearful>> you rise to your feet.

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

<</if>>

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

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

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

	<</if>>

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

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

<<else>>
"Nice try," <<he>> says. "But you're not wriggling away." <<He>> grips your shoulder more tightly.

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

<</if>>

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

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

<</if>>

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

<<stateman>>

<<actionsman>>

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

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

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

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

"If you say so."

As soon as the <<person>> touches your arm a jolt surges through you. You lose consciousness.

<<upperruined>><<lowerruined>><<underruined>>
<<link [[Next|Elk Compound Experiment]]>><<endcombat>><</link>>

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

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

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

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

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

<<clotheson>>
<<endcombat>>

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

<<else>>

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

<<clotheson>>

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

<</if>>

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

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

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

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

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

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

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

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

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

<<compoundoptions>>

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

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<if $rng gte 51 and $tentacledisable is "f" and $hallucinations gte 2>>
	As you cross the walkway several tentacles rise from the fluid beneath you.

	<<link [[Next|Elk Compound Tentacles]]>><<set $molestationstart to 1>><</link>>

	<<else>>
	As you cross the walkway the fluid beneath you becomes agitated. Some splashes you, eating through your clothing.<<set $upperintegrity -= 10>><<set $lowerintegrity -= 10>>

	You continue to the centre and take the crystal. It's warm to the touch.

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

	<</if>>

<<else>>

	You cross the walkway and take the crystal. It's warm to the touch.

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

<</if>>

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

<</if>>

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

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

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

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

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

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

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

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

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

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

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

	You take the crystal. It's warm to the touch. Finding your way out is much easier than getting here.

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

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

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

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

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

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

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

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

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

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

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

<</if>>

<<compoundoptions>>

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

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

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

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

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

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

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

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

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

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

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

<</if>>

<<compoundoptions>>

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

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

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

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

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

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

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

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

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

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

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

<</if>>

<<compoundoptions>>

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

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

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

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

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

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

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

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

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

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

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

<</if>>

<<compoundoptions>>

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

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

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

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

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

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

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

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

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

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

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

<</if>>

<<compoundoptions>>

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

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

<<if $skulduggery lt 400>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from locks this simple.
<</if>>

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

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

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