code:
:: Wolf Pack [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
<<dogpackinit>>
You awaken to find yourself surrounded by a pack of stray dogs!
<<endif>>

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

<<stateman>>

<<actionsman>>

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

			<<if $enemyarousal gte $enemyarousalmax>>
			[[Next|Wolf Pack Ejaculation]]
			<<elseif $enemyhealth lte 0>>
			[[Next->Wolf Pack Escape]]
			<<else>>
			[[Next|Wolf Pack]]
			<<endif>>
		<</if>>
	<<elseif $enemyarousal gte $enemyarousalmax>>
	[[Next->Wolf Pack Ejaculation]]
	<<elseif $enemyhealth lte 0>>
	[[Next->Wolf Pack Escape]]
	<<else>>
	[[Next->Wolf Pack]]
	<<endif>>

:: Wolf Pack Alarm
Double-click this passage to edit it.

:: Wolf Pack Escape [nobr]
<<effects>>
<<beastwound>>

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

[[Next|Wolf Pack]]

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

[[Next|Wolf Pack]]

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

[[Next|Wolf Pack End]]

<</if>>

:: Wolf Pack Ejaculation [nobr]
<<effects>>
<<beastejaculation>>

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

[[Next|Wolf Pack]]

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

[[Next|Wolf Pack]]

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

[[Next|Wolf Pack End]]

<</if>>

:: Wolf Pack End [nobr]
<<effects>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The wolf whimpers and flees into the forest.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The wolf leaves you lying on the grass.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the wolves flee into the forest.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The wolves leave you spent and shivering on the grass.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The wolves leave you spent and shivering on the grass. One seems to be limping.
<</if>>

<<clotheson>>
<<endcombat>>

:: Forest Wolf Cave Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
	<<if $phase is 1>>
<<beast2init>><<set $enemyanger += 30>>
	<<else>>
<<beast6init>>
	<</if>>

<<set $beasttype to "wolf">>

<<endif>>

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

<<stateman>>

<<actionsman>>

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

:: Forest Wolf Cave Rape Finish [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

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

	[[Next|Forest Wolf Cave Rape]]

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

	[[Next|Forest Wolf Cave Rape]]

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

	[[Next|Forest Wolf Cave Rape End]]

	<</if>>

<<elseif $enemyhealth lte 0>>
<<beastwound>>

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

	[[Next|Forest Wolf Cave Rape]]

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

	[[Next|Forest Wolf Cave Rape]]

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

	[[Next|Forest Wolf Cave Rape End]]

	<</if>>

<</if>>

:: Forest Wolf Cave Rape End [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $enemywounded gte 2 and $enemyejaculated is 0>>
In a display of power, you defeat the pack. <<tearful>> you escape from the cave.

<<clotheson>>
<<endcombat>>

<<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</click>>

<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
Finished with you, the wolves leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down.

<<if $phase is 1>>
The other wolves soon return from their hunt.
<</if>>

<<clotheson>>
<<endcombat>>

<<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>>

<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
Finished with you, the wolves leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down.

<<if $phase is 1>>
The other wolves soon return from their hunt.
<</if>>

<<clotheson>>
<<endcombat>>

<<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>>
<</if>>

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

<<if $eventskip is 0>>
<<eventwolfcave>>
<<else>>
The wolves are blocking your way out of the cave. A draft blows from the back.

<<click [[Rest (2:00)|Forest Wolf Cave Wait]]>><<set $tiredness -= 480>><<pass120>><</click>>

<<click [[Try to escape|Forest Wolf Cave Escape]]>><</click>>

	<<if $wolfcavedig gte 12>>
	<<click [[Go down the hole|Forest Wolf Cave Hole]]>><</click>>

	<<elseif $wolfcavedig gte 1>>
	<<click [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass60>><<set $wolfcavedig += 1>><</click>>

	<<else>>
	<<click [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</click>>

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

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

You huddle at the back of the cave, and the wolves pay you little heed for a time.

<<click [[Next|Forest Wolf Cave]]>><</click>>

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

<<if $wolfpacktrust gte 12>>
The wolves look at you as you try to leave, but make no move to stop you. It seems they trust you enough to let you go.<<lstress>>

<<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</click>>

<<elseif $wolfpackfear gte 12>>
The wolves growl at you as you try to leave, but make no move to stop you. It seems they fear you too much to try and stop you.<<lstress>>

<<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</click>>

<<else>>
The wolves immediately stir as you try to leave, and block your path. The pack stares at you, growling a warning.<<gstress60>><<gstress>>

<<click [[Try to escape anyway|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><</click>>

<<click [[Back down|Forest Wolf Cave]]>><</click>>

<</if>>

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

The wolves immediately stir as you try to leave, and block your path. The pair stare at you, growling a warning.<<gstress30>><<gstress>>

<<click [[Try to escape anyway|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>>

<<click [[Back down (0:30)|Forest Wolf Cave Hunt]]>><<pass30>><</click>>

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

You decide not to risk it. You wait at the back of the cave. The wolves soon return from their hunt.

<<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>>

:: Forest Wolf Cave Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">>

<<endif>>

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

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<click [[Next|Forest Wolf Cave Molestation Finish]]>><</click>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<click [[Next|Forest Wolf Cave Molestation Finish]]>><</click>><<nexttext>>
<<else>>
<<click [[Next|Forest Wolf Cave Molestation]]>><</click>><<nexttext>>
<</if>>

:: Forest Wolf Cave Molestation Finish [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

The wolf grunts in satisfaction, and heads back to the rest of the pack.<<wolfpacktrust>>

<<tearful>> you settle down.

<<clotheson>>
<<endcombat>>

<<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>>

<<elseif $enemyhealth lte 0>>

The wolf whines in pain and returns to the rest of the pack.<<wolfpackfear>>

<<tearful>> you settle down.

<<clotheson>>
<<endcombat>>

<<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>>

<</if>>

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

<<if $wolfcavedig gte 12>>
You move the rocks out of the way, until the remainder collapse and reveal a hole in the ground. You hear rushing water.
<<elseif $wolfcavedig gte 10>>
You think you hear rushing water as you the rocks out of the way. Not far to go now.
<<elseif $wolfcavedig gte 6>>
You move some of the rocks out of the way. The draft becomes stronger.
<<elseif $wolfcavedig gte 4>>
You move some of the rocks out of the way. You think you feel the draft become stronger.
<<else>>
You move some of the rocks in the way, but there's still much to do.
<</if>>

<<if $wolfcavedig gte 12>>
<<click [[Go down|Forest Wolf Cave Hole]]>><</click>>

	<<if $syndromewolves gte 1>>
	<<click [[Leave it for now|Wolf Cave]]>><</click>>

	<<else>>
	<<click [[Leave it for now|Forest Wolf Cave]]>><</click>>

	<</if>>
<<elseif $syndromewolves gte 1>>
<<click [[Next|Wolf Cave]]>><</click>>

<<else>>
<<click [[Next|Forest Wolf Cave]]>><</click>>

<</if>>

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

The feel around the darkness at the back of the cave, looking for the source of the draft. The air feels like its coming from behind a pile of loose rocks.

<<if $syndromewolves gte 1>>
<<click [[Next|Wolf Cave]]>><</click>>

<<else>>
<<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>>

<</if>>

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

You peer down the hole at the back of the cave, but can't make anything out. You hear rushing water. You don't think you'll be able to come back the way you came.

<<click [[Descend|Wolf Cave Descent]]>><</click>>

<<if $syndromewolves gte 1>>
<<click [[Leave|Wolf Cave]]>><</click>>

<<else>>
<<click [[Leave|Forest Wolf Cave]]>><</click>>

<</if>>

:: Wolf Cave Hand [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral1>>
<<set $event to "dogpack">><<set $beastname to "blackwolf">>
<<beast1init>><<set $beasttype to "wolf">><<set $leftarm to "penis">>
  <<set $penis to "leftarm">>
You take the black wolf's penis in your hand.<<deviancy1>>
<<endif>>

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

<<stateman>>

<<actionsman>>

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

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

You shuffle away from the wolf, preparing for another assault. But none comes. It turns and walks away.

<<set $syndromewolves to 1>>
<<set $wolfevent to 0>>
<<set $wolfstate to "cave">>
<<set $wolfpackferocity to 10>>
<<set $wolfpackharmony to 10>>
It's not their fault. They're just cute animals. You've gained the "Stockholm Syndrome: Wolves" trait.

<<click [[Next|Wolf Cave]]>><</click>>

:: Wolf Cave [nobr]
<<set $outside to 0>><<set $location to "forest">><<effects>>
<<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 20)>>
<<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 20)>><<set $bus to "wolfcave">>
You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from the back.

<<if $exposed gte 1>>
The wolves don't care, but being exposed is embarrassing regardless.
<</if>>

<<if $storelocation is "wolfcave">>
Your clothes are tucked away behind a rock.
<</if>>

<<if $wolfstate is "hunt">>
Most of the pack is out hunting.
<<else>>
	<<if $weather is "rain">>
	The pack shelters from the rain.
	<<else>>
	The pack rests.
	<</if>>
<<wolfcavestate>>
<</if>>

<<if $wolfevent gte 1>><<set $wolfevent to 0>>
<<wolfcaveselect>>
<<else>>

<<set $storelocationinit to "wolfcave">><<stripstoreactions>>
	<<if $wolfcavedig gte 12>>
	<<click [[Go down the hole|Forest Wolf Cave Hole]]>><</click>>

	<<elseif $wolfcavedig gte 1>>
	<<click [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass60>><<set $wolfcavedig += 1>><</click>>

	<<else>>
	<<click [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</click>>

	<</if>>

<<if $leftarm is "bound" or $rightarm is "bound">>
<<click [[Cut your binds|Wolf Cave Unbind]]>><</click>>

<</if>>
<<click [[Sleep|Wolf Cave Bed]]>><</click>>

<<click [[Go outside|Wolf Cave Clearing]]>><</click>>

<<click [[Settings|Wolf Cave Settings]]>><</click>>

<<click [[NPC Settings|Wolf Cave NPC Settings]]>><</click>>

<</if>>

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<tearful>> you watch the black wolf yawn and lie down.

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

<<tearful>> you watch the black wolf yawn and lie down.

<<clotheson>>
<<endcombat>>

<<else>>
<<tearful>> you watch the black wolf yawn and lie down.

<<clotheson>>
<<endcombat>>

<</if>>

<<set $syndromewolves to 1>>
<<set $wolfevent to 0>>
<<set $wolfstate to "cave">>
<<set $wolfpackferocity to 10>>
<<set $wolfpackharmony to 10>>
It's not their fault. They're just cute animals. You've gained the "Stockholm Syndrome: Wolves" trait.

<<click [[Next|Wolf Cave]]>><</click>>

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

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

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

<<set $outside to 1>>
Not far from the cave they break into a run. They move fast. It's hard to keep up.<<physique6>>

<<wolfhuntevents>>

<<else>>

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

You watch as they depart between the trees.

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

<<destinationwolfcave>>

<</if>>

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

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

<<destinationwolfcave>>

:: Widgets Wolf Cave [widget]
<<widget "wolfcaveevent">><<nobr>>
<<set $rng to random(1, 100)>>
<<if $wolfstate isnot "cave">>
	<<if $rng gte 81>>
	One of the younger wolves approaches you. It wants to play fight.

	<<click [[Play (0:20)|Wolf Cave Play Fight]]>><<pass20>><<lstress20>><</click>><<lstress>>

		<<if $deviancy gte 15>>
	<<click [[Lewd Play|Wolf Cave Lewd Play]]>><<set $sexstart to 1>><</click>><<deviant2>>

		<</if>>
		<<if $bus is "wolfcave">>
		<<click [[Ignore|Wolf Cave]]>><</click>>

		<<else>>
		<<click [[Ignore|Wolf Cave Clearing]]>><</click>>

		<</if>>

	<<elseif $rng gte 41>>
	The younger wolves stare at the tree line, anxious for the pack's return.

	<<destinationwolfcave>>

	<<else>>
	One of the younger wolves rubs its head against your leg as it walks by.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>>

	<<destinationwolfcave>>

	<</if>>
<<else>>
<<if $wolfpackferocity + random(1, 20) gte $wolfpackharmony + random(1, 20)>>
	<<if $rng gte 81>>
	One of the wolves paces towards you, growling.

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

	<<click [[Call for help|Wolf Cave Help]]>><</click>>

	<<elseif $rng gte 41>>
	A play fight escalates until one draws blood.

	<<click [[Intervene|Wolf Cave Intervene]]>><<set $phase to 0>><</click>>

	<<click [[Encourage|Wolf Cave Intervene]]>><<set $phase to 1>><</click>>

    <<click [[Ignore|Wolf Cave Intervene]]>><<set $phase to 2>><</click>>

	<<else>>
		<<if $wolfpackleader is 1>>
		The black wolf is agitated. It bites and growls at the others, agitating them in turn.

		<<click [[Calm it|Wolf Cave Calm]]>><<set $phase to 0>><</click>>

		<<click [[Ignore|Wolf Cave Calm]]>><<set $phase to 1>><</click>>

		<<else>>
		One of the larger wolves challenges the black wolf. The black wolf wins after a brief tussle, but its anger is not assuaged. It growls and bites at the other wolves, as if daring any to challenge it.

		<<if $wolfpackpoisoned is 1>>
		It staggers slightly. The poisonous mushrooms are having an effect. It will be weaker than usual.

		<</if>>

		<<click [[Calm it down|Wolf Cave Calm]]>><<set $phase to 0>><</click>>

		<<click [[Ignore it|Wolf Cave Calm]]>><<set $phase to 1>><</click>>

		<<click [[Challenge|Wolf Cave Calm]]>><<set $phase to 2>><</click>>

		<</if>>
	<</if>>
<<else>>
	<<if $rng gte 61>>
		A wolf rushes over to you. It rears up and leans on you, almost knocking you over. It licks your face.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>>

		<<destinationwolfcave>>

	<<elseif $rng gte 41>>
	A low ranking wolf approaches you wishing to mate. A more dominant wolf tries to steal your attention.

	<<click [[Favour the low ranking wolf|Wolf Cave Rank]]>><<set $phase to 0>><</click>><<deviant1>>

	<<click [[Favour the high ranking wolf|Wolf Cave Rank]]>><<set $phase to 1>><</click>><<deviant1>>

		<<if $deviancy gte 15>>
		<<click [[Share yourself with both|Wolf Cave Rank]]>><<set $phase to 2>><</click>><<deviant2>>

		<</if>>
	<<click [[Ignore both|Wolf Cave Rank]]>><<set $phase to 3>><</click>>

	<<else>>
	A younger wolf tries to climb on a rock. It's feet skid and it tumbles to the ground. It stands up, but starts whining.

	<<click [[Make sure it's okay (0:05)|Wolf Cave Young]]>><<set $phase to 0>><<pass5>><</click>>

	<<click [[Ignore|Wolf Cave Young]]>><<set $phase to 1>><</click>>

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

<<widget "wolfcavestate">><<nobr>>

<<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>>
The pack is unified in lethal purpose.
<<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 10>>
The wolves pace and growl at each other, anxious for a hunt.
<<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 1>>
The wolves are agitated, afraid of losing their place in the pecking order.
<<elseif $wolfpackferocity gte 20>>
The wolves keep a large space between them. Any trespass is met with gnashing teeth.
<<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 10>>
Play fights break out frequently.
<<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 1>>
The wolves lie together, grooming each other.
<<elseif $wolfpackharmony gte 20>>
The wolves lie together in a big cuddly pile.
<<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 10>>
Some of the wolves lie and groom each other, while others pace and watch the trees.
<<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 1>>
The wolves are on edge, growling and baring teeth at each other.
<<elseif $wolfpackferocity gte 10>>
The wolves eye each other warily.
<<elseif $wolfpackharmony gte 10 and $wolfpackferocity gte 1>>
Most of the wolves lie with their eyes shut, while others groom each other.
<<elseif $wolfpackharmony gte 10>>
The wolves groom themselves, and occasionally each other.
<<elseif $wolfpackferocity gte 1 and $wolfpackharmony gte 1>>
The wolves groom themselves and ignore each other.
<<elseif $wolfpackferocity gte 1>>
The pack lazes around, barely able to summon the energy to growl at each other.
<<elseif $wolfpackharmony gte 1>>
The pack lazes together, able to summon little energy.
<<else>>
A depressive malaise lies on the pack.
<</if>>

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

<<widget "wolfcaveselect">><<nobr>>
<<if $daystate is "day" or $daystate is "dawn">>
<<set $huntstate to "failed">>
<</if>>
	<<if $wolfstate is "hunt" and $daystate is "dawn" or $wolfstate is "hunt" and $daystate is "day">><<set $wolfstate to "cave">>
		<<if $rng + $wolfpackferocity + $wolfpackharmony gte 80>>
		The pack returns from the hunt. Some carry pieces of meat for the younger wolves that stayed at the cave. The hunt was successful.<<gharmony>><<lferocity>>

		<<else>>
		The pack returns from the hunt. They failed to catch anything.<<gferocity>><<lharmony>>

		<</if>>
	<<destinationwolfcave>>
	<<elseif $wolfstate is "cave" and $huntstate isnot "finished" and $daystate is "dusk" or $wolfstate is "cave" and $huntstate isnot "finished" and $daystate is "night">><<set $wolfstate to "hunt">><<set $huntstate to "failed">><<set $wolfpackpoisoned to 0>>
	The black wolf howls and the others join in. They're going hunting.

	<<click [[Go with them|Wolf Cave Hunt]]>><</click>>

	<<click [[Watch them leave|Wolf Cave Hunt Leave]]>><</click>>

	<<else>>
	<<wolfcaveevent>>
	<</if>>

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

<<widget "destinationwolfcave">><<nobr>>
<<if $bus is "wolfcave">>
<<click [[Next|Wolf Cave]]>><</click>>

<<else>>
<<click [[Next|Wolf Cave Clearing]]>><</click>>

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

<<widget "wolfhuntevents">><<nobr>>

<<if $huntstate is "success">><<set $huntstate to "finished">>
<<set $wolfstate to "cave">>
Satiated, the pack heads back to the cave. Some carry food for the younger wolves.<<lferocity>><<gharmony>>

<<click [[Next|Wolf Cave]]>><</click>>

<<elseif $daystate is "dawn" or $daystate is "day">><<set $huntstate to "finished">>
With the sun rising on the horizon, the pack returns to the cave. The failure of the hunt has the wolves riled.<<gferocity>><<lharmony>>

<<click [[Next|Wolf Cave]]>><</click>>

<<else>>
<<set $rng to random(1, 100)>>
	<<if $bus is "wolfpackriver">>

	You come to two pairs of tracks. One looks like a deer's hoof prints. The other several pairs of shoes.

		<<if $wolfpackleader is 1>>
		The pack waits for your decision.

		<<click [[Follow the deer tracks (1:00)|Wolf Deer]]>><<pass60>><<set $bus to "wolfpackdeer">><<gtiredness60>><</click>><<gtiredness>>

		<<click [[Follow the shoe tracks (1:00)|Wolf Hunters]]>><<pass60>><<set $bus to "wolfpackhunters">><<gtiredness60>><</click>><<gtiredness>>

		<<click [[Let the black wolf decide (1:00)|Wolf Deer]]>><<pass60>><<set $bus to "wolfpackdeer">><<gtiredness60>><</click>><<gtiredness>>

		<<else>>

		The black wolf follows the deer prints without a second thought.

			<<click [[Next (1:00)|Wolf Deer]]>><<pass60>><<set $bus to "wolfpackdeer">><<gtiredness60>><</click>><<gtiredness>>

		<</if>>

	<<elseif $bus is "wolfpackcliff">>
		You come to two pairs of tracks. One of a deer's hooves, but the steps are irregular. The other of large paws, with claws digging into the earth.

		<<if $wolfpackleader is 1>>
		The pack waits for your decision.

		<<click [[Follow the deer prints (1:00)|Wolf Carrion]]>><<pass60>><<set $bus to "wolfpackcarrion">><<gtiredness60>><</click>><<gtiredness>>

		<<click [[Follow the large prints (1:00)|Wolf Bear]]>><<pass60>><<set $bus to "wolfpackbear">><<gtiredness60>><</click>><<gtiredness>>

			<<if $rng gte 51>>
			<<click [[Let the black wolf decide (1:00)|Wolf Carrion]]>><<pass60>><<set $bus to "wolfpackcarrion">><<gtiredness60>><</click>><<gtiredness>>

			<<else>>
			<<click [[Let the black wolf decide (1:00)|Wolf Cliff]]>><<pass60>><<set $bus to "wolfpackbear">><<gtiredness60>><</click>><<gtiredness>>

			<</if>>

		<<else>>
			<<if $rng gte 51>>
			The black wolf sniffs the air, then follows the deer prints.

			<<click [[Next (1:00)|Wolf Carrion]]>><<pass60>><<set $bus to "wolfpackcarrion">><<gtiredness60>><</click>><<gtiredness>>

			<<else>>
			The black wolf sniffs the air, then follows the large prints.

			<<click [[Next (1:00)|Wolf Bear]]>><<pass60>><<set $bus to "wolfpackbear">><<gtiredness60>><</click>><<gtiredness>>

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

	<<elseif $bus is "wolfpackbear">>

	<<elseif $bus is "wolfpackhunters">>

	<<elseif $bus is "wolfpackdeer">>

	<<elseif $bus is "wolfpackcarrion">>

	<<else>>
	You come to a river emerging from the base of the cliff.

		<<if $wolfpackleader is 1>>
		The pack waits for your decision.

		<<click [[Follow the river (1:00)|Wolf River]]>><<pass60>><<set $bus to "wolfpackriver">><<gtiredness60>><</click>><<gtiredness>>

		<<click [[Follow the cliff (1:00)|Wolf Cliff]]>><<pass60>><<set $bus to "wolfpackcliff">><<gtiredness60>><</click>><<gtiredness>>

			<<if $rng gte 51>>
			<<click [[Let the black wolf decide (1:00)|Wolf River]]>><<pass60>><<set $bus to "wolfpackriver">><<gtiredness60>><</click>><<gtiredness>>

			<<else>>
			<<click [[Let the black wolf decide (1:00)|Wolf Cliff]]>><<pass60>><<set $bus to "wolfpackcliff">><<gtiredness60>><</click>><<gtiredness>>

			<</if>>

		<<else>>
			<<if $rng gte 51>>
			The black wolf sniffs the air, then runs along the river.

			<<click [[Next (1:00)|Wolf River]]>><<pass60>><<set $bus to "wolfpackriver">><<gtiredness60>><</click>><<gtiredness>>

			<<else>>
			The black wolf sniffs the air, then runs along the cliff.

			<<click [[Next (1:00)|Wolf Cliff]]>><<pass60>><<set $bus to "wolfpackcliff">><<gtiredness60>><</click>><<gtiredness>>

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

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

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

<<widget "blackwolfhealth">><<nobr>>

<<if $wolfpackpoisoned is 1>>
<<set $enemyhealth to 200>><<set $enemyhealthmax to 200>>
<<else>>
<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<</if>>

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

<<widget "wolfpackhuntoptions">><<nobr>>

		<<if $wolfpackshroom is "red">>
		<<click [[Add a red mushroom to the black wolf's food|Wolf Deer2]]>><<set $phase to 0>><<ltiredness60>><<pass60>><<pass60>><<pass60>><<ltiredness60>><<ltiredness60>><</click>><<ltiredness>>

		<<elseif $wolfpackshroom is "pink">>
<<click [[Add a pink mushroom to the black wolf's food|Wolf Deer2]]>><<set $phase to 1>><<ltiredness60>><<pass60>><<pass60>><<pass60>><<ltiredness60>><<ltiredness60>><</click>><<ltiredness>>

		<</if>>
	<<click [[Rest (3:00)|Wolf Deer2]]>><<set $phase to 2>><<ltiredness60>><<pass60>><<pass60>><<pass60>><<ltiredness60>><<ltiredness60>><</click>><<ltiredness>>

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

:: Wolf Cave Clearing [nobr]
<<set $outside to 1>><<set $location to "forest">><<effects>>
<<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 20)>>
<<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 20)>><<set $bus to "wolfcaveclearing">>
You are in the clearing outside the wolf cave. A stream runs by.

<<if $exposed gte 1>>
The wolves don't care, but being exposed is embarrassing regardless.
<</if>>

<<if $wolfstate is "hunt">>
Most of the pack is out hunting.
<<else>>
	<<if $weather is "rain">>
	The pack shelters from the rain.
	<<else>>
	The pack rests.
	<</if>>
<<wolfcavestate>>
<</if>>

<<if $foresthunt gte 1>>
You're safe at the cave. Whatever was hunting you will have given up.

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

<<if $wolfevent gte 1>><<set $wolfevent to 0>>
<<wolfcaveselect>>
<<else>>

<<click [[Play (1:00)|Wolf Cave Play]]>><<lstress60>><<pass60>><</click>><<lstress>>

<<click [[Wash in the stream (0:20)|Wolf Cave Wash]]>><<pass20>><</click>>

	<<if $upperexposed gte 2>>
	<<click [[Make a top out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 1>><<pass20>><</click>>

	<</if>>
	<<if $lowerexposed gte 2 and $underexposed gte 1>>
	<<click [[Make a skirt out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 2>><<pass20>><</click>>

	<</if>>

<<click [[Go Inside|Wolf Cave]]>><</click>>

<<click [[Walk into the forest (0:10)|Forest]]>><<pass10>><<set $eventskip to 1>><<set $forest to 60>><</click>>

<</if>>

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

<<pass30>>The black wolf runs through the forest, all the way back to the cave. It dumps you at the back and gives a warning growl before turning away.

<<click [[Next|Wolf Cave]]>><<clotheson>><</click>>

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

You rub your binds against a sharp rock and they soon come loose.

<<unbind>>
<<click [[Next|Wolf Cave]]>><</click>>

:: Wolf Cave Bed [nobr]
<<effects>>

<<if $wolfpackharmony gte 10>>
You snuggle beside a wolf for warmth and close your eyes.
<<else>>
You find an empty spot to lie in and close your eyes.
<</if>>

<<if $sleeptrouble is 1 and $controlled is 0>>

<<click [[Sleep for 10 hours|Wolf Cave Sleep]]>><<set $sleephour to 10>><<endclick>><<ltiredness>>

<<click [[Sleep for 9 hours|Wolf Cave Sleep]]>><<set $sleephour to 9>><<endclick>><<ltiredness>>

<<click [[Sleep for 8 hours|Wolf Cave Sleep]]>><<set $sleephour to 8>><<endclick>><<ltiredness>>

<<click [[Sleep for 7 hours|Wolf Cave Sleep]]>><<set $sleephour to 7>><<endclick>><<ltiredness>>

<<click [[Sleep for 6 hours|Wolf Cave Sleep]]>><<set $sleephour to 6>><<endclick>><<ltiredness>>

<<click [[Sleep for 5 hours|Wolf Cave Sleep]]>><<set $sleephour to 5>><<endclick>><<ltiredness>>

<<click [[Sleep for 4 hours|Wolf Cave Sleep]]>><<set $sleephour to 4>><<endclick>><<ltiredness>>

<<click [[Sleep for 3 hours|Wolf Cave Sleep]]>><<set $sleephour to 3>><<endclick>><<ltiredness>>

<<click [[Sleep for 2 hours|Wolf Cave Sleep]]>><<set $sleephour to 2>><<endclick>><<ltiredness>>

<<click [[Sleep for 1 hours|Wolf Cave Sleep]]>><<set $sleephour to 1>><<endclick>><<ltiredness>>

<<else>>

<<click [[Sleep for 8 hours|Wolf Cave Sleep]]>><<set $sleephour to 8>><<endclick>><<ltiredness>>

<<click [[Sleep for 7 hours|Wolf Cave Sleep]]>><<set $sleephour to 7>><<endclick>><<ltiredness>>

<<click [[Sleep for 6 hours|Wolf Cave Sleep]]>><<set $sleephour to 6>><<endclick>><<ltiredness>>

<<click [[Sleep for 5 hours|Wolf Cave Sleep]]>><<set $sleephour to 5>><<endclick>><<ltiredness>>

<<click [[Sleep for 4 hours|Wolf Cave Sleep]]>><<set $sleephour to 4>><<endclick>><<ltiredness>>

<<click [[Sleep for 3 hours|Wolf Cave Sleep]]>><<set $sleephour to 3>><<endclick>><<ltiredness>>

<<click [[Sleep for 2 hours|Wolf Cave Sleep]]>><<set $sleephour to 2>><<endclick>><<ltiredness>>

<<click [[Sleep for 1 hours|Wolf Cave Sleep]]>><<set $sleephour to 1>><<endclick>><<ltiredness>>

<</if>>

<<click [[Climb out of bed|Wolf Cave]]>><</click>>

:: Wolf Cave Settings [nobr]
<<settings>>

<<click [[Back|Wolf Cave]]>><</click>>

:: Wolf Cave NPC Settings [nobr]
<<npcsettings>>

<<click [[Back|Wolf Cave]]>><</click>>

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

You sit on the edge and try to lower yourself down, but the rock gives way and you fall into dark water.

<<click [[Next|Underground Lake]]>><</click>>

:: Wolf Cave Sleep [nobr]
<<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>>
You wake up to something mounting you.

<<click [[Let it happen|Wolf Cave Sleep Sex]]>><<set $sexstart to 1>><</click>><<deviant1>>

<<click [[Push away|Wolf Cave Sleep Push]]>><</click>>

<<else>>

<<click [[Get out of bed|Wolf Cave]]>><</click>>

<</if>>

:: Wolf Cave Sleep Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">>
You shift your body to make things easier for the horny wolf.<<deviancy1>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>

<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>
<<endif>>

<<effects>>
<<effectsman>>

<<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>>
The wolves are too busy thinking about themselves to help you.

<</if>>

<<beast>>

<<stateman>>

<<actionsman>>

<<if $rescue is 1 and $alarm is 1>>
<<click [[Next|Wolf Cave Sleep Sex Finish]]>><</click>><<nexttext>>
<<elseif $finish is 1>>
<<click [[Next|Wolf Cave Sleep Sex Finish]]>><</click>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<click [[Next|Wolf Cave Sleep Sex Finish]]>><</click>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<click [[Next|Wolf Cave Sleep Sex Finish]]>><</click>><<nexttext>>
<<else>>
<<click [[Next|Wolf Cave Sleep Sex]]>><</click>><<nexttext>>
<</if>>

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

You shove the wolf away from you.<<lharmony>>

<<if $wolfpackferocity lte 19>>
It leaves you in peace.

<<click [[Back to sleep|Wolf Cave Bed]]>><</click>>

<<click [[Get up|Wolf Cave]]>><</click>>

<<else>>
It growls and tries to force itself on you!

<<click [[Next|Wolf Cave Sleep Sex]]>><<set $molestationstart to 1>><</click>>

<</if>>

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

The wolf yawns and lies down.

<<tearful>> you try to find a comfy position again.

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

The wolf limps away from you.

<<tearful>> you try to find a comfy position again.

<<clotheson>>
<<endcombat>>

<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>

The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>>

<<tearful>> you try to find a comfy position again.

<<clotheson>>
<<endcombat>>

<<else>>

The wolf yawns and lies down.

<<tearful>> you try to find a comfy position again.

<<clotheson>>
<<endcombat>>

<</if>>

<<click [[Next|Wolf Cave Bed]]>><</click>>

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

<<if $rng gte 51>>

You play fight with one of the younger wolves. It jumps and grabs your arm in its mouth, but doesn't bite down hard, until it manages to pull you to the ground. It sniffs your groin.

<<click [[Let it continue|Wolf Cave Play Sex]]>><<set $sexstart to 1>><</click>><<deviant1>>

<<click [[Push it away|Wolf Cave Clearing]]>><</click>>

<<else>>
You play something similar to hide-and-seek with the younger wolves. They're hesitant to stray too far from the cave, but there are many hiding places nearby. Their sense of smell gives them an advantage and they're quick to find you every time, but it's fun.

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

<</if>>

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

You wash in the stream. The water is cold but clean.

<<wash>>
<<click [[Next|Wolf Cave Clearing]]>><</click>>

:: Wolf Cave Play Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">>
The wolf becomes more bold.<<deviancy1>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>

<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>
<<endif>>

<<effects>>
<<effectsman>>

<<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>>
The wolves are too busy thinking about themselves to help you.

<</if>>

<<beast>>

<<stateman>>

<<actionsman>>

<<if $rescue is 1 and $alarm is 1>>
<<click [[Next|Wolf Cave Play Sex Finish]]>><</click>><<nexttext>>
<<elseif $finish is 1>>
<<click [[Next|Wolf Cave Play Sex Finish]]>><</click>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<click [[Next|Wolf Cave Play Sex Finish]]>><</click>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<click [[Next|Wolf Cave Play Sex Finish]]>><</click>><<nexttext>>
<<else>>
<<click [[Next|Wolf Cave Play Sex]]>><</click>><<nexttext>>
<</if>>

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

The wolf yawns and lies down.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

The wolf limps away from you.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>

The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>>

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<else>>

The wolf yawns and lies down.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<</if>>

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

:: Wolf Cave Fight [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral1>>
<<set $event to "dogpack">>
	<<if $phase is 2>>
	<<beast2init>>
	<<else>>
	<<beast1init>>
	<</if>>
	<<set $beasttype to "wolf">>
You shift your body to make things easier for the horny wolf.<<deviancy1>><<set $enemytrust -= 20>>
	<<if $wolfpackharmony gte 1>>
	<<set $rescue to 1>>
	<</if>>

<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>>
	<<if $wolfpackharmony gte 1>>
	<<set $rescue to 1>>
	<</if>>
<<endif>>

<<effects>>
<<effectsman>>

<<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>>
The wolves are too busy thinking about themselves to help you.

<</if>>

<<beast>>

<<stateman>>

<<actionsman>>

<<if $rescue is 1 and $alarm is 1>>
<<click [[Next|Wolf Cave Fight Finish]]>><</click>><<nexttext>>
<<elseif $finish is 1>>
<<click [[Next|Wolf Cave Fight Finish]]>><</click>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<click [[Next|Wolf Cave Fight Finish]]>><</click>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<click [[Next|Wolf Cave Fight Finish]]>><</click>><<nexttext>>
<<else>>
<<click [[Next|Wolf Cave Fight]]>><</click>><<nexttext>>
<</if>>

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

You cry for help.

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

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

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

<</if>>

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

The wolf yawns and lies down.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

The wolf limps away from you.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>

The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>>

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<else>>

The wolf yawns and lies down.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<</if>>

<<destinationwolfcave>>

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

<<if $phase is 0>>

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

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

<<elseif $phase is 1>>

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

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

<<elseif $phase is 2>>

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

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

<<else>>

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

<<destinationwolfcave>>

<</if>>

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

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

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

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

<</if>>

<<destinationwolfcave>>

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

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

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

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

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

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

<<destinationwolfcave>>

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

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

<</if>>

:: Wolf Cave Black Wolf [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral1>>
<<set $event to "dogpack">>
<<beast1init>>
<<set $beasttype to "wolf">><<set $beastname to "blackwolf">>
<<if $phase is 0>>
You reach beneath the wolf and take it in your hand.<<npchand>><<deviancy1>>
<<else>>
You lean beneath the wolf.<<npcoral>><<deviancy4>>
<</if>>
<<blackwolfhealth>><<set $enemytrust -= 20>>

<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">><<blackwolfhealth>><<set $enemytrust -= 40>>

<<endif>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

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

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<<elseif $enemyhealth lte 0>>

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

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

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

	<</if>>

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<<else>>

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

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>
<</if>>

:: Wolf Cave Challenge [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">><<set $beastname to "blackwolf">><<blackwolfhealth>><<set $enemyanger += 200>><<set $enemytrust -= 40>>

<<endif>>

<<effects>>
<<effectsman>>

<<beast>>

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

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

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<<elseif $enemyhealth lte 0>>

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

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

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<<else>>

You fall to the ground, unable to fight any longer. The black wolf grabs your neck in its jaws and holds you to the floor for a moment, then releases you.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>>

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

	<</if>>

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<</if>>

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

<<if $phase is 0>>
You rush over to the young wolf and stroke its head. It rears up and licks your face. It's fine, just upset by the fall.<<gharmony>><<lferocity>><<ltrauma>><<lstress>><<ltrauma60>><<lstress60>>

<<destinationwolfcave>>

<<else>>

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

<<destinationwolfcave>>

<</if>>

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

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

<<if $wolfpackleader gte 1>>
	<<click [[Rest (1:00)|Wolf River Rest]]>><<ltiredness60>><<pass60>><</click>>

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

	<<if $rng gte 51>>
	<<click [[Let the black wolf decide|Wolf River Rest]]>><<ltiredness60>><<pass60>><</click>>

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

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

	<<click [[Next (1:00)|Wolf River Rest]]>><<ltiredness60>><<pass60>><</click>>

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

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

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

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

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

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

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

<<click [[Take pink mushroom|Wolf Cliff2]]>><<set $wolfpackshroom to "pink">><<garousal60>><</click>><<garousal>>

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

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

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

The wolves soon become restless, and the hunt continues.<<physique6>>

<<wolfhuntevents>>

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

The wolves are roused and the hunt continues.<<physique6>>

<<wolfhuntevents>>

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

The wolves start to move again, and you run to keep up with them.<<physique6>>

<<wolfhuntevents>>

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

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

<<if $physique gte 5000>>

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

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

	The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>>

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

<<wolfpackhuntoptions>>

	<<else>>

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

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

	Dejected but not broken, the wolves try to pick up the scent of easier prey. They catch something on the breeze and break into a run.<<physique6>>

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

	<</if>>

<<else>>

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

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

<</if>>

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

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

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

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

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

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

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

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

	The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>>

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

	<<wolfpackhuntoptions>>

	<<else>>

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

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

You run with the pack into the forest. There must be easier prey.<<physique6>>

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

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

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

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

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

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

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

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

A frontal attack would be very risky.

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

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

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

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

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

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

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

<</if>>

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

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

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

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

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

<</if>>

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

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

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

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

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

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

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

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

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

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

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

You run into the forest once more, the pack following close behind. There must be easier prey.<<physique6>>

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

<</if>>

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

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

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

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

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

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

<</if>>

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

		<</if>>

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

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

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

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

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

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

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

	<<else>>

	<<skulduggeryskilluse>>

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

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

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

	<</if>>

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

It's not worth the risk. You turn and run, the relieved wolves following close behind.<<physique6>>

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

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

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

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

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

<</if>>

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

	<<if $rng gte 96>>
	You find £200 in cash, as well as assorted baubles you think are very valuable.<<set $money += 20000>><<set $blackmoney += 800>><<crime1000>>
	<<elseif $rng gte 51>>
	You find £50 in cash, as well as assorted baubles you think are quite valuable.<<set $money += 5000>><<set $blackmoney += 50>><<crime100>>
	<<else>>
	You find £20 in cash, as well as assorted baubles you think are quite valuable.<<set $money += 2000>><<set $blackmoney += 30>><<crime50>>
	<</if>>

<<endevent>>

	The black wolf keeps the choice parts of the deer for itself. You rummage in a bag left behind by the hunters and find some canned food that suits you better.<<lstress60>><<lstress>>

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

<<wolfpackhuntoptions>>

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

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

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

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

<</if>>

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

<<endevent>>

	The black wolf keeps the choice parts for itself. You rummage in a bag left behind by the hunters and find some canned food that suits you better.<<lstress60>><<lstress>>

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

<<wolfpackhuntoptions>>

:: Wolf Hunter Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemyanger += 50>>

<<endif>>

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

<<stateman>>

<<actionsman>>

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

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

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

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

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

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

<<else>>

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

<<clotheson>>
<<endcombat>>

<</if>>

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

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

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

	<</if>>

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

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

	<</if>>

Groggy and surrounded, the bear stumbles away from the cave and leaves the deer carcass unguarded. The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>>

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

<<wolfpackhuntoptions>>

<<else>>

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

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

<</if>>

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

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

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

Groggy and hurt, the bear stumbles away from the cave and leaves the deer carcass unguarded. The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>>

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

<<wolfpackhuntoptions>>

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

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

You run with the pack into the forest. There must be easier prey.<<physique6>>

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

<</if>>

:: Wolf Bear Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "bear">><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>>

<<endif>>

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

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

Satisfied, the bear returns to sleep.

<<tearful>> you stagger from the cave.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

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

<<tearful>> you stagger from the cave.

<<clotheson>>
<<endcombat>>

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

<</if>>

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

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

The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>>

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

<<wolfpackhuntoptions>>

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

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

<</if>>

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

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

You run with the pack into the forest. There must be easier prey.<<physique6>>

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

:: Wolf Carrion Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">><<set $beasttype to "boar">>
<<beast1init>>
<<set $beaststance to "top">>
<<endif>>

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

<<stateman>>

<<actionsman>>

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

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

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

<<tearful>> you walk into the trees.

<<clotheson>>
<<endcombat>>

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

<<elseif $enemyhealth lte 0>>

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

<<tearful>> you walk into the trees.

<<clotheson>>
<<endcombat>>

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

<</if>>

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

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

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

<</if>>

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

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

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

<<destinationwolfcave>>

:: Wolf Cave Lewd Play [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral1>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">>
You adopt a mating posture and present yourself to the wolf.<<deviancy2>><<set $enemytrust -= 20>>
	<<if $wolfpackharmony gte 1>>
	<<set $rescue to 1>>
	<</if>>
<</if>>

<<effects>>
<<effectsman>>

<<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>>
The wolves are too busy thinking about themselves to help you.

<</if>>

<<beast>>

<<stateman>>

<<actionsman>>

<<if $rescue is 1 and $alarm is 1>>
<<click [[Next|Wolf Cave Lewd Play Finish]]>><</click>><<nexttext>>
<<elseif $finish is 1>>
<<click [[Next|Wolf Cave Lewd Play Finish]]>><</click>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<click [[Next|Wolf Cave Lewd Play Finish]]>><</click>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<click [[Next|Wolf Cave Lewd Play Finish]]>><</click>><<nexttext>>
<<else>>
<<click [[Next|Wolf Cave Lewd Play]]>><</click>><<nexttext>>
<</if>>

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

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>><<wolfpacktrust>>

The wolf yawns and lies down.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<elseif $enemyhealth lte 0>>

The wolf limps away from you.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>

The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>>

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<else>>

The wolf yawns and lies down.

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<</if>>

<<destinationwolfcave>>

:: Wolf Cave Fight Duo [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral1>>
<<set $event to "dogpack">>
<<beast2init>>
<<set $beasttype to "wolf">>
You shift your body to make things easier for the horny wolf.<<deviancy1>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>

<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "dogpack">>
<<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<set $rescue to 1>>
<</if>>
<<endif>>

<<effects>>
<<effectsman>>

<<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>>
The wolves are too busy thinking about themselves to help you.

<</if>>

<<beast>>

<<stateman>>

<<actionsman>>

<<if $rescue is 1 and $alarm is 1>>
<<click [[Next|Wolf Cave Fight Duo Finish]]>><</click>><<nexttext>>
<<elseif $finish is 1>>
<<click [[Next|Wolf Cave Fight Duo Finish]]>><</click>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<click [[Next|Wolf Cave Fight Duo Finish]]>><</click>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<click [[Next|Wolf Cave Fight Duo Finish]]>><</click>><<nexttext>>
<<else>>
<<click [[Next|Wolf Cave Fight Duo]]>><</click>><<nexttext>>
<</if>>

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

<<if $enemyhealth lte 0>>

<<beastwound>>

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

[[Next|Wolf Cave Fight Duo]]

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

[[Next|Wolf Cave Fight Duo]]

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

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

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

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

[[Next|Wolf Cave Fight Duo]]

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

[[Next|Wolf Cave Fight Duo]]

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

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

<</if>>

<<else>>

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

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

<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationwolfcave>>

<</if>>

repo_name: ojicon/degrees

license: unknown


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

You scan the crowds.
<<if $daystate is "night">>
So many are drunk at this hour. This shouldn't be hard.
<</if>>

<<if $rng gte 80>>
	<<if $daystate is "night">>
	<<generate1>><<person1>>  A <<person>> staggers and falls to the ground in front of you. "I'm sho clumsy," <<he>> slurs, trying and failing to stand.

		<<if $pronoun is "m">>
		Looks like <<he>> lost <<his>> shirt somewhere, but <<he>> doesn't seem to care or even realise.
		<<else>>
		<<His>> low cut dress hangs loose as <<he>> leans forward, flashing <<his>> immodest breasts at you. <<He>> doesn't seem to care or even realise.
		<</if>>

	<<click [[Rob them|Connudatus Drunkard Rob]]>><<crime5>><</click>><<crime>>

	<<click [[Just help them up|Connudatus Drunkard]]>><</click>>

	<<else>>
	<<generate1>><<person1>> A <<person>> leans forward in front of a stall, examining the display. <<His>> <<wallet>> hangs on a thin strap behind <<himstop>>

	<<click [[Snatch it|Connudatus Snatch]]>><<crime5>><</click>><<crime>>

	<<click [[Leave it|Connudatus Street]]>><<endevent>><</click>>

	<</if>>
<<elseif $rng gte 60>>
<<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> sit outside a restaurant. The <<person1>><<persons>> <<wallet>> sits atop a bag by the <<his>> legs.

<<click [[Take it|Connudatus Thievery Restaurant]]>><<crime5>><</click>><<crime>>

<<click [[Leave it|Connudatus Street]]>><<endevent>><</click>>

<<elseif $rng gte 45>>
<<generate1>><<person1>>You spot a tourist taking pictures. <<He>> probably has money to burn.

<<click [[Steal camera|Connudatus Camera]]>><</click>>

<<click [[Leave|Connudatus Street]]>><<endevent>><</click>>

<<elseif $rng gte 20>>
A car pulls up in front of a shop. <<generate1>><<person1>>A <<person>> steps out and enters the building, leaving <<his>> car door open. And <<his>> <<wallet>> on the seat.

<<click [[Take it|Connudatus Car]]>><<crime5>><</click>><<crime>>

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

<<else>>
<<generate1>><<person1>>A <<person>> sits on a bench, their <<wallet>> sat next to them.

<<click [[Take it|Connudatus Street Bench]]>><<crime5>><</click>><<crime>>

<<click [[Leave it|Connudatus Street]]>><<endevent>><</click>>

<</if>>

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

<<famegood1>>
You offer the <<person>> your hand and help <<him>> stand up. <<He>> takes a moment to steady. A group of people some distance away wave at <<himcomma>> and <<he>> waves back. "Thank you kind angel," <<he>> says before staggering to <<his>> friends.

<<endevent>>

<<click [[Next|Connudatus Street]]>><</click>>

:: Connudatus Drunkard Rob [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>

You lean down, holding <<his>> arm with one hand, and taking <<his>> <<wallet>> with the other. You lift <<him>> to <<his>> feet and <<he>> leans against you.

<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from such an easy target.
<</if>>

"I felt you touch me," <<he>> says. "I know what you want." <<He>> reaches down and gropes your <<groinstop>>

<<if $promiscuity gte 55>>
<<click [[Take advantage|Connudatus Drunkard Sex]]>><<set $sexstart to 1>><</click>><<promiscuous4>>

<</if>>
<<click [[Push away|Connudatus Drunkard Push]]>><</click>>

:: Connudatus Drunkard Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral1>>
<<set $event to "molestationhome">>
<<man1init>>
<<promiscuity4>>
<<set $rescue to 1>>

<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $rescue to 1>>

<<endif>>

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

<<stateman>>

<<actionsman>>

<<if $finish is 1>>
<<click [[Next|Connudatus Drunkard Sex Finish]]>><</click>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<click [[Next|Connudatus Drunkard Sex Finish]]>><</click>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<click [[Next|Connudatus Drunkard Sex Finish]]>><</click>><<nexttext>>
<<elseif $alarm is 1>>
<<click [[Next|Connudatus Drunkard Sex Finish]]>><</click>><<nexttext>>
<<else>>
<<click [[Next|Connudatus Drunkard Sex]]>><</click>><<nexttext>>
<</if>>

:: Connudatus Drunkard Push [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>

You shove the <<person>> away from you.

<<if $rng gte 71>>

"Shtupid," <<he>> slurs. "Be a good <<girl>> and hold still."

<<click [[Next|Connudatus Drunkard Sex]]>><<set $molestationstart to 1>><</click>>

<<else>>

<<He>> almost falls over again. "Oi," a voice shouts, "Leave that poor <<girl>> alone and get over here." The <<person>> looks over and waves, smiling. <<He>> returns to <<his>> friends.

<<connudatuswallet>>

<<endevent>>

<</if>>

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

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

"Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.

<<clotheson>>

<<elseif $enemyhealth lte 0>>

You shove <<him>> to the ground. <<He>> struggles to get up again. <<tearful>> you flee to safety.

<<clotheson>>

<<elseif $alarm is 1>>

"Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.

<<clotheson>>

<<elseif $finish is 1>>

<<He>> stumbles away from you.

<<clotheson>>

<</if>>

<<connudatuswallet>>
<<endcombat>>

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

<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from such an easy target.
<</if>>

You grab the <<wallet>> as you walk past.

<<if $rng gte 61>>
The strap tenses and holds. The <<person>> turns and catches you red-handed. "You little brat," <<he>> says as <<he>> grabs your shoulder. "I'll teach you some respect."

<<click [[Next|Connudatus Snatch Molestation]]>><<set $molestationstart to 1>><</click>>

<<else>>
It breaks free of the strap. You walk away, not changing your pace.

<<connudatuswallet>>

<<endevent>>

<</if>>

:: Connudatus Snatch Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemyanger += 200>><<npcidlegenitals>>
<<set $rescue to 1>>

<<endif>>

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

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<click [[Next|Connudatus Snatch Molestation Finish]]>><</click>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<click [[Next|Connudatus Snatch Molestation Finish]]>><</click>><<nexttext>>
<<elseif $alarm is 1>>
<<click [[Next|Connudatus Snatch Molestation Finish]]>><</click>><<nexttext>>
<<elseif $enemyanger lte 50>>
<<click [[Next|Connudatus Snatch Molestation Finish]]>><</click>><<nexttext>>
<<else>>
<<click [[Next|Connudatus Snatch Molestation]]>><</click>><<nexttext>>
<</if>>

:: Connudatus Snatch Molestation Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

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

"You little harlot," <<he>> pants as <<he>> leans against the stall. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<walletstop>>

<<clotheson>>

<<elseif $enemyhealth lte 0>>

You shove <<him>> into the stall. <<He>> crashes through it.<<tearful>> you flee to safety, <<his>> wallet in hand.

<<clotheson>>

<<elseif $enemyanger lte 50>>
The <<person>> leans against the stall. "That'll... that'll show <<phercomma>> so it will," <<he>> pants. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<walletstop>>

<<clotheson>>

<<else>>

<<generate2>><<person2>>"What's wrong with you?" a <<person>> shouts. <<He>> grapples the <<person1>><<person>> and holds <<him>> back.

"The <<girl>> tried to take my <<wallet>> you idiot," the <<person>> yells as <<he>> shoves the interloper away. <<He>> looks around, eyes wild with anger. But <<he>> can't see you. Or <<his>> <<walletstop>>

<<clotheson>>

<</if>>

<<connudatuswallet>>
<<endcombat>>

:: Connudatus Thievery Restaurant [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from such an easy target.
<</if>>

<<person1>>You kneel and pretend to tie your shoelaces. You pick up the <<wallet>> as you stand up.

<<if $rng gte 61>>

The <<person2>><<person>> spots you. "<<pShes>> robbing you! Look!" <<he>> shouts.<<gstress>><<gstress60>>

<<set $skulduggerydifficulty to 400>>
<<click [[Run|Connudatus Thievery Restaurant Run]]>><<crime30>><<gtiredness60>><</click>><<crime>><<gtiredness>>

<<click [[Bluff|Connudatus Thievery Restaurant Bluff]]>><</click>><<skulduggerydifficulty>>

<<else>>

<<connudatuswallet>>
<<endevent>>

<</if>>

:: Connudatus Thievery Restaurant Run [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

You dash away, disappearing into the crowds before they can even stand up. They managed to get a good look at you though.

<<connudatuswallet>>
<<endevent>>

:: Connudatus Thievery Restaurant Bluff [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $submissive gte 1150>>
"I'm sorry!" you say, placing the <<person1>><<wallet>> on the table and looking between them. "My eyesight isn't very good and I thought it was mine."
<<elseif $submissive lte 850>>
"Actually," you say, placing the <<person1>><<wallet>> on the table. "I was just returning it to you. Someone else took it and I chased them down. You shouldn't make accusations like that."
<<else>>
"I work here," you say, placing the <<person1>><<wallet>> on the table. "It's against company policy to let patrons leave their valuables where they can be easily taken. You should be more careful in the future."
<</if>>

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

The <<person>> turns to the <<person2>><<person>> "You always cause a scene."

"Cause a scene? I suppose I should keep quiet if I think you're being robbed then?"

You leave them to their argument, taking the <<person1>><<wallet>> with you.

<<connudatuswallet>>
<<endevent>>

<<else>>

The <<person>> picks up the <<wallet>> and tucks it away. "Sure," <<he>> says, looking at you with suspicion. You'll have to leave empty-handed this time.

<<endevent>>
<<click [[Next|Connudatus Street]]>><</click>>

<</if>>

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

<<if $submissive gte 1150>>
"Excuse me <<sircomma>>" you say, tugging on <<his>> sleeve. "I like being helpful. Can I take a picture for you?"
<<elseif $submissive lte 850>>
"New in town?" you say. "You look like you could use a hand. How about I take a picture for you?"
<<else>>
"Hello," you say. "I can take a picture for you if you like."
<</if>>

<<He>> smiles. "How sweet of you to offer. Here you go," <<he>> hands you the camera and steps several feet away from you.

<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from such an easy target.
<</if>>

<<if $rng gte 61>>
<<He>> turns sooner than you'd hoped. "Hey!" <<he>> shouts. "Give that back!" You break into a run. <<He>> runs after you.<<gstress>><<gstress60>><<gtiredness60>><<gtiredness>>

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

	You run around stalls and try to shake <<himcomma>> and succeed. You find a quiet spot and examine the camera.

	<<if $rng gte 81>>
	Looks pretty expensive. You should be able to get something for it.<<set $blackmoney += 30>><<crime30>>
	<<elseif $rng gte 61>>
	It's a fairly common example, but should be worth something.<<set $blackmoney += 15>><<crime25>>
	<<elseif $rng gte 41>>
	It's a budget item for sure, but not worthless.<<set $blackmoney += 10>><<crime10>>
	<<elseif $rng gte 21>>
	It's pretty tacky looking, can't be worth much.<<set $blackmoney += 5>><<crime5>>
	<<else>>
	It's a tacky thing, not worth the plastic it's made of.
	<</if>>

	<<endevent>>
<<click [[Next|Connudatus Street]]>><</click>>

	<<else>>

You run around stalls and try to shake <<himcomma>> but fail. <<He>> chases you into an alley. You round a corner and find a fence blocking your path. The <<person>> stops behind you.

"They said the <<girls>> in this town were weak and submissive," <<he>> rolls up <<his>> sleeves. "I think I need to show you your place."

<<click [[Throw the camera|Connudatus Camera Throw]]>><</click>>

<<click [[Stand your ground|Connudatus Camera Molestation]]>><<set $molestationstart to 1>><</click>>

	<</if>>
<<else>>
<<He>> turns just in time to see you disappear into the crowd.

You find a quiet spot and examine the camera.

	<<if $rng gte 81>>
	Looks pretty expensive. You should be able to get something for it.<<set $blackmoney += 30>><<crime30>>
	<<elseif $rng gte 61>>
	It's a fairly common example, but should be worth something.<<set $blackmoney += 15>><<crime25>>
	<<elseif $rng gte 41>>
	It's a budget item for sure, but not worthless.<<set $blackmoney += 10>><<crime10>>
	<<elseif $rng gte 21>>
	It's pretty tacky looking, can't be worth much.<<set $blackmoney += 5>><<crime5>>
	<<else>>
	It's a tacky thing, not worth the plastic it's made of.
	<</if>>
	<<endevent>>

<<click [[Next|Connudatus Street]]>><</click>>

<</if>>

:: Connudatus Camera Throw [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

You throw the camera behind <<himstop>> <<He>> runs after it. "If you've broken it, I'll break you," <<he>> says as it bounces along the ground. You climb the fence and haul yourself over to the other side while <<hes>> distracted. You're long gone by the time <<he>> turns around.

<<click [[Next|Connudatus Street]]>><<endevent>><</click>>

:: Connudatus Camera Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence1>>
<<neutral1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemyanger += 150>>

<<endif>>

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

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<click [[Next|Connudatus Camera Molestation Finish]]>><</click>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<click [[Next|Connudatus Camera Molestation Finish]]>><</click>><<nexttext>>
<<else>>
<<click [[Next|Connudatus Camera Molestation]]>><</click>><<nexttext>>
<</if>>

:: Connudatus Camera Molestation Finish [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

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

"That's it," <<he>> says. "That's why I'm here. You can keep the camera whore, I'll just buy another." <<He>> leaves the way <<he>> came.

<<clotheson>>

<<elseif $enemyhealth lte 0>>

You shove <<him>> to the ground and start climbing the fence. By the time <<hes>> on <<his>> feet you've escaped. You keep moving for a while then find a quiet place where you won't be disturbed.

<<clotheson>>

<<else>>

<</if>>

You examine the camera.

	<<if $rng gte 81>>
	Looks pretty expensive. You should be able to get something for it.<<set $blackmoney += 30>><<crime30>>
	<<elseif $rng gte 61>>
	It's a fairly common example, but should be worth something.<<set $blackmoney += 15>><<crime25>>
	<<elseif $rng gte 41>>
	It's a budget item for sure, but not worthless.<<set $blackmoney += 10>><<crime10>>
	<<elseif $rng gte 21>>
	It's pretty tacky looking, can't be worth much.<<set $blackmoney += 5>><<crime5>>
	<<else>>
	It's a tacky thing, not worth the plastic it's made of.
	<</if>>

<<endcombat>>
<<click [[Next|Connudatus Street]]>><</click>>

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

<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from such an easy target.
<</if>>

<<if $rng gte 51>>
You walk up to the open car and pick up the <<wallet>> like you have every right to, just as the <<person>> exits the building. <<He>> hasn't seen you yet but <<he>> soon will.<<gstress>><<gstress60>>

<<click [[Run|Connudatus Car Run]]>><<crime30>><</click>><<crime>>

<<click [[Hide in the car|Connudatus Car Hide]]>><</click>>

<<click [[Leave it|Connudatus Street]]>><<endevent>><</click>>

<<else>>

You walk up to the open car and pick up the <<wallet>> like you have every right to. When the <<person>> returns <<he>> drives away without noticing anything wrong.

<<connudatuswallet>>
<<endevent>>

<</if>>

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

You run, <<wallet>> in hand. It takes the <<person>> a moment to react, time enough for you to disappear in the crowded street.

<<connudatuswallet>>
<<endevent>>

:: Connudatus Car Hide [nobr]
<<set $outside to 1>><<set $location to "town">><<effects>>

With the <<wallet>> in hand you dive into the car and crawl beneath the back seat.

<<if $rng gte 51>>

The <<person>> sits down and starts the engine, unaware that <<his>> <<wallet>> is missing or that <<he>> has a passenger.

You hide beneath the seat as the car bumps along the road. You don't wait long before <<he>> pulls to a stop. You hear a gate open and the car drives a bit more, before stopping once more. The driver leaves the car, this time shutting the door.

You peak out the window. You're in one of the compounds on Elk Street. A chain link fence towers around the edge, protecting several red brick buildings. You climb out of the car.

<<pass5>>

You open the <<walletstop>> It's empty.

<<endevent>>

<<click [[Look around|Elk Compound]]>><</click>>

<<else>>
The <<person>> sits down, looks around, then climbs back out. <<He>> must think <<he>> left <<his>> <<wallet>> in the building.

You rise from your hiding place and escape the car before <<he>> returns.

<<connudatuswallet>>
<<endevent>>

<</if>>

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

<<if $rng gte 61>>
You walk behind the bench, reach over and take the <<wallet>> from its seat.<<gstress60>><<gstress>>

	<<if $uppertype is "naked">>
	The <<person>> tries to grab you, but you shake <<him>> free and run to safety.

	<<else>>
	The <<person>> grabs your $upperclothes.<<set $upperintegrity -= 10>>
		<<if $upperintegrity lte 0>>
		You pull away from <<himcomma>> but your clothing tears free in <<his>> grip. <<integritycheck>><<exposure>><<covered>> You run to safety.
		<<else>>
		You shake <<him>> free, but hear your $upperclothes tear slightly. You run to safety.
		<</if>>

	<</if>>

<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from such an easy target.
<</if>>

<<connudatuswallet>>
<<endevent>>

<<else>>
You walk behind the bench, reach over and take the <<wallet>> without the <<person>> even noticing.

<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from such an easy target.
<</if>>

<<connudatuswallet>>
<<endevent>>

<</if>>